Adapting Van Buren (Workshop - Complete on Page 30)

You can learn a portion of the deal from ZAX-29 and the Twin Mothers that basically there's a wizard of Oz situation going on, but learning the why of things (as Ulysses would put it) comes from Diana herself.

Ah so sorta like Dean Domino's monologue but, like you said, the opposite in terms of the kinds of emotions you are trying to convey. Now that I think about it that's more or less what The Survivalist did, though your story certainly has a somewhat more optimistic spin than his.

Will the name Greenway also pop up outside of the area where The Twin Mothers storyline? Obviously you also mentioned an Albuquerque location but I was also curious if you intended to draw your players attention to little details like posters or magazines that mention the couple as well.
 
Ah so sorta like Dean Domino's monologue but, like you said, the opposite in terms of the kinds of emotions you are trying to convey. Now that I think about it that's more or less what The Survivalist did, though your story certainly has a somewhat more optimistic spin than his.

Will the name Greenway also pop up outside of the area where The Twin Mothers storyline? Obviously you also mentioned an Albuquerque location but I was also curious if you intended to draw your players attention to little details like posters or magazines that mention the couple as well.
Conceivably since @Atomic Postman drew a lot of attention to the ruins-based urban farms in New Canaan, he could briefly mention that they're based on tech from tHGreenway Hydroponics.
 
Ah so sorta like Dean Domino's monologue but, like you said, the opposite in terms of the kinds of emotions you are trying to convey. Now that I think about it that's more or less what The Survivalist did, though your story certainly has a somewhat more optimistic spin than his.

Will the name Greenway also pop up outside of the area where The Twin Mothers storyline? Obviously you also mentioned an Albuquerque location but I was also curious if you intended to draw your players attention to little details like posters or magazines that mention the couple as well.

I will try to feed it in. In Vault 70 in SLC, the Hydroponics bay will be the locale of a Mantis fight, and I'll note the Hydroponics tech have Greenway Hydroponics with a cheesy mascot. Same thing with the bags of the fertilizer that the Sun Consorts provide the Twin Mothers with.
 
Denver Part 2- The Hangdogs

450

OST Atmosphere:




The Hangdogs are a tribe with a mixed reputation. Native to the Denver region they are known as a violent, aggressive and animalistic people that aren't fond of outsiders whom they consider weak, but equally they are a fair and honest tribe that mostly keep to themselves. They're no raiders. In fact, they've wiped out most of the raider gangs that once inhabited their slice of Colorado either beating them to death or letting them join them.

They revere dogs as spiritual partners in life and in the afterlife. They believe that dog and man were meant to be together as companions, packs bound together. Every Hangdog will have their own personal hound. When that hound dies, it's fur is respectfully removed and either hung up as decoration in their homes, in the village or worn as part of their clothing. Their body is then eaten, absorbing their spirit. They believe that in the afterlife, the spirits of the dogs act as guardian angels, warning off the evil spirits left by the nuclear holocaust (which they attribute to misfortune). Similarly, Hangdogs both tribesman and dog alike hold great hatred and fear for fire - a cultural memory of the firestorms that ravaged Colorado Post-War. They believe that if one dies by fire, they will burn eternally in the afterlife like those who died in the Great War. They try to tame as many wild dogs as possible, but those unwilling are respected as "Ferals" untameable free spirits worthy as enemies in combat.

Typically, their next hound will be a child of the former, forming family legacies of companionship.

The Hangdogs themselves imitate the behaviour of dogs in certain barbarian fashion. They speak in aggressive, gruff and sharply fast tones, bare their teeth or growl as warning or intimidation and hold respect for their "pack leaders", as well as fierce loyalty.

On the more human side, they enjoy fighting, drinking and everything you could expect of your typical DnD barbarian stereotype. They value martial strength above all.

Hangdogs tend to dress in heavy set leather armor with metal studs and black tribal face paint patterns, although there are also a fair number that wear Old World DPD Riot Armor. Though they utilize all kinds of weapons, their signature is that of the Spiked Knuckle. They keep the wild packs of dogs in Denver at bay by keeping "Scenters" on their waists - effectively jars of boiled dog piss mixed with tribal herbs.

There are three "packs" of the Hangdogs. Dogtown, The Racers and the Stormchasers. Decades ago there was a fourth, the Coyotes, but disagreements over the inclusion of Coyotes as spiritual partners and human cannibalism led to their pushing into the West.
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Dogtown:
The original home of the Hangdogs, located in Denver Zoo. Now a huge fort with reinforced junk walls. The camp is full of houses shaped from former tourist conveniences and animal pens, with one pit-like pen converted into a battle arena where the Hangdogs gather bi-weekly for drunken brawls, the tribe watching from the edges as heckling spectators. Players can fight here for earning respect and rewards. Other enclosures have become space for crops or Pigrat farms.

Those from Dogtown mostly use firearms looted from the DPD - they considered CERBERUS and the Cyberdogs as holy relics of the Old World in stasis - when they wake it would signal a great fortune for the Hangdogs.

The most populated by far, and the pack leader considered the "Alpha" of the Hangdogs all together. The term lost usage during the pack wars several years ago, but the most recent pack leader of Dogtown, Chanto, united the tribes to end the wars and bring peace. Unfortunately, he has recently died as a result of the collapsing buildings in Denver, and his heir Teethbearer disappeared. The packs are on the verge of splitting apart again with a power vacuum.

Upon entering Dogtown they will be given an offish welcome, those in the party who look weak will be teased and toyed with, referred to as "Runts". Outsiders who are strong can be called "Ferals" as a mark of respect.

There's another "runt" in the camp. A New Canaanite who's missionary caravan was killed and his objective of converting the Hangdogs laughed off. With no Hangdogs willing to escort him, he bums around the village helping where he can whilst ensuring almost constant banterous bullying. His only claim of respect that saved him from a beating being his skilled marksmanship with a 1911.

Stormchasers

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The Stormchaser pack live on the most Eastern front of Denver and are the only ones mad enough to not only traverse the barren dustbowls east of Denver but also watch the vast cyclones and twisters that ravage them - probably because they get blind drunk whilst doing it. Their camp is a largely nomadic set of tents, and they have a venerated kit they use to brew the most petrol tasting hooch you'll find in the Wasteland. Their preferred weapons are that of melee - such a spears. They wear ponchos and dust masks. Their dogs have thicker, larger coats.

The Racers
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Based out of an old horse racing outfit, the Racers instead use it to race dogs, which they have bred to be speedy and slim. They enjoy gambling and betting on the dogs - but this also extends into other gambling games in their camp. Their preferred weapons are thrown blades.

Teethbearer
Teethbearer is a hulking specimen of a man, muscular and of a height around 6'4, he specializes in Unarmed combat and not much else. He "disappeared" because he is a Prisoner 13. He will be among the first to ping for the players on their Prison-Boys. By the time they reach Dogtown, they'll find him beating his competitor for Alpha to a bloodied pulp in the arena in order to win back his dog, Medusa. In speaking with the players he is surprisingly cordial - he has spoken with Red Menace and understands their situation. They're the 13 Pack. He will bluntly offer two choices, fight him in the arena to the death to take his Prison Boy or help him unite the packs and assert himself as Alpha. He's not his father, a man of many talents, and he recognizes the value in getting a pack of "Ferals" to help him win over the other packs. This can be done as such:

  • Dogtown: Bring back the head of CERBERUS, the ultimate feral, and some Cyberdogs. The Cyberdogs can be brought to the camp through CERBERUS mind control or through Survival players courting them
  • Stormchasers: Win a drinking contest and then staff fight with their Pack Leader, if players are confident in their Endurance beyond the rolls they've already made - they can subvert the fight and continue the drinking contest until blackout. Another solution is organizing a trade deal between them and the Truecoats who have a Brewery Bot in their possession and can also exchange stories about walking the stormlands and what's on the other side.

  • The Racers: win a dog race with Medusa. This is basically impossible against the pack leaders dog, Greypelt, unless they cheat and feed Medusa some stimulant Chems. Or additionally if they have a Cyberdog, they will win with ease. Alternatively they can participate in games to win. A knife throwing competition or five finger fillet
Finally, Teethbearer will thank the players and vow his loyalty. With one more optional extra, he believes he can recruit a war pack (he calls them Diamond Dogs) the best of each tribe, to help them when they need it but they need weapons. Weapons from the Box, underneath Bombay Jack's nightmare.

Bombay Jack:
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Located in a snipers nest in a building surrounded by roads each direction, each one a spiders web of trip wires and pressure plates linked to explosives. Dangerous individually, if a chain is set off it could collapse the entire city block. On top of that, Jack will shoot at the players with his Sniper Rifle, forcing them into a constant cover. There's away around this - taking the sewers. But the previous post elucidated why this is an equally dangerous idea. Reaching Jack, he will have donned a bomb vest and threaten for the players to back off - if they get too close or kill him, he'll explode.

The Box itself is stuffed with weapons and Armor - riot gear, tear gas, hunting shotguns and boxes upon boxes of ammunition, laser weapons and Microfusion Cells. All for the taking, but Teethbearer will be with you if this is part of his questline.

 
Thank you very much. I was a bit worried they were too basic and sparse myself. Too Khan/Klingon/DnD Barbarian. Any particular thoughts?
I mean, maybe I'd like a more specific hook with the missionary, but they feel pretty fleshed out, and the extrapolation of what little we're told about them in FNV into a fully fledged worldview certainly distinguishes them from a generic barbarian type, but even where they are similar to a generic barbarian type I enjoy those sorts of tropes so it's not a problem for me.

I guess my only problem is 'what do they eat' but that's a problem with Denver as it was laid out in Van Buren. It's not exactly a Pripyat-type overgrown city, it's fairly arid and with a lot of concrete intact, so only limited greenery for herbivores, so how it supports such a massive population of dogs is a mystery. Only explanation I can think of is, like, a still functioning dogfood factory, or that there's some deposit of kibble being distributed by automatic feeding system, but obviously those are ridiculous. Obviously this isn't a problem for the Stormchasers.

Also now that I think about it, the path of the players (kill Teethbearer, either in the ring or possibly by stealth, or help him) seems kind of limited. It would make sense if there were a third faction who wanted him dead, though it should be slightly more difficult to access since we don't want the party missing out on the funner route of doing all the sidequests. Maybe you could instead make a peaceful resolution for the Coyotes, where you assasinate or otherwise remove Teethbearer, or sow discord between the packs, etc etc (using some kind of MacGuffin or inside knowledge from the Coyotes) to clear the way for the triumphant return of the Coyotes to Denver, this obviously being the most 'evil' ending possible, where the Coyotes are no longer a problem for Boulder (in the short term) but are running a small Aztec-type cannibal empire out of Denver, totally unopposed. And hey, considering the reverence for the Coyote, it'd be kind of like the second coming of the Anasazi.

On an unrelated note, do you have any plans for Flagstaff? Geographically speaking, its location would be in the game map if ABQ is. You could always ignore it, but it would be neat to tuck some side content away there for the bold and the curious. Nothing connected to the main plot or too extensive, but something would be nice.
 
I mean, maybe I'd like a more specific hook with the missionary

The hook with the missionary is to basically just get him home. It's meant to be a way for players to be led to New Canaan if they end up going straight to Denver from Van Buren.

I guess my only problem is 'what do they eat' but that's a problem with Denver as it was laid out in Van Buren. It's not exactly a Pripyat-type overgrown city, it's fairly arid and with a lot of concrete intact, so only limited greenery for herbivores, so how it supports such a massive population of dogs is a mystery. Only explanation I can think of is, like, a still functioning dogfood factory, or that there's some deposit of kibble being distributed by automatic feeding system, but obviously those are ridiculous. Obviously this isn't a problem for the Stormchasers.

This thought came to mind as well but I tried to handwave it away in Part 1 by the mention that there's a weird ecosystem going where the city is equally overflowing with Giant Rats and Radroaches. It's a stretch of disbelief somewhat because of course - what do the rats and roaches eat - but considering in real life rats and cockroaches just seem to survive off nothing, their mutant variations in a pulp apocalypse doesn't spark the neurons as much as the wild dog packs being there alone.

Also now that I think about it, the path of the players (kill Teethbearer, either in the ring or possibly by stealth, or help him) seems kind of limited. It would make sense if there were a third faction who wanted him dead, though it should be slightly more difficult to access since we don't want the party missing out on the funner route of doing all the sidequests. Maybe you could instead make a peaceful resolution for the Coyotes, where you assasinate or otherwise remove Teethbearer, or sow discord between the packs, etc etc (using some kind of MacGuffin or inside knowledge from the Coyotes) to clear the way for the triumphant return of the Coyotes to Denver, this obviously being the most 'evil' ending possible, where the Coyotes are no longer a problem for Boulder (in the short term) but are running a small Aztec-type cannibal empire out of Denver, totally unopposed. And hey, considering the reverence for the Coyote, it'd be kind of like the second coming of the Anasazi.

It's an interesting idea but my question is - what would motivate players to do this? In a video game it would be a cool alternative evil path but for the players in a TT campaign I can't ever see them considering something like that. Similarly, I considered an internal power struggle to challenge Teethbearer but quickly concluded watching an NPC fight isn't interesting so have that part concluded by the time the players turn up ,(also gives TB a neat intro)

On an unrelated note, do you have any plans for Flagstaff? Geographically speaking, its location would be in the game map if ABQ is. You could always ignore it, but it would be neat to tuck some side content away there for the bold and the curious. Nothing connected to the main plot or too extensive, but something would be nice.

It's a Legion war camp currently assimilating s tribe that lived there. Flush with spring water and food. The players could theoretically go if they wanted to take a look at what Legion assimilation looks like, but the Legion is a well oiled machine so truthfully there's not a huge amount going on that would interest the players IMO. At an earlier draft I had Flagstaff as the outpost of the Desert Rangers, but scrapped it.
 
It's an interesting idea but my question is - what would motivate players to do this? In a video game it would be a cool alternative evil path but for the players in a TT campaign I can't ever see them considering something like that. Similarly, I considered an internal power struggle to challenge Teethbearer but quickly concluded watching an NPC fight isn't interesting so have that part concluded by the time the players turn up ,(also gives TB a neat intro)
A few things; firstly, the players seem to be more likely to run into the Coyotes first. A route to Boulder first, or hitting the outskirts of Denver before realizing they're underlevelled, strikes me as most probable. Obviously the most likely outcome is to kill the Coyotes, but if there's a speech-boy in the party and if they're curious about what they know about Denver they might hear what they're saying, and go with them simply by inertia. Secondly, the Coyotes ought to have some kind of knowledge or MacGuffin, a keepsake from Denver, that is either a tempting reward or would just make their lives in doing the Denver quest and getting rid of Teeathbearer a lot easier. Third, players can see it as knocking out two birds with one stone - they've solved Boulder's problems peacefully, and they now have a big lead/ally/MacGuffin to help them accomplish their goal in Denver. It's obviously shortsighted, but these characters may be shortsighted, just trying to get things done before ARGOS comes knocking. Fifth, and finally, it is nice to have an 'evil' option from time to time, and this fleshes out the world a bit more and makes it actually matter that the Coyotes are from Denver beyond some very light color.

But yeah, my initial point wasn't really that it HAS to be the Coyotes specifically, they were just the first one that jumped to mind and I got a bit carried away with the implications. Just a more explicitly Speech-Boy focused route would be good, li
e an internal power struggle. You say that it's less fun to watch, but 1) in the spirit of Van Buren it's a build that ought be supported, and 2) doing speech (both in the form of dice roles and actively thinking up clever subterfuges and lawyering/convincing the DM) are just as fun as anything else in PnP it seems to me. It's effectively the same thing as combat, just a different route.


It's a Legion war camp currently assimilating s tribe that lived there. Flush with spring water and food. The players could theoretically go if they wanted to take a look at what Legion assimilation looks like, but the Legion is a well oiled machine so truthfully there's not a huge amount going on that would interest the players IMO. At an earlier draft I had Flagstaff as the outpost of the Desert Rangers, but scrapped it.
I have a small concept for it that I'll probably pitch tomorrow if you don't mind. Just side content, nothing major.
 
A few things; firstly, the players seem to be more likely to run into the Coyotes first. A route to Boulder first, or hitting the outskirts of Denver before realizing they're underlevelled, strikes me as most probable. Obviously the most likely outcome is to kill the Coyotes, but if there's a speech-boy in the party and if they're curious about what they know about Denver they might hear what they're saying, and go with them simply by inertia. Secondly, the Coyotes ought to have some kind of knowledge or MacGuffin, a keepsake from Denver, that is either a tempting reward or would just make their lives in doing the Denver quest and getting rid of Teeathbearer a lot easier. Third, players can see it as knocking out two birds with one stone - they've solved Boulder's problems peacefully, and they now have a big lead/ally/MacGuffin to help them accomplish their goal in Denver. It's obviously shortsighted, but these characters may be shortsighted, just trying to get things done before ARGOS comes knocking. Fifth, and finally, it is nice to have an 'evil' option from time to time, and this fleshes out the world a bit more and makes it actually matter that the Coyotes are from Denver beyond some very light color.

I like the chain of events of the players beset by Coyotes and having the slim chance of a Speech Boy talking his way out of it and just leading down this whole chain that otherwise with a failed Persuasion,/Deception check on that highway road renders the Coyotes just permanent enemies.


e an internal power struggle. You say that it's less fun to watch, but 1) in the spirit of Van Buren it's a build that ought be supported, and 2) doing speech (both in the form of dice roles and actively thinking up clever subterfuges and lawyering/convincing the DM) are just as fun as anything else in PnP it seems to me. It's effectively the same thing as combat, just a different route.

No I get that. I meant I considered an internal power struggle where by the nature of the Hangdogs Teethbearer would have to do battle to prove his worth, but whilst it made sense it's watching an NPC fight which is not fun. Whilst the Hangdogs aren't super Speech Boy heavy, they've got some room with the Truecoat Alliance and talking the Drinking Contest into being a pure drinking contest, as well as doing stuff like decieving guards in order to give Medusa Chems in the racing pen, convincing them to allow a Cyberdog or talking them into an alternative game such as knife throwing. It may not be an obvious path to victory but it's one of those TTRPG quests where players will find a way to work their silver tongue somehow.



I have a small concept for it that I'll probably pitch tomorrow if you don't mind. Just side content, nothing major.

Sure I'm all for it. Being blunt leaving out Flagstaff was mainly just because I wanted all my Legion eggs in one basket, but I'm totally open for ideas.
 
Sure I'm all for it. Being blunt leaving out Flagstaff was mainly just because I wanted all my Legion eggs in one basket, but I'm totally open for ideas.
Actually thinking more about it I'm not as crazy as I was about it last night. Basically my concept was to highlight the way the Legion distinguishes between tribals and 'townsfolk.' The Legion obviously isn't wholly opposed to enslaving and killing townsfolk from time to time, but it seems like there is some kind of distinction drawn - the Legion is an army of tribes, but we're alluded to towns and traders within its territory that are subject (but not part of) the Legion. Flagstaff would essentially be the first major 'town' as opposed to 'tribe' conquered by the Legion, and so a golden opportunity to show off their benevolence.

The town, at the pressure of the populace, surrendered rather than undergo a siege. As such, the Legion has actually spared a large portion of the populace, and is even helping them in many ways - building better roads, building new buildings, hunting down tribals that most of the townsfolk have always disliked. At the center of the Legion's effort to bring round the people is the Skydome

Flagstaff_NAU_Skydome.jpg


Basically there aren't many if any real quests for the players to do in Flagstaff since it's a military operation, except for this: help the Centurion to start up a Colosseum- You can watch, you can bring exotic creatures or slaves, or you can even fight.
 
"I think it's primordial."

"Pri-whatial?"

"Primordial. Like before humans ever existed kinda thing. Under the Earth, waiting, then boom the bombs wake it up"

"Nah no way Franky. Gotta be some freaky experiment. It's Poseideon. Gotta be."

"Personally, I think it's from outer space."

"You would. What do you think, Phil?"

"I think that where it came from or what it even is doesn't matter. What does matter is that now we know it's dangerous, tough and it's the only thing between us, and the money. So we find a way to kill this damn thing, or we find someone else who can"

Burham Springs
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OST Atmosphere:
Surface


Mines:


The Sheol:


Poseideon Lab:


Pre-War History:
Poseideon Energy in the late 21st century established a number of projects, titled HADES, in eastern Utah. What we'd recognise in our own world as oil sands they utilized state-of-the-art technology to try and strangle any remaining domestic oil left.

Most of these projects were ecological disaster with little result, the exception being HADES-FOUR, a facility in the western fringes of Colorado. Named "Burham Springs" for the workers town that surrounded it.

Reports came in of a strange, unknown substance found within the rock at this site. Early chemical reports resulted in PE totally focusing their efforts on investigating and exploiting this potential resource. Drilling into the site and opening a full mine to retrieve samples. A major drill was the center of the pit - where they believed the greatest amount of the substance potentially lay.

An advanced scientific research lab was established at the depths of the mines to examine what was simply referred to as "HADES-Substance"

Research revealed it as a pre-Devonian bacterial lifeform. Practical application yielded in experiments with chemical hardening. Methods for vastly increasing the effectiveness of the space-age alloys on Powered Armor. Additionally, Poseidon began a novel project named "HADES Light Combat Armor", effectively allowing for much cheaper and lightweight standard combat armor for infantry troops with chemical hardening providing ample protection that would compensate for the loss in material in other areas. Blueprints and schematics were created and ready for exportation along with controlled chemical versions of the substance in the lab, but then the Great War occured.

As it did so, the earth shook and quaked. The workers began fleeing into the mines ,- heading for the vault-like research lab. The two scientists realising they only had limited provisions, sealed the door before they got there. As they did so, the quaking earth caused an eruption - a flood even, of the substance in the main drill pit, oozing from the ground.

The scientists listened to the frantic pounding on the airlock door - until it ceased. After a year in isolation, one scientist committed suicide. The year following, the remaining scientist did the same.

latest

Post-War History:
The Tar Walkers, a group (later a tribe) living amongst the Utah Oil Fields began to infrequently encounter monstrous mutant creatures formed by some black ooze. Mostly twisted and contorted wildlife, the worst that provoked action was the appearance of what would later be labelled by the New Canaanites as Gehennas - shambling bipeds that would attempt to grasp and bring their victims to a place unknown. Tracking this - they found Burham Springs, and in the deep pit below a pool of bubbling, contorting ooze that was being fed wildlife and human bodies by the creatures that had wandered out into the Wasteland. Their arrival provoked an intense response, a unified, inhuman shriek:



As dozens of shambling Gehennas emerged from the entrances of the circular mine pit. They responded quickly, setting the pool of ooze alight in attempt to burn it out. The entire pit exploded in flame and the Gehennas and various monstrous "pods" weakly retreated into the mine shafts - but the pool never stopped burning.

The Tar Walkers fortified the surface entrance to the pit - segregating the mine from the town with a great junk wall and established an outpost to keep watch. In decades to come, it became a mythological site for the Tar Walkers - they would bring offerings of dead animals and their own dead to throw into the pit as tribute to keep the evil spirits of the Great War at bay.

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By the time the players arrive, Burham Springs has been overtaken by a crew of prospectors from Phoenix under the leadership of Phil, they're called Phil's Crew cause they ain't tribal. They turned up with guns to the Tar Walker outpost and forced them out - without any bloodshed. But the Tar Walkers have made repeated violent attempts at retaking the place, leading to the Prospectors layering the entrance canyon with a field of landmines. They made an initial attempt to breach the mines but lost two of their crew and retreated back into the town.

Upon arrival, Phil will emerge from a rooftop with a megaphone to tell the players if they're tribal or interested in claiming this place - they'll get their assholes blown up through their eyesockets. If they're traders or mercs then, uh, well come on in.

The Prospectors - Phil, Frank, Sparky, Plug and Measles, have set up their homes in the ruins of the old worker houses, and have an office where they've got a pretty cosy setup going.

Phil: A Kurt Russell esque character who leads the band. He found Poseideon Energy data in Phoenix in which Burham Springs is listed as having an advanced lab under this spot. He usually keeps himself topped up with whisky and carries a Super-Blowtorch.

Frank: A former Follower of the Apocalypse turned money minded prospector - he's their "tech guy" and whilst not feeble, isn't a fighter by any means.

Sparky: Part of a duo with Plug, he's the group's "muscle" and carries a Double barreled shotgun and set of Heavy Leather Armor. He's a little antsy to get down there and try again.

Plug: The other half of the muscle duo, an expert in explosives. Such expertise has rendered him completely deaf - he communicates with Sparky in sign language. He carries a Grenade Pistol and Leather Armor.

Measles: Measles is...Measles. A Ghoul and extra hand for the crew. In truth he's a secret scout to report to Colonel Green at the Rebirth. He will approach Ghoul PCs and give them the verbal brochure for life at Rebirth in private.

In the Prospectors Office they'll give the players the skinny on the history and situation of Burham Springs and the job. This will be interrupted by a loud bang from a closet. "mop must have fell over again". This bang will repeat again, and a third time. The Prospectors will go awkwardly quiet and continue the conversation.

If the players open the closet, a man bound with ducttape will fall out and fall to the floor wriggling around before measles kicks him. His clothes identifying him as a New Canaanite.

If the players inquire why they have a tied up Mormon in their closet, they'll reveal he turned up and they'd heard the New Canaanites supported the tribes in these parts - and he didn't want him rallying for any backup or causing any trouble. Though he hasn't given them any and they're not really sure what to do with him.

If unbound, the New Canaanite will reveal his name as David and that he was just coming to preach to the Tar Walkers - not whatever in the sam heck Phil thought he was doing. He'd also like Phil to give his .45 back, please. Tensions will rise with David wanting to leave but Persuasion PCs can mediate the argument and convince him it was a genuine misunderstanding.

Anyway, the job is as such: get to the lowest level of the mine to reach the lab. Share the loot and the party get a fistful of Copperheads for their troubles on top. Franky will provide the crew with a gizmo that should crack basic PE security.

Complications: The mine tunnels are full of smoke and toxic fumes, meaning they need environment suits, which they only have enough of for the party + two of the crew. Phil and Plug will join you. Also, the ooze monsters are incredibly hard to kill.

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The mines are labrynthian - made only worse by the new tunnels formed by Sheol Pods. Full of dead ends and pitfalls to lower levels.

Each Sheol monster is immune to ballistics, unarmed and melee damage. Only flame, explosive and energy will work. With explosives you have to be careful, as it could collapse the mines.

Gehennas don't deal much damage on impact - the real problem is poison (resisted per hit via poison resist rolls) and radiation that their smacks deal. They will try to grab the players and hoist them over their shoulder to carry lower into the mines, dealing constant poison damage.

The Sheol Pods are more dangerous - statistically ported gelatinous cubes from DnD, if a player is absorbed and escapes, they will have to make a roll on the Mutation Table.

It's possible - but difficult to use stealth to hide from the shambling Gehennas and slithering pods to avoid fighting them.

It becomes impossible however when players reach the final level and discover the vast "new" Sheol surrounded by Molochs, who can use ranged spitting attacks to inflict poison damage. It's possible to rush to the lab with finesse and luck, but it'll just mean Sheol pools outside the entrance trapping you inside.

The Sheol will continually produce Pods until you've burnt, bombed or atomized it to death. If it dies by fire it'll become a pool of endlessly burning jelly.

Inside the lab the party will find two vials of the controlled HADES Fluid along with the schematics for the HADES Combat Armor and the Power Armor hardening method. Phil will offer them a pick of either one as they take the other. The lab itself is also good stock for advanced sciency-components and a crafting station for scientific PCs.

The AGRICOLA bots in stasis at the facility will be ready to deploy but their priority order is Fire Suppression before Contamination Control- which would be disastrous as it would effectively revive the Sheol in the pit and the one in the caves (if it died by fire). Only a Computer Science PC can override this.

Contamination Control means the bots will spread about searching for HADES-Substance and projecting a continued blue beam to effectively deconstruct it into harmless but useless black fluid. It will do this to all Gehennas, Molochs and even the Sheol. Finally putting an end to the threat.

From there, the remaining hooks in Burham Springs are negotiating with David to organize a trade deal with New Canaan and negotiating a trade deal with Boulder Dome.

Many thanks to @Hardboiled Android for his creativity with the Sheol - this version of Burham Springs would not exist without it!
 
Actually thinking more about it I'm not as crazy as I was about it last night. Basically my concept was to highlight the way the Legion distinguishes between tribals and 'townsfolk.' The Legion obviously isn't wholly opposed to enslaving and killing townsfolk from time to time, but it seems like there is some kind of distinction drawn - the Legion is an army of tribes, but we're alluded to towns and traders within its territory that are subject (but not part of) the Legion. Flagstaff would essentially be the first major 'town' as opposed to 'tribe' conquered by the Legion, and so a golden opportunity to show off their benevolence.

The town, at the pressure of the populace, surrendered rather than undergo a siege. As such, the Legion has actually spared a large portion of the populace, and is even helping them in many ways - building better roads, building new buildings, hunting down tribals that most of the townsfolk have always disliked. At the center of the Legion's effort to bring round the people is the Skydome

Flagstaff_NAU_Skydome.jpg


Basically there aren't many if any real quests for the players to do in Flagstaff since it's a military operation, except for this: help the Centurion to start up a Colosseum- You can watch, you can bring exotic creatures or slaves, or you can even fight.

I basically reached the same conclusion as you but the fighting arena is a neat idea. I'll write it in. Easy enough I can improvise it.
 
Glad to see this. Only one real comment, and then a few miscellaneous thoughts from there.

The absence of any hook or resolutions involving the Tar Walkers strikes me as conspicuous. Phil definitely wouldn't like it, and the Tar Walkers would have their reservations about working with Phil, but the Tar Walkers certainly have a strong interest in getting this thing under control. Moreover, it's worth noting that Phil's Crew doesn't actually know all that much about what's going on - he's seen Gehenna's and Molochs and 'pods, but he certainly hasn't seen Sheol itself if he knows about it at all, the 'pods being secondary threats compared to Gehennas and Molochs.

You'd probably have to get the name from David ("The natives... they say there's a blackness down there. A pit, full of the souls of the dead. I call it Sheol.") since even if Gehennas and Molochs and 'Pods are terms in general use since the things are demonstrably real, Sheol would just be considered a tribal legend since no one else would have ever seen the thing. To get any kind of specific detail on it, you'd have to talk to the Tar Walkers.

Moreover, with the satiation of Sheol being the primary heroic legend of the Tar Walkers, they would be eager to help to share in some measure of the glory. Here's an idea of how this concept could be implemented, and makes the limited environment suit element more interesting; if you make contact with the Tar Walkers and successfully convince Phil to accept their help (presumably with rhetorical support from Frank), they would send one champion who takes the place of Plug. This champion isn't much use against 'Pods, only Gehennas and Molochs, but he will be rhythmically reciting the poetic epic/song of his ancestors as you fight. This song is comparable to Aboriginal Song Lines - its essentially a committed to memory geography of the proper route through the mine, circumventing any confusion and leading you much more quickly down to Sheol.

The end result is that Phil is left with a grudging respect for the ATar Walkers, they get to share in some portion of the loot, and setting up trade routes with Burning Springs and New Canaan/Boulder is made significantly easier since the Tar Walkers are more trusting of outsiders and are appreciative that the players gave them a chance to share in the glory of their ancestors.
 
Glad to see this. Only one real comment, and then a few miscellaneous thoughts from there.

The absence of any hook or resolutions involving the Tar Walkers strikes me as conspicuous. Phil definitely wouldn't like it, and the Tar Walkers would have their reservations about working with Phil, but the Tar Walkers certainly have a strong interest in getting this thing under control. Moreover, it's worth noting that Phil's Crew doesn't actually know all that much about what's going on - he's seen Gehenna's and Molochs and 'pods, but he certainly hasn't seen Sheol itself if he knows about it at all, the 'pods being secondary threats compared to Gehennas and Molochs.

You'd probably have to get the name from David ("The natives... they say there's a blackness down there. A pit, full of the souls of the dead. I call it Sheol.") since even if Gehennas and Molochs and 'Pods are terms in general use since the things are demonstrably real, Sheol would just be considered a tribal legend since no one else would have ever seen the thing. To get any kind of specific detail on it, you'd have to talk to the Tar Walkers.

Moreover, with the satiation of Sheol being the primary heroic legend of the Tar Walkers, they would be eager to help to share in some measure of the glory. Here's an idea of how this concept could be implemented, and makes the limited environment suit element more interesting; if you make contact with the Tar Walkers and successfully convince Phil to accept their help (presumably with rhetorical support from Frank), they would send one champion who takes the place of Plug. This champion isn't much use against 'Pods, only Gehennas and Molochs, but he will be rhythmically reciting the poetic epic/song of his ancestors as you fight. This song is comparable to Aboriginal Song Lines - its essentially a committed to memory geography of the proper route through the mine, circumventing any confusion and leading you much more quickly down to Sheol.

The end result is that Phil is left with a grudging respect for the ATar Walkers, they get to share in some portion of the loot, and setting up trade routes with Burning Springs and New Canaan/Boulder is made significantly easier since the Tar Walkers are more trusting of outsiders and are appreciative that the players gave them a chance to share in the glory of their ancestors.

Really like this! Will include. Tar Walkers probably won't warrant their own post since they're basically your standard Dead Horses/Arroyo/Sorrows types but with construction outfits as their visual gimmick.
 
Really like this! Will include. Tar Walkers probably won't warrant their own post since they're basically your standard Dead Horses/Arroyo/Sorrows types but with construction outfits as their visual gimmick.
More worldbuilding is always nice, but yeah I wasn't really expecting one.

One last thought. This may be OP/not properly balanced but maybe instead of having only two environmental suits for Phil's Crew, you could have three? Part of what I figured you're going for with sending down Plug without Sparky is that he would be at kind of a disadvantage, but maybe by default they both go down? But if you go the tribal route you still get Plug, but with a major PER hit since Sparky can't communicate what's going on to him.
 
More worldbuilding is always nice, but yeah I wasn't really expecting one.

One last thought. This may be OP/not properly balanced but maybe instead of having only two environmental suits for Phil's Crew, you could have three? Part of what I figured you're going for with sending down Plug without Sparky is that he would be at kind of a disadvantage, but maybe by default they both go down? But if you go the tribal route you still get Plug, but with a major PER hit since Sparky can't communicate what's going on to him.

The idea is that Sparky is useless in the mine - he's a small guns fighter. Plug is an explosives expert with a grenade pistol and best equipped next to Phil with his Super-Blowtorch to deal with Sheol. The gimmick is of course that Plug is a liability due to his deafness - he could have Gehenna sneaking up behind him and not know, or going grenade mad and not hearing the shouting of the party to stop because it'll collapse the cave. INT players could speak with Sparky to learn some basic sign

Either way Phil goes down because

A) he's the leader of the crew and it's his job
B) he feels responsible for the deaths of the two others
 
The idea is that Sparky is useless in the mine - he's a small guns fighter. Plug is an explosives expert with a grenade pistol and best equipped next to Phil with his Super-Blowtorch to deal with Sheol. The gimmick is of course that Plug is a liability due to his deafness - he could have Gehenna sneaking up behind him and not know, or going grenade mad and not hearing the shouting of the party to stop because it'll collapse the cave. INT players could speak with Sparky to learn some basic sign

Either way Phil goes down because

A) he's the leader of the crew and it's his job
B) he feels responsible for the deaths of the two others
Yeah, this is why I thought it might be interesting if there were a choice between Sparky and the Tar Walker, but I guess you're saying it probably would be too OP with Sparky + Plug
 
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