Thundarr

Embed Size (px)

Citation preview

  • 8/7/2019 Thundarr

    1/38

  • 8/7/2019 Thundarr

    2/38

    The year: 1994. From out of space comes arunaway planet, hurtling between the Earthand the Moon, unleashing cosmicdestruction. Man's civilization is cast in ruin.

    Two-thousand years later, Earth is reborn...Astrange new world rises from the old: Aworld of savagery, super science, andsorcery. But one man bursts his bonds tofight for justice! With his companions Ooklathe Mok and Princess Ariel, he pits hisstrength, his courage, and his fabulous SunSword against the forces of evil.

    He is Thundarr the Barbarian!

    And with those words, Thundarr, Ookla the Mok,

    and Princess Ariel the Sorceress rode off to fightinjustice in a post-apocalyptic wasteland under ashattered moon. The cartoon series Thundarrthe Barbarian ran for 21 episodes from 1980-1982, and it was imaginative fuel for many of myjunior high Gamma Worldgames.

    Now here I am27 years laterand Im still afan of the show and of ruined-earth RPGs. Afterdiscovering the joys of Mutant Future (rulesavailable for free at www.goblinoidgames.com), Idecided to create a blog named The SavageAfterWorld (savageafterworld.blogspot.com) and

    populate it with all of the mutants, ruins, andAncient artifacts I could recall from the RPGcampaigns of my youth. And I kept coming backto a certain barbarian and his companions forblog fodder. Thus began Thundarr Thursdaywhere I would take some facet from the showand convert it for use with Mutant Future.

    Many readers of my blog have written to me,asking me to create a Thundarr the Barbarian

    supplement for Mutant Future. I obviouslycannot (and will not) create anything officialdue to the copyrights and trademarks involved.However, as my gift to my blogs readers and tothe many fans of the show, I created this

    documenta simple compilation of all ThundarrThursday posts that have appeared on TheSavage AfterWorld in the past year.

    Gathered within is a cornucopia of Thundarr-related Mutant Future material including:

    Three new PC character classes!

    Two nefarious NPCs!

    Two new devices!

    Fourteen (!) new creatures!

    And three adventures based on classicepisodes!

    It is hoped that you will enjoy reading thiscollection of blog posts andperhapsworkingsome Thundarr-inspired adventure into yourMutant Future campaign!

    ON TRADEMARKS AND COPYRIGHTS

    I want to make one thing abundantly clear: TheSavage AfterWorld and its blog-meister (yourstruly) makes no claim of ownership or rightsto any part of the Thundarr the Barbariantelevision series. All materials are copyrights oftheir respective owners. All information, images,and materials on both the blog and in thiscompilation are intended for entertainmentpurposes only.

    Also, I am somewhat unclear who currentlyowns the rights to Thundarr the Barbarian andits related trademarks, since it has traded handsmore than a few times in the last 27 years. So Ill just say thanks to Ruby-Spears Entertainment,AOL Time/Warner, and Warner Bros. Andfinally, Mutant Future and Labyrinth Lord aretrademarks of Daniel Proctor. Thanks Dan forcreating and bringing these great games to us!

    So grab your Sun Sword, jump upon yourequort, and ride off to face yet another evilwizard terrorizing the human survivors in theworld ofThundarr the Barbarian!

    Lords of Light! Ookla, ArielWe ride!

    Your Friendly NeighborhoodSniderman, December 2009

  • 8/7/2019 Thundarr

    3/38

    NEW CHARACTER RACE: BARBARIAN

    Hit Dice: 1d8 per point of CONMutations: none

    Barbarians are the uncivilized nomads of theThundarr universe. Trained since birth in theways of combat and self-sufficiency, Barbarians

    are the natural survivors of the future Earth. It isassumed that Barbarians are part of a largertribal race, but it is very rare to encounter morethan one or two Barbarians at a time. They areusually dressed in animal hides and furs, whichare decorated with bones and teeth of pasthunting victories.

    Barbarians appear to be an offshoot of PureStrain Humans although, unlike the typicalhumans encountered, they are muscular and ingood physical condition. Due to a lifetime ofphysical training, Barbarians gain +2 when

    rolling for both Strength and Constitution.Because of their "hardiness," Barbarians roll 1d8per point of Constitution for their hit point totals.A Barbarian's true abilities lie within his acrobaticskills and heightened agility, enabling him tocommit almost superhuman feats. This is due tothe +3 Dexterity bonus gained when rolling up aBarbarian. Barbarians will never be encounteredwith any mutations. (In the Thundarr universe,mutations are usually limited to wizarddeformities or the dangerous monsters thatroam the wastelands.)

    Because of their savage outward appearanceand primitive way of speaking, a Barbarian maybe viewed as not very intelligent. In fact, theopposite is true: A Barbarian is incredibly cleverand quick-witted. They do not receive a bonus orpenalty when rolling for Intelligence. However,since Barbarians have not had much exposureto Ancient history, artifacts, and technology, theyhave a permanent -10% Technology RollModifier.

    But even though they may be ignorant ofAncient history and devices, a Barbarian is notdistrustful of technology and may even be foundusing an Ancient device comfortably. (Forexample, Zogar's cyborg arm.) Barbarians areusually armed with a special weapon that theyprefer in combat. The Mutant Lord may wish topresent the PC with a unique weapon to wield,i.e., Thundarr's Sun Sword, Zogar's Flaming

    Trident, or Shara's Skull Mace.

    Barbarians can be of either lawful or chaoticalignment, but because of their driving passionsand goals, Barbarians will never be of Neutralalignment. Barbarians are usually arrogant andstubborn, refusing to listen to reason until thesituation requires it. Barbarians are quick toaction as well, almost reckless in nature, as theyquickly grow impatient. They will be the first toenter combat, which - to them - is usually themost direct course of action for any situation.

    In spite of their hotheaded shortcomings,Barbarians can be fairly friendly and helpfulonce you get to know them and once they havegiven you their trust. Barbarians are fiercelyloyal to their friends, seeing the value oftraveling in numbers with a like-minded group.Any Barbarians encountered who are travelingalone are usually of a self-serving chaotic natureand should be viewed with caution.

  • 8/7/2019 Thundarr

    4/38

    Barbarians are very vocal, preferring to let loosewith a war cry when fighting. ("Ahhhhhhhh-hee!") They may also have a few catchphrasesthey will utter when surprised or angered.("Lords of Light! Demon Dogs!") The playershould be encouraged to come up with one oftwo "catchphrases" to endlessly shout

  • 8/7/2019 Thundarr

    5/38

    NEW CHARACTER RACE: MOK

    Hit Dice: 1d8 per point of CONMutations: None

    The Mok is a fierce-looking humanoid race

    known for its superhuman strength andferocious appearance. It is undetermined if Moksare an evolved form of animal, a mutated form ofhuman, an alien race, or a completely newspecies. A Mok is a large humanoid, usuallybetween 7-9 feet tall. The face appears feline-like with a hardened, fang-lined, flattened beakfor a mouth. A thick mane of hair encompassesthe head of a Mok and their bodies are coveredwith fur usually tan, blond, or very dark brownin color. The Moks hands are clawed, and theirfeet are nearly cloven hooves. Because of theirfur, Moks do not need to wear clothing (and

    prefer not to), though they will wear a loincloth,briefs, or other modesty coverings.

    Moks are supremely strong and hardy. A Mokgains a +3 when rolling for Strength andConstitution. Both scores can increase beyond21 during level progression, making an olderexperienced Mok capable of incredible feats ofstrength and endurance. Moks also roll 1d8 perpoint of CON for their hp total instead of theusual 1d6. However, Moks receive a 2 whenrolling for Charisma due to its frighteningcountenance. People who have never beforeencountered a Mok may run away, cower infear, or attack the monster. No Moks have everbeen encountered with mutant abilities.

    Moks have their own language that sounds likerandom growls, snarls, and grunts to mostintelligent species. Even though a Mok can learnand understand most common languages, theyare unable to speak in any language other thanthe Mok tongue, making communication difficult.

    And the Mok language can be learned andunderstood by other non-Moks, but it isimpossible for any other than a Mok to speak it.It is assumed that if a Mok is within anadventuring party, the Mok can understand theother PCs and the PCs can understand the Mok.However, the Mok will oftentimes find that theycannot communicate with NPCs, leading toneeded translation from the other PCs.

    Despite their frightening appearance and quicktempers, Moks are actually very friendly andsocial creatures. Moks believe in the values ofjustice and community, and thus will never be ofa chaotic alignment. Moks are blindly loyal totheir friends. Moks sometimes are unaware oftheir own strength and will accidentally teardoors from hinges, crush fragile items in theiroversized hands, or other damaging mishaps.Moks are incredibly afraid of water and will not

    willingly allow themselves to get wet.

  • 8/7/2019 Thundarr

    6/38

    NEW CHARACTER RACE: SORCERER

    Hit Dice: 1d6 per point of CONMutations: none (or energy manipulation; seebelow)

    Sorcerers are the magic-wielders of the

    Thundarr universe. They are able to draw uponmystical forces, bending, shaping, and warpingthem to their will. They are able to cast spells ofan offensive, defensive, healing, and/ordestructive nature. Sorcerers are powerful, yetsometimes feared by humans as they can easilybe mistaken for an evil Wizard.

    Sorcerers appear to be Pure Strain Humans,although they are usually dressed in better finerythan the human survivor rabble encountered inthe wastelands. Due to their training and studyof the magical arts, Sorcerers gain a +2 when

    rolling for Intelligence and Willpower. Sorcerersdo not have any mutations (unless the MLdetermines that the ability to cast magic itself isa mutation; see below). Sorcerers are alwaysLawful or Neutral in nature. Chaotic Sorcerersare better knows as the evil Wizards in theThundarr world.

    Sorcerers seem to have a fascination withAncient culture. Princess Ariel had extensive

    knowledge of Ancient history and geography,whereas Merlik the Sorcerer reveled in OldEarth youth slang (though he was bad at it). It isassumed that Sorcerers studied the Ancientsduring their training in the mystical arts. The MLis encouraged to allow a Sorcerer PC to chooseone facet of the Ancients that he has studied(technology, history, language, etc.).

    Before we can discuss the abilities of Sorcerers,we need to discuss the nature of magic in theworld of Thundarr. Magic is common in thisshattered world under the broken moon, but howto explain it? I offer two explanations for theconsideration of the Mutant Lord:

    When the runaway planet hurtledbetween the Earth and the Moon, itunleashed more than cosmicdestruction. It also tore open the

    magical energy stored within the leylines that crisscross the planet. Magicenergies spilled forth throughout theworld and those persons attuned to itcan harness and channel it. Thesepeople eventually became the originalWizards and Sorcerers of the future.

    Magic isn't "real." Rather, Sorcerers andWizards are actually mutants with theability to manipulate energy. This energycould be defined as the lifeforce in allthings, residual energy in theatmosphere, etc. Regardless, energy

    manipulation could be considered amutation and therefore susceptible toanything that would remove or hampermutations.

    Regardless, a magic system that is compatiblewith Mutant Future already exists and isavailable in Labyrinth Lord. It is suggested thatSection 3: Spells from the Labyrinth Lord rulesbe implemented and used. Sorcerers (and by

  • 8/7/2019 Thundarr

    7/38

    extension, Wizards) are able to cast spells justas if they were of the same level of a Magic-User or Elf in Labyrinth Lord. Cleric spells areunavailable to Sorcerers. When a Sorcerer castsa spell, there are two facets to remember:

    All Sorcerer spells manifest themselveswith colorful beams of energy. Forexample, if the spell is Hold Person, theenergy snakes out from the caster'shands and wraps around the target.Charm Person may manifest as aflashing hypnotic pattern. It is left to thePC or ML as to how the spell appearswhen cast.

    One limitation is that a Sorcerer MUSThave at least one free hand to castspells. If a Sorcerer's hands and armsare bound or otherwise immobile, a spell

    cannot be cast. Wizards are not,however, bound by this limitation.

    Sorcerers are level-headed and will not willinglyrush into a dangerous situation, preferring toweigh a course of action. They are bettereducated than most, but they are rarelyegotistical. They use their magical abilitiessparingly as too much magic use can lead tocorruption and eventual downfall into the waysof a Wizard. (See my earlier Wizard-related blogpost for information on Wizards.) For each timea PC uses his/her magic in a harmful,destructive, or evil manner, the ML shouldsecretly roll a 5% check versus corruption. Thiscorruption check is cumulative, so future checksare 10%, 15%, 20%, etc. Failure means that thePC has succumbed to the power and hasbecome a Wizard. This new Wizard can becomea new NPC villain for the PCs to contend with!

  • 8/7/2019 Thundarr

    8/38

    NEW DEVICE: THE BLACK PEARL

    The Black Pearl is an Ancient artifact capable ofdeadening the powers of wizards, sorcerers, andother magic wielders. It appears as a fist-sizedglossy black sphere with no markings, openings,switches, or dials. Anyone who physically holdsthe Pearl is immune from the effects of magic,and any village that possesses the Pearl isenveloped by a magic-dampening field,protecting it from the wrath of evil wizards. It is

    undetermined if the Black Pearl is a mystical ortechnological artifact.

    In the cartoon series, The Black Pearl was beingtransported to the village of Manhatt when thecourier was ambushed by groundlings trying toobtain the Pearl for the evil wizard Gemini.Fortunately, Thundarr and his party drove awaythe rat-like beings and delivered the Pearl to thevillagers. While carrying the Pearl, Geminismagic had no effect on Thundarr, and at theconclusion of the episode, the Pearl was hurledat Gemini to explosive effect.

    If yourMutant Future game has magic in it, theBlack Pearl should act as a magic sink. Magicdoes not work within a 100-yard radius of thePearl. Both wizards and sorcerers should findthemselves powerless within the Pearls range.Also, any magic cast into the Pearls range ofinfluence fizzles out once it comes within 100yards. However, pre-existing magical effects areNOT canceled out if brought into the Pearlsarea of influence.

    On the other hand, if yourMutant Future gamedoes not encompass magic, the Black Pearl

    should rather act as a mental mutationdampener within a 100-yard radius. All mentalmutations both beneficial and drawback areunavailable to the mutant. (Physical mutationsare unaffected.) And, just like magic, mentalmutation effects will be abolished if they are castinto the Pearls range.

  • 8/7/2019 Thundarr

    9/38

    NEW DEVICE: THE SUN SWORD

    Weapon: The Sun Sword

    Damage: Toon version Special; Mutant Futureversion 1d10+16Attacks: 1Range: N/AWeight: 5 lbs.Battery: Toon version N/A; Mutant Futureversion Minifusion cellCharges: Toon version N/A; Mutant Futureversion Cell depleted after 30 minutes of use

    The Sun Sword is the iconic flaming swordwielded by Thundarr the Barbarian and hasbeen referred in the show as "the most powerful

    weapon on the planet." When inactive, the SunSword appears to be a simple bladeless swordhilt that magnetically attaches to Thundarrswrist gauntlet. When grasped by Thundarr, ablazing flame-like beam of energy springs to life.

    On the show, the Sun Swords blade caneffortlessly cut through nearly anything withoutproblems. It can also deflect energy bolts,standard projectiles, and magical spells (whichexist in the Thundarr future). The Sun Swordhas been used to cut a passage throughconcrete walls; melt open a steel doorway; andactually cut through bedrock to allow escape

    from a cave. There seems to be very little thatthe Sun Sword cannot cut through. However,even though the Sun Sword could apparently cutthrough flesh as if it were butter, the cartoonnever showed Thundarr cleaving an opponent intwo. Instead hed trap them or block theirpassage by using the Sun Sword to bring downtheir surroundings (cutting down a tree so itwould fall on a villain, for example).

    In the Thundarr universe, magic co-exists withfuture technology. The Sun Sword is a magicalweapon rather than a technological one.Although the Sun Sword has nearly limitlessenergy, it needs to be recharged in a magicalPool of Power only when it is seriously damagedor drained (such as when it is struck by scarletlightning in Master of the Stolen Sun Sword).Only the person who recharges it can activatethe blade, as the Sun Sword will imprint uponthe wielder during the recharge.

    OK, thats enough background about the originalversion as presented in the show. As you cansurmise, a flaming sword with limitless energythat can cut through anything is just too powerfulan artifact to be introduced into a Mutant Futuregame. (Also, the Sun Sword is a wholly uniquedevice usable only by Thundarr, so the originalwouldnt be of any use even if it WERE

    available.) So try this version:

    A Sun Sword is a technological weapon similarin design and construction as a warp-field sword(MF rulebook, pg. 112). The activated blade,however, is a thin column of blazing plasma thatdoes 1d10+16 hit points of damage. It alsoattacks as if the target has an AC 1 level worsedue to the searing heat produced by the blade.The Sun Sword runs on a minifusion cell that willbe depleted after 30 minutes of use.

  • 8/7/2019 Thundarr

    10/38

    NEW DEVICE: WAR MACHINES

    War Machines are the gargantuan, death-dealing transports of evil wizards. They aremonstrously huge and bristling with highlydestructive weapons. A wizard often uses a WarMachines in one of three ways: as an impressive

    and intimidating show of his power; to utterlydecimate a village or town with minimal effort; orto attack another wizard. In the cartoon, WarMachines have been wildly varied with respectto size, armament, weaponry, and crew. But allWar Machines have one thing in common theyare pretty much unstoppable short of theinterference of another, larger War Machine.

    It is difficult, if not impossible, for the MutantLord to come up with statistics for a WarMachine since the devices size itself isstaggering. They can be as small as a

    skyscraper, or as big as a several city blocks. Asan example, one of Mindoks War Machines seen above dwarfed the multilevel buildingcomplex it was parked next to.

    War Machines also have a wizards mostpowerful weapons. Entire Ancient buildings havecrumbled into dust with only one shot of adisintegrator beam. It could have a huge set ofrobotic claws that can pick up and thrown

    buildings. It could be covered with lasers that fireout simultaneously in a multitude of directions. Ifthe Mutant Lord can imagine it, a War Machinecould be armed with it.

    War Machines are also versatile as far as towhere they can go. They have been showntraveling underwater, trundling across thewastelands, and flying through the skies andeven into space. Theyve been seen running onhuge tires, tank treads, hover jets, rocketengines, or other modes of transport. WarMachines are often crewed and defended byeither a robot army or a wizards mutant minions(such as Groundlings, Carrocs, or Feloids).However, some War Machines are fullyautomated, either being run by the wizardhimself on the bridge or remotely from adistance.

    Once a War Machine is underway, nothing shortof a tactical nuke will slow it down. So how arethe PCs supposed to go up against a fortress onwheels? Well, if a War Machine has aweakness, it would be its size. They are not ableto move very quickly; a fast horse can keep upwith one. In addition, due its size, they are verydifficult to defend from intruders and boarders. Awizard may be watching for a massive army toattack, but is not prepared for one mutant with acrowbar to open up a hatch to gain entrance.Once access is gained to the inside, the MutantLord could run the exploration as a kind ofmobile dungeon crawl with the War Machinetaking on the qualities of a large building or eventown.

    If the War Machine is headed toward that smallvillage a few miles away, the PCs will need tofind out how to stop it in time. There are severalways to stop a War Machine (left to the MutantLords discretion):

  • 8/7/2019 Thundarr

    11/38

    The War Machines power source couldbe removed or destroyed.

    If access is gained to the control room,the War Machine could be steered off acliff, into the ocean, or if it flies crashed into the ground or into the

    depths of space. The War Machine may be heavily

    armored on the outside, but the interioris not. Enough damage to the controlsand mechanics will cause it to grind to ahalt.

    One of the minions operating thecontrols could be convinced to sharethe self-destruct codes.

    The PCs may be able to defeat thewizard, convincing him to stop the War

    Machine in exchange for his life.

    Bringing a War Machine into a Mutant Futurecampaign should not be done lightly since thepower of one is potentially campaign-breaking.(You're introducing an unstoppable machine withunimaginable weapons into your game. Whathappens if the PCs take control of it?) A WarMachine should be introduced as somethingakin to a force of nature - and one that must beutterly destroyed before it completes its missionof doom.

  • 8/7/2019 Thundarr

    12/38

    THE WICKED WAYS OF WIZARDS

    In the post-apocalyptic world of Thundarr theBarbarian, magic exists side-by-side withmutation and future technology. People who can

    actually harness and use magical power arevery, very rare. And with very rare exception,magic is usually wielded by power-madindividuals who use their arcane abilities toterrify and rule over the disheveled humans.These evil spell-slingers are the Wizards of theThundarr universe. But there are good spell-casters - Princess Ariel, for instance. Sinceshes often referred to as a Sorceress, wellassume that Sorcerers are uncorrupted magicusers whereas Wizards are corrupted and foul.

    Wizards are often land barons, conquering and

    lording over a large area and its population.Compared to the relative ruin the normalhumans live in, Wizards live in comparativesplendor, constructing large enforced palaces tolive in. Wizards are often in possession ofAncient technology and - surprisingly - have agood idea on how to use it. Wizards are alsofond of building large destructive war machines -floating battleships or monstrous tanks - thatthey use to keep their slaves in check as well asto wage war with other neighboring Wizards.

    Pictured are four of the more powerful Wizards

    who have been encountered in the Thundarrfuture world:

    Gemini: This Wizard had head with twofaces - one good and one evil. Whencrossed or angered, his head wouldrotate, revealing the evil Gemini face(pictured). Gemini was the only Wizardto appear in two episodes.

    Mindok: The brain of one of the Ancientswas placed into a mechanical robotbody. Over the years, Mindok learnedthe ways of magic. It is said he isimmortal.

    Argoth: The Wizard with One Thousand

    Eyes, Argoth can see in 360 degreesaround him. His eyes are the sources ofhis power, as all of his spells come firingout of them.

    Skullus: This Wizard is nothing morethan a head living inside of a glassdome. But dont let that lull you into asense of security as Skullus commandsone of the largest armies in the world.

    Wizards are, lets face it, insane. They areegotistical, paranoid, shallow, andmegalomaniacal. Wizards are also often

    touched by several physical mutationaldrawbacks, making them as ugly on the outsideas they are on the inside. It is thought that theawesome magical forces they command havesomehow warped their minds and bodies.

    On the other hand, Sorcerers are level-headedand clear of thought. They are often foundtraveling the countryside, assisting theoppressed and downtrodden. Sorcerers eitherhave no physical mutations or else they are sominor as to be unnoticeable. One school ofthought is that Wizards have surrenderedthemselves fully to their magical power, makingthem virtually god-like but twisted in all respects.But Sorcerers use their magical ability sparinglyand only for good purposes, allowing them tostave off the warping effect of the limitlesspower.

    Most Wizards in the Thundarr world have longsince established themselves as lord and rulerof their domain. Therefore, they should be ofsufficiently high enough level to present achallenge - say 8th level or higher. Wizardsshould have an army of minions at their disposalwhich they will send forth to do their bidding.

    (See entries on Groundlings and Carrocs fortypical Wizard minions.) A Wizards strongholdshould be virtually impenetrable to the party. Inother words, waltzing into a Wizards fortressand confronting him just isnt going to happen. AWizard should be encountered only as the finalencounter of a long campaign, or if the party hasdone something to REALLY tick him off. Meeting

  • 8/7/2019 Thundarr

    13/38

    a Wizard should be something to be feared orbuilt up to.

    Mutant Future is fortunately fully compatible withGoblinoid Games fantasy RPG Labyrinth Lord,so the introduction of magic into your campaignshould be fairly easy. Wizard spells should beselected from the Magic-User and Elf Spellssection of the Labyrinth Lord rulebook. SinceWizards would focus their studies on spells of anoffensive or destructive nature, spells like MagicMissile and Lightning Boltare assumed to be intheir arsenal. Defensive spells like Hold Personand Invisibilityare also preferred. Since many ofthe spells shown on the TV show dont actuallyexist in the RPG, a Mutant Lord could have theWizard use a form of Phantasmal Force tosimulate the creation of monsters, thedestruction of buildings, etc.

    In the world of Thundarr, those who can castspells are feared and loathed - and with goodreason. It would be in keeping with the spirit ofthe cartoon to have only evil NPC Wizardscapable of using magic, and playersdiscouraged from choosing a path of magicalpower lest they lose their mind and soul.However, the Sorcerer PC class is explainedand fleshed out elsewhere in this document forthose adventurous enough to try.

  • 8/7/2019 Thundarr

    14/38

    NPC: CAPTAIN KORDON, QUEEN OF THERIVER PIRATES

    9th Level Pure Human

    STR: 12 --- INT: 15

    DEX: 18 --- WIL: 13CON: 10 --- CHA: 16HPs: 58 --- AC: 7Mutations: none

    Described by Thundarr thusly: "As evil as she isbeautiful." Captain Kordon is an old-world piratein a new world. Known as the Queen of theRiver Pirates, Kordon does not patrol the oceansand seas, rather sailing and pillaging up anddown the widest rivers of the ruined earth. (Inthe Thundarr universe, it is hinted that sheterrorizes the Ancient river once called theMississippi.) In the truest sense, she is a deadlyopponent who will stop at nothing to get whatshe wants. Captain Kordon has trained herself inthe ways of swordfighting and fencing, seeing itas the "true" way of fighting as her pirateancestors did. When fighting with her rapier,Kordon receives a +2 damage bonus when shestrikes. She is also incredibly dexterous andfast, making two attacks per melee round.

    Kordon has had a very successful career as apirate thanks to her ruthlessness and cunning.She sails the rivers on a modified craft createdfrom parts from a naval shipyard. An aircraftcarrier platform and towers have been mountedto a wooden log frame. Her ship is propelled bythe wind only (25 MPH max speed). This hugecraft has a battery of firearms and primitiveweapons available to the crew, but the real armslie in the six "fire lances" she has at her disposal- Ancient surface-to-air missiles that can belaunched via catapult. But rather than wastethese valuable destructive weapons, Kordonprefers to use the catapults to fire large hiveswith mutant killer wasps as well as flamingbarrels of oil at her enemies.

    To run her ship and to do her bidding, Capt.Kordon has a small army of 50 minions. Many ofthese pirate lackeys dress in a skindiver's rubber

    suit with a large stylized skull and crossbonespainted on the chest. Others dress in astereotypical pirate fashion. These minions aremostly pure humans (though there could besome mutants working for her). They have verybasic fighting skills, preferring instead tooverpower a foe in sheer numbers. They are notparticularly loyal to Kordon and will break andrun if a battle is turning against them. However,while on board the ship, they are fearless as thecraft is the largest, most powerful water vesselknown.

    Captain Kordon is always pillaging for Ancientweaponry with which to strengthen her ship andher standing as the most dangerous force on thewater. If a party encounters Captain Kordon,they'd better be prepared to face a clevertactician, a master swordsman, many armedminions, and the most powerful ship they willlikely ever encounter.

  • 8/7/2019 Thundarr

    15/38

    NPC: GEMINI THE WIZARD

    11th Level Sorcerer

    STR: 13 --- INT: 16DEX: 11 --- WIL: 20CON: 16 --- CHA: Good-17; Evil-8HPs: 60 --- AC: 4Mutations: optic emissions

    The evil wizard Gemini is the closest thingThundarr has to an archvillian. He is the only foe

    to face Thundarr on more than one occasion,and he even appears in the opening credits ofthe show. Gemini should be considered themost dangerous being in the Thundarr universe.

    Geminis most striking feature is his dual-facedhead. He reveals one face his good face -when initially dealing with people or when tryingto win over strangers to his lands. This face hasan effective Charisma score of 17. However,when angered, Geminis head spins around anda face shield slides up, covering his good faceand revealing his evil face. This evil face hasglowing red eyes and is covered with wrinklesand scars. Although most sorcerers and wizardsare without mutations, Gemini has one special

    ability. When his evil face is exposed, Gemini isable to use his mutation of optic emissionswhich blast out a laser-like beam for 4d6 hitpoints of damage if they strike.

    Like other evil wizards, Gemini has establisheda massive stronghold where he lords over hisdomain as absolute ruler and master. At hisimmediate beck and call is an army of 12 knownas Gemini Knights. These Knights are actually

    mindless robotic drones dressed in armor fromvarious periods throughout history (taken fromvarious Ancient museums). Gemini will sendthese warrior Knights out to fight for him beforehe will enter combat himself.

    As an 11th level wizard, Gemini has thefollowing numbers of spells and levelsmemorized: four 1st level spells; three 2nd, 3rd,

    and 4th level spells; two 5th level spells; andone 6th level spell. The Mutant Lord should usethe magic-user/elf spells from the Labyrinth Lordrules. Even without his spells, Gemini is apowerful fighter. He receives 2 attacks per roundand gains a +2 damage bonus when in hand-to-hand combat.

    When encountered, Gemini may very well havea small number of Groundlings and Hawk-People with him, as these creatures have servedhim as minions in the past. All of his minions areblindly loyal, as disloyalty is punishable by anynumber of very painful deaths.

    When first encountered, Gemini will have hisgood face in place. A PC party may very wellmistake Gemini as a benevolent and kindly ruler.But once crossed, Geminis true face and naturewill shift into place and his true evilness will berevealed. Once angered, Gemini will neverforget the party and will resurface to tormentthem for years to come until either he or they aredestroyed. And with his abilities and resources,the odds are squarely in his favor.

  • 8/7/2019 Thundarr

    16/38

    CARROC

    No. Enc.: 1d6 (2d6)Alignment: ChaoticMovement: 90' (30')

    Armor Class: 4Hit Dice: 8Attacks: 1 (claw, bite, or weapon)Damage: 1d8, 1d10, or as weapon typeSave: L4Morale: 9Hoard Class: None

    Carrocs are reptilian bipeds that have evolved(or mutated) from crocodiles and/or alligators.They are covered with a thick scaly hide thatacts as a natural armor. They have a longreptiles tail, jet-black eyes, sharp claws, and a

    strong wide jaw filled with razor-sharp teeth.

    Carrocs are incredibly strong, able to lift fivetimes their own weight with ease. Even throughthey look like they come from a watery and/orswampy area, carrocs cannot breatheunderwater and do not swim very well. Carrocsare quick to anger and are very vicious fighters,preferring to slash and bite an opponent, even ifthey have a weapon in hand.

    Carrocs are a slaver race, capturing mutantsand humans to work in their fields and/or to be

    sold off as slaves for profit. It is rumored thatcarrocs will eat a slave that no longer pulls hisweight, so being captured by a carroc tribe isconsidered to be a fate worse than death.

    Mutations: increased strength, natural armor

  • 8/7/2019 Thundarr

    17/38

    DEVIL RAT

    No. Enc.: 2d6 (2d10)Alignment: ChaoticMovement: 120' (40')Armor Class: 6Hit Dice: 3

    Attacks: 1 (bite or claw)Damage: 1d8 or 1d6Save: L2Morale: 6Hoard Class: XIII

    Devil rats are vicious beasts that have evolvedfrom common rats. They are fairly large due togigantism, running from 7 to 14 feet from headto tail. When they stand upon their hind legs,they can tower over most normal-sized mutants.Devil rats are found in very dimly lit locationssuch as caves, caverns, and sewers. Though

    they are not blind, they have developed severelight sensitivity and will be unable to see if thelight is brighter than a torch or flashlight.

    Devil rats have a natural armor. They arecovered in bony horns and plates, the mostobvious is the bony fin along its spine, the hornson its head, and the jutting tusks thrust from itsmouth. However, the devil rat does not usethese horns and tusks for attacking. Devil rats

    attack by biting for 1d8 hit points of damage. Ifthey sit up on their haunches, they can lash outwith a claw attack for 1d6 hit points of damage.However, they are fairly slow when attacking thisway and get only one claw attack in a round.(Devil rats rear up like this to frighten andintimidate its victim, not because it's a better wayof attacking.)

    Mutations: gigantism, natural armor, visionimpairment (severe light sensitivity)

  • 8/7/2019 Thundarr

    18/38

    DREADLON

    No. Enc.: 1 (1)Alignment: ChaoticMovement: Swim: 240' (80')

    Armor Class: 4Hit Dice: 20Attacks: 5 (bite, four tentacles)Damage: 4d8, 2d8, 2d8, 2d8, 2d8, 2d8Save: L9Morale: 10Hoard Class: None

    A dreadlon is an incredibly giant sea creaturewith the head and body of a giant lizard andtentacles like a squid. It is often brought intoexistence by very powerful wizards, though theycan be encountered naturally in the ocean.

    Dreadlons are gilled water-breathers onlyencountered in oceans or seas. They feed onunderwater sealife and have the appetite of awhale crossed with a shark. They have beenknown to come up from the ocean depths toattack large ships on the surface.

    A dreadlon attacks first by biting at its target.Due to its incredible size, a dreadlon will inflict4d8 hit points of damage with a single bite. If anatural 20 is rolled, the target is eitherswallowed whole (if human-sized or smaller) oran additional 1d8 hit points of crushing damage

    is inflicted from its massive jaws. The fourtentacles of a dreadlon surround its midsection.It uses these to grasp prey and/or crush ships orobstacles. A tentacle can crush for 2d8 hit pointsof damage. Due to their size, they have anincredibly high hit dice pool and morale. It is verydifficult to hurt or drive away a dreadlon once itbegins its attack.

    The only saving grace of a dreadlon attack isthat it cannot stay above the waterline for verylong as it needs to submerge to breathe again. Itwill also quickly grow bored or frustrated with anattack if it lasts too long, preferring larger prey toeat or prey that doesn't put up much of a fight.So a dreadlon will only attack for 2d12 roundsbefore it breaks off and goes back underwater.

    Dreadlons are huge unstoppable monstrositiesand should only be introduced to increasetension or to "herd" a party in a certain direction.

    Mutations: none

  • 8/7/2019 Thundarr

    19/38

    EQUORT

    No. Enc.: 0Alignment: NeutralMovement: 90' (30')

    Armor Class: 7Hit Dice: 3Attacks: 2 (hooves)Damage: 1d6/1d6Save: L2Morale: 9Horde Class: None

    Primarily used as a means of transport, theequort is a large horse-like creature with a beak-like mouth, cat-like eyes, and a thick reptiliantail. Equorts are hairless, covered instead with athick pale-yellow hide, with pointed ears that

    could be mistaken for horns at a distance.

    Equorts are incredibly strong creatures, oftenused as pack animals and cart-pullers. They cancarry up to 450 pounds and move at full speed,and up to 900 pounds and have their movementhalved. Because of their size and strength, theyare the favored mounts of Moks, who often usethem for transport. When threatened, an equortwill rear up and kick with their front hooves for1d6 hit points of damage. Equorts are not agilecreatures when at a full gallop, often crashingthrough smaller barriers rather than leaping overthem the way a horse will. They are alsosomewhat slower than a Riding Horse (MFrulebook, pg. 76) with a max speed of 90' perturn.

    Equorts are as loyal as horses and areincredibly protective of their master. They willnever be found in the wild, however, since theyare specifically bred, raised, and trained byequort handlers. A PC who wishes one as a

    mount will have to find someone willing tosell theirs.

    Mutations: none

  • 8/7/2019 Thundarr

    20/38

    FELOID

    No. Enc.: 1d10 (3d10)Alignment: ChaoticMovement: 150' (50')Armor Class: 6Hit Dice: 8

    Attacks: 3 or 1 (2 claws and bite, or weapon)Damage: 1d6, 1d6, 1d8 or weapon typeSave: L7Morale: 8Hoard Class: V

    Feloids are mutant felines often found workingas muscle for wizards. Upon first glance, feloidscould be mistaken for tigrisoids (MF rulebook,pg. 87). However, whereas tigrisoids are mutantdescendants of Ancient tigers, feloids havedescended from domesticated felines, i.e.,housecats. Because of this, feloids are slightly

    smaller and less courageous than their largercousins. Since they are descended fromdomesticated stock, Feloids are often foundworking for humans, especially wizards whoappreciate their relative obedience. Feloids havealso evolved without any mutations.

    Feloids usually attack with whatever weaponthey have been provided - often stun or laserpistols. However, in close combat, they will lashout with their claws for 1d6 hit points damageeach and a fanged bite for 1d8 hit pointsdamage. Feloids are fairly dexterous andcunning, though they will often retreat oncecombat has turned against them.

    Mutations: none

  • 8/7/2019 Thundarr

    21/38

    FIREWHALE

    No. Enc.: 0 (1d4)Alignment: ChaoticMovement: Swim: 180' (60')Armor Class: 6Hit Dice: 8Attacks: 1 (bite or flamejet)Damage: 1d20/ 2d12Save: L3Morale: 10Hoard Class: None

    The firewhale is a large aquatic creaturerenowned for its ferocity and ill temper.Firewhales are often used as guardians ofunderwater domains, islands, and atolls by otherintelligent sea-based beings.

    The primary method of attack of the firewhale isby biting using its massive mouth of stalagmite-sized teeth. The bite of a firewhale deals 1d20damage to the unfortunate victim. Also, if anatural 20 is rolled for a firewhale bite attack, thevictim is instead swallowed whole by the whale.The victim will suffer 1d6 of drowning damageper round until they are either freed or they havedied in the whales stomach.

    Over the course of time and evolution, thefirewhale has developed a flamejet where a

    whales blowhole would normally be. A firewhalecan use this flamejet as a secondary attack,spewing a fiery stream of magma over 50.Anyone struck by the magma will suffer 2d12damage from the initial burn. The magma willcling and burn for 1d6 additional damage for 1d4rounds. Water will not wash off the magma oncecontact has been made.

    Firewhales are known to attack in packs andhave been known to ram watercraft with theirhorn, overturning any boats that happen toventure into their territory.

    Mutations: unique (flamejet)

  • 8/7/2019 Thundarr

    22/38

    FRAEKEN

    No. Enc.: 0 (1d3)Alignment: NeutralMovement: Swim, 90' (30')Armor Class: 7Hit Dice: 9

    Attacks: 8 (tentacles) or 1 (energy ray)Damage: 1d4 per tentacle/4d6 perenergy raySave: L4Morale: 7Horde Class: None

    A Fraeken (fray-ken) is an eight-armed, squid-like, underwater creature that may be mistakenfor a Giant Octopus (MF rulebook, pg. 87) whenfirst encountered. It is usually colored a sicklyreddish-purple, and a thin webbed skin runsbetween each of its tentacles, giving it a saucershape. Its most disturbing feature is its eerie

    human-like face that takes up most of its centralbody mass.

    A Fraeken can grab and crush a foe with anyone of its eight tentacles for 1d4 hit points ofdamage. These tentacles will also wrap arounda victim upon a successful hit, crushing them for1d3 additional points of damage per round.However, theFraeken prefers to attack with itsenergy raymutation. A Fraeken can fire a blue

    laser beam from the tips of two of its tentaclesfor 4d6 hit points of damage.

    If a fight is going against a Fraeken, it will spraya 40' cloud of black ink, obscuring the vision forall in the area. It will then try to make its escapewhile its combatant is blinded.

    Mutations: energy ray

  • 8/7/2019 Thundarr

    23/38

    GAMMA HARE

    No. Enc.: 1d6 (1d8)Alignment: NeutralMovement: 90' (30')Armor Class: 4

    Hit Dice: 9Attacks: 2 or 1 (claws orgamma eyes)Damage: 2d8/2d8 or 6d6Save: L5Morale: 7Horde Class: None

    Gamma Hares are large mutated rabbits aboutthe size of a fully grown adult bear. They arecovered in a thick green fur with a long lizard-like tail. Gamma Hares have thick bony platesrunning down their spines which gives themextra armor protection from attacks.

    Gamma Hares attack with their sharp claws for2d8 hit points for each claw that lands. However,instead of a claw attack, a Gamma Hare can optto use its gamma eyes mutation, firing out ascorching ray of radiation for 6d6 hit points ofdamage.

    Gamma Hares usually walk upright, but theyhave developed incredibly strong haunches,giving them the ability to leap away from trouble.With this ability, a Gamma Hare can launch itself100 feet straight up or 200 feet in any direction.If combat starts to turn against a Gamma Hare,it will suddenly shoot into the air and out ofrange of its attacker.

    Mutations: gamma eyes, leaping

  • 8/7/2019 Thundarr

    24/38

    GROUNDLING

    No. Enc.: 1d10 (3d10)Alignment: Chaotic

    Movement: 120' (40')Armor Class: 5Hit Dice: 6Attacks: 1 (claw, bite, or weapon)Damage: 1d6, 1d6, or as weapon typeSave: L4Morale: 6Hoard Class: VII

    Groundlings are rat-men that are devious,cowardly, and untrustworthy. They are coveredin fine grey hair, and they have the elongatedsnout and ears of a rodent. Groundlings attackthe weak and shy away from the strong, so theyare often found tormenting and robbing weakermutants they encounter. Because of theircowardice, they are often found working asminions for more powerful villains.

    Groundlings live underground in massivecaverns and cave complexes. Most groundlinglairs have one leader, who is the strongestand/or most intelligent of the clan. This leadercan be identified by the human finery hechooses to outfit himself with (robes, jewelry, acrown perhaps).

    Groundlings are fairly clever and dexterous.They are able to use most advanced weaponsand some have even been seen drivingvehicles. It isn't unusual to see groundlingsarmed with lasers or other firearms. In combat,they are very quick and nimble, so hitting themcan be problematic. However, they aren't veryphysically strong, so they wont stand toe-to-toewith an enemy, preferring to either attack from a

    distance or run in, attack, and dash away. Theyare also quite cowardly, choosing to ambush aparty from the shadows and then run if the tideturns against them.

    Mutations: increased balance, reduced strength

  • 8/7/2019 Thundarr

    25/38

    HAWK-PEOPLE

    No. Enc.: 2d4 (2d6)Alignment: ChaoticMovement: 120' (40')Armor Class: 6Hit Dice: 7Attacks: 1 (weapon)Damage: as per weaponSave: L6Morale: 9Hoard Class: VII

    Hawk-people are wingless, bird-like bipeds thatare fairly strong and fearless. However, hawk-people have no real motivation or drive of theirown, preferring to follow the orders of a strongcharismatic leader. Because of this blind loyalty,hawk-people are often found working as muscle

    for wizards. Hawk-people do not have wings orany other ability to fly, although they have theface, beak, and feathers of a bird. They arenever found without their backpack where theykeep all of their valuables. (It is thought that thebackpack also helps hide whatever vestigialstumps remain of what was once their wings.)

    Hawk-people have the mutation of shriek,preferring to let loose with a bloodcurdlingscream when they enter battle. The hawk-people can be found using any kind of weapon,although when trying to accumulate slaves for

    its master - they prefer to use a man-catcher.This large fork-like polearm ends in a large claw-like apparatus and is used to snare, entrap, andotherwise capture a victim. On a successful hit,the man-catcher has ensnared a victim. If threeor more hawk-people ensnare the same target,that victim is immobilized. This ensnaring doesno damage though.

    Mutations: shriek

  • 8/7/2019 Thundarr

    26/38

    ICE WOLF

    No. Enc.: 1d4 (2d4)Alignment: NeutralMovement: 150' (50')

    Armor Class: 6Hit Dice: 5Attacks: 1 (bite or frost breath)Damage: 2d6 or 4d6 cold damageSave: L2Morale: 8Hoard Class: None

    The ice wolf is primarily found in arctic andfrozen wastelands. It is the size of a very largedog, covered in white fur, with a small sharphorn on its muzzle. The ice wolf is a nocturnalanimal, preferring to hunt at night. This is

    because it suffers from albinism and is verysensitive to sunlight, so it has a -2 penalty to hitwhen the sun is up. However, its thermal visionmutation allows it to see perfectly well at night.

    The ice wolf can bite its prey for 2d6 hit points ofdamage. Also it can breathe a cone of frostbreath once every 4 rounds to a distance of 50feet. This subzero attack deals 4d6 hit points ofcold damage to anyone hit.

    Ice wolves live in caves and underground icetunnels, preferring the darkness and the cold

    these shelters provide.

    Mutations: albinism, thermal vision, frost breath

  • 8/7/2019 Thundarr

    27/38

    LAVA WORM

    No. Enc.: 1d2 (1d4)Alignment: NeutralMovement: 60' (20'), Hyperburrowing: 180' (60')Armor Class: 4

    Hit Dice: 12Attacks: 1 (trample orlava stream)Damage: 2d6 or 8d6Save: L6Morale: 10Horde Class: None

    A Lava Worm is a monstrously large orange-and red-skinned worm that appears to becompletely ablaze. A Lava Worm's AC is fairlyhigh due to its incredibly hot surfacetemperature. More common weapons will eitherbounce off of its hide or will melt upon contact.

    Because of this, Lava Worms are verysusceptible to cold attacks (taking doubledamage). They can also be injured with largeamounts of water.

    A Lava Worm is slightly smaller than a purpleworm (MF rulebook, page 90), about 8 feet indiameter and 80 feet long. Due to its monstroussize, a Lava Worm can literally "fall" onto its

    victim, crushing them from 2d6 hit points ofdamage. A Lava Worm can also spew a thicklava stream from its mouth, burning the unluckyPC for 8d6 hit points. This lava is also fairlycorrosive due to the heat and will melt throughsurfaces of AC 6 or less. A Lava Worm canmove underground at an accelerated rate usingits hyperburrowing mutation. It prefers to tunnelunderneath a victim, then explode out from theground in front of them, gaining surprise ifundetected.

    Lava Worms are usually found in extremely hotand arid areas (i.e. deserts, active volcanoes).Due to their aggressive nature and dangeroussurface temperature, a Lava Worm is bestavoided. However, Wizards have been known toget a Lava Worm under control, sending themout to destroy a village or other Wizard. If thathappens, it's best to stay out of the way.

    Mutations: lava stream, hyperburrowing

  • 8/7/2019 Thundarr

    28/38

    STALKER FROM THE STARS

    No. Enc.: 1Alignment: ChaoticMovement: 120' (40'); burrowing 90 (30)

    Armor Class: 4Hit Dice: 11Attacks: 6 (4 claws, tail, bite)Damage: 1d8, 1d8, 1d8, 1d8, 1d6, 1d8Save: L9Morale: 10Hoard Class: XVI

    A stalker is a large (8 feet tall) slug-like creaturewith four clawed arms, a large fanged mouth,and yellow pupil-less eyes on eyestalks. Thestalker is not a mutant, however, but rather anevil space-faring creature that travels from

    planet to planet, collecting prey to take back toits homeworld for food. A stalker will not stopuntil it has collected 50 creatures (mutants,animals, etc.) and secured them for transport.Once it has captured enough prey, it will returnhome with its harvest to feast. NOTE: A stalkerprefers to eat live prey, so it will try to subdue oroverpower a victim rather than killing themoutright.

    A stalker is able to burrow underground at anaccelerated rate using its hyperburrowingability.The stalker often likes to dig underneath a

    victim, grab them, and then pull themunderground for an attack. The stalker can alsouse this ability to break through wood flooring orother fragile ground coverings in order tosurprise and overtake its victim.

    When attacking, the stalker has four claws thatcan each strike for 1d8 hit points of damage. Italso has a tail it can whip around for 1d6 hitpoints of damage as well as biting for 1d8 hit

    points of damage. The creatures eyes can alsoemit an optic emission that will strike a foe for1d6 damage as well as blinding them for 1d4rounds. One additional ability of the creature isthat it can control any machine for 1d10 roundsonce per week. The control is only through lineof sight and is used as a last resort for defense ifthe creature is in danger of being captured ordefeated.

    Stalkers are able to cocoon their prey usingwebs that spray from their claws tips. Once avictim is defeated or captured, the stalkercocoons its victims and returns them to thecargo hold of its hidden spaceship for latertransport back to its homeworld. The creaturedoes not use its webs in combat or as a trappingmaterial. It is used only to bind an alreadydefeated creature.

    The stalker is an incredibly powerful anddangerous creature and should not be randomlyencountered. Rather, an entire campaign shouldbe built around investigating and stopping thismonster from another planet. Failure couldmean the disappearance of entire communities including the partys home village.

    Mutations: webs, hyperburrowing, opticemissions, machine control

  • 8/7/2019 Thundarr

    29/38

    SURFENT

    No. Enc.: 1d4 (1d6)Alignment: ChaoticMovement: 60' (20')Armor Class: 6Hit Dice: 5Attacks: 2 (bite, constrict)Damage: 1d4, 2d8Save: L2Morale: 6Hoard Class: VI

    The surfent (AKA "fur serpent") is a 10-foot-longpython-like snake. The surfent, however, iscovered in a soft spotted fur. It also has a set ofinsectoid-like antenna on its head. The antennagives the surfent the mutation of echolocation,

    giving it a +2 to hit bonus in combat.

    Unlike other snakes, surfents are veryaggressive and will actively enter combat. Itsprimary form of attack is through a bite. Upon asuccessful hit, the surfent will deal 1d4 hit pointsof damage. A bitten character must them makea save versus poison. Failure means they willdie in 1d10 turns (class 12 poisonous venomwith delay). Surfents also use their incrediblesize to wrap around and constrict a victim. Ifsuccessful, it will crush a victim for 2d8 hit pointsof damage. The constriction continues on

    subsequent rounds.

    Surfents are usually found in muddy/swampyareas. They are often used as guardians bywizards, and a pit of surfents acts as a handyway to dispose of troublesome meddlers.

    Mutations: gigantism, echolocation

  • 8/7/2019 Thundarr

    30/38

    SWAMP WORM

    No. Enc.: 1 (0)Alignment: ChaoticMovement: 210' (70')

    Armor Class: 5Hit Dice: 12Attacks: 3 (claw, claw, bite)Damage: 1d6, 1d6, 3d8Save: L6Morale: 9Hoard Class: None

    Swamp worms (properly known as "hydroids")are not natural mutants or animals, but arerather created through magical forces. Theyappear to be grotesquely large snakes (between30-40 feet long) with the head and front claws of

    an alligator. They have pupil-less red eyes and abony fin protruding from its head. Since they arebrought into existence by wizards specifically todo their bidding, they will never be found "in thewild" or "in a lair." They are blindly obedient tothe one who created them.

    A swamp worm attacks with its two claws for1d6 hit points of damage each and with itstoothy maw for 3d8 hit points of biting damage.A swamp worm's true magical nature is revealedwhen it uses its special regenerative capability.When a swamp worm is taken down to one-halfof its original hit point total, the worm splits intotwo halves. These halves then immediatelyregenerate into a whole swamp worm, each withthe remaining hit point total. (For example, a100-hit point swamp worm is taken down to 50hit points. It splits, and the two new swampworms each have 50 hit points.) The newswamp worms will not divide further. Once theswamp worms are defeated, they will curl uponthemselves and disappear in a flash of light andacrid smoke.

    In the show, Thundarr was able to defeat theswamp worms by tricking them into biting each

    other. When they made contact with each other,they exploded into non-existence. This methodmay also work for your PCs, but I have no ideahow they'd manage such a trick. If they think ofit, let them do it!

    Mutations: regenerative capability (one-timeduplication)

  • 8/7/2019 Thundarr

    31/38

    SYNTHEKOID

    No. Enc.: 1d6 (3d6)Alignment: NeutralMovement: 60' (20')

    Armor Class: 4Hit Dice: 9Attacks: 1 (fist)Damage: 2d6 + 3d6 (strength)Save: L5Morale: 9Horde Class: XIII

    Synthekoids are 7-foot-tall humanoids with astone-like outer shell. This rocky coating acts asa natural armor, bestowing an armor class of 4to the creatures. However, this granite skininhibits a sythekoid's movements (treat as per

    the slow mutation), causing them to move only60' per turn. They are voiceless, soundless, andseemingly without any means of communication.It is thought these creatures are driven only byinstinct, though there may be a rudimentarytelepathy amongst the members of a synthekoid"family," but this is unconfirmed.

    Due to their decreased speed, synthekoids onlyattack once every other round. But althoughslow, sythekoids deal a lot of damage due totheir increased strength. Their hardened fistsdeal 2d6 hit points of damage, plus an additional3d6 hit points due to their strength. In otherwords, a synthekoid may not hit very often, butthey will deal a lot of damage when they do.

    Synthekoids live deep underground in massivecaves and caverns. They will always be foundliving near a mineral-rich underground pool.Upon hatching from a boulder-like egg, a babysythekoid is carried to this pool and dipped intoit. The pool's minerals instantly bond to the

    child's flesh, hardening it to the rocky shellunique to the synthekoid race. However,although it is safe for synthekoids to come intocontact with this liquid, the mineral-rich pool isincredibly dangerous for others. Anyone who somuch as touches this pool (or falls into it) will beinstantly encased in the same rocky,unbreakable, unmoving shell, trapped forever inthe stony cocoon. Synthekoids will often setthese "living statues" at the entrance of theircave complex as a warning to outsiders to stayaway.

    Synthekoids are usually peaceful, wishing onlyto be left alone with no contact from the outsideworld. They may, however, be found workingwith a wizard if it suits their unknown purposes.

    Mutations: slow mutant, natural armor,increased strength

  • 8/7/2019 Thundarr

    32/38

    THE SLEEPING DEMON

    No. Enc.: 1Alignment: ChaoticMovement: 90' (30'); flying 240 (80)Armor Class: 3Hit Dice: 13

    Attacks: 3 (2 claws, bite)Damage: 1d10, 1d10, 1d12Save: L11Morale: 11Hoard Class: none

    The Sleeping Demon is a unique creature in theThundarr universe as it is not a natural denizenof the ruined Earth of the future. Nor is thecreature mystical, magical, or demonic in nature.Rather it is an Ancient genetic experimentrevived from suspended animation by thewanna-be wizard Judag.

    The Sleeping Demon appears to be a crossbetween a hawk, an owl, and a gorilla. It hashawk-like talons for both hands and feet as wellas a fully-developed set of wings powerfulenough to carry both itself and a victim aloft. Theexact name of the creature as well as theexperiment that spawned it are lost to the sandsof time.

    The Sleeping Demon is incredibly strong. Itattacks with its talon "hands" for 1d10 hit pointsof damage for each claw and it can bite with itspowerful beak for 1d12 hit points of damage. Ithas a ravenous appetite and it will feed on anymutant it can get its claws into. Due to itshunger, The Sleeping Demon has a very highmorale. It will not stop or retreat until it has fed.

    In Thundarr's time, the legend of The SleepingDemon is well-known. Its exact nature andbackground is still steeped in mystery and myththough. It is said that whosoever awakens TheSleeping Demon will be granted the powers of awizard. The truth is that the awakener will mostlikely be the first victim the "Demon" will feedupon. (After all, it hasn't eaten in more than1,000 years.) After feeding, the Demon will thenfly to the nearest village and continue its feast.

    Mutations: complete wing development

  • 8/7/2019 Thundarr

    33/38

    ADVENTURE: STALKER FROM THE STARS

    The PCs should find themselves travellingthrough a wintery Arctic area. Aside from theusual dangers the post-apocalyptic world holds,they should be worried that something as simpleas exposure to the elements will be theirswansong. While they search for shelter fromthe elements, have one of them spy a meteorstreaking far overhead. They should hear anexplosion in the distance where the object

    crashed. If they wish to investigate the impactsite, the party must cross over an ice bridge ontheir way. However, due to the heat of thepassing meteor, the ice bridge is dangerouslymelted and it should collapse under one of them(or all of them), dumping them into a deep ravineand at the entrance to an Ice Wolf den. Thereare three Ice Wolves who attack the party.

    Ice Wolves (3) (AL N, MV 150' (50'), AC 6, HD5, #AT 1 (bite or frost breath), DG 2d6 or 4d6cold damage, SV L2, ML 8, Mutations: albinism,thermal vision, frost breath)

    When the last Ice Wolf is dealt with, the MutantLord should make it clear that the party cannotreach the crash site from the bottom of theravine and that the ice walls are too slick to

    climb back up. Plus, the temperature isbeginning to drop rapidly. (Give one of thecharacters a cold if you need to prompt them.) Ifthey follow the bottom of the ravine, they willeventually come to a guard outpost manned bya single young human girl named Meena. If theyexplain what brought them here, she'll explainshe saw no "lights in the sky," but she will alsooffer to take the characters to her village so they

    can rest up and warm themselves. She will takethem to a nearby ice cavern and, after traversingabout a mile of tunnel, the cavern will open uprevealing an Ancient buried amusement parkthat had been swallowed up during thecataclysm. Meena's people have converted thislong-buried theme park into a small thrivingvillage.

    The village elder and Meena will take thecharacters into one of the shanties where theywill be fed and warmed. While eating andsocializing, the characters should be given achance to hear screams in the distance. If theydo hear the commotion and are alert, they willnot be surprised when the Stalker From theStars explodes from the floor and beginsattacking the village elder. Otherwise, they aresurprised when the creature appears and willmiss an attack on the first round.

    Stalker (1) (AL C, MV 120' (40'); burrowing 90'(30'), AC 4, HD 11, #AT 6 (4 claws, tail, andbite), DG 1d8, 1d8, 1d8, 1d8, 1d6, 1d8, SV L9,ML 10, Mutations: webs, hyperburrowing, opticemissions, machine control)

    The Stalker is an alien from another planet whocrashed in the ship the characters mistook for ameteor. (The ship is completely destroyed and isnow buried forever under tons of ice and rock.The Stalker escaped using its hyperburrowingability.) It has used its hyperburrowing to try tosneak up on the party while they fought the IceWolves, but they had moved on by the time theStalker arrived. (The remaining Ice Wolves inthe den are now packed away for a future feastthough.) The Stalker has followed the party toMeena's village and, using its hyperburrowingability and its webs, has been systematicallycatching and bundling up other villagers whilethe party ate and rested. It has now decided togo after the elder as well as test the PCs whoseem to be the most powerful enemies here.

  • 8/7/2019 Thundarr

    34/38

    The elder offers no real fight and is caught inwebs and dragged underground before the partyknows what happened (though they may get in agood shot or two). If the party starts to gain anadvantage, the Stalker will fire its opticemissions at the roof, causing it to collapse. Itwill escape during the commotion.

    After the attack, if the party goes outside, theywill see several villagers standing around,wondering what has happened and what to do

    next. Several of them feel as if they are sittingducks for the Stalker once the party explainswhat they just encountered. It is up to the PCs todetermine what to do next. If they split up to golooking for the Stalker, it will pick off the othervillagers one by one. If they decide to staytogether, the Stalker will attack without warning,overpowering a villager and quickly draggingthem off. The villager numbers should dwindleuntil only the PCs are left. (The Ancientamusement park should make for some creepyencounters with the Stalker as it jumps out,attacks, and hyperburrows away after catching

    another victim.)

    The party should eventually discover that theStalker has been using the abandoned FunHouse as its base, whether by tracking it or

    seeing it running into the building. Once theyenter, they will see web-cocooned villagersstacked up like cordwood throughout thebuilding. The Mutant Lord should play up theotherworldliness of the Fun House as they trackthe Stalker. A tumbling barrel, a maze of mirrors,spring-loaded paper mache "monsters" that jump out at the party, etc. can be used to keepthem on their toes. If the Stalker is cornered or if

    the fight starts going badly, it will escape fromthe Fun House and will try to use the other olddecrepit rides to throw off the party. An excitingfight can take place on the roller coaster or theFerris wheel.

    Eventually, the fight should begin to turn againstthe Stalker. When the Stalker is down to 15 hitpoints or less, it will use its machine controlability to take control of some nearby heavymachinery (a bulldozer perhaps) which it willsend toward the party. However, if the Stalker isdefeated, the controlled machine will stopmoving. Once the Stalker is defeated, the partyis free to release the villagers and help themrecover and rebuild after the encounter with thealien being.

    If the party ever does decide to investigate thecrash site, a bit of digging will reveal the

    Stalker's escape tunnel. If they follow it into theship, they will find it fairly well crushed anddestroyed. However, they will be able to salvagethe following items: 2,155 gp; a stun pistol; astun rifle; 8 bottles of synthihol; 6 light sticks;and a water purifier.

  • 8/7/2019 Thundarr

    35/38

    ADVENTURE: DEN OF THE SLEEPINGDEMON

    While travelling through a large canyon, the PCsshould spy some large bird-like creaturescircling overhead. Closer examination (ormutations that heighten vision) will reveal thatthese are humans with artificial wings gliding onthe wind currents. While admiring these glider-people, the party sees stun beams firing at themfrom up ahead. The glider-people are underattack!

    If the PCs decide to investigate where thebeams came from, they find a human andseveral cat-like mutants firing at them from anAncient children's playground. Judag and nine ofhis feloid mutants are firing at the glider-people,trying to bring them crashing to the ground.When the PCs arrive, They'll see that one of theglider people has already landed roughly andhas been captured. Freeing the captive andputting a stop to Judag's attack should be apriority of the PCs.

    (NOTE: Stats for Judag are not included in thisadventure. The Mutant Lord can stat him up as arather strong and intelligent pure strain humanwithout mutations, if so desired. Keep in mindthat he's well-armed and he always keeps hisfeloid army well between himself and the PCs.)

    Feloids (9) (AL C, MV 150 (50), AC 6, HD 8,#AT 1 (stun pistol), DG stun, SV L7, ML 8,mutations: none)

    When the battle begins to turn against Judag, heshall beat a hasty retreat, causing somecalamity to act as a diversion while he escapes.(In the show, he fired a stun pistol at a nearbyrock outcropping, starting an avalanche. Heescaped while everyone tried to get out of theway of the tumbling boulders.)

    Upon freeing the captive, he will explain that hisname is Torg and that he is the leader of theglider-people. He invites the party back to his

    village located on a cliffside as his way ofthanking them for their help. While the partyrests and are fed by the grateful villagers, Torgexplains why Judag has been attacking hispeople:

    "Once, Judag was in bondage to a wizard, buthe made a daring escape. Rather than battletheir evil, however, Judag has vowed to becomea wizard. Now he's searching the canyon for theden of the Sleeping Demon. According to thelegend, whoever wakes the Demon will begranted magical powers, and Judag believes it istrue."

    The legend of the Sleeping Demon and thedangers it presents are very well known in theworld of Thundarr, so trying to stop Judag fromfinding, waking, and controlling the demonshould be of utmost importance. Torg says thathis scouts saw Judag and his minions headingwest along the canyon floor. The walls of thecanyon are too steep to go down on foot, byhorseback, or by vehicle, so Torg offers the use

    of his gliders to any PC brave enough to try.(The Mutant Lord should not place the PCs indanger - play this "flight to the floor of thecanyon" for comedy relief. Perhaps an airbornefoe could create some tension as the PCs flydown to the surface.)

    Once the PCs reach the canyon floor andproceed to the west, they'll come across anAncient abandoned hospital. Lights flicker fromone of the windows on the upper floor. It is herethat they'll find Judag. When the PCs enter thehospital, they'll be attacked by four devil rats thathave made the hospital lobby their lair.

  • 8/7/2019 Thundarr

    36/38

    Devil Rats (4) (AL C, MV 120 (40), AC 6, HD 3,#AT 1 (bite or claw), DG 1d8 or 1d6, SV L2, ML6, mutations: gigantism, natural armor, visionimpairment (severe light sensitivity))

    Once the rats have been dealt with, the PCs arefree to get to the top floor of the hospital anyway they wish. There, in a large laboratory,Judag and his feloid minions stand over a glasscase with a large creature within. In Judag's

    hand is a book. "The secret of life is within thisAncient tome!" he shouts, lifting a copy of MaryShelley's Frankenstein. At that moment, one ofthe feloids flips a switch on a nearby consoleand electricity courses through the case. With ascreech, the Sleeping Demon explodes throughthe glass. The feloids run for their lives. Judagsteps before the creature and demands that itbow before its master. It doesn't. It leaps uponhim, killing him. It then turns to the PCs, hungerflashing in its eyes.

    The Sleeping Demon (1) (AL C, MV 90 (30);flying 240' (80'), AC 3, HD 13, #AT 3 (2 claws, 1bite), DG 1d10, 1d10, 1d12, SV L11, ML 11,mutations: complete wing development)

    If the PCs don't defeat the Demon right now or if

    it escapes from the hospital, it flies to Torg'svillage, where it will begin feeding. The PCsmust put a stop to the creature's rampage beforeit begins!

  • 8/7/2019 Thundarr

    37/38

    ADVENTURE: VALLEY OF THE MAN-APES

    While entering a long-forgotten valley, the PCswill come across a disturbing sight: A small armyof 14 man-apes (use the Apeman stats from theMF rulebook, pg. 60) are excavating somethingfrom the valley floor. "Dig faster, my faithfulones!" says the one who is obviously overseeingthe digging. "We have much work to do thisnight!" The man-apes will then lift something thatappears to be a giant hand from the ground.

    If the PCs do nothing, the man-apes will load itonto a cart and drag it off. If, however, the PCsare heard or if they attempt to make contact, theleader will scream, "There are spies among us!Attack the humans!" A group of eight man-apeswill attack while the other six (and the leader)carts off the hand.

    Man-Apes (8) (AL N, MV 120 (40), AC 6, HD 7,#AT 1 (weapon), DG as weapon +2, SV L5, ML9, mutations: none)

    When the battle has ended, the PCs' nextmission may be to follow the man-apes to findout what mischief is afoot. Following the path theape-man took will lead them to a large walled

    fortress. This fortress is not the lair of the man-apes (they took another well-hidden path) butrather the fortified village of Zett and the dwarfpeople who have been under attack from theman-apes for many months. If the PCs are ableto gain the villagers' trust (and as long as noneof the PCs resemble apes), they will open thelarge doors and invite them in to rest. Zett, theirmayor, explains that they have been at war with

    the man-apes "for untold ages" and built thehigh walls to keep them out. "Now Simius, theirleader, is rebuilding The Mighty One - anAncient warrior who will destroy our city!" Zettoffers to handsomely reward the PCs if they willspy on Simius and find out what the status is ofThe Mighty One's reconstruction.

    Following Zett's directions, the PCs will come toan Ancient movie studio lot. A great deal ofcommotion is coming from the Old West area of

    the lot. Inside a saloon soundstage, Simius andsix other man-apes are dragging out anotherhand of The Mighty One. (The Mutant Lord isencouraged to start up an old-fashioned OldWest barroom brawl!) If the man-apes get thebest of the PCs, they will tie them up and dragthem to the medieval castle soundstage, leavingthem for a small gamma wyrm (MF rulebook, pg.73) to eat. If the PCs begin to win, Simius willrun off, leaving the hand behind. If the PCspursue, they'll encounter the gamma wyrm,which will attack on sight.

    Small Gamma Wyrm (1) (AL C, MV 90' (30'),AC 2, HD 8, #AT 3 or 1 (2 claws, 1 bite orbreath), DG 1d4/1d4/3d6 or 5d6, SV L12, ML10, mutations: psionic flight, toxic weapon,reflective epidermis (radiation))

    While distracted by the gamma wyrm, the PCsshould hear a loud crashing in the distance andthe boom-boom-boom of echoing footsteps. TheMighty One has been activated and it's on theway to Zett's village! The Mighty One is a 100-foot-tall robotic gorilla used as a prop in someAncient movies. The robot is fairly mindless, butsince it was used in Hollywood monster films, its

  • 8/7/2019 Thundarr

    38/38

    basic programming consists of "Go to the nearbyvillage and crush the puny humans." The handswere the last things Simius needed to completethe repairs (though it may have only one handdepending on how the barroom brawl went).

    The robot can be defeated in one of two ways:The PCs can tackle it head-on and attempt todestroy it before it reaches Zett's village.Although it is incredibly strong (50 HD andhitting with its fist for 8d6 damage), it is also

    incredibly slow (-1 to hit). It also has very poorsensors (adding another -1 to hit) as well as notrue armor to speak of (only a fur covering givingit a AC of 7). So fighting it is not out of thequestion. The other way to defeat it is to locateand stop Simius who is running The Mighty Onewith a remote control base unit. Simius haspositioned the unit very close to Zett's village.Once The Mighty One reaches the village,Simius plans to trigger the remote and use it tocontrol The Mighty One to destroy the walls. Ifthe PCs can find Simius and the remote, theycan shut down The Mighty One. (However, it will

    be much more exciting if the PCs fight the giantmonster rather than simply pulling the plug!)

    The Mighty OneHit Dice: 50Frame: ArmatureLocomotion: LegsManipulation: Basic HandsArmor: None, but covered with fur (AC 7)Sensors: Class I (-1 to hit)Mental Programming: ProgrammingAccessories: Remote Control UnitWeaponry: Fists deal 8d6 damage

    Once The Mighty One has been stopped andSimius and his man-apes dealt with, Zett and hisvillage will treat the PCs as the heroes they are.It is left to the Mutant Lord to determine thereward Zett presents to them.