Stretch goal #4 cleared! And the planned adventure path.
Mutant Crawl Classics claimed another stretch goal today. All backers will get PDF's of the Mutant Manual plus three adventures!
The current stretch goals go up to $75k, which is four adventure modules plus two supplements (Mutant Manual and AI Addendum). We're tracking well so it's probably worth considering stretch goals past that. Based on that, we'd like to share creator Jim Wampler's proposed arc for 7 MCC adventures. If we clear the current stretch goals and lay out the ones that follow, I think all 7 of these could be a reality.
(And yes, we've heard the many requests for print editions! Noted on that as well.)
Without further ado, here's a possible 7-arc adventure path for MCC. The first 3 adventures are cleared as stretch goals already. So help us keep up the momentum - spread the word - and let's find a way to get the complete adventure path published!
HIVE OF THE OVERMIND
A Level-0 Adventure
Rite of Passage younglings are shocked to regain consciousness with no memory of how they came to be in a gigantic insect hive far to the north of their homelands, laboring as drone-slaves of the savage ant-men. In a land where an “insect revolution” has taken place, the PCs must contend with insectoid mega fauna and sinister artificial intelligences before facing the ominous Overmind: a building-sized insect queen cybernetically linked to a chaotic AI.
Appendix “M” Reference: Kamandi Last Boy on Earth by Jack Kirby
A FALLEN STAR FOR ALL
A Level-1 Adventure
A meteor strike in the taboo crater country opens up a chasm in which lies an un-touched city of the Ancient Ones. The resulting land rush to go claim the newly available cache of ancient artifacts draws interested parties from all over Terra A.D., and thanks to your tribal elders, that includes you and your Seeker team. Introduces basic artifact rules, lower level monsters and evil sentient races (Beast Things and Tibbars).
Appendix “M” Reference: Daybreak - 2250 AD by Andre Norton
RETREAT OF DELIRIUM
A Level-2 Adventure
After a tsunami from the inland sea nearly washes away your jungle homes, you notice that there’s a new, unknown island lying offshore. Sent out to investigate in dugout canoes, you quickly discover a lost scientific installation of the Ancient Ones, along with the intra-dimensional horrors that they should have left alone, but didn’t. Are the beings found there millennia dead, or merely sleeping? Introduces the setting concepts of Vancian super science via weird artifacts and non-Euclidian technology and quantum monsters. This is not your father’s Gamma World.
Appendix “M” Reference: Madness from the Sea, H. P. Lovecraft; The Dying Earth, Jack Vance
THE WARLORDS OF ATOZ
A Level-3 Adventure
When your hothouse jungle villages are flooded with dispossessed refugees, they all tell the same tale. A conquering horde of warlords wielding magic boom sticks are wiping out whole communities and enslaving the inhabitants — all in the name of a surviving Ancient One they worship as a god. The tribal elders send you and your Seeker team out to investigate, and if possible infiltrate, the temple of the great and powerful ATOZ.
Introduces a new evil Patron AI and a new enemy race/Archaic Alignment.
Appendix “M” Reference: Zardoz (1974)
BLESSINGS OF THE VILE BROTHERHOOD
A Level-4 Adventure
When your tribe’s prize possession — a functioning medibot — finally breaks down, your Seeker team is given a holy quest. Take the dead bot on a long and perilous journey to the monks of The Holy Medicinal Order in hopes that they can repair it. But the monks are not as the legends portray, and there is definitely something dark and dangerous going on in the holy monastery. A hex crawl. Introduces higher level class options, including the option to join an Archaic Alignment from the core rulebook, and two Archaic Alignments (The Holy Medicinal order and The Vile Brotherhood).
Appendix “M” Reference: Hiero’s Journey by Sterling Lanier
THE APOCALYPSE ARK
A Level-5 Adventure
When stories of a rogue “smart metal” being the size of a mountain come to your village, no one takes them seriously, at least until the treaded 10-story-tall monstrosity begins cutting a swath through your hothouse jungle homeland. Invulnerable to even the mightiest mutations, your only hope to stop its menacing march is to find entry into its interior and access to its power sources and inhabitants.
Appendix “M” Reference: Cover art of Gamma World 2nd edition
RELIQUARY OF THE ANCIENT ONES
Level-0 tournament funnel
Last night’s fierce glow storm and accompanying earthquake are not unheard of events in the oral traditions of your tribe. But the gaping maw in the ground that leads down to the ancient holographic historical archives that your village was built on top of was unexpected. The tribal elders ask for volunteers to investigate, and that means that you and your fellow mutant tribesmen are going on a grand tour of ages past, as you loot fabulous ancient artifacts while trying to survive simulations of the very historical events that led to the Great Disaster.
Appendix “M” Reference: Every Star Trek TNG holodeck episode ever