GMs Toolkit Booklet Scenario Generator

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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.

Blazing a trail of renown, heroism, and fame across Evera Prime is


something that should be achieved at the culmination of exciting
and dangerous adventures that involve the player characters
thwarting deadly plots and undoing the effects of ancient rogue
technology. At their heart, these tales of courage and adventure
should involve overcoming a tangible and identifiable threat or
solving a crucial problem, though unveiling this menace will likely
involve a few unforeseen twists and turns.

The tables that follow will almost certainly introduce their


own convolutions, some of which may not fit the plot that is
developing or the loose outline that you have in mind — whether
this was prior to rolling or as the tables unveiled the story arc.
There is no requirement to accept every roll made or even to
follow the process through until the end; specific elements can
be cherry-picked to suit, re-rolled, or ignored completely. There
a y
od
is something to be said, however, to rolling with the punches and
taxing the imagination to make the randomness work.
t st
rin
tp
oo
e s ef
o i n g t o fo llo w t h
I' m g
2 S cen ario Gener ator
As an additional note, the tables presented here offer awakening and exerting control over the machines of the
themselves as a useful tool during an actual play session, ruins, or as subtle as a conspiracy of greedy Archivists
particularly if there is a need to quickly generate a mission seeking to claim a vital resource for their own purposes.
objective, person, item, or place Beginning with the antagonist allows you to frame the
context of the overarching plot.

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

1 An isolated farmhouse Flooded

2 A small town inn Moldy

3 A campsite Smoldering

4 A town market Shabby

5 A smithy Prosperous

6 An underground tunnel system Empty

7 A hidden valley Claustrophobic

8 An expanse of wasteland Vibrant

9 A mountainside Dull

10 A rushing river Organized

11 A lab Chaotic

12 A spaceport Calm

13 An old factory Eerie

14 A pre-War apartment building Crumbling

15 A security tower Unsteady

16 An Archivist library Sweltering

17 A Dreamer settlement Frozen

18 A Grabber’s garage Infested

19 A River waypoint Overgrown

20 A Spear training ground Roll twice and apply both

S cen ario Gener ator 3


Once the setting has been established, the Non-Player TEMPERAMENT
Characters table can then be used to determine a group of ROLL SETTING
non-player characters who might be present during this
initial scene, supported by the Temperament table for their 1-4 Benevolent
general attitude.
5-8 Friendly

9-12 Indifferent
NON-PLAYER CHARACTERS 13-16 Unfriendly
ROLL SETTING
17-20 Hostile
1-2 Everan Traders

3-4 Everan Grabbers


INVOLVING THE PLAYER
5-6 Spears
CHARACTERS
7-8 Dreamers Having established the setting and some of the other
people present, it is often time to unveil the reason behind
Thralls (will always have the Hostile
9-10 the player characters’ presence. This will establish the hook
temperament)
that has drawn them into their current predicament; their
11-12 Rivers reason for being in the wrong place at the right time in the
first place. This can be revealed as the action unfolds or
13-14 Archivists
delivered as part of the introductory dialogue — however
Active machines (will always have the it is addressed, revealing the hook will provide the player
15-16
Hostile temperament) characters with their initial incentive for having been drawn
into the plot.
Agents of the Dark City (will always
17-18
have the Hostile temperament)
The Hooks and Draws table can be used to aid in sketching
Roll twice, with a separate roll on the the outline, though you should further embellish this
19-20
Temperament table for each with your own narrative based upon your knowledge of
the player characters within the group. As with the Scene
Opener table, two d20s are rolled, with the results kept
separate rather than combined.

4 S cen ario Gener ator


HOOKS AND DRAWS
ROLL PLOT HOOK DRAW

1 An old friend Asked for help

2 A distant relative Went looting and never returned

3 Your boss Wants you to deliver a message

4 A dying person Needs an escort through dangerous territory

5 A group of refugees Requires a specific piece of tech

6 The head of the local Guardians Is searching for information

7 The nearby job board Has called in a debt

8 A successful farmer Seeks revenge

9 A lost child Stole from the PCs

10 A stingy trader Is fleeing a Waker attack

11 The town council Has information on a Thrall settlement

12 The information on an ancient datastick Was attacked by strange creatures nearby

13 An intercepted message Has funded an expedition

14 A captive Thrall Is looking for a place to settle

Stumble on a strange event or location


15 Has had a freak accident
(ignore the second d20)

16 A wizened senior archivist Is offering a reward

17 A Dreamer matriarch Has found an interesting piece of pre-war tech

18 A struggling Grabber Lied to the PCs

19 A stranded River Is settling in new territory

20 A new Spear recruit Has a map that leads to something valuable

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.

S cen ario Gener ator 5


PLOT CONCEPT
ROLL PLOT CONCEPT MOTIVATION

1 Establish a new settlement Greed

2 Take over the local ruling body Fear

3 Identify a traitor Ignorance

4 Revitalise a pre-war location Justice

5 Discover long-lost knowledge Hatred

6 Protect something precious For the greater good

7 Promote an ideal Political power

8 Prevent or solve a feud To repay a debt

9 Neutralise malfunctioning tech Revenge

10 Protect a secret Determination

Collect information on a person or location for


11 To protect interests
the Archivists

12 Repair a pre-War device for the Archivists Aspirations

13 Map an area for a new Dreamer settlement Ulterior motives

14 Protect a Dreamer settlement Xenophobic

Guard an Everan scouting expedition into


15 Beliefs about tech
uncharted territory

Loot an unexplored location to trade with the


16 Historical knowledge
local Everans

17 Retrieve a River’s sunken or stolen boat Rumors

Establish a new trade agreement with the local


18 Idealism
Rivers

Protect a person or place while the Spears are


19 Pride
gone

Destroy an opponent’s base of operations on


20 Charity
behalf of the Spears

6 S cen ario Gener ator


THE ANTAGONIST table will reveal what the antagonist requires to succeed and
where it can be found.
Every tale of triumph over adversity requires a villain or
obstacle at its core. Sometimes this can be as basic as a
Roll 2d20 for the Primary Antagonist table but keep the
wild beast, or it could be a human character with their
dice results separate. You can choose which column the
own drives, feelings, and aims. The Primary Antagonist
dice results relate to, but should check both options before
table will enable you to determine not only who or what is
deciding. From here, you can continue to the Plot Fulfilment
driving the plot, but also the primary trait that dominates
and Location table to reveal what the antagonist requires to
the villain’s character, while the Plot Fulfilment and Location
fulfil their plans and where it may be found.

PRIMARY ANTAGONIST
ROLL PRIMARY MALEFACTOR TRAIT

1 A dogged bounty hunter Fiendishly clever

2 A disgraced Spear An incredible persuasive salesman

3 A rogue Archivist A zealous belief in their guiding principles

4 Settlement’s leader Possesses incredible strength

5 GLIF master A straightforward thinker

6 Spear Smith Acts like a fool to conceal their competency

7 A banished Dreamer Ruthless nature

8 A former Sentinel A reckless streak

9 River turned pirate Strong pacifist beliefs

10 A fragment of the Builder Believes in survival of the fittest

11 A Thrall Reader Pathological liar

Mutated animal (roll on the Mutated Creature


12 Unquenchably manipulative nature
table, page 20, to determine which)

13 A recently released/reawakened AI Believes the Wakers are the true heirs to Evera

A bandit with delusions of grandeur, claiming


14 Delights in cruelty
to be a “conqueror.”

15 Grabber, corrupted by one of their finds Wants to save Evera, humanity be damned

16 Orphaned child, possessed by mysterious force Affable

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

19 The last member of a destroyed group An unpredictable temper

20 A Fixer obsessed with united Evera. A reasonable disposition

S cen ario Gener ator 7


PLOT FULFILMENT AND LOCATION
ROLL ANTAGONIST’S REQUIREMENT TO FULFIL PLOT FROM/WHERE

1 Death of a specific player character A player character’s hometown

2 Destruction of a settlement In the heart of a city

3 Completing a device to control Wakers In an abandoned subterranean laboratory

An underground bunker with functional


4 A tool to harvest radiation
security

5 Access to Archivist’s database An Archivist's home

6 Conquest of a settlement or region A Spear Cell’s protectorate

7 A cure for their disease, or that of a loved one A sunken River Boat

8 The creation of a superweapon Hidden under a Dreamer’s settlement

9 Access to the Builder or a fragment thereof In the depths of an old military installation

10 Their own (real, or imagined) immortality In the lair of the Thralls

11 Destruction of the Wakers in a specific region From an individual’s mind

12 The ending of a family’s line Hidden in pre-War files and blueprints

Beneath the floor-boards of a destroyed


13 Their own destruction
chapel.

14 Domination of a trade or economy In a Waker’s memory banks

15 A completely comfortable life for themselves A crashed spaceship

16 The reinvention of Evera From the top floor of a clocktower

17 The founding of a new nation state A research lab on top of a volcano

18 Re-establishing contact with “Earth” With the corpse of a scientist

19 The death of an old enemy A hidden enclave

20 The elimination or disenfranchisement of a rival A mysterious beacon’s location

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.

The Obstacles and Twists table should be used to generate


You may choose to roll once for the group or once for each
both an obstacle and a plot twist that must be addressed
character, but you should consider the personal interests of
by the player characters before reaching the adventure’s
the player characters and players when doing so. Two d20
conclusion. Once again, two d20s should be rolled,
are rolled, with one d20 used to decide a player character
although the results are read separately.
goal and the other d20 used to determine who or what is
involved in its completion.

S cen ario Gener ator 9


OBSTACLES AND TWISTS
ROLL OBSTACLES PLOT TWISTS

1 Another faction wants to protect the players Direct familial connection to the villain

Antagonist dispossessed by a larger scope


2 Another faction wants to protect the villain villain

Player characters are framed for a crime and


3 Betrayal within the group
imprisoned

A large Waker blocks an entrance to somewhere


4 Betrayal from a trusted ally outside the group
important

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

Unscrupulous Grabbers are told the players


8 Another faction has allied with the villain
have good salvage

A rogue phage pod is devouring the building


9 Antagonist volunteers to ally with the hero
something important is in

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

Player characters find themselves in a moral


17 Antagonist guarding against a worse fate
quandary

Player characters are ambushed by a group of


18 Antagonist actually a Dark City Founder
small Wakers

A player character hears their name from the Antagonist is pretending to be a famous
19 forests person from pre-War

Player characters stumble into a religious


20 Antagonist is from distant location
ceremony

be a
Co u l d t h is
o otp r in t?
Wa k e r 's f

10 S cen ario Gener ator


GOALS AND OBJECTIVES
ROLL CHARACTER GOAL CHARACTER OBJECTIVE

1 “All Wakers must be destroyed!” Player character MUST Kill the antagonist

Player character is trying to fulfill a promise


2 Antagonist must be defeated, but not killed
they made

Player character wants to prove themselves


Making sure their settlement has a season’s
3 worthy of the faith someone once placed in
supply of food and water
them

4 Player character wants to earn their name. Player character is trying to clear their name.

5 Protecting their home settlement A family member’s name must be redeemed.

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

8 Reconfiguring the Builder Restoring lost memories

9 Reestablishing contact with far shores Convincing a runaway to return home

10 Mapping out what remains of Evera Fixing a salvaged vehicle

11 Cleansing Evera of radiation Recovering a family heirloom

12 Healing the sick and easing pain Finding a storied artefact

13 Restoring databases from before the war Fixing a past mistake

14 Protecting what remains of the forests Rebuilding a destroyed settlement

15 Ensuring that their loved one is kept safe Creating a device to help their home

16 Building a new Everan country Meeting their hero

17 Learning how every Waker works Restoring a piece of Everan society

18 Rediscovering old medical treatments Devise a process to cleanse radiation

Becoming the most celebrated Grabber on


19 Master a particular weapon
Evera

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

S cen ario Gener ator 11


PERSONAL OBJECTIVES
The following tables are used to further elaborate the
requirements of the character’s objectives. As already stated,
these objectives can be used as personal goals or as devices
to further the plot — by revealing the location of the
antagonist for instance, or indicating an item that is vital to
foiling the antagonist’s plans.
d ic ine
D r e a m e r s a l w ay s h a v e t h e b e s t m e
KNOWLEDGE OR PERSON OBJECTIVES
ROLL KNOWLEDGE OBJECTIVE PERSON OBJECTIVE

1 Codes to access a city’s Genius nanogram Local Everan community leader

2 A legend of lost knowledge Downtrodden Everan farmer

3 A cure for a mystery disease Dreamer living a hermit’s life

4 Insights into a mech’s weaknesses An aggressive Guardian

5 The recipe for a deadly poison A criminal exiled from home

6 The ability to re-start pre-War systems An angry Archivist

7 Plans to a lost location Diseased and highly infectious person

8 A diabolical conspiracy Wealthy heir or heiress

9 The truth of what transpired Reclusive Archivist

10 The truth about a dormant device Dreamer spiritual leader

11 The identity of a traitor A person struck dumb by trauma

12 The name of an unruly Loci Spear who has lost their bond-spear

13 A friendly NPC’s dishonesty or lack of faith War-weary Sentinel

14 Maps of a distant location A person suspected of treachery

15 Radio echoes from a lost community Sentinel with a death wish

16 The knowledge to “overclock” a Waker Wounded person clinging to life

17 An NPC’s unsavoury past River who never leaves their boat

18 Cypher to a machine language Weaver lost in their augmented world

19 An exotic weaving pattern An up and coming Firebrand

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.

12 S cen ario Gener ator


ARTIFACT DESCRIPTORS AND CONDITIONS
ROLL ARTEFACT DESCRIPTOR ARTEFACT STATE/CONDITION

1 Pre-War orbital communicator Dangerously over-charging

2 Original Electrospear from the days of La Scio Radioactive

3 Disassembled gravbike Corrupted by an ancient Loci

4 An Epicurean drug or serum Working but prone to unpredictable failures

5 Thrall’s body wires Sweet smelling

6 Dog-sized, pre-War mech Broken

7 Calcified body in armor Infectious

8 Builder interface panel Shocks at the touch

9 Religious Icon with hidden data storage Glows warmly

10 A mech’s central processing unit Covered in an unknown fungus

11 A portable stasis unit Activates without warning or announcement

12 A canister of infrared reflective paint Engraved with, or contains a message

13 High-speed water purification unit Rust-covered, but works perfectly

14 A Bond-spear with no Lineage Inlaid with precious metals

15 A pre-War technical manual Covered with a pre-War foreign language

16 A preserved animal’s body part Appears intact, but will fall apart after one use

17 High tech, animal-shaped mask Well-used, and coated in anti-mech camo

18 Sealed package of Atoma Cubes Exceptionally well made

19 A damaged Military Atoma Still in factory packaging

A Grav Scout, needs serious repair but it could


20 Modded, to add an extra feature.
fly again

S cen ario Gener ator 13


OPPONENT
ROLL OPPONENT

1 An innocent bystander, who has inadvertently ended up with an important item.

2 A conman, pretending to be a bodyguard.

3 A River, willing to do anything to find his lost Boat

4 Profiteering Grabbers who have taken a valuable but sentimental item

5 A ruthless mercenary

6 A settlement leader, determined to create their own version of paradise

7 A trader convinced the player characters cheated them

8 A charismatic ideologue, trying to gain a player character as a follower

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

12 A roving thief, trying to “regain” an item in a player character’s possession

13 A Spear bounty hunter convinced there is a price on the player character’s head

14 Hired muscle, working for a mysterious benefactor

15 Settlers who have been convinced the player character is trying to eliminate their settlement

16 An impressive haggler, with a weakness for drink

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
!

14 S cen ario Gener ator


ANCIENT RUINS AND As a final note, it is worth remembering that adventurous

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.

S cen ario Gener ator 15


Wh e r
e has
e ve r
ybo
dy
gon
e?

LOCATION CHOICE AND ATMOSPHERE


ROLL LOCATION CHOICE LOCATION ATMOSPHERE

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

19 Ancient or strange site Frozen

20 Ancient or strange site Eerie

16 S cen ario Gener ator


BUILDING TYPE
ROLL BUILDING SINISTER

1 Canvas tent A field of mass graves

2 Huge marquee Huge tunnel openings leading down

3 Archivist tower Imposing ebony monument

4 Old sewage works Shady forest clearing

5 Pre-War hydro-electric dam Carapace of a giant mech

6 Nordic ‘Stave’ style longhouse Village carved into a crater

7 Machine workshop A copse of ancient but gutted redwood trees

8 Wooden and brick meeting hall Futuristic mansion

9 Riverside dockers’ warehouse Disused mine

10 Theatre Bubbling swamp

11 Tavern Deep cave with a distant flickering light

12 Isolated farmhouse Twisted tower

13 Sentinel’s watchtower built into a ruin Life-sized hologram of a lost town

14 Luxury villa Lake of black water

15 Glittering skyscraper Dead volcano with calcified bodies

16 Ruined Utilihub Deserted settlement

17 Government building Echoing factory

18 Medical center Overgrown sports stadium

19 Religious building Beach of glass sand

20 University campus Pre-War villa with a staring Loci

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

S cen ario Gener ator 17


RURAL OR MARINE LOCATIONS
ROLL RURAL MARINE

1 Lonely religious building, half-buried by time A lighthouse that randomly activates

A burned out River boat run aground, with


2 An old farmhouse, overgrown
lights flickering

Aquatic farm, with mutant fish still in


3 Toppled grain silo
enclosures

A former campground, taken over by


4 A hydroelectric plant, full of radiation
Dreamers

Recently displaced Spear Cell, plotting to A hatch on the coast, leading to a


5
retake their home subterranean base

6 A GLIF-Master’s secret workshop Former naval supply station, long emptied

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

Former national park, with a recently wakened


9 Former ocean tunnel, long collapsed
vicious mech

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?

13 An ad-hoc greenhouse, recently tended A small island

14 Farm, converted to be an Archivist outpost Flooded settlement, roofs barely visible.

Half-destroyed town, lined along a single


15 Bayou, with stories of a blood-thirsty cryptid
street

Cliff overlooking the sea with a lookout viewer.


Wild vineyard, with small out of control farm
16 Through it you can see a distant island with
pods roving the grounds
something moving on it.

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

A crowded parking lot, with one working


20 A well-stocked River Rock with a friendly River
vehicle hidden amidst the others

18 S cen ario Gener ator


MILITARY OR STRANGE SITES
ROLL MILITARY STRANGE

1 Defensive bunker with some supplies Pre-War water park

Overgrown fortified line with ditches, walls,


2 Rocky maze in the shape of a tiger
and bunkers

3 Mech staging post Abandoned village in the forest canopy

4 Overgrown spaceport A human-sized beaver-style dam

5 Battlefield frozen in time Giant honeycombed caverns

6 Crashed flying aircraft carrier Ice-sculptured Old World homes

7 Command bunker Floating villa suspended by unseen energy

8 Desolate minefield Inverted tower, down into the ground

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 cave with five glass plinths surrounding a


12 The overgrown ruins of a Sentinel outpost
tube

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

A gargantuan mech, broken by something


15 A lush, purple oasis in a rocky barren
larger

16 A heavily fortified, paranoid settlement A recently-grown butte

An underground cavern coated in


17 A crashed fighter-craft, recently unburied
stained-glass

An overgrown space fighter crashed across a Large rings of crackling and humming energy
18
fast flowing river. floating around a metallic spire.

A ring of shut down mechs around the last


A large humming circular field of energy
19 stand of damaged combat vehicles and
suspended vertically between two towers.
defensive posts.

An overgrown landing bay, with faint A bizarre fairy tale garden, kept alive by
20
announcements. nanogram projectors

S cen ario Gener ator 19


ANCIENT MACHINE OR MUTATED CREATURE
ROLL ANCIENT MACHINE CREATURE

1-2 Nano Wisp Manylegs

3-4 Nano Geist Wild Barg

5-6 Genius Loci controlling a facility Criptid

7-8 Phage Pods Feral Wolf Hunter

9-10 Agri Pod Akriti

11-12 Warden Robot Pack Of Shuffletails

13-14 Small Waker Pack of Snarlbacks

15-16 Medium Waker Flat Top

17-18 Large Waker Silent Snapper

19-20 Gigantic Waker (part of the scenery) Prowlcat

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

1-4 Decrepit Industrial

5-11 Damaged Civil Security

12-16 Intact Military Support

17-20 Sheltered Military

20 S cen ario Gener ator


SUMMARY
Unless otherwise stated, you should roll two d20, but do not total
Yay! This the results. Select a choice from either column using the most
Waker is appropriate result to suit the requirements.
sooooo o

BEGIN THE ADVENTURE


Roll for an Opening Setting and any non-player characters
present — including their temperament (utilizing the Opening
Setting, Non-Player Characters, or Temperament tables
as necessary).

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).

Determine who is behind the plot (Primary Antagonist table)


and what it is they’re hoping to accomplish (Plot Fulfilment and
Location table). Roll on any additional tables as directed (Primary
Antagonist, Knowledge or Person Objectives, or Ancient Machine or
Mutated Creature tables).

TWISTS AND TURNS


Layer on some peril by rolling for one or more plot twists
(Obstacles and Twists table), but provide the player characters
with some sense of achievement by introducing some personal
goals and objectives (Goals and Objectives table). Build on this by
rolling 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).

S cen ario Gener ator 21

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