Showing posts with label arcology. Show all posts
Showing posts with label arcology. Show all posts
Wednesday, 20 May 2020
Terrible Campagn Ideas: 70s Doctor Who using Cthulhu
So watching lots of 70s and early 80s SF and DrWho and I did have FASA DrWho RPG from 80s long ago. Occurred to me Call of Cthulhu with a few mods or BRP could work pretty well. I would fistly gear the sanity table to make people flee or feint mostly. Im not so interested in real depctions of mental health more the way it is used in fiction. In the Silurian a miner who saw cave lizard folk when mad and drew palaeolithic cave art on hospital walls plus others just die of fear. Other episodes had people go mad and hide. Certainly plenty of risk ignoring scientists out there. So some precedents for fear and sanity and include heart attacks more for NPSs. Heart failure might be an option for permanent insanity.
d12 Temporary Sanity
1 Flee and keep running until pass out exhausted
2 Flee and hide somewhere till it is safe
3 Flee screaming
4 Flee screaming, roll to avoid an accident or hazard in hysterical flight
5 Scream hysterically pointing and unable to act meaningfully
6 Paralysed with fear unable to move
7 Feint unconscious CON roll or lasts longer than temporary
8 Drop to floor or cover and curl into foetal position muttering or play dead
9 Cowardy panic and risk others in furious flight
10 Make heroic but possibly suicidal risk to attack or seek a weapon
11 Stagger away, blackout and remember nothing
12 Stunned and fall, get up and flee
d12 Permanent Insanity
1 Phobia related to trauma if triggered companion feels fear and discomfort
2 Surender and cooperate with evil everything will be fine
3 Ignore everything strange and get on with life, there is a rational explanation
4 Now eyes open see aliens and plots everywhere and obsessively document them
5 Deal with any lesser evil to get rid of the worse threat, win at any cost
6 Tell everyone your story every chance. People must know the truth!
7 Escape at all costs and prepare for possible horrors in the future
8 Take suicidal risks to destroy enemy by most destructive means or join an organisation
9 Dedicated to living a quiet ordinary adventure free life at home
10 Haunted by strange dreams and flashbacks in waking hours, real events?
11 Drug abuse and self-harm to cope with the horror
12 Heart failure CON roll or fatal otherwise a d6 damage
So the first table is for characters and npcs who get shocked mostly by strange death and alien beings or psionic effects. The second is the sort of stuff that messes up NPCs for future prequel adventures. Some of these might reduce your lifespan or make it hard to have adventures without peers kidnapping you.
Don't really need a Cthulhu mythos score or SAN loss to be as common. Possibly recover from just rest/ It is mostly to torment mooks and npc's you meet and in all likelihood, they won't survive, especially in the gothic horror period who of Tom Baker. Possibly you might take min SAN loss from aliens after a while. I cant see books or san loss from information being relevant so SAN tables are mostly for seeing monsters or grisly mass murder.
Characters could all be timelords for the Celestial Intervention Agency or rebel timelords on the run with a tardis or one timelord a pc or npc and the rest mostly human assistants. The first Dr was a great NPC because he lied, tricked everyone just to see stuff and often was separated and spent hours in a palace while the companions had all the adventures and barley escaped and got Dr and tardis. I guess this is up to who runs it and what their idea of cannon is and the players. A UNIT campaign on Earth would be ok in a 70s version of the 80s that never were.
Types of Adventure
3rd Dr John Pertwee spent most adventures on earth at UNIT HQ trapped on earth and dealing with master making every adventure more complex and adding to episode count, It is a pretty sweet set up. Like X-Files but your get army guys who mostly just prove how hopeless humans are. UNIT does have good uses. Human science and madmen warmongering can make a story extend too. Alien invasion of the week is a good foundation. Possibly would dial blood up a bit to more Sam Peckinpah and rely on horror and investigation stories. I guess I would mostly feature scuffles, fistfights and some gun battles plus have mechanics to better facilitate those sneak up behind attacks that don't leave patients dealing with head trauma for life. Monsters need to KO people too so you can all wake up in prison in their base and hear all their plans.
Lots of visits to isolated utopias and locations with limited characters. Locals surviving and thriving is optional. Revisiting locations years later with new menace and descendants of last lot is good. Visiting someplace a few years or decades later with older friends is fun. At the end of an adventure, everybody left dead or unconscious is pretty cool too.
Quite a few adventures feature slimy tentacled things of course and revelations about the past and often use mythology rationalised in stories like classic mythos fiction. Image of the feudal is a favourite, creature in the pit (shoggoth), Metabelis psionic spiders, Power of Koll, Lots of aliens pushing cyborg and body replacement and mind control. I also like the biological tech of Axos and Xygons and many other races on the show have a history of using creepy looking organic machines and spaceships.
Obviously, you can have some fun with genre, locations and settings but I chose this era because it seemed more deadly and 3rd and 4th Doctors did feature fights, action, chases and mysteries so I might try one day. Possibly the SAN tables above could be used in a Hammer Horror type of setting also.
Anyway having first game with 3 players in meat space in 2 months and other game ppl still awol....of three games I was playing. So unlikely to try anything experimental or one-off in a hurry.
Wednesday, 11 March 2020
Gammaworld Goodies
After I got red Elmore dnd box set and among my friends, we had the older bx books and a purple box and we failed to notice many differences we were so high off the possibility. I went to the UK in 84 and at Hamley's London found the Gammaworlds Box Set. I failed to do any of my set homework I was so enchanted. In various regional game shops, I got all the modules and dm screen. My friends were a bit less enthused but we had a go and it was fun. It occupied lots of my imagination and Mad Max, Boy and His Dog and Damnation Alley and Escape from New York were films I loved.
I maintain this is the prettiest and best box set ever. While many love 1st ed the 2nd ed has what I think was TSR's best layout and art period. When I could only play 1 RPG when I got back into gaming about 2012 and had to choose dnd or this I wrote Planet Psychon.
Recently I started getting some modules from Drivethru to complete my collection and I intend to get most of it even later ed adventures. I also like the d20 hardbacks for trying to rationalise the setting, taking it seriously and being gonzo. My main issue with this ed it was a bit padded out. Hoping to get the monster book yet as I have Players and GM book. I also love Mutant Epoch, Darwins World and Iron Crowns Death Valley Free Prison (very mad max). Would like 2nd ed GM screen but might just settle for the PDF. I plunder all these Games using my Elfmaids&Octopi homebrew D&D and Planet Psychon.
MCC which came out well after Planet Psychon had some frightening similar ideas but was a disappointment. Lacked a world, monsters and lots of touches that made DCC amazing. I appreciate the modules and art but I would find some of the gonzo DCC adventures would work better (hollow earth one, purple planet etc.
Anomalous Subsurface Environment is one of my favorite settings and I ran It a year with S3 tacked on the end (which wasn't gonzo enough).
So here is a little wander down memory lane of these Products.
So the 1st has its charm I don't deny it. @nd ed brought in Elmore art and Illustrated every monster and is a well layed out game. Third version I might get as it has some OK ideas but is a broken game I find more complex but consider it a heroic effort. The box cover art is brilliant even though it made us want cyborgs which the rules did not cover (Mutant Epoch cyborgs are great).
So The 64 page rulebook from the day of simple and concise writing Is a gem. It has mutant characters and animals, monsters, robots, androids and cryptic alliances. The d20 version padded this into 4 or so books and struggled to fit in the original cryptic alliances. The 4th ed compatible DnD version I loath. Card gimmick where players can spend more than other players is an utterly repulsive WOTC shitstorm. Treated as a comedy short term gimmick game as a novelty from dnd. It was very silly, the wold lacked any point, it abandoned the lore and was played for laughs. I'm fine with the existing humour in the game and I prefer the grimdark sf dystopian humour of 2000ad comics.
Then theirIs the campaign map and adventure book. The city map could last a long time in play. The larger area with more detailed communities and factions offer even more play. Id says these two items are a year of play. There is a funny theatre AI that locks you in and tries to get your party to act. A lil bramble maze and a rooftop mutant vulture stronghold in detail to find on the character's trial of adulthood adventure. There are paragraph entries for interesting city locations to design yourself and a larger regional map with descriptions of towns and the continent map. The 1st ed or Dragon (?) presented a continent map showing Cryptic Alliances as nations. The adventure book goes on to conduct a campaign, status, adventure design and tables. I will totally run this as Planet Psychon.
Mechanically it is a DnD variant with MS instead of wisdom harking back to when Wisdom was really will power and piety (ad&d earning bonus spells). Wisdom has changed in every edition of d&d and currently, it is a mess (old wise folk are the most alert and observant?). You get a Hit Dice per Con point. Pure Strain Humans got d8 and interact with tech best. Others got a d6. Plants not available as players 2nd ed. The Con score vs intensity of radiation or poison was awesome. Status replaced weapons and basically as you climb in your cryptic alliance you get some benefits but most of my players were not interested in post-apocalypse civilisation they just wanted ruins, cool guns and blowing up stuff. I liked monster stat rolls presented which dnd should have done.
So the adventures I also have fond memories of. I will detail the first few here.
GW1 Legion of GoldThis is my favourite Gygax book. For the 1st edition, it builds a region around a town and sets players on various missions climaxing in the legion HQ. The towns offer examples of settlement building. The art include classic era TSR art crew like Otus & Diesel. The adventures in order are fighting a bug colony, shelters with glowing undead from Dog and his Boy and ancients who awake only to die from modern air. Dragon had an article about late humans had a Genetic Stabilisation Treatment that explains why pure humans are un mutatable and superhuman. A good fix. Then a marine base with androids and a sub ride. Then the Legion base. New monsters, the legion description and lots of oldschool cartridge gunpowder weapons familiar to modern humans. I used these for DnD for years. A brief description of various towns and two random treasure tables. Its a complete campaign is good for several sessions.
GW2 Famine in FargoYou start as village kids on a quest for adulthood. Boxed text creeps in here and a detailed hexcrawl. At some point, you get captured by Badders and escape their burrow. Why badger folk didn't get in dnd ill never know. So you find an automated chicken factory taken over by cyclops chickens with heat rays. The AI wants chickens killed (I sorta feel sorry for them) and a radioactive meteor affecting local crops for reactor fuel. It is a lot tighter and goal-oriented than GW1but it is lots of fun and has some humour with Badders worshipping a badger sports mascot and the chickens are awesome. I'd have them escape to be the local orcs. Tim Truman, Easly and Jim Holloway art. The party rewards include end of the crop failure and robots delivering meat from possibly sentient chickens. Lots of new monsters, robots and some mutations. Easily expanded or even merged into the box set adventure. Good campaign start before a major ruin.
Strangely the original GW1&2 i got recent years were in better condition than ones I bought from shops. I traded my set away in 85 to buy more cthulhu stuff and regretted it for years so I was happy to spring for another one when I had an income. My players were onto star frontiers, MERP and Cthulhu and lost interest in GW so trading it seemed ok at time. Anyway I got GW3 & 4 from drivethrough RPG.
GW3 The Cleansing War of Garik Blackhand
This has a setting based in a tribe in Yellowstone who have included many indigenous customs and dress. Has probably the best pregens with cards and portraits. Great horrible monsters and new tech. The adventure has you killing racists which never gets old. This feels quicker and I would like notes on using the park more. Map has lots of room for you to expand setting but I like the native folk killing genetic inbred scum vibe. SO lots of potential but a bit more would have been nice. Maybe that pro typesetting and more art and design was a step from the hyper dense older TSR.
GW4 The Mind Masters
At the time I thought this was a bit horrible. Players have a bit of a hexcrawl (not lots of detail) then find an ancient mental health facility run by an AI. You could stick it with any other area really which is good even in Pitzburke. So players lose lots of autonomy, suffer and some cannot use their abilities. Usually, a formula that sucks and annoys players. But now I think it is genius. You're a mutant you say? Tell me about your mother. The AI doesn't believe in stories of war, mutants or anything outside. So you get locked up, interrogated, explore the hospital and escape. The AI also sends you on simulated tests where you actually control android bodies and lack power. I've run this from memory in other game systems/genres. GM can have lots of fun running this.
I think the first two are the best adventures. A Pitzbuorke sourcebook detailing buildings and locations would be nice but I guess my patreon adventures and Pscyonnstuff would do that fine. GW2 could be stuck in these ruins also.
I did get the Treasures of the ancients book second hand with the map and a copy of Gamma Knights which lets you mod armour and use hardpoints on battlesuits and is also a gammaworld wargame. I like atomic battlesuits vs tanks, death machines, muskets and black powder cannon. Will get more - lots of fun ideas.
Also see my Gamma Aeon Book under downloads page or the gamma stuff page.
Friday, 31 January 2020
Necrovirus and You
I've used this as a term for my alien plague that creates undead in my various SF settings - my road war and planet psychon games. My whole idea for this came to writing a comic book series bible intending to do something 2000ad over the top with tech and zombies and cyberpunk and rival alien terraforming attacks. On Psychon undead are part of experimental future warfare when manpower was diminishing that went wrong. Most of what is here were as used in my Murder Highway setting.
A massive plague wiped out half the human race leaving infested survivors and uncontaminated peoples.
When in contact with plague by bite or scratch or aerosol there a chance of being infected
Severe contact such as infected blood transfusion or filling in a pit of rotten zombies is harder to resist. Surviving the plague even just a mild case results in you becoming a zombie. Various strains appeared later and someone may carry multiple types.
The first few cases appeared as the mars mission lost contact.
The early form just killed people dead leaving survivors possibly scarred or cosmetic effects.
It was later the dead arose and contact from these proved to be a more virile strain.
Necrotech incorporated operated massive mausoleums cryogenic facilities where patients in decline were frozen in some state of decline to be cured in the future. The company was supposed to invest in cures and longevity treatments but the freezers and private army and undead research proved too profitable. Various cults emerged also celebrating the apocalypse.
So in the wastelands as climate change and war and labour shortages gripped the world. New types of undead emerged while elites hid in quarantined VIP zones and used airship to link walled cities. Other bioplagues and mutations emerged too some interacting with the necrovirus. Then there was technology and undead leap that no one expected. When cyborgs were infected something new happened. The virus changed again and acted more intelligently and a nanotech carrier was developed and let loose. Machines and even structures became infected. Terrorists and rogue AIs resulted in numerous strains of hostile machine minds which were a further distraction. Lots of new security protocols kept human technology mostly human. As monsters, mutants, undead and rogue AI emerge more strange overlaps and phenomena occur as the world becomes more alien.
d12 Basic Undead
1 Standard Zombie - slow and stupid and silent
2 Fast Zombie - sneaky and faster, improved senses and door opening skills, noisy
3 Ghoul - screaming with teeth and claws and toxic venom, intelligent hunters
4 Glow Ghoul - radioactive ghouls, glow green and emit toxic rays
5 Revenant - regenerating with some memory and intellect, talk, use machines
6 Mutant Zombies already mutated then became zombies
7 Cyborg Zombied - animated cyborg soldiers and gang members, more resilient
8 Wight - more intelligent and cunning with soul draining chilling claws, scream with rage
9 Cyber Wight - as wights but they can interface into tech and jack into cars, focused
10 Ghast - more intelligent ghouls that reek of decay often quite a bit larger
11 Zombie Hulk - huge swollen monstrosity of a zombie
12 Ghoul Hulk - huge swollen monstrous brutal ghoul
Vampires and Lich are mostly rumours and speculation but later in war when aliens fighting get worse and more obvious, new stranger creatures appear. Numerous AI becomes aware of and debating what to do next.
When I had this stuff as part of a failed comic treatment for a bunch of corporate zombie hunters out to find why zombies are massing to attack corporate cryonics labs. I wrote this in about 91 and lots of the tech I thought up creeping into film FX now. Necrotech Elite Special Ops were sent to find the control source of zombies and have various bloodthirsty adventures with more and more alien weirdness. There were cybertech alien and mutant versions of various classic monsters. I never got to publish it or use as an RPG setting as I'm not a huge zombie fan but my murder highway BRP game and Psychon I kinda use these.
In my roadwar it's more like part of alien warfare but the human race has no ideas. As the campaign went on the team learned more and picked up clues and met new things. The setting was a slow apocalypse. There was massive depopulation, ruins, incredible wealth gulfs, AI, cyborgs, car murder motorsports, massive walled urban zones, corps. So undead was one of many problems including environmental change. aliens, mutants, triffids, cthulhu, satan and really anything else in the mix. These undead guys were a good setting element to cause trouble of make areas worse on death races and missions.
My original notes files on cd rom seem to not be readable by modern machines or files were possible from my amiga which I used through uni. Might be hardcopies with sketches.
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
Sunday, 13 October 2019
Psychon vs Broken Hill 3
So last session this trip
running 2 sessions a day for 3 sundays was fun
most players used my system quickly
accidentally made initiative system work well with up to 7 players
a few had kind words for effort ive put into setting and maps
found new typos and stuff to fix
decided to rejig Broken hill as first adventure pack for Psychon
So early session artist friend Cameron turned up to play - had not played dnd since highschool and new lots of tropes as they came up in a doodle recall drawing games over years for some reason.
Cyclops thief with big lips, jet skin and sour flavour with a spherical drone pet
Mutant hungry hero so bizzarre now nobody quite can imagine what he looks like
Horned pink thief with icecream flavour on mission from god of betrayal
Armoured warrior with a halberd and sonic riot cannon
While waiting for comrades in the party's shop in settled town met a prospector who offered a lead to a locked building to pay off his armour repair bill. So they marched down to the ruins, chased off some dingos and faced a giant tangerine and cyan striped winged bearded dragon (australian lizard not the dnd kind). It had a spicy chilli flavour and the party butchered it to make kitchen spices and leather as they did most life they met.
Found duralloy shutters and could read sighn of a tube station. The prospector went back to shop to tell any other party members who arrived what gang up to.
As descended heard some music and found video games and found vending machines they opened for coins. Found intact power room but left it and looted some shops for food and went down to the train level where music increased. Drone scouted ahead to see undead techno hippies raving on trains as they had for possibly hundreds of years powering their lights and ghetto blaster.
Horned thief Jericho went out to get their attention and the undead screamed and charged. He acrobaticly jumped on top of train drawing half to try and scrabble up while he danced about. Rest of party backed into stairs and began the fight as they identified the 15 dead as juju zombies which made them panic.
The tunnel stairs proved to be a meat grinder and the guys eventually pushed through back to the platform where Jericho was still dancing about till a zombie got up and chased him then a second. The cyclops jumped up and slipped drawing one of the zombies to attack him. Eventually they won with thanks to the increadibly good armour of the mutant and the warrior but even he was down to 3HP. So they looted lots of baggage for food, drugs, clothes then restored power. Used a toy printing vending machine to make a cool looking ray gun to intimidate people but had no batteries of course. Left music on as it had obviously kept people away for a long time and played with some addictive videogames and set up a electric fence. Over a few weeks got rest of party in to set up as a forward base in ruins and could drive their tracked car from town and into the shutters. Repurposed and fixed a florist shop robot and a "sarge" recruitment bot and a policeman desk sarge bot from a previous adventure as Jericho had become quite the robo hacker.
So rest of players arrived.
A priest of the god of betrayal
A green furry gnome who comes accross as a druid but more into arcane magic
A gun toting wizards specializing in summoning with his mini clone and snake companion
A new black and yellow skinned eldren with backward knees and huge feet, a member of the silver city rangers, a much loved vigelante group with his laser and machine interface spherical dronerunning 2 sessions a day for 3 sundays was fun
most players used my system quickly
accidentally made initiative system work well with up to 7 players
a few had kind words for effort ive put into setting and maps
found new typos and stuff to fix
decided to rejig Broken hill as first adventure pack for Psychon
So early session artist friend Cameron turned up to play - had not played dnd since highschool and new lots of tropes as they came up in a doodle recall drawing games over years for some reason.
Cyclops thief with big lips, jet skin and sour flavour with a spherical drone pet
Mutant hungry hero so bizzarre now nobody quite can imagine what he looks like
Horned pink thief with icecream flavour on mission from god of betrayal
Armoured warrior with a halberd and sonic riot cannon
While waiting for comrades in the party's shop in settled town met a prospector who offered a lead to a locked building to pay off his armour repair bill. So they marched down to the ruins, chased off some dingos and faced a giant tangerine and cyan striped winged bearded dragon (australian lizard not the dnd kind). It had a spicy chilli flavour and the party butchered it to make kitchen spices and leather as they did most life they met.
Found duralloy shutters and could read sighn of a tube station. The prospector went back to shop to tell any other party members who arrived what gang up to.
As descended heard some music and found video games and found vending machines they opened for coins. Found intact power room but left it and looted some shops for food and went down to the train level where music increased. Drone scouted ahead to see undead techno hippies raving on trains as they had for possibly hundreds of years powering their lights and ghetto blaster.
Horned thief Jericho went out to get their attention and the undead screamed and charged. He acrobaticly jumped on top of train drawing half to try and scrabble up while he danced about. Rest of party backed into stairs and began the fight as they identified the 15 dead as juju zombies which made them panic.
The tunnel stairs proved to be a meat grinder and the guys eventually pushed through back to the platform where Jericho was still dancing about till a zombie got up and chased him then a second. The cyclops jumped up and slipped drawing one of the zombies to attack him. Eventually they won with thanks to the increadibly good armour of the mutant and the warrior but even he was down to 3HP. So they looted lots of baggage for food, drugs, clothes then restored power. Used a toy printing vending machine to make a cool looking ray gun to intimidate people but had no batteries of course. Left music on as it had obviously kept people away for a long time and played with some addictive videogames and set up a electric fence. Over a few weeks got rest of party in to set up as a forward base in ruins and could drive their tracked car from town and into the shutters. Repurposed and fixed a florist shop robot and a "sarge" recruitment bot and a policeman desk sarge bot from a previous adventure as Jericho had become quite the robo hacker.
So rest of players arrived.
A priest of the god of betrayal
A green furry gnome who comes accross as a druid but more into arcane magic
A gun toting wizards specializing in summoning with his mini clone and snake companion
The cyclops rogue went home to look after his kids
Full party agreed the rail tunnels were more interesting than some pleasure bunker and hoped to find a tunnel entrance to their base in town so wanted to clear out tunnels. Began the march with the sneaking gnome and Jericho up front with the com drone.
Found a a machine head workers depot where gang was searching for scerap to fix vehicles and party mostly massacred all but one then sealed the manhole entry and cut off the ladder. Found lots of tools, scrap and a biodiesel generator the prisoner explained they turned corpses into fuel.
Moved south and found a junction. West way had a train wreck the gnome scouted and looted, the east had a metal high tech barricade and gate with gun ports which they were wary of. South the drone spotted glowing ghouls and the party found a ruined station haunted by ghouls which the evil priest controlled and sent to the barricade. Found a second bunch of rail worker ghouls the party evil priest turned on each other for fun and the wizards grumbled about the morality. Mostly full of scrap and some medical vending machines they hoped to claim later.
Back to the metal barrier the gnome turned into a bat and scouted the area and saw millitary androids with ray guns guarding the barrier and beyond that worker androids supervised by a thinker at a pristine station.Jericho aproached hands up despite nobody had heard of friendly wild androids. They lasered him badly and he realised he could die and fled while the wizard summoned albino wallabies to provide cover. Several wallabies exploded or turned to ash and the party decided to come back later.
Finally down south they found a mutant colony in the station closest to their town home. The warrior declared the mutants yield in the name of the warlord and mutants fled for their lives. Found a green translucent baby and fed it some mutagen babyfood parents were preparing and it grew a reptilian tail. Several tried to charm the crying baby but the jolly evil priest did the best job which upset the good wizard who didn't trust the priest of a betrayer god.
Found mutant art and idols and glowing rocks and Jericho was exposed when checking out the plant room full of glowing molten fuel cells. The party made it to the surface and saw last few mutants flee. The station entrance was well hidden but as several party members got new mutations the locations didn't really seem worth it
Went back to town of the warlord and went through the gate mutant beggars hung around and gave the baby to a frog headed antlered shaman who know the family and accepted party peace offering. Sold some loot and rested then back to their own ruin station base to plan assault on the androids.
Gnome invisibly planted a bomb by the gate and then cast invisibility again to flee. After the blast the gnome and the wizard summoned waves of poor mutant Australian animals who were exploded by lasers till the androids ray batteries dead. Heroes poured in and killed them but it was a slog and the androids were very good martial artists. They were joined by their fabulous dress wearing mutant priest friend who helped out with some healing.
Scouting ahead the workers were welding themselves inside the station and two military androids were in train cabin with hard cover. Wizard summoned animals into the cabin with them and the party charged in using the captured lasers with batteries from their stun guns they had captured earlier. Jericho got on train roof and when the front of train and cover mostly destroyed and one android dead, he jumped in and grabbed it's laser. Halberdier warrior got a few laser hits too and magic missiles helped.
Cut open station doors and killed through workers with crowbars to find the brain and warrior committing suicide (game time out). All celebrated the hard won battle and now they were running about with lasers and a vehicle they felt like big deals in the warlords domain.
Im back to Adelaide in few days. Spending few days with a new friend before i go and one last day of work. Started buying clothes and records as have most of my gaming want list killed. Also got all the oriental adventures box set and modules and gaslands coming soon.
Hopefully back in boring Adelaide my blogging and new game work will be forthcoming.
Tuesday, 8 October 2019
Second Psychon Session
So second game of my planet Psychon meets Gamma Oz Broken Hill. Was a con on so less players and things went faster easier (went from 3 early session to 7 by end last week).
So the original pair from Manna Hill, the mutant and the wizard got ready to head towards broken hill. The wizard had learned some new spells and the poor putant developed fly eyes and feeding parts to go with his transparent skull, insect wings, turtle shell, spurs, elongated arms and spiked club fist. He was keen to find new mutagens. Marched accross desert to Mingary a halfway campsite after a long tiring march. Mutants heart was glowing from exhaustion when in distance they saw a camp of tents and wagons. A camp of ferals, many mutants greeted them all had names like Sunshine, Kale, Greenleaf and Sunflower. As they were vegetarians and treated mutants well the lads relaxed and shared their marijuana ciggarettes from a ancient vending machine in the Olowry police station ruins. The mutant even had company for the night. A awkward mutant lass who liked grazing on saltbush. They all travelled next day to Cockburn (Coburn to more prissy locals). A larger town, more unfriendly with two pubs! The ferals let the mutant ride in their wagon as he looked tired while wizard on his flightless riding bat was fine.
The chatted to some kids about ruins their parents said to avoid and heard of a warehouse and a odd industrial building. Mutant stayed night with settlers hoping to get farmland in broken hill. During the night rednecks and police came to search the settlers and the mutant calmed the hotheads and the police a bit and the elders were grateful and invited him to visit when they had a farm. The wizard had a bath and got a private room in the merchant inn as the other in was for biker gangs prolific in the area. Next morning they visited the industrial ruin and saw it very lifeless. Inside they found sacks of human clothes from farmers, children, gang colours obviously collected over a long time, over a hundred outfits. Found ag robot scraps, looted offices, robot junk and another room of clothing. A drone was spotted watching them and the mutant shot it with his crossbow.
The mutant went about turning a robot head into a helmet when a battered old worker android tried to catch the wizard by surprise. Both beat the robot up and its slimy fluids and ropy goop was splattered everywhere. Took stars down and found a machine that made a fresh tougher android they battled and the wizard summoned mutant wallabies to help. As the rested they blocked the door with a duralloy cyborg femur found in earlier adventure. While the mutant snacked on food his wizard friend "loaned" him again something pounded on the door. The mutant set up a deadfall and a crossbow trap and the wizard pulled out the cyborg bone door bar with a string. The android staggered in and while distracted by the deadfall was ambushed and did not last long. Found a secret door into a pristine white corridoor with a security door. Left it and explored a webbed section and battled a cyborg spider with a grenaide launcher which in fight accidently blasted itself while wizard summoned giant funnelweb spiders. The spider lair had a good cache of tech including a box of explosives and a detonator. So they blew the security door open.
Here they battled a war android and took its sonic blaster which liquified poor summoned lizards. Then they destroyed a door with the gun and battled a egotistical brain bork with delusions of godhood. The brought a merchant in to loot the place who filled a wagonload. Wizard bought a talking snake with a beard and a pointy hat. The mutant bought a wagon pulled by a giant koala and a sex android. Both felt rich and travelled with the merchants to broken hill.
Here they sold lots of treasures and made enough to buy a 2 story shack in merchant street and opened a shop selling gunpowder and armour and drugs. They were invited to see the warlord which is always a warlord but turned out her gave them a charter to supply his armoury and to supply their business with enough raw materials they could sell the leftovers. After a week they found guards hung around their store and locals were slightly fearful of the party status.
So we had a break and more players dropped in. I was happy with attendance as their was a con on same day.
So a pink gnome gunsmith asked for a job. He was a jerk who tasted of exhaust fumes but he was welcome. One of mercenaries who was in the raid on the Olowry cop shop joined them keen to loot greater city ruins. He was a pinkskinned freak with a face on his chest in scrap plate armour and a halberd. Mutant had found a journal detailing a black lab and had found a ID card of a scientist previously for the same lab. So all were keen to go loot the joint.
Marched from the barricaded warlord township of Silver City through the ruins being settled and the mutant chased and ate a stray dog. Met the settlers he stayed with in Cockburn and chatted a bit. Eventually crossed into the feral ruins outside the Warlords domain. Spotted a bandit gang ambush led by a Ned Kelly like bucket headed boss. As three bandits shot muskets the boss and his second charged with bayonets. The party shot the charging men dead then chased and caught the two remaining ones who cried for mercy claiming the boss forced them. After a debate over selling as slaves, handing in for bounties or setting free (while the mutant ate the dead leader), the party decided to keep two as pack animals. The warrior even gave them sticks for defence and tied their wrists and necks and attached both to his belt. The mutant skinned and butchered the corpses for snacks later as he was always hungry.
Shortly after they spied a giant redback spider as big as a compact car but it could not bite through the mutants armour and plastron shell. The party chopped it to bits and found two egg sacks and a webbed corpse with some bullets and silver coins. Mutant dipped icecream flavoured bandit flesh into the mushroom spider gut goop. Could use some fermenting but good. A chimera attacked from the air and was quite a menace. Wizard summoned eagles to fight it which slowed the killing machine down but then it chased the wizard into a hole where he hid while others finished the beast. The corpse was too badly damaged to sell intact so mutant butchered it and ate some and noticed it was a surgical construct with different flavoured bits. The gnome offered his healing suppositorie which was a awkward moment. They found the biotech corp building the lab was under and found a mine field. Salvaged several mines and marked a safe route inside.
It was mostly burned out but in basement found secret elevator. Down they went into the deep deep sub level. Invited into a bright chamber with four twin machinegun turrets and a vault door. A voice requester ID and they showed the doctor pass. The were directed into a concrete bay and told to strip and place all belongings in provided biohazzard drums.
Adventurers surrender! Unlikley. The mutant rubbed on his strength ointment and injected another strength drug and punched down the secure doors. There was a room with four cells. So they jerked about arguing til a door opened and a dozen ancient infantry in nbc suits with light auto rifles came in to kill them but a sleep spell nobbled most of them. And the warrior and mutant destroyed the last few. Ancients sure were mostly weak. They grabbed guns and sidearms and the wizard and gnome argued over if they should kill or capture the sleeping men. The gnome kept throat slitting throats all through the debate but good wizard saved 2 out of 8. Party put on nbc suits as best they could as they had been threatened with radiation and gas when asked to strip earlier.
My alignment system of oaths and rewards has been great for in play fights and im hoping for a dramatic tpk next game from these fueds. Actually some players ended up sharing with kin as oaths and decided party were closest they had so not all bad.
The mutant lifted the tech savvy gnome to the cell window shutters to inspect the occupants. The first two were base soldiers on discipline charges in handcuffs so they put surviving prisoners inside with them. The next cell had a pretty man in a white body suit who awoke when addressed and explained he was a service android. The party seemed sure that such a android in a cell was probably a killer virused one. The androids plea it could not harm a human was ignored. The next one was a scientist from a rival black lab who offered to show his home base and help them kill this lab and steal it's treasures. He was kinda creepy but party freed him and gave him a rifle and a pistol.
Another door punched down into a artificial habitat with boring ancient small critters. A door int the hab opened and a metal scaled bull entered paralysing the mutant and warrior and his two bandit slaves. Wizard summoned wombat lizards and the gnome blasted magic missiles finishing it but it was scary. Mutant recovered and butchered it and found it was a surgical construct again. Went through three labs with creatures in tubes including a dropbear cyborg lab. Tried to turn off a pod to kill the most developed one but it awoke and burst free requiring a killing. Last lab had psychotronic lab that bombarded them with communist propaganda. Most of the party was effected but only the wizard understood the dogma in ancient but the affected followed his lead as obvious commissar. A brief fight broke out and wizard summoned monsters which ate the scientist while the gnome wrecked the machinery and party snapped out of control over a few rounds. The wizard decided he liked this communism stuff and as he was good found it compatible with his urges to help and share with the common folk.
Finally they burst into the control room and while the warrior and mutant faught the surprisingly tough commander the wizard and gnome shot the console technicians. The gnome hacked the system which resisted but he gassed and irradiated the remaining base scientists, techs and soldiers barricading themselves in the cafeteria. The computer did activate the self destruct that the gnome delayed a bit so party went on quick looting spree and got a groundcar out of the motor pool and to the surface before the base was destroyed.
Drove home in style and Warlord thanked them for the shiny new car and guns but gave them a older battered gun carrier.
During the level up the mutant developed croc jaws and learned martial arts to get a extra unarmed attack. The chaotic evil warrior gained a oath to give enemies slow painful deaths sure to create a fight in the future.
One more session next week with probably more players.
Thursday, 29 August 2019
Epsilon City for Planet Psychon
Epsilon City is an ambitious expansion for their edition of Metamorphosis Alpha. There have not been many things for this game come out. There is a module about generating circular houses for outside cities from another publisher I recommend and Chadd reminded me of wizardawn deckplan maker. Goodman Games did a oversized edition of metamorphasis alpha and all the magazine content and other oddments which i have. They did some new modules too that i missed. A KS with troll lords and Jim Ward in production mapping the whole ship.
Ive done quite a few space hulk exploration games and gamma world urban design. I love fallout games too. So when i heard about this I was exited. Was too poor to get and i missed the treasure box of modules too. I got PDF of this on sale but print ed has lots of charm and readability.
Of everything of late i have got this is the one i wanna play the most. A ruined city of a 50 mile wide generation starship lost and ruined. Mutants androids robots wild animals and plants over a huge area. Amazing quality ez to read simple layout. Well illustrated oldschool style. Fold out maps and amusing stuff. For metamorphosis alpha but gammaworld or mcc or darwins world or mutant epoch would love it. I'm using it with planet psychon so AI priesthoods will work well with wolfoid human history cults.
I wish it had a book of tables for making content for exploring and encounters but adventures and complexes with a thousand crazy wolf folk inside are great. A adventure book, a cyborg book and the big red pleather gold foil spiral bound book an inside what must be the toughest game boxes ever. Like old photographic lith film boxes or better.
The big book details mostly the major wolfoid complexes, their culture gained from historic theme parks and mad AI. There is a lot of fun opportunities for fights and talking to deluded pups. A few of my players interested. So not sure if i will use as is. Possibly might end up dingoids in my Broken Hill. Has lots of funny stuff that meets my ideas of amusing. I might start all as either tribals
Troll Lords and and Mr Ward making a big fat book with whole ship mapped is the no1 product I want now. Iv'e always liked ruins and wrecked ships in reality and fiction. Pandorum one of my favorite films, Aldiss book "Non Stop" is also a fave with similar ideas. I like that it fits into Gammaworld too and I had a second incomplete ship in orbit in my game. I still have lots to read but Im very pleased with this product which ranks as one of my top10 post TSR products.
Saturday, 13 July 2019
d100 Things Found Digging Holes on Psychon
Planet Psychon where the gods just create ruined ancient civilisations at a whim, where echoes of old memory banks are brought to life and all kinds of forgotten crap gets buried during regular terraforming.
d10 How Buried?1 Semi exposed by wind or water erosion
2 Partly exposed by collapsing earth recently
3 Partly excavated then abandoned by diggers
4 Mounds everywhere of treasure seekers excavations in area
5 Exposed ancient trash heap
6 Crumbling rubble of ancient civilization
7 Mine or burrow tunnel
8 Crater from weapon detonation or meteor
9 Covered in biological material
10 Covered in pool of sludge 1in6 toxic or radioactive
d100 Things Found Digging Holes on Psychon
01 Part of a sleeping kaiju's body
02 A concrete structure, part of a bunker
03 Pipes leading into infrastructure tunnels
04 Entrance into sub train tunnels for service or station
05 Piles of costumes, from a store or landfill of terrible outfits never sold
06 Crashed saucer with remains of alien corpses
07 Landfill of unpopular video game cartridges
08 Bundles of cables 1in6 with live current
09 Drums of toxic waste
10 A warhead left from a great war 1=atomic 2=chemical 3=biological 4=psychotronic
11 Hundreds of bags of narcotics in trunks or inside stuffed toys
12 Cryonic pods full of cloned transplant organs
13 Cryonic pods with people d4 1=criminals 2=survivors 3=infected undead 4=corpses
14 Hundreds of skeletons form a mass grave
15 Remain of a temple of a long forgotten AI god
16 Trunks of long live military ration packs
17 Ammunition for some type of firearm but no weapons
18 Thousands of leaking ruined batteries (acidic or radioactive or flamable)
19 Remains of a water bore pump house
20 Huge fuel tank of pressurised flammable stuff
21 Robot scrap graveyard, possibly might disturb something
22 Android body part dump, might be able to repair some d4 1=virused hostile 2=virused but not hostile yet 3=defective and dangerous 4=servile but vulnerable to virus
23 Thousands of eggs
24 Hundreds of petrified dinosaur bones from a ancient museum
25 Remains of a art gallery with mostly ruined artworks
26 Several vehicles long sealed in section of tunnel or car park
27 Large boat some sections intact
28 Remains of a shack with bodies of inhabitants trapped inside
29 Tomb of ancient seated on throne with weapons and artwork with murals inside
30 Thousands of empty drink bottles or beer cans
31 Long buried strange vegetation that begins to awaken in sunlight
32 Pulsating tissue of mutant flesh that has been growing in depths
33 Remains of teleporter station possibly working
34 Crashed airliner or airship remains full of baggage and skeletons
35 Crashed spacecraft with intact pods of astronauts inside
36 Remain of emergency bioplague clinic with undead trapped for aeons
37 Remains of huge war mech, AI damaged but intact but body only good for scrap
38 Psychotronic antenna array, if tampered starts broadcasting d4 1=war propaganda 2=hallucinations 3=homicidal berserker rage 4=collective dream reality
39 Thousands of hamburgers and hotdogs seemingly perfectly preserved and edible
40 Medical waste dump of hospital linen, body parts, needles, drug containers, etc
41 Thousands of packets of cigarettes
42 Furry cartoon animal androids from a theme park in bags, activated if sun reaches solar cells
43 Thousands of body bags from plague years
44 Remains of a damaged contaminated power plant (asbestos, radiation, chemicals)
45 Thousands of mobile phones, all start ringing when exposed to sun
46 Landfill of android toys, start reviving and moving about after exposed, possibly virased and hostile
47 Piles of mining equipment and tools long buried
48 Ancient freezer warehouse complex
49 Warehouse super store with gigantic passages and degenerate descendants of staff scuttling in halls
50 Submarine with remains of dead crew inside and 1in6 chance of a d12 nuclear missiles
51 Crashed bomber with d12 cruise missiles each with a deranged AI sure there is a war on
52 Remains of old ruin with occult ritual pariphenalia, gaot skulls, candles and old books
53 Remains of a library with shelves of books inhabited by d4 1=librarian bot 2=killer androids 3=well read morlock survivors 4=mutant animal life
54 Fast food resteraunt inhabited by d4 1=undead staff 2=android staff 3=mutant animals 4=cultists trying to re create this ancient temple and religion
55 Wizards tower with a lich inside still working on a book, unaware has been buried
56 School complex with d4 1=feral albino youth gangs 2=robot teachers and truant officer bots desperate for students to bully 3=cult living like 50s highschool and perform musical numbers constantly 4=mutant animals recreating human civilisation with robot teachers
57 Greenhouse complex full of mutant plants
58 Fragment of a fallen orbital or asteroid hab that survived re-entry
59 Thousands of sealed coffins in mortuary freezer complex, all tainted by necrovirus and potential undead
60 Hospital complex crawling with undead and robots
61 Giant ant nest of intelligent ant folk who mostly grow fungus and have not seen surface for ages
62 Millions of giant disgusting worms
63 Burrow complex of mutant megafauna
64 Burrow complex of humanoid animal mutant species
65 Thousands of comic books, possibly a collector cult would value these historic documents
66 Trailer truck loaded with d4 1=vending machines 2=virused killer androids 3=undead corpses in bodybags 4=cigarettes and beer
67 Underground cave complex with ecosystem of fungus and albinos
68 Dinosaur theme park of android dinosaurs all virused and hostile
69 Signal beacon starts flashing calls d4 1=AI god 2=targets a missile 3=summons cultists from distant temple 4=awakens killer robots who converge here
70 Sports stadium where albino mutant gladiators battle
71 Thousands of candy bars and packaged snack cakes
72 Train wreck with baggage a human remains d4 1=undead 2=mutant creature 3=killer android 4=morlock clan
73 Beautiful underground pleasure garden with gormless eloi, morlock masters in secret observation area monitor their food supply
74 Broken time machine from past with dead crew and possibly a ancient in a cryonic pod
75 Gigantic and edible giant mutant tubers
76 Corpse of a gigantic humanoid
77 Crumbling ruins of office complex d4 1=undead in suits 2=mutant colony 3=mutant animals 4=service robots keeping place tidy
78 Remains of a missile silo complex with intact AI d4 1=doomsday cultists 2=undead soldiers 3=mutant survivors 4=mutant animals
79 Dungeon comples fitted as a prison with torture chambers. Inhabited by variety of monsters and inhabitants roaming about of in lairs guarding treasure caches
80 Huge statue of some ancient god or corporate mascot
81 Remains of old millitary barracks d4 1=undead soldiers 2=security robots 3=mutant survivors 4=mutant animals
82 Synthetics decommissioning centre with bagged robots and androids, sunlight will re awaken some who fear termination and have become deranges
83 Bowling alley with cultists and androids servicing this "temple" of the ancients
84 Bus depot with wrecked vehicles and terminal building full of baggage and corpses d4 1=undead 2=feral cannibal gang 3=mutant animal 4=secret base of a local faction
85 Huge robotic head, no idea what happened to body, promises is a good guy just help it get body back
86 Brain depository with brains in storage vats, can be communicated with by control panels, many insane or unaware of world outside
87 Green slime bubbling out and spreading from some massive underworld reservoir
88 Underground mushroom farm overgrown with mutants tended by robots and mushroom folk
89 Bubbling lava and smoke from a volcanic vent
90 Geothermal heated bubbling mud from deep in the earth
91 Heated spring water, only slightly radioactive with colourful calcium formations in a delightful underground grotto
92 Theme park ride tunnel with surreal world inside populated by singing androids
93 Underground cave system inhabited by civilised beast folk shocked by hideous mutants from the outside
94 Rusted bunker complex overgrown with fleshy growths and tentacled hideous oversexed plague carrying mutants
95 Android settlement serving a AI brain hiding from humans
96 Cave system with macroscopic life forms oozing and pulsing, hungry and hostile
97 Mutant albino redneck colony want new lovers or food or both
98 Ancient sex shop full of strange devices, video booths and killer androids roam with strange weapons, vindictive to humans who exploited them
99 Alien base in hiding, stranded here hoping to contact peers for rescue and/or destruction of this horrible planet
100 Cyborg base ruled by AI, always welcome fresh meat and offers super powers for free no catch, honest
Subscribe to:
Posts (Atom)






