So in my post apoc games I like lots of tunnels especially where the surface is blasted bare. So these are geomorphs for building subterranean tunnels. You could print a few sheets and assemble on the fly or pregenerate a map. In a fantasy world, these could be the ancient dwarf sub tunnels of a previous age of wonders and is used as a sort of underground highway with ruined apparatus and machines. So you can cut them out and assemble at random from bits you want or roll d12 for the next section as you go. You could print A3 or laminate or something if you're snowed in. The left page is basic forms and the right is rarer. I will try to do some larger stations or a large station in some form somewhere to work with these. Possibly some industrial stations for agro or mining products. Maybe a small line that has had a steam train built from ancient ones but powered differently. Maybe some people have operating sections linking a bunker with only one car. You might be able to use these for a highly automated mine,
These were all dug by giant mole machines and an industrial line or new line might have a construction site. A model of hovercar with a 4 person or two-person pickup that can follow the train lines quite fast for emergency crews and police. Criminals used them also and had their own drones and vehicles to move through lines occasionally.
I would have smaller systems with more bends in even large towns and common in cities.
The cross-continental lines are mostly straight with variations perhaps every hundred or thousand km and originally were vacuum sealed for hypersonic transit linking all the major capitals and a few inland hubs and airports and harbours. Major solar farms or windfarms might be located near junctions or depots.
d12 Basic Tunnel Sections
1 Fork splits left, right and centre
2 Left Branch
3 Right Branch
4 Right Bend
5 Left Bend
6 Fork splits into left or right
7 Crossing possibly connected by vents or conduits
8 Crossing with lines connected by walkways and elevators
9 Crossing with lines connected by post-apocalypse era diggings
10 Straight section
11 Double lengths of straight sections
12 Tripple lengths of straight sections
1in6 section has some lighting and power
d4 1=emergency luminescant 2=flickering 3=dim emergency 4=fully functioning
d12 Special Tunnel Sections
1 Station - for passengers or goods to be loaded with elevators and walkways
d12 Tunnel Dwellers
1 Undead hibernating awoken by exhaling C02 d4 1=zombies 2=ghouls 3=vampire 4=cyborg
d12 Who dug this hole?
1 Giant mutant carnivorous golden mole
d12 Hazards
1 Weakened superstructure
1in6 section has some lighting and power
d4 1=emergency luminescant 2=flickering 3=dim emergency 4=fully functioning
d12 Special Tunnel Sections
1 Station - for passengers or goods to be loaded with elevators and walkways
2 Bunker - many small shelters with surface entrances, 1in12 chance of larger complex
3 Depot - for tunnel servicing, emergency rescue and construction
4 Flooded - section flooded often water salty or home of mutant life
5 Train - left in tunnel intact with several cars, possibly dead, baggage or goods
6 Blockage - section collapsed but could be breached
7 Blockage - collapsed rubble but some large creature burrowed through
8 Blockage - collapsed rubble but train provides a tunnel through it
9 Blockage - collapsed rubble but someone mined a passage through
10 Passage - natural sinkhole or cave formed, flora and fauna thriving but weird
11 Passage - scavengers or creatures have been digging and living here
12 Passage - crude tunnel from surfaces
d12 Tunnel Dwellers
1 Undead hibernating awoken by exhaling C02 d4 1=zombies 2=ghouls 3=vampire 4=cyborg
2 Androids have a base here for their war on humans
3 Mutant freaks shunned on surface
4 Robot security and construction units protect and repair tunnels, keep unauthorised out
5 Gang have secret entrance and live here as a secret hideout
6 Morlocks, cannibalistic dwarves have a secret colony and some slave Eloi
7 Thriving giant fungus and insects, the occasional giant lizard or frog
8 Cave troglodytes, abhuman mutated into savage white subterranean killers
9 Species of insectoid abhumans or mutant animals living as a colony
10 Beast abhuman colony d4 1=mole 2=rat 3=lizard 4=toads
11 Colony of dangerous burrowing monsters nesting and sleeping
12 Gang of scavengers exploring for loot or secret trade routes
d12 Who dug this hole?
1 Giant mutant carnivorous golden mole
2 Giant toad or frog
3 Giant arthropod
4 Giant worm
5 Sand Squid
6 Land Shark
7 Giant Lizard
8 Human scavengers
9 Trapped refugees or fugitives
10 Gang looting and exploring
11 Morlock mutant dwarfs
12 subterranean mutants
d12 Hazards
1 Weakened superstructure
2 Water hazard
3 Loose rubble
4 Electrical danger
5 Primitive traps
6 Explosives like mines, grenades, pipebomb or molotov
7 Monster lair
8 Hostile plants, fungus or slime
9 Dangerous contamination
10 Scattered corpses are hibernating undead
11 Security or construction robots at work try to detain intruders
12 Mutant vermin
d12 Tunnel Trash
1 Wrecked tunnel hover 1in6 repairable with fuel cell
d12 Tunnel Trash
1 Wrecked tunnel hover 1in6 repairable with fuel cell
2 Abandoned baggage from before the apocalypse
3 Cache left by some past explorers usually with a book trap
4 Damaged android or robot or repair drone with dead battery
5 Toolbox, hard hat with lamp, lunchbox and skeleton
6 Human bones and shredded clothing scraps
7 Remains of the campsite and some scrapped goods
8 Huge creatures corpse or shed skin or carapace or faeces
9 Remains of some sad abandoned settlement from long ago
10 Evidence of a battle in the area and some unlooted remains left
11 Evidence of someone stripping metal and materials methodically
12 Construction supply and machines, ferrocrete sleepers and duralinium rails
d12 Pesky Vermin?
1 Mutant rats
d12 Pesky Vermin?
1 Mutant rats
2 Mutant Bats
3 Maggots leaving green luminous slime trails
4 Giant slugs and snails
5 Huge cockroaches or crickets
6 Huge ants
7 Spy drone often a flying robot insect
8 Floating luminous gasbag jellyfish
9 Toads or frogs
10 Small venomous snake
11 Huge spiders or scorpions
12 Slime, ooze or jelly
d12 Tube Condition
1 Damage, partially blocked and rubble strewn
d12 Tube Condition
1 Damage, partially blocked and rubble strewn
2 Decayed metal tube cladding
3 Walls decayed and some rubble
4 Dripping water and collected pools
5 Choked by dust, very dry
6 Stalegtites and mineral cave formations
7 Plates and panels of walls fallen off
8 Fungus and bugs everywhere
9 Tunnels from some recent digging animal or miner
10 In good condition, dim emergency lighting
11 Excellent condition with lighting and live power
12 Auto repair has kept intact vacuum-sealed section, nanites keep in new condition and blocked be emergency foamcrete or force field
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