TEXT: Ware of the Brain Lashers 
  Beyond the portal in the introduction... 
  Version 1.1 
   
   
  FOREWORD 
  My player went through the Brain Lasher powered gate. I had to make something what
   
   
   
   
   
   
   
   
    
   
   
   
   
   
  is beyond. This it is. Be free to use. If you modify and or re-share keep my name here
   
   
    
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  and let me know. Happy gaming! 
   
  This adventure is compatible with Mutant Future (Goblinoid Games). 
  Writer: Thaumiel Nerub/D-oom Products (thaumielnerub (at) gmail (dot) com 
  Website: cradleofrabies.blogspot.com 
  OGL 1.0a. See Mutant Future (Goblinoid Games) for license details. 
  
   
  THE WARE 
  Smells: Mix of sulphur and lavender 
  Sounds: Industrial hum, disorded beebs, deep sounds you can’t hear but feel 
  Looks: Partly carved partly constructed. Strange shapes. Unknown symbols 
  Colors: Amber and light green with silver and black details 
  Feels: Cold, warm, alien 
   
  Ware Of The Brain Lashers​ could be entered through the portal in Mine Of The Brain 
  Lashers ​(scenario in Mutant Future rulebook) or any other suitable Brain Lashers’ portal in your 
  campaign world. 
   
  ROOM DESCRIPTION KEYS 
   
  1. TRANSPORTATION ROOM 
  Big four storey high room. 
   
  On north, north-east and north-west walls there are similar plane-shift amplifying metal pillars 
  that can be found in the Mine Of The Brain Lashers ​(Mutant Future page 141)​. ​Only one of 
  these portals is open (the one that party entered) and powered by two Brain Lashers wearing 
  helmets what focus their mental shifting powers onto the pillars. 
   
  The Brain Lashers mentally order 3d4 Homo Erectus to attack the party as fast as characters 
  enter this room. If Homo Erectus are loosing the combat, Brain Lashers flee to Control Room 
  (7.) closing the door behind them. After The Brain Lashers disconnect themselves from the 
  helmets the portal stays open for 2d4 turns. 
   
  (NOTICE: If the Brain Lashers escaped the portal in the mine Brain Lashers in this side could be 
  ready with combat robots from Combat Robot Units (8.). 
   
  All the doors are mechanical and open when approached unless there is red alert. Red alert is 
  triggered in 2 in 6 from the Control Room (7.) in any round something suspicious is going on 
  (combat for example). Then the doors must be opened with hand gestures impossible for 
  human (Brain Lashers have four fingers). Four fingered humanoid might try to mirror the gesture 
  if he has seen it done already. Doors could be also electrically bypassed with successful 
  techology rolls. 
  Also in red alert 2d4 + party size combat robot units emerge from Combat Robot Units section 
  (8.) attacking the threat. 
   
  The southern double-door is the biggest one and always open*. The Homo Erectus slaves carry 
  
  their buckets of metal through the door to huge carts on rails. When a cart is fully loaded it darts 
  in full speed and soon enough an empty cart replaces its place. The distance is too long to 
  make clear where or how far the cart goes. If the cart is used as a transportation character 
  suffers 4d8 damage. Save Versus Stun ​halves the damage. Wherever the cart leads is not 
  covered in this adventure! 
   
  *Or the door might be controlled from the control room, if the Mutant Master wants to restrict 
  player characters’ movement. 
   
  2. SUPPLY STORAGE 
  On the roof is a Plasma-Rifle-Turret. If the storage is entered and the right code is not given 
  verbally (almost impossible without Brain Lasher mouth structure)  it attacks like HD 6 monster, 
  AC 7 and deals 8d6 damage. 
   
  Storage is full of items and equipment. Most are alien but also food and simple clothing and 
  tools are present for Homo Erectus needs. There are literally hundreds of thousands gp worth of 
  alien artifacts if one can find a real buyer. It’s up to Mutant Lord how much character can carry 
  alien artifacts. 
   
  In the back of the storage some folded cages and other trapping equipment can be found. 
   
  3. CORRIDOR 
  The corridor is empty. Strange “muzak” (if you had to describe it) is playing in the background. It 
  is tearing eardrums and making head spin. Save Versus Stun Attacks​ or suffer 4 penalty to all 
  rolls for 3d10 minutes (6 rounds in a minute!). 
   
  4. TACTICAL ROOM 
  Walls are covered with strange devices and computers. In the middle of the room is a seat with 
  devices that contact your head when you sit on it. On the ceiling above the chair are different 
  patterns turning and hurling. 
  This chair is like a projector. You sit on it, imagine a place and you can see and hear it. Brain 
  Lashers can also interact with the places they “travel” this way. 
   
  In the tactical room are two Brain Lasher. Other is busy in the chair in a “travel” when other is 
  tweaking the devices on the wall. The one tweaking the devices attack (if not surprised) and the 
  one in chair joins the combat after 3d6 rounds. 
   
  On the north-east corner of Tactical Room there’s a hidden door. If only it is found faded into the 
  wall equipment the system to open it is not a problem at all. 
   
  
   
  5. TACTICAL SECRET ROOM 
  In this room there are: 
  ●
  3d6 alien artifacts worth 1d6 x 1000 gp piece (it’s up to Mutant Lord to decide do these 
  artifacts have special powers. In general there’s 12% change that the artifact does 
  something else than just “being pretty for the eye”). 
  ●
  2d4 plasma grenades 
  ●
  2 energy batons 
  ●
  Big gilded statue representing Brain Lasher head. This is actually a trap. It reads on its 
  forehead (in Brain Lasher’s tongue though). If you lift it the room door will be sealed and 
  irradiated for 2d6 rounds. Each round those trapped inside suffer class 7 radiation. 
   
  6. BRAIN LASHER’S QUARTERS 
  The big room is filled with medical apparatuses, laboratory equipment and other studying 
  material. On southern side of the room two Brain Lashers are operating a device. They put 
  human in. Tweak some DNA and take Homo Erectus out. And it is painful and sounds like it too. 
   
  In the north-east corner of the room there are cages. Most of the cages are empty, but in three 
  cages three humans can be found waiting to be deranged to Homo Erectus slaves. If they 
  slaves are freed they aren’t willing nor capable to fight. They just want to escape the place (how 
  is up to the adventuring party).  In one of the occupied cages there is also an Eye Dog caputred. 
  If freed he will follow and aid the party. 
   
  All sorts of medical items can be found in the room. Roll Drugs, Chemicals and Medical 
  Devices table as many times as characters loot the room. When the same result has been 
  gained 4 times there’s nothing more to loot). In every item there’s 10% change that it’s not good 
  (warning text in Brain Lasher writing). In that case when used Save versus Poison or Death or 
  die! 
   
  7. CONTROL ROOM 
  In the control room there are computer devices and other monitoring devices. One Brain Lasher 
  is observing Transportation Room through transparent wall. All the doors are mechanical and 
  open when approached unless there is red alert. Red alert is triggered in 2 in 6 from the Control 
  Room (7.) in any round something suspicious is going on (combat for example). Then the doors 
  must be opened with hand gestures impossible for human (Brain Lashers have four fingers). 
  Four fingered humanoid might try to mirror the gesture if he has seen it done already. Doors 
  could be also electrically bypassed with successful techology rolls. 
  Also in red alert 2d4 + party size combat robot units emerge from Combat Robot Units section 
  (8.) attacking the threat. 
  
  The Red alert can be turned off from this room. It is a big blinking red button. You can’t miss it. 
   
  8. COMBAT ROBOT UNITS 
  Inside this huge hall there are 30 combat robot units. They are offline unless Red alert is on 
  (see sections 1. or 7. for details of red alert. Same information in both). 
   
  Combat Robot Unit 
  Hit Dice: 25 (133 HP) 
  Frame: Armature 
  Locomotion: Inductor 
  Manipulators: n/a 
  Armor: Crystal Carbon Armor (AC 1) 
  Sensors: Class III sensor system 
  Mental Programming: Programming 
  Accessories: Weapon mount x2, Fire extinguisher 
  Weaponry: Laser pistol Mk 2 (6d6 damage), Stun baton (2d6 damage, stun) 
   
  On north-east corner of the room is sealed door. Eye scanning of a Brain Lasher (living or dead) 
  is needed to open the door. Inside there are the following weapons (roll Technological artifacts 
  tables): 
   
  ●
  1d4 Advanced melee weapons 
  ●
  1d4 Advanced pistols 
  ●
  25% change each of 1d4 Advanced rifles* 
  ●
  15 % change each of 1d4 Advanced armor* 
  ●
  2d6 Power sources 
  ●
  2d4 Grenades 
  ●
  15% each change of 1d2 Bombs and explosives* 
  *First roll how many there might be. Then roll d% are there any. 
   
  10. NUCLEAR POWERED MINE CART SHAFT TO SURFACE 
  The southern double-door is the biggest one and always open. The Homo Erectus slaves carry 
  their buckets of metal through the door to huge carts on rails. When a cart is fully loaded it darts 
  in full speed and soon enough an empty cart replaces its place. The distance is too long to 
  make clear where or how far the cart goes. If the cart is used as a transportation character 
  suffers 4d8 damage. Save Versus Stun ​halves the damage. Wherever the cart leads is not 
  covered in this adventure! 
   
  When characters venture forth the Nuclear Powered Mine Cart Shaft To Surface this adventure 
  module ends. The rest is up to you to decide where the cart takes the metal and what dangers 
  are within. (I might beat you in writing that, but if you go first, be sure to email me what you did 
  
  there!) 
  RANDOM LOOT TABLE (PRE-ROLLED) 
   
  Here’s random loot tables for primary encounters in this dungeon. Instead of rolling loot roll 
  below table to see what the monster carries. 
   
  D20 Roll
  Homo Erectus
  Brain Lasher 
  1 
  - 
  11,000 sp, 2 gp,  
  2 
  10,000 cp, 5,000 sp 
  10,000 cp, 6 gp, Healing pack, Ready syringe, 
  Medi-spray II, Hercurin, Rad-purge shot, Antitox 
  3 
  - 
  2,000 cp, 10 gp 
  4 
  Gas mask, Plastex 
  armor 
  9,000 sp, 13 gp, Stimshot B, K-O shot, Hercurin, 
  Filter-Dose 
  5 
  2,000 cp 
  7 gp, Proton energy pill, Filter-Dose, Truth serum, 
  Superegen x2, K-O shot, Antitox 
  6 
  - 
  2,000 cp, 11 gp 
  7 
  Rocket-propelled 
  grenade launcher 
  9,000 sp, 3,007 gp, Medi-spray I, Stimshot A, Ready 
  syringe, Antitox 
  8 
  - 
  2,000 cp, 9,000 sp, 2,008 gp, Medi-spray I, 
  Filter-dose 
  9 
  2,000 sp, Soup mixes 
  6,000 cp, 2 gp, Filter-dose, Diagnostic scanner, 
  Hercurin 
  10 
  4,000 sp 
  3,000 cp, 3,004 gp, Medi-spray II, Rad-purge shot, 
  Hercurin, Ready syringe 
  11 
  16,000 sp, Laser pistol 
  Mk2 
  3,000 cp, 13 gp 
  12 
  - 
  15,000 sp, 5 gp, Antitox x2, Ready syringe, 
  Rad-purge shot, Diagnostic scanner, Medi-spray II 
  13 
  15,000 sp 
  6 gp 
  14 
  16,000 sp, Dehydrated 
  pills 
  9 gp, K-O shot x2, Ready syringe, Hercurin, 
  Medi-spray I, Stimshot B, Truth serum  
  15 
  11,000 sp, Radiation rifle 
  4,008 gp, Antitox x2, Filter-dose, Superegen 
  
  16 
  - 
  17,000 sp, 4 gp 
  17 
  - 
  6,000 cp, 7,000 sp, 4 gp, K-O shot, Healing pack, 
  Medi-spray I 
  18 
  8,000 sp, Carbine rifle 
  2,000 cp, 9 gp 
  19 
  16,000 sp 
  1,000 cp, 4 gp, Truth serum, K-O shot, Hercurin, 
  Medi-spray I x4,  
  20 
  15,000 sp, Identify card 
  1,010 gp 
   
  VERSION CHANGES AND OTHER NOTES 
  Versions 
  ●
  1.0. This is what I started with and initially put online for you to see. Table of contents 
  doesn’t work! GRAAAAWWWRHH! 
  ●
  1.1. Minor heading editing so heading and content aren’t on different pages. Some other 
  little minor tweaks too not worth mentioning. 
  ●
  1.2. Added option that big double-door isn’t always open in section 1. 
   
  Notes 
  ●
  My player went through the Brain Lasher powered portal in Mine of the Brain Lashers. I 
  had to make something beyond the portal in one day. This is what I did. 
   
  ●
  If you use, edit, copy, share, like, hate... comment on my blog (if you found this here) or 
  Google+ (if you found this there) or send me email (thaumielnerub at gemail dot com). 
   
  ●
  If you write what’s beyond the section 10. let me know! 
   
  Have fun playing! 
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Adventures and Settings/Ware of the Brain Lashers v1.2 (MuFut).pdf