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Sunday, 17 November 2024

No Man's Land Trek Prep Nov Pt 2





































I have made a hex map with 375m hexes 
These have specific map locations 
Plus tables to make the few hexes between lines into a more memorable and risky place

01
Feature: Quicksilver Heights an alchemist colony and outpost fort
Haunting: Outside the area of the zone but raided by undead often
02
Feature:  The lair of the undead Dragon Grimshakles
Haunting: Ghostly soldiers marching into artillery all blasted into skeletons, then fade
03
Feature: The lair of the Iron Dragon where dwarf mechanics aid it 
Haunting: Poltergeists of dwarves make tools and weapons rattle and animate them
04  
Feature: Hell Gate, a living devil face with doors into the mouth guarded by two lesser devils will for sure let you in 
Haunting: Spirit warns you about the Hellgate
05 
Feature:  Ruin occupied by undead necromancers making more undead, where undead collecting corpses come
Haunting: Poltergeists
06
Feature: Entrance to a ruined subway tunnel 
Haunting: Shadows stalk and spy on intruders and report by whisper to secret masters
05
Feature: Ruins of buildings 
Haunting: Poltergeist activity
07
Feature: Wrecked flimsy wood and cloth and wire monoplane with golem face on engine block still alive and asks for help. It could be repurposed and is fueled by burning gems  
Haunting: The pilot may be undead of some kind or its spirit might have a request so it can rest
08
Feature: Ruins of buildings 
Haunting: Poltergeist activity
09
Feature: Ruins of buildings 
Haunting: Poltergeist activity
10
Feature: Ruins of buildings 
Haunting: Poltergeist activity
11
Feature: Ruins of buildings 
Haunting: Poltergeist activity
12
Feature: Ruins of buildings 
Haunting: Poltergeist activity

This is a player map made by local scavenger clans with an advised route


These are to use when crossing the hexes between lines
They are to challenge those who dare cross the zone and why many naver want to do it again. I will roll this every time it is crossed at least once and it might be different in different hexes. They should make a crossing scary. There is also a supernatural effect table for crossing into the zone also.

d12 Special Encounters In Between Trench Line Zone
1 Angel of death flies overhead, a black robed skeleton with a sword or scythe. Menacing glances but will attack any who shoot at them. Considered a bad omen
2 Clanking Black Sphere golem tank singing about "Oh what a lovely war" immune to most attacks likes to crush people and feel blood in tracks, moves average running speed. If harmed will use a cannon and machine gun and a flamer
3 Lesser devils marching to and from hellgates. Mostly bored and on patrol and will attack black sphere forces but might mess with mortals for fun. Often an imp watches them and it might suggest they bully mortals to selling souls or enrolling at the shadow lodge for free wizard schooling   
4 Clanking squad of automaton infantry of allies or black sphere marching to a battle
5 Clone infantry with muskets from allies or black sphere. All same face and have similar memories and letters from loved ones back home encouraging them to be heroes. The memories of their homelands are from over a thousand years ago  
6 Lesser demons, mercenaries from hell to gather escapees from hell's wrath with a set of manacles. Hell hires demons to avoid breaching treaties with lawful entities in the war zone
7 Elemental zooms over midlands to attack undead, may be full of undead fragments and bones
8 Zombie & skeleton soldiers of an ancient black sphere or allies will shoot or chase any not in their own uniforms. As intruders go up levels add more intelligent commanders and support troops. Leaders d4 1=ghoul 2=wight 3=wraith 4=mummy. Support d4 1=ghoul commandoes 2=shadow scouts 3=undead cavalry lancers 4=
9 Shoggoths grazing for corpses to eat and crying out for each other. They are recycling protoplasm to grow or transporting it to secret labs to be turned into death guard 
10 Automaton scavengers like mechanical pillbugs gathering scrap and corpses from no-mans land will roll into armoured spheres and flee if damaged, if impotently attacked they roll into enemies to drive them away from the grazing area. Scuttle off to some tunnel to the underground rail or highway tunnels
11 Scavengers camp where they dig for ancient treasure. Several are on watch and all ready to hide and pull camouflaged canvas sheets over their dugout. d4 1=cultists 2=cannibals 3=mutants can be friend or foe depending how treated 4=senior guild affiliates have a friar with them just for undead and advice 
12 Undead necromancers loading up bodies their undead dig up onto wagons pulled by skeletal oxen to some lair
13 Barbarians here to destroy evil d4 1=horse archers 2=cavalry 3=amazons 4=berserk 
14 Crusader knights with a priest on horses d4 1=one of the coastal kingdoms 2=corrupted by evil now serve hell or a demon cult 3=undead phantom or corporeal now committed to slaying the living 4=mutant weird chaos knights forsaken humanity with strange armour
15 Gaggle of carnivorous ambulant tri legged fungus followed by spore infected fungus zombies, quite happy to spore some travellers to carry a new colony somewhere else
16 The phantom sniper will shoot at anyone in same hex from secret hides disguised as tree trunks or ruined brick buildings. Will always flee if located but take a few shots at travellers. This same sniper will be encountered every crossing 
17 
The phantom owlbear wearing a helmet and has some advanced stick grenades on its belt. It is quite intelligent and can also burrow. If killed it fades away to be reborn the next night. Knows scent of enemies and and can detect them from miles away 
18 Dragon either the undead Grimshakles who's breath drains levels and creates undead daily to populate the waste or its enemy the Iron Dragon a dragon golem funded by Dragons to hunt the undead dragon.The iron dragon eats gems and magic for fuel and may demand them from travellers both have lairs in the wastes
19 A flying machine overhead makes a flyby attack d4 1=flies overhead wildly shooting a pistol 2=strafes area with machineguns 3=drops a few grenades 4=drops a few incendiaries 5=smoke bombs that may attract artillery or ground encounters 6=gas bombs 7=rust monster in a parachute in a quick release harness 8=drops propaganda bomb from the Black sphere possibly highly personal (d4 1=while your over here your loved ones are making out with halflings and goblins in a disgraceful 2=orcs are taking over your homeland and encouraged by your corrupt rulers 3=give up now, embrace the Black Sphere and eat 3 meals of clone meat a day! 4=Rise up against your masters and kill all royalty who prop up the Allied cause to continue endless slavery)
20 Deathguard. First encounters should be seeing them tearing apart and eating some faction and thay they seem to react to sounds (like screams). Later meet a lone rogue one possibly insane from being isolated but it might also be damaged to show how dangerous they are. Later when the party see squads of them with metal spears and uniforms intact they should be more frightening 

d12 Supernatural Manifestations of No-Man's-Land
1 Air pressure increases, ears pop and spellcasters get nosebleeds 
2 Strange swirling fog and mist move eerily as if intelligent and stalking, frost left behind
3 Phantom artillery sounds and flack clouds in the sky exploding
4 Undead arise from the mud and start forming into lines until an undead officer comes to march them to some conflict somewhere
5 Marching spirit soldiers whistling or singing to the front 
6 Spirits of moaning wounded dead and body parts crawling around looking to be complete, crawling back to their own lines
7 Phantom green gas cloud screaming choking soldiers and horses can be heard from within, when it passes it leaves scattered bones, no effect on the living
8 Some animals gather and follow those new to the zone d8 1=rats 2=maggots 3=flies 4=ravens 5=vultures 6=jackals 7=hyenas 8=leeches 
8 Stormclouds break and a sudden downpour and lightning instantly cover everything in mud and slows movement - lasts a d3 hours
9 Female warrior with armour, a cloak, an ancient helmet, a spear appears and warns you to go no further and looks sad if you don't follow her advice before fading
10 Hear moans of dying from underground
11 See flickering glows from spirits come to see newcomers 
12 Time slows and vision blurs, for an instant see the war at its peak a thousand years ago

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