The Buggem Lair is one of the mini-adventures in the awesome first edition Gamma World module Legion of Gold. Because it's not for D&D, I think Legion is often overlooked as a classic in the field of sandboxy adventure. But last night I drilled down on the chapter with the big bug monster lair for some loud, stupid fun.
Here are just a few of the highlights of the night:
- The Buggems were defeated not by ubermutations or high-tech weaponry, but by good ol' fashion player ingenuity. They smoked the bugs out!
- I let all the new characters roll on this table for some crazy extra starting equipment, in addition to these tables I had already been using. Dane ended up with a toilet plunger, which he used to plunge out some insectoid larva that had been implanted in some hapless farmers!
- Joe had the Mutant of the Night. He rolled both the good mutation Dual Cerebellum and the disadvantage Dual Cerebellum (Defective). Basically, he has three brains, one of which is evil. Both Dual Cerebellum entries stress that your extra brain may be located anywhere on your body, so Joe decided he had a spare brain in each buttock. Joe's evil brain had some mental mutations that he wasn't allowed to know about, so much to my delight I had this little chart behind the screen entitled "Joe's Secret Brain". I heartily recommend to all GMs that they have a chart behind their screen just like that; it is pure joy.
- Dane showed up with two sets of Gamescience dice, apparently taking this post to heart. He even had a sharpie to color 'em. I'm also going to go out on a limb and totally take credit for the fact that Armored Gopher suddenly carries Gamescience dice. I have no evidence that I had anything to do with this development, but as a member of the Blogger's Guild I'm required to assume I'm 1200% more relevant than I really am.
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