Wednesday, May 21, 2014

That Witch Abides - A Mutant Future Encounter or An Encounter For Any Old School Post Apocalyptic Campaign

Nuclear Scotia is a series of deep island communities made up from the remains of several pre holocaust fishing communities. These islands maintain close ties with one another forming a series of highly independent and very diverse mutant as well as pure strain human kingdoms.
These are one of the so called Utopia Areas used as a hidden nexus point for the Mutant Rail Rail Road. That is until about a month ago. The entire area has gone under a communications blackout. The worst is feared.
An operative was sent in and hasn't reported back in a week. 

The PC's are brought in as advisors and trouble shooters by one their regular rail road contacts, Eddie. The little scaly mutant has been dealing with them since they helped to save his daughter. The little mutant will provide a map of the kingdoms, passage documents, and letters of introduction. The PC's will be paid two hundred gold pieces and be given a moderate relic artifact of power or twenty five pounds of trade goods as well as passage by the railroad.
The PC's will find the main island quite pleasant and inviting. 

There are three families that have recently imported in wives for several of the princes of the islands. These lovelies are beloved and feared by the islanders. The princesses are quite taken with their new kings and never leave their sides. It is said that they have deep roots to Nuclear Scotia.
But several of the psychic mutants of the islands fear that the kingdoms are under a curse from these new princesses. 


 The mutants are right to fear,a family of sea demons has infiltrated the kingdoms and they're searching the surrounding kingdoms for a long forgotten treasure. They've got the princes and their families under their terrible influences. But what is the treasure? 

1d10  Random Treasure Table of Nuclear Scotia 

  1. The legendary laser swords of the banished kings that vanished the Sea demon's family eons ago. These are the only things that might defeat their plans. 
  2. The location to a hidden nuclear missile silo along with the launch codes. These could be worth millions on the open weapon market. 
  3. The location of the sea demon's long lost sister who even more terrible then the three that currently hold the Nuclear Scotia royal families. 
  4. They're not searching for treasure at all and are simply having fun ruining the families of the kingdoms. The rumors of treasure are simply another ruse to draw out any would be heroes. 
  5. There is a copy of a super science device hidden on the islands and another super science group has hired the sea demons to find it. 
  6. There is a hidden pre holocaust insulation on one of the islands with a hidden cache of sea demon genetic material and these ladies are trying to find it. 
  7. A hidden super science device can rip away the illusions of the sea demons and such a device could spell ruin for these ladies. 
  8. A hidden sea demon princess has taken another royal house and means to ruin the kingdoms. These ladies are actually the guardians of the royals and are cursed to carry out their duties.  A hidden treasure will help save the islands kingdoms. 
  9. These sea demons are part of a cult of Cthulhu and there is a star spawn of Cthulhu hidden upon one of the islands in stasis. This god thing is actually the treasure of the cult. 
  10. There is over two hundred pounds of trade goods and relics wrecked on one of the islands. The sea demons hid it in a cave eons ago and only now the royal families have grown weak enough to influence and gain possession of a map showing its location. 
There is also another complication, one of the sea demons is hunting a Underground Mutant Rail road operative who knows their horrid secret and how much power they wield on the islands. 
Can your group help to loosen that witch abides upon Nuclear Scotia? 



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The Sea Demons 

No. Enc: 1 (2d10)
Alignment:  Chaotic
Movement: 90’ (30’)

                    180’ (60’) Swim
AC: 5
HD: 6
Attacks: 3 (Bite, claw, claw)
Damage: 3d4 / 2d8 / 2d8
Save: L6
Morale: 7
Hoard Class: I, II, III, V

Mutations: aberrant from (xenomorphism – chimera), dietary requirement change (blood), epidermal dependency (water), increased senses (smell), neural empathy, possession (special), shapeshift, thermal vision.
Source: She Creature (2001)

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