Volume 1: Issue 1: Inaugural : Aug 2000
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The following text will explain the map. In my campaign Seeato and other large cities were hit with Neutron Bombs, you know the building friendly ones. Lots of foundations remain intact, with the organic parts crumbling away. Most of the houses will have a tree either growing inside them or very close by. The road lines are not as nice as they are portrayed on the map, in fact most are just trails of dirt and broken asphalt from roots tearing through them.

The Gren Lake area is a nice little urban area that is the home of a troubled little Dabber village. South of the lake Hoops have created a fort from the grounds of a zoo For several years the Dabbers kept secret from the Hoops because they never ventured far from their base. When they did it was only to scavenge though the ancients homes and shops and hunt to the south. They have caught and killed a few Dabbers over the years but they always project illusions of other Dabbers running in any direction than towards their village keeping the rabbit fooled. However, a few weeks ago some Hoops noticed that the Dabbers had gathered in a pretty large group on the Northwest shore of Gren Lake to watch a stunt attempted. Groups have began to head north on patrols now.

This area was a very heavy residential area. In all areas everywhere except right around the Hoop Zoo and Gren Lake area if the PCs want to try and search through the ruins there is a 1 in 6 chance any building for 50' area is sturdy enough to examine. PCs will find mundane objects from the households with the occasional surprise. Roll on the appropriate tables or our your own discretion.

Click to See Map

1 - Dabber Clans
Amongst the rubble, intact buildings, and forest live 10 Dabber families consisting of 1d4 members each. Each family has gathered 1d6 small items (use any useless loot table like GW 4th pg 80-81, GW 5th pg 53, etc) that are marginally useful but are used for trade more than their true function. Nar'Tuan is the leader and is very friendly towards adventurer types. He carries a flintlock rifle and is "wealthy" with 10 items. He is very interested in convincing outsiders to "fix" the Hoop problem. His prize possession is a "Far Sight" or a telescope.

2 - Ancient Businesses
Several buildings along the major pathways were shops in the time of the ancients. Most have been looted but good scavengers can find a few things. Out of around 20 buildings in this short stretch only 5 contain anything worthwhile.

building 1 - Gun store
Small Pistol, small crossbow, 3 hollowed grenades (useless unless repacked)

building 2 - Bike shop
1 bike, several rubber tubes, hand air pump

building 3 - small restaurant with no roof. The resulting hole has been covered by a thick web. array of pots and pans, various kitchen stuff (roll or pick from loot table)
1 Attercop makes its home amongst the rubble.

building 4 - large dingy restaurant
array of pots and pans, various kitchen stuff, (roll or pick from loot table)

building 5 - surplus store (horribly raided)

3 - Gren Lake
Contrary to the name, no Gren live in this lake. Several Fleshin have taken up residence here making it very difficult to cross, fish, or otherwise even pass by. The local Dabber tribe will guess their number to be any where between 15 and 30 based on sightings.
Floating towards the middle is a fishing boat that looks vacant. A few weeks back a groups of Hoops decided to attempt and cross the water on a bet. This little event was quite a spectacle; the hoops watched from the southern shore while the Dabbers watched from the north-eastern side. The Hoops that attempted to cross lost one member after another as the Fleshins leapt out of the water and picked them out of the boat.
The boat contains 250 domars, a pair of glasses, a human foot on a 2' chain, and a rotting hoop.

4 - The Great Shell
This large half-dome softrock structure stands over 150' high and 150' wide. When viewed from the front on can see into it and on to a stage. At the rear of the stage hang various shades of old tattered fabric.
If the back of the stage is successfully searched the players will find a door to a few small rooms. Poking around in the back is a young Dabber. (Use slightly weakened Dabber stats) He was on the run from the Zoo Hoops but after finding this place to hide he has begun to explore. Nothing of any value is to be found. There is a 1 in 6 chance every 15 minutes that a 2d4 group of Hoops will find the shell and decide to investigate.

5 - Hoop Zoo
This once was a zoo but over the years a clan of hoops have moved in. They have supplemented the original iron fence with overturned cars, debris, and other such garbage to create a very sturdy defensive wall. Three bridges cross over an ancient trail 30' in the air separating the Zoo and the Hoop's courtyard (6). These bridges are made of softrock and are supported by beams of wood. If these support beams fall the bridge will fall as well making entrance difficult. The bridges can support a half ton. 50 Hoops call this area their home and will send out patrols of 2d4 hoops every hour or so.

6 - Hoop Courtyard
This large area was a park and several ancient metal structures (park equipment, jungle gym, etc.) litter the field. They seem to serve no purpose. Large areas of trees have been cut down here to produce the Hoops weapons and barricade. Close to the southernmost bridge (by the number 6) the Hoops have set up several pens for holding captives before they decide to execute them. Several previous prisoners can be seen hanging from wooden structures all around the courtyard.

7 - Battle Zone
This residential area saw very heavy fighting and is left in extreme rubble. Treat as difficult terrain. If your campaign permits it a wandering warbot makes an excellent encounter here. It will attack blindly and will not retreat. The Hoops and Dabbers know about the it and will avoid the area at all costs. The Dabbers understand it a little but the Hoops have an irrational fear towards it. If you do not use robots, feel free to substitute some other large baddie (Perhaps a Blood Hound or two). 

8 - Hawkoid Nest
A lone Hawkoid had made himself a home amongst the trees surrounding the Hoop Zoo. He has been picking apart Hoop patrols fairly often as they patrol his area. So far the blame has fallen on the monster in the battle zone (7)

9 - Ancient Businesses
Several buildings along the major pathways were shops in the time of the ancients. Most have been looted but good scavengers can find a few things. Most have been looted fairly thoroughly but a good scavenger can pick something up. A few penalties to standard scavenging rules should suffice.

This area also sees a lot of Hoop traffic. The chance to run into a Hoop group is a roll of 1 or 2 on a d6.