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THIS SHIT IS NOT FINISHED.

1 2 THE DEAD NORTH

New Cascadia, 300 years after the Fall…

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The Dead North is a hexcrawling adventure set in the lush forests and ruins of the Cascadian biosphere, after a world ending cataclysm simply known as ‘The Fall’, unleashed a nuclear and environmental hell on Earth. This adventure uses Ruinations: Post-Apocalyptic Roleplaying [https://www.docdroid.net/FrxCKOl/ruinations.pdf.html] as it’s game system. However, most OSR retroclones should suffice with little modification needed. Treasure is different after the apocalypse; people do not value jewels or gold as highly as they once did. They look for useful, rare and unique items. Divide XP equally among players based off the total sum in rare artifacts, unique weapons and valuable items discovered while adventuring. “Valuable” is of course subjective and it is the discretion of the Referee to determine what constitutes such. Item values that, in particular, qualify as XP gain have been [highlighted]. The Referee is encouraged to read through the hex encounters to get an idea for potential scenarios and flesh out the details accordingly. The author strongly suggests the tools found at [http://wizardawn.and-mag.com/rpg_apoc.php] to aid in stocking the wasteland with random items while scavenging.

3 Hexcrawling Rules

· 1 Hex = 5 Miles

Rate of Travel:

· Ruins: 4 hours · Forest: 3 hours · Mountain: 4 hours · Grassland: 2 hours · Desert: 2 hours · Swamp: 4 hours

When the adventurers enter a new hex, the Referee must check to see if there is a described encounter. If there is, then the Referee presents it to the group, automatically assuming that they have stumbled across the object or person of interest. While some encounters contain secrets (which are later revealed through searching), the encounters themselves are automatic, and should be presented to the players. If there is no description for the hex, roll 1d4. The result tells you how many hexes they can go through before they have a random weather or enemy encounter. Reaching a described encounter before hitting this number resets it.

4 RANDOM Enemy ENCOUNTERS

Roll 1d12: 1. Marauders (#1d6, AC 14, HP 12, HD 2, MV 120', pistol 1d6, ML 10) Human raiders hellbent on terror, theft and murder.

2. Sentry Bot (#1, AC 18, HP 40, HD 6, MV 150', laser 1d10, ML 12) An Old-World war machine of a long dead government.

3. Ferals (#1d6, AC 12, HP 10, HD 2, MV 120', bite+claw 1d4/1d6, ML 9) Human beings turned sickly and savage by onset radiation.

4. Mega-Moth (#1d3 AC 14, HP 16, HD 2, MV 120', SP flight 60’; Banshee Shriek (Mutation #47-48), bite 1d4, ML8) Giant mutated moths who can attack with a mental ‘shriek’ that stuns enemies.

5. Mansquito (#1d3, AC 14, HP 20, HD 3, MV 120', spear 1d6, SP Bloodsuck (save vs Stun) 1d6, ML 12) Mosquito people who feed off the blood of the living with their proboscis.

6. Fungella (#1d4, AC 12, HP 14, HD 3, MV 60', SP spore-burst (save vs Gas) 2d6, ML 8) Women that have been completely overtaken by a parasitic fungus and driven mad. Strangely, males have proven immunity to this.

7. Gamma Ghoul (#1, AC 16, HP 26, HD 6, MV 120', claw 1d6, SP Optic Emission (Mutation #37-38), ML 10) A highly irradiated Feral capable of projecting blasts of radiation.

5 8. Spidergoat (#1d3, AC 14, HP 16, HD 4, MV 120', bite 1d6 (save vs Poison or be paralyzed for 1d4 rounds), ML 12) Half spider. Half goat. The stuff of nightmares.

9. Tribal Frogmen (#1d4, AC 12, HP 16, HD 4, MVt 180', SP jump 30’, fishing spears 1d6+1, ML 8) Savage, mutated frog-people with small pocket villages. Speak in a horrid croaking tongue.

10. Brainplant (#1d4, AC 12, HP 12, HD 2, MV 0', vine-whip 1d3, SP Mind Control (save vs Stun or attack nearest ally) ML 12) A fern-like plant with a human brain at it’s center. Able to grab with it’s vines.

11. Android (#1, AC 16, HP 30, HD 5, MV 180', laser rifle 1d10, ML 12) Machines once built to perform myriad tasks. Some have gained semi-sentience and grown to hate humankind.

12. O.R.C. (#2, AC 16, HP 20, HD 4, MV 120', warhammer 1d10, ML 10) The Ordinance/Response Commando, a pre-fall government experiment grown in labs among the wasteland.

Refer to the Ruinations rulebook for any mutation details.

6 Random WEATHER EVENTS

Roll 1d8: 1. Glowstorm: Violent radiation storms swept in from the contaminated zones. If exposed, save vs Radiation or take 1d6 DAM and -1 STR a day until cured. Lasts 1d3 hours. 2. Hardrain: An inexplicable torrent of metal shrapnel and rock. If exposed, take 1d6 DAM per hour.) Lasts 1d4 hours. 3. Acidic Rain: Rainfall polluted with sulfuric acid. If exposed, save vs Poison every hour or take 1d8 damage. Lasts 1d6 hours. 4. Starfall: Thousands of tiny, illuminated particles fall from the sky. If exposed, save vs Blindness or lose vision for 1d6 hours. Lasts 1 hour. 5. Bigdust: An impossibly vast dust storm, enveloping all it violently blows past. Highest Bushcraft skill rolls successfully or the party becomes lost. Lasts 2 hours. 6. Wetburst: Rain and wind powerfully funneled down from the storm clouds above. Creates winds so strong movement is stifled. -4 miles rate of travel per hex. 7. Fish Rain: Fish! Swept from oceans and lakes and raining from the sky! Smells awful. Fish have a 1-in-6 chance of being radioactive. Lasts 1 hour. 8. Heavy Rainfall: Beautiful and serene, but difficult to travel in. Lasts 1d6 hours. -1 mile rate of travel per hex.

7 SETTLEMENTS OF NOTE:

· CURTAIN FALLS: Built upon the ruins of an Old-World city, it is the beacon of civilization in the Dead North. Populated by over a thousand denizens, the town contains shops, inns, physicians, tinkerers, rare goods dealers, clothiers, food vendors and much more. If you want it, you can probably find it. Humankind and the Sullied coexist relatively peacefully here. Flowing through it’s center is a (usually) clean river, originating at The Curtain and flowing south. Only three steel bridges of the original seven remain standing, running east and west: · The northernmost bridge, Saint Row, is a shanty town and marketplace sprawling from one end to the other, comprised of nomads, criminals, vendors and the destitute. It is alive with activity. In the center of this all is a four story tower composed of railcars, trailers and buses; headquarters of ‘Big Man,’ a powerful figure who runs things around Saint Row. Below the bridge, on the eastern bank, is a smaller marketplace and large vagabond camp. Hand-cranked elevators provide easy travel from here to the top. Saint Row is largely autonomous and seldom meddled with by the rest of Curtain Falls. It is a good place to find opportune, shady work. · The middle bridge, nicknamed The Broad, is pedestrian and has a variety of simple vendors, music and entertainment running along it. · The southernmost bridge, Burner Bridge, functions as a local guard lookout point. Snipers, gifted Sullied and armed guards watch with keen eyes and have a sprawling view of the surrounding area. No true government runs Curtain Falls, though a semi-rotating legal council (based largely on Meritocracy) will head large projects, as well as hear any grievances or sentence due punishment on the guilty. Armed guards, identified by their matching yellow face-bananas, patrol the streets. Typically paid for by local merchants, they are more interested in protecting property than people.

· EVE: A clandestine, forested community that consists of sprawling tree-houses built into and on the massive Redwood trees to the east. The village consists of clans who coexist under the banner of the Troika (three elders from the 3 largest clans) and get by on hunting, foraging and crafting. It's population is small (around 200) and largely human, though a few Sullied co-exist among them. Culturally, they share a sentiment of fear and hatred to Old-World technology, due to the shared knowledge

8 that it helped aid in The Fall; advanced technology is not welcome within the borders. Eve has no inns for rest as visitors are not common, but does have a local pub and a few shops, mostly for food and simple equipment. They are cautious and reserved, but kind, and will happily trade with peaceful outsiders.

· BLACKRIDGE: A harsh city in the south built upon the ruins of an Old-World industrial area. Gas lights, sputtering neon and re-purposed propellers fill it’s skyline. Run by a disfigured warlord, Krakiss, and his devoted warriors dubbed the New Sun. They keep slaves, most often preferring to kidnap genetically useful Sullied from their community of Moonblight to the north. However, an abolitionist revolution is brewing. Whispers in bars and on the streets will lead adventurers to the resistance, The Finn, who will happily take on anyone willing to fight for the cause. They are not foolish however, and one will need to prove their sincerity... The citizens pride themselves on Blackridge’s monopoly of new firearm and ammunition creation, as well as their ability to somewhat restore Old-World machinery, such as vehicles and construction equipment. Blackridge operates the only train still in existence, which runs north and south on derelict tracks for roughly 15 miles. A mine directly east is the source of much, if not all, of the necessary materials used in the production of their crafts. The city has gun-shops, vendors, inns, entertainment and other basic providers like Curtain Falls, though the atmosphere is darker and much less inviting.

· THE TRAIN: Fair trade [or 50§] will provide passage South to Blackridge from Moonblight (or vice-versa). The train is a tiny town in itself, powered by engines at both ends. Travel between cars is done via step-ladders to the roof and small, arching steel platforms connect each. Atop each car is a guard and mounted gatling gun (Armor 14, HP 16, HD 3, Movement 120', gatling gun 5d12; dagger 1d4, Morale 11). One car is full of vegetable gardens and simple water purifiers, another a tightly packed room with hard bunk-beds and footlockers. A social car containing gambling, music, and a bar is always well populated, and another car is a storage room, with a lax guard willing to sell goods (at 20% markup of course). The middle car is locked however, and contains coal, quartz, copper and other assorted ore. Per journey south, there is a 3-in-6 chance that kidnapped Sullied slaves are being held inside.

· DEADLINE: A shanty-town of sorts composed entirely of derelict ships, rafts, and docks moored together by hundreds of ropes, bridges and zip-lines. It is nearly a

9 mile in diameter and the whole of it floats roughly 1 mile offshore from Curtain Falls. A large, crooked and rusted battleship is centered in the middle, teeming with a robust and massive garden. The people of Deadline are seafaring by nature, many making a living off fishing or artifact hunting in the corroding buildings deep below. Pubs, inns and shops are abound, with an impressive rotating market floating in an open area at the west side of Deadline. At night, the city glows with thousands of strung lights, powered no doubt by the battleship's generators. Barges and boats offer transport to and from the Curtain Fall docks for fair trade [20§]. Many citizens talk about Deadlines not-so-secret: it rests above an Old- World hatch on a large mountain rising from the ocean bed. Since it’s discovery, it has never been successfully opened.

· THE UNREST [8-7, 9-7, 10-6, 11-7, 12-6] and MOONBLIGHT: A large, radioactive zone spanning roughly 25 miles. Filled with unexplored ruins and oddities. Adventurers require either protective gear or some other radiation defense to safely travel inside it, lest they be hit with immediate radiation damage (a saving throw will not help). A small Sullied village named Moonblight is happy to trade with friendly outsiders, though many will be wary of strangers. Local talk is, many Sullied have gone missing these past few years, always around the time black smoke rises from the south (the Train). Their village is fully autonomous, with no leaders or political hierarchy. Two miles south of Moonblight, out of the immediate danger of the radiation, is a decrepit but running train depot with an odd, grim old man sitting behind the counter. In 1d6 hours, the Train will appear.

10 HEX ENCOUNTERS:

2-4 Left largely untouched since the fall, what was one an Old-World zoo has become it’s own contained ecosystem, unmolested by men. Predator and prey, some never once enemies before the fall, thrive in this lush forested jungle.

2-6 A few thin trees surround a 30’ wide, 20’ deep pool. Six bodies are floating mere inches from the surface, each with an ankle chained to the concrete and rebar covering the floor. Some appear more decomposed than others. Anyone swimming closer below to inspect will find a small opening, big enough for one average sized person at a time to fit through. It leads to a water-filled, 30’x30’ bombshelter, with a crate containing 3 grenades, a full car battery [200§], a plastic gas can with 20 quarts of gasoline [600§] and a rifle, broken beyond repair (but with a perfectly usable scope.)

2-7 Sand eaten poles are set into the desert floor, roughly 50' apart. Each has worn chain or rope hanging from it. These are lifelines to hang on to should the Bigdust roll in. A few arid, long dead skeletons remain half buried in the sand. A PC digging near the base of one of these poles will find a leather satchel containing one clean bottle of water and an ornate Revolver [d8, 200§] containing 5 rounds of ammunition. “Zoe" is etched into the barrel.

3-3 A large submarine rests here, butted against the dense jungle shore and half submerged. Its hatch is sealed from the inside. Inside, the crew's remaining descendants (#3, Armor 12, HP 18, HD 3, Movement 120', bite+claw 1d6/1d4, Morale 12) have devolved into maddened cannibals. Three are left, whispering codes (6-1-4-1-1-9-8-5) in the dark. A skeletal corpse in a Captain's uniform sits propped upright, surrounded by a small shrine of fish and human bones, bullets [8 bolt-rifle, 5 compact pistol] and Old-World trinkets. At the front end of the sub is an archaic computer console, it’s display flickering. Entry of the numbers opens 3 round hatches along the wall; two are empty and one contains an active torpedo [1200§]

11 3-7 Harshlands Camp.

4-1 As players enter this area, the air becomes a thick swirling cloud as the massive toadstools in this fungal forest project their spores into the air. It is eerily quiet here. Any character spending more than 10 minutes in this area must save vs Gas or suffer the following: Roll 1d4 1. Hallucination. PCs see a variety of creatures, good and bad, enter their vision for 1d6 hours. 20% chance a PC is compelled to attack one during their combat round. 2. Uncontrollable, constant, loud sneezing for 1d8 hours. 3. Dizziness for 1d4 hours. -4 to all attack rolls. 4. Flesh becomes luminous and glows bright yellow in darkness. Permanent. 4-6 Three robed figures in hosed gas masks each lead a mutated elk across this radioactive dune. They are armed with crossbows and will not hesitate to defend themselves. (Armor 12, HP 16, HD 3, Movement 120', crossbow d6, sp +2 Gas save, Morale 10). They are from the Cult of the Marked (14-03) and hunting a traitor by the name of Hazel. She stole something of great value from the Cult. Her capture and return, alive, will be handsomely rewarded.

4-9 The Abberations.

4-10 Shipwreck.

5-1 Sentient Fungi village, built among the remains of an Old-World greenhouse. PCs looking for or offered food will find only dead matter and bat guano. Large snails are kept as pets. It is a kind community and at night, there are festivities for peaceful guests, such as music and pantomimed/signed storytelling. Fire is understandably feared and PCs using, creating or igniting any flame will be sternly warned.

12 5-2 A group of maddened Fungella (#1d4, AC 12, HP 14, HD 3, MV 120', SP spore- burst 2d6 [save vs Gas for half damage], ML 8) battle a separate group of bipedal., Sentient Man-Fungi (#4, AC 15, HP 16, HD 3, MV 60', spear attack 1d6+1, SP spore-burst 2d6 [save vs Gas for half damage], ML 10). The Sentients are rational, skilled warriors. Help from the PCs will will find them rewarded with 3 organic pods; a ‘spore-grenade’ capable of delivering 20’ area damage (1d10) to any air-breathing creature. They do not speak, but a successful Language check will discern their sign-language. Their small village lies to the north (5-1). War with these parasitic savages has been a constant struggle in this fungal wilderness.

5-3 Sitting in the clearing of this murky swamp is a large, inorganic monolith. It is matte black, 80’ tall and covered in strange etched markings along its base. Any character touching this will find their hand fused to it and see visions of an utterly alien civilization; strange small gray hominoids on a world with a massive red, dying sun. This monolith is a beacon; signaling this other world with an affirmation that Earth is habitable. Within 1d8 days, a scout-ship from this dying planet will appear and a small scale invasion will ensue.

5-7 A weapons smith and gadgeteer is making his way across the wastes. His wagon has a mini workshop with a complete set of tools and can repair most basic mechanics for decent trade [or 20§]. He also has a few Old-World relics for sale, such as a functioning gas mask [L, +1 AC, +2 Gas save, 200§] and a portable crank-radio.

5-9 Shipwreckers Camp.

6-2 A fetid corpse rests near a locked, olive-green steel chest. The skin and hair have all but slid off of his body. Inside the chest are 4 glowing plutonium rods [600§ ea]. Anyone within 10' of the open chest must make a save vs Radiation or suffer immediate 1d6 damage and -1 STR a day until cured. If these can be somehow safely

13 returned to a city leader, relic collector or proper vendor, they are prized energy sources.

6-3 The Northern Ruins. Denizens have settled and made homes from the buildings closest to the riverfront, but beyond this, the area is largely destroyed. 1-in-6 chance of an encounter here. Characters rummaging through the numerous buildings and derelict cars are bound to find random junk. Refer to the Wasteland Garbage PDF to generate myriad items.

14 6-4 See: Deadline

6-6 Miranda, a level 2 Adept, is transporting various computer hardware in a moss caked crate. She is distrusting and hesitant to engage at all. If convinced, treated in kindness, or someone talks tech with her, she'll excitedly explain that she thinks her group of like-minded friends have figured out how to resurrect the “Internet" of the Old-World, a supposed collection of all ancient human knowledge, long since considered lost. She says there could be an adequate missing part in a nearby strip- mall ruin (7-7), but it's just too dangerous with the Marauders and hazards. If you get it, find her in Curtain Falls on the northern bridge. Returning it to them will enable them go online, where a single accessible IRC will have someone on the other end...

6-7 A 50' diameter crater sits here; it's walls completely lined with still functioning CRT television sets facing inward. About a third contain static; the others seem to be picking up old, flickering broadcasts from before the fall. Jury-rigged wires tangle to and fro, leading to a small hut in the center. Living inside is a self-proclaimed Oracle who calls himself Zenith. He reads the broadcasts as omens and signs. He is quite insane, but devout in his belief. Provide players with vague but true prophecies.

6-9 The Oilfields.

7-2 A Marauder camp is set up here, led by a man called Berig. See 7-3 for relationship details with the farmers south of them. At the rear of the camp in a metal trailer is their secret weapon: a massive bear-porcupine hybrid (Armor 18, HP 30, HD 5, Movement 120', darkvision, bite d8; shooting quill d6, Morale 12) coated in ramshackle metal-plating, it’s visible flesh pocked in oozing sores. The Marauder’s left-hand man, an elderly withered Sullied, is mind controlling the beast with a mental mutation.

15 7-3 This is a large agricultural area where a few families grow various vegetables, grains and fruit to trade in Curtain Falls (or to travelers.) It is well irrigated by the nearby river. A Marauder camp up north recently sent an emissary to inform the families they were under new “mandatory protection” at a cost of half of the monthly crops. This would break the community entirely. The month ends in 3 days.

7-4 See: Curtain Falls

7-6 An absolutely massive tank lies here, covered in ivy and lush growth. A hatch sits open at it's top. Create a small dungeon here, or simply refer to and modify the free PDF “The Red Demon in the Vile Fens"

7-7 The ruins of a strip-mall lie here. Once a dry cleaner, marijuana dispensary, pet store, and computer repair shop, it has been turned into a Marauder camp (#1d4+4, AC 14, HP 12, HD 2, MV 120', pistol 1d6 or axe 1d8, ML 10), guarded and heavily fortified with tires, sheet-metal, spikes and sandbags. In the computer repair shop is a pristine wireless router [300§], much sought after by Miranda (see 6-6) and her techie friends.

7-9 Guidefire Inn: An enormous lighthouse sits upon a small islet, connected to the mainland by a simple wooden dock. A great controlled fire burns at the top floor. Inside the main house is revelry; an inn & bar frequented by sailors, locals, wastelanders and adventurers. Music plays, deals are made, faces are punched, games are played. A cage at the far end provides the local entertainment: A sequence of fights that end only when the participant either dies or forfeits. Difficulty escalates dramatically each round [round # = d8 HD used for enemy] and the payout doubles each consecutive round: 1: 25§, 2: 50§, 3: 100§, 4: 200§ ...etc. Any weapon may be used, but neither rest or healing are allowed between rounds; anyone caught cheating will be thrown alive into the fire that tops the lighthouse.

16 8-2 A troupe of 6 Sullied actors are traveling the Dead North looking for friendly towns to work their craft. They will gladly perform their utterly terrible, impossibly dramatic rendition of an ancient comic book (or whatever the Referee sees fit) for food, water or protection during the night. There is a 2-in-6 chance of a random encounter during night-watch. One of them speaks of a ball of light he saw fall from the sky and explode, not 2 days ago just south of here (UFO: 9-6).

8-3 The wind is strong in this area, and a group of teenagers from Curtain Falls are racing ‘wind-karts’; land yachts made from salvaged wood, steel, canvas and tires. One of them, a soft spoken boy named Tomas, is hoping to win the affection of Blaithen (blaw-heen), a sharp-tongued tomboy of a girl seemingly oblivious to him entirely, by defeating an insufferable prick by the name of Chad.

17 8-4 Eastern Ruins. 1-in-6 chance of an encounter. A decrepit library is one of the last commonly used buildings in this area. Tradition says that “If you take something, you leave something for someone else down the line. Something proper, something right; like another book, or magazine or CD. Whatever." Most are strictly entertainment, but a successful Search will find a worn out “Electronics for Dummies" book. Reading it takes roughly 8 hours and increases one’s Technology skill 2 points. A variety of Old-World buildings still stand, such as a butcher shop, a mechanic garage, a fast-food restaurant and a supermarket. Each no doubt contain valuables and artifacts to be found...or hazards to be met.

18 8-6 A stoic red-headed woman named Saoirse (seer-sha), guarded by a battle-scarred Android (Armor 16, HP 40, HD 5, Movement 150', laser rifle 1d10, Morale 12), is making her way to Curtain Falls from Blackridge, to spread word of the abolitionist movement and ask for any help. Players sympathetic to her plight are gifted with a token: A single, thick chain link with a vibrant, painted dot strung upon a simple leather necklace. These function as an unspoken alliance to any abolitionist in Blackridge.

8-8 The Docks.

9-2 The Curtain. A massive freshwater waterfall providing the irrigation and drinking water for all of Curtain Falls. 10% chance the current water is irradiated. Jumping into the water reveals a small cave 10' below that goes 50' into the cliff face. This opens to a still pool, with a fair sized cavern surrounding it. It is dimly lit by multiple torches and oddly enough, phosphorescent paintings on the wall. A central fire is cooking fish on spiked sticks. An odd group of small statured people have built a village here. They have no discernible language, but a successful Language check (or vivid description by the Referee) of these paintings will reveal the story: They are the descendants of vacationing cave-divers who became trapped here during The Fall. Too terrified to leave the relative safety of the cavern, they settled. Trading wares will reveal that aside from food, they have two functioning scuba tanks [1hr of clean O2] and finely crafted obsidian tipped fishing spears [1d6+1 DAM, 75§]. One seems eager to leave with you.

9-3 Here is a beaten but functioning radio transmission tower with a two way communicator. On one side, far away, is a flattened soda can rattling in the wind. On this side are three friendly wanderers who think it's communicating in the old Morse code. One, Jeremiah, is celebrating this discovery with his latest ruin find: an impossibly old and preserved bottle of whiskey [300§], worth far more than his simple mind realizes.

19 9-4 A dirty, oil stained man tunelessly whistles while he works on a car in the middle of a long-dead traffic jam. A simple ramshackle shelter of sorts has been made in an emptied school-bus a few yards away. If questioned, he'll tell you all about how in the Old-World, “If you wanted to just get away, you got in one of these tin cans and just...DROVE. I’ve seen’t it in a flicker-picture up in Curtain Falls and I hear they’re bringing them back in Blackridge!" He has nothing of substantial value to trade, but anyone helping him work on the vehicle will receive a meal and a modified ignition; screwdriver welded into the keyhole. “Most of these cars ain't got no key. You find a good one, fix her up, and you're guaranteed to get her started with that." Inside his home is a small chem setup with some unlabeled, orange powder sitting in a vial. Anyone sniffing this powder (mutagens) must Save vs Radiation. Failure results in 1 immediate mutation without the normal 1d6 Radiation damage.

9-6 A crashed UFO lies half embedded in the ground, utterly decimated. Around it for nearly a mile, all plant-life has ceased to grow and a low pulsing hum seems to fill the air. A few strange, gray bodies are strewn about, torn to bits. Thick black liquid is abound. Most of the technology spread around the area is destroyed beyond repair, but anyone searching will find a single Plasma Rifle [1d12, 2x damage on critical, 1400§] with 5 out of 9 orange lights illuminated on the side. Investigating an alien body will find a single small, black metal cylinder clutched in it's hand. There is a button on top…

20 9-7 This ancient government lab in the Unrest is highly irradiated. The front entrance is closed via computer console but can be hacked with a successful Technology roll. An explosive at the door would also do the trick. At the entrance are 1d4 hazmat suits [U, +0 AC, Radiation Immunity, 400§]. PCs will find three 10’ tall vats, each filled with a yellow liquid. In two are Ordinance/Response Commandos, (AC 16, HP 20, HD 4, MV 120', punch 1d6+1, ML 10) an Old-World government experiment to create obedient super-soldiers. Releasing them will find one to be enraged and violent, while the other is friendly and well spoken. They know nothing of the world.

21 10-1 Rona's Fury, an ever swirling whirlpool, it’s ring nearly two miles wide. It is inexplicably rotating around a clearing of land. Anyone able to somehow get past this maelstrom will discover a small community; an absolutely pristine, preserved neighborhood of the Old-World (circa 1983). People go about mowing their lawns, mailmen deliver letters and kids play in the streets. Strangest of all, it seems to flicker on and off, like a bad TV reception. It has been torn from space and time, and both exists and does not.

10-4 An Old-World acoustic guitar sits perched against a tree near a cold dead campfire. Though somewhat worse for wear, it has all 6 strings intact and is quite beautiful. It's 2nd string, unfortunately, is rigged to trigger an explosive charge inside when strummed. Victims take 1d10 damage (save against Explosive for half damage). A non-fatal failed save finds the PC's arm blown apart from their body. Anyone able to disarm this will find themselves with quite a lovely instrument.

10-7 See: Moonblight

10-8 See: The Train

11-3 A 2 mile wide lake of magma, ever churning.

11-5 See: Eve

22 11-6 A rusty chainsaw [1d10, 100§] rests in the middle of a Douglas Fir. Presumably left on a sapling before the fall, the tree has since grown around it. A combined Strength of 25 could tear it from the tree, or even smarter, pulling the starter 1d6+1 times to cut it out. It has enough remaining gasoline for 4 attacks (A full-quart gasoline refill would provide 16 attacks.) For any attack roll of 8 or below, the chainsaw dies, requiring 2 rounds of pulling to start up again. As you pull it free, you hear a loud crack from the nearby forest and catch the scent of something rotting.

11-8 The Geyser.

12-2 A massive volcano looms and black smoke billows from it's peak. A small group of savages have a small, primitive village here. Gore ridden animal hides are stretched on pikes to dry and a woman can be seen cooking what was once clearly human. They worship the Volcano as a god and will attack anyone on sight as sacrifice (#4, Armor 11, HP 8, HD 1, Movement 120', machete 1d6 or spear 1d6, Morale 8). A search of the camp will reveal three dead bodies flayed inside a hut. Their possessions are piled in the corner: A Flak Jacket [M, AC 14, 100§], three medkits, a mason jar of animal fat, a crank-flashlight, a pair of binoculars, and a pair of Old-World prototype anti- gravity boots [1400§]. Putting them on gives the wearer a 10-in-12 Acrobatics score when jumping.

12-5 Characters entering this area will hear a gentle female voice calling to them. It is a massive Redwood named Nai, sentient and the only one of her kind. She speaks of the Old-World, the woes of technology, and man’s arrogance during this time. She will ask the characters to champion her cause: A return to the nature and eradicate those in Blackridge who wish to restore the ways and destruction of the Old-World. Those who agree will find a small seedling sprout at their feet. It has 6 green needles, each able to cure 1d6 HP when eaten.

12-9 See: Blackridge

23 13-3 Harassed Village.

13-6 Two Marauders (Armor 14, HP 20, HD 3, Movement 120', bolt rifle 1d10 or battleaxe 1d8, Morale 10) are sitting around a makeshift camp in a forest clearing. Beside them, badly beaten, is a bound man. He is a 2nd level Adept from Eve named Jacob, and was kidnapped on the road while artifact hunting. He will gift a warm camouflaged cloak [U, AC +0, +4 Stealth while outdoors] to anyone freeing him and give directions to his home in the Redwoods. He warns you to not flaunt any tech you might find when you enter the community, however.

13-10 The mines.

14-3 Cult of the Marked. All don brown robes and reflective faced gasmasks.

14-8 An ancient 747 lies here in this secluded forest, felled from the sky 300 years ago. It is split in two; the front half lies on the forest bed, while it’s tail section is firmly planted 60’ above in the massive trees. Somebody has turned this into a home and a rope ladder hangs down. Inside is a collection of Old-World technology (a working laptop [600§], electric razors, a broken iPod as well as a vast amount of unusually pristine Old-World clothing. A hammock is tied in the corner and a pile of books and magazines lie beside it, among them a beaten Boy Scout’s Handbook. Reading this takes a full day and gives the reader 2 points to their Bushcraft skill. The owner, a level 4 Wastelander named Desmond, will return in 1d4 hours from foraging. He will not be happy to see strangers rummaging through his belongings.

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