Showing posts with label Mutant Future. Show all posts
Showing posts with label Mutant Future. Show all posts

Wednesday, May 3, 2017

Tire snake

The small caravan rumbled noisily along the old mountain road. Exhaust from the old fuel burners billowed black into the air along side vehicles rigged with both solar panels and wind turbines. Ahead outriders on a mix of zebroids and oink-oxen. They spotted the cast off bits of vulcanized hide littering the way, shredded black strips over the cracked black surface.

"Keep your lookers open" the headman warned. "They'll likely be somewhere sunny or warm..."

Unfortunately that warm spot was behind the outriders, which they realized as the first of the serpents rolled down the side of the mountain and toward the lead vehicle. The driver was a little too slow to react, swerving too late. The serpent slammed hard into the side panel of the truck, cracking the reinforced windows. Shots were fired at the following serpents coming down the mountain, the misses telegraphed by the small puffs of dirt and the mini explosions of rock shards.



Tire Snakes developed their thick hides as a response to the increased radiation following the end of the world. Whether this was with the assistance of some mad scientist or a naturally occurring mutation, no one seems to know, and few care. While they can move like the snakes of old, they've also developed a method of locomotion that helps explain their name, but biting down on their own tail and rolling like a wheel. Of necessity, they're highly aggressive hunters, though not the best at hiding their presence as they constantly shed slivers of their hide.

No. Enc.: (1d8) 1d8
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 3
Attacks: 1 (Bite or slam)
Damage: 1d6 or 2d6
Save: F4
Morale: 7
Hoard Class: IV
XP: 65

Wednesday, October 16, 2013

New Monster: Electrogator

The waters parted and boiled, as the great shape surged forth.
Her scarred hide was riven with protruding spikes, and
Energy crackled as her golden eyes locked upon the Runelord.
Lightning flashed, jaws snapped, and fair Harold was caught.

Book of Roomba, ZAAP, 121-47 - 067-86


Electrogator

No. Enc.: (0) 1d3
Alignment: Neutral
Movement: 90' (30')
Swim: 120' (40')
Armor Class: 4
Hit Dice: 5
Attacks: 1 (Bite or Special)
Damage: 2d8
Save: L4
Morale: 7
Hoard Class: V
XP: 350

The electrogator is a cybernetic monstrosity that rules the lesser southern swamp. It's enhancements allow it to discharge a blast or bold of electricity every other round. In the water, the blast stuns everything within 20', causing 1d4 damage and on a failed save, causes them to be helpless for 1 round. On land, the bolt causes 3d4 points of damage to a single target, and causes them to be knocked unconscious for 1d6 rounds, no save. The hoard of the electrogator can be found in the precious metals used in the beast's augmentations.



Thanks to Reynaldo MadriƱan for the picture!

Monday, October 22, 2012

New Monster: Wesker

Thus it came to pass that the followers of P’Orcus
did corrupt and debase the greatest gift to the carnies.
They assembled in the great hall, each bringing a component;
flesh and guts ground together, each hand forming the shape.
Their perversion was then given the breath of life,
and the creature did rise and slay those who brought it forth.
Anger made flesh, hate that bleeds, death that walks.

Book of Roomba, BACN, 001-26 - 007-42




Wesker
No. Enc.: 1
Alignment: Chaotic
Move: 120’
Armor Class: 6
Hit Dice: 8+2
Attacks: 2 fists
Damage: 2d8+2/2d8+2
Save: L10
Morale: 11 (2)
Hoard Class: -

The Wesker is a humanoid that appears to be a completely skinned creature with pure white globes for eyes. They are highly destructive creatures, attacking any type of intelligent life they encounter. The Wesker is vulnerable to fire, but it will release a bacon scented spray which will cause 8HD worth of creatures within 15 feet to stand and drool for 2d4 rounds when damaged by flame.

Mutations: Fragrant Development, Natural Armor, Bizarre Appearance, Epidermal Susceptibility



Happy Monday, and welcome to today's entry in the Savage Afterworld’s Mutated Monday blogfest.


Don't forget that next Monday, October 29, the final Monday of October, is The Monstrous Monday Blogfest!

Monday, October 15, 2012

New Monster: One-Eyed Snake

And when the mighty Lord Pron revealed the
Trojan Bot to them, he called out
“0100011101110101011000010111001001100001
0110111001110100011001010110010101100100
001000000111010001101111001000000110110
1011000010110101101100101001000000111100
1011011110111010100100000011100110111011
1011001010110110001101100”
Thus the Trojan Bot did open, and from the dark
Slithered the One-Eyed Snakes, red with anger
and spitting mad

Book of Roomba, TXXX, 069-86 - 080-86


Source: Google Image Search for "Completely Wrong"

One Eyed Snake
No. Enc.: 1 or 1d8+1
Alignment: Chaotic
Move: 120’
Armor Class: 6
Hit Dice: 1+1 to 2+1
Attacks: 1 bite or 1 spit
Damage: 1d6 or 1d4 + special
Save: L2
Morale: 6
Hoard Class: II + 50% III

One-Eyed Snakes are, as their name suggests, serpents with a single central eye. While stories claim that they can reach monstrous lengths, they are usually between 3-6’ long. Their primary attack is a milky spit (15’ range) that can cause blindness for 1d6 rounds when max damage is rolled (save to reduce duration to 1 round).

Generally solitary, they can sometimes (20%) be found in a gang of 1d8+1. One-Eyed Snakes are extremely vulnerable to sleep and charm effects, and will automatically fail any saving throw against such effects.



Happy Monday, and welcome to today's entry in the Savage Afterworld’s Mutated Monday blogfest.


Don't forget that on October 29, the final Monday of October it's The Monstrous Monday Blogfest!

Monday, October 8, 2012

New Monster: Mud Skeletons

And it came to pass that in their hubris
that the land itself became soft below their feet.
The walls of the great collegium tumbled
and the might labs broke open, exposing their wickedness
and spilling it out upon the squints.
They sank into the slurry, but the earth rejected them.
Beware the bones of the seekers of false knowledge,
for their taint us unredeemed and unforgiven. 


Book of Roomba, TQVI, 131-34 - 131-41



Mud Skeletons
No. Enc.: 2d12
Alignment: Chaotic
Move: 90 (30’)
Armor Class: 6
Hit Dice: 5
Attacks: 1
Damage: 1d8+Special
Save: L5
Morale: 2
Hoard Class: XVII

These beings are found only in the worst areas of contaminated wet lands - bogs, swamps, mudflats, etc. They are slow, but can toss tainted mud up to 40' away. Those hit by the mud skeleton's attack must make a stun attack saving throw or become encased in mud. Those encased will need to spend 1d3 rounds scraping the mud away from their breathing orifices or take a -2 to all rolls, and 1d2 damage every round.

While the hoard of the mud skeletons is impressive, it is very difficult to find, as it it always hidden in deep pits of mud.

Image Source: Bryan Baugh @ Deviant Art



Happy Monday, and welcome to today's entry in the Savage Afterworld’s Mutated Monday blogfest.


Don't forget that on October 29, the final Monday of October it's The Monstrous Monday Blogfest!


Monday, October 1, 2012

New Monster: Silver Tongued Devil

The leaves on the trees are beginning to show their color. Mornings are dark, crisp, and cool. The faint sweet smell of rot and death begin to tinge the air, and people begin to light candles and fires to ward off the things they know aren’t real, and still fear...

In honor of this spooky time of year I am joining Tim from The Other Side Blog in the Monstrous Monday Blogfest, posting a monster on the last Monday of the month.


However, as I tend to share a new monster just about every Monday anyway, I’m also going to join in with Tim from the Savage Afterworld’s Mutated Monday blogfest, and share a nasty mutant creature on the other Mondays in October...


Including today!



A devil will come amongst you, but you shall not know him.
Its will shall overcome your own.
With a silver tongue you will speak its words.
Discord and chaos will you sow,
And it shall feast up all.

Book of Roomba, TXIX, 056-23 - 060-23



Silver Tongued Devil
No. Enc.: 1
Alignment: Chaotic
Move: 90 (30’)
Armor Class: 3
Hit Dice: 3
Attacks: 1
Damage: 1d4+Special
Save: L5
Morale: 7
Hoard Class: V + IX

Standing a mere yard tall, the Silver Tongued Devil (STD) is a stooped bloated thing that moves with deliberation. While it’s hide is tougher than it looks, it will avoid combat under most circumstances. In general it prefers to ambush lone individuals. Its touch causes paralysis (1d6 turns, save to negate) and once its victim is immobilized, it will insert a tentacle into the victim’s mouth. The victim will bite off the tip of the tentacle, which will then attach to the victim’s tongue and begin to eat it. The victim is now charmed (no save). Over the next week the victim will avoid letting anyone see the parasite as it consumes the victim’s tongue. At the end of the week, the victim will begin to spread lies, gossip, and taboo truths to cause as much discord as possible until someone is killed in anger.

The STD will then consume the organs of the murder victim and the parasite will die, causing the victim to make a saving throw or die. Either way, they will be mute. The STD will then move on to another community.

Friday, March 16, 2012

Alien Infection Zed

“Oh...” Derek groaned as consciousness was thrust upon him. The sunshine streamed through the window, piercing his eyes with a level of violation usually reserved for ultra-violent video games.

The next assault on his senses came to his nose. With a grunt, he sat up and looked around the room. Bodies lay sprawled where they fell, and from the smell of it, many of them were soaking in their own fluids. “Well, I guess we’re not getting our deposit back...” Stepping between the various limbs he made his way to the hotel room’s bathroom. Hope for a shower was dashed by the pair immobile forms at the bottom of the tub.

Turning to the sink, he emptied the bottles and cups that were all over the counter, and dumped them into the trash. He then turned on the water and splashed it on his face. Cranking the hot water on, he striped off his ruined shirt and made the best use of a washcloth, doing his best to rid himself of the smell of cheap booze.

The sound of running water reminded him that no matter how bad he felt, nature finds a way... So he pulled the shower curtain closed and sat down on the toilet. “Excuse me guys” he said to the forms now hidden by the thick plastic.

Standing back in the hall he grabbed the do not disturb sign off the back of the door knob, unlatched the security bolt and opened the door. Some woman he didn’t recognize had been slumped against the door. Her prone form fell into the doorway. “Gods...” He slipped the sign on the outside door knob, grabbed the woman by the shoulders and shifted her back out into the hall. Shifting the hair out of her eyes he noticed a large purple bump on her forehead, and the bloody mess that was the side of her neck.. “Ouch” he said softly. “What happened to you?”

A slit appeared across the welt, opening to reveal a blood red eye.

Derek screamed like a girl.

The woman’s natural eyes also opened, and her arms reached for him. Derek continued screaming as he jumped back into the room and tried to slam the door “Guys!!! HELP!! WAKE UP!!” One of the thing’s arms was caught in the doorway.

“Dude, what’s with the noise?” One of the prone forms on the floor struggled to rise.


Alien Infection Zed
No. Enc.: 3d12/3d8
Alignment: Chaotic
Move: 180’ (60’)
Armor Class: 9
Hit Dice: 2*
Attacks: 1 Slam or 1 Bite
Damage: 1d4+1 or 1+Special
Save: L2
Morale: 12
Hoard Class: VI

Project Genesis was launched on April 8, 2001 to collect samples of the solar wind and return it to Earth. Due to a design failure the collector module failed to deploy its parachute, and the sample collector crashed. At least that’s the official story. The reality is that the collector picked up more than solar wind particles. It encountered a micro-meteor shower that contained the seeds of an alien lifeform.

Anyone bitten by one of these creatures must make a saving throw vs poison at a -2 penalty or become infected by the alien parasite. The incubation period is 1d6+Wisdom score hours. Anyone infected may be cured by the application of 6 points of electrical damage.



My guess is that most of you have not yet read Night of the Living Trekkies but it was actually a fun read, and an appropriately sci-fi take on zombies.

Tuesday, December 27, 2011

RPG Loot!

The only gamer loot I received from Santa was this awesome t-shirt.


Yesterday however, we stopped at the used book store, I found some unexpected goodies. First up is the AD+D Dungeon Builders Guidebook and the Star Wars Game Master Handbook. I've been wanting the Dungeon Builders Guidebook for a while now, especially as I want to get back to working on my megadungeon. As for the GM's Handbook? I just enjoy reading them, and I like the d6 system.


The really amazing finds of the day were Mutant Future and Sorcery and Super Science!


I never expected to find either of these in a bookstore!

Tuesday, August 16, 2011

Tim Curry Tuesdays - Hexxus

Welcome to Tim Curry Tuesday! Allow me to introduce you to Hexxus, a being of destruction that is toxic to all around it. Ancient stories first describe the blight in a distant tropical forest, but it has appeared numerous times in many places that were once verdant lands that are now toxic wastelands.


Hexxus
No. Enc.: 1 (0)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: 6
Hit Dice: 10
Attacks: 1
Damage: 3d8
Save: L5
Morale: 12
Hoard Class: XVIII

This being appears as a large black gooey mass, that is constantly surrounded by a cloud of thick noxious vapors. It is very intelligent and malicious, and seeks to destroy any natural vegetation it encounters. Hexxus can attack with a toxic swipe, which causes 3d8 damage with a reach of 10'. Anyone within 5' will automatically suffer an attack from the toxic fumes that surround Hexxus (class 3 poison).  If attacked with a flame based attach Hexxus may immediately expel a gout of flame 60' long that causes 10d6 points of damage to anyone hit (save for half). This causes Hexxus to lose the Toxic Weapon ability for 1 hour.

If encountered in a toxic or radioactive area (it's preferred habitat) Hexxus gains the ability to regenerate 1d4 hit point per round, and the toxic cloud grows to 10'.


Mutations: Reflective Epidermis (Radiation, Poison, Fire), Toxic Weapon (Gas Breath), Epidermal Sensitivity (Plant-based attacks)




This might come as a shock, but August's RPG Blog Carnival topic is Animals and it's being hosted here at the Tower of the Archmage! How can you get involved? Easy! Write a post about animals, anything about animals, and then share the link!

Thursday, July 28, 2011

Space Strigoi

S.S. Trelane - Ships log

1946 hours: System survey continues on schedule. We are currently leaving the inner system to map the ringed gas giant’s moon system.

0356 hours: Sensors have detected a large metallic mass on the surface of one of the larger moons. Adjusting course to conduct a more through scan.

0557 hours:
The moon is Mars-like with a thin atmosphere, but it’s bathed in radiation from the gas giant. We’ll make orbit in about 10 minutes.

0723 hours: We’ve adjusted to a geostationary orbit over the metallic mass. It’s big enough to be an bulk transport ship. We’re securing the ship to land nearby and begin possible salvage operations.

1001 hours: We’ve touched down about a kilometer from the object. The first team out in 20 minutes.

1047 hours:
First report back indicates that it is an old transport ship. It appears to have crashlanded a fairly long time ago.

1058 hours: The team reported back a registry number. 2266-M133... Checking... Ark Class Colony Transport from about 400 years ago, registered as the Wah Chang. 1701 colonists en-route to the Penthe system. Well they were seriously off course! On the other hand, there’s going to be lots of valuables in the cargo hold!

1222 hours: A hatch has been found and secured. The captain is sending in a scout team.

1250 hours: The scout team is through the airlock and into the ship.

1253 hours: Between the moon’s radiation and the ships radiation shielding, communications with the scout team is getting worse and worse. They’re going to try a relay system.

1328 hours: The relay wasn’t effective, so they’ll do hourly check-ins.

1430 hours:
First check-in, the team reports the colonists were mostly killed on impact, though there are some indications that a few may have survived for a little while, and things were pretty rough. They’ve even found some corridors that were barricaded.

1530 hours: They think they found the body of an alien! The captain ordered them to bring it back to the ship!

1616 hours: They brought the body... the alien body back to the ship.

1657 hours: It’s still alive!



Space Strigoi
aka Salt Vampire
No. Enc.: 1d8/3d8
Alignment: Chaotic
Move: 180’ (60’)
Armor Class: 4
Hit Dice: 5
Attacks: 1
Damage: Special
Save: L5
Morale: 9/7
Hoard Class: XVII

Salt Vampires are a form of giant mutated leech. In their natural form they appear as grey skinned humanoids with elongated rubbery limbs. Their skin is loose on their frame, and slick to the touch. They lack a discernible neck, and their round mouths are ringed with sharp teeth. Their hands and feet are sucker covered with 3 digits. Salt Vampires use a form of Mental Phantasm which allows them to appear as a non-offensive individual to whoever is viewing them. However, as this power is projected on the individual viewers, the Salt Vampires will all appear at least slightly different to each of the viewers.

In combat Salt Vampires will attempt to touch their target, and if successful will drain 1d3+1 points of constitution by sucking the salts from their victim. This damage can be restored at a rate of 1 point for every 2 weeks rest.

Salt Vampires dislike bright light, and suffer a penalty of 2 to their morale. Strangely the very thing that sustains them can kill them, and a pound of salt used as a weapon will cause 1d8 points of damage for 1d3 rounds and cause an automatic morale check.Due to their ancestry, it is very difficult to permanently kill a Salt Vampire, as they will regenerate 1 hp/day, even when killed, unless the body is either burned or sewn with salt.

Tuesday, June 28, 2011

Tim Curry Tuesdays - Pennywise

Tim Curry Tuesdays

Welcome to Tim Curry Tuesday! In this week’s installment, I’d like to introduce you to Pennywise the Dancing Clown!


Pennywise the Dancing Clown
No. Enc.: 1 (unique)
Alignment: Chaotic
Movement: 150’ (50’)
Armor Class: 6
Hit Dice: 7
Attacks: 3
Damage: 1d6/1d6/1d6 + Special
Save: L4
Morale: 11
Hoard Class: VII * 3

Pennywise appears to be a human clown, but is actually the physical manifestation of IT - a being from beyond the universe that feeds upon fear. IT’s favorite victims are children, though it will gladly feast off of anyone who feels terror. In order to increase the effect of fear Pennywise will automatically appear to each individual as a man-sized example of whatever phobia they might be suffering from. When they suffer the effects of their phobia they will take 2d4 points of damage for every round they flee.


Anyone who does not have an active phobia will need to make a saving throw if they are successfully damaged by Pennywise. If they fail they must flee in terror for 1d4 rounds and suffer 2d4 damage for every round spent fleeing. Half of all damage caused by fleeing will be absorbed by Pennywise, healing it of any damage taken.



Pennywise has a WIL of 19, but it is reduced by 2 for every opponent he faces. He is also highly susceptible to damage from silver.

IT is usually active for brief periods after which it tends to hibernate for years or decades at a time. If Pennywise is killed, IT will go into hibernation for 5d12 years, after which Pennywise will again emerge.

Mutations: Regenerative Capability (Special), Bizarre Appearance, Epidermal Susceptibility, Mental Phantasm, Vampiric Field (Fear Only)

Friday, August 6, 2010

Trap Door Suprise

"Is that a door?" Nimble asked as they came upon a strange circle in the wall.  "According to the map it looks like the passageway should be right here."

"What's that design?" Rathgar asked Feris.


"Nothing I've ever seen before."  Feris mumbled a few words of power. "It isn't magic either."


Nimble tapped the circle with the butt of the pole, ran it along the grooves of the pattern, and finally around the edge.  Whatever it was, it was solid.  He leaned in closer "I don't see anything that looks like a trap."


"Should we just try to push it in, or pry it open?" Allianora asked.


Nimble shrugged, Feris shook his head, and Rathgar said "I'll do it."  He pressed his shoulder against the circle and pushed.  It shifted in slightly, and then pushed back hard, knocking Rathgar to the ground. Shifting slightly back and forth the eight legged creature emerged from the tunnel, standing over Rathgar.  

 Allianora and Feris back-peddled away from the weird spider, while Nimble scrambled to keep it's rear towards him, and Rathgar quickly worked his dagger free of it's sheath to stab up into it's weak joints.    


Shield Trapdoor Spider
Rules Cyclopedia

Armor Class: 4
Hit Dice: 5* (L)
Move: 120' (40')
Attacks: 1 Bite
Damage: 3d4 + Poison
No. Appearing: 1 (1)
Save As: F3
Morale: 6
Treasure Type: U
Intelligence: 0
Alignment: Neutral
XP Value: 300

Monster Type: Lowlife (rare)

Shield Trapdoor Spider
Mutant Future

No. Enc.: 1(1)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 5
Attacks: 1 (bite)
Damage: 3d4, poison
Save: L3
Morale: 6
Hoard Class: VI

Shield Trapdoor Spiders are 8 foot long, black and brown monstrous arachnids with distinctive abdomens;   they are oddly truncated with a blue-green hardened disk that is covered with grooves and ridges forming distinctive and individual patters.  Those bit by a Shield Trapdoor Spider and fail their save will suffer the effects of the Confusion spell for 2d10 rounds before death. 
These spiders are aggressive and cowardly.  And all reaction rolls suffer a -3 penalty to the roll.



via:
Cyclocosmia - Wikipedia
&
 Let me take a closer look.... oh no wtf?!? - Geekfill

Tuesday, August 3, 2010

Mutant Future - Space Bears!

The fires burned the sky.  Four great streaks across the darkness of the night, followed by four thunderous crashes as the pods came to rest upon the side of hills north of Borr.  Come morning, the curious went out to see what had fallen from above.  


Luckily there was but one Ursine per pod, and they were already injured from the crash.  There were some good eats in town that day for those who came to Lucky Bob's, Suckerface's, and that plant thing with the unpronounceable name's funerals. 


Space Bears are the descendants of the ursine population that was sent into space on a generational terraforming ship ages ago.  In the unrecorded prehistory something happened to cause the bears to begin to develop greater intelligence.  Eventually they took control of the colony, developing an advanced civilization.  Some decided to return to their homeworld in order to study the planet that had originally spawned them.  Using the old generational ship that remained in orbit, they set off across the starts.  Unfortunately the effect that caused them to develop their enhanced intellect had a new effect on the return trip, causing them to become more aggressive and bearzerker-like.

Space Bears
No. Enc.: 1d6 (3d6)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6 or 3
Hit Dice: 5
Attacks: 3 (claw, claw, bite) or 1 (by weapon)
Damage: 1d3+1/1d3+1/1d6 or by weapon
Save: L2
Morale: 10
Hoard Class: V, VIII or VII

Space Bears recently landed are often equipped with specially designed space suits (counts as advanced environmental armor AC3) and armed with laser rifles with a single energy clip.   Space Bears that have been grounded for a while will abandon their ruined suits and drained and broken weapons, and will use their primitive attack forms and have the VII treasure type.

Friday, July 9, 2010

Magical Skulls - Future Skull

"Please don't go away!" the metallic voice whined.  "You need me!"

"I don't need no loud mouthed robot mucking things up for me.  You're useful, but you never do shut up."

"It isn't like I ask you for much, just kill some people for me.  It isn't even like they're real people.  Muties aren't real people..."  The head began. "Only humans like you are real people, humans and androids of course.  See, that's what being nowadays don't understand!  They aren't human, so they aren't people.  It's really a pretty basic concept, even for a dumb meatbag like you!"

"See, this is why I'm leaving you here."  The door swung shut, leaving SI-351840189910d in the dark.  

"If I had my body you wouldn't dare leave me here!" Sid yelled.  No one answered.  Not for a long time. 


SI-351840189910d (Sid for short) is the head of a robot series that was designed to wipe out mutants, well before they were as common as they are today.  Due to Sid's extreme age he has developed beyond his initial programing and is a true AI.  Sid comes equipped with a Class IIb sensor system (upgraded chemical sniffer), self-recharging battery, extensive knowledge of ancient tech which will provide a base +20% to the chance of success to all technology rolls, a strong prejudice against mutants, and a vocalizer with which to share his knowledge and his prejudice. If asked what happened to his body he will claim one of the following:

A one-eyed mutant blasted it out fron under him
Chopped up by a short kanuk mutie
Smashed by a furry blue smartypants
Ripped apart by a mutie that looked like an android
Picked up and dropped by a winged freak
Lost it to a card shark mutie
Sold it to a blue devil mutie for everlasting life... as a head. 
Stolen and sold as scrap by a bunch of sewer dwelling troglodyte muties.  

Friday, January 29, 2010

You found what in the wastes?



Random items encountered in the wastes
1.      Refrigerator with a body sealed in it.
2.      Childs rag doll with 4 legs
3.      Android head
4.      Pile of dung, a large pile of dung
5.      Abandoned Manthill
6.      Boat
7.      2 dead batteries
8.      Small cardboard box with a deck of cards (roll a d6 – 1 adult, 2 basic, 3 tarot, 4 most wanted, 5 1999 baseball set, 6 your favorite tv show)
9.      Diary
10.  Cat collar w/ id tag
11.  Case of shattered mugs w/ corporate logo
12.  Tool box w/ basic tools
13.  Garden shed/gazebo
14.  Exposed basement/foundation
15.  Acme safe (at least 5’ tall)
16.  Destroyed giant bee hive – human body covered in honey inside it
17.  Guinea pig colony – alive and well!
18.  Tall enclosed cart, filled with blue scrubs of various sizes, many destroyed by rodents
19.  Airplane tail (this could be a cessna or a 747)
20.  A folding chair under an awning of corrugated tin
21.  Crashed satellite
22.  Cargo container – someone lives here
23.  Cargo container – giant hole blasted in the side
24.  Hoverdroid spinning in a 5’ circle about 35’ above the ground
25.  Playground – melted
26.  Crudely sculpted spidergoat
27.  Campsite – tent, fire pit with cooking fire & charred spidergoat
28.  Rusted out VW Bug
29.  Gun case – full of painted 15mm minis
30.  Katrina trailer – pristine condition, poisonous.