Showing posts with label Locations. Show all posts

Sunday, June 3, 2012

San Diego PDF

Been a while since my last post, but have finally gotten around to finishing the write up for the San Diego location and collecting it in one PDF, which you can find here! Included is a rough draft for the Dominance system, using the setting of San Diego as a living dungeon of sorts.


. The Dominance system takes all the scheming and plotting, street fighting and all-out gang war of an average day in SD and randomizes the outcome using 1d30. Roll one for every gang at the end of the day. Once a gang reaches 0 Dominance, it fades back into obscurity as just another street gang and their turf is claimed by their mortal enemy or various small street gangs.  



Gang size
Starting Dominance
Gang member killed
Veteran gang member killed
Leader killed
Paying homage to other gang
Small (Ship Rats, Lawmen)
50
-1
/
-20
-10
Medium (Gassers, Pit Lords, Angels of Mercy)
100
-1
-3
-35*
-30
Large (Jetheads, Pu�etazo, Chain Gang)
150
-1
-3
-50*
-50

*Pu�etazo: -10 for every dedo, Gassers: no such penalty





The Tally (roll 1d30)

1)       Roll again. If the result is 1: Disaster! Whether through cowardly assassination or a full-out assault, your leader was killed by a rival gang. Lose x Dominance and become mortal enemies of the culprits. If you have multiple or no gang leader(s), take the respective penalty instead.

2)       Humiliation! At the verge of defeat after an unexpected, overwhelming full-out attack, your gang saw no other way out but to accept a rival gang�s superiority. Pay x homage to the gang in question.

3)       Hard-pressed! Your gangers held your turf against a rival gang, but only barely. Ten of your most senior members got a hot lead enema. Lose xDominance.

4)       Ambushed! Five of your most senior gangers got ambushed while scavenging, culprits unknown. Lose x Dominance.

5)       Raided! A Gasser raiding party robbed you of supplies and guns, killing ten grunts to boot. Lose 25 Dominance. If you are the Gassers, gain 15 Dominance instead.

6)       Deserters! Morale took a dip and ten of your grunts slunk away in the night. Lose 10 Dominance.

7)       Fooled! A crate of explosives your gang bought blew up in your face, as a rival gang bamboozled you. A few mooks lost their lives. Lose 5 Dominance.

8)       Affronted! Some street gangers just walked into your turf and shot a few commoners belonging to you. You lose face and 5 Dominance.

9)       Swindled! A chem deal went bad. You lose the chems, caps and three grunts. Lose 3 Dominance.

10)   Bombed! Unknown perpetrators threw a molotov cocktail into one of your safe houses, destroying the building and killing three mooks who should have been standing guard. Lose 3 Dominance.

11)   Insults! Two of your senior gangers exchanged some unfriendly words and gun shots, now there�s only one left. Lose x Dominance.

12)   Heartbreak! One of your gang�s favourite prostitutes snuck away and now warms the beds of another gang. Lose 1 Dominance.

13)   Overdose! Jet claims another one of your mooks. Lose 1 Dominance.

14)   Status quo! Rather a slow day for your gang, let�s hope tomorrow brings more action.

15)   Turncoat! A grunt from a rival gang wants to join yours. After grilling him thoroughly, his desire seems legitimate. Gain 1 Dominance.

16)   Foiled! You discovered a spy in the ranks of your mooks. You send his head back to the rival gang in question, just to get the message across. Gain 1 Dominance.

17)   Experience! Today marks the x-th kill, x-th year in service or something similar of one your lowly grunts, earning him the right to be called a veteran member. Gain 3 Dominance.

18)   Expansion! Your gang managed to claim a building from a troublesome street gang. Gain 3 Dominance.

19)   Levies! Your gangers rounded up some commoners and forced the most able ones into the ranks of your grunts. Gain 3 Dominance.

20)   Payday! Your mooks stole a shipment of chems from a rival gang and sold it to the intended buyer a few hours later for a pretty penny, neither party being any the wiser. Gain 3 Dominance.

21)   Flawless! During a brutal skirmish in the streets, your most senior gang members managed to take out an equally large group of rival gangers without losing anyone on your side. Gain 5 Dominance.

22)   Opportunities! Your mortal enemy or a rival gang declared a temporary truce, giving you time to gather your forces and strengthen your position. Gain 5 Dominance.

23)   Bounty! After a raid on a rival gang, your grunts return with a score of liberated slaves, who promise to serve you faithfully. Gain 10 Dominance.

24)   Alliance! A major gang wants to enter an alliance with yours, adding considerably to your prestige. Gain 10 Dominance.

25)   Discord! An undercover agent of yours has successfully sown discontent among a rival gang, causing quite a number of their gangers to look for greener pastures, including yours. Gain 10 Dominance.

26)   Victory! Your gang has driven a rival gang from a major part of their turf, giving you control over the area and its resources, for the time being, that is. Gain 15 Dominance.

27)   Boom! A crate of military grade explosives has recently made it into your gang�s possession, and today you put them to good use, creating a few more bloody craters in your enemy�s turf. Gain 15 Dominance.

28)   Misdirection! One of your mooks convinced a Gasser raiding party that a rival gang had stolen one of their shipments of Psycho, and the Gassers carved a bloody path through their turf. Your enemy is weakened without you so much as lifting a finger. Gain 20 Dominance. If you are the Gassers, two of your raiding parties just decimated each other, lose 15 Dominance instead.

29)   Top dog! Your gang�s relentless attacks on a rival major gang have left them weak, and they have offered to pay you homage if you spare their miserable lives. Gain 15/20/25 Dominance according to the size of the gang in question.

30)   Roll again. If the result is 30: Terminated! A squad of your most veteran gangers has taken out a rival gang leader, and your gang is the talk of the town today. Gain 25 Dominance. If you have a mortal enemy, it was their gang leader who snuffed it, and you gain an additional 10 Dominance.

Monday, July 4, 2011

Location: The Shining Temple

For those interested I've put up a PDF with a write-up for the Biosphere-08 / The Shining Temple dungeon, with a map and a model adventure around it. The PDF can be found here. Enjoy!

Saturday, May 21, 2011

Location: Redwood Towers

I've made a write-up of the latest dungeon I made for my Fallout campaign, those interested can find the PDF with maps in the download section now! Redwood Towers is an adventure for three to four players of Seasoned rank.


Strange stories about the untamed north can be heard in the bars of New Arroyo and Klamath, where the tribals who live in the mountains and the evergreen forests come to trade. One such story caught your attention: a brave of a small tribe called the Chetcan, Brahmin herders and pelt hunters, had made mention of spotting a group of heavily-packed, green-skinned �demons� marching through the Red Wood, heading toward a set of ruins of the ancient world. After their passage, loud noises could be heard coming from the dilapidated building day and night�


The Red Wood is located about seventy miles west-northwest of Klamath, a hilly and densely forested area, with plenty of wildlife and a wet, moderate climate. It is home to a small group of a few dozen tribals who call themselves the Chetcan, who live in a series of caves in the side of a hill at the south-western extremity of a low mountain range. A marauding pack of wolves have recently made their lair not too far from the tribe�s caves. To the west the mountains become more prominent, and the foothills are the breeding ground of the local gecko population. Hidden higher up in the flank of the mountain is a cave sacred to the Chetcan, the Cave of the Ancestors. To the north and west the open plain is enclosed by very old, dark woods, extremely perilous to navigate for those who do not know the surroundings. Wedged between two of these forests lie the ruins of Redwood Towers, a forgotten research facility built during World War II. A set of railroad tracks, entirely overgrown with grasses and shrubs, lead up to the facility from the east.

The Chetcan are a small, peaceful tribe, friendly to travelers and outsiders, but reserved and often distrustful at first. They have their home in a set of adjacent caves of varying size, though they spend the majority of the day outside, rarely staying in the caves during daylight hours. The largest of these is a common area where most of the tribe spends the evening hours and social activities take place. Two smaller caves are the separate sleeping areas for men and women. A fourth cave is used as storage space and additionally has room for the activities of the craftsmen and women. Finally two small caves are the domain of the tribal Elder and the shaman respectively. Outside of the caves are a handful of rudimentary wooden structures and a makeshift enclosure for the modest Brahmin herd.

The tribe is led by the aging Elder Horavilya. He laments the ever-increasing influence of the outside world and modern technology on the Chetcan, claiming that it is leading the tribe astray. His words carry great weight with the tribals and many thus follow him in denouncing external influences. The Elder�s views are opposed by a strong, vocal minority, headed by his slightly younger sister, the tribe�s shaman and medicine woman Shalawa. In her opinion the only way for the tribe to endure is to embrace technology and contact with the outside world. The tribe is divided over which direction to take, though both sides strongly desire to have the tribe remain a harmonious whole. To make matters more complicated, since the dark omen of the green-skinned demons, misfortune has hit the tribe. It is even whispered that the sacred ancestral spirits, which the tribe turns to for guidance when in need, once more walk the earth, but if this is an omen for good or for bad, no one can say for sure.

Read more here ...?