Gamma World - Water Rights (Mass CONFusion 1984) (2nd Ed)

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Water Rights Competition Scenario Release Notes nd

For Gamma World 2 Edition

CREDITS:

The Originator: Original scenario written by: Unknown Author- Paul Kenney presumed
The Hero: Original document copies generously provided to you by Katkin_Kalvin
The Worker: Scan and corrections provided by GammaHammer

Ramblings:

This scenario was written for convention play in the Gamma World 2nd Edition format
and precedes the Mudflat Walker scenario. This is the first in two known lost convention
scenarios. The original was hand typed, with hand drawn maps and without any editing
whatsoever. There were numerous spelling, punctuation, and grammatical errors. Like
when I released Mudflat Walker, I have maintained, the original page numbering and most
of the original format, even though it is not to my liking. I did add page justification, just
because the presentation would be easier to read. You will also find that the grammatical
errors remain true to the original. I decided it was more valuable to make this scenario
readable than to conform to its original font type, and so is done in Arial. Other than genre
specific terminology, I have corrected and changed most spelling errors from the original
text.
This scenario is provided to you, the reader, only due to the generosity of
Katkin_Kalvin and his desire to share with the wider world an extremely rare Gamma World
product. This is provided to fans of Gamma World without permission of the original author
and/or copyright holder, for which I am gravely and earnestly sorry! There was no author or
crediting information on the document, but since the follow-on scenario Mudflat Walker was
credited to Paul Kenney, it is presumed that he also authored this module.
If anyone knows of a way to contact the original author and/or knows who the
copyright holder may be, please leave a general message at the
Gamma World Yahoo Group http://groups.yahoo.com/group/gammaworld/
Or at
The Post Apocalyptic Forge http://www.geocities.com/paforge/
The players are all residents of a small village named TooFar. This is an extremely poor little
village in the southern part of the region, where the villagers earn a meager living by farming and
occasional game hunting.

In order to farm the region, which is semiarid and grasslands type terrain, it is necessary to
irrigate the fields. The water is drawn from a large lake near the village and unfortunately over the past
few seasons the lake and the river that feeds into the lake have shrunk down in size so that the large
lake is now a, small muddy pond and the once mighty river which filled the lake and flowed past the
village is down to a bare creek sized trickle. Drought and the specter of starvation loom on the
immediate horizon. To make matters even worse, the lack of water has caused the wild creatures to
the south and west of the village to become more venturesome and bolder in their attacks, and they
are now beginning to be seen around the fields and the outskirts of the village itself.

The situation is close to critical when the village elders call your group together, and tell you to
head north to see if you can determine the cause of the problem and perhaps to correct it. The village
scrapes up a few useful items, which might help the characters on their great quest. After a meager
meal, the characters start toward the north.

For the DM:


There are no random encounters to speak of in this adventure. Everything is planned for the
players, the only random rolls are when they will encounter certain events, and based on their actions,
whether other events will then happen.

Roll the dice each day for


encounters. Note that each player carries a canteen with about three days worth of water in it. This
may determine when they go down to the river to refill. The party does not encounter anything unusual
until the second, third or fourth day, whichever day they decide to go down into the river bed to refill
their canteens from the small stream of water that is all that remains of the rivers

The very first party member to lean over the water to refill his canteen gets bitten on the nose by
a fish. The fish is one meter long, and has a very firm grip on the nose of the player, This happens to
be an exploding fish, which will blow up thirty seconds after it is pulled out of the water by the player
jerking his head back with the fish attached to it. The explosion causes 10D6 damage to everyone
within 15 yards, and half that damage to anyone 16 to 30 yards.

This is a warning. Players will invariably try to experiment with the fish after they discover these
things explode. They can catch plenty of them with ease. Careful players will be able to figure out ways
to pull the fish out of the water, time the explosion, etc etc, without taking damage themselves. Players
who are not very careful and take damage get 10 points subtracted from their rating scores.

The exploding fish must be kept in fresh water to survive and function, and to retain their unique
explosive power. Fish which die in the water lose this important property. Players who attempt to take
the fish along with them to use as live hand grenades will find that they cannot do it. The fish are a
meter long each, and the players have no containers or waterskins large enough to carry fish with them
and have the fish survive more than five or ten minutes at best. Making a large bucket or the like,
besides taking up a lot of time and being incredibly clumsy to handle, still does not provide enough
oxygen in the water to keep the fish alive very long. Players may try it anyway, but they will have dead
fish on their hands which will not explode when they then try to use them, Give the player who actually
figures out that it is useless to try to take these fish along with them a 10 point player bonus on his
score sheet.
Incident 2
The third time the party refills their water canteens (putting them roughly twenty to thirty
miles up the stream) they will notice that the nature of the landscape is changing. The area has
changed from semi-arid grasslands to scrub and semiforested terrain, and that there are plenty of
trees around, although they look dry and parched.

At this point the party is ambushed by the following:

RACCOON PEOPLE Men Str 15 Dex 13 Con 8 Int 10 Kriz 7 Phy Str 10 Hp 25 AC 8
Mutations: Empathy, illusion generation, light generation, teleportation

GM should inform the players as they refill that the banks of the river have been very steep for
days now, as there was once a large river going thru the old channel, which is now a sma11 creek
sized trickle.
While refilling the canteens two of the raccoon people
attack from ambush, one on either side of the river bank. They are armed with single shot .22 rifles,
which they manufacture themselves, each shot doing 1D6 damage. They each have 25 shells, and
they can reload and fire once per combat round.
These two scouts begin
the attack by projecting an image of three men dressed in white plastic body armor, and having red
crosses on their arm bands. These men seem to be armed with swords and pistols, and they seem to
almost glow with purity. These of course are replicas of three Knights of Genetic Purity.
The raccoon on the bank where the illusions are created immediately
starts firing at the pure strain humans, which should be a good clue to the players that these are not
really Knights of Genetic Purity. This one continues shooting until most of the party decides to charge
him across the stream of water and up the bank. As soon as this happens, he teleports across to the
other bank, the illusion of the three Knights disappears, and both raccoon people, together now, will
open up on whoever remains at the waters edge on their side. If all the party rushes across, they will
concentrate their fire on the stragglers at the rear of the party.
Players reaching the bank where
the three illusionary Knights were seen can look around and find a few brass shell casings along the
edge of the bank, and a pressed down area, of grass.
At this point the raccoon
people have used up their teleportation capacity for the day, and will now fight to the death, breaking
for the woods if the party launches another charge on them, at which point the players should be able
to wipe them out GM should note that even though the raccoon people are only three feet tall and
look like fat humanoid raccoons, the scrub near the edge of the old river bank does not provide really
good cover, so players should be able to kill them and they will net be able to hide or otherwise
escape.

On the bodies of the two raccoon people the party will find the two rifles and whatever unused
shells remain of their supply (GM should keep firing records for the raccoon people to see how much
ammo is actually left), along with a pair of packs in which are sonic wild fruit, berries in bark containers,
and vegetables, about a days worth of fresh food for the full party, or longer if party members have
died in this encounter.
There are also two rectangular boxes on straps, one for each raccoon person, about a foot long,
five inches thick, six inches wide, made of some funny kind of wood, with two buttons on the side, and
a sort of net or grid made of the same funny kind of wood on one side of the box.
When players investigate these, roll 3D10. If the humans examine the
boxes, they automatically discover that these are long range communication devices, radios, and how
to use them properly.
If any mutant picks up the boxes, roll the 3D10, and
WATER RIGHTS Page 3

and on any roll over 20, they have accidentally left the on switch open. While both the humans and the
mutants are checking the boxes, have the box speak to them, saying Hey Sid, Sid, are you OK? Sid
what happened? Have the voice call back a couple of times for Sid then stop completely.
If the mutant has left the switch open, the raccoon people
up the stream will now be able to hear everything the party says. Make the 3Dl0 check every single
time any mutant handles the boxes. If and only if a pure strain human specifically says he is looking or
checking one of the radio sets will he have a chance (straight 50%) of determining whether the switch
was accidentally left on. There are two radios, and twice the chance for players to leave that switch
open and other players to forget to check.
No players should have any trouble at all learning how to use the
rifles, as they all have had experience with firearms before.
When the party moves on, if they have
clearly stated that they (pure strains) are specifically shutting off each one of the two radios, then they
avoid the next incident. On the other hand if they forget, or dont remember to check, and a switch on
one of the two radios is left open, then they will be ambushed by a raiding patrol of raccoon people on
day 20, 21, or 22.

Incident 3:
The raccoon raiding party attacking is 15 members strong, and they are the equivalent of foot
soldiers, but have somewhat limited mutant powers. The only one they trust in a fire combat situation is
illusion generation, so in this attack they will not use anything else.
As the party prepares to camp along about sundown on day 20, 21 or 22, the raccoon people will
make a mass attack from the woods running alongside the river and charging the party. There is about
a thirty or forty foot area of scrub and low bushes from the edge of the trees to the party campsite,
giving the party a little time to react. The raccoon people always attack by surprise, and they will use
their illusion powers to make it seem that they have twice as marry members to their party.
Any player carrying a
raccoon skin, or tail will find almost all the fire is concentrated on him first and foremost. If the people
carrying raccoon skins or tails fall, then the attackers will turn their attention to the other team
members.

RACCOON SOLDIERS HP 25 ---5 attackers all other stats the same as previous raccoon
32 ---5 attackers, people, except they will only use illusion
all AC 8 40 --- 5 attackers generation

Each raccoon soldier is armed with a rifle, doing 1D6 damage, and each has 30 rounds of
ammunition. After people obviously carrying skins and tails are dealt with, they will try to concentrate
their fire on players with heavy firepower, such as repeating pistols, or mutants doing enormous
damage.
Without careful coordination on the part of the players
the GM can expect his first real casualties here with this incident.
In addition to the rifles and
ammunition, each of the 15 attacking raccoon soldiers has a radio receivers and a pack with assorted
food items, mostly fresh fruit, flint and steel and the like.

Incident 4
The landscape looks lusher now. The time period is now day 44, 45 or 46. The banks of the old
riverbed are much steeper and wider now, but the water itself is still nothing but a small trickle
compared to what it should be. There is much forest around the banks, and it looks thicker and greener
than before,

As the party walks along, out steps


WATER RIGHTS Page 4

a humanoid creature dressed in partial plastic armor and leathers The plastic is on the central
body and his limbs. Over his shoulder, across his back, he is carrying a two handed sword. He stands
about eight feet tall, and has bat-like wings, and also antenna on his head. His face looks otherwise
more or less human, with a large round nose, and his bare feet are human looking.
He tells the party to stop and pay the toll. He is only of the Gen Clan, and he demands toll of all
travelers. If asked he may tell the party about other members of his family they perhaps have heard
about, including his beautiful sister Hydro, his brother Nitro and his father Roto. The toll is 10 gold
pieces (which of course the party does not have). If they tell him they have no gold and/or suggest a
trade instead, add 10 points to the total party scores. If they immediately attack, subtract 10 points.
On an offer of trade, he wants two rifles and about fifty rounds of ammunition, After the last battle the
party should have plenty of rifles and ammunition and will certainly not miss this at all. He will not even
consider raccoon furs, since he knows what happens to people who skin the raccoon clan.
If the party decides to make the trade fair and squares add
10 points to each players scores. At this point the players can also ask Oxy for information. Specifically
he can tell them that civilization, mostly human, is up ahead and that they do tolerate mutants. He
knows they have a big dam across the river, which is why the river is so low. He will not aid them and
has no other really useful information to give them. If the players, after making a successful toll
payment, also ask Oxy for information, give that player and the party as a whole another 10 point
bonus, and 10 addition to the player who initiates the idea of asking Oxy for information.
If the party discusses things among themselves and decides to try and cheat Oxy, he will be
very upset, particularly since he has telepathy as one of his mutant powers, so anything the party says
among themselves, he hears. After a short time while they discuss cheating him or possibly attacking
him among themselves, Oxy will step up to the closest character of the party and demand to be paid
his toll, right now. If they refuse, or fumble around or otherwise dont pay up right then, he will say I
gave you a fair chance, and you were planning on cheating/attacking me, so now you die. He then
whips out a vibro-b1ade, which he has power boosted up to 75 points of damage, and slices the
closest party member into several pieces.

OXY OF THE GEN CLAN Men Str 18 Int 10 Dex 17 Kriz 6 Con 18 Phy Str 18
HP 85 AC---4
mutant powers: two brains life leech radar/sonar sense (plus 2 to hit) telepathy
heighten precision (plus 2 to hit) taller partial carapace pyro-
kinetics power boost (energy weapons only) hemophilia.
GM note: due to strength and heightened abilities, Oxy hits at a plus 4 on all rolls, and he gets plus
3 dice and 4 more points in using physical weapons for damage. This does not count for
the vibro-blade, which normally does 25 pts of damage, but which he has power boosted
to 75 pts.

Unless the mutant with the de-evolution immediately casts that power, Oxy will begin to life leech the
entire party every single round) taking 6 points from each player every round. If he is hurt, the
hemophilia comes into effect, and he bleeds 2 pts per round for each separate wound until the wounds
are bound up, when the bleeding will stop. He is also armed with a 9 mm pistol, which he may also
use.

If the party attempts any clever strategy, he has telepathy and will know what they plan. He is
determined to kill off the party if they attempt to cheat him, no compromise, no deals. Only if he is close
to the point of death will he consider any sort of deal at all, GM should expect several players to die in
this encounter. On his body he has 100 GP a small pouch, and the vibro-blade, which players will have
no trouble using, having seen it in operation.
WATER RIGHTS Page 5

If the party manages to survive Oxy and there is playing time left, they then proceed up the river
for another fifteen days, and begin noticing barbed wire and long spokes and heavy metal rods set into
the river itself and along the dry bottom of the riverbed, obvious signs that they are approaching
something out of the ordinary.
At
about day 63 or so, they see ahead of them a large metal suspension bridge, obviously newly
built not an old ruin or relic, spanning the basin from one side to the other. A closer look will show there
is a hard packed sand and gravel road at either end of the bridge, running east and west. The players
should be on the west side of the river basin at this point, and they can also see a sort of small shack
at the edge of the bridge.
Also evident are fields on this side of the river, and across on the other side, are vast fields,
stretching outward and northward as far as the eye can see.
Occasionally,
as the party members watch, wagons loaded down with grain, or vegetables or other farm goods
comes from the east to the bridge. Two men are in the little shack. One of them comes out, makes a
casual check of papers the drivers of the wagons show them, and the Wagons head off across the
bridge to the west. Empty wagons occasionally come back from the west across the bridge going east
as well. These wagons are drawn by mutant beasts somewhat similar to horses.

If the players try to attack the guard post they will


probably get an easy surprise attack off, but they will also probably all die. The guards are all armed
with sub-machine guns, firing 6 round bursts, and each shot in the burst does 2D6 pts of damage (roll
for each individual bullet to hit).
They also have radio sets
inside the sentry shack, which are always on. If they do not report in regularly, or the sound of gunfire
is picked up by the people at the other end, a battalion of soldiers headed by two officers armed with
laser pistols doing 5d6 damage per shot, and the troops armed with sub-machine guns will fly into the
area with hovercraft, arriving in about fifteen minutes. They will relentlessly hunt down the party
members and exterminate them.
If party members are smart enough not to attack the post, they can either sneak into one of the
wagons going west, bypass the area completely and head north, or they can simply walk up to the
guard post, introduce themselves and get temporary papers. The guards will not care about any
weapons they happen to carry except the vibro-blade. If the party does not hide this from view, or
mentions that they have it, it will be confiscated, with a word that such weapons are entirely too
dangerous for civilized society. Multi-slug throwers (automatic weapons) such as they themselves carry
are also prohibited.
Any excuse players may care to give will get them papers OK. The guards will probably chuckle
openly at the hicks from the sticks, and anybody wearing a coonskin hat will be openly laughed at by
both guards with such comments as look, a guy with two assholes, one of them on his head. if the
players claim to be traders, they will list their stuff on their form sheets as rural junk, and suggest that
there isnt much need for such stuff, but theyre welcome to try and sell it anyway. At worst they may be
able to sign on as farm hands for the harvest season anyway.
The guards can inform the players, if asked, that
this is part of the Empire of Man, and the Empire of Man stretches far to the north and has a lot of
people. If asked there is a dam up the river a-ways. The guards really dont want to waste much time
on dumb hicks, and might suggest players getting a ride over to the village if they want to go west, on
the next wagon that comes thru.

SOLDIERS all pure strain humans or very close dex 16 HP 50 Men Str 13 Phy str 15
kriz 11 con l5 AC--6

Traveling to the west for about thirty miles they will come to the village of Willoughby, which is
considerably larger than anything theyve ever seen before. They have two story buildings, buildings
made of brick as well as mud and lumber, a whole long street full of stores and businesses and other
incredible sights. Players may buy almost
WATER RIGHTS Page 6

anything they wish, except for automatic weapons (multiple slug throwers), or energy weapons. Food
and lodging cost about a gold piece a night. Half a geld piece, 2 Domars will buy them sleeping
space in front of the fireplace and one meal, a good one.
If they
wander around town they can see the giant grain hoppers which the wagons are emptying grain into.
These hoppers are roughly the size of a RR tanker cars and hold more grain than theyve ever seen in
their lives. It is a floating gray craft, and a fully loaded hopper car flies away to the north every single
hour.
If they ask they will be told this village and
all the north is part of the Empire of Man, and that there is a dam in the river up ahead, but beyond that
the people in town know little and care less, and have little patience for rural hicks. There is also some
electricity in this town glow glass balls hang in the city official buildings and at the grain hopper filling
area and certain other important areas. If they seek out town officials for information he will tell them he
really is too busy and cant answer such questions as they pose about the dam, and that they should
head back the opposite way, to the east, and ask the commander of the armory.
If they go back to the bridge, and back along the road to the East for 30 miles they will come to a huge
building made of some strange graywhitish stone they have never seen before, surrounded by such
awesome sights as a chain-link fence, topped with rolls of barbed wire. There are four armed guard
towers on the corners, and guards at the main gate.
If the party asks at the gate they will be briskly informed that this is the
armory for the military of the Empire of Man, that it is a restricted area and they will have to leave. The
commander is too busy to see civilians, and that if they want any information they should go talk to the
mayor of the town of Willoughby, which is over to the West about sixty wiles. He then will order them to
leave the area, no one can enter unless he is a military soldier assigned to this instillation.

If the party
starts a fight here they immediately die. Dont even bother rolling, tell them the land mines, double
mounted .50 caliber machine guns and automatic cannons open up on them, spotlights automatically
pick them out and in a few microseconds they all die.

GM Note: If the players stay at the bridge and observe the guard post at least one full day, at sundown
they will notice that the two guards leave the post, lock the door to the guard shack, and walk away to
the north into a corn field and disappear. Players who try to follow them will discover the bunker (see
below). The guards will always be in the bunker before they can be ambushed unless the players have
one hell of an excellent attack plan, and the bunker is virtually invincible once they are inside.

END of Part 1.

GM: For every minute of time the party finishes this part below the time limit, give them one point per
minute to the party credit. For any player that role-played particularly well, give him or them fifteen
extra points. Have the players at the table vote in secret for the best player, assigning numbers to each
player if the names are net well known. Looking at your own score sheets, select what you feel, GM,
are the best and the second best player at the table. Usually the vote of the table will agree with your
choice for first place or second place. If it does not for some reason, take the table vote for best player
and your own choice for best player and tell both players they are in the finals.
WATER RIGHTS Page 7

Part Two, Finals

Start the players off at the bridge again. This time make sure that they notice at sundown that
the two guards close the shack and go north into the cornfield. That is, make sure that you tell them its
about sundown flows and explain the guards are closing up and leaving. It is up to the players to draw
their own conclusions from this. If players want to explore and go to the town of Willoughby or to the
armory they can do so. Many players will not have gotten this far in the opening round and can explore
and waste as much time as they want to.
If they follow the guards thru the cornfield to see where
they go, or if they decide, eventually, to continue going north, they pass thru a cornfield, and suddenly
notice ahead of them a little rise in the cornfield and on closer approach, a set of metal steps going
down into the ground.
These steps end at a large metal door
about ten feet into the ground. There is a very small landing at the bottom of the stairs. The metal door
ahead of them has a thin slot running about 4 long and about hallway up in the left hand side.
Players will find they are unable to open this door.
They need a red security card, which the sentry post guards carry with them. Players may spend
valuable time trying to break in or pick the lock, however this is the only way the door can be opened,
with a red security card.
Ideally the players will examine this
bunker and then move on. If they decide to attack the guards at this stage they may do so. However, if
the guards do not report in when they reach the bunkers and report when they get up the next morning,
and then report again at the sentry post, the army will fly up, arriving in about 15 minutes, and kill the
party.
One of the party members
has symbiotic attachment, which allows him to take over a person merely by touching him, including
knowing all his memories and knowledge. If players remember this they can take over one of the
guards and either subdue or kill the other, and will probably be alright. However, the guards
themselves know very little about the dam, except that it is there to the north, and that supply trucks for
the dam come by every now and then. Players who take out the guards at this stage of things will be at
a severe disadvantage when it comes to actually completing their mission.
Inside the bunker itself (see illus 1)
they can find 2 cases of hand grenades (12 per case) damage per grenade 4D6
2 cases stun grenades, potency 12
2 Mark6 blasters with six shots in each magazine, doing 8D6 dam per shot
6 9mm pistols with 13 rounds per guns damage 1D6 per shot
2 cases 9mm ammo clips, 2b clips per cases 13 shots per clip
1 black ray gun which causes instant death in any mammal
under one of the bedroom pillows, if they look, (it will always be the other
guards bed if they attack with symbiotic attachment) is a stun ray pistol that causes instant
unconsciousness, 10 shots in the load.
Players will know how to use the firearms and can easily deduce, after a couple of test shots,
how to use the Mark 6 blasters0 Unless they have symbiotic attachment they will not know how to use
the black ray gun or the stun gun or how to set the hand grenades. The hand grenades all have little
dials on the top, full circle dials. When the dial is set and the pin pulled the grenade will explode in
anything from five seconds up to three minutes. This will be important to players and they will have a
difficult time figuring how to use these unless they use the symbiotic powers. Experimentation may be
successful, and wasteful as well, but it will also attract the attention of farmers, travelers arid the like
who will call the military in to take care of the situation.
Continuing north past
the bunker, they go thru expansive fields, mostly corn and oats. As they travel suddenly
WATER RIGHTS Page 8
rain starts failing from the sky, even the though day is bright and sunny. A few seconds later the rain
stops. A few seconds later it starts again. Looking up they see a huge floating metal contraption,
monstrous in size floating over their heads, flying over the fields with water dropping like rain from
beneath it. This is how the Empire of Man irrigates their crops.
After a full days walk they come to the dam across the river,
which they can see a bit of way before they actually reach it. The dam is enormous about the size and
magnitude of the Great Grand Coolee Dam, with a two lane road going across the top, and an
incredibly large lake on the other side.
The dam is made of some sort of
funny gray-whitish stone which seems to be made all of one stone or in monstrous chunks. The basin
on the other side of the lake is extremely deep and wide, and a small amount of water is pouring over
the dam spillways and down into the remains of the river. This is obviously what is causing the problem
with the river.
Also immediately obvious is the fact
that the dam is heavily defended. There are large guardposts at either end of the dam and also in the
center. Double mounted .50 caliber machine guns and automatic cannon barrels point toward the
ravine, toward the lake, and to the roadway. There is a sentry shack at either end of the dam, where
vehicle traffic is checked before it is allowed to cross the dam going either east or west.
If the party approaches the dam, mounted guns in the sentry post
swing their way, and a great booming voice tells them to stop where they are, that someone will be
sent out to check their papers. If they advance, a spray of machine-gun bullets ripples across the dirt at
their feet and the order is repeated. It will not be repeated a third time.
One person in a black uniform comes out from the stone guardpost, past
the sentry shack, and the party will notice lots of guns now covering them. This person says he is an
officer of the Empire of Man and will ask them what they want. If asked he can tell them that this dam
belongs to the Empire of Man. if party members explain the situation he will be mildly sympathetic, but
explain that his people need the water for their own crops and also for the electric power the water can
produce, and thats the way it is. Realizing their plight however, he is authorized to sell water at the rate
of 5 Domars per carrier load (pointing to a convenient hovercraft such as the one they previously
encountered), which will be delivered down to the village anytime they need water, This is obviously
more than the town can afford. GM should now inform the party that they realize that 5 Domars is more
than the entire village makes in one full years There are 5 Domars to a gold piece, and they do have
100 GP (or whatever is left after town expenses if they went to the village) still in their possession.
If the party
tries to break off at this point or complains that the cost is more than they can really afford, the officer
will suggest that there is an alternative. The Empire of Man is always glad to help all peoples, and will
be glad to relocate the entire village up into this region, where the cropland and climate are much
better. Of course a civilian mayor will be placed over the town to handle village affairs, and also, as
good citizens of the Empire of Man, the village will be expected to participate in the war effort to beat
back the enemy.
He will explain that the Empire of Man is currently at war with the
Iron Brigade, and their village will be required to provide 25 able bodied soldiers each year. If mutants
with special powers join, the number is cut back to 20 per year, and they do accept women in the
military. (Tell players that they remember that there are slightly over 100 people in the village as a
whole.)
If they tell the officer that the village
is very small, he will again be sympathetic and tell them that the war is almost over anyway, the Empire
of Man has the Iron Brigade practically defeated, the war has only been going on for 10 years, and
theyre sure to finish the Iron Brigade off very soon now, and the war is sure to be over before all the
village is conscripted.
WATER RIGHTS Page 9

If players accept either one of these deals, GM make arrangements, have them sign papers for
whatever deal they take with the officer, have him call a hover craft to fly them back home to their
village, and then inform them that they have just lost the game.
Neither of these solutions is acceptable in line with their mission or the future
needs of their village. After the water loads run out due to lack of money, as will happen in a few years,
the village will be in the same situation as before. If they accept the offer to become part of the Empire
of Man, military conscriptions will eliminate the village in four short years. The war has been going on
for 10 years and will probably continue for at least another 10 or so. Both of these solutions are
temporary at best and disastrous in the long run.

While the players are still talking with the officer, they notice a military truck
come driving slowly up to the dam, and as they watch and listen to the officer in black speaking, the
truck disappears into the dam. One minute it was driving on the road et the edge of the dam, as though
going across, the next it simply disappeared.
This should
provide a good clue to players that there is a way to get inside the dam. The officer will give NO
information about the darn itse1f, or where the truck went or anything else regarding the dam or its
forces, telling them this is restricted information. The commander will then leave to let them discuss
their decision, telling them to contact him whenever they are ready.

The players have two reasonable course of action here. They can attempt to ambush a
military truck on the road going to the dam and try to sneak inside, or better, then can go back to, the
bunker, ambush that, pick up heavier weapons and then either call a truck to the sentry tower on some
reasonable pretext, or ambush a truck and go inside the dam armed to the teeth.
If they use the symbiotic power on the commander or anyone else
connected with the dam, including truck drivers headed that way they will automatically learn that there
is a large ammunition dump inside the dam itself. GM should remember if they try to break in violently
without this information they will be at a severe disadvantage. In addition if they try to take out the
sentry shack back at the bridge, the open radio receiver and regular checks by the battalion in the
region will alert them that some thing is very wrong.
Attempting to ambush a military truck headed for the darn is very
easy. The players can call for a truck to return to the sentry post and either deliver supplies or pick
something up or anything else that sounds reasonable. On the road, the military delivery truck will slow
down if someone stands by the road and flag them down. They will slow to a dead stop if that someone
is wearing an army uniform. GM should remember this is basically a backwater civilian area, and while
the army is on the alert for obvious problems which may develop, things are generally pretty quiet
around here.
If the
players kill the driver of the truck and the guard, they are in a fix, because none of them know how to
drive a motor vehicle, and the guard really has no experience in this line of work either. If the military
truck they ambush does not deliver its load of goods to the dam within four hours, there will be an alert
and the battalion will be out hunting the landscape for them. Trucks are delivering material to the dam
on a roughly three hour schedule, so the players still have a chance (a much slimmer chance) of
knocking over another truck if they carelessly kill the driver in the first one. This will only give them one
hour maximum before there is an area-wide alert and search for them, just barely enough time to blow
the dam if they do most everything correctly.
The trucks come with
one driver and one guard. The guard has a fully loaded Mark 6 blaster rifle, and a 9mm handgun. The
driver has a 9mm handgun, in addition, in a slip-holster for snap
WATER RIGHTS Page 10

drawing and snap firing, is a black raygun, on the inside truck door. Each man has 2 grenades.
There is a checkpoint
for all entering vehicles at the bottom of the ramp going into the dam. As the truck approaches they can
see a slanting ramp going down into the dam. Unless the players have papers and proper orders or
make excellent arguments they cannot go down the ramp into the dam. Inventive players who come up
with typical military or bureaucratic bullshit presentations such as hey, we were just told to bring this
stuff here. If you guys dont want it, well carry it right back, and then itll be your ass on the line. I just
do like Im told buddy, I dont care what the hell you do with this crap, or if you ever get any supplies in
this dump, will get inside the dam with little grumbling by the sentries.
There is a parking and loading area at The bottom of the ramp. Players can park,
deliver orders or tell bored guards to offload the material and then wander around to their Hearts,
content. There are electric handcarts that can be used to travel inside the area. Each cart carries two
people.
There is another checkpoint in the center of the
round hub area in the middle of the dam. floors here are clearly marked, Food Supplies Barracks
and mess hall, Generators, Ammunition Dump. Any sort of excuse will get the players by the guard
if they play it easy. They cannot wander into the ammo dump just because they want to, some sort of
excuse must be provided, the best of which would be to deliver something to the dump.
There is another checkpoint at the ammo dump door itself.
If the party does not have at least two men in uniform, and at the head of the party at this point, they
will be challenged as they come down the corridor past the second blast door. Unless they produce
papers and a good explanation by the time they are at the desk or almost there, a firefight will develop
and the alarm will ring. If players in this situation remember to shut at least one of the blast doors
behind them as they go to the ammo dump, all will probably be well. The soldiers can be taken out
before they raise the alarm, As soon as the firefight is going and if the guards survive the first attack,
they will try to get off an alarm. There is an electric buzzer at the desk they can press to alert the rest of
the guards in the dam. Players may get off good snapshots as they approach the desk and take out the
two sentries here quietly. Using regular firearms will almost create a problem, as the sound echoes
down these corridors and will alert the other guards that something is wrong. Players will have to fight
their way out. Using energy beam weapons here, particularly pistols, will produce the best results.
GM should note players will not be allowed to carry Mark 6 blaster rifles into the
dam complex any further than the parking/unIoading area. All the soldiers here are armed with regular
firearms, no energy Weapons because of the danger of energy weapons either hitting the ammo dump
or the generators. Small pistols can be smuggled in with no problem whatsoever.
There are 20 Soldiers actually inside the dam at the moment who are up and
moving about the area. In addition, then are 10 more asleep in the barracks, arid 10 more en top of the
dam at the assorted gunposts.

SOLDIERS (all pure-strain humans, or very near) dex 16 HP 50 Men Str 13


Phy Str 13 AC---6

If all goes well the players can plant their timed hand-grenades at the ammo dump, walk
out, board their truck, and leave the area before the dam explodes. This means they will have to hurry
of course, and hurrying may well attract attention, especially at the checkpoint in the center of the dam.
The best plan would be for the mutant with the teleportation to stay behind to set the hand-grenades
while the other players left at a leisurely pace. After five or six minutes to let the party leave, he sets the
timer for whatever and teleports back to base camp or some other region which the party has
familiarized themselves with. Note the power of teleportation applies only to an area in range the
person is thoroughly familiar with, but in the process of setting up this, they will
WATER RIGHTS Page 11

probably have to hang around either the bridge or the bunker or a base camp long enough to become
familiar with it for the required teleport. Any party using this method should automatically get 15 points
added to their final score.
If a firefight results and the rest of
the soldiers in the dam are alerted, the parts may hold up in the ammo room and can still accomplish
their mission but will commit suicide by doing so (with the possible exception of the mutant who knows
how to teleport). If this occurs subtract 15 points from the party total. If the party attempts to fight it out
and dies without blowing up the dam, then they lose the game. Subtract 5 points from the total for
every dead player at the end of the adventure.

GM: At the conclusion of the adventure, have the players vote for the best player on the table,
reminding them that role-playing the situation counts heavily in this adventure. Make your own vote,
and do not tell the players the results of either vote. Confer with the other GameMasters and use the
rating-success sheet to determine the final tournament winner.

CHARACTER LIST:

Name: Cana AC---8 Name: Speedo AC---8


Type: Mutant Type: Mutant
Men Str: 12 Int: 15 Dex: 14 phy St: 16 Men Str: 18 Int: 12 Dex 14 Ph St: 12
Chriz: 11 Con: 16 Hit Points ---62 Chriz: 8 Con: 14 Hit Points: 50

Phy Mutations: diminished sense of taste Phy Mutations: Chameleon powers, 6 arms
Men Mutations: teleportation, symbiotic for 3 attacks/round, 9 tall, pyrophobia
attachment
Men Mutations: Mental shield, sense anyone
Possessions: crossbow & 20 bolts, longsword, with mental mutation within 30 meters
dagger, 3 days water, 20 days food rations
(sparce) Possessions: crossbow & 20 bolts, longsword,
shorsword, dagger, flashlight, 3 days water, 20
Name: Pako AC---8 days food rations (sparce)
Type: pure strain human
Men Str: 7 Int: 14 Dex 9 Phy St: 11 Name: Larry AC---4
Chriz: 17 Con: 18 Hit Points---70 Type: humanoid mutant
Men St: 13 Int: 12 Dex: 9 Phy St: 12
Possessions: .38 revolver with 6 bullets total, Chriz: 14 Con: 18 Hit Points---53
crossbow & 20 bolts, longsword, dagger, 3 days
water, 20 days rations (sparce) Phy mutations: carapace

Name: Koko Lantern AC---6 Mental Mutations: mental blast, force field
Type: humanoid mutant generation
Men Str: 15 Int: 16 Dex: 18 Phy St: 17
Chriz: 11 Con: 18 Hit Points---85 Name: Axel AC---8
Type: mutant
Physical mutations: hands of power, Men St: 14 Int: 8 Dex: 8 Ph St: 9
Heightened physical attributes, con&dex Chriz: 11 Con: 13 Hit Points---49

Men Mutations: mental paralysis 15 meters Phy Mutations: heat generation, kinetic
teleport absorption, ultravision, no resistance to gas, (skin
structure change)
Possessions: two handed sword, crossbow & 20
bolts, dagger, 3 days water, 20 days food rations Men Mutations: time suspension, devolution
(sparce)
Possessions: crossbow & 20 bolts, longsword,
dagger, 3 days water, 20 days food (sparce)
WATER RIGHTS Page 12

Name: Wessex AC---8 Name: Gilford AC---8


Type: mutant Type: pure strain human
Men St: 13 Int: 14 Dex: 15 Phy St: 12 Men St: 19 Int: 18 Dex: 12 Ph St: 10
Chriz: 13 Con: 13 Hit Points---46 Chriz: 18 Con: 18 Hit Points---59

Phy Mutations: sound imitation, energy meta- Possessions: thieves kit (picks etc), .45 cal
morphosis, attraction odor (predators find him, so automatic pistol & 11 rounds total, longsword,
do other animals) dagger, 3 days water, 20 days food rations
(sparce)
Men Mutations: Kinetic absorption, empathy, total
healing
GM NOTE: players have no money at the
Posessions: 2 handed sword, longbow & 20 beginning of this adventure
arrows, 3 days water, 20 days food (sparce)
WATER RIGHTS Page 13
The outside view of the dam is not
shown due to its size (longer than this
sheet of paper). Players who try to blow
up the dam from the outside will not
succeed. The pillboxes and guard posts
outside are heavily armed with twin-
mounted, fully swiveling .50 caliber
machine guns, plus automatic cannons
which can fire a round every eight
seconds.
The gates inside and at the ramp
going down inside the dam (not drawn in)
are armor plate and can stop the charge
of a five ton truck going at high speed.
The door controls are located on the
inside of the unloading room with the
electric carts.
The area of the generators and the
hydro-electric machinery of the dam is
also not shown. Players who go down to
this area are off the track, and the GM
should improvise the situation.
Unauthorized personnel without specific
orders or a specific mission or a specific
guide showing visitors around would be
challenged frequently, and possible
firefights could break out.
All guards inside the dam are
armed with sub-machine guns and 9mm
pistols. No energy beam weapons are
allowed beyond the unloading dock area.

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