Tuesday, May 7, 2019

Vault #16 - A Mutant Future Encounter or An Encounter For Any Old School Post Apocalyptic Campaigns



 Out in the middle of the New Mexican desert something has been stirring. A new super science group has been excavating out in the desert near the infamous Vault 42. The Alliance is a group of fringe super scientists who were looking for the Vault made infamous by the vile experiments that were performed there by scientists on some of the very first of the Neo Mutant species to emerge in the Shadow Years.
The PC's will be contacted by one of the so called Three AM Hunter groups, a loose confederation of mutant monster hunters and investigation groups that has emerged in the so called Altered States of  Merica. They lost contact with one of their cells operating in the area and want your group with the strike force that their sending in. They're willing to pay your group 2 major artifacts and 50 gold pieces each to the PC's for the mission.
  
There are several smaller underground communities clustered around the El Diago area of  the former state of New Mexico. Parts of the area have dug in homes where a mix of human, mutant, and pure strain live and work together. The homes are underground because of the harmful cosmic rays that bath the place frequently causing 1d4 points of damage per round of exposure. PH 9000 sunblock will help with the exposure but between the Mutant Giant Gila Monsters, the mutated Rattle Snakes, and worse. These communities hire groups of 2nd level fighter mutant monster hunter to help out with such problems. That was before Vault #16 was covered and the coming of the Feasters.

Photo by Wordbuilder - Own work
Travel down is by heavily armed truck and there will be an encounter with several different minor monsters including 1d8 road pirates as well as a mutant giant spider to keep things interesting.
 Things around the town will reveal a ghost town with mutant plants already taking over several businesses and establishments.
Photo by  Wordbuilder - Own work


A search will reveal several badly mangled vehicles, some wreckage, and the remains of several strange canisters. These canisters will have former USA markings on them. By night fall 4d6 adult Feasters will show up and begin to get up to their usual tricks. They are hungry and very horny. Another 2d6 will show up in a half an hour and try to slaughter everyone present. By dawn they will with draw to their nearby home. Vault 16 was a government funded proto type lab where the Feasters were originally planed to be stored for deployment. The Alliance triggered the activation of this vault with its secret uncovered. The Feasters are trained to return home to their secret base. The party has forty eight hours to wrap up all investigations in the community before a crack Alliance death squad of cyborg troopers is send in to wipe the monsters out, collect intelligence, and execute anyone it finds. 



Grab More Information Right Over On Chris Van Deelen's Blog
No. Enc: 4d6
Alignment:  Chaotic
Movement: 120’ (40’)
AC: 5
HD: 8
Attacks: 1 bite and two claws
Damage: 2d4+3 / 2d6+3 / 2d6+3
Save: L8
Morale: 11
Hoard Class: None

Mutations: Aberrant form (xenomorphism, natural weapons), bizarre appearance (d), dietary change requirement (meat) (d), toxic weapon (acid vomit)


 Vault 16 is a high tech state of the art hole in the ground located not to far from the communities. There are extensive labs, and enough science equipment to make the PC's rich unfortunately the place has become a slaughter house/ breeding pit for the monsters. The equipment and artifacts are mostly intact.  But a death squad of Alliance officers will come to slaughter anything that they find including any PC's. 
File:Archibald-Neil-Sinclair-house-bomb-shelter.JPG
The vault is a three level location with labs, accommodations, and generally enough to survive any apocalyptic event. There are 1d30 Feasters nesting in this location currently. Remember the clock is ticking on this vault. There are  a set of small nuclear devices placed at key points through out the  complex cause
it to self destruct.
         The PC's can't let one feaster escape or the cycle of depravity will continue.
Special thanks goes to Chris Van Deleen for his write up of the Feasters for Mutant Future.  

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