Thursday, January 1, 2026

A Castles & Crusade campaign incorporating I7 Baltron's Beacon (1e) with B2 The Keep on the Borderlands, T1 The Village of Hommlet, & B10: Night's Dark Terror Aka "The Shadow of the Iron Crown." Part Four

 To kick off "Season 2," we return to the familiar Ravine of the Caves of Chaos, but the "Gothic Horror" of the first arc has been replaced by Cosmic/Eldritch Terror. The caves are no longer damp and dark; they are glowing with a rhythmic, amber pulse. 

This part loops around back to 
Combined U2 Danger at Dunwater with Against the Cult of the Reptile God with Castles & Crusade campaign incorporating I7 Baltron's Beacon (1e) with B2 The Keep on the Borderlands, Aka "The Shadow of the Iron Crown." Part III



## Dungeon: The Crystalline Ravine (Level 6-8)

The impact of the meteor has fused the central caves (formerly the Orc and Ogre dens) into one massive, glass-lined complex.


### I. The Environment: "The Hum"

In Castles & Crusades, the environment is an active participant.

  • The Frequency: Within the Ravine, the "Star-Hum" is constant. Spellcasters must make a Wisdom Check (CC 14) to focus. If they fail, any spell cast has a 25% chance of manifesting an "Amber Surge" (the spell works, but the caster takes 1d4 points of Dexterity "stiffening" damage).

  • The Light: There is no need for torches. The walls provide "Dim Light," but it casts shadows that move independently of the PCs.


### II. Key Encounter Areas

AreaDescriptionThe "Void" Threat
1. The Shattered GateThe old stone entrance to the Orc Lair has melted into black glass.The Glass-Ghouls: 6 Ghouls with AC 17. Their claws deal "Crystal Growth"—if a PC reaches 0 DEX, they turn to amber.
2. The Echo ChamberThe old Ogre's den. Now filled with floating, humming shards of the meteor.Gravity Trap: Gravity shifts randomly. DEX Save (CC 15) or fall "upward" into the ceiling shards for 2d6 damage.
3. The NurseryWhere the "Amber Sickness" is strongest. Captured Cultists from Season 1 are being "re-indexed."The Transfigured: Use "Gibbering Mouther" stats, but describe them as geometric shapes made of flesh.
4. The Impact CoreThe back of the "Shrine of Evil Chaos." The Meteor sits here, cracked open like an egg.The Star-Spawn Sentinel: A Large-sized construct of light and stone. It speaks in the voices of the party's dead NPCs.

### III. New Monster: The Amber-Wrought Orc

Formerly the tribes the party fought in B2, now evolved.

  • AC: 18 (Crystalline Skin)

  • HD: 6d8

  • Attacks: Spiked Fist (1d10) or Crystal Shard Spray (3d6, 20ft cone)

  • Special: Refractive Carapace — Any ray-based spell (like Scorching Ray) has a 50% chance to bounce off the Orc and hit a random target.

  • Weakness: Sonic Vulnerability — Attacks dealing thunder/sound damage (or a Shatter spell) ignore AC and deal double damage.


### IV. The Narrative Reveal

In the center of the Impact Core, the players find the remains of the "Evil Priest" from B2. He isn't dead; he has been integrated into the meteor.

He reveals the true history of the region through a psychic projection:

"Baltron wasn't a villain... he was a Jailer. His Beacon was a signal fire to keep the Void-Walkers from finding this world. You killed the Jailer. You broke the Crown. Now, the hunger is here, and it is famished."


### V. The New Mission

The party cannot fight a meteor with swords alone. To stop the "Amber Hunger," they need to find the "Sun-Lens of the Yeomanry"—an artifact capable of focusing the Beacon’s light into a beam of pure solar energy to "cauterize" the impact site.

To stop the "Amber Hunger" consuming the Borderlands, the party must return to Orlane (N1). The village has changed; the "fog" of the Reptile God is gone, replaced by a desperate industriousness. Ramne the Weaver, now the de facto protector of the village, is the only one who remembers the "Old Science" of the Yeomanry.

## The Consultation: Ramne’s Secret

When the party arrives, they find Ramne in the ruins of the Temple of the Reptile God. He isn't praying; he’s excavating.

"You put out the Black Flame," Ramne says, his voice raspy. "A noble deed, but you cut the power to the world's 'No Trespassing' sign. Baltron’s Beacon wasn't just a tower; it was a Solar Relay. To seal the rift in the Caves of Chaos, you need the Sun-Lens of the Yeomanry."


## The Quest: The Sun-Lens of the Yeomanry

The Lens isn't a magical jewel; it is a massive, precision-cut crystal disk housed in the Sun-Vault of the High Peaks, a three-day journey into the mountains north of the Keep.

PhaseObjectiveC&C Challenge
I: The MapDecipher the "Star-Charts" in Ramne’s cellar.Intelligence (CC 16): To calculate the exact solar alignment needed to "cauterize" the meteor.
II: The ClimbNavigate the "Whispering Pass" to reach the Vault.Constitution (CC 14): To resist the thin air and magical cold of the high altitudes.
III: The VaultInfiltrate the Sun-Vault (an ancient Lawful tomb).Combat/Social: The Vault is guarded by Inevitables or Solar Constructs that demand proof of "Lawful Intent."

## The Sun-Vault Encounter (C&C Mini-Dungeon)

The Vault is a rotating observatory built into a mountain peak.

The Guardian: The Brass Sentinel

  • AC: 20 (Polished Brass)

  • HD: 8d10

  • Special: Prismatic Refraction — If the party uses fire magic, the Sentinel absorbs it and fires a Searing Light beam (4d6 damage) the next round.

  • The Puzzle: The party must use mirrors in the room to reflect the Sentinel’s own beams back at its "Core Eye" to deactivate it without destroying the Lens.


## The Mechanic: "The Solar Battery"

The Lens is heavy (requires 18 STR or a Levitate spell to move). Once recovered, it must be brought back to Baltron’s Beacon (I7).

The "Relighting" of the Beacon:

The players must mount the Sun-Lens atop the tower where they previously fought Baltron.

  • The Ritual: At noon, a Cleric or Wizard must make a Prime Attribute Check (CC 18) to channel the sun's rays through the Lens.

  • The Result: The "Black Flame" is replaced by a "White Sun-Flare." This beam shoots across the sky, striking the meteor in the Caves of Chaos and turning the amber crystals into harmless salt.


## The Twist: The Cost of Light

As the Sun-Lens begins to fire, the Amber Hunger sends a final "Psychic Scream" through the region.

  • Every NPC the party has helped (The Castellan, Bernar the Guard, the Lizardfolk Queen) becomes a temporary conduit for the Star-Spawn.

  • The party must choose: Do they finish the ritual and risk harming their friends who are "tethered" to the signal, or do they find a way to "ground" the energy through their own bodies?

C&C Sacrifice Play: A player can choose to take 3d10 damage (bypassing armor) to act as a "lightning rod," sparing the NPCs and guaranteeing the ritual’s success.


## The Campaign Finale: "The New Border"

With the Meteor cauterized and the Sun-Lens active, the Borderlands are no longer a place of "Chaos." They become a Sanctuary of Law.

  • The Reward: The Keep on the Borderlands is renamed "The Keep of the Sun-Lens." * The Legacy: The party is invited to form a new Order of the Watchers, tasked with maintaining the Beacon and the Vault.



    In Castles & Crusades, an artifact of this magnitude isn't just a "plus-five sword." It is a Legendary Relic that interacts directly with the Siege Engine. Because it is a massive architectural component, using it as a "weapon" requires teamwork and a fixed position (like the top of a tower or a reinforced wagon).

    ## Artifact: The Sun-Lens of the Yeomanry

    Type: Legendary Alchemical Focus Weight: 250 lbs (Requires 2 people with STR 16+ to carry, or 1 person with a "Primary" Strength check of CC 18 to lug it solo).


    ### I. Passive Properties (The Aura of Law)

    As long as the Lens is uncovered and catching natural light (even moonlight), it provides the following benefits to all allies within 30 feet:

    • The Clarity of Law: All allies receive a +2 bonus to Wisdom and Charisma Saves against Charm, Fear, or "Void-based" insanity.

    • True-Seeing Refraction: Invisibility and Illusions (up to 4th level) shimmer slightly when viewed through the Lens, granting a +4 bonus to Attribute Checks to see through them.


    ### II. Active Power: The Solar Flare (The Siege Engine Attack)

    To fire the Lens as a weapon, a character must spend one full round aligning it using an Intelligence or Dexterity Check (CC 15). On the following round, it can unleash a beam of concentrated solar energy.

    • Damage: 8d6 Radiant damage (10d6 against Undead, Oozes, or Star-Spawn).

    • Range: 100-foot line (5 feet wide).

    • Save: Targets may make a DEX Save (CC = Level of the user + Prime Modifier) for half damage.

    • Cost: The Lens "overheats" after one shot. It cannot be fired again until it has sat in direct sunlight for 1 hour.


    ### III. The Siege Engine "Overload" (The Heroic Sacrifice)

    In a moment of desperation, a character can attempt to "Force the Focus." This involves the character channeling their own life force into the crystal to fire it without sunlight or during the cooldown.

    • The Check: Constitution Save (CC 20).

    • Success: The Lens fires at maximum power (60-foot cone instead of a line).

    • Failure: The Lens fires, but the user suffers 4d6 points of "Attribute Burn" split between their Physical Primes (STR/DEX/CON) and is blinded for 1d4 days.


    ## The Final Campaign Decision

    With the Sun-Lens in their possession, the players now hold the ultimate deterrent against the Shadow of the Iron Crown and the Amber Hunger. However, the "light" of the Lens is a beacon to every dragon and power-hungry lich in the continent.

    ### The Epilogue: A New Legend

    The campaign ends with a choice for the party:

    1. The Guardians: Mount the Lens atop Baltron's Beacon, turning the once-evil tower into a lighthouse of Law.

    2. The Vault-Keepers: Return the Lens to its mountain tomb and seal the doors, vowing to protect the secret of its location.

    3. The Wanderers: Mount the Lens on a specially designed "War-Wagon" and head into the Caves of Chaos to finish the job once and for all.


his Campaign Record serves as the "Living History" of your table. In Castles & Crusades, the world is meant to be a persistent place where the consequences of one party's actions become the lore for the next generation of Crusaders.


## Campaign Record: The Shadow of the Iron Crown

System: Castles & Crusades | Timeline: Post-Baltron Era | Region: The Borderlands

### I. Major Milestones Achieved

  • The Siege of the Ravine: The Caves of Chaos (B2) cleared of the "Void-Touched" remnants.

  • The Purge of Orlane: The Naga Exictic defeated; the alchemical "Fog" lifted from the Golden Grain Inn.

  • The Relighting: The Sun-Lens of the Yeomanry recovered and installed atop Baltron's Beacon (I7).

  • The Lizardfolk Pact: A lasting peace treaty signed with Queen Othokent of the Dunwater (U2).


### II. Key NPC Status & World State

Faction/LocationCurrent StatusKey NPC Leader
The KeepProspering. Now a center for Lawful pilgrimages.The Castellan: Promoted to Baron.
The DunwaterAllied. Lizardfolk trade exotic herbs for iron tools.Queen Othokent: The "Scale-Sister."
Orlane VillageRecovering. Now a famous cider-producing town.Ramne the Weaver: Head of the New Council.
Baltron's TowerSanctified. The Beacon now burns with White Fire.The Party: Known as the "Beacon Knights."

### III. Artifacts & Relics in Play

  • The Sun-Lens: (See previous entry for C&C stats). Currently mounted atop the Beacon.

  • The Shattered Iron Crown: The shards are locked in the Keep’s vault; they still whisper in the dark (CC 15 Wisdom save to ignore).

  • The Alchemist’s Ledger: Held by the party Wizard; contains the formula for Neutralize Poison and Sun-Flare Oil.


### IV. The Siege Engine: Regional Modifiers

Because of the party's deeds, the "Psychic Weather" of the Borderlands has permanently shifted:

  • The Light of Law: While within 50 miles of the Beacon, all Lawful characters receive a +1 bonus to all Wisdom (WIS) and Charisma (CHA) attribute checks.

  • Reptilian Fear: Lizardfolk and Serpentine monsters suffer a -1 penalty to CL (Challenge Level) when facing the party due to the legendary defeat of the Naga.


### V. Open Threads (Hooks for Future Sessions)

  1. The Deep Shards: Some amber crystals from the Meteor were seen being carried away by "Void-Goblins" into the Underdark.

  2. The Heir of Baltron: A mysterious alchemist has appeared in the capital, claiming to be Baltron’s grandson, demanding the return of the Beacon.

  3. The Sun-Vault's Hunger: The mountain vault where the Lens was kept is now empty; something else has moved into that "Sanctified" space.


The Chronicler’s Note: "The Borderlands are no longer a place of chaos, but a bastion of the Sun. But where there is great light, the shadows cast are twice as long."


To loop the campaign back into U2 (Danger at Dunwater) and N1 (Cult of the Reptile God) after the "Season 2" Cosmic Horror arc, we must reveal that the Amber Hunger didn't just crystalize the land—it mutated the biology of the reptiles.

By re-introducing these modules now, the threats are higher level, more alien, and tied to the "Star-Spawned" mystery.


## The "Amber Loop" Structure

The sun-beam from the Sun-Lens didn't just destroy the meteor; it triggered a "Planetary Defense System" that the Reptiles believe is an act of war.

### 1. Return to Dunwater (U2): The Crystalline Hive

The Lizardfolk are no longer just "arming themselves." Queen Othokent has been possessed by a Void-Parasite that entered the marsh via the alchemical runoff of the Beacon.

  • The Conflict: The Lizardfolk believe the "White Fire" from the Beacon is a weapon intended to bleach the marshes. They are massing for a full-scale amphibious assault on The Keep.

  • The Mutation: The Lizardfolk now have Amber-Translucent Scales.

    • C&C Mechanic: They gain Spell Resistance (SR) 12 against Light and Fire magic, but take double damage from Shatter/Sonic effects.

  • The Mission: The party must infiltrate the Dunwater Lair (U2) not to stop a war, but to perform an "Exorcism of the Queen" using a shard of the Sun-Lens.


### 2. Return to Orlane (N1): The Reptile God Evolved

While the party was in the mountains, the Naga (Exictic) has been "Re-indexed." She has returned as an Amber-Wraith Naga.

  • The Twist: The "Cult" isn't kidnapping people for sacrifice anymore; they are "Grafting" them. Villagers are returning with amber limbs and "Hive Minds."

  • The New Temple: The Temple in Orlane is now encased in a giant amber dome.

  • The Siege Engine Challenge: To enter, the party must use the Sun-Lens to "tune" the dome's frequency.

    • INT/WIS Check (CC 18): Failure means the dome reflects the party's life force, dealing 3d6 damage to the highest-level character.


## The "Loop" Connection Table

Use these hooks to pull the players back into the revamped modules:

EventModuleThe Loop Link
The Amber TideU2The marshes turn into a "Slush of Gold." The Lizardfolk Queen sends a messenger's head to the Keep—it has been turned into a solid amber statue.
The Glassy WhispersN1The "Golden Grain" is now growing as crystalline stalks. Anyone who eats it becomes part of the Naga's new "Amber Network."
The Shadow ReturnI7The Sun-Lens begins to flicker. It reveals that the "Reptile God" was actually a terrestrial anchor for the Star-Spawn all along.

## C&C Stat Block: The Amber-Wraith Naga (Exictic 2.0)

For a Level 7-9 Party

  • AC: 22 (Refractive Shield)

  • HD: 12d8 (hp 75)

  • Primary Attributes: Intelligence, Charisma

  • Attacks: Bite (2d6 + Poison) or Amber Ray (4d6 Radiant).

  • Special: The Hive Mind. Every "Charmed" villager within 1 mile grants the Naga +1 to her Armor Class (Max +5).

  • Special: Re-Indexing. If the Naga kills a player, they rise in 1d4 rounds as an Amber-Wrought Zombie under her control.


## The Narrative Resolution: "The Third Way"

To truly finish the campaign, the players realize they cannot just kill the Naga or the Lizardfolk.

  1. Step 1: Use the Sun-Lens to broadcast a "Frequency of Peace" into the Dunwater Marshes to break the Void-Parasite's hold on the Queen.

  2. Step 2: Journey into the Temple of Orlane to find the "Anchor Point"—the spot where the Meteor's energy is being channeled into the Naga.

  3. Step 3: Shatter the Anchor using the Iron Crown Shards (the only thing that can contain the Amber energy).


### The Final "Loop" Reward

The Scale-Crown of the Sun: If the party reconciles the Keep, the Lizardfolk, and the Village of Orlane, the Sun-Lens fuses the Crown Shards and the Naga’s remains into a single artifact.

  • C&C Power: This crown allows the wearer to command any reptilian creature (Save CC 18) and grants immunity to all "Star-Spawned" effects.

The "Seeker-Killer" Variant HZ-09 "Apex" Hunter & Project Name: "MALPHAS" Heavy Bio-Mechanical Suppression Unit (HZ-10 Tyrant) Encounter For The Orbital 2100 & Hostile rpg

 In the gritty, corporate-horror worlds of Orbital 2100 and HOSTILE, a "Hyper-Zolonoid" (inspired by the bio-engineered warriors of the Guyver series) would likely be a classified project by a megacorp like Weyland-Yutani or Arasaka.



The "Seeker-Killer" Variant is a specialized bio-weapon designed for one purpose: to track down and neutralize "rogue" biological assets. It is faster, more perceptive, and possesses a "Bio-Resonance" organ that lets it sense the neural signatures of other Zolonoids through bulkheads or vacuum.


1. Orbital 2100 (Cepheus Universal / 2D6 SF)

Orbital 2100 focuses on near-future hard SF. In this setting, the Zolonoid is a "Black Lab" experiment, likely hidden in a secret lunar facility.

Model: HZ-09 "Apex" Hunter

Characteristics

  • STR: 14 (+2)

  • DEX: 12 (+2)

  • END: 13 (+2)

  • INT: 8 (+0)

  • INSTINCT: 12 (+2)

  • Lifeblood: 27

Combat

  • Armor: 8 (Sub-dermal chitinous plating)

  • Attacks: * Vibratory Forearm Blades: 3D6+2 damage (AP 4)

    • Bio-Acid Spit: 2D6 damage (Range 5m, ignore 2 points of Armor)

  • Special Abilities:

    • Vacuum Sealed: Can survive in a vacuum for up to 2 hours without a suit.

    • Bio-Resonance (Sensors): Acts as a high-end thermal and motion sensor. In Orbital 2100 terms, it receives a +4 DM to any check made to track or find biological lifeforms within 100 meters.


2. HOSTILE (Gritty 2D6 Retro-Future)

In the HOSTILE setting, this creature is a "Predatory Exomorph"—a bio-engineered nightmare deployed to clean up industrial accidents or "retire" expensive corporate experiments.

Entity: The Cronos-Pattern Hunter

Stats

  • DEX: 11

  • END: 14

  • INT: 6

  • INSTINCT: 13

  • Hits: 35 / 15 (Wounds/Stun)

Abilities & Traits

  • Armor: 6 (Hardened shell)

  • Melee (Claws/Blades): 3D6 damage. On a "6" for any die, the target's armor is degraded by 1 point permanently.

  • Bio-Tracker: The Hunter never suffers penalties for darkness or smoke. It "smells" the adrenaline and bio-electricity of its kin.

  • Aggressive Pursuit: The Hunter can move two range bands in a single turn if it is moving toward a target it has "marked" via Bio-Resonance.

GM Note: If a player character is a Zolonoid, the Hunter will ignore all other targets to kill them first. It treats the PC as a "Priority One" biological hazard.


Physical Description

The Hyper-Zolonoid stands nearly 7 feet tall. Its skin is a matte-black, non-reflective organic polymer. Unlike standard models, the Hunter variant has elongated "sensor horns" on its head and two additional vestigial arms that house high-frequency vibration emitters used to shatter the armor of its prey.

Encounter Hook: "The Silence of Sector 4"

This scenario is designed to fit perfectly into a Hostile or Orbital 2100 campaign. It works best if the players are already transporting a "package" (an NPC or an experimental vial) or if one of the crew members has secret bio-augmentations.

The Setup

The players receive a distress signal from Outpost Echo, a privately owned research hab orbiting a gas giant. The signal isn't a voice—it’s a high-frequency rhythmic pulse, the "Bio-Resonance" ping of an HZ-09 "Apex" Hunter.

The Scene

Upon docking, the players find the station in Emergency Power mode (dim red lighting, flickering consoles).

  • The Carnage: They find the remains of "Standard" Zolonoid guards. Unlike typical combat deaths, these bodies haven't been shot; they've been surgically dismantled. The armor plating has been sheared off by high-frequency blades.

  • The Twist: The station’s AI is locked in a loop. It keeps announcing: "Sanitation Protocol in progress. Please remain in your hab-units. The Company thanks you for your cooperation."

The Hunter’s Tactics

The Apex Hunter isn't a mindless beast; it's a tactical predator. It will not attack the full party at once.

  1. Isolation: It will use its Bio-Resonance to identify the strongest member of the party. It will then use the station's vent system to create a distraction (exploding a steam pipe or cutting power) to isolate that individual.

  2. The Mimicry: In Hostile, the Hunter can use its vocal membranes to mimic a distorted version of a crew member's voice to lure others into a kill zone.

  3. The Trophy: If it kills a "target" (another Zolonoid), it will attempt to extract the Control Medal or primary organ to bring back to its corporate handlers.

Key Complication

The Hunter has placed Bio-Acid traps on the airlock controls. If the players try to flee before the "Sanitation" is complete, they’ll have to bypass a localized corrosive spray that can melt through Vacc-suits in seconds.


Reward / Loot

If the players manage to kill the Apex Hunter, they can salvage:

  • Vibratory Blade Shard: Can be fashioned into a combat knife that ignores 2 points of Armor.

  • Neural Link Data: A damaged memory core that contains the location of the "Black Lab" where these creatures are birthed.

Encounter Hook: "The Silence of Sector 4"

This scenario is designed to fit perfectly into a Hostile or Orbital 2100 campaign. It works best if the players are already transporting a "package" (an NPC or an experimental vial) or if one of the crew members has secret bio-augmentations.

The Setup

The players receive a distress signal from Outpost Echo, a privately owned research hab orbiting a gas giant. The signal isn't a voice—it’s a high-frequency rhythmic pulse, the "Bio-Resonance" ping of an HZ-09 "Apex" Hunter.

The Scene

Upon docking, the players find the station in Emergency Power mode (dim red lighting, flickering consoles).

  • The Carnage: They find the remains of "Standard" Zolonoid guards. Unlike typical combat deaths, these bodies haven't been shot; they've been surgically dismantled. The armor plating has been sheared off by high-frequency blades.

  • The Twist: The station’s AI is locked in a loop. It keeps announcing: "Sanitation Protocol in progress. Please remain in your hab-units. The Company thanks you for your cooperation."

The Hunter’s Tactics

The Apex Hunter isn't a mindless beast; it's a tactical predator. It will not attack the full party at once.

  1. Isolation: It will use its Bio-Resonance to identify the strongest member of the party. It will then use the station's vent system to create a distraction (exploding a steam pipe or cutting power) to isolate that individual.

  2. The Mimicry: In Hostile, the Hunter can use its vocal membranes to mimic a distorted version of a crew member's voice to lure others into a kill zone.

  3. The Trophy: If it kills a "target" (another Zolonoid), it will attempt to extract the Control Medal or primary organ to bring back to its corporate handlers.

Key Complication

The Hunter has placed Bio-Acid traps on the airlock controls. If the players try to flee before the "Sanitation" is complete, they’ll have to bypass a localized corrosive spray that can melt through Vacc-suits in seconds.


Reward / Loot

If the players manage to kill the Apex Hunter, they can salvage:

  • Vibratory Blade Shard: Can be fashioned into a combat knife that ignores 2 points of Armor.

  • Neural Link Data: A damaged memory core that contains the location of the "Black Lab" where these creatures are birthed.

To help build that suffocating atmosphere of dread in Orbital 2100 or Hostile, use these sensory clues as the players explore the derelict station.

As the players roll their Recon or Observation checks, feed them these details to signal that they aren't just hunting an animal—they are being tracked by a predator designed to kill their own kind.

The Hunter’s Trail: d10 Sensory Details

d10SenseThe Clue
1SmellA sharp, metallic scent like ozone and burnt copper, indicating the high-frequency blades have recently been active.
2SoundA low-frequency thrumming that vibrates in the players' teeth—the Hunter's bio-resonance organ "pinging" the area.
3SightA trail of bioluminescent "blood" (cyan/green) that isn't the Hunter's, but the processed remains of a standard Zolonoid it consumed.
4FeelA sudden drop in ambient temperature. The Hunter is absorbing heat from the environment to power its internal biopower cells.
5SightDeep, surgical score marks in the bulkheads. These aren't scratches; they are perfectly straight cuts through 2-inch steel.
6SoundThe sound of a distorted comms-chatter. The Hunter is mimicking the radio static of a dead security guard to confuse sensors.
7SmellThe sickly-sweet odor of industrial solvent. This is the Apex Hunter's bio-acid, currently dissolving a pressurized door lock.
8SightA "Standard" Zolonoid corpse pinned to the ceiling. Its Control Medal or cranial nerve cluster has been ripped out with precision.
9FeelStatic electricity raising the hair on the players' arms. The Hunter is nearby, and its organic armor is building a kinetic charge.
10SightMotion tracker ghosting. The Hunter's stealth skin creates a "smear" on digital scanners, appearing as three targets instead of one.

This final confrontation should feel less like a standard firefight and more like a desperate struggle for survival. By the time the players reach the Reactor Core, the Hunter is likely "Marked" and agitated, its blades glowing at maximum frequency.


The Set Piece: The Heart of Outpost Echo

The Reactor Core is a multi-level chamber filled with humming turbines, walkways, and thick coolant fog. The gravity is fluctuating, making every movement precarious.

Phase 1: The Stalking (Rounds 1–2)

The Hunter uses the verticality of the room. It doesn't charge; it leaps between the hanging cables and coolant pipes.

  • The Script: "The red emergency strobes catch a silhouette above you. There is a high-pitched whine—like a dental drill amplified a thousand times. The Apex isn't running; it’s choosing which one of you dies first."

  • Mechanic: For the first two rounds, the Hunter stays at Long Range. It uses its Bio-Acid Spit to disable the players' weapons or melt the floor beneath them to force DEX checks to avoid falling.

Phase 2: The Sonic Screech (Round 3)

Once the players have wasted a few shots, the Hunter drops into the center of the group and releases a bio-resonance burst.

  • The Script: "The creature lands with a heavy, wet thud. It unhinges its jaw, but no sound comes out—only a pressure wave that makes your ears bleed and your HUDs flicker into static. For a second, the world is nothing but white noise."

  • Mechanic: Every player must make an END (Hostile) or Stamina (Orbital) check. Failure results in being Stunned for 1 round or suffering a -2 DM to all actions due to vertigo.

Phase 3: The Frenzy (Round 4+)

The Hunter engages in melee. It uses its Vibratory Blades with terrifying precision.

  • The Script: "It moves in a blur of black chitin and blue light. Its blades don't just cut; they vibrate so fast they turn your armor into dust upon contact. It’s no longer a predator—it’s a meat grinder."

  • Mechanic: The Hunter uses its Aggressive Pursuit ability. If it reduces a player to 0 Lifeblood/Hits, it doesn't move on; it stays to "finish" the kill unless another player deals more than 5 damage in a single hit to draw its aggro.


The "Kill Switch" Strategy

If the players are losing, remind them of the environment. The Reactor Core has Coolant Flanges.

  • The Tactic: A player can shoot a coolant pipe (requiring an Average Firepower roll).

  • The Result: A blast of super-cooled liquid hits the Hunter. Because its armor is "Bio-Polymer," the sudden thermal shock causes its chitinous shell to become brittle. Reduce its Armor by half (to 3 or 4) for the remainder of the fight.


Ending the Encounter

When the Hunter is finally defeated, don't have it just fall over.

"The Hunter staggers, its vibration blades flickering out like a dying lightbulb. It looks at the nearest Zolonoid player—not with rage, but with a strange, programmed recognition—before its internal 'Sanitation Protocol' triggers a thermal self-destruct. You have five seconds to clear the blast radius."

 This handout is designed to be printed or shared as a "found digital file." It uses the cold, detached language typical of the HOSTILE or Orbital 2100 corporate overloads.


INTERNAL MEMORANDUM: EYES ONLY

TO: Director of Bio-Weapons Division (Sector 7)

FROM: Project ‘CLEANSWEEP’ Oversight

SUBJECT: Post-Action Report: HZ-09 Apex Asset Deployment (Outpost Echo)

CLASSIFICATION: LEVEL 5 (ULTRA-BLACK)


1. MISSION EXECUTIVE SUMMARY

On [DATE REDACTED], the HZ-09 "Apex" Hunter was successfully deployed to Outpost Echo to resolve the containment breach involving rogue Zolonoid Units 01 through 04. The objective was the total reclamation of proprietary biological data and the "retirement" of compromised assets.

2. ASSET PERFORMANCE METRICS

  • Tracking Efficiency: The HZ-09 unit utilized its Bio-Resonance Organ to locate all four targets within 18 minutes of ingress. Target 02 was neutralized while attempting to access an escape pod; the HZ-09 utilized high-frequency blades to bypass the pod’s reinforced hull.

  • Combat Viability: The unit sustained significant small-arms fire from station security but maintained 94% combat effectiveness. The integrated Chitinous Plating performed within expected parameters against standard-issue AP rounds.

  • Data Reclamation: The HZ-09 successfully harvested the Control Medals from three rogue units.

3. UNANTICIPATED VARIABLES

The intervention of a third-party "Contractor Group" (The Players) resulted in a Grade-C tactical complication. The HZ-09 correctly identified these individuals as witnesses to Classified Bio-Weaponry and initiated Sanitation Protocol 88.

DIRECTOR’S NOTE: The loss of the HZ-09 unit during the Reactor Core engagement is regrettable. However, the data transmitted during its "Frenzy Phase" provides invaluable telemetry on how the bio-polymer armor reacts to rapid thermal cooling. This data will be integrated into the HZ-10 "Tyrant" prototype.

4. REMEDIATION REQUIREMENTS

  1. Cleanup: Dispatch a "Liquidator" team to Outpost Echo to recover the HZ-09’s scorched remains.

  2. Silencing: Locate the surviving Contractors. If they have possession of any biological shards or memory cores, they are to be labeled Priority One Targets.

  3. Deniability: Publicly attribute the Outpost Echo disaster to a "Micro-meteoroid impact leading to reactor instability."


[FOOTER: PROPERTY OF WEYLAND-YUTANI / ARASAKA BIOTECH DIVISION. UNAUTHORIZED VIEWING PUNISHABLE BY TERMINATION OF CONTRACT AND LIFE.]


How to use this in your game:

Give this to your players if they hack a terminal or loot a high-ranking corporate corpse. It lets them know that:

  • They weren't supposed to survive.

  • There is a "Tyrant" model coming next.

  • They are now officially "variables" the company wants to erase.


If the Apex Hunter was a surgical blade, the HZ-10 "Tyrant" Prototype is a siege engine. It is larger, heavier, and designed not just to hunt, but to dominate a battlefield.

Project Name: "MALPHAS"

Classification: Heavy Bio-Mechanical Suppression Unit (HZ-10 Tyrant)


Special Ability 1: Kinetic Displacement Field (Passive)

The Tyrant’s armor is woven with microscopic cilia that vibrate at a frequency capable of refracting light and dissipating kinetic energy.

  • The Effect: Any ranged attack made against the Malphas from beyond Short Range suffers a -4 DM (Orbital 2100) or a -2 Penalty (Hostile). Additionally, the unit is effectively invisible to radar and thermal imaging while stationary.

  • Narrative: "The air around the creature seems to ripple and blur like a heat haze on a tarmac, making it nearly impossible to land a clean shot on its vitals."

Special Ability 2: Hyper-Core Overload (Active)

The Malphas can temporarily overclock its metabolic rate, pumping bio-adrenal stimulants through its system at lethal pressures.

  • The Effect: For 1D6 rounds, the Tyrant gains 2 Actions per turn and its movement speed triples. However, at the end of this duration, the creature suffers 1D6 damage as its own muscles tear from the sheer force of its movements.

  • Narrative: "The glowing vents on its chest flare from a dull cyan to a blinding, angry white. It moves with such violent velocity that the sound of its footsteps becomes a continuous, deafening roar."

Special Ability 3: Bio-Mechanical "Wasp" Drones

Unlike previous models, the Malphas acts as a hive. It can shed "parasitic" segments of its own armor that take flight as autonomous drones.

  • The Effect: The Tyrant releases 1D3 small flying drones. These drones have only 1 Hit/Lifeblood but act as spotters. While a drone is active, the Tyrant ignores all cover bonuses for its targets as the drones relay real-time 3D telemetry.

  • Narrative: "Plates of its back-armor detach and unfold into jagged, buzzing insects that circle the room, their red ocular sensors locking onto your positions behind the crates."


Stats for the HZ-10 Malphas (Quick Reference)

  • Armor: 12 (Heavy Ablative Chitin)

  • Strength: 18 (+4)

  • Weaponry: Dual Shoulder-Mounted Bio-Plasma Casters (4D6 Damage, ignores half Armor).

  • Weakness: The "Vents" on its chest. A Called Shot (-4 penalty) to the vents bypasses all armor, but if the shot misses, the Tyrant immediately triggers Hyper-Core Overload out of pure aggression.



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