Farm Encounter - This is a sample encounter set on Butchersworld (SGG pp 144 - 150), presented in relatively broad strokes for combat, exploration, negotiation, and (possibly) manifestation. Halloween is a perfect time to visit Butchersworld.
The base structure was what remained of (liquid-gaseous) hydrogen-helium refilling station; at some point some desperate survivor, native or crashlander, made some valiant long term effort to run this area into a viable place to survive, or “live.”
It failed. But it’s legacy persists. The structure has been invaded and repurposed countless times now. At present it would appear to be overgrown but otherwise (higher) lifeless. Ancient Martian plants, roots, and vines, creep, grow, and enfold the remains now.
In fact it has recently been invaded and “conquered” by a young, sociopathic psion who has only in the last months learned the secrets of Carnokinetic manipulation. After parting ways with the accomplished master, the creator of the discipline, they came to this place, an epicenter of food networks rich with life, to concentrate, to practice, and to rest.
On approach to the camp, voyagers will note what seems to be an immense (3-4m wide) circular winding scarlet tent that seems to corkscrew in on itself from the outside. The structure is about 300m across from one side to the other at it’s widest point. The “Tent” is a length of intestine animated by reprogrammed disassembly nanites, animated and controlled by The Farmer; a psychokinetic who has specialized in the manipulation...of meat. Carnokinesis
The Farmer (1) Init +2; Atk PK Blade +3 melee (1d8 + 3), mini bone saw +1 melee (3d4), PK Blast+5 ranged (3d6+4); AC 11; HD 4d6; hp 22; MV 30’; Act 1d20; SP Psychic, Carnokinesis; SV Fort+2, Ref +3, Will +4; AL C. Carnokinesis – Manifesting die is 1d20 +4, they have up to 10 ability points that they may brainburn in the course of any given encounter. See Carnokinesis
The Farmer is most likely to regard any intruders or interlopers as, quite simply, another source of building materials. i.e. Meat. If there is necromancy, the visible un-dead, or some kind of necromancer at play, they will be the first targeted by the Farmer. Primarily to make use of but also to eliminate any rivals to their “storehouse of materials.” Parties made up primarily or completely of artificial or inorganic life will find the Farmer to be furtive and uninclined toward interaction; indeed such a group might well be able to search the entire place without harassment or encounter (with the Farmer) if they are a large, well armed, or visibly robotic enough group.
Surrounding the “farm” in a half ring (about 200m across) are several clusters of carnivatrees, Martian Imperial "attack hedges," cultivated by the Farmer for some fell and experimental purpose.
Carnivatree (1-4) Init +1; Atk Writhing proboscis branches+4 melee (1d3 + 1d4 blood drain), Tree Maw +6 melee (2d4 plus digestive sap 1d4/round); AC 11; HD 2d8; hp 11, or 14, 12, 9, 5; MV 0’; Act 1d20; SP blood drain & digestive sap attacks persist until tree is slain; SV Fort+5, Ref +0, Will +1; AL C.
Ghost Pack Hunters – the agonized spirits of this place are common enough across the muddy bogland wastes of this world. Any significant amount of violence or suffering even here will invariably attract a small or vast number of such things.
Rage Ghost Horde (1-100) Init +2; Atk Bone Claw +3 melee (1d6 tearing, 1d4 cold) Rotting Bite +7 melee (1d6 + 1d10 STA on failed Fort Save DC 12); AC 19 (16 v. magic & energy weapons); HD 5d4; hp 15 or 20, 19, 17, 16, 15, 13, 12, 11, 9, 8 (x10); MV 50’; Act 1d20; SP ; SV Fort+4, Ref +4, Will +1; AL C.