Showing posts with label gamma world. Show all posts
Showing posts with label gamma world. Show all posts
Thursday, 2 January 2020
S3 Needs More Plot
Played and run this as adventure. Imaginative setting I give it 10 out of 10. Plot or story I rate low. And this is from a person who likes stylish weird meat grinders and dungeon crawls. After a while weird setting, loot and monsters and exploring isnt enough. When my bored players killed the froghemoth in 2 rounds and yawned I said next time needs other goals. That intellect devouter though yikes. Anyway I ordered my S3 reprint hardback November and its still not here. So i keep thinking about it.
One of the best campaigns I ran was using after with Anomalous Subsurface Environment. Though S3 kind of normal and even a bit dull by comparison.
One of the biggest lost opportunities of TSR was not putting robots and androids in MM2.
Preface
My players might not respond to "strange monsters". So when you assemble with other adventurers to get quest you hear of the strange gated cave monsters come from and strange bodies. Who is responsible? The army will clean up after you or possibly rescue you if you fail. Your crown provided minions will wait 4 days without news from you.
Discover where lots of monsters come from is cool but one possibility is have adventurers travel to past and the creatures that survive end up being more common on return. Certainly have consequences. Anyway use several of these or one for each player or use em all.
d12 Rumours
1 A shooting star fell from the heavens and strange happenings started then
2 Strange humanoid tribe, at first we thought it was goblins till dead were seen and nobody knew what those things were
3 Strange beasts and plants have been appearing in the area the last year or more
4 Strange fragments of metal some think from the shooting star have been found
5 The worried ruler is seeking adventurers for a expedition to seek the source of the troubles with strange creatures
6 Someone had a child eaten by a plant! Just a few days ago, they burned it but nobody ever saw a plant do that before
7 Tiny humanoids have been raiding for prisoners and robbing farmers manure and compost stores
8 A noble family lost a child in the area who was adventuring with friends, were seen in area looking for adventure
9 When the star fell some say they heard a huge thunderclap from the wilderness and some trees and houses fell
10 Some say the bad omens and strange happenings are a sign of other worldy evil come into our world
11 Several rewards have been offered and adventurers are flocking here including some unsavoury types not welcome around here
12 Several churches and wizards have sent agents to investigate, some say the elf and dwarf folk have sent agents
Patrons
Mentioned in the text as interested in hiring and selecting 15 adventurers are these groups I couldnt find much on Society of the magivestre, the fellowship of the blinding light, the magsmen's brotherhood and Highlord the Elves. So as not to break some canon I made this patron table. I also expect lots of rival adventurers as threats. Especially if they return before you. Anyway patrons might hire you all, give one of you a private mission or vote with other groups to hire you in the 15 official chosen.
d12 Patrons
1 Local nobility - several are interested if troubles are a threat or even has any profit, want a report assessing threats and valuable assets
2 Wizard guild - is curious about the strange creatures as spell complainants and vivisection, want monsters alive or dead
3 Holy order - believe the evil star is a moral evil force possibly demonic chaos so require adventurers to assess if it is a threat to lives or morality
4 Alchemist - guild seek new metals and monster organs for potions or golem formula
5 Elf court - require a agent to investigate some ecological threat and new creatures here
6 Dwarf court - has hear of a strange new metal from the sky and requires a sample for the kings alchemists. Extremely important threat to dwarf kind
7 Goblin king - seeks agents to find out about new monsters driving goblins from the area
8 Dangerous cult often uses dupes and pretends to be a merchant and banking company. Seek to discover valuable resources from the area, is it a sign of their evil dimensional bosses?
9 Foreign power - wants to know if this will weaken enemies or make invasion through that area a problem. Anything that might aid power is rewarded including sabotage
10 Druidic order - senses a disturbance in the balance of nature with new species of plants and animals druids cannot change into. The order want a report on creatures possibly live samples
11 Hunters lodge - a rich lodge have heard on new creatures to kill and make into trophies, they want samples of interesting monsters members can hunt or at least hear about and see trophies at expensive dinners for the elite
12 Menagerie owners - often a rich wizard or noble seeks specimens for their private zoo or park. Many such keepers compete for the most exotic specimens
d12 Missions
1 Document the cave, who or what is responsible and possibly stop it
2 Bring back skin, furs, bones, seeds and samples of strange life
3 Bring back strange plants and animals as proof, especially ones that could make money
4 Bring back strange artefacts and documents for analysts
5 Someone went in with early expedition and is missing, find them
6 Find what has happened to the missing people, are they dead? how?
7 Confirm not a plot to destabilise the nation and draw army from somewhere
8 Exterminate every strange creature and cover this mess up
9 Some creature from here took a relic from travelling agents of our cause
10 A wanted fugitive cultist went into the area to hide out and has not been seen since
11 The wizard Tanthaniel and followers went into the area seeking plants and animals
12 Gang of criminals driven to area by enemies and the law have good rewards
d12 Factions inside the ship
1 Vegepymie strain (north) tend to use more tech and scavenged weapons
2 Vegepymie strain(south) use pet wolf weed "thornies", grow weapons and tools
3 Worker Robots - just want to work and fix the ship
4 Police Robots - subdue intruders and imprison or stasis if investigation too long
5 Androids - mostly insane and on killing spree against living human like beings
6 Computer - hostile to intruders but limited and trying to fix ship and save cargo
7 Doppelgangers - pretend they are adventurers or play factions against each other
8 Intellect Devourer - will have some extra thrall agents mind controlled
9 Adventurer party - mixed group with various motives, possibly lost
10 Evil Cult - really hoping was demonic site, disappointed but still seek any assets
11 Wizard Party - with followers seeking lore and power might help but mostly greedy
12 Strange Sect - know of the ship and it's terrible secret, protect ship secrets, wear hoods
So lots of extra reasons to go inside as group and possibly personal as well
Include lots of clues for goals, dealing with rival explorers and meeting factions
Monday, 25 November 2019
Xmas Dawn Cryptic Alliance
In Gamma Oz the cryptic alliance of the Xmas Dawn found many bunkers decorated with xmas stuff so they recreated the holiday and believe after the next apocalypse the dawn of xmas will start utopia forever in service to Santa. The last apocalypse failed to bring xmas paradise because humans were too naughty. Half the year is prepping in secret and stockpiling, the rest is telling everyone and selling crocks of xmas cheer. Don't mistake them as soft, you cant look that lame and survive. Only those in most decorated bunkers will be saved!
d10 Subcults of Santa
1 Legion of Santa, wandering hobo santas who beg and raise money for poor (possibly themselves). They often congregate and beg but might get surley at the rich or help anyone poor.
2 Heralds of Santa Claws worship a primordial dream being with savage claws and hunts in the woods, the cult live in fear of being eaten, some make feasts with cannibalism and sacrifices
3 Brotherhood of Grumpus is a hideous mutant who punishes non mutants for cruelty to mutants, his cult play pranks on racists often involving faeces and napalm
3 Brotherhood of Grumpus is a hideous mutant who punishes non mutants for cruelty to mutants, his cult play pranks on racists often involving faeces and napalm
4 Science Church of Santa, follow the brilliant time travelling scientist Lord Santa who battles despots and guides the human race in secret. How else would he deliver all those gifts?
5 Sons of Santa Brotherhood, a secretive order of assasins who grow herds of mobile semi intelligent hash plants for various uses. At xmas they are decorated and some set loose
6 Cyber Santa a virus cult of machines heavily infected with the xmas cheer virus making them decorate themselves and surroundings for the holidays. These jolly machines try to be friendly and kind but other machines hate them and might come under their influence
7 Santas Elves, make toys from scrap for kids and leave them as gifts. Operate from secret warehouses and and spy on children with spy drones. Many are diminutive from years of toil in cramped sweat shops. Various tribes exist from tiny faerie like mutant folk to horrible morlocks who give dangerous toys and smoked eloi treats
8 Santa's Hunt, santa and a gang of mutant creatures roam woods seeking sinners to torment and pursue to the death. Cults form gangs imitating Santa and his helpers and roam about like vicious vigilantes
9 Givers, donate care packages to needs and practical gifts to survivors. However once a gift is accepted they expect a return gift some day and will hold the recipients moral welfare to be of great personal interest. If they aid someone they discover is in fact too naughty they will try to kill them with traps or snipers or rocket attacks
10 Nutcracker Cult, the nutcracker was a defence borg that battled a race of rat men led by a terrible ten headed king. The cult perform athletic dances to remember this war and paint fighting robots in jolly xmas colours. As cultists incredibly fit they are fearsome martial artists
Uncanny xmas to you all or else!
Saturday, 2 November 2019
Silverton Sprawl Celebrities
So this is significant players in the Silverton area formerly the southern most part of Broken Hill now occupied by the Warlord, settlers and allied gangs. Silver City covers several fortified blocks with a larger area, the sprawl covered by watch towers, trenches, barbed wire and mines. The ruins describes the greater broken hill area to the north.
A bit on the Warlord's domain:
The warlord taxes found technology, vehicles, power cells, ancient meds, ammo, fuel, food and water. In case of tech items taken will be exchanged for a lower value item, food or other services from the warlord's business dealings in brothels, inns, bars, medics and repair shops. Common scrap is untaxed. Those operating in the Silver City sprawl are taxed 50% and many move to the ruins instead. Defence is the main service of the Warlord. Those serving the warlord or in his favour have reduced taxes of 30% or even 10% but still enforces trade of desirable special tech items for inferior ones.
Within the walled central part of silver city the population is dense and the law strict. The rest of Silveton is a semi cleared ruin where settlers are starting farms. Regular patrols, irrigation and monster hunters keep area safe but locals complain of the cost. They all fear living without the warlords army.
In the ruins of the city all kinds of monsters, maniacs and mutants roam. Settlers here tend to focus on heavy defences or secrecy like roof gardens with limited access. Silver city rangers defend any decent looking folk or innocents. The warlords army in the ruins mostly fight gangs and monsters but tolerate adventurers.
1sp to enter the gates plus submit to a tax man search 1in4 times if not citizen
Citizens pay 100sp for a year or 100gp for life with a card issued and names kept on record
Silver class citizens searched 1in6 by taxmen and are considered second class
Gold class citizens searched 1in10 by taxmen and are considered solid locals
-evaluated for citizenship over d4 weeks and awarded citizen papers by the Warlord
Laws and authorities treat visitors, silver and gold differently with unfair fines biased to the rich. A visitor harming a gold citizen will probably be executed on the spot while a gold citizen can kill a visitor. Long serving officials and veterans are rewarded with silver or gold status. Women in the town have many positions of high status and various women led groups support the warlord for this versus the wasteland scum. Many amazons serve the warlord directly.
d10 Quick Types
01 Warlord's Elite
02 Merchants
03 Community
04 Mutants
05 Factions
06 Cults
07 Criminals
08 Popular
09 Downtrodden
10 Ambassadors
d100 Title
01 Gideon Pile - The Wasteland Warlord, leader of Silver City and the region by strength of his gang
02 Mavis Crow - the iron maiden, leader of the warlords amazon bodyguards
03 Lord Amok - commander of the warlords army, masked mutant maniac
04 Selene Black 045 - warlords secret police chief, former bunker dweller security chief
05 Dr Susan Vortis - warlords science adviser, doctor and interrogator
06 Camden Birdman - organises, regulates and taxes food production in warlord area
07 Bazza McCready - runs the scavengers, a mob of jobless poor and convicts who salvage scrap systematically from ruins for gruel
08 Norman Beardley - treasurer of the warlord who administers cash and storage of treasure and artefacts. The best are in a museum and well guarded
09 Breaker Fortynine - runs the mechanised infantry and vehicle corps responsible for fighting vehicular road gangs
10 Bonnie Breaker - runs gladiator fighting pits, prisons and regulates the slave trade
11 Elon Bonito - the Scrap King, sells scrap parts and various junk from towns largest scrap shop, employs lots of mutant labourers and offers work to the needy
12 Laura Silver - banker and in charge of the cities silver mint, loves luxury and status
13 Barney Ghekko - leader of mercenaries company the silver spears who provide caravan guards mostly, former tribal and knows the wastes, tribes and gangs well
14 Doc Harper - treats all comers wounds fast and willing to conduct cyborging and other mods frowned on by healer cults, employs a few helpers and might heal needy in return for scavenging ruins for meds or ingredients of drugs
15 Molly Rocksov - runs biggest brothel and vice pit catering to soldiers and mercenaries plus a VIP bar for merchants
16 Patty Mummer - feed market owner, supplies animal fodder and buys exotic creature meat and skins from the ruins, pluss sells live creatures and waggons ans operates a stable service
17 Donny Prescott - slave trader, buying and selling mostly used humans , deals with lots of gang and scum but only buys citizens of Silver City if debtors for limited contracts for a few years
18 Glinda Goldgrub - runs a casino, pawnshop and loan shark emporium, she is very greedy and employs all kinds of scum for many reasons
19 Lowdry Chowder - of the Cabbagelander trading caravan that moves food and settlers from east in return for scrap and silver
20 Corby Fliechman - from southern ruins of Madlay Torrenz Traderz company, brings in scrap, food and slaves and often take mercenaries back
21 Brick Rathmore - leader of the miners brotherhood causes trouble with warlord often but only so far as they need protection. Includes silver miners and scrap prospectors
22 Betty Green - leader of the united farmers movement, always demanding water and protection and better prices and less tax
23 Sister Mary Grey - healer priestess who runs charity hospital
24 Alex Thoth - publisher of printed illustrated news tabloid and believes in the supernatural
25 Corman Drudge - leader of the workers party, protect common labourers and organises strikes, barley tolerated by officials who know the damage the party can cause
26 Billy Jackthorn - prospectors guild leader who runs a underground par and several secret safe houses for members in ruins, don't include silver miners and often avoid taxes
27 Old Grandma Poss - possum abhuman leads animal folk in the sprawl who are often treated poorly
28 Mandy Kane - leader of Silver City rangers a vigilante organisation tolerated by warlord who act as a militia, bounty hunters and lawmen in the sprawl and ruins. They predate the warlord who has a non interference deal with him. They wear distinct uniforms, hats and badges and are expert sharp shooters and trackers
29 Lord Stumpy - leader of the beggers guild and the shanty towns just outside the city sprawl who are not permitted entry but beg visitors to pay entry fees. Most members quit if the make any money
30 Geezer B Goode - leader of feral settlers who grow fuel and drug crops and hold parties, increasing wealth has attracted interests of crime and the Warlord
31 Seleez Gorax - leader of the mutant brotherhood who protects mutant villagers and workers from anti mutant factions and gangs or mistreatment
32 Brother Piebald - mutant cult priest dispeces charity and aid to opressed mutants
33 Arlexak - chimeric shape shifting serial killer lives in sewers and murders daily
34 Mother White Eye - mutant gifted with foresight and locals fear her
35 Silverado Fantang - leader of mutant bandit leader raids settlers and helps mutants escape
36 Caleb - leader of mutant workers performing menial jobs and farm labour and dwell in sewers under the sprawl and ruins
37 Thulen Fire Lance - anti human mutant terrorist wanted for spreading contaminants in water
38 Zora Cephal - mutant leader gathering the most powerful mutants into a vigilante org to protect mutants and settlers who help mutants, many fear their strange powers
39 Brother Deadhead - a necromutant leader of banished necrovirus plague carriers that actually include many undead, locals scare children with stories of them. They act in secret in the sprawl40 Xanthos Quark - a blue morlock dwarf cannibal cult leader who burrows into the sprawl for victims to eat. The gang have a secret ruin stronghold and several tube station bases
41 Mullaway Black Emu - tribal chief
42 Dr Morgana Greywitch - restorer of ancient tech and collector of artefacts, while not a fan of the warlord he is the provider of stability. Her subterranean lair is a museum temple and school
43 Buggsy Fantasm - mutant herder of giant insects who is teaching other farmers about bugs
44 Una Petersen - hates robots, AI, androids and blames apocalypse and human fall on them. Often preaches about them infiltrating community
45 Old Murdoch - postmaster general who trains orphans as messengers and is in contact with far off cities by the postal cult
46 Mona Clarion - leads the water bearer sect who run irrigation and wells and dole out water rations in droughts. She has workers building a great underground cistern
47 Floyd Redhand - preaches formation of a democratic state mostly seen as a curiosity and potential troublemaker
48 Pasco One - tags name all over sprawl ans sometimes ruins, wanted by the law for slandering the warlord
49 Brother Astelin - tech shunning farmer leads a sect refusing tech above basic gunpowder
50 Mother Hubbard - cares for orphans and protects them from slavers, helps them get legit jobs
51 Malaras Liceworm - priest of the atom cult, filthy and hated by most, offers to take anyone to the contaminated holy places
52 Red Annie - preaches comunism to poor and mutants and is hated by most well off persons
53 Guyan Tor - leads an apocalypse cult seeking the doomsday weapons to unmake the world and serve evil military AI's that might give them nukes. Has contact with gangs in ruins and seeks recruits
54 Sister Maynard - scholar of ancient texts who pays for old documents and data files and knows ancient lore, archivist cult leader
55 Brother Harlon White - preaches peace and love, people like to listen to him and he can calm mobs and rioters but many of his followeres are murdered each year
56 Sir Erebus Prime - purist templar leader urges all to kill mutants, barley tolerated and occasionally leads a mob, avoided five assassination attempts. Has a small bodyguard of armoured men and serve as anti mutant mercenaries, some settlers want mutant land and favour him
57 Master Talmain Gorgoroth - demon worshipper encourages decedent selfish sadists to abuse those outside the town sprawl. More about drinking than ceremonies but has links to worse cults in sprawl
58 Scruffy Baggersly - drug dealer with his ambulent drug crops, popular at parties and always hungry with his dingo Dooby
59 Blarney Phingers - a romantic collector of ancient pop culture and trhe deep religios wisdom of the ancients it conceals
60 Zebidy Husk - well known farmer sacrifices victims in secret with his inbred redneck family to blood thirsty mobile corn plants to keep them from wandering
61 Gabby Ratshank - runs the biggest juve gang in the sprawl making younger members pass increasingly hard tests some which are fatal. Many parents want her dead, others bribe her because better the devil you know
62 Carlos Grizzleby - smuggler, former merc has multiple secret tunnels into the sprawl to avoid tax evasion
63 Orla Fang - runs a gang of thugs who prey on explorers returning from the ruins
64 William Bilby - runs a gang with animal abhumans and mutants who lease out services to other gangs or legit people wanting someone beaten up. Debt collecting most common work
65 Hillson Cray - conman selling fake ruin maps and also sets up explorers into ambushes or monster lairs so he share can loot of dead. Knows gangs and monsters
66 Vinny Calzone - old man from east came as farmer turned mob boss now retired. He does consult for anyone needing info on crime, gangs or finding stolen goods. Has four large sons and their dingo abhuman pal. Always eating pasta and family all names after items on Italian restaurant menu
67 Grink Filborn - assassin for hire runs a knife sharpening shop and sells weed killer and poison bait for pesky animals
68 Topaz Topper - leader of thieves guild tolerated by warlord and pays her taxes, rents out her people as scouts and spies and sends lesser ones scavenging in sprawl and ruins
69 Garrick Fudge - sells and buys dodgy goods stolen, dangerous, defective or that the warlord would usually take
70 Black Eagle - tribal man deals with tribes for criminals often use for smuggling or even murder
71 Alan Countdown - bard sings the top ten songs of the town about drought, bandits, cannibals, mining, saucy mutants and more but keen to learn new songs. Mostly blues or folk or bush ballads, plays lots of instruments
72 Oaty Bigmouth - town crier, knows recent news, local history, who's who and
73 Shiela Criminy - former drover, truck driver now barmaid, veteran of the wastes and hero in the Canetoad wars, knows everyone, strong as a cow
74 Mindy Silvermoon - exotic dancer popular with mercs and miners who throw silver coins on her stage to get her attention, friend of the warlord and has guards and maids and gimps who carry her in a palanquin about town
75 Outback Jack - old man in safari suit with huge beard tells tall tales of survival and mutant monsters, catches snakes and giant bugs menacing folk in sprawl he sells or releases
76 Skip - lady kangaroo abhuman saved many children and outwitted dozens of crims. She is also a mechanic and bomb expert, sometimes drives her GEV jet hovercar
77 Miss Chin Lee - Chinese chef runs her Golden Scorpion restaurant and cooks up strange monsters from the ruins
78 Old Orung - exile from the Orungutang empire up north, very wise, knowledgeable about terrible ancient secrets and can build up to 1950s technology of his homeland. Can be reluctant to change local civilization
79 Toadflap - prisoner from the Canetoad invasion forces he runs a alleyway grog shop selling rum and drugs. He is only canetoad allowed to live in town and knows the warlord
80 Nanny Gobbler - goat abhuman doe, likes to eat all kinds in normally inedible things to determine their properties or contamination. She often acts a a food taster or
81 Lil Milton - pathetic mutant urchin begs by gates, mutations change every time you see him
82 Ols Suzie - old woman catches rats and vermin she sells cooked on sticks
83 Crazy Sam - old mad prospector tells wild stories of life in rubble
84 Billy Cripplelegs - old miner lives in a box has wheeled box for legs after landmines found, begs for money and booze, knows mining and ghost stories
85 Weeping Widow - in rags sobbing for family lost in the wasteland
86 Minky Bauble - village idiot, drooling friendly fool says hello or goodbye to everyone coming in and out, sees more than people think, loved by locals
87 Shifty Pete - offers help finding local vice hotspots and where to find any depravity for a few coins, offers things you wish you had never heard of
88 Emil Minty - a feral kid who steals food scraps and hangs round, warlord insists he be let in
89 Sick Vinny - drunken street dwelling sadist, coward and trouble maker, cons visitors and leads to doom with gang buddies, preys on week and gullible, steals children
90 Cappy Blackbeard - old former gang leader actually still in contact with various gangs and acts as a spy for a rival warlord of the wastes to the north
91 Duke Greenwart - a recent arrival from the the Canetoad Empire, he is establishing the embassy and is granting gifts to people of influence. Many hate canetoad abhumans and few are ever welcome in the city. Hopes to buy silver and slaves
92 Count Orange - orung abhuman from the advanced jet age empire of islands above Oz. The count is here to be friendly and show advanced tech from his homeland including a long range, airships and jets. In future their ambitions will change will sell bolt action rifles and revolvers, motorbikes and scooters and jeeps
93 Peter Peanut - from farmers of bannanaland always paranoid about canetoads invading and trades in fruit, sugar and rum
94 Lady Tiger Tannako, ambassador from the Empire from the sun most advanced peoples with ambitious interests beyond their maritime empire. They have traded portable transistor radios and helped local radio stations. She is wary of Orungs and caetoads but friendly to others. They like to buy ancient tech and robots and operate a free cinema with subtitled films
95 Samantha Light - ambassador from crow eaters at war with various wasteland raiders and rabbit abhumans. Brings in food often recruits labour and mercenaries and on good terms with amazons
96 Clifford Wallaby - represents bigger tribal groups who trade food and furs for weapons and medical treatment but are notoriously hard to deal with. Provides barers and guides and negotiates for passage through tribal land. Warlord keeps on good terms with them and they inform him of gangs and travellers by smoke signals
97 Homer Phillips - old farmer ambassador from Sapsucker lands who provide many settlers and agricultural knowhow. The warlord has sent busloads of troops to support their wars with rat abhumans and zombies
98 Rahmid Pandu - from cornlands comes to trade food and seeks aid but hostile to Bannanalanders, Cabbagelanders and Gumsuckers. Works to supplant other powers
99 Grace Filpatrick - noble from cabbageland trades food for aid against zombieland, serious and operates mission providing medical aid to settlers
100 Kakala Khan - reptile abhuman agent of the reptilian alliance who believe they ruled before humans erroneously. Provide troops for the warlords campaign
Wednesday, 23 October 2019
Broken Hill Ruin Events
So im trying to come up with stuff for ruins to not just be encounter tables. This is something you could roll for a sort of theme for the day major event for the ruins. Couls provide some distant sound effects, weather, roaming bands of combatants and more. Somedays you might have to hide.
d10 Quick Types of Events
01 Animals amok
02 Wild weather
03 Hazardous life
04 Faction wars
05 Disaster
06 Cybernetics amok
07 Vehicles amok
08 Settlers and Refugees
09 Markets & Merchants
10 Holidays & Festivities
d100 Broken Hill Ruin Events
01 Herds of grazing animals pass through in hundreds d4 1=kangaroos 2=emus 3=camels 4=goats
02 Stampede of herd animals driven by d4 1=tribal hunters 2=farmers 3=predators 4=robots
03 Huge pack of dingos hunting over area howling and taking on rival predators
04 Mating season makes a breed of dangerous animal more common and territorial
05 Migrating flying creatures arrive and common briefly d4 1=ibis 2=bats 3=pterodactyls 4=colony of ravens sharing single mind
06 Gigantic lizards wage war and roars are heard all over ruins
07 Livestock raiding breaks out as settlers steal and lose herds and fight each other
08 Settlers fight over grazing rights become territorial often conflicting with croppers
09 Raiders rustling livestock trying to hide of get out of area, bounties offered by local farmers for dead rustlers
10 A new mutant animal type has become common this season causes problems and challenges to current ecology and survivors, locals unprepared
11 Pleasant day flowers bloom and animals breeding
12 Sudden chill and snow falls briefly before normal weather reumes
13 Clouds of orange and red dust fill sky makes everything look like on mars
14 Thunderstorm sweeps over area with some lightning strikes and brief showers
15 Thunderstorm chokes area, sky dark, aquatic animals including eels, crocs, frogs, yabbies and turtles swarm, wetland encounters everywhere, some areas flooded
16 Heatwave with over 40 degrees C, hot dry wind everyone needs cover and more water
17 Auroras in sky, at night are spectacularly lit up with incredible lights
18 Light drizzling rain fills creeks and makes farmers happy, reduces visibility
19 Contaminated rain d4 1=radioactive 2=diseased 3=acid 4=narcotic
20 Weather control machinery creates crazy weather d4 1=machine in city experimented on by faction 2=orbital AI god being a jerk 3=temporary bug lasts only a day 4=gang test firing rockets into sky they uncovered
21 Locust swarms devour everything and in turn provide a feast
22 Swarms of mutant cockroaches cover some streets like a river
23 Rabbits everywhere over grazing but providing plenty of free food
24 Rats swarming out of drains and subways fleeing some hazard
25 Spores in air cause many to caught and splutter, new fungus type begins to grow in area d6 1=exploding toadstools 2=puffballs 3=giant mushrooms 4=delicious manna fungus 5=choking mould patches 6=ambulant killer fungus
26 Ants swarming become aggressive and queens take to air to start new colonies, locals try to stamp out most nightmarish varieties
27 Blowflies darken skies, get in eyes and mouth and food, some animals enjoy feast, some catch in nets and make bug burger patties
28 Mobile killer plants bloom and move about making familiar places dangerous
29 Aggressive weed grows rampant blocking areas and causing problems d6 1=strangle vines 2=flammable 3=narcotic pollen 4=stinging touch 5=razor sharp grass 6=thorn mazes
30 Dangerous plant bears seasonal fruits d4 1=hurls explosive fruit 2=mutation berries 3=radioactive flowers 4=fruit causes narcotic effects making animals annoying or violent drunks 5=addictive fruits get eater high then turn aggressive when fruit gone 6=aggressive insect swarms attracted to flowers and fruits
31 Mutant hunters on warpath seek to cleanse (murder) any mutants they can and to recruit more biggots
32 Animen, uplifted animals and mutant animals unite to punish humans and establish animal faction (yet again)
33 Tribal and anti tech factions on rampage to destroy technology and are wary of adventurers looting devil devices of the immoral ancients
34 Canetoad folk advanced scout force moves into city to establish a base and conflict with locals as they search ruins for stronghold to bring in more troops
35 Warlords forces fight desert raider scum on the streets with pitched battles and skirmishes
36 Factions battle over gathering artefacts to worship as holy relics or to study and use for benefit of all
37 Bunker troops on surface fighting d4 1=another bunker 2=local warlords troops 3=wasteland gangs 4=androids
38 Settlers united with rangers to purge ruins of gangs, cannibals, bandits and other scum
39 A major faction having a civil war d4 1=drawing in other groups to conflict 2=purging a sub faction of heretics 3=propaganda battle with graffiti and leaflets 4=faction members struggling over new leadership via election or armed struggle depending of faction style
40 Amazons on the rampage killing and castrating slavers, pimps and any who disrespect or bully their sisters
41 Fire burning, smoke in air d4 1=burning ruins 2=burning settlement 3=grass fires everywhere 4=sky dark orange red, air bad
42 Minor tremor shifts some rubble and ruins and spooks animals
43 Shooting stars visible as things fall from space d4 1=meteors 2=space junk 3=escape pods 4=space craft or orbital fragments
44 Aircraft crashes d4 1=trader airship 2=Orung empire fighter 3=crude propeller aircraft full of feral refugees 4=escapees from a distant isolated bunker or far off place
45 Food shortage from crop failure, animals desperate and cannibal raiders
46 Water shortage caused by drought or contamination with d4 1=radioactive 2=disease 3=chemicals 4=parasites, good water increases in trade value
47 Massive explosion from atomic power cell going off or war era munition is disturbed
48 Disease outbreak spreads rapidly around city killing many and incapacitating more temporarily which some factions take advantage of
49 Building collapses creating massive dust cloud over ruins
50 Subterranean structure collapses creating sinkhole or pit and huge dust cloud possibly revealing some complex or subway
51 AI generated holograms in ruins trying to compete to recruit cultists
52 Swarms of drones spying on everyone
53 Recycling drones scavenging and murdering for raw materials for som AI or faction
54 Robots fighting in streets d4 1=rival AI controllers 2=virused vs free willed 3=anti human vs pro human 4=controlled by factions or bunker
55 Androids on warpath d4 1=virused vs free willed 2=AI vs AI 3=eliminate humans 4=fighting robots
56 Cyborgs from a hidden bunker waging war on surface dwellers d4 1=raiding for parts 2=kidnapping victims to cyborg 3=fight rival bunker 4=murdering anyone not linked to them
57 Warborg, robot tank or worse patrolling city killing anyone it can find with heavy weapons
58 Nanite colony of goo recycling ancient ruins into new unlooted ruins
59 Exterminator robots disguised as humans on murder sprees for some evil AI
60 Orbital AI beams down missionaries to preach faith of new god
61 Jet aircraft flies overhead scouting from the Orangutan Empire to the far north 1in6 get shot down by some local force
62 Savage road gangs running amok across city plundering and murdering
63 Sounds of functioning subway train heard around city
64 Someone setting of chain reactions of atomic fuel cells in ground cars
65 Ultralight scouts observing city for some wasteland faction
66 Airship flies overhead d4 1=traders from far off land visiting silver city markets 2=adventurers come to ruins 3=pilgrims serving a AI 4=troop transport from some faction come to bring in more combatants
67 Raiders mounted on flying mutant monsters invade
68 Desert nomads riding exotic mutant mounts pour into ruins causing troubles
69 Road nomad convoy arrives to make a camp upset local factions
70 Automated ground cars driving about on own
71 Starving refugees from wars in east arrive desperate and hungry, most died on the way and are unwelcome or quickly exploited by factions or slavers
72 Escaped slaves revolted from another territory come here for a new life search for place to settle
73 Secret hidden bunker inhabitants forced to surface seek new lives d4 1=life support collapsed 2=faction fued 3=over populated 4=fresh clones unprepared for surface life
74 Nomad tribal groups gather for great ceremony, many hunt in ruins for food for a feast
75 Feral tribe of hippies gather for a huge bush doof rave party bringing in huge amounts of drugs
76 A "new" warlord called in wasteland gangs to join them to battle the current warlord for supremacy d4 1=assassinated sending gangs wild 2=ambushed by current warlord and massacre survivors scatter 3=ancient weapon of mass destruction deployed killing the leader and followers 4=gangs cant agree and war breaks out as they exterminate each other
77 Spacecraft arrives with hideous once human cyborgs returned from the stars. Plan to terraform region with a machine they erect. Local life rounded up to be broken down into food and fuel
78 Spacecraft from orbital colony land from desperation as their home habitat in decline. Naive and weak by comparison to locals
79 Settlers arrive en mass to start new faction bases throughout ruins
80 A major type of mutant or animal abhumans arrive to settle unseen in area before
81 Caravans from far and wide coming to Silver city to trade
82 Cheap drugs on the streets with paddlers everywhere possibly serving a faction
83 Sly grog shops pop up everywhere selling beer and spirits. Often from tents or shacks, most avoiding factions and warlord to not pay "tax"
84 Influx of weapons sold in streets with some surprising users rampaging about city ruins d4 1=black powder muskets 2=plastic printed one use guns 3=cartridge based ammo 20th C firearms 4=explosives
85 Slavers in area kidnapping new stock and selling at low low prices
86 Someone selling robots or androids on the street d41=all set to be virused into human killers on certain time and date 2=all cobbled from scrap and damaged 3=all have damaged brains and range from quirky to insane 4=all basic service models and not dangerous
87 Someone selling working scrap built vehicles to ruin dwellers causing various conflicts
88 Everyone growing new miracle crop plant sold by mysterious merchant
89 Trader selling cheap long life ration packs new from some secret factory, becomes commonplace overnight
90 New domestic animal being sold and everybody wants them d4 1=adorable lab grown biopet 2=unusual new herd animal 3=savage but trainable guard beast 4=riding beast
91 Race day! d4 1=vehicle races 2=camel race 3=horse race 4=emu race, gambling and drinking everywhere as travellers from far away come to compete
92 Arts festival where culture fans make strange performances, reenact ancient videos, paint murals, build sculptures, erect totem poles and other activities.Celebrity artists compete and celebrated publicly with factions competing through art
93 Apocalypse day when everyone mourns the old world and birth of the new, the exact day a bit hazy. Day ends with feast after fasting all day
94 Patriot day when factions have parades with bands, marching, hold memorial services and leaders rattle sabres vs rival groups
95 Holy day where religions factions try to commune with AI gods and their ancestors, usually sombre in mornings with feasts and celebrations by night
96 Exodus Day celebrating when a significant faction came out of bunker to live on the surface after the apocalypse. Many dress in bunker jumpsuits and reflect on life underground, secret hidden bunker agents use to walk freely on surface
97 Victory Day, everyone celebrates repulsing three major canetoad folk invasions,burning frog effigies common with fireworks
98 Purge Day, a ancient custom where locals lynch and execute some poor victims for being a burden, poor, loners, suspicious acting, mutants or any excuse. Some communities brawl in public or murder strangers
99 Rabbit Day, when tribes of rabbit folk hide landmines and grenade trip lines and most people try to kill them. They often leave out traps disguised as colourful treats which especially trick children
100 Giftmas day, when all gather to give thanks and exchange presents. Even the city AI join in with festive holograms, street decorations put up by robots and gangs of biker raiders give gifts to poor mutant children. Santa robots roam spreading good cheer but some seek to spoil the day with theft or violent attacks
Tuesday, 22 October 2019
Broken Hill Ruin Hazards
So encounters and loot are handy but these are made to fill in ruin crawls to make them more thrilling. So these are hazards and things to find on streets to break up encounters and offer divergent adventures.
01 Contamination
02 Booby traps
03 Accidents
04 Lifeform
05 Ambush
06 Finds
07 Ruins
08 Synthetics
09 Propaganda
10 Inhabitants
d100 Broken Hill Ruin Hazards
01 The area has mild radiation CON save or lose one HP each turn in area
02 The area has light radiation CON save or lose d3 each turn in area
03 The area has heavy radiation CON save or lose one HP each round in area
04 Area has toxic contamination CON save each hour in the area
05 Area diseased CON save or each day make a new save or lose a random stat point per day until resisted finally. Zero attribute equals death
06 Mutagens once per day CON save or develop a minor mutation
07 Make a CON save or infected with necrovirus. Fail save equals zombification in a hour, success will arise as zombie after being dead 24 hours even if it takes years
08 Psycho Gas, CON save or enter collective fantasy often unites all in a mob or group defence force
09 Non lethal Psychotronic Weapon, WIS or character confused and unstable possibly d4 1=attack allies out of paranoia 2=fleeing from fear 3=enter elaborate hallucinatory dream world 4=sel
10 Hostile Psychotronic Weapon, WIS save or mind influenced every turn d4 1=become invading combatant serving long dead foreign enemy 2=become passive and await orders from authoriries 3=desire to commit act of sabotage or distruction
11 Landmines buried in area d4 1=robotic self burrowing 2=proximity sensing 3=remote controlled 4=mines jump in air then explode 3d6 DEX saves for half
12 Pit trap with spikes for hunting large animals DEX save or fall in 2d6
13 Leg snare if set off dangles victim in air by leg DEX save
14 Leg trap DEX save or damaged and held, need STR save or assistance to escape
15 Incendiary trap as a burning molotov 2d4 plus save or extra d3 for d4 rounds
16 Trip line with grenade or claymore mine 3d6 DEX saves for half
17 Trip line or pressure set of swinging scythe or spiked club DEX save or 2d6
18 Net trap DEX save or swept up in net and suspended in the air
19 Dead fall causes toppling rubble DEX save or 3d6, pinned if damage over STR
20 Trip line sets off weapon d4 1=crossbow 2=poison dart 3=sawn off shotgun 4=disposable one shot laser DEX save to avoid, often in choke point to effect multiple targets
21 Someone in group fires a shot or makes a loud noise or glints a blade so get a random encounter
22 Wall collapses DEX save or hit by a d4 x d6 rolls damage, if damage more than STR pinned by rubble
23 Ground collapses into sewer or subway DEX save or 2d6
24 Fire breaks out! three DEX saves to avoid a d6, INT save to avoid confusion in smoke
25 Rock falls DEX save or d4 damage
26 Unexploded ancient bomb or missile still sensitive and ready to blow d4 1=gas shell 2=incendiary 3=AI will chat and might be convinced not to explode 4=starts ticking
27 Area covered highly flammable, possible with leaked chemicals or gas, easy to start inferno with fire arm discharge
28 Ground is boggy half movement, STR save each round you run or get stuck and fall in
29 Minor tremor, DEX save or slip over
30 Bulding collapses limiting d4 directions you can travel
31 Poppy fields release gas CON save or go to sleep and probably be devoured by animals
32 Field of explosive tiadstools DEX save or 2d4 damage per round in area
33 Snare vines try to grab DEX or held by vines
34 Gamma flowers open bloom as approach, CON Save or 3d6 rad damage and second save or gain a lesser mutation
35 Telikinetic giant eye macrobes growing in rubble hurl d6 rocks for a d4 each round in area
36 Swarm of insects controls area d4 1=huge ants CON save or d5 poison 2=stinging blow flies 3=horrible pale worms from ground 4=huge mosquitoes CON save or diseased bite
37 Masses of cobwebs in area d4 1=swarm of tiny spiders 2=single giant spider 3=2 d6 huge spiders 4=giant mutant cyborg intelligent spider
38 Area knee deep in water d4 1=swarm of horrible aquatic bugs 2=d4 giant leeches 3= swarm of biting fish or eels 4=mutant water constrictor snake
39 Large stagnant pool with reeds blocks area d4 1=d4 giant frogs 2=giant mutant dragonfly 3=giant snapping turtle 4=huge mutant fish
40 Mould releases spores if touched CON save to resist d4 1=choke to death in d4 rounds without aid or being moved out 2=hallucinations 3=save or develop symptoms of zombification rot 4=start to grow fungus on body lose INT point and 1 move a week unless treated
41 Large pack of wild dogs surround part and attack
42 Large solitary mutant predator like a sabre cat pounces at a straggler attempting to kill and drag away quickly by ambush
43 Giant bird or bad or bug swoops down from above trying to grab smallest person
44 Mutant animal abhuman tribe hunting and protecting territory strike from ambush d8 1=rat folk 2=cantoads folk 3=goanna folk 4=snake folk 5=cat folk 6=dog folk 7=rabbit folk 8=raven folk. Aim is to d4 1=drive you away 2=eat you 3=demand tribute payment or food 4=take slaves
45 Outlaw punk gang d4 1=seek slaves 2=hold up for loot 3=starving cannibals 4=murder for fun. d4 1=missiles from cover and height 2=hidden under dirt 3=block d4 directions 4=have a large angry mutant pet
46 Mutant gang swarm out of ruins and holes gibbering and starving
47 Cult gang in robes seek sacrifices and to keep non believers away from ritual place
48 Undead burst from ground and under rubble grasping hungrily
49 Mutant creature in a pit uses illusions of some one attractive in trouble to lure close
50 Tentacled horror drops down tentacles from above or underground
51 Partially buried ground car in good condition 1=creature lair 2=someones home 3=has a depleted atomic fuel cell 4=has baggage and skeletons inside
52 Opening or manhole cover to underground subway or sewers
53 Dead bodies swarming with flies d4 1=have loot but flies are a dangerous swarm 2=loot but corpses are diseased CON save 3=undead in ambush 4=land mine trap goes off if body disturbed
54 Carcass of large creature d4 1=tribal hunters are butchering it 2=several dangerous animals eating it hostile to intruders 3=swarm of tiny creatures devouring it 4=its mate nearby protecting it angrily
55 Sniper with good vantage point and escape routes d4 1=crazy lone survivalist 2=faction agent 3=gang member, shot alerts them to approach 4=android with energy weapon
56 Dropped weapon d4 1=spear 2=axe 3=empty musket 4=revolver with d6 bullets
57 Dropped backpack d4 1=food 2=lots of rope 3=looted scrap and junk 4=drugs and beer
58 Pristine stall or shack d4 1=icecream served by robot 2=magazines and newspapers now nest of creature 3=scrap dealer set up shop 4=pies or stew or beer sold by a mutant
59 Partly buried robot d4 1=valuable scrap 2=trapped but hostile 3=grateful for any aid 4=repairable condition or flat batteries
60 Huge contaminated pit strewn with junk d4 1=mutants worshipping drums of waste 2=large mutant bugs or worms 3=gang members searching rubble 4=huge creatures lair
61 Intact vending machine d4 1=operating 2=with coins and goods 3=chatty AI tries to sell you stuff or gamble 4=guarded by cultists as a sacred relic
62 Intact shop with loot and ancient goods
63 Scrap fortified building abandoned by settlers or gang in a hurry with some loot and parts
64 Crashed aircraft d4 1=pilot corpse with flight suit and survival pack 2=undead and baggage inside 3=mutant creature lair 4=skeletons and baggage inside and scrap
65 Truck with container d4 1=gang hideout 2=monster lair 3= full of crates of goods 4=remains of someones improvised home
66 Cultists chanting preparing a sacrifice with guards, pet beasts and fanatic suicide fighters
67 Recently collapsed wall reveals pristine ruin d6 1=gang exploring it 2=creature moved in 3=robot security 4=morlock's eating inhabitants 5=undead inside 6=sealed survivors separated from outside for generations
68 Huge mound of loose rubble difficult to climb without it collapsing with bits of scrap amongst trash
69 Street strewn with garbage with some useful scrap laying about
70 Upper stories of building sealed by collapsed lower ones look more intact
71 Androids d4 1=4 workers and a soldier on the move avoid trouble 2=3 soldiers on hunt to exterminate humans 3=6 workers, 2 soldiers and a brain seeking local androids to join
72 Security or police robot wants to know why you've broken curfew?
73 Drone follows party is spying for a faction or local boss
74 Robot vehicle d4 1=damaged but AI talks 2=crazy likes to run over people 3=has d4 police bots on patrol for armed troublemakers
75 Military robots d41=infantry bots sweeping area 2=damaged tank with AI and mostly out of ammo except for energy weapons 3=sniper bot killing dirty meatbags 4=infantry guard bots block street warn civilians area is nogo
76 One armed bandit robot d4 1=now a highwayman demanding coins 2=harasses you with offers of fun and cash 3=offers you drugs and vice 4=offers to take you to casino
77 Automated machine gun nest blocks passage in street
78 Servant robot trying to clean the street
79 Cyborgs offer you food and medicine if you come back to their bunker
80 Hologram of AI projected from a armoured turret d4 1=has a laser and is maintaining martial law 2=is lonely and offers to talk 3=will initiate trade for secret bunker dwellers 4=looking for helpers to deal with a problem
81 Are full of faction graffiti warning strangers from turf, older faction signs mostly covered or scratched out
82 Airburst from a propaganda mortar, brochures against some faction in the apocalypse war of the ancients d4 1=communists 2=gov anti propaganda warnings 3=martian independence 4=AI rights group FREE THE MACHINES NOW!
83 Idol of cult d8 1=mutant statue 2=demon idol 3=human purists 4=beast cult 5=AI space god 6=great old one 7=grey alien 8=machine cult
84 Skirmish between factions making area war zone
85 Missionaries from a faction here to convert the savable and exterminate the rest
86 Mutant animals rounding up humans, plan a kangaroo court to sentence kill and eat them
87 Holographic image in loop d4 1=news report from end times 2=warning to stay indoors 3=warning to deactivate your robots and androids 4=warning to take your anti necrovirus meds and to place dead bodies in bags for collection outside home
88 Corpses left as a sign to a factions enemies d6 1=Severed head on spikes 2=impaled bodies 3=crucified bodies 4=flailed human skin nailed to wall 5=blood and gore splatted from messy butchering 6=piles of charred human bones 7=remains of cannibals cooking a feast 8=severed hands, ear necklaces, collections of teeth or other body parts
89 Flags or banners of faction with guards protecting them and holding the road
90 Battlsuit infantry with unusual marking from a bunker watches street from a rooftop to protect secret entrance, will rain death on anyone poking near concealed secret entrance or might try to draw them away with some fire using jump jets to move away
91 Slave drivers using slaves to pick over ruins at gunpoint
92 Farming settlers tending crops, some on guard and alert for trouble
93 Gang of armed ferals having a party with music, beer and BBQ
94 Tribal camp with hunters cooking game and alert for trouble
95 Old prospectors digging in rubble, will scatter and take cover when notice strangers to protect their claim
96 Ground car and or several cycles operated by gang or faction on a murder spree patrol
97 Silver City Ranger patrol hunting a viscous gang welcome help
98 Morlocks desperately moving on surface in daylight with cattle (slave humans or eldren) and sacks of scrap, some have push carts
99 Warlord armed patrol hunting for gangs and checking [prospectors licences and claims
100 Adventurers d6 1=fresh but might try to rob wounded rival party 2=have some loot and might trade or be willing to cooperate 3=abusive rivals insist they have claims all round here 4=hostile and assume rivals are enemies
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