Monday, September 18, 2006

Two Hundred Scenario Ideas

Back in December 2004, gordyzx9r posted a list of 100 quick scenario ideas in the TMNT/AtB Forums at Palladium Books. And while the list was pretty dry, it could be used by GM's to provide a spark for an idea that could be built into a fleshed out game.

Examples:
1. A barbarian horde bent on conquest bleeds the lands in it’s path of wanton destruction
17. Act as an official emissary
62. Inadvertently trigger a thought to be defunct, rogue sleeper-cell like order that sets into motion the overthrow of the local government
99. Word reaches Smoketown that an old decrepit Pre-Death ballistic submarine has washed ashore a Cardanian beach, the race is on to secure &/or destroy it to keep it from falling into enemy hands


In January of 2006, gordyzx9r posted another list of 100 scenarios. This time however, the list mostly included ideas that were more fleshed out than the previous 100.

So now if you are facing a weekend with friends who wanted to play After the Bomb, and had a bad case of writers block, you could quickly roll a D% to pull up a quick adventure idea. Please note though: NPCs are not included.

Examples:
2. A Cardanian research team has been attempting to decipher the program of a strange pre-death communication device when they unintentionally activate some sort of beacon. They learn that the beacon is transmitting a signal for a device to hone in and kill every living creature within a certain radius of the broadcast. Scientists are able to ascertain that there is only a few days time until this “thing” reaches the city. Cardania doesn’t want to cause mass pandemonium so the PCs are contracted to intercept whatever it is that is enroute to the city and destroy it…if they can.
49. It’s dead of winter and the PCs have been dispatched to a remote radio relay station that retransmits radio traffic. While monitoring the radio during a snow storm, they hear an EoH transmission between someone on the ground and EoH fighter-bombers. The person on the ground is evidently a forward controller as he makes a call for fire and as he’s relaying the coordinates, the PCs realize that the coordinates are for their relay station. They have just seconds to escape the attack and will be left with very little of their equipment. The EoH forward controller is part of an elite EoH commando team who will try to hunt down and capture or kill the PCs.
96. While on an existing mission, roll again on this table as an event occurs that may force more responsibilities upon the PCs.


To get a copy of the full list of two hundred scenarios you can find them in Palladuims forums [here and here], send gordyzx9r a PM to get a copy in word, or you can download a plain text copy with the link below.

Download: 200 Scenarios (text format), by gordyzx9r.

Tuesday, September 12, 2006

Larger Map of Cardania

Here's a larger scale map of Cardania.


This map shows the largest Cardanian cities that appear in my games: Smoketown, Portsmouth, Petersburg, Patux, Cambridge, Camden, Port Pocomo, and Paradise. Also shown are the locations of the D.C. Ruins, and Baltimore Ruins.

LOCATION NOTES:

Smoketown:
Cardanian Capitol

Portsmouth: Carnadia's main port (Largest city)

Petersburg: Main hub of trade with scouts and inland salvage operators.

Patux: Industrial town, frequented by those heading to the ruins of DC and Baltimore. Frequent ferry service with Cambridge.

Cambridge: Peninsula's northern port. Home of the Academic Underground's first secret university.

Camden: Home to Cardania's single largest mill works, and largest city on the peninsula.

Port Pocomo: Peninsula's busiest lumber port. Controled by Camden.

Paradise: Gateway to the North. Those who don't want to travel around the ruins of DC or Baltimore enter Cardania through this city. Large Elite Militia presence. Heavy into trade with the Rodent Cartel of Filly. Quickly becoming Cardania's largest city due to a growing shanty town north of the "accepted" Cardanian boarder (suspected to be haven for many New Kennel and Empire Spies).

D.C. Ruins: Washington D.C., capitol of the former United States, was hit by a nuclear weapon at the time of the Death. Radiation levels have dropped over the past 75 years, but it still remains a dangerous place to visit due to strange mutant that live in the ruins as well as crumbling buildings, and pockets of leathal radiation.

Baltimore Ruins: Baltimore was swallowed by the Chesapeake Bay shortly after the Death as the sea level rose. Buildings that survived the flood have been known to colapse without warning and pose a hazard to any scavengers that venture into these ruins.