Showing posts with label Super Science Groups. Show all posts
Showing posts with label Super Science Groups. Show all posts

Friday, May 24, 2019

A New Post Apocalyptic Faction - El Circo De Los Monstruos y Memonios For Mutant Future or Any Old School Post Apocalyptic Campaign

There's a circus coming through the wastlands but this isn't just any circus this is the El Circo De Los Monstruos y Memonios. A circus of mutant menaces, performing oddities, freaks, madmen, & much more. For this circus holds a deadly secret or two. Com'n the performance under the big top is about to start & you don't want to be late.






El Circo De Los Monstruos y Memonios is a traveling freak show,circus, & side show that is actually the cover for one of the most dangerous super science groups in the wastelands & rad zones of the California islands. The El Circo De Los Monstruos y Memonios is a cover for the wizard Mano del diablo & parallel prime Earth military force. They travel the wastelands of many Earths in search of some of the most dangerous aberrations,mutations, madmen, & giant monsters they can find. These men & mutants are specialists in capturing, containing, & training dangerous mutant monsters of all stripes. They pass themselves off as circus performers & showmen of the highest caliber. The El Circo De Los Monstruos y Memonios is anything but. Professional Guardian tamers work closely with highly intelligent telepathic mutant lions who are used as spies & assassins.
Rangers & mutant trackers often employ paired with foo dog packs to hunt down dangerous giant mutant menaces. These packs see the capture of mutant animals & aberrations the lesser of two evils. Acts such as trained Gargantuan Gecko’s are the least offensive exploitable wild life weapons the circus specializes in. Two troupes of exotic Shuna Sassi mutant acrobats are actually the wizard owner's spies, assassins, & go betweens. These acrobats are often guarded by dangerous Snu,Snu fighters & barbarians of renowned as bodyguards. Other acts include sea druids specializing in using Levitating Sharks in a massive display of a controlled air show of epic proportions. 

The circus often trades wizards for valuable monsters from many fantasy worlds & has specialized teams that hunt for such creatures. Monsters & aberrations such as the bulette are often used to trade for more menacing creatures. 



Bulette from the AD&D first edition  Monster Manual

Aberrations such as ettercaps, chuul,owlbears, & many others are sold to other dimensional overlords to restock their dungeons. The coffers of the El Circo De Los Monstruos y Memonios grow fat so that they can finiance their real operations. The deep rad zone recovery of other giant mutant monster species such as Gorgo & other giants of the wastelands.
The El Circo De Los Monstruos y Memonios often hold their performances for wasteland kings & warlords gauging the strength, martial prowess, & resilience of the local rulers. Sometimes the cirrus will set free trained mutant monsters such as wasteland trolls, giant mutants, or even the occasional Minotaur.Then the circus forces will swoop in & save the day.
Capture teams will have a wizard of third or better level & teams of fighters plus mutant hunters. Equipment will be a mix of cutting edge ultra modern & primitive short bows & drugged arrows & darts. Night people trackers are often mixed into these teams to shore up the teams. These trackers are held in high regard by the rest of the teams. The
 the El Circo De Los Monstruos y Memonios is often found in New Albion putting on performances & dealing with the local council of warlords. The wastelands of California have come to resemble the legends of 1700's Europe as the Great Dump broke apart the once great state of the ancients.
Map of California as an island. Detail form "A Map of North America with the European Settlements & whatever else is remarkable in ye West Indies from the latest and best observations." 1745, by Richard William Seale (1703 - 1762), London. Copper-engraved, hand-colored in outline and partially in wash. Source: "The Cooper Collections" (uploader's private collection). Digital image by uploader, Centpacrr


1d10 Random Encounters In The El Circo De Los Monstruos y Memonios


  1. 1d6 random insect men acrobats tricking & having fun with the crowd but these guys are gauging any adventurers they come across.
  2. A female necromancer with 1d10 undead cats performing tricks & working the crowd while her hulking undead umber hulk bodyguard passes out flyers.
  3. A monster hunter selling treasure maps & small trinkets to the crowd he's looking for adventurers for a quest into the red sea of California.
  4. A half orc juggler performing with enchanted knives & special light enchanted blades that move in unexpected & unearthly directions
  5. Fishman with a bowl on his head selling potions & unguents.
  6. A sprite with twenty fairy bugs that he's performing with & selling to the kids. He's telling of a mutant dragon legend & seems to be working the crowd for some reason.
  7. Fairy light performer looking for a new comedy partner. He's actually a spy working the crowds.
  8. 1d20 blue goblin acrobats riding a mastodon playing tricks on the crowd as well as pick pocketing.
  9. A strange four armed alien selling posters & maps of unknown star systems with trinkets for the circus.
  10. A wizard performing incredibly realistic illusions of monsters & dragons whose telepathically searching for someone!

Wednesday, May 15, 2019

Watchers & Night - An Adventure Encounter For Mutant Future or Any Old School Post Apocalyptic Campaigns

 The desert town of Joshua is post apocalyptic trading paradise on the edge of the former site of the ultra secret military base under Joshua Tree National Park. The town has  one of the last working space ports on Earth. Each early  morning at sunrise  a trio of dark humanoid shapes watches over the town. 

One would think that a working space port would be the target for every single local warlord & outlaw  band of mutant murderers around. Instead a trio of mutated post apocalyptic seemingly spirits maintain the peace here.  In the desert surrounding Joshua dwells a colony of smoke able to seemingly devour mutant armies that have come to conquer the place.


Then there are hundreds of ghosts that haunt the desert & the surrounding environs. They protect the space port at night devouring anyone caught trying to do harm to the locals. These beings only seem to feed on those who would do harm to the space port, the town, & any of the inhabitants. These beings share a bond with the local mutant desert trees who are a variation of the guardian trees.
The entire complex is lovingly maintained by a tribe of two hundred 
Desert Scavengers who are mentally dominated & ecologically linked to both the alien smoke & the desert guardian trees. They maintain every last facet of the location into pre Apocalyptic condition & are able to work on many pre Ancients technologies for a minimum of 100 gold pieces. 
This installation is linked to a former military complex that looks out on the rich California ocean near Big Sur. The rich California ocean loot zones are watched over by merfolk who maintain close ties with the Mutant Underground. 


The desert town of Joshua maintains the space port almost like their waiting for someone or something. There have always been UFO sightings in the hills & deserts around wastes of California going back to the time of the Ancients. But space ports have always traded with & been a valuable trade zone with the desert peoples. But a new tribe of Nocturn raiders threatens to undermine the space port with a powerful telepath who has a flock of night stalkers under her control. She has been testing the beasts on some of the surrounding tribes of mutants & humans in the area. Now after the murder of a powerful chief's son. The PC's are called in to stop the raiders before they anger the smoke thing & blasts across the desert in anger upsetting local trade. It is rumored that the Nocturn raiders were a part of a  top secret government program called operation Nightwatcher. The program was designed to strength the telepathic bond in telepaths & precogs in order to allow the abilities of 'remote viewing' to grow into an almost telepathic neural network. 'The Twelve Plagues'incident ended this but it is rumored twenty years ago the work continued. The Nocturn telepath is the result of decades of selective genetic engineering & telekinetic genetic manipulation. She is rumored to be twisted & completely immoral going by the name of 'Pale Taker' indicating that she may have the dreaded death field generation mutation. The Nocturn raiders are known as the Night Men & use their mutations to create the effects of super science of the Ancients without relics & artifacts. They are starting to murder local communities & raiders usually number 1d20 1st & 2nd level fighter armed with Dark Ages style weapons. 

1d10 Random Encounters At the Joshua Space Port 

  1. Family of desert traders on their way off world to do trading on Mars. They have 1d6 minor relics for local trade however. They are looking for bodyguards & are willing to pay 20 gold pieces plus passage. 
  2. 1d10 kobold traders with lots of smalls & minor items for trade. They are funny & actually have among their number 2 second level bards. 
  3. 4 Mutant Cactus men mercenaries looking for local employment & to accompany adventurers. 
  4. Traveling trade people led by a desert witch who is willing to tell the fortunes of adventurers & peoples for 1 gold pieces. 
  5. Space port cyborg whose on his way back Earthside for some R&R after doing deep space recovery on some of the 'gods' 
  6. An Amazon warrior & adventurer far from home whose last party was killed by a rad dragon deep in the desert wastes.She's looking for 1d6 adventurers to help her take down the beast & is willing to pay 200 gold pieces a head. 
  7. Professional pyromancers & summoners helping to terraform parts of the valley.They are looking for professional adventurers to help guard them out in the wastes. 
  8. A lone astromancer far from home looking for help on doing some work on mutant fauna & flora. He's willing to employ local mutants & adventurers for 400 gold to go into the deep & dangerous rad zones. 
  9. Telepath recruiting for the local Hex men chapter willing to give food & lodging to any who will join up. They are being targeted by an evil mutant assassin's guild. 
  10. A mutant religious nutcase looking to recruit adventurer for a quest into the dangerous California oceans for the 'Star of California'. Once she latches onto a party she'll be a real pain in the ass. 

Tuesday, May 14, 2019

False Shape - An Adventure Encounter For Mutant Future or Any Old School Post Apocalyptic Campaigns

Deep within the California wastelands is the desert town of Joshua built near the wastelands of the former site of the ultra secret military base under Joshua Tree National Park. The small village of Tree sits within the bounds of the wastes & is nothing more then trading post for adventurers searching in the ruins, former out buildings, & abandoned underground hangers scattered in the desert. Yet this is some of the richest pickings & relic areas in the California wastes.. But it holds several  very deadly secrets! 
Several mutants have been found murdered & laying on the side of the Ancient's pathways. The Mutant Underground will contact the adventurers with suspicions of a powerful post Apocalyptic spirit or ghost haunting the area. Native 
Navajo children from the basin know what they are & tell anyone who will listen that the Skinwalkers have returned



The former site of Joshua Tree  park on a 2003 Landsat image


Recently several very high end military artifacts & relics have turned up at the trading post & in the hands of local warlords. But then the warlord known a Steve McQueen turns up dead on the side of the road with his throat slashed! He had recently purchased a military grade laser cannon from one of the native salvager's families. The thing packed a punch with 2d6+2 points of damage & a range of over 50 yards or so. 



Luck seems to go from bad to worse as equipment is broken, weaponry is sabotaged, Things start to get hairy in the park. If the PC's start to mess in the ruins or the underground bunkers they'll attract the real threat. A pack of War Wolves has taken over the remains of the former base. They are  murdering anyone that comes in contact with several of the artifacts found in the underground



Source: Dog Soldiers (2002)

The War Wolves are using local legends as cover as they search for a powerful relic known as the 'Chalice of War'. This artifact can allow its own to journey back in time with the blood of an innocent spilled on it. So far the war wolves have come up empty & are sticking with the origin plan of allowing the PC's or other adventurers the prime opportunity to search for it. The War Wolves then murder anyone coming across the treasure!  There will be 1d8 war wolves for the PC's to encounter. The higher encounter number is because of reinforcements for the area.

War Wolves
No. Enc: 1d6
Alignment: Chaotic
Movement: 90’ (30’) or 240’ (80’)
AC: 4
HD: 10
Attacks: 3 (bite, claw, claw)
Damage: 4d6 / 1d12+3d6 / 1d12 + 3d6
Save:L10
Morale: 8
Hoard Class: I, II, IV, IX, XIV
The war wolves are not the only menace in the area. An insane local artificial intelligences in the area has been active. A series of local data towers in the area mark the extensive  underground three level complex where the A.I.'s are held. The A.I.'s control a number of scout robots & several hives of alien life forms. The local data towers have become the haunting ground for several hives of wireless ghosts. These monsters have become active due to the snapping on of one of the local A.I's atomic energy cells & recycled reactors. The A.I.'s are protecting several important cache's of weapons, relics, supplies, & even a chronically sealed Ancient prince on ice. The ghosts will murder anyone attempting to find the Ancient prince's where abouts. The PC's will have to navigate between the war wolves & the A.I.'s in their attempts to find the cache of ancient technology & the Ancient royal on ice. 

Sunday, May 12, 2019

Beach Head - A Mutant Future Encounter or A Post Apocalyptic Old School Encounter For Any

The PC's learn of a haven for mutants,artificials, altered, humans, & peoples  of all stripes  in the deserts  of California. The Ancients state park of Brodie a former ghost town that has been transformed into a seeming heaven on Earth. But there are devils in this heaven & their evil is spreading.  The characters are called to investigate this seeming paradise on Earth.




Deep within the desert coastline   of California is the thriving town of Brodie California. A town of the Ancients now thriving after the disasters. The town itself is a self sufficient center of trade & commerce. What few know about this town is that it is a front for the powerful M.A.D.D.  super science group. The Mutants Aggressive Dual Destruction group are a powerful group of super scientists & mutants dedicated to preventing the Apocalypse from ever coming to pass. They came to the town drawn by song of an alien metal in the ground.  Brodie has a new commodity that  draws people into the desert. The town of 7,000 of now serves as a self sufficient point of trade for many of the local warlords. Its not uncommon to see several adventurers from other worlds among the population of Brodie.



 Califoricon is an alien mnemonic metal with the properties of a life form. It can be shaped & changed into any number of forms with the simple application of an electrical charge. The mines of Brodie have been reopened with this new commodity. But no one knows is that 
 Califoricon has plans of its own.  M.A.D.D. is run by the 12.5 a shadowy group of Hybrids who have shaped & forged Califoricon into a powerful alien reactor to power a time/plane gate system. They've been using their powerful Guardian shock troops to steal different relics & pieces of technology & magic to further their studies. Their powerful Californicon weapons have turned the tide time & again. Knives made from the metal add a +3 to their damage because of the bits left behind in wounds. There is a cache of Beastmen scientists known as 'the ring' who work for the inner band of the 12.5 through several cells around Brodie. One of the ring has begun to suspect that something isn't right with the alien metal that their mining from the ground. 
Guardians using weapons of the Ancients on one of their many fronts.


Brodie is home to several groups of Morlock refugees who are actually spies among the mutant population passing themselves off as tinkers, shop owners, etc. among the locals. Through their Eloi prostitute & brothel workers they've kept close tabs on the miners. Samples have been taken & analysed. Califoricon is alive & these gates are fitting its own alien agenda. M.A.D.D. has been lied to by its own artifacts & opening gates among the planes is allowing the alien elemental infection to spread. Donald Mackenize is a mutant beast man 6th level  mad scientist whose been suspecting that something is wrong. He may contact the PC's through the Mutant Rail Road's local scout named Randy whose a member of a local bone wielder tribe of warriors. He's acting as a go between for the Morlocks & Donald Mackenzie he can get the PC's information & possibly a sample of the Californicon.

1d10 Random Adventure Encounters In Brodie 




  1. 1d6 Lizardmen on their way from the mine to grab a bite to eat & look for some action. Their tribe is need for some expert adventurers to handle a local mutant roach problem. 
  2. A peddler with 1d6 minor artifacts of the ancients to sell. These are actually legit & not junk copies his doppelganger is selling across town. 
  3. Giant mutant grubs fall from the back of a wagon which it turns out are eating all of the grain from a local farmer's cargo! 
  4. 1d8 desert scavengers with some robots for sale are on their way into town & wish to talk with you rich adventurers. They have 1d10 droids for the market. 
  5. 1d8 flymen have invaded! Run you fool! 
  6. Have you heard the word of our lord & cactus? Take a flyer won't you? Actually the followers of a local information broker & mutant cactus ! 
  7. Android gunman & local mercenary looking for bounty whose escaped on him. 
  8. 1d6 mutant Gremlin children looking to start problems with any machinery they encounter. The sheriff wants to return them to their mother. 
  9. 1d6 goblin traders on their way to market with 1d6 minor relics & other desert treasures. 
  10. 1d8 mutant miners drunk & on their way to the local house of ill repute. 
There is a twenty percent chance of encountering a local night person mercenary named harry   working for the local sheriff whose noted that lately there has been seen a weird mutant menace that's been murdering folks. What it fact is in reality is a Californicon elemental that has come out of a local vein sticking out of the ground in Brodie. Use stats from the Labyrinth Lord Basic or Advanced book for an Earth Elemental.

Earth Elemental by LadyofHats

Mutant monsters are by Chris Van Deleen but all ideas are from my home Mutant Future campaign & copyrighted & trademarked to Dark Corner Productions. Monsters used with permission from the author & no trade mark nor copy right infringement is intended.. 

Thursday, May 9, 2019

Fast Food - A Mutant Future Encounter or A Post Apocalyptic Old School Encounter For Any


File:Poplar Nagata-Higashi5.jpg





All across the Ruined States there  are shops & stores of the Ancients  lighted up and operating.  Seemly well stocked pre-holocaust convenience stores just waiting. Many adventurers and salavagers know better then to try and loot these wasteland murder holes. These incredibly nicely stocked store fronts are actually bio weapon testing beds for Ajax Chemicals. A post holocaust mega corporation who uses mad and super science to to sell to its high paying clients mutant and adventurer tested weapons of war.

They're latest product is zombie a distillation of one hundred and twenty cloned human and animal brain strains distilled into an air delivered pheromone that will attract every undead horror and zombie within a thirty block radius. Using their convenience store laboratories Ajax is known through out the wastelands as one of the most dangerous and productive weapons sellers.
Adventurers who push the open doors on one of their stores will find the shelves stocked, the power on, and the place run by a seeming pre holocaust A.I. holo personality ready to serve them. The reality is quite different. The A.I. job is to keep the adventurers busy until the zombies arrive. There will be a hoard class of XV at least within the store. 


Those who venture into their spots of horror will find themselves knocked out, scannned, in some cases tagged, and laser tattooed with bar codes. They will be doused with zombie juice then flushed out into the streets with sub sonic pulses coming through the store's speakers.

Zombie hordes will close in the victims and nine times out of ten there will Juggers present. These zombies are actually the target goal of Ajax. Through a combination of recontaminate  DNA and muta-gentic compounds present within the juice those infected by a bite from the horde will produce more Juggernauts with an incredibly ferocious disposition and superior strength. Ajax assault and capture teams will be sent in to bag tag and lay claim to the latest Ajax product. These zombies will fetch several hundred gold pieces each on the bio weapons market each.  




File:1998.11.16 Pipes.jpg




Ajax Chemicals is one of the most barbaric and insidious of the so called Neo Companies to emerge in the wake of the post apocalyptic disaster. The see the world as a test bed for the wide variety of chemicals and bio agents that they 'produce'. A few examples of stand Ajax procedure is to spike the drinking water of a mutant community with mutagenic viruses and capture the victims for sale as bio weapons on the open market. Ajax specializes in zombies, ghuls, ghouls, and other mutated undead creatures as open capture and weapons of terror. They are also one of the number one produces of 'cure all' serums for the germs and plagues of zombie and ghoul sickness. 


Ajax capture teams consist of one assault or combat droid armed with heavy stunners, netters, and dart guns. They're troops are often pure strain human or near human fighters dressed in riot armor with the bio weapon symbol on them. These will always be fighters of second level or better raised at a Ajax facility and flown in on F.A.S.T. assault hover vehicle. This vehicle will be armed with assault weapons with rubber bullets  and zombie tuned riot gas so as not to damage the 'product'.

There will be a minimum of over forty troops to deal with zombies and are well versed in the lore for the destruction, capture, and handling of undead. 


Juggernaut Zombies 







No. Enc: 1d3

Alignment: Neutral

Movement: 60’ (20’)
AC: 6
HD: 20
Attacks: 2 punches (special) 1 bite
Damage: 3d6 / 3d6 / 2d12+2
Save: L20
Morale: N/A
Hoard Class: None

Mutations: Gigantism, increased physical attribute (strength)
Source: State of Decay video game (2013)

Wednesday, May 8, 2019

Blue Light Special - A Mutant Future Encounter Or One For Any Old School Post Apocalyptic Campaign

File:Sunset from Internation space station.jpg

Two weeks ago, a small community in the Canadian Outback and Altered America borders has gone off line from short wave communications. 'The Bluelight' village community a mix of pure strain and mutant race with a technology level equal to about the Nineteen Sixties has gone off line. The community has been receiving tech assistance from Project Over Reach  in getting communications and satellite technology  working again. The community sits on the former borders of Canada and The Altered American borders. They conduct trade with several surrounding communities and throughout Neo England states.

 Project Over Reach is one of the last of the super science research space station still in orbit.
They've been tracking a huge chunk of what used to be part of the Remote Station a huge space colony research station in deep Earth orbit. The Remote project was studying the effects of gene activation, advanced mutagen rearrangement viruses, and more deeper super science projects for FTL Earth colonies in other parts of the universe. All of this ended when the space based weapons orbiting Earth took out the Remote Station. There is some evidence that something or someone was still alive aboard the independent sections of the Remote. Each section was built with their own 'green long term solution power source and hydroponics sections'. These areas were also used for cleansing, processing as well as generating atmosphere.  
Over Reach has several agents on the ground in the near the Blue Light community and circulating among the Neo England populace. They've made contact with communities as far as Mutated Maryland. They'll offer the PC's several minor artifacts, technical assistance with their community or village, and 200 gold pieces all that they can afford. 

File:Technical illustration of space station inner space.gif


The ride over the border should be fairly routine with a quick series of minor encounters and possibly a quick mutant animal or raider encounter. Raiders should be 1st or 2nd level fighters with maybe some artifact vehicles and a weapon like machine gun to make things interesting.



Down and Out In Blue Light



Bluelight itself will seem completely deserted and the place will be eerie, silent, and with little to present to the adventurers. Doors will be open, houses empty, streets completely vacant. It almost appears as if the residents just left moments ago.  

If the PC's do a house by house search they'll find food still on the table, dishes in water for washing, and even a few chairs scattered around, etc.

As they get deeper into town the place becomes more & more strange. Signs of violence and horror become more evident. There is a 10% chance of PC's stumbling upon some small technological or very minor artifact as they search every fifth house. Blue Light had a population numbering about two hundred and seventy five people and families.
1d10 Random Evidence And Signs Table 
  1. A humanoid ear with gold earring still attached. The flesh is slightly decayed and the flesh is just starting to decay. 
  2. A bloody and torn woven shirt belonging to a male. The fabric has gone through great violence and an air of horror hangs about it. Psychic powers will give impressions of quick and painful violence. 
  3. A gold ring with several notches set about the piece. There's a bit of blood in the inner part of the ring. The stone is missing. 
  4. A black powder gun with the barrel bent and the piece jammed as if by great force. 
  5. A humanoid hand, the flesh is greenish blue and the type it belonged to will not be familiar to the PC's. 
  6. A club broken in half as if by some great force. There's blood on the top of the weapon. 
  7. A strange staff like weapon which is bent. The thing used a flame projected from the top. The oil reserve is empty but it smells of some type of fuel. Its function is unknown. 
  8. A black powder rifle still in working order with a full charge and shot. There is a 20% chance of it going of if picked up. A bit of blood around the trigger. 
  9. A set of six small spears are embedded in a nearby wall. There are bits of humanoid flesh still clinging to the barbs of these weapons. An aura of great violence hangs about the scene. 
  10. The charred remains of a half eaten humanoid corpse. Gender, identification, etc are impossible the meat of the thing has been gnawed on by some vicious humanoid teeth.  It is beginning to stink. 
Just outside of town in the remains of a field is a huge piece of space junk that has fallen from the sky. Should the PC's stay until after sunset. There will be packs of 1d20 humanoids who are the evolved remains of Project Remote returned to Earth. These cannibalistic horrors have invaded the village and killed everyone in the town. The PC's after dark will find themselves caught within a death trap by these horrors and they will actively hunt the PC's through the streets of Blue Light seeking them out as their next meal.
The PC's must survive, escape the village and warn the surrounding 1d10 villages before the horror spreads!
The Zenons have come to Bluelight and are not leaving anytime soon!

Zenons



For More Information On The Zenon Threat Go To Chris Van Deelen's Blog
HERE
 

No. Enc: 2d4 (6d10 in communities)


Alignment: Chaotic
Movement: 210’ (70’)
AC: 2
HD: 6
Attacks: 2 bite or 4 claws or by weapon (2 attacks)
Damage: 2d4+1 / 2d4+1  plus special, or 2d6 / 2d6 / 2d6 / 2d6 or by weapon
Save: L6
Morale: 5
Hoard Class: I, II, VIII (weapons, not gizmos)


Mutations: Aberrant form (natural weapons), bizarre appearance, dietary requirement change (living flesh), immunity to pain, new teeth, quickness
Source: Pandorum (2009)
Note that during this encounter use the community stats for the Zenon. 

'File Purge' - An Encounter For Mutant Future or Any Old School Post Apocalyptic Campaign

'File Purge' - An Encounter For Mutant Future or Any Old School Post Apocalyptic Campaign 


File:Yahoo call center - Hillsboro, Oregon.JPG


The PC's are out in the middle of the Altered American wasteland when they chance upon a lone abandon building. Amazingly the power is still on and the place is running. The doors are open and the place has thousands of gold pieces of artifact technology. There isn't a soul around and yet there seems a terrible psychic dread that hangs over the cubicles and technology. As soon as the party has been there for 1d10 rounds exploring this seemingly abandoned facility. Some minor event will happen. 

File:CFW Information Services call center back wall.jpg

1d10 Random Spooky Event Table 
  1. Every phone in the place will go off at once and then with two rounds stop. The phones will begin to ring in a weird sing song like pattern and with a eerie whispering like tone as well. 
  2. A microwave in the break room of the place will roar to life by itself and should anyone investigate, "ding" at an odd moment. The appliance may explode for 2d6 points of damage  if a PC gets too close. 
  3. Strange orb like energy illusions may light up a room and then simply vanish 1d4 rounds later.
  4. Strange ghostly images flicker across the screens of the computers which start with a lurching drone. The sound is odd and kinda of weird. 
  5. The lights randomly flicker and should any PC's have the ability they will find they spell out in Morse code SOS. 
  6. Any Wiki friedly relics or artifacts the PC's carry suddenly turn on and make a random buzzing sound and then quickly turn off. 
  7. Weird droning voices like something from the bowels of hell itself suddenly echo from every single speaker and call one of the PC's by name! They wish him or her to join them. 
  8. A cold wind begins to blow from the A/C units embedded in the ceiling. This cold is soul chilling and seems to effect those mutants with psychic powers as if someone walked across the PC's graves. 
  9. An image of one of the PC's faces undead and completely souless flashes across a random screen. This will be one or the other PC's in the party. The strange flickering image disappears after only 3 rounds trying to mouth or tell one of the PC's something only to vanish across the screen. 
  10. There are hundreds of images of hands, faces, and more flesh  pressed against screens of every monitor in the place. These faces all seem in torment and horror. They call to the party and only a few moments later vanish without a trace. 

Exploration of the facility will reveal several servant robots and a supervisor android in a closet charge up station. The units have seen action as well and there is carbon scoring on the outer casing of these units. They are connected to the nearby data server and there's lots of activity in them. They're worth a cool 1000 gold pieces easily. 
File:CFW Information Services call center in-charge desk low view.jpg
 The PC's are in terrible danger. They've stumbled upon the former call center lair of a form of data haunt entities that are worshiped by a nearby community. The call center is their lair and the community keeps this place in pre holocaust condition in exchange for certain technological and computer related 'favors'. The robots and androids are used by the entities as a means of interaction with the locals and could be used as a means of escape should combat or the situation grow desperate. One or more of these robots might hunt down and try to kill the PC's for revenge or to even infect them with the 'sickness' of these technological terrors. 
Should the place be destroyed the PC's will have to deal with 1d20 first level fighters/cultists with a 20% chance of cyborgs or androids among their ranks. 
There is a 10% chance of finding a major artifact among the clutter of this center. The whole center is the lair of Wireless Ghosts who haunt the place and use it as a means of both reproduction and as food source/trap. Anyone taking any technological,wireless device,data storage medium,etc will have a 100% chance of having a possessed piece of technology. Even handling any devices in this place may infect PC's with the Wireless Ghost sickness which can only be cured by expensive super science treatments. There is only a 10% chance of infection but don't tell the players this. 

Wireless Ghost



No. Enc: 1d4

Alignment: Chaotic
Movement: 90’ (30’)
AC: 7
HD: 6
Attacks: Special or 2 (fists)
Damage: See description or 1d4 / 1d4
Save: L6
Morale: 10
Hoard Class: Computer, robot or other high tech wireless device (100%)

Mutations: Bizarre appearance, insubstantial, possession (special), sonic scream, vampiric field (special).
Source: Pulse (2006)

The Processed is a super science group that is responsible for the spread of Wireless Ghosts and other data haunt entities throughout the wasteland. These super scientists believe that the ultimate state of mankind is to exist in clouds of data storage and live an 'uplifted' existence to download their consciousnesses into robotic and android bodies. They have not however been able to define the very essence of what it means to be alive and so other entities such as these continue to haunt and plague mankind. The Processed continue to spread these horrors in the hopes of observing and evolving these technological terrors that further generations of these entities will over come their fatal flaws. This so far hasn't happened and the terror continues. There are those who believe that the Processed are nothing more then another cult of deluded terrorists in the wastes and the mad entities that they serve are nothing more then the echoes of the pre holocaust arrogance and rage.
Many believe only a complete 'file purge' will wipe these madmen from the face of the Altered Earth. 

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.