Deep in the woods of Mutated Maine are tribes of beings from myth and legend that have existed long before the mushroom clouds began to sprout. These beings are creatures of the night and mutations far beyond what is normal even in this world.
The Keepers of the Wisdom are a group of mutated beings who are rumored to keep alive the traditions and ideals of the world of pre holocaust. But almost no needs knows which bits of folk ways and possible lore of super science these warriors might know.
The Keepers of the Wisdom are a group of mutated beings who are rumored to keep alive the traditions and ideals of the world of pre holocaust. But almost no needs knows which bits of folk ways and possible lore of super science these warriors might know.
They defend the upper mountains of Maine with an almost desperate abandoned.
The Black Knights a group of radical warriors who wish to exterminate these warrior tribes and the PC's are approached by the Mutant Rail Road's representative to make contact with these beings. This is so that they can warn them of the impending forces. The PC's are given maps, a black key by pass code reader. as well as 200 gold pieces for the job.
There are over one hundred and twenty tribe members and they have a net work of spies throughout the area.
Gilda is the local tribal representive who will deal one on one with the PC's to determine their agenda.!
1d10 Hidden Sacred Teasures Random Table
- A long forgotten secret recepe for a cure for cancer worth 600 gold pieces
- The location of a mega bonb and the means of setting it off.
- The location to a squad of fully functional combat bots. All armed with very nasty weapons
- An artifact grave yard where the PC's can pick up any old piece of automotive or minor automotive related artifacts.
- The location to a fully stocked and sophisticated underground seven layer mega dungeon which has a bad history wih this location.
- A long forgotten mutant unicorn herd that shares a bond with this tribe. They provide protection and help to the tribe. There is a strong motivation for these adventurers.
- The location to undead monsters sealed away from the world a secret.
- The location to more monstrous mutant beings with. These beings are shape shifters and capable of assuming many shapes. There are 1d20 beings scattered throughout the woods .
- The location to a star spawn of Cthulhu which the tribes people would be prepared to do battle with this horror
- They have a small nuclear device that they want to to use to defend themselves from any mutated madness that happens upon their hidden location.
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No. Enc: 1d3
Alignment: Neutral
Movement: 150' (50')
AC: 3
HD: 7
Attacks: 1 (fires quills) or 2 (punch and punch or punch and kick) or by weapon.
Damage: 1d3 (plus class 14 poison), 1d4 / 1d4 or 1d4 / 1d6 or by weapon
Save: L7
Morale: 7
Hoard Class: V (x4), VI, VII, VIII, X
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