Cavern Complex of the Aliens

  1. Ruins
  2. The Adventure
Cavern Complex of the Aliens.jpg

The aliens are completely evil. Their mother ship crashed on the moon, and they escaped in their short distance craft, which cannot radio back. They are attempting to build a hyper-torp* to send the message that there is a planet ripe for the plucking…

All they need to make this is parts available in their ship and a substance usually found with gold.

Cavern Complex of the Aliens: Aliens

#Appearing (on Earth): 2-5
AC: 8
MV: 8
HD: 1-3
AT: none or futuristic weapon
D: see weapon
Alignment: Lawful evil, tendency towards Lawful Neutral
Strength: 2d8
Dexterity: 3d6
Intelligence: 3d4+2
Wisdom: 3d6
Constitution: 2d8
Charisma: 3d6 to them, 2d6 to us

Cavern Complex of the Aliens: Weapons

1-3 Laser +1 -2 Damage: d4 3 attacks 9 shots
4-5 Stun Ray +2 -3 Damage: 0, save vs. paralysis at -5 2 attacks 6 shots
6-8 nothing

Cavern Complex of the Aliens: Rooms

On the south side of the dotted line no wandering monsters will be met.

1) Infinite number of small bats.

2) Spiders (large) have completely blocked this way with their webs. There is 5 gp, 10 sp in there, somewhere. There are 25 spiders: AC8, MV6*15, HD1+1, at1, D1, SA: poison, hp 6.

3) The aliens! There are 8 aliens total, 3-6 will be in the cavern, plus two guards; There is a pile of melted gold in here, worth 1,000 gp.

#1 Guard HD 3 hp 15 laser 9 shots
#2 Guard HD 3 hp 17 stun ray 6 shots
#3 Scientist HD 1 hp 5
#4 Armsman HD 2 hp 10 laser 9 shots
#5 Pilot HD 2 hp 7 stun ray 6 shots
#6 Scientist HD 1 hp 4
#7 Passenger HD 1 hp 3 laser 3 shots
#8 Armsman HD 2 hp 7 laser 6 shots
  1. Ruins
  2. The Adventure