Recently a blazing trail of flame has lit up the sky over the old Jornada del Muerto (Spanish for "single day's journey of the dead man" hence "route of the dead man") in the old ruins of what was once the U.S. state of New Mexico. An alien sky chariot has dropped from deep orbit and crashed into the Jornada del Muerto Volcano. Now adventurers are rushing to the area to claim salvage rights on the alien craft. Only thing is none have returned!
This place already has an evil reputation in the world of the post apocalyptic with it being the origin point of the mutate spider cult, a flash point for many cursed mutant plants & animals , and it has been a focus for UFO and flying saucer activity after the nuclear exchanges.
This place already has an evil reputation in the world of the post apocalyptic with it being the origin point of the mutate spider cult, a flash point for many cursed mutant plants & animals , and it has been a focus for UFO and flying saucer activity after the nuclear exchanges.
Those who venture around the shield valcano are going to be in for a shock, over the last week since the sky chariot fell. Ranchers in the area have reported live stock missing, family members have disappeared, and certain isolated ranches around the area seem completely deserted and abandoned.
The area has become a magnet for adventurers, renegades, fools, and fortune seekers. The sky ship has released its deadly cargo. A herd of 1d100 Night Stalkers were released into the area. They've adapted quite readily to the area and have begun to feed on the local wild life as well local ranchers.
The night stalkers use the natural caverns and caves around the area as lairs and covers until darkness. Then they begin to hunt already they've mated and an addition twenty pairs of these alien horrors have moved higher into the valleys around the area. They feed on mountain goats, mutant animal life forms, local human residents, a few pure strain human ranchers in the area, and local caravan scouts in the area. Once the sun goes down in the area all bets are off and the hunt begins for these incredibly dangerous creatures.
The area has become a magnet for adventurers, renegades, fools, and fortune seekers. The sky ship has released its deadly cargo. A herd of 1d100 Night Stalkers were released into the area. They've adapted quite readily to the area and have begun to feed on the local wild life as well local ranchers.
The night stalkers use the natural caverns and caves around the area as lairs and covers until darkness. Then they begin to hunt already they've mated and an addition twenty pairs of these alien horrors have moved higher into the valleys around the area. They feed on mountain goats, mutant animal life forms, local human residents, a few pure strain human ranchers in the area, and local caravan scouts in the area. Once the sun goes down in the area all bets are off and the hunt begins for these incredibly dangerous creatures.
More Information on these alien horrors right over on Chris Van Deelen's blog HERE
No. Enc: 1d4
Alignment: Neutral
Movement: 90' (30')
210’ (70’) Fly
AC: 1
HD: 10
Attacks: 1 bite or 2 claws or 1 tail slap
Damage: 2d6 or 2d8 / 2d8 or 3d6
Save: L10
Morale: 11
Hoard Class: None
Mutations: complete wing development, echolocation, epidermal susceptibility (ultraviolet light), natural armor, night vision, thermal vision.
Source: Pitch Black (2000)
The Sky Chariot
The sky chariot was a science vessel belonging to an alien race. The creatures on board are worth millions to a mega corporation bio weapons division. The pilot as well crew are dead. They've decayed and evaporated in Earth's atmosphere. Not a trace of them remains. The saucer is bad shape with it's drive system leaking weird energies into the surroundings. Already wizards, cults, and other fringe elements of the wasteland will be moving in. There is however another guardian of the saucer's remains. A weird elemental giant has been created by the gathered semi mystical energies of the drive systems and the souls of the dead alien pilot and crew.
No Enc: 1d6 (1d6)
The sky chariot was a science vessel belonging to an alien race. The creatures on board are worth millions to a mega corporation bio weapons division. The pilot as well crew are dead. They've decayed and evaporated in Earth's atmosphere. Not a trace of them remains. The saucer is bad shape with it's drive system leaking weird energies into the surroundings. Already wizards, cults, and other fringe elements of the wasteland will be moving in. There is however another guardian of the saucer's remains. A weird elemental giant has been created by the gathered semi mystical energies of the drive systems and the souls of the dead alien pilot and crew.
No Enc: 1d6 (1d6)
Alignment: Chaotic
Movement: 90'(30')
Armor Class: 5
Hit Dice: 12
Attacks: 2 (Hands)
Damage: 1d10
Save: L12
Morale: 10
Hoard Class: VII
The hoard is class VII but there's a smattering of alien technology scattered around the saucer. There is a 40% of attracting the attention of a night stalker while poking around the saucer.
Random 1d10 Alien Artifacts table
From The Sky Chariot
- 1d4 mini fusion cells very unstable there is a chance that these could explode with a 3d6 points worth of damage to everything with a 30' radius.
- 1d4 metallic tissue paper style holographic maps showing the nearby galaxies. Worth 100 to 200 gold pieces to the right collector.
- A phasic scalpel set capable of slicing through most materials does 1d6 points of damage. Worth 200 gold pieces.
- Ancient alien statue of a god or fetish, capable of projecting a 40 point force shield at sun rise. 300 gold pieces as an object d'art
- An alien ray pistol capable of doing 2d8 points of damage but does 1d4 points to the user each time its fired. The ray pistol has a forty meter range but isn't meant for human hands. Worth 200 gold pieces to the right collector.
- Green Alien Goo - This nano goo is capable of repairing simple machines and mechanisms. There are 2d6 applications when found. The material is solar powered and once applied will repair most machines in 1d4 rounds. These repairs will have slight silver sheen to them. 100 gold pieces in most communities
- A weird crystal array capable of burning holes through most metals and yet is harmless to organic flesh or material. Will melt most metals within 1d4 rounds. Worth 200 gold pieces to a salvage guild.
- A complete set of xeno cloning facility tanks worth 400 gold pieces to the right medical establishment. Weigh in excess of 600 for each unit.
- FTL communications gear - Worth 700 gold pieces and capable of contacting other galaxies. Not made for human beings though. There is a 40% chance of breaking this set trying figure out it's operation.
- Bio medical stasis unit capable of a complete body resurrection if the body is less then four hours old. Worth 4000 gold pieces but it can only be used three times before the item will need a complete living body to drain of souls to provide the next set of resurrections. Capable of being used only a standard sized Earth creature or smaller.
Many locals have gone missing in the hills and valleys surrounding the saucer crash site and they've begun to advertise for adventurers to help. About a mile from the crash site are two underground science and bio weapons facilities that have recently been activated. There are treasures beyond compare but they are closely guarded and the hills are alive with an undead scourge that may spell doom for those who journey here.
During the 'Shadow Years vault 66 And Bunker 44 were part of a next work of megacorporation bio weapons labs that were producing the next generation of lethal bio weaponry for the upcoming war. Something happened and two of the products of both facilities infected all of the personnel. It is believed that the incoming saucer was homing in a radio signal that beamed from these places.
The beacon is still transmitting and instruments of the saucer were homing on these broadcasts. Investigating these ten level extensive facilities will turn up the products of these labs. It is thought that the approach of the saucer caused the bunker 44 and vault 66 to open after all this time and spill the cursed contents out into the wastelands.
These facilities are a treasure trove of ancient technology and it is only a matter of time before adventurers and salvagers will stumble upon these. These facilities have a hoard class of XVII and the state of the pre holocaust medical and science equipment is enough to cause lust in any adventurer who gets a look at it.
The hills surround these places are rife with Rotter zombies and screamers. These horrors are safely confined to the vault and bunker by virtue of the desert heat, the sun, and sand. But they are very dangerous, very hungry, and wish to escape the confines of these places.
More information over at Chris Van Deelen's blog
HERE
No. Enc: 2d4
Alignment: Neutral
Movement: 60’ (20’)
AC: 7
HD: 3
Attacks: 1 bite 2 bashes
Damage: 1d6+2 / 1d4+1 / 1d4+1
Save: L3
Morale: N/A
Hoard Class: None
The rotters typically stick to the hills around the bunkers but the screamers are the main occupants of the underground bunkers. They're calls at night bring in a pack or two of Night Stalkers. These creatures can sense a wrongness of these zombie like monsters and will not consume them but will pick off any other prey cornered by these zombie horrors. The Night Stalkers are immune to the virus carried by the screamers and will consume anyone bitten by a screamer. There appears to be some overlap in the hunting patterns of the rotters, screamers, and night stalkers.
More Information over at the D Infinity blog
HERE
No. Enc: 1d3
Alignment: Neutral
Movement: 60’ (20’)
AC: 6
HD: 1
Attacks: 1 bite or scream
Damage: 1d6, or special
Save: L1
Morale: N/A
Hoard Class: None
Mutations: Shriek (modified), toxic weapon.
Source: State of Decay video game (2013)
In the lower levels of both bunker 44 and vault 66 at the lowest levels are bio engineering and medical labs where secret experiments were conducted on alien bodies. It is thought that these horrid experiments yielded the secrets of the undead plague that spelled the doom of this place. Perhaps adventurers will unravel the puzzle and forbidden secrets that lurk in the dark here.
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