Showing posts with label Mark Ellis. Show all posts
Showing posts with label Mark Ellis. Show all posts

Tuesday, November 11, 2014

King Solomon's Mines-Classics Reimagined On Indie Go Go Campaign




See & Support The Campaign Right Over 

This is a new Indie Go Go campaign for the King Solomon's Mines graphic novel. This is an old school style of the great pulps & comics that came before it. This is a whole new cloth take on one of the greatest novels of Darkest Africa. H.Rider Haggard's classic is taken and turned upon its ear into an exciting visual feast of adventure and fury.
To get this project off the ground your help is needed. This is a project with a great solid background to help to cement this visual feast of H.Rider Haggard's masterpiece of adventure, fortune, and glory.
According to the authors and artists :
"Welcome to the new KING SOLOMON'S MINES --a colorful and sexy new 48 page graphic novel by Pablo Marcos & Mark Ellis!

The KING SOLOMON'S MINES graphic novel is a fresh take on H.Rider Haggard's classic tale of adventure and treasure hunting in 19th century Africa."

While Mark Ellis weaves a complex tale with its own history and mythos into the back story of the mines of King Solomon. The artwork is furnished by 
Pablo (Conan The Barbarian, Tales of the Zombie) Marcos, whose work in comic books needs no introduction. The team takes a brand new slant on the adventurers of Rider and gives them a grounding in the best of the old school comic and pulp tradition with a distinctly modern veneer. This is tale that is worthy of Rider and I'm familiar with both of these professionals work over the years.
 I can see this angle of professionalism being applied to other properties and expanded into a full range of pulpastic adventure. Personally I can't wait but this is a project that will need the help and support of the fans to make this happen.
 
This adaptation by the team of legendary comics illustrator Pablo (Conan The Barbarian, Tales of the Zombie) Marcos and best-selling author Mark (Outlanders, Doc Savage, Justice Machine) Ellis brings a new and colorful perspective to the Victorian-era yarn.


But this is only the beginning. There will be more following this incredible tale of adventure. The team has been hard at work applying their considerable skills to developing other classics reimagined into full blown graphic novel extravaganzas.
According to the indie Go Go project blurb:  

The KING SOLOMON'S MINES graphic novel by Pablo Marcos and Mark Ellis is just the first of several planned projects (with Ying Ko Graphics) featuring "reimagined" classic adventure heroes. Sir Arthur Conan Doyle's CHALLENGER rendered here by the ever-awesome Jeff Slemons, Jules Verne's NEMO by the uber-talented Steven E Gordon and of course, HR Haggard's QUATERMAIN, by the legendary Pablo Marcos.
But of course none of this work happens without your support and now that the campaign has come to Indie Go Go. The whole project can't go forward nor a series come into existence without the help of those who would love to see this pulptastic project see the light of day. Take a few moments and take a look. I'll be watching this project closely and seeing as the pieces for King Solomon's Mines fall into place. 

Monday, October 27, 2014

King Solomon's Mines-Classics Reimagined by Stephan Friedt Graphic Novel Kickstarter Reminder


Get This Funded Right Over 
There are only eleven days to go on the King Solomon's Mines Graphic novel! There needs to be a push to get this wonderful tale funded and gotten to market! The romance, intensity, and ideas of Haggard are brought to exciting life by top talents in the comic book and graphic novel world but it can't happen without your support! 
According to the Kickstarer site: 
This adaptation by the team of legendary comics illustrator Pablo (Conan The Barbarian, Tales of the Zombie) Marcos and best-selling author Mark (Outlanders, Doc Savage, Justice Machine) Ellis brings a new and colorful perspective to the Victorian-era yarn.
Now look I of all people know that times are tough and tight but this is a great project and the material will be treated with the respect and admiration that it deserves.
 The intended series...
From the top talents to the artwork this graphic novel is a throw back to a time when pulp magazines & comic books featured incredible artwork and design. The team on this one knows the material and ideas of where to go with it. They'll do a killer job with this property but only if it gets funded. 
So here we've got a great project that has a new take on this classic pulp work and like so many of the incredible wonderful other projects this one needs your help. I've seen some of the artwork associated with this one and its a great take on the Haggard material. There is a certain epicness associated with King Solomon's Mines and a feeling of continuing almost pulp level journey that comes with the writing and artwork. 


I've followed these folks various projects and products for years and I have no doubt that this one if successful is going to be one hell of a graphic novel and possibly the start of a series. This is a case of  a project having to start someplace. I'm biting at the bit to see this enter the public arena as an actual graphic novel. But as I've said this project can't happen without you! Take a look, reach into your pocket and get this one funded. 
King Solomon's Mines
And an this is an epic take on Haggard's all time classic and with a bit of a twist or two to keep even the most hard core pulp hound interested for the entire way. King Solomon's Mines is part hero's journey and part adventure into a world of epic adventure and pulptastic story telling in the old school tradition with a brand new spin.
But it can't happen without your help. 


One thing about this project, Ellis and co always support their various projects with Facebook groups and more. You can join this Facebook group right over HERE 

Monday, October 13, 2014

Heads Up On The King Solomon's Mines-Classics Reimagined Kick Starter Going On Now!

 Fund it Right Over
Here


Some great comic book professionals are putting together a great forty eight page graphic novel of epic porporations. This is a brand new take on the old classic and takes the classic material back to its pulp roots and then brings it into an epic and action packed direction but of course it needs funding and all of the other myriad costs that come with such graphic projects.
I know the incredible work of the artists, writers, and folks involved. This is a straight up venture that I can't wait to see more magic of the folks involved.
 According to the Kick starter page : 

Welcome to the new KING SOLOMON'S MINES --a colorful and sexy new 48 page graphic novel by Pablo Marcos & Mark Ellis!
The KING SOLOMON'S MINES graphic novel is a fresh take on H.Rider Haggard's classic tale of adventure and treasure hunting in 19th century Africa.
King Solomon's Mines
This adaptation by the team of legendary comics illustrator Pablo (Conan The Barbarian, Tales of the Zombie) Marcos and best-selling author Mark (Outlanders, Doc Savage, Justice Machine) Ellis brings a new and colorful perspective to the Victorian-era yarn.

The KING SOLOMON'S MINES graphic novel by Pablo Marcos and Mark Ellis is just the first of several planned projects (with Ying Ko Graphics) featuring "reimagined" classic adventure heroes. Sir Arthur Conan Doyle's CHALLENGER rendered here by the ever-awesome Jeff Slemons, Jules Verne's NEMO by the uber-talented Steven E Gordon and of course, HR Haggard's QUATERMAIN, by the legendary Pablo Marcos.
So here we've got a great project that has a new take on this classic pulp work and like so many of the incredible wonderful other projects this one needs your help. I've seen some of the artwork associated with this one and its a great take on the Haggard material. There is a certain epicness associated with King Solomon's Mines and a feeling of continuing almost pulp level journey that comes with the writing and artwork. 

King Solomon's Mines
.  The work will really focus on the hero's journey into the world of Allen Quarterman and continue to pull the reader into the artists and writer's take on the world that Haggard created. We see a totally different take on King Solomon's Mine while pinning down the hero and cast for further adventures. A very nice bit of slight of hand work while entertaining the audience here in this graphic novel.

 One thing about this project, Ellis and co always support their various projects with Facebook groups and more. You can join this Facebook group right over HERE

I love the sheer fun and incredible pulp artwork & writing  that is associated with this project. Its nice to see the Haggard material being used properly and with a nice old school take here. I'm going to continue to follow this project and see where it goes. Please take a moment and let's get Haggard's  Darkest Africa into the hands of modern pulp readers.

Wednesday, October 8, 2014

Review and Commentary On The Falcon Resurrected By Mark Ellis



Grab It Right Over
HERE
Mark Ellis brings back to life the hero of another generation. The Falcon who was the predecessor to The Saint, Bond, Indiana Jones, and a whole host of other action adventure heroes or at least that how I've seen him described. That's too bad because the 'Falcon' is really his own pulp hero on his own terms. Mostly forgotten except for a few die hard pulp hounds. Micheal Waring is a man on his own terms in a world of pulp intrigue and adventure.
The Falcon was the hero of entire generation with  novels, two movie series, a very long radio drama, and a television series. I've seen Mark Waring described as the ancestor of  The Saint. I don't think so. While he has many of the Saint's qualities and essence. Ellis and his predecessors created 'The Falcon' to be a lone bird of prey hunting his way through history as a lone wolf. He really is his own hero with the look and feel of some one very different then what we've seen before.
Its important to note that the Falcon isn't part of a team or an organization per say, he's a lone wolf operator with some very solid skills and abilities going against some very nasty odds. The action and plot are tight with Ellis's writing weaving the reader in and out of the hero's realm with a solid and steady hand.
The plot goes something like this:
 EVIL RESURRECTED 
The specter of the Third Reich casts a terrifying new shadow when the Brotherhood of The Black Sun resurrects a fanatical dream of world conquest. 

Ruled by a madman with delusions of godhood, the Brotherhood’s ruthless doctrine of mass human sacrifice by nuclear fire counts down to zero hour--but the self-styled Aryan demigod must first recover an ancient artifact that controls the destiny of mankind…and that artifact is in the hands of The Falcon. 

The Falcon has no choice but to walk into an escape-proof trap set by the very megalomaniac he must stop at any cost.

The book blends the pulp sensibilities with the modern ideals of Ellis's writing and takes the reader on a solid journey into the world of the Falcon. Here's a nice little tight exercise in world building and action sewn together with a pulp style plot in one book. The other characters in the book are as well done as one would find on a good television series or movie. A fact that I think that the Falcon would make an excellent old school action adventure film. Something that we haven't seen lately.
The Falcon really makes his novel debut as partial hero and partial man of mystery all wrapped up in a well done unique blend of a hero. The fact that he's going up against Nazi minions of the Black Sun is an added bonus. I loath Nazi with a passion and this a good example of how to do a tightly done novel that introduces the hero and provides the reader with none stop action along with a 'Damsel in Distress' whose not a wet dish rag of a character.
 That's one thing that this story does takes the characters and puts them center stage within the events of their world and does it well. This is never a boring ride. The author knows how to entertain his audience puts them right into the center of action and then pulls them into the world of the Falcon that he creates. 
There will be more of these novels since this one introduces the character and his world. This is a really solid take on revamping a character without treading on the legacy that this one has. 
Personally, I enjoyed this little romp and dip into the world of the Falcon and can't wait for the next action packed adventure to arrive on my doorstep!

Using The Falcon as Fodder For
Your Old School Campaign
In a word don't.  What I mean to say that while the 'Falcon' is a great reinvention of a heart felt and beloved character. Create your own action/adventure hero then introduce him or her to your game table. 
Everything about the Falcon is going to hurt or destroy your old school pulp campaign or not as we'll see below.
PC's are supposed to be the heroes and the lone wolf operator goes against every ideal of an rpg. But there are ways around this. 


The problem with heroes like the Falcon is that they are lone operators are not part of a team. The very essence of a party of adventurers is the party mentality and draw unless your party happens to be a group that follows in the wake of a 'hero.' This is an idea that has occurred to me in long in the past when I was playing Victory Games James Bonds Rpg.
Imagine a group of operatives all working for a group of pulp style heroes under the banner of a 'hero' whose seldom seen let alone encountered. This means that such a group can operate with impunity and on their own terms. 
There have been such organizations before in pulps and rpgs a good example of this was Operator #5 with its twists and turns of alternative armies, histories,etc. The Falcon isn't that all except in the action department which is right up to pulp standards with a modern twist.
The Falcon is a great example of world building on the author's or DM's own terms. I'm intimately familiar with Ellis's world building over the years through his Outlander books, the Adventurers, and a number of other properties that he's done as an author. He's created his own take on the 'Falcon' that makes it clear that in this world such an organization could and possibly does exist. Given the mysterious past of his hero and the threats to the world this isn't out of the realm of pulp possibility.
That's part of the charm and wit of these types of novels they offer fuel and kindling for the DM's imagination at least the good ones and this is one of the good ones. Grab this first novel as a stepping stone into the realm of the Falcon before the next adventure hits the stands. Knowing the pen of Mr.Ellis that's not going to be long at all. 

Monday, September 15, 2014

Commentary On Mark Ellis's The Miskatonic Project The Whisperer In Darkness Graphic Novel For Your Old School Campaigns


 Grab It Right
HERE

Today I re introduced  myself with some very old friends, I cracked open the Mark Ellis creation The Miskatonic Project graphic novel. A bit of background, this was a series by Millennium comics from way back in 1991. The mini series ran from December 1991 through April of  1992, and it had some striking covers and great artwork by Don Heck and Darryl Banks on the interiors.
Now at the time I was DMing a ton of Call of Cthulhu and White Wolf games World of Darkness. So the series fit right into the backdrop of my campaign world. The striking thing about the Project was that these were survivors not simply comic book heroes. Sure they might have a bit of pulp abilities but these were flawed investigators going up against a very uncaring universe and the machinations of the Mi Go.
Here's a break down according to Wiki:
 Created by Mark Ellis, The Miskatonic Project consisted of three paranormal investigators who apparently had experienced brushes with the Great Old Ones in the past. Lord Justin Sabbath, Professor Augustus Grant, and psychic Fleur Avignon used the Miskatonic University as a base of operations. They worked closely with noted folklorist Professor Albert N. Wilmarth, who brought the Mi-Go to their attention.
Set in 1929, the first issue introduced the members of the Miskatonic Project in a framing sequence penciled by Darryl Banks and written by Mark Ellis. The rest of the issue was filled out by writer Terry Collins' adaptation of H.P. Lovecraft’s story "The Whisperer in Darkness", with art by noted Lovecraft illustrator Daryl Hutchison and Melissa Martin.
The following two issues presented a sequel to the events of "The Whisperer In Darkness", penciled by veteran Marvel Comics artist Don Heck, with a script provided by Mark Ellis and Terry Collins. The Mi-Go and their human collaborators were portrayed as paving the way for the return of the Old Ones, including Cthulhu. Inspector John Raymond Legrasse, the New Orleans police officer who first appeared in Lovecraft's inaugural Cthulhu story, "The Call of Cthulhu", appears in the second chapter.
The three issues were collected together as a single graphic novel published by Millennium Publications in 1993. An updated edition featuring new artwork and retitled The Miskatonic Project: H.P. Lovecraft's The Whisperer in Darkness is slated for release by Millennial Concepts in October 2008


Though this series took a lot of liberites with the HP Lovecraft stories for a more hands on pulp approach, this was one of the most accessible comic series for introducing a novice to the works of HP Lovecraft. These are as I've stated before flawed characters who each have their own agenda's and reasons for going up against the Mythos. This is a very hard story in some respects because it crosses many of the elements of the Lovecraftian mythos and universe.
Since this is a Mark Ellis creation you can expect plenty of action and pulp style thrills along with plenty of cult activities, random violence and some sharp twists as well.
All in all this is a really fun take on the mythos with a branding all of its own. For using this with Call of Cthlhu there's some real story and adventure choices which worked will for me not for you as a DM.


Using The Miskatonic Project In Your Old School
Campaigns 


I never ever introduced the 'Project' in any evidence when I was writing adventures set with in the same universe. I had a ton of blow back and aftermath investigative work right into the deep end where the characters of the Miskatonic Project had left a  ton of  Lovecraftian debris in the wake of one of their fly through investigations. I had my PC's who were a part of the Project dealing with the fall out and their own machinations and experiences with the Mi Go.
Since all of the classic locations are covered by the series adding or subtracting Lovecraftian elements as needed happens and frequently during adventures. The main antagonists throughout this series is the Mi Go an old favorite of mine who don't get nearly enough press. This series went a long way toward dealing with the who and why of the Fungus from Yuggoth. But the fast paced world of this series is going to be a bit of a change of pace in the world the Project.
 All in all this is a very good solid series to grab for a completely different take on the events of the Misktontic Project. Grab this one when and where you can. Its a 

Thursday, June 5, 2014

Mark Ellis's Justice Machine Objects of Power Graphic Novel Released!

s
Grab It Right Over
HERE
Mark Ellis has finally released the latest incarnation of the Machine for those of us who know who the 'Justice Machine is. This is the latest incarnation of one of the more interesting supers groups that came out back when comic books took risks back in the early 80's.
Who are the Justice Machine? Well, Wiki has a nice break down: 

In the first two versions of the team, the Justice Machine is an elite law enforcement agency from the planet Georwell, aparallel world with advanced technology that the Machine members believe is a utopia. Arriving on Earth in pursuit of Maxinor, a criminal and accused terrorist from their world, the team members soon discover that Georwell is much morefascist and dystopian than they had previously believed. Meanwhile the Georwellian authorities have activated a second team, called 'the Guardians' in the Noble series, or the New Justice Machine in the Comico series.
Zarren, their superior, has the Machine indicted as traitors and they have no choice but to remain on Earth. Zarren recognizes that Georwell's government is corrupt, but he has no desire to change the system; he merely wants to advance to a position of more power. The Machine's idealism might interfere with his own personal goals. Later, Zarren falls victim to his own schemes and must flee to Earth, where he sets himself up as the president of small South American island, the Arriba Atoll.
"Georwell" is a play on George Orwell, the author of 1984, and the society of Georwell is based on the society of 1984, though much more technically advanced.
Object of Power, an original Justice Machine graphic novel by Ellis and artists David Enebral and Ivan Barriga is scheduled to be published by Bluewater Productions in 2014.

More right over
HERE
According to Mark Ellis's Ink blog: 
The Justice Machine: Object of Power is not just a new adventure of the team. The over-arching plot explains, expands and rectifies long-standing  mysteries of the convoluted backstory.
In the third issue of The Justice Machine produced by Noble Comics, the team joined New Haven, an Earth organization operated by a mystery man named Hammet Dash. The intention was for the Machine to learn that New Haven was as totalitarian as the Georwell government had been, but those stories were never told. In 1983, after publishing five issues of The Justice Machine, Noble comics folded.
Texas Comics published the Justice Machine Annual #1, which continued the Noble continuity. Another issue was completed, but printed several years later by Innovation as a “Summer Spectacular”.
In 1985, when the Justice Machine was picked up by Comico, it underwent a reboot, partly to accommodate the inclusion of Bill Willingham’s popular super-team, The Elementals but also because of the two-year publication gap between The Justice Machine Annual and issue #1 of The Justice Machine Featuring The Elementals.
JMELEMENTALS#1
In the Comico version, the team joined New Atlantis, a utopian society located on an artificial island created by Dash Hamilton. Despite the similarities to the Noble comics backstory, the continuity established in the Comico series is the one considered official. It’s the one I followed when I wrote the Machine for Innovation and Millennium.
I always had a germ of an idea about blending the two continuities, but I never gave it too much thought.
When Dynamite Comics approached me about either licensing or purchasing the Justice Machine property but with the caveat they had the right to reboot the series, I turned down the offers–twice. Although there were other  issues affecting my refusal, I didn’t care for the proposal of rebooting The Justice Machine yet again.
As far as I was concerned, it wasn’t necessary– the original concept of Georwell had never been adequately explored…or its weird connection to George Orwell’s 1984 ever explained.
George-Orwell-1984
Granted, it would have been easier just to start over—and maybe do away with that whole exiles-from-a-totalitarian-world origin—but I felt those underpinnings were integral to making the Justice Machine unique among countless other super-hero teams…not to mention making them so fondly remembered after 30-plus years.
However, I did want to make some changes—first and foremost with the Justice Machine’s costumes. Always in the past, the members of the Machine wore individualized outfits but this time around I wanted more a uniform look.
3JM
To that end, I wanted them to wear a unifying insignia, a scales of justice within a gear wheel, first designed by Darryl Banks and refined by Melissa Martin-Ellis. The insignia is functional, serving a variety of purposes.
JMINSIGNIA BLK
Artist Roberto Castro came up with several renditions of new uniforms for the team, but I preferred the final designs by Preston Asevedo, although he had gone in the direction of individualized costumes first as well. When the new design was finalized, Preston and color artist Deirdre DeLay-Pierpoint stayed as close to the original color schemes of the characters as possible.
REVJM_Character_Colorrevise2
While the visuals were being  worked on, I crafted the basic storyline, knowing all along the prologue would pick up a year after the last issue of the Millennium series.  From there, we would move forward to create a new continuity without violating anything that had come before—including the five issues published by Noble so long ago.
Object of Power introduces a retooled Justice Machine and basically returns the team to square one.
So, where does The Justice Machine go from there?
Anywhere, actually…but when and where is something I can’t predict.
 More information right over
HERE
And the official Machine Website right over
HERE
New Machine interview by Ellis right over
HERE

Thursday, April 24, 2014

The Palace Of Blue Glass - An Encounter With The Dregs From The Outlander Books For Mutant Future Or Your Old School Post Apocalyptic Campaigns

 The Palace Of Blue Glass is a location of myth and legend that rolls down the myths  of the Great Salt Lake region.  A time haunted place of the ancients where the last samples of the ancient Earth are stored and demons guard those secrets.
 There are rumors,myths, and legends that speak of the palace in hush whispers. They talk of the stones of blue that make up  the buildings of the place.Created from the souls burned up in the atomic fires of the holocaust.  Of the great medical miracles that were worked there and of the incredible technological artifacts that were once housed in it's walls. Those wonders are still there.
They also talk of the giant rats that guard the palace and  they will tear a man to pieces in the moonlight. Rumors of the tribes of Dregs that haunt the palace's grounds grow in scope everyday. The Palace is near the former site of  Salt Lake City, now a twisted ruin of chaos and horror as well.
 The  lights of  the Palace Of Blue Glass stands beckoning salvagers, adventurers, and madmen alike but none have returned from its grounds. Fewer still sampled its delights and treasures and almost none have seen its blue spire up close and lived. 

File:Denver City and County building blue lit dome.png
The grounds, building, and area are maintained by hundreds of bots but the place is surrounded by tribes of Dregs who haunt the sewers of the Palace of Blue Glass. They raise mutant vermin to guard what they feel is a religious shrine to the ancients. 



Find Out More Right Over
HERE
No. Enc: 1 or 4d6 (common)
Alignment:  Chaotic
Movement: 60’ (20’)
AC: 7
HD: 12 or 4 (common)
Attacks: by weapon or 1 bite and two fists
Damage: by weapon +3d6, or 1d6+3d6 / 2d4+3d6 / 2d4+3d6
Save: L12
Morale: 11 or 4 (common)
Hoard Class: Always 1d3 melee weapons, I, II, III, VIII, IX, XVIII (artifacts only)Mutations: Aberrant form (natural weapons), bizarre appearance (d), dietary requirement change (cannibalism, carrion or vampirism) (d), immunity to disease and toxins, increased physical attribute (strength), increased will power, mind reflection, possession (modified) toxic weapon (transmit disease), 1d4 additional random drawbacks.Source: Outlanders series by Mark Ellis.
There are certain groups of super scientists who would be willing to pay the PC's weight in trade goods or gold for the treasures of the palace. The Apex has been trying to gain access to this place and its vaults for over twenty five years. A combination of the Dregs, a laser generator security system as well as a series of security and combat bots, and a very dangerous A.I. named Legion have made this next to impossible. 
The palace contains a treasure beyond compare in the post holocaust world. 
The palace has within its vaults the complete and unaltered models of the genome of the human race complete  along with gene samples and the genomes for all the life of the ancient Earth. The Dregs remember this as part of their religious rites and legends. They guard the palace with their very existence for they are the descendants of the old staff of the palace altered by an escaped 'recombiner virus' bio-weapon in the early part of the war. 
 There are always giant mutant rats of max hit points roaming the woods near the ground. The sewer system is guarded by Dregs and mutant Trolls (as trolls from Labyrinth Lord but immune to radiation, bio weapons, and other biological agents) they act as body guards for the more important Dreg overlords. A laser grid system protects many of the more important buildings slicing anything up for 1d4 points of damage per round when the A.I. directs the beams to the point.
There are also 1d6 security bots around the parking areas, garages, and smaller grounds. A special stage I.D. badge or bracelet pass will allow one access. Some of the Dregs wear these as religious trinkets.  
Local tribes of mutants know the Palace as the 'Temple of Blue Death' and give it a wide birth and consider it taboo to go there. The place also has a reputation as being haunted and dangerous for children, the old, and the foolish vanish from nearby when the moon is full. It is only recently that bounty has been posted for the treasure of the Palace and the cycle of violence and horror has begun again in the place's shadow. 

Tuesday, April 22, 2014

Encounter With The Neo Caravans of The Scalies - A Scalies Encounter From The Deathland Series of Books For Mutant Future Rpg & Your Old School Post Apocalypse Games

This is part of a series of encounters others in the series include the following:
Here


The Neo Caravans of the Scalies are a common sight across the vast American deserts from the Ruins of Vagas through what remains of California. Scales move across the desert sands on mutant camels bringing trade goods, mail, and seeking trade. PC's who encounter these master traders are likely to be in for a treat as Scalies set up tent cities just outside of post apocalyptic settlements and often they will be advertising for adventurers and salvagers. Often times these traders collect information, artifacts, legends, and vast networks of contacts. Neo caravans are often the only sources of new information to isolated or distant desert communities.
Whole families sometimes make their living by seasonal journeys with Neo Caravans. Scalies pick up and drop off specialty workers who use these caravans as safe travel methods from place to place. 
There are often a ton of job opportunities for adventurers within Neo Caravans.
 
File:Desert caravan LCCN2001705578.tif
1d10 Random Job Opportunities The Neo Caravans of The Scalies

  1. A scaly warlord is looking for adventurers to help him with the recovery of some military weaponry from some ruins. He is willing to pay in trade goods or gold. 
  2. A matron scale mother is looking for a mate for her daughter. She wishes an adventurer to prove himself with the recovery of a familial treasure. There is also a small gold reward for those who might help in this adventure.
  3. A team of scaly adventurers has been lost in the desert and a recovery team is being gathered perhaps you can join there is a reward of services upon recovery of the party. 
  4. A pack of mutant demon wolves is slaughtering cattle along the Mexico border and hunters are needed. Trade in food animals is being offered. 
  5. A group of scaly warrior women has found a brand new ruin in the South West desert and is offering to split anything found. 
  6. A group of mutant missionaries has gone missing and a band of outlaws is threatening a nearby village. A group of 1d4 mercenary warrior women is looking for others to help them as well as mates among the strongest adventurers. There is a small sum of gold and a chance for honor among them. 
  7. A gang of scaly cut throats has blackened the name of a local tribe and adventurers are needed to put things right. A small cache of pre holocaust items is being offered as a reward. 
  8. A mutant sheep herder who trades with the local scaly tribes is being threatened by purists and a group of adventurers is needed to help bring his herd to market. 1d6 gold pieces is being offered for services. 
  9. A group of scaly scouts and advanced traders is going into unknown lands and caravan guards are needed. A split of trade rights is being offered. 
  10. A cult of scaly Lovcraftian entity worshipers is looking for mates and sacrifices  under the guise of adventurers needed for the exploration of ruins. Fabulous rewards are being offered. 

The Dark Side Of The Neo Caravans 



File:Caravan crossing a desert.jpg
The Umshafal  are groups of renegade scaly caravans who specialize in slave trade, black market goods, and have a very evil reputation among mutant kind. They often trade for live slaves which become prey,breeding stock and the most vile of ancient weapons.
These reptilian bastards train and use mutant terrorists of the worst stripe to act as terror troops for acts of sabotage and terrorism. They have very bad reputations among their own kind and are hunted down whenever found. They often operate within some of the most dangerous parts of the Great Salt Lakes region and there are standing bounties among legitimate  Neo Caravans for proof of the destruction of these beings who bring shame and dishonor to the name Scalies among the wastes. 

The Umshafal prey upon their own kind and others. They are prime opportunists who use the cover of the Neo caravans to spread terror, horror, and depravity among the wastelands. 







No. Enc: 2d6 or 16d10 in communities


Alignment:  Neutral

Movement: 120’ (40’)

AC: 4 or by armor
HD: 9
Attacks: by weapon or bite, claw, claw
Damage: by weapon or 2d6, 1d8 / 1d8
Save: L9
Morale: 11
Hoard Class:VI (100% coins), VIII, XIV, always 1d3 weapons (melee or primitive firearms), 75% if 1d2 high tech weapons, and 50% 1 artifact armor.


Mutations: Aberrant Form (natural weapons), bizarre appearance (d), dietary requirement change (living food) (d), natural armor (modified), regenerative capability (modified), vulnerability to cold (d)
Source: Deathlands series    
File:ST-caravan.jpg

Sunday, April 20, 2014

Treasure of The Selkies - An Encounter Based Upon The Selkies From The Outlander Books For Mutant Future Or Your Old School Post Apocalyptic Campaign


Elements of this encounter can be found in this series of blog entries right over
HERE  & HERE


File:Coastline of Sherkin Island, Ireland.jpg
The adventurers come across a green skinned mutant old man a tell of tall tales who is looking for 'men of opportunity'. Adventurers to share in a treasure hunt off the coast of Ireland. He tells the tale of a great trove of relic technology, lost pre age artifacts, and of the treasures of the Selkies. His own people are a form of aquatic plant/human hybrids who have have in the ancient past secreted many treasures in a series of underwater caverns. His tribe was displaced by invaders. The coming of a race of horrid mutant warriors  known as the Selkies. Ancient shape shifters who scattered his peoples to the four winds and cursed them to wander the Earth. But you can help put things right. 

Find the treasure and help to restore his people's honor. He is willing to split the treasure with an adventuring party.

He has a pre holocaust ship waiting in a nearby harbor to take the PC's on an adventure to the wild coast of Ireland and underwater equipment to help in their search. 

The Legacy Of The Selkies 

The Truth 
Hundreds of years ago when the Selkies first appeared upon this section of the coastline of Ireland another race of mutants was already in control of this area. These mutants were sea borne raiders and pirates who preyed on passing sea going vessels. They used their vast resources to prey and plunder any vessel that came within reach of their under water cavern lairs.
The Selkies saw the caverns as a perfect lair for their people and through a campaign of wit, guile, and battle displaced Searbhan's Spittle to the four winds. Over the years the mutants have taken it upon themselves to trick foolish adventurers into attacking the lower levels of the Selkies's lairs.
This has ended in blood shed more times then the mutant people care to remember. Still  the mutant renegades of 
Searbhan's Spittle have declared a blood feud against the Selkies. And once again seek to destroy them if possible. The vessel that the PC's sail upon has a small nuclear device that the 'old man' will use if things go wrong. He does not realize that this device is actually a dud.
 The Selkies wrath will not be kind at all should they find out about this item. 
More information about these mutant creatures right over
HERE

No. Enc: 2d4 or 10d8 in communities
Alignment:  Lawful
Movement: 90’ (30’)
                     180’ (60’) swimming
AC: 5 or by armor
HD: 6
Attacks: by weapon or bite, claw, claw
Damage: by weapon or 2d4+2, 1d6+2 / 1d6+2
Save: L6
Morale: 8
Hoard Class:1d4 various weapons, Armor (75%), 1, II, V, VIII, XVI
Mutations: Aberrant form (xenomorphism, natural weapons), increased senses (sight, smell), thermal vision
Source: Outlanders  by Mark Ellis 

File:Irish Coastline - geograph.org.uk - 692451.jpg

The Selkies will not seek revenge for any of the actions of adventurers but will sink the ship, kill any trespassers, and simply want to be left alone in peace. They feel that guarding their treasure is a sacred rite that must be carried out for the good of all. 

Searbhan's Spittle (Abomination Mutant Strain of Aquatic Green Men)
Hit Dice: 1d6 per point of CON
Alignment: Chaotic 
Mutations: Bizarre appearance (green skin),Amphibian, chameleon epidermis, epidermal photosynthesis, unique (control under water plants and communicate with aquatic animals), 

Created during the Twilight years of the Shadow Wars, these creatures are an artificial mutant species created by a team of scientists as bio terror weapons to carry on some strange long forgotten agenda now forgotten to the ages.  They were named after a Formorii warrior, a sea god who was a one eyed, one armed, and one legged fighter who guarded a magical tree.They also guarded a treasure at one time but that time is long past.
 These fiends were actually in charge of a small nuclear arsenal and several bizarre military black projects during the final decades of the Apocalypse. They had a treasure trove of a hundred years of raids carried out on post apocalyptic vessels who stumbled into their waters.
 The Selkies put an end to their reign of terror and have now taken to guarding their former horde for the good of all. These bizarrely appearing mutant green old men have sworn a blood oath against the Selkies and have for decades made covert war against them. They use others to carry out this war with lies, cheats, cons, and any number of acts of terror which have come to naught. 

They are consummate liars and cheats as it is writ in their genetic code. Unlike other 'Green men' species Searbhan's Spittle have an affinity for the Ancient's technology and gain a +1 when examining an artifact. They also prefer energy weapons that do the maximum damage to others. They have been known to make their way into sea going vessels crews and sink ships from within. They prefer to make their lairs in underwater caverns and caves if possible. These mutants often kidnap human human women to mate and to add to the species. They are not a well known mutant race but loathed by those who do know of them. They can be found aboard pirate vessels and raiders across Ruined Europe. 


Saturday, April 19, 2014

The Raid On The Grand Canyon Horde - A Dragoon Adventure Encounter From The Outlanders Books For Mutant Future Or Your Old School Post Apocalyptic Campaign

Elements of this encounter can be found in this series of blog entries right over
HERE

Set up 
This encounter works if the PC's gate into the local area, have relations around the Grand Canyon area or have business around the area. Several of the smaller settlements in the area have not been heard from recently. Important trade routes specializing in post holocaust materials have recently not been heard from for two weeks. Rumors of a new military power operating in the Grand Canyon area are building, residents are fleeing from the surrounding settlements, and the region is growing unsettled by the day.
There are posters all over one of the small settlements calling for adventurers and a scouting party in the area. to look into the matter. A reward for trade or relic goods has been posted.
 

File:"Ghost" Town - NARA - 543353.jpg
In the meantime the aggressive and opportunistic Mutant Future animal life has taken full advantage of the situation and moved in on the abandoned settlements. The PCs might run into a dangerous random encounter with some mutant beastie.
 These monsters have become attracted to the settlements due to the weird energy weapons used by the town raiders.

1d10  Random Desert Trail Encounters 

  1. 1d4 Giant Scorpions with really odd skull like patterns on their carapaces 
  2. 1d8 fist sized tarantulas that glow with weird energies 
  3. Pack of 1d6 Rot Dogs feeding on a week old corpse. 
  4. A Serpentoid tradesmen wondering what the hell has happened to the three local towns and why the areas smell wrong. He and his wife are moving on. 
  5. 1d6 Giant Rats have infiltrated the grain stores of several settlements and are spreading themselves among the hills. 
  6. There are several giant rattle snakes with strange patterns across their backs hunting through the desert. There is something not quite right about them. They're very cunning and quite evil in some respects. They take the youngest prey and strike most often in the dark of the night if possible. 
  7. A desert stalker plant will follow the PC's at a distance 
  8. 1d4 ghostly presences can be seen in the distance only to vanish as the PC's approach. 
  9. Mutant desert vultures fly over head. They cry weird cries and will lead the PC's to the corpse of a mutant settlement dweller. The dwellers corpse is covered with mutant pill bugs who worm their way through the poor damned soul's decayed flesh 
  10. A Dragoon patrol with 1d8 soldiers on horse back armed with machine guns and a single sniper rifle.

    There are six settlements around the Canyon and most of these have been abandoned or raided over the last two months. There is an air of loss and tragedy hanging over these places and those with psionic mutations will be fully aware of this atmosphere. 

File:"Ghost" Town - NARA - 543342.jpg
The Grand Canyon Horde
File:GrandGranyon-sunset.jpg

An ancient horde has been uncovered but there are somethings in the desert that should not be disturbed. The PC's are about to find out who and what has been awakened in the canyons 
After 1d8 days of trailing through the desert and the PC's will stumble upon the base camps of the Dragoons.
A troop of mercenary Dragoons has infiltrated the nearby settlements about three months ago and after divining the location of one of the greatest secrets of the local tribes of both PS humans and mutants. The Dragoons infiltrated the local militia conscripting its best and brightest as recruits. This was done to access an ancient treasure trove of relics that dates back thousands of years. 

The Grand Canyon Horde dates back to the time of the Templar Knights. The Horde was kept by the Native American Tribes and later secured by the Pre holocaust United States government. Its legends have come down through the ages and its guardianship as well.
 
File:Grand Canyon cloud.jpg

Photo by Mort The Gorn 
 The horde consists of a combination of Templar technology as well as gold, Native American sacred relics, artifacts dating all the way back to the Aztecs and Atlantis. And most importantly an Annunaki relic pod.
The Dragoons are about to unleash an ancient god king of their own.
There are over Fifty Dragoons in charge of this base camp and they are led by religious fanatic of a Commandant Known as Resbreti. A being who serves a what he considers a 'holy agenda'. 

More Details Right Over At Chris Van Deelen's Site
HERE
No. Enc: 3d10

Alignment:  Neutral

Movement: 120’ (40’)

AC: 4 or by Armor
HD: 12+40 hit points
Attacks: By weapon (+4) or +9 with melee weapons
Damage: By weapon plus 1d6, +5 damage when using melee weapons
Save: L12
Morale: 8
Hoard Class: Always 1d3 High Tech or Primitive firearm, Always 1 suit of high tech armor, V, VIII (90%), XV, XVIII

Mutations: Bizarre appearance (d), increased physical attribute (Dexterity, Constitution), increased caloric needs (d), natural armor (moderate), regenerative capability, thermal vision, vulnerability to cold (d)
Source: Outlanders  by Mark Ellis

Complications of the Adventure 

  • The horde has ancient materials including Atlantian energy weapons that play marry havoc with the local space time continuum. Mutant animals and monsters are instinctively attracted to areas where they've been used. Long term use by humans or Dragoons will result in various low grade cancers affecting the user after 1d6 months. Even low usage will leave the user feeling drained and dizzy unless saving throws are made. 
  • The site is powered by a fusion/wind generation system that is cooled by the river below. This is a clean system but any interference by outsiders may upset the balance of the system. Caution is advised. 
  • Many of the Dragoon agents operating in the area have a diamond back rattle snake style pattern upon their hair and persons. Many see this as a sign of divine favor. 
  • There is a deep and abiding hatred between these Dragoons and the Hybrids of Death Valley.
    The Hybrids and Dragoons have battled over local resources sometimes in open blood shed between the two. They have clashed several times over the decades and the Hybrids will not be pleased with events taking place in the Grand Canyon. 
  • The energy form of a Templar Knight still guards the horde. The Dragoons have used a special 'energy sink' to trap the form of the knight. Should he be free he will awaken his brethren from beyond the grave. The end result will be spectacular and quite violent for the Dragoons. 
  • A small band of 1d20 mutants is planning a raid. They're women and children were taken as slaves by the Dragoons and have been converted into the work force of the camp through the implantation of mind control links. These fools will become a sacrifice to the Annunaki when it awakens from its slumber. Unless the PC's find and stop such action. 
  • The horde base camp sits on a special type of ley line nexus. Some mental and psionic mutations will not function here 
  • There is a nearby cache of military weaponry that neither the Dragoons or their agents have found. One of the slaves of the Dragoons knows where it is. 
  • The area is rife with mutant species, especially mutant serpents, scorpions, and several giant variants of desert reptiles because of the eldrith energy aura surrounding the place. 
  • The Dragoons are also searching for the resting place of a Reptilian sorcerer/scientist thousands of years ago. The local Indians imprisoned this being someplace in the Canyon and the Dragoons (so far) have been unable to locate this being.  Resbreti thinks he is the reincarnation of this being. This priest may have been a servant of the Annunki.
  • Several giant mutant eagles or bird like mutant horrors have destroyed various operations of the Dragoons in the Canyon over the past two weeks. 
  • The Dragoons are fearful that their poking and probing in the Canyon may have awakened something else that guards the place. 
  • The Dragons have a modified ecology bot that seems to feed the commandant information. This robot knows far more then it should. There are rumors among the top echelon of the Dragoons that the thing is possessed by the 'spirits' of the ancients or perhaps even the Annunaki itself. They hold the thing in a bit of superstitious awe.  
  • The Dragoons are planning on expanding operations should they find the cache of military weapons from the former American forces.