For large wilderness areas of travel for on the road apocalypse adventures
Ancient Wasteland - 1in6 chance or feature per day
Sparse Wilderness - one feature per day
Settled Badlands - d3 features per day
Faction Territory - 4 features per day
Wild Ruins - feature per hour
Ancient Wasteland
Always was barren and isolated
d12 Terrain (roll or pick)
1-4 Red sandy desert
5-8 Yellow sandy desert
9 Grey sandy desert
10-11 Stony desert
12 Scrubby desert
d12 Features (roll or pick)
1 Ruined shack of a settler 1in4 occupied lair or camp
2 Ruined farm building 1in4 occupied lair or camp
3 Remains of a campsite 1in6 some items left
4 Ghost town of abandoned ruined settlement, d3 encounters in area
5 Tribal survivors d4 1=loner 2=nomad tribe march 3=tribal camp 4=hunting party
6 An ancient sign and fair condition road is exposed
7 A trail made by natives or animals from long use
8 Watering hole 1in4 chance of a creature here
9 Lots of bones 1in6 very ancient
10 Crashed vehicle d4 1=ground truck 2=4wd groundcar 3=aircar 4=airliner
11 Remains of an ancient battle 1in6 dangerous contamination or relics
12 Military security zone 1in4 fully automated ancient defences
d4 1=test area 2=base 3=dump 4=black lab
d12 Encounter
1 Tribal hunter
2 Vermin nest possible swarms
3 Large burrower
4 Ambush predator
5 Chase preditor
6 Aggressive herbivore herd
7 Flying preditor
8 Venomous critter
9 Giant insect
10 Giant lizard
11 Robot
12 Mutant horror
Sparse Wilderness
Former farm areas once tended by vast machines
d12 Terrain (roll or pick)
1-4 Forested country with trails
5-8 Thick ancient hilly forest with no roads
9-10 Grassy hills and plains
11 Ancient wasteland (use alternate tables)
12 Mountainous rocky area with scattered trees
d12 Features (roll or pick)
1 Shack of a settler d4 1=old hermit 2=ruin 3=monster lair 4=wild hunter
2 Farm buildings d4 1=settlers 2=ruin 3=monster lair 4=travellers camp
3 Campsite d4 1=empty 2=some items left 3=camping travellers 4=monsters
4 Village d4 1=ruin with monster lair 2=settlers 3=tribals 4=warlord
5 Travellers camp d6 1=settlers 2=farmers 3=tribals 4=gang 5=merchants 6=non human tribe
6 Ruined town with d4+ encounters
7 Huge ruined agromechs and ancient farm 1in6 active with automated security
8 Ruined factory and a d6 wrecked trucks 1in6 active with automated security
9 Remains of windmills or hydro plant 1in6 active with automated security
10 Crashed vehicle d4 1=ground truck 2=4wd groundcar 3=aircar 4=airliner
11 Strange zone of mutated alien ecology with strange life
12 Roadhouse d4 1=ruin with lair 2=gang camp 3=merchants 4=settlers
d12 Encounter
1 Loner with a rifle and local hiding places
2 Vermin nest possible swarms
3 Gang of raiders
4 Ambush predator
5 Chase preditor
6 Aggressive herbivore herd
7 Flying preditor
8 Venomous critter
9 Giant insect
10 Giant lizard
11 Lone cannibal
12 Mutant horror
Settled Badlands
Common ancient suburban sprawl ruins often occupied by factions
As area lawless settlements need walls and fortifications to survive
d12 Terrain (roll or pick)
1-4 Rubble strewn scrub with broken roads and trails
5-8 Light forest with clearings of ruins connected by roads
9-10 Concrete rubble piles from a destroyed settlement
11 Sparse wilderness (use alternate tables)
12 Large intact ruin
d12 Features (roll or pick)
1 Camp of tribals or a gang
2 Fortified faction controlled ruined complex
3 Fortified homestead of armed settlers or farmers
4 Colony of mutant creatures dedicated to breeding and mutual defence
5 Lair of a huge creature 1in6 chance has children
6 Contamination zone often mutagens and mutant foes
7 Underground tunnel complex held by monsters or a faction
8 Cult place d4 1=taboo place 2=temple 3=artwork 4=monument
9 Warlord occupied ruin preys on others in the area
10 Strange faction d4 1=android base 2=mutant temple 3=cyborg base 4=clones
11 Strange zone of mutated alien ecology with strange life
12 Intact ancient complex d4 1=bunker 2=public building 3=sealed habitat 4=tourist attraction
d12 Encounter
1 Faction troops on manoeuvres d3 1=12 2=25 3=50
2 Vermin nest
3 Large burrower
4 Ambush predator
5 Caravan of merchants and escorts
6 Aggressive herbivore herd
7 Flying predator
8 Giant lizard
9 Giant insect
10 Two factions fighting
11 Cyborg executioner kill squad
12 Mutant horror
Faction Territories
Common ancient suburban sprawl ruins under control of a faction
d12 Terrain (roll or pick)
1-4 Rubble strewn scrub with broken roads and trails
5-8 Light forest with clearings of ruins connected by roads
9-10 Concrete rubble piles from a destroyed settlement
11 Sparse wilderness (use alternate tables)
12 Large intact great ruins (use alternate tables)
d12 Features (roll or pick)
1 Signal tower operated by a faction often able to signal for help
2 Fortified farmhouse buildings with settler or farmers
3 Fortified watch post where a dozen troops are on standby
4 Fortified village with watchtower belonging to a faction
5 Labour camp with troops d4 1=looting rubble 2=mine 3=farm 4=quarry
6 Contamination zone often mutagens and mutant foes
7 Tunnels complex d4 1=faction base 2=secret enemies 3=creature lairs 4=untouched ruin
8 Vermin nest of some creature that battles local faction
9 Repurposed factory complex now a faction crafting and trade hub
10 Ruined transport hub d4 1=car graveyard 2=airport 3=robot railyard 4=aquatic vehicles
11 Faction secret d4 1=ancient armoury 2=vehichle excavation 3=AI temple 4=refurbished ancient bunker
12 Faction outpost d4 1=research lab 2=agricultural research 3=scavengers workshop 4=garage of vehicles with refuelling and workshop
d12 Encounter
1 Faction troops on manoeuvres d4 1=12 2=25 3=50 4=100
2 Caravan of merchants and escorts
3 Work gang travelling
4 Settlers or farmers with wagons
5 Ambush predator
6 Vermin nest
7 Flying preditor
8 Venomous critter
9 Giant insect
10 Giant lizard
11 Faction robot
12 Mutant horror
Wild Ruins
Ancient city sprawl ruins under warred over by factions
d12 Terrain (roll or pick)
1-4 Rubble strewn scrub with broken roads and trails
5-8 Thick forest with clearings of ruins connected by roads
9-10 Concrete rubble piles from a destroyed settlement
11 Contaminated ruins d4 1=radiation 2=biological 3=chemical
12 Intact ruins shunned due tp d4 1=undead 2=mutants 3=androids 4=creatures
d12 Features (roll or pick)
1 Camp of tribals or a gang
2 Fortified faction controlled ruined complex
3 Fortified homestead of armed settlers or farmers
4 Colony of mutant creatures dedicated to breeding and mutual defence
5 Lair of a huge creature 1in6 chance has children
6 Untouched building with security intact
7 Tunnels riddle the area with d3+1 creature and faction inhabitants
8 Cult place d4 1=taboo place 2=temple 3=artwork 4=monument
9 Ruined factory and a d6 wrecked trucks 1in6 active with automated security
10 Ruined transport hub d4 1=car graveyard 2=airport 3=robot railyard 4=aquatic vehicles
11 Strange faction d4 1=android base 2=mutant temple 3=cyborg base 4=alien spy base
12 Intact ancient complex d4 1=bunker 2=public building 3=sealed habitat 4=tourist attraction
d12 Encounter
1 Gang of scavengers
2 Two factions fighting
3 Robot
4 Undead
5 Ambush predator
6 Vermin nest
7 Flying preditor
8 Mutant gang
9 Giant insect
10 Giant lizard
11 Android sniper or infiltrator
12 Mutant horror
Neat! Makes me want to bust out Gamma World!
ReplyDeleteGreat, useful stuff. Love it.
ReplyDelete