Town Exploration Tables
| General Exploration Table | |
| This table represents what is encountered while wandering around a town. | |
| 01-20 | Nothing: Nothing notable has been discovered, continue searching and roll again in one hour. |
| 21-25 | A pile of old items in an alley or a room with a few scattered items. These include rotted clothing, a broken tool or two, a few bottles, a broken child's toy, various nuts and bolts, and bits of various parts from old appliances. |
| 26-30 | A piece of one of the overhead buildings breaks free and falls straight at the party. Each player must make a successful dodge or take D6 X 10 damage. It is up to the GM to decide whether the chunk broke off on it's own or if it was deliberately set by someone. |
| 31-35 | 3D6 gang members discover the party roaming their territory and are not very happy. They are armed with clubs, chains, knives, and one in three will have a pistol or rifle. |
| 36-40 | The group comes across a lone person. There is a 90% chance that he will be friendly and eager to exchange information. If he is attacked he will drop his pack and run. The pack contains a sleeping roll, some rations and steel cooking utensils, a compass, a radio and a variety of interesting, scavenged items. If the characters are friendly to the explorer offering to him assistance or food he will thank them and point them to a nearby skyscraper in decent condition (if the player's decide to go in begin rolling on the skyscraper table). |
| 41-45 | The entire area for about half a kilometre is nothing more than a few giant craters. No buildings, no roads, nothing but big holes in the ground. |
| 46-50 | The entire roadway including the front of the buildings on either side have collapsed into the ground. The characters must either climb through the rubble below, go around the pit, turn back altogether, or descend into the sewers (roll on sewer table). |
| 51-55 | The street under the characters' feet collapses, dumping them into the sewers for D8 damage. Immediately roll on the sewer table to see what they have run across. |
| 56-60 | The party comes across a skyscraper (at least 20 stories) still in decent condition and safe to explore. The elevators will not be functional although the characters can climb the cables of the shaft relatively easily (elevator doors require a minimum PS 15 to open). Begin rolling on the skyscraper table. |
| 61-65 | Encounter a pack of hostile dogs. |
| 66-70 | Some rats have made their burrow nearby and don't appreciate being disturbed. |
| 71-75 | A large park. It is surrounded on all sides by a ten-foot brick wall and 2 to 4 iron gates (locked or unlocked, GM's choice, 50 SDC each). If the characters decide to enter roll on the Park table. |
| 76-80 | An ancient vending machine partially covered by rubble is still in operational condition. If the characters have found any ancient coins they can use them to buy a soda, snack, or whatever else the machine sells (sodas will be flat). The change basket will contain a total of 3D6 dollars, half in coins, half in bills if the characters decide to break into it. |
| 81-85 | The characters discover what's left of an old grocery store. Most of the food has long since rotted away however half of the canned goods are still edible (although not necessarily tasty). There will be D6 X 10 old magazines and comic books still in good condition, as well as 3D6 packs of flashlight batteries. There will also be a total of 2D8 X $10 in the cash registers. |
| 86-90 | The characters come across an ancient vault door either in what's left of a bank or old office building. If they can figure out a way past the door (combination lock, AR 19, SDC 2000), they will find an untouched treasure inside. There is a total of D4 million dollars in bill stacks and bags and coins. There is also a wide variety of jewellery in safety deposit boxes worth a total of 2D6 X $1000. There will also be various deeds, birth certificates, and other official documents that are pretty much worthless now. |
| 91-98 | An old parking garage filled with various parts from almost every type of road vehicle available. There will be D6 cars and D4 motorcycles of various styles none of which are working but there are sufficient parts to repair all of them (requires D4 days per car or 3D6 hours per motorcycle). There will also be a locked closet with mechanic's tools, janitorial supplies, and a radio (batteries dead). |
| 99-00 | An incredible amount of weapons like one would find in a police station, armoury, or gun shop. 2D6 revolvers and pistols with a holster and D6 X 5 rounds for each. D6 shotguns with D4 X 100 shells. D4 assault riffles with D4 clips of ammunition for each. 2D6 nightsticks. D6 flashlights (batteries included). D6 walkie talkies and D6 bullet-proof vests. Also contains a few artifacts from whatever type of building it was (police badges, army helmets and brochures, cash register or catalogues). |
| Park Exploration Table | |
| For determining what is encountered within a parkland. | |
| 01-12 | A generally nice place to rest and recuperate. There is a good sized clearing with a clean pool or stream (or water fountain) nearby. A bush or tree bordering the clearing is growing a delicious (non toxic) fruit. This is a perfect place for a group to sleep for the night. |
| 13-24 | A clean looking and
calm pond sits in front of the trail. The water is perfectly clear and
still, without a single ripple. Each character needs to make a perception roll of 10 or higher (characters with Advanced Smell or Vision receive a +3) to notice the odd scent of the water, or the few dead bodies of small animals half concealed under nearby bushes. If the party stops for a drink or to swim each must make a saving throw vs toxin or pass out for 5D6 minutes. Even if the throw succeeds they will take D6 damage and be -2 to all rolls for 3D6 minutes. Characters who pass out in the water may drown (GM's discretion). |
| 25-36 | A small building with two doors one labelled "Men" the other "Ladies". Inside there are D8 stalls each along with several sinks, broken mirrors, paper towel dispensers or electric dryer (broken) and other items normally found in a public restroom. At least one toilet and sink in each room will be working and be running with clean water. It is up to the GM if someone else is already using the facilities as a home. |
| 37-48 | Random animal encounter. |
| 49-61 | The bones of a previous adventurer or someone who was unfortunate enough to get lost in this urban jungle are discovered. The bones will have a few objects that the person was carrying at time covered with a little grime and years worth of mould like growth. These include a pistol with 5 rounds in it, a wallet with D100 dollars, and either a compass or a pocket-knife. |
| 62-74 | A large area about 10 metres across has turned into a giant mud pit. The mud is 1 metre deep and travelling through it must be done at one fourth SPD. |
| 75-87 | Either a small snack
bar or a hot dog vender's cart. Although the hot dogs have rotted away long
ago the bagged potato chips and candy bars are still quite good. The cash
register contains D10 in bills and D20 dollars in change. There will also be
D4 concrete tables with umbrellas and benches in the immediate area
although they may be cracked and crumbling. |
| 88-00 | A clean lake with bushes growing right down to the water's edge. Fish swim in plentiful numbers. The small, park creatures visit the area often to drink or rest. There is a 01-50% chance that there is a D6 metre island in the middle of the water covered with grass and a tree. |
| Sewers Exploration Table | |
| If the entrance to a building has been blocked for some reason there is usually a way into any large building's basement through the sewer. Roll immediately upon entering and every 20 minutes of movement or every hour of sitting in one place. These tunnels will be pitch black except in the immediate area of manholes. The water level will be D100 centimetres high. | |
| 01-14 | 4 +D20 angry rats. |
| 16-28 | Beneath the muck there is a pit covering the entire area of the floor which is D6 metres deep and is difficult to see until someone steps in it. |
| 29-42 | The tunnel comes to a point where everything leads down. A shaft about 3 metres across extends down for about 20 metres leading to a lower (and much more dangerous) collecting level which continues on to a settling pond well outside the city. The shaft always connects in four way juncture crossroads. |
| 43-56 | A locked, metal door in the side of the tunnel (AR 12, SDC 90) leads to a small room containing equipment for sewer workers. Inside are 2D6 orange, city worker uniforms, 3D6 hard hats with built-in electric lamps (batteries are dead), 10 +D20 metres of rope, a wide variety of specialized tools, D4 litre jugs of disinfectant, D6 pairs of safety goggles, and 2D6 pairs of thigh high rubber boats and elbow length rubber glove sets. |
| 57-70 | A large underground area (about 15 metres x 10 metres and about 5 metres below the normal level of the sewer) used primarily for collecting excess runoff from heavy rainstorms. There will be a railing (possibly rusted away by now) around it as well as two ladders leading down the side to the bottom of the pool and a few metal walkways over the middle of it. There will already be some water in the pool (D4 metres). There will be a large steel gate and valve at one end that will drain the contents of the pool into a nearby river or the ocean when opened. However heavy corrosion has stuck the valve tight requiring a minimum combined PS of 20 +D20 to open. |
| 71-84 | Someone or something's lair is here. This is either the home of a sewer dweller or a street gang. There is only a 01-20% chance that the owners are there when the characters arrive. The area is filled with cots or piles of rags for beds ,a table and chairs, a few oil lamps and other objects (GM's choice). If anything is taken the owners will know someone has been there and begin looking for them. |
| 85-00 | Nothing. Roll again in twenty minutes. |
| Building Exploration Table | |
| There are two basic rules about skyscrapers in the After the Bomb world. 1) They house the best loot. 2) They hold the best loot, because they're the most dangerous places to explore and less people get through them alive. Most of these buildings are crumbling with entire levels impassable due to weak floors, thick debris or other hazards. The lower floors tend to be safer but anything above the fifth floor is just asking for trouble. | |
| 01-12 | Someone's old living space. The furniture is now a rotting pile and the clothing not much better. After searching the area carefully the party will find: a pair of scissors, a pocket knife, needles and thread, a working watch, some costume jewellery, a pair of glasses or sunglasses, 2D6 cups, dishes, or plates, a working stapler, and D6 old magazines or books that have yet to rot away. The appliances in the kitchen will be broken but there will be several working parts that can be salvaged. |
| 13-24 | Random animal encounter. |
| 25-36 | The rotted floor beneath the players gives out dropping them to the floor below and causing D6 damage. There is a 01-25% chance that the falling force breaks through the next floor as well causing another 2D6 damage. |
| 37-48 | Apparently either a computer store, school, or office was once here. There are 2D6 computers, and D20 CDs (music or programs). There will also be a large collection or half-rotted manuals, 2D6 sets of electronics tools, D8 high quality printers and D4 swivel chairs. |
| 49-61 | A food court with 3 +D6 fast food takeaway eateries and 4 +D10 intact tables (D4 intact chairs per table). |
| 62-74 | The group is startled by a sound coming from nearby, like some kind of animal moving in the shadows. If anyone moves forward to investigate they will shocked by an ear piercing howl and an ordinary cat will dash out of the shadows and run down the hall. |
| 75-87 | This may have been a radio station or a small military post. Whatever it was now its just a mass of broken monitors, loose wiring, and a few overgrown weeds. There may be a swivel chair or two to sit in but other than that it seems to be junk. |
| 88-00 | The walls of this floor have collapsed on two sides, giving a breathtaking view of what's left of the city. Unfortunately it is also letting high speed winds blow through constantly. They average from 50 + 5D10 kph, more than enough to carry any characters under 70 kgs sailing over the edge and plummeting to a grisly end. Even characters over 70 kgs all the way up to 150 kgs will be pushed slowly by the wind until they too fall out. Only by holding on tight to what's left of the internal walls can small characters hope to survive. |