Friday, May 2, 2014

Mesas of Doom - A Mutant Future Encounter Or Any Old School Post Apocalyptic Campaign

File:Monument valley panoramic.jpg
picture taken by Gerd A.T. Mueller.


Several settlements and towns around Monument Valley State Park have been recently attacked. They are advertising though out the former states of Arizona and Utah. Several mutant farmers, adventurers, and others who ventured into the park have not returned.
The areas around the bluffs of  Saddle back, Stage Coach, And Eagle Mesa are now considered taboo by the local mutant tribes who will not venture there at all. Those areas hold several species of mutant healing plants that have miraculous powers.
 The Appex group, a cadre of super scientists have set up operations for the production of several high end healing drugs using native mutant plants. 
 The Apex group is not happy about this situation. They have had to cease operations in the area and production of several of their high end super science medicines has ground to a halt. They are offering a bounty of 500 gold pieces to anyone who can bring them proof of some mutant menace or monster causing these deaths.
They're station at Agathia peak has been attacked several times and two personnel have gone missing.
File:Wfm monument valley annotated.jpg

Towns people are upset about the situation as are the local  Navajo councils. The Appex group was bring in extra income into the area, tourists seeking cures, and employing locals in various desert operations, production, and distribution of their products. 

Photo by Nikater
Now there are trade caravans moving into the area with supplies,news, and to help set up the annual trade festivals. Things are looking pretty grave. The characters might hired as caravan guards, Appex bodyguards, or simply as investigators for the weird happenings out in the desert. 
Adventurers out in the desert have seen strange serpent like creatures that have never been encountered and there is mounting concern. Several communities are thinking of mounting hunting posses and going out to run down whatever this new menace is. 
File:Monument Valley at dusk.jpg
Photo by John Fowler 

What's Really Happening
 A clutch of Nagas has recently moved into the Monument Valley area. The Nagas are a  serpent like race of humanoid predators.They have recently moved into the valley but their not the ones causing problems. The Nagas have set up trade with several of the smaller sub-mutant communities and while they are aware of the Appex group's operations. They stay well clear of it.
The posses that have formed over the last two weeks are going to run straight into a battle with the Naga and will lose in the short term. These serpent people don't have the numbers but make up for their numeral disadvantage with sheer ferocity and prowess. Should blood shed occur the Nagas will be wiped out in a combined effort by mutant and humans alike over the long haul.
The whole situation is a set up. But who could be responsible for such a double cross? 

The D - Infinity Blog By Chris Van Deelen has a ton more about The Naga
Right Over
HERE

No. Enc: 1d6 (4d10)

Alignment:  Neutral
Movement: 90’ (30’)
AC: 2
HD: 14
Attacks: 1 or 4 or 1 (spit attack, see below), (bite, claw, claw, tail slap), or constriction
Damage:  Class 7 poison plus 4d6 acid damage or 1d12 & Class 7 poison / 2d8 / 2d8 / 4d4 & special or 3d6 per round.
Save: L12
Morale: 6
Hoard Class: XV, XVI

Mutations: Aberrant form (xenomorphism – arms), dietary requirement change (living flesh), gigantism, increased sense (smell & taste), natural armour, thermal vision, toxic weapon.
Source: Sanctuary Season 1 Episode: The Five (2008)

1d10 Random Clues of the Cult of the Lost Women 
  1. A descended humanoid mutant husk with its neck ripped apart and the corpse drained of all blood. 
  2. The corpse of a humanoid serpent man webbed up and drained. Claws clutch what appears to be a human female hand. 
  3. An appex group scientists half crazed and muttering something about giant spiders. He will go into a seizure within 1d4 rounds and suddenly die. There are two puncture marks on his neck. 
  4. A half sun baked ray pistol clutched in a green mutant human hand. The hand is half webbed by what seems like a dense guaze like fabric. 
  5. A pre holocaust car has been covered by a giant webs the occupants webbed and drained of all blood. There is  10% chance of finding some minor relic or artifact. 
  6. 1d4 strange broken artifacts are strewn across the sand. They have been created from some strange hard spun metallic like fabric. They're origin is unknown. 
  7. A gene identification kit smashed with several blood samples inside it. The readout on the silver casing has been smashed by some incredible force. The blood is from a giant spider of some type. 
  8. A dagger covered in green gray ichor and human blood now two days old. The brown and green crusted mess has somewhat corroded the blade. 
  9. A severed human head with its brain missing and several large spider bites across the back of the skull. The part has been drained of blood. 
  10. A mutant mercenary soldier with 1d4 guns and ammo, completely drained of blood and with several bite marks and claw marks on his back. The corpse leaks spider poison from certain organs. Mouth, eyes, etc. 



A rival of the Appex Group has slowly wormed his way into the area. A clone of the infamous Dr. Aranya has infiltrated the local settlements . He has sabotaged Appex group operations in the area with his spider women and murdered several key people making it look like a reptilian mutant menace is at work. 


The reason is quite simple, sheer old fashioned greed. The Appex group is sitting on a gold mine and Aranya needs the plants to continue his work on his spider mutates. 
He's got 1d8 spider women mutates spread throughout the area. They communicate with a form of telepathic hive mind. Nearby to the good doctor a giant spider is always waiting in the wings. His combination henchmen and bodyguard. He controls it with a form of low level telepathy. Its a giant mutated Crab Spider with max hit points and a very bad attitude. 

Spider Women Mutates
No encountered: 1d4 (1d8) 

Alignment: Chaotic 
Movement: 120'(40') 
Armor Class:6 
Hit Dice: 5 
Attacks 2 (claws or weapon) 
Damage: 1d4 +poison or weapon
Save :L5 
Morale: 8 
Hoard Class: XIX
 Mutations: Metaconcert, Telepathy, Quick Mind, Regenerative Capability, Increased Strength, Poison, Limited Shape Shift -
Claws
Origin - Mesa of Lost Women 


These creatures where created long before the holocaust. They are a deadly combination of mutated spliced spider genes and the worst of humanity in one slick and deadly feminine package. While they appear to be attractive human female but they are very different creatures.  Spider women mutates are psychotic mutants who have the murderous impulses of spiders and are prime opportunistic hunters. They will lure and murder human beings when opportunity presents itself. Mutates have a limited shape changing ability linked to their regenerative powers. They may instantly create or grow poisonous claws dripping with a potent venom. They are bred with increased strength, and potent regenerative powers. These creatures are quick learners and excel at the super sciences. Mutates often use artifacts and relic weapons for more efficient and better kills. These mutates are now finding their way into bands of adventurers and mutant mercenary groups often times to murder them. 



Spider Mutate Males 

No encountered: 1d4 (1d8) 

Alignment: Chaotic 
Movement: 120'(40') 
Armor Class: 8
Hit Dice: 3
Attacks 2 (claws or weapon) 
Damage: 1d4 +poison or weapon
Save :L5 
Morale: 8 
Hoard Class: XIX
 Mutations: Metaconcert, Telepathy, Quick Mind, Regenerative Capability, Simian Deformity, Reduced Stature,
Origin - Mesa of Lost Women 
 

While the same gene slicing and engineering has produced a superior female mutate. The males while having many of the same abilities are stunted and twisted things. This does not take away their deadliness or danger. These small beings are often times employed by the good doctor in places where his operatives would be suspect. These little beings have the same twisted psychotic mental state but are much less aggressive then the females of the mutant species.

Tarantella Spider Mutate 
No encountered: 1d4 (1d8) 

Alignment: Chaotic 
Movement: 120'(40') 
Armor Class:4
Hit Dice: 7
Attacks 2 (claws or weapon) 
Damage: 1d4 +poison or weapon
Save :L5 
Morale: 9
Hoard Class: XIX
 Mutations: Metaconcert, Telepathy, Quick Mind, Regenerative Capability, Increased Strength, Poison, Limited Shape Shift -
Claws
Origin - Mesa of Lost Women 

Operating out of the "great Mexican desert", the "Muerto desert" from a series of former military laboratories of the infamous  Dr. Aranya. Tarantella has been alive for centuries and operating down in Mexico.She has further Doctor Aranya's work and refined the processes that he created back in 1953. Using her extensive knowledge she has spawned clone armies of Spider women including other versions of herself. Each group of Spiderwomen is lead by a half crazed and fanatical  of version Tarantella. Each in mental communication with her sisters across the Western United States and Mexico. 
She has expanded the original laboratories and created a cult of Spiderwomen and other arachnid mutates throughout post apocalyptic Mexico. Its ultimate aims remain clouded in mystery and super science mysticism. Even her creator is now her plaything, clones of the original Aranya continue the original crimes against humanity while doing the bidding of his mistress. 

Tarantella continues to spread her weird religious cult across the post apocalyptic wastelands as mutant and human alike worships its strange spider goddess and their forbidden rites. 



The Whole Movie 



More information on the Mesa of Lost Women Right Over
HERE

Super science Item 
Harmonic Arachnid Disruption Device 

The H.A.D.D. is small device that has six charges and allows its owner to disrupt and cause a Spiderwoman Mutate extreme pain and distress. This device was developed to divine out any operatives of the Cult Of Lost Women. The device when used within 30 feet of any of these mutates will cause the victim to save vs death or pass out for 1d4 rounds as the nerve endings and brain of the victim is over loaded. It has been speculated that this device was developed by the famous scientist Leland Masterson after encounter with the Mutates. 

Mesalostwomen.jpg

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