Adventure Locations

From the mundane to the exotic, our correspondents have brought together well over two dozen locations, useful for filler encounters, adventure destinations, or campaign backdrops. All entries specifically relate to North American places, but those in other parts of the world should be able to use many entries with only small changes due to local customs.

Game mechanics are at a minimum, so players of other systems should find the maps and location descriptions of some use in their campaigns.

Each entry starts with a generic explanation of the location, followed by one or more subsections that provide further details about the area. These subsections include “Don’t Miss … ,” “Things to See,” “People to Meet,” and “Things to Do.”

Don’t Miss …

Describing one example location, this section gives Game Masters a version of the area suitable for quickly inserting into an adventure. Alternatively, Game Masters can use the example as a source of inspiration for designing their own locations.

Things to See

This section offers a quick list of items (generally of the moveable variety) commonly found in the location. They’re a mere sampling of possible items, to get the Game Master started on a few believable details. Some of the items on the list may not be appropriate for certain settings (for example, while “video cassettes” are given in the generic library’s list, a Wild West library would not contain them.) The exact placement, number, and effects of the items are left to the Game Master.

Should the characters wish to use items in a destructive manner, Game Masters can follow these guidelines: Hard objects generally give a +1 , +2, or +1D bonus to Strength Damage, and they have a maximum throwing range of the character’s lifting roll (plus any relevant Special Ability bonus). Their Toughness generally equals 2D.

Light items don’t inflict any damage, but they can be distracting. The target of a successful attack has increased difficulties for the rest of the round and all of the next. (The modifier should also lower the initiative roll.) The difficulty modifier can range from +1 (for example, from an empty cup) to +5 (for example, from a cup filled with hot coffee).

To be effective (and thus inflict the modifier), light items may be tossed no more than two meters. However, some items are more aerodynamic (which means that they’ll go farther when tossed), and all items (including heavy ones) can be dropped from a distance.

People to Meet

This section provides tips on possible skills and at- tributes associated with Game Master’s characters for the location. When you need a filler character or a base to modify, use the following game characteristics.

Generic Person

Reflexes 2D, melee combat 2D+1, Coordination 2D, piloting 2D+1, throwing 2D+1, Physique 2D, lifting 2D+1, running 2D+1 , swimming 2D+1, Knowledge 2D, business 2D+1, scholar 2D+1, tech: computers 2D+1, Perception 2D, streetwise 2D+1, Presence 2D, persuasion 2D+l. Move: 10. Strength Damage: 1D. Body Points: 10/Wound levels: 2.

Things to Do

Wrapping up the location, this section gives one or more scenario hooks or seeds. Not necessarily related to the example location, they show some ways to incorporate that type of location into a Game Master’s own campaigns.

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D6 Adventure Locations (WEG 51016e), © 2004 Purgatory Publishing Inc.
This page is Open Game Content.

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