Quest Ideas/ SEEDS
The following ideas are "QUEST SEEDS" from the core rule book.
1. Ghost in the Machine. Something new is trying to communicate through PoseidoNet, reaching out to established nodes and in garbled transmissions at forgotten points in the ruins. Investigators learn it is a nascent AI in the PoseidoNet system, who knows the codes and locations for every nuke that didn’t fire during the Great War.
2. Sunrise Over Poseidon. Buried in a long-forgotten Poseidon vault are the plans and a prototype for
a new kind of fusion reactor. Notes show it could power a continent for a thousand years. They don’t, however, show that the plans—as printed—cause a runaway fusion reaction akin to turning Earth into a miniature sun with a 15-minute lifespan. Whether the player characters try to stop this, or accidentally set it in motion (or both), is up to the gamemaster.
3. The Music of Richard Dunwich. A show travelling from town to town is rumored to leave madness blossoming in its wake, sending whole settle- ments into violent self-destruction just days after their departure. This phenomenon started only
a few weeks after Erich Carter, the show’s leader, journeyed alone into an old Dunwich holding in Appalachia.
4. The Trail of Tekeli-Li. Starting in an Appalachian hollow, an exodus of several dozen worshippers of Ug-Qualtoth begin a pilgrimage to the Dunwich Borers quarry, with the intent of waking their sleeping god. As they walk, the train picks up more and more followers....
5. Megadungeon. A broken wretch stumbles into
a settlement, hauling a load of new-looking, well-preserved tech. Before his death, he mentions finding a vast new General Atomics facility in a valley some miles away. The race is on to see who can arrive, survive, and claim its treasures.
6. Assimilation. The robots of General Atomics Galleria begin to destroy adjacent structures, assim- ilating the rubble to expand their immaculately kept center of operations. They will not discuss why and show no signs of stopping.
7. The Riot Gun 4000. In a forgotten warehouse lies a special gas grenade launcher, revolver load style, and piles of canisters. The labels have faded to nothing over the years, but the contents work just fine. Is this the weapon of an enemy, or a tool the characters call on only in the most desperate need?
8. A Present from the Past. HalluciGen’s history of crowd and riot control would shock most pre-War sensibilities. Though most of it is run-of-the-mill for survivors, a dark enough secret could motivate crowds, propel a savvy leader, even start a crusade.
9. The Real Thing. Brand new bottles of Nuka- Cola are flooding the market. Nobody knows from where. Nobody knows why. Has Bradberton returned to a messianic second life? Has a mad chemist spiked it all with mind-control drugs? How can the player characters find out?
10. Sleeper Awakens. A person claiming to be Bradberton, awakened from his lair beneath Nuka- World, begins to gather forces in the old amusement park toward an end he is not sharing. Then another Bradberton appears in Boston. And a third in Appalachia. Then a fourth, a fifth... are they all lying? Is one the real Bradberton? Or are they all legiti- mate copies or clones of the reclusive trillionaire?
11. Good Intentions. Rumor has it the entire enter- prise was a scam, designed to cash in on nuclear fears by somebody who either didn’t believe the war would come, or didn’t care. Although the ever-present shelters could be just left as they are, consider what other reasons might have driven their production. Are the wheels they set spinning still in motion, and when will they stop?
12. Prophet of Profit. A clean-cut, brilliant, elderly man arises at the head of a cult, claiming to be none other than Robert House himself. Wielding technology indistinguishable from magic, he prom- ises to unite the people and usher in a new era of peace and prosperity. Is he really Robert House? Does it matter?
13. Liberty Secundo. The player characters acci- dentally activate a mammoth combat robot the size and power of Liberty Prime. The behemoth marches in a straight line toward its rival, laying waste to everything in its path.
14. USRD Marks the Spot. The name Disposal Site East 09B suggests similar facilities to the west, eight more sites somewhere nearby, and a Disposal Site East 09A perhaps hidden in the immediate area. A cache of date or handwritten notes might begin a hurried search for the trove.
15. Garbage Men. A group of traveling “Disposal Technicians” in NBC gear come to town, claiming to be able to clean up nuclear and other spills for an appropriately high fee. The PCs, hired to pro- vide them security while they work, notice their disposal methods look more like the assembly of some kind of super-weapon...
Remove these ads. Join the Worldbuilders Guild
Comments