Showing posts with label Outlanders. Show all posts
Showing posts with label Outlanders. Show all posts

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. 

Thursday, March 28, 2013

Review of Iceblood Oulanders By James Axler aka Mark Ellis



According To Mark Ellis's Facebook post: 
"Mike Herring's cover to my seventh OUTLANDERS novel, ICEBLOOD...the last quarter of it set in Tibet, this is a pivotal book in the storyline. It was also (I learned much later) Gold Eagle's best-selling book of that year. In fact it was reprinted in an oversized volume entitled AFTERMATH...which just happened to be one of the early alternate titles for the OUTLANDERS series."
So I went back and reread this book. 
The plot according to Amazon: "Kane and his companions race to find a piece of the Chintamanti Stone, which they believe to have power over the collective mind of the evil Archons. Their journey sees them foiled by a Russian mystic named Zakat in Manhattan, and there is another dangerous encounter waiting for them in the Kun Lun mountains of China. One man's quest for power unleashes a cataclysm in America's wastelands." 


This book reared its head way back in the halcyon days of 1998 and its one of the most pivotal books in the Outlanders series. We finally start getting into the background of  the Archon Directorate who were so superior to us and had conquered humanity
The answers are not what I was expecting at all. Its only recently that I've gone back to Iceblood and its environs. A huge number of questions have been answered regarding their origin, what happened to them, and about the background of some of the major character in Outlanders.
The action here is very fast paced and the writing is a step up from the usual "Men's Adventure" stuff we often see hitting book shelves.
 This beast clocks in at 352 pages.
For gaming this is a great book because of its locations and there is a lot going on with the party of characters. We get some amazing ideas in this book for the mega dungeon ruins of New York city which are often featured in Deathlands and Outlanders sbooks. Some of the ideas here could be used in any post apocalyptic landscape and those are great ideas.
 The book delves deeper into the Deathlands/Outlanders universes and as such are a not so good starting point unless your into the series. Gaming wise there are metric ton of ideas between the covers if your willing to divorce yourself of the characters and make use of the concepts. 
Iceblood is about four out of five stars and is only .01 cent over at Amazon right HERE
You can find out a ton more information about the series right HERE
 And a great resource is Mark Ellis page right HERE