GMs Toolkit Booklet Scenario Generator
GMs Toolkit Booklet Scenario Generator
GMs Toolkit Booklet Scenario Generator
SCENARIO GENERATOR
Scenario Generator
FOR DREAMS AND MACHINES
GAMEMASTER'S TOOLKIT
DREAMS AND MACHINES
SCENARIO GENERATOR
ti m e to dre am of w o n drous things!
It's
ADVENTURE GENERATOR
The following tables can inspire a wide range of fraught and
deadly adventures. The tables introduced here are meant to assist
a gamemaster in designing a perilous and engaging tale. Many
adventures will follow a familiar structure, which is something
that these tables hope to help the gamemaster emulate at
the tabletop.
THE OPENING SCENE Two d20s are rolled for the Opening Setting table, but
Frequently, the opening scene of a Dreams and Machines the dice results are kept separate rather than adding them
adventure places the heroes right into the midst of the together. You are free to choose which column each die
action, beginning in an unfamiliar location that introduces relates to, but you should be sure to check both options
an element of peril through its mere description. Every before deciding. You should reroll results that clearly do not
tale of heroism, adversity, or triumph requires a villain or match, although it may be an interesting practice in welding
obstacle as a core central element, regardless of whether two seemingly-unconnected elements together.
that plot device is as direct as a long-dormant AI fragment
OPENING SETTING
ROLL SETTING DESCRIPTOR
3 A campsite Smoldering
5 A smithy Prosperous
9 A mountainside Dull
11 A lab Chaotic
12 A spaceport Calm
9-12 Indifferent
NON-PLAYER CHARACTERS 13-16 Unfriendly
ROLL SETTING
17-20 Hostile
1-2 Everan Traders
THE PLOT
Having established the opening The machinations of the villains central to adventures tend
scene and the primary reasons for the player characters towards the straightforward rather than the convoluted,
being there, it is now important to establish exactly where but you can roll multiple times on the Plot Concept table
their adventure will lead them and who is pulling the to generate several threads. As with the Opening Setting
strings. Unravelling the overarching plot should begin table, two d20s are rolled, but the results are read separately
to take place during the opening scene but does not rather than totalled, with either roll applied to the column
necessarily need to be revealed all at once. Clues should be of your choice.
established from the outset, but plot devices such as non-
player character motives or even their presence can readily Once the driving focus has been determined for the plot, it is
be used to tease the plot reveal across several scenes. time to move on to the Primary Antagonist and Plot Fulfilment
and Location tables to determine exactly who is behind the
devilish plot and what they require to bring it to fruition.
PRIMARY ANTAGONIST
ROLL PRIMARY MALEFACTOR TRAIT
13 A recently released/reawakened AI Believes the Wakers are the true heirs to Evera
15 Grabber, corrupted by one of their finds Wants to save Evera, humanity be damned
17 Aspiring warlord, trying to carve their territory Strict follower of a moral code
18 Genius nanogram with flawed programming Pursuing a desire for their own redemption
7 A cure for their disease, or that of a loved one A sunken River Boat
9 Access to the Builder or a fragment thereof In the depths of an old military installation
Ooo h
mor
e pr
i nt
s to
fo l
low
!
8 S cen ario Gener ator
MISERY AND DOOM The Goals and Objectives table can be used to determine
some possible personal goals and objectives for the player
In many a thrilling adventure, little goes to plan for the
characters. These may require completion to overcome the
heroes before they eventually manage to triumph over
plans of the primary antagonist, or they may be secondary
adversity — which for you will mean introducing obstacles,
goals that are independent of the overarching plot. Either
twists, and personal objectives that can be used to compound
way, it should be clear that there are personal ramifications
the hardships that must be faced throughout the adventure
to the player characters for not fulfilling this element of
whilst providing a sense of achievement.
the plot.
1 Another faction wants to protect the players Direct familial connection to the villain
Rivers are fed false information to give player The antagonist is distracting from their true
5 characters goal
6 The players are caught up in treaty negotiations Evidence that the antagonist is in the right
7 The objective is inside a giant industrial Waker The antagonist’s goal has shifted
During transport, player characters are swept A player character’s home is destroyed by
10 off course accident
Player characters get separated to different A player character’s memories are revealed to
11 settlements be false
Player characters have been poisoned and One of the player characters is killed. (Check
12 have time limit to find a cure with player)
Player character receives news a family Player character’s family once worked for the
13 member is dying antagonist
The player characters must pass through an Player characters inadvertently caused the
14 area patrolled by an incredibly powerful Waker problem
Player character is offered the chance to betray A player character inadvertently created the
15 the group antagonist
16 Player characters are ambushed by Thralls The antagonist already had the ability to win
A player character hears their name from the Antagonist is pretending to be a famous
19 forests person from pre-War
be a
Co u l d t h is
o otp r in t?
Wa k e r 's f
1 “All Wakers must be destroyed!” Player character MUST Kill the antagonist
4 Player character wants to earn their name. Player character is trying to clear their name.
6 Joining another faction Seeking the Waker that killed their family
7 Proving themselves the fiercest in their home Looking for a kidnapped loved one
15 Ensuring that their loved one is kept safe Creating a device to help their home
20 Developing technology beyond the Wakers Fixing and mastering a musical instrument
ke r! !!
is Wa
r e o f th
ook c a
T h e Sp e a rs t
12 The name of an unruly Loci Spear who has lost their bond-spear
20 Technical readout of a Builder fragment An active Waker, but immobile and defenseless
The Artifact table requires that you roll two d20s as before, artifact with a description or state of being. The Knowledge
selecting one d20 to determine the type of artifact in or Person Objectives and Opponent tables require the roll of
question and the second d20 to provide the a d20 on the relevant column.
16 A preserved animal’s body part Appears intact, but will fall apart after one use
5 A ruthless mercenary
9 A player character’s former travelling companion, convinced the character left them for dead
10 A mischievous storyteller, trying to make the player character into the “hero” of their own story
11 A criminal, fleeing from a settlement, trying to frame the player character for their crimes
13 A Spear bounty hunter convinced there is a price on the player character’s head
15 Settlers who have been convinced the player character is trying to eliminate their settlement
17 An old Spear, convinced the player character knows a secret about the Wakers
18 An Archivist, convinced there is something special about the player character they wish to study.
19 A member of the player character’s family, trying to get them back home.
20 A childhood rival, now elevated to leadership in the player character’s home community
I th in k I' ll ke e
p
aw ay fro m w ha
t
e ve r left th e se
!
UNEXPLORED FRONTIERS
types such as the player characters often run headfirst
into the unknown with a youthful disregard for their own
No story would be complete without a few sinister safety or the dangers that might be lurking around the
locations and exotic settings for the player characters to next corner. The PCs’ adventures and goals may take them
explore. The following tables can be used to generate any to bizarre and perilous locations filled with the mutated
number of locations to fulfil the plot — there is no hard beasts and rogue machines that haunt the wilderness and
or fast limit, you should use as many locations as you feel the ruins of the Old World. Although some dice results
are necessary to propel the adventure to its conclusion. The may seem untenable at first glance, you are encouraged to
location required by the antagonist to bring their plans spend a moment or two on linking seemingly unworkable
to fruition should already be known thanks to the Plot elements together through nothing more than the art of
Fulfilment and Location table, the tables presented here will storytelling. Not only is this a good exercise in creating
provide any number of locations along the characters’ route engaging narrative, but also an enjoyable practice in creating
from opening scene to epic climax. unusual elements on the fly.
As with any of the tables here, you are free to pick and
choose only the elements desired, or to ignore rolls if they
do not suit the plot. The Location Choice and Atmosphere
table requires two d20s, rolled separately. The first roll
determines which sub-table to roll on (Building Type, Rural
or Marine Locations, and Military or Otherworldly Sites
tables) and the second roll establishes the location with an
atmospheric descriptor.
1 Building Derelict
2 Building Ruined
3 Building Peaceful
4 Building Abandoned
5 Building Windswept
6 Rural Dreadful
7 Rural Overgrown
8 Rural Submerged
9 Sinister Ancient
10 Sinister Impossible
11 Sinister Perched
12 Sinister Mountain-top
13 Sinister Cliff-top
14 Marine Flooded
15 Marine Underground
16 Marine Remote
17 Military Enigmatic
18 Military Dripping
I fo u n d t h i s f l o w e r
g r o wi ng j u s t h e re
i t s m e ll s l i k e s w e e t s
7 Half-destroyed giant artillery piece Artificial island garden with fallen bridge
8 A former motel, now an ascetic’s enclave Grounded ocean liner made into settlement
A cabin, with a room full of books and A beach with settlements atop three tall
10
newspapers chronicling the last days of Evera towers, connected by bridges between them.
11 Clearing, full of fallen statues A gutted River Rock with a dead River
Former park area, with trees from all over Crashed starship, the tail barely visible above
12
Evera, barely recognizable the water. What lies in its depths?
17 Monument to those lost in the Waker War A storage shed half-sunk into the marshland
Impromptu field-hospital, set up by wandering A recently grounded boat, full of food, with no
18
medic crew to be found anywhere
19 Overturned truck, full of half-stripped Waker A former boatyard with scuttled boats
9 Abandoned Thrall surface camp Crystal bridge that rises from the water
10 Wooden enclosure with prisoner cages Dodecahedron structure with vacuum inside
11 A Spear Cell, filled with unmarred corpses A beach resort, filled with broken mechs
A lavish futuristic house hiding a fully stocked An area of forest, with strange fauna from a
13
armory previous era
14 The remains of a remote training ground. A crater, with a metallic statue in the center
An overgrown space fighter crashed across a Large rings of crackling and humming energy
18
fast flowing river. floating around a metallic spire.
An overgrown landing bay, with faint A bizarre fairy tale garden, kept alive by
20
announcements. nanogram projectors
When rolling on the Mutated Creature table, adjust the A pack of creatures typically consists of a number of
number of creatures to the number of player characters. creatures equal to twice the number of PCs, acting as 1-3
NPC mobs.
If the machine or creature is a Major NPC (such as a
Waker or Genius Loci), then normally only that one NPC
will be present. Otherwise there will be one NPC for every
two PCs in the group, unless the entry mentions a pack.
WAKER SUBTYPES
ROLL CONDITION OF WAKER TYPE OF WAKER
Establish the Hooks and Draws that led to the player characters
being present, then work on unveiling the Plot Concept. Roll
on any additional tables as directed (Primary Antagonist,
Knowledge or Person Objectives, or Ancient Machine or Mutated
Creature tables).
LOCATIONS
Roll any number of locations on the Location Choice and
Atmosphere tables. Roll on any additional tables as directed
(Primary Antagonist, Knowledge or Person Objectives, or Ancient
Machine or Mutated Creature tables).