Sunday, 19 December 2021

d100 Tube Line Discoveries

To compliment the last post geomorphs and tables here is a bunch of strange stuff you can use to fill out your tube crawl. You could also have tubes on pylons at various pylons through and over a ruined city. Might have more flying mutants, plants and gangs than below and possibly more settlements using structures to fortify. This table and last one should provide a few sessions of shenanigans. Let me know if you had any luck with them.

Quick discovery types
01 Living
02 Synthetics
03 Machinery
04 Lairs
05 Ecology
06 Structure
07 Colony
08 Bunker
09 Battlefield
10 Strange

d100 Tube Line Discoveries
01 Giant colony insect nest d4 1=active 2=hibernating 3=abandoned 4=decimated by mutant predators specialised in defeating them  
 Thick with fungus or plants, several flowing water sources, lizards and bugs common
03 Crawling with millions of crickets or cockroaches on huge mutant creature corpse
04 Millions of huge maggots or worms writhing everywhere
05 A huge bat colony, some giant bats and bat eating predators, dung everywhere, 1in6 are vampire bats who leave pools of stinking blood like faeces in pools
06 Mounds of spilt garbage and cargo pods, amongst the attractive trash is a rat colony
A large dripping cave with a pool and stalagmites and stalactites is a breeding colony of giant frogs or cane toads 
08 Hundreds of large scorpions and some giant ones close by hidden
Bubbling weird coloured slimy pools, giant slimes, jellies and oozes live here
Pools with blind fish and occasional tentacled mutant horror or giant crayfish
11 Damaged humanoid robot with mild damage east to revive, operating one of these protocols d4 1=maintinance 2=security 3=erergency rescue 4=destroy all humans
12 Industrial mining borg with shattered brain module, could be repaired and needs a new brain, giant drill with caterpillar tracks but the brain chamber only sealed part could only fit one person with limited air
13 Construction mech repairing tunnel section, warns pedestrians to stick to allocated paths
14 Android kill squad camp with limited supplies on an encrypted mission
15 Tank borg waiting on guard of a d4 1=bunker 2=black lab 3=millitary cache 4=cryonic sleeper combat squad 
16 Scrappy wasteland robots gathered here and built a robotown where they live work and trade away from trouble and human masters. They are neutral to well-behaved guests with trade goods
17 Robot child with depleted battery in ancient clothing with a suitcase of clothes, looking for their owner and unaware of the apocalypse
18 Spy drone d4 1=fly 2=cyborg rat 3=modular centipede 4=bug with drug injector
19 Robot gang camp who's raider human builders long gone still obsessed with raiding
Lone cyborg soldier from a failed pocket empire decades ago who's AI god was slain
21 Hover pod for inspection with engineer diagnostic scanner 
22 One man maintenance hovercar crashed with a skeleton in the cockpit
23 Quad bike with tool kit and welder torch
24 Mole carrier, a burrowing APC with dead military crew inside killed by plague
25 Cricket Light mech walker - benefits of scissor lift and ATV
26 Articulated ATV tube bus used to transport work crews and robots to work sites, workers and robots died here fighting each other and ATV has crashed
27 Tube train carriages d3 have crashed with skeletons of passengers and baggage, 1in6 are full of hibernating zombies awakened by the breath of living beings and sound
28 Tube train carriages d3 with industrial cargo containers with tunnel construction goods or raw materials 1in6 has a hostile robot guardian
29 Tube train locomotive crashed with remains of human and robot crew in cockpit buried under rubble. Train AI is alive still and will request help
30 Huge tracked vehichle for replacing tube cladding. An enormous seized up construction engine with multiple interior chambers limited space to pass it 
31 Hideous mutant arthropod in hidden ceiling burrow drops down tentacles to grab victims and pull to feeding pincers 
32 Dust filled sand mounds, a very large sand squid lives among this laying under the obvious trail
 Boggy section full of muddy pools a monster hides under d4 1=shoggoth 2=tentacled mutant 3=undead 4=giant leeches
34 Water expanded area into underground placid lake populated by giant cave lobsters and short race of angry albino fish people
35 Masses of webs fill the area, many huge spiders scuttle about and a giant mother is at the centre of the web
36 Calcified area with stalagmites, stalactites and other formations, a side cave is the lair of a giant lizard d4 1=bearded dragon 2=blue tongue 3=thorny devil 4=goanna

37 Rubblestrewn area with mutant hopping mice and family of giant feral cats who live in caves and have tunnels to the surface world
39 Foggy strange bog with growing squishy mucous life forms, some luminous
40 Smoke from a volcanic gas vent and a fissure with lava at the bottom, strange fiery mutant things live in this toxic area 
 Strange warm springs have made weird coloured minerals and crystals and the area is misty and damp
42 Sinkhole from the surface with a pool at bottom and trees, small critters life here 
Macroscopic versions of microscopic life in a strange ecology more akin to inside a living body, many strange hostile organisms living around coloured pools
44 Den of giant slugs and snails, some gigantic and carniverous

Giant mushrooms and a colony of fungus folk and their ambulant fungoid guardians
 Mutant fleshy growths everywhere all from a single mutant trapped in a coma  
47 Salty water with strange blind marine creatures and some giant crayfish

48 Strange living crystaline growths evolved from synthetic life in bioweapons
49 Warm water filled with floating algae and mutant jellies, coloured protoplasm and primordial slime. Strong emotions here react with the psycho sensitive slime, fear and anger produce monsters or possibly things from visitors dreams, all guided by some alien mutant intelegence
50 Thriving thick fern forest area where mutant plants have adapted to tunnel lighting, mist and pools of water and simple life forms like a primordial forest 
Emergency console with coms, first aid kit 
52 Industrial power junctions connected to wind or solar farm on the surface or nuclear plant
53 Pressure seal airlock to small service depot with possibly lift, ladder or elevator
54 Emergency tube lock to control air pressure and possible seal tube vs flood or disaster, either a single or two sliding doors or iris valve depot with control roll, activates lots of alarms and flashing lights and warning messages. d4 1=closed and operated as a faction toll booth 2=gate down but repair to open 3=open but with repair can be closed 4=vacuum sealed section 
55 Security sealed robot storage bay and console, mission d4 1=emergency rescue 2=medical 3=security 4=ABC decontamination
56 Pumphouse in a flood prone section possibly working
57 Plant room for preassurising tunnel with air vents on the surface
58 Depot for vehicles and maintenance supplies in locked garage
59 Depot for a industrial power suit and industrial tool kit with welder
60 Maintinance control hub, sealed workshops and accommodation for six workers with a diagnostic terminal 
61 Scrap built shacks with electric lighting occupied by humans d4 1=cultists 2=fugitives 3=gang 4=cannibal butchers

 Humid mildy radioactive springs flooded area srewn with machine wreckage. Fleshy semi aquatic naked mutants dwell here eating fish and each generation grows stranger
63 Tunnels and walkways everywhere and a village of underground abhuman animorphic tribes d6 1=rabbit 2=wombat 3=rat 4=numbats 5=goat 6=wallaby with burrows to the surface
64 Family of predatory abhuman animals live in scrap cottage and hunt in area d4 1=cat 2=fox 3=lizard 4=canetoads with access to a service tube with a ladder to a hidden hatch 
65 Secret market and gladiator fighting pit operated by a gang who operates everything. There were several surface routes from here some private and hidden now. Full of surly maniacs
66 Mutant hidden shanty town where strange mutants dwell in the darkness safe from human purists
67 Colony of marine abhumans in semi flooded area with fish and a flooded tunnel to the surface d4 1=fish folk 2=crab folk 3=crayfish folk 4=turtle folk
68 Cantoad abhuman secret commando base where they await orders from home, often drinking beer in a pool
69 Secret faction hidden temple where cultists and elders meet in secret to praise some evil AI or network demon. Garbage filled temple is full of artefacts
70 Refugees fleeing a disaster found a way down here and have camped unsure about future and limited supplies  
71 Small emergency VIP bunker for several families d4 1=sealed but empty 2=looted 3=undead occupants 4=hostile security robot awakens
72 Depo repurposed as a shelter for years by someone after the war, dusty but fair condition
73 Bunker for 30 survivors d4 1=corporate VIP 2=government 3=science 4=DNA vault
74 Bunker complex for a dozen families d4 1=degenerate inbred cannibals 2=looted 3=ghoul clan 4= mutant gang members
75 Military bunker where squad was frozen and had an APC d4 1=abandoned empty 2=torn apart by high energy weapons combat 3=undead soldiers 4=sealed but trapped with robot soldiers inside
76 Utopian bunker complex with android and replicant guardians d4 1=humans died off 2=lazy idiot hedonists who can't even walk 3=morlocks took over to farm eloi 4=hedonists cared for by AI
77 Private VIP bunker quite luxurious for a former Trillionaire and their chosen ones d4 1=undead 2=owners brain in a control borg manages and watches all in shelter 3=Replicants of original occupants 4=AI copy of owner manages staff or robots and androids
78 ARK Bunker protecting important relics and data guarded by robots and AI d4 1=artworks 2=animal and plant DNA 3=historic relics 4=technology museum
79 Secret black science bunker with an AI and android defenders d4 1=cloning VIPs 2=psychotronic weapons 3=bioweapons 4=killer cyborgs
80 Cryonics Vault d4 1=frozen undead families hoped to save in future 2=minor celebrities stored for reality TV show 3=local politicians and business VIPs 4=apocalyptic cult who plan to dominate the post-apocalypse world
Battle damages area with wrecked enemy mech and various robots and borg wrecks, some attractive parts but some damaged machines might awaken if touched and have some power and ammo left
82 Rubble with barbed wire and mines from some former inhabitants defences
83 Automated machinegun nest built by scavengers to protect their claim
84 Fortified wall built of trash d4 1=morlocks 2=insect abhumans 3=scrap robot gang 4=gang of outlaws found the way here after persued by the law
85 Are covered in traps with pits, nets, spring-loaded jaws, envenomed spikes, deadfalls and swinging spiked logs. Left by defenders or hunters
86 Supply depot but heavily damaged by gunfire, some quality scrap and human remains of gangs
87 Battlefield where zombies and subterranean mutant troglodytes battles leaving torn apart corpse parts and darts
88 Several recycling bots moving over a battlefield, some sucking up corpses into grinders to make fuel and others collecting cloth and fabric and metal and plastic they take to a recycling centre depot when their hoppers are full
89 Battlefield were two factions of androids fighting, both hate humans. One ok with working them to death other thinks humans are just for biofuel vats
90 A party of scavengers exploring locked in a battle with d6 1=morlocks 2=mutant gang 3=mutant horror 4=undead 5=walking fungus creatures 6=giant bugs
91 Tunnel with crashed train transporting plague deaths, will awaken from hibernation if noises or breathing detected, hundreds of bodies will tear open bags and awaken if disturbed, they don't all awake and become active or hostile at once, some take a d4 rounds to arise ready to attack
92 Military VIP train intended to remain moving potential nuclear target. Rear armoured guard car, a sealed vault car with gold and documents and VIP car with conference room, tv studio and small sleeping berths. Lots of secure locks, all appear to have torn each other apart from a psychotronic attack while the forcefield was hacked. Its a good place to put an important ancient public official remains handcuffed to a suitcase or details of a secret bunker
93 Black lab train transporting illegal weapons d4 1=nerve gas 2=necrovirus strain create new undead strain 3=psychotronic mind control weapon taken to space launch facility 4=new type of android troops with power armour and flight packs in pods but al virused and anti-human
94 A gigantic cavern with a kaiju size god monster sleeping d4 1=some people are climbing on it 2=someone has built a community on top 3=creature is pionic and happy to communicate briefly 4=cultists are chanting to it and mixing it gigantic vats of mutant berry juice
95 Special bunker with android security and a VIP shuttle bay with a preprogrammed route to a moon station
96 Cavern where hundreds of cultists chant and dance in front of their idol, an ancient damaged mecha. A henge of wrecked cars form a circle around it
97 Home of hairy subterearnean abhuman ape folk live here hunting mutant creatures, fishing and nocturnal visits to the surface. Their cave art covers the tunnel section including paintings, clay statues, bone carvings and ritual assemblages around altars. They worship a tactical nuclear weapon they found "the egg of the sky god"
98 A superior breed of psionic mutants live here in secret. They have one faction fighting for peace and another who seek conquest, meeting adventurers may influence the population. They have lots of ancient tech and seem quite utopian having assembled emergency shelter kits and brought goods from a bunker here. Patronising to non psychics
99 Robot crab tank from war belonging to enemy power, currently powered down but if disturbed will awaken and hunt theinterlopers intermitantly for years if need be, mostly energy weapons remainingand has a self destruct tac nuke setting with a loud count down
100 Space colonists returned to earth have a secret base here d4 1=Cyborgs returned from the void, hoping to terraform planet and only allow life useful for industrial purposes 2=Eldren space explorers returned after a near FTL trip and some time dilation 3=Martian spies investigating area for a secret colony and conquest 4=Lunar survivors have built a transmit pad to their moon colony and use this location and drugs to aclimitise their spies seeking certain goods they need to keep their home intact 

if I messed up any numbers let me know

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