Wet Spot - A Mutant Future Encounter
This encounter takes place within the confines of a swampland between the former state of Florida and the rest of the Altered States of America.
The PC's are contacted by a representative of the Riely Group. A group of benevolent super scientists who are working with the Mutant Underground Railroad deep within the Scattered South of the Altered States. The Riely group is working treating an outbreak of Cerious plague. The plague is a left over bioweapon that has lost much of its punch but is still deadly. The stuff is a nanite maker plague that slowly converts its victim into bio mechanical material that was supposed be used as a resource by other bio mechanical weapons systems and androids. Those entities have supposedly gone extinct. But the plague remains. Those who contract the nanite virus must save vs death or have some six inches of flesh and bone converted over to useless bio organic material. The victim must deal with a - 4 on all rolls as the nanite 'disease' slowly converts their flesh to a pile of bio mechanical goo and slime.
The group of super scientists are willing to offer 300 gold pieces and a minor artifact as well as their services for healing for one year for this mission.
In a swamp one hundred miles away through mutant infested wilderness is a 'cure' for the disease. A special pool teems with the deactivation organisms and a sample of the water is needed. The DM should use the random encounters chart for deep wilderness one the way too this encounter.
The PC's are given maps, a nanite holding vessel, a super science directional device for locating the nanites, and a week to locate the pool.
The pool itself is a glowing pool of liquid located in a pristine swamp teeming with mutated wild life, incredible plant life, and a landscape that looks like it came straight out of a wild life magazine.
Approaching the area will reveal a strangled call from the area's gardener. A wet land stalker guards and tends this area against all adventurers and comers. He is a very dangerous foe who believes it is 'his' sacred duty to guard this spot.
The group of super scientists are willing to offer 300 gold pieces and a minor artifact as well as their services for healing for one year for this mission.
In a swamp one hundred miles away through mutant infested wilderness is a 'cure' for the disease. A special pool teems with the deactivation organisms and a sample of the water is needed. The DM should use the random encounters chart for deep wilderness one the way too this encounter.
The PC's are given maps, a nanite holding vessel, a super science directional device for locating the nanites, and a week to locate the pool.
The pool itself is a glowing pool of liquid located in a pristine swamp teeming with mutated wild life, incredible plant life, and a landscape that looks like it came straight out of a wild life magazine.
Approaching the area will reveal a strangled call from the area's gardener. A wet land stalker guards and tends this area against all adventurers and comers. He is a very dangerous foe who believes it is 'his' sacred duty to guard this spot.
Wet Land Stalker
Find a boat load of information on these monsters over on Chris Van Deelen's blog
HERE
No. Enc: 1
Alignment: Neutral
Movement: 90’ (30’)
60’ (20’) Swim
AC: 5
HD: 18
Attacks: Special or 2 (fists)
Damage: 1d10+3d6+ special (see description)
Save: L14
Morale: 10
Hoard Class: None
Mutations: Aberrant form (xenomorphism), epidermal dependence (wetlands), increased physical attributes (strength), neural empathy (special), regeneration (special), toxic weapon (acid touch)
Source: Man Thing comics
Unlike others of his kind if things start to go bad for this wetland stalker it may call upon a 'council' of 1d4 others of it's kind. These horrors will respond within four rounds and come to the aid of their 'brother'. They will respond with absolute fury against a party.
A Peaceful Solution
A Peaceful Solution
Should the PC's have a telepath or other mutant among their party with even mild psychic abilities. They will feel instantly an alien presence watching their every move. Should the party approach the situation peacefully the Wet Land Stalker will reveal itself and may through emphatic communication actually show the party the pool. If the situation goes right it may 10% reveal a cache of 1d4 minor artifacts that it uses for trade with others. These have mostly been taken from the corpses of past adventurers. The PC's will be trailed by one or two members of the Stalker's council. The PC's may realize that these swamps are actually the territory of the Wetland Stalkers.
Leaving the area may prove more problematic then entering however. There is a group of 1d8 mercenary bandits that uses ancient vehicles that works for a local wizard who has vendetta against the Wetland Stalkers. These mercs will track, capture, and kill the PC's if possible. Details on these mad bastards I leave to the DM needless to say they should be 2nd level fighters at least. And at least one of them should be a mutant with plant like abilities. There is a 5% chance of the alien Wetland Stalkers coming to help the party should things go wrong. One can never tell with the alien mind set of the Stalkers.
Leaving the area may prove more problematic then entering however. There is a group of 1d8 mercenary bandits that uses ancient vehicles that works for a local wizard who has vendetta against the Wetland Stalkers. These mercs will track, capture, and kill the PC's if possible. Details on these mad bastards I leave to the DM needless to say they should be 2nd level fighters at least. And at least one of them should be a mutant with plant like abilities. There is a 5% chance of the alien Wetland Stalkers coming to help the party should things go wrong. One can never tell with the alien mind set of the Stalkers.
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