Each Adventure is briefly summarised under the heading scenario. The relevent details (scene, characters, rewards,etc.) are broken into groups that can be accessed in the scenario heading.
Visit these other pages when you're finished:
This is a list of adventures that can be used by Games Masters for the Role Playing Game, Rifts. They are also the adventures that such characters as Avash and Plarge have encountered over the years. These adventures can usually be played solo or as a minor or major campaign.
The brackets beside each Adventure heading will indicate:
To get a run-down on how the test party performed, a link to Avash's journal will provide the actions and results of the adventures.
At the end of each adventure, these two buttons will send you to the top of the current adventure, and the top of this page repectively.
...Avash's Journal
...Avash and Plarge's RIFTS World
...The Golden Claws
...The Heroes of Pre-Rifts Earth
...The stats of Avash and Plarge
The Child Stealers (2,m,1st)
Scenario : During an overnight stay in a small town the characters are approached by the townsfolk with the story of monsters taking and eating their children. With the chilren all confined to one house it is only a matter of time before the characters see one of the monsters and gives chase. The chase leads to an old abandoned saw mill where the evil creatures are confronted. A reward and free lodgings are offered by the townsfolk on the deaths of all the monsters.
The Monsters : These hairless,blue skinned creatures are animalistic predators who live off human flesh. They are supernatural beings of low intelligence with the following stats.
Height : 5' Weight : 70 lbs
There is one monster for every character, and an extra monster at level 3,5,7,etc.
The Saw Mill : This is a large building, not far from town, that has been closed down, and cleared of equipment. The bare bones are :
The Reward : This is a collection from the entire town. The townsfolk will pay 1000 credits for each body and a further 1000 credits if all are exterminated. The townsfolk may need convicing that all the monsters have been killed.
The Mountain Pass (3,m,1st)
Scenario : The party find they need to use a mountain pass to get to their destination. After hiring a guide to show the way around dead-ends and dangerous areas (necessary unless the characters live around the area and have travelled the path before). The whole trip is a three day hike. On the first day they are followed and attacked by a creature. That night a second creature (the firsts mate) comes to get revenge. On the second day the characters come across a defenceless goblin who begs the characters to help him out of the pass. On the second night the goblin's friends turn up for a surprise attack. The third day is uneventful.
The Guide : The characters can find a guide easily in any decent sized town or city. The price, however, increases the further from civilisation. The price can be haggled over and should start at around 3000 credits for a town, 1500 for a small/medium city, and 1000 for a large city.The average guide will have the following stats.
4th level Wilderness Scout
The Trip : Along the way the characters may come up against the natural challenge of these mountains, as well as the challenge from its inhabitants. The climbing skill can be utilised many times along the path (dropped items may need to be recovered and certain areas of the path will need the use of this skill, all optional),as well as cooking (the guide may cook for everyone, but then again he may not,). The GM can set problems to test most of the characters' outdoor skills.
The Creature : This beast will follow the characters, from the point where they enter the mountains. It will remain at least 1000 ft away from its quarry but will close the gap during the afternoon. If the characters have no way of sensing the monster, the guide will realise they are being followed just before dusk. It is a tall, solidly built monster with dark green skin and pale blue hair on its back and face, with wicked claws and a monstrous maw. When travelling it uses all four legs but it attacks in a bipedal stance. The creatures stats are :
Height : 10' Weight : 1 tonne
The beast will continue to fight until its death, upon which it exudes a smell of rotten eggs. The second creature will attack the camp just when it is set up. The two creatures are a mated pair and the second(the female) will attack fully enraged, with an extra attack and an extra +3 to damage. She will also fight until dead, and the same smell will be exuded (the characters will have to move). Higher level characters will be attacked just before dawn.
A goblin : This weedy little creature will be huddled up on the path, almost crying. When he sees the characters he will jump up laughing, and thank them for coming. His clothes are mainly ripped and torn and his face and hands are covered in scratches and bruises. He is wearing a baseball cap, and carrying a small backpack. Quickly, with his hands up to indicate peace, he will approach the characters and ask them to help him out of the pass.
HP : 24 SDC : 30
He will beg and plead the characters to take him, even to the point of crying and kissing their feet.
Attacked : During the night Blap will check his watch a couple of times before telling everyone he's off to bed. Near the end of the second watch he will wake up and talk to whoever is on. After talking for a while he will return to bed then sneak up to attack the watch from behind with a small knife in his fist(it is well hidden in his left boot and will not be found unless totally searched). He fails the prowl and who ever is on watch has time to react. Two rounds after the failed prowl attempt 3 goblins for every character(including the guide) will jump out and attack. These new goblins have the following stats :
HP : 20 SDC : 25
The last two will try to flee. And the third day is uneventful.
Ruins and Scientists (2,m,2nd)
Scenario : The characters can either be employed by the scientist, or a third party interested in helping both parties. The scientist, Vance, needs armed men to escort him to a set of ruins a few days journey from town, protect him while he is at the site and bring him back when he is finished. Unfortunatley the area is inhabited by wolflike creatures and a mysterious race of dolllike aliens. All up the adventure should take five days to complete.
Employed :
Vance :
HP : 27 SDC : 34 Attacks : 2
He is willing to take his own vehicle, but will pay an extra 1000
credits for using the characters' instead. He will also need someone to cook for him, but will help on watch.
The Ruins : These ruins were once a Pre-Rifts college but time and nature have destroyed most of it. The area should at least have:
The Notebook : Vance will begin reading this straight away and finish it by the evening. When he is finished he will tell the characters about the following excerpts :
"I have finally found the necklace
"On my arrival at the college I am
He tells the characters, that he thinks these "dolls with teeth"
killed the explorer and if he is correct they should find the wolflike creatures to be more of a help than a threat. He will also tell the characters that they can keep the necklace (It is indeed imbued with the tongues spell and can be used three times daily, for ten minutes each time).
The Safrii : These creatures are semi sentient beings that closely resemble wolves. The main difference is an extra pair of arms, white eyes, a ridge of hard fur down the spine, and a red, scaly underbelly. They are creatures from a planet called Pion and have come here via a Rift(funnily enough). Over the years they have developed a strong hatred of the "dolls with teeth" who have killed many of their cubs, as well as the sick and elderly. Their eyes are weak and they need high levels of light to see properly. They feed off rabbits and other small animals around the area and sometimes eat the "dolls with eyes". The average Safrii has the following stats :
HP : 20+6D6 SDC : 20+3D4*10
They will not attack the characters unless the characters attack them first, but will more likely flee than try to fight (they will attack aggressively to protect their young). They will attack the "dolls with teeth" on sight, and even stop fighting the chracters to engage their hated foes. They wont enter the building with their enemies because they are at a distinct advantage. There should be at least two families of four for every character in the party (including Vance).
The Dolls with Teeth : These small aliens have porcelain white faces, red lips and big black eyes. They are spindly little creatures with a covering of thick, black or brown fur over their bodies, legs and arms. They are very good at surprise attacks, and wield energy bolts capable of harming MDC armor. Their stats :
HP : 20+1D10 SDC : 1d6*10
They use their full energy bolt for attack, but use their weak (or pulled) energy bolt to kill for food (the range is 10ft). All up there is 10 of these little critters for every character (plus Vance). There is one guarding the door, 1 for every character (include Vance again) in the hallway and lobby, and the rest are in the main body of the lair itself. The Library is used primarily as their nest. Bones and mess line the floors and all but one room is completely destroyed. This last room is blocked by a lot of rubble and the little monsters have no desire to go in there (it is also where Vance will search for the books when these creatures are killed).
Communication with either of the creatures (even with the necklace) is immpossible, beyond empathy/feelings. Neither has a spoken language.
Escort Slip (2,h,2nd)
Scenario : The characters are to escort a person (GM, your decision, make it fit your campaign) to somewhere (GM, your choice again) at least one day away, via a road. Along the way the characters are attacked in a town, by D-Bees. They are surrounded and forced south of the road into a rift. The rift leads to a dimensional pocket. In the pocket they find themselves in a valley surrounded by impassable mountains. In the valley they are attacked by a party of bandits. Later they discover a small village inhabited by friendly people. The townsfolk will offer to show the characters out of the dimensional pocket, if they agree to get rid of the local bandits who have recently moved in. The characters must attack the bandit base to leave the pocket. The characters must save the Mayor from the bandit leader and defeat the Rift Guardian before they can go through the rift. The rift leads to Earth, 50 miles away from their destination.
The Town : This is a small town with a tiny commercial area and surrounded by partially farmed land. The town has a nexus point in the southern half and three ley lines. The main road runs east-west. The whole place seems abandoned, the fields overgrown.
D-Bee Attack : These small creatures have set up a church-like abode in one of the shops in the town's center. They are fiercely protective of their "church" but are not stone-cold killers. They will try to drive the party away from the center of town, and towards the rift. This is where they herded the original townsfolk when they took over the area. If the characters have vehicles, the D-Bees will bring out there shaman, who will cause the vehicles to stop and break-down (flying vehicles will glide softly to the ground). This option will only be used if the characters do not comply with their not-so-subtle maneuvering. The average stat :
MDC : 15 Attacks : 3
There are around twenty of these aliens for every character but only five will engage in the original attack. The others will join in to steer the characters to the rift.
The Valley : The valley is around 10 miles wide and 20 miles long. It is a beautiful valley, with rolling hills and soil for farming. Plants, flowers and fruits grow naturally and the animal wildlife is small but plentiful. There are few paths, none of which travel far. The whole area is barely untouched, only around the bandit base, and the small town, indicates human existence. The valley is walled in by rugged mountains that stretch up almost like cliffs, all around. Beyond the cliffs is countless miles of ocean. The weather is sunny, with regular showers in the afternoon. Natural supplies and game are easliy found (+15% for skills relating to foraging and hunting). A small river that starts at the bottom of a waterfall in the mountains to the north meanders through the valley, passing the town and the bandit base. It passes below the southern mountains, following the in-depth cave system out into the ocean.
The First Bandits : Not long after the characters find themselves in this strange world, they encounter bandits. The bandits are foraging for food and hunting game. They are surprised by the party but will quickly draw their weapons and ask that the group surrender. Bandit stats :
HP : 15 SDC : 50
There is one bandit for each chracter, and another at levels 3,5,7,etc. There is one Big Boss ATV for every four bandits (at least one). If they are getting defeated they will try to surrender. The last one will break down and run if the characters do not accept his pleading surrender.
The Village : The village is a collection of a few houses and caravans. At any time one young man will be guarding the only road that leads into the village. In the village a small roast is usually cooking and 10-20 kids are running around. A few ladies are cooking, cleaning, sewing and talking. A few men will be readying themselves to go out and catch food.
Click on an adventure :
Multiple level :
First level :
Second level :
MDC : 40 Attacks : 2
HF : 11 PPE : 30
Claws : 1D6MD
+2 ini, +3 str, +2 par/dod
Prowl 62%, Climb 84%
Weakness : Fire
The monsters are using the old mill as a home. When one of the monsters leads the characters inside, the others will drop from above and attack. They will not run from the saw mill even when getting slaughtered, because they feel compelled to protect their home from the intruders.
HP : 28 SDC : 55
3 attacks, +2 str/par/dod
Bushman armor MDC : 50
NG-L5 Laser Rifle, 3 clips (pg. 225)
Land Nav. 72%, Climb 80%
Prowl 60%,WP. energy rifle
Cook 60%
MDC : 70 Attacks : 4
HF : 13 PPE : 30
Claws : 3D6 Bite : 2D6
+9 damage, +1 ini, +3 str, +2 par/dod
Climb 84% Track by smell 62%
He will tell the party his name is Blap and that a large, green and blue monster attacked his party, eating everyone but him (he had fallen down a cliff face to escape). He is unarmed and unarmored, the backpack he is carrying has a spare set of clothes, a torch, a lighter, a scratched and dented watch, his sleeping bag and some dry rations. His stats:
PPE : 16 Attacks : 2
+ 3 str/par/dod
PPE : 12 Attacks : 2
+ 1 str/par/dod
Badly made armor MDC : 20
Wilks 330 laser pistol, 1 clip (pg.223)
IQ : 19 ME : 16 PE : 20 Spd : 21
+5% on skills(already added), + 2 par/dod
Huntsman Body Armor MDC : 31
NG-L5 Laser Rifle, 3 clips (Rifts, pg.225)
Tranquilizer Rifle, 4 darts (Rifts, pg.245)
Comp Op. 70%, Land Nav. 49%
Radio: B. 65%, Pilot Auto. 77%
WP. Laser Rifle, WP. Knife + 1 thr/str/par
Climb 50/40%, Prowl 35%
Running, Literacy 80%
Equip :
Big Boss ATV Main body MDC : 50
Multi Optics Helmet, Protein healing salve,
and standard equipment (Rifts, pg.79).
The collapsed buildings are merely scenery, in which creatures and characters alike can hide. They are thickly surrounded by trees and hard to maneuver in. The other three buildings are in a clearing that offers a good campsite. The lair should be hidden somewhere in the area of collapsed buildings.
Vance will begin his search on the first day, choosing the class block to begin with ("..because it looks the most like a library." - Vance). He will need all but one of the characters to help him clear away rubble and break down doors. The other character is to stand guard at their campsite (this job can be rotated between characters). Inside the class block, Vance will find the remains of a previous explorer and their equipment. The bones will be covered in small scratches that Vance will believe to be teethmarks. The only salvagable equipment will be a notebook hidden in a leather case, a gold necklace, and an empty E-clip. Vance will ask the characters to bury the remains of the unfortunate explorer.
The second day, he will search the library. When Vance and the characters approach the building, anyone who can sense evil, or supernatural creatures will realise the building is inhabited by something none to pleasant. As they push their way through the front door the person in the lead will be attacked by a small, doll-faced monster. This building is inhabited by many of these such creatures. They have to be all killed before the entire library can be searched.
Inside the library, Vance will take a day to find all the information he needs (he will be sorely disappointed that most of what he thought was here, is not).
that Jean Cauldan spoke about, I have
tried it a few times but it doesn't
seem to contain the Tongues spell. It
is a pretty necklace though.."
certain I saw one of the friendly
creatures Mrs Cualdan spoke of. She
was very good in her description but
the creatures seem more wolflike than
bearlike. They fit the description of
the native Safrii of Pion but
I have yet to see the other
creatures she spoke of, the ones she
describes as "dolls with teeth".If
I do, I hope the Safrii come to my
rescue. The hatred she speaks of
between the two is extraordinary...
IQ,ME,PP,PB : 2D6 PS : 4D6 MA,PE : 3D6 SPD : 3d6*3
Attacks : 2 Bite : 3D6 SD Claws : 2D6 SD
Height : 2-3ft (at the shoulder) Weight : 150-250lbs
PP : 4D6 SPD : 3D6 All other stats are 2D4
Attacks : 2 Energy Bolt(full) : 1D6 MD Energy Bolt(pulled) : 1D6*10 SD
Height : 2-2.5ft Weight : 20-50lbs
When the characters enter the lair they will be attacked relentlessly by the inhabitants. If none of the chracters suggest to flee, it will be up to Vance to lead the way (no experience for the characters). Outside it will take only one melee, before the Safrii arrive on the scene and attack their arch enemies. After the "dolls with teeth" are killed off, the Safrii will leave.
The next day, Vance will search the dorm but find nothing. In the afternoon the party can leave.
Laser like blast : 2MD
+2 strike
Heavy Armor MDC : 80
Attacks : 2 +1 str, +4 par/dod, +2 roll
NG-57 Ion Pistol, 2 clips (pg. 224)
NG-P7 Particle Beam Rifle, 1 clip (pg.225)
The young guard will challenge the characters when they are close enough. The man will be holding a spear in defence. If the characters indicate that they are not bandits, and will not steal from them, the young guard will introduce them to the village's elected mayor. If the characters indicate that they might cause trouble, the young guard will shout at them to leave until the village's mayor comes out and orders him to stop and act his age.
The village mayor, Dr. Opins, is a helpful, old scholar who will talk to the characters and tell them where they are. He will invite them to stay for the evening. During dinner, The doctor will tell the characters that the village people need to enlist their help. He will use his knowledge of a rift out of the pocket, to bribe the characters. The characters can refuse but will later find that they can't leave without the knowledge. Eventually, unless they beat it out of him, they must concede or spend weeks searching for a way to leave the valley.