Showing posts with label Maps. Show all posts
Showing posts with label Maps. Show all posts

Sunday, July 19, 2026

Bloomington Fortified Zone







The Bloomington Fortified Zone (BFZ) is a fortified industrial zone producing heavy water operated by the Chicago Outfit Rifts Blackmarket Family under the cover of the Bloomington Water Company.  Built on the ruins of the Nuclear Physics department of Indiana University, this area is one of the only places manufacturing nuclear power components outside of the Coalition and Northern Gun. 

Layered Defense
[trashwallL1]refugees/banned shantytown
[Fortified Wall

1. Population

    • 60% Human (4,200) – Mostly industrial workers, engineers, and local militia.

    • 30% Grackle Tooth (2,100) – Hardworking Laborers work for GAW

    • 10% Larmac Transient Mercenaries (700) – Lazy Perimeter guards. 

2. Government & Politics

  • Corporate Board of Directors

  • Political Alignment: Unprincipled (cooperative with human outsiders who have credits).

  • Stance on Magic: Strictly Prohibited / Highly Restricted. Because they sit right next to Vane’s territory, magic is viewed with extreme suspicion. Anyone casting spells or manifesting psionics inside the walls is subject to immediate detention.

3. Warfare & Defenses (The Fortified Zone)

Because Bloomington borders a hostile Coalition frontier to the west and magic-saturated fadetowns to the south, its defenses are top-tier for an independent settlement.

  • Wall/Perimeter Security: Reinforced MDC concrete blast walls ($150$ MDC per 10-foot section) topped with razor wire and automated laser turrets.

  • Defensive Military Forces (Roll for Force Size - 15% of Pop): 1,050 active combat personnel.

    • The Iron Guard Militia: 800 Level $1-4$ Soldiers equipped with heavy environmental armor and standard laser/plasma rifles.

    • Heavy Armor Division: A small fleet of environmental armored vehicles and a handful of black-market, retrofitted giant robots (mostly older Triax or northern gun models used for heavy lifting and defense).

  • Air Defense: 4 high-powered radar dishes and flak cannons capable of tracking low-flying Magic Zone beasts or Coalition scouts.

4. Economy & Key Industry

  • Primary Resource: Heavy Water (Deuterium / Purified $H_2O$) Production.

    • Bloomington features a massive, pre-Rifts subterranean filtration and processing facility. This heavy wad20d20ter is crucial for nuclear reactor maintenance, specialized laboratory experiments, and cooling high-end tech, making it a goldmine for trade.

  • Black Market Presence: Moderate/Hidden. While the corporate council tries to keep things legal to avoid attracting a Coalition crusade, the Black Market operates out of the lower industrial levels to broker deals with independent mercenaries.

  • Financial Liquidity: High. The town generates roughly $2d4 \times 1$ million credits in trade value every month.

Rule the BFZ:

Chicago Network -  Operates the BFZ through front Bloomington Water Company.

Buys/Sells Heavy Water, CS Gear, Datacodes, Prerifts History, Books

Allowed in BFZ:

- Bandito Arms has stores in the lower levels selling Wellington, GAW knockoffs, New West Gear, Low Quality Chop Shops.  Buys raw materials and low tech salvage.

- Shemerians tribes come to recharge their reactors, look like cyborgs

They have a lodge outside the walls with a large CYBER-TOTEM-POLE and TP

Buys High Tech Salvage, Sells intel on region

- Psi-stalker tribes trade caravans - 

Sells Used mainbook loot -50% book prices, some parts, buys food.

- Le Marche Noir Operate the Water Refineries and pipelines

Controls smuggled water, entry and exit from BFZ

BANNED in BFZ kill on site 250000cr bounty for VANE

- El Oculta operatives - for using magic and longstanding gang war

- The Immaterial Hand operatives - for using magic, officially banned.

Secretly they have been hired by the Chicago Outfit to smuggle in and keep the nexus stable.

All members are living in the lavish wizards's towers in the north of the BFZ.


- Pecos Bandits - Coalition Treaty (low smuggling)

- Federation of Magic - Coalition Treaty (no smuggling)

- Naruni Trade Outposts - Coalition Treaty bans entry for alien influence (low smuggling)

Simvan Tribes Trade caravans - Coalition Treaty (high smuggling)

Occasionally engages in artillery battle with the town who's air defenses have so far held.

Town laser turrets and defenses are controlled by black-market Northern Gun AI ARCHII-11 4 attacks level 3.

4 Factions

The entire operation is financed by the Chicago Outfit working together with two other families to outwit the Coalition and the Federation of magic.

The High-Wall District - Chicago Outfit

  • White-collar crime, forgery, high-stakes gambling, and corrupting political infrastructure.

  • Operations: They have successfully infiltrated the corporate boardrooms and luxury estates of the High-Wall District. They handle the discreet laundering of corporate credits, forge high-clearance transit passes, and run exclusive, hidden speakeasies for the city's elite. They keep their operations quiet and bloodless to protect their cozy setup.

The Heavy Water Refineries - Le Marche Noir

  • Operations: They don't run the pumps, but they completely control the illegal pipeline out of the refinery sector. If your group needs to sneak heavy water out of Bloomington without paying the massive corporate export tariffs, you have to pay the Smugglers their cut to get it out via their hidden subterranean tunnels or rigged cargo haulers.

The Lower Docks / Golden Age Weaponsmiths Turf

  • The Fit: The Network is the oldest, most traditional organized crime syndicate in the Black Market, specializing in protection rackets, illegal cybernetics, smuggling, and street-level muscle.

  • Operations: With the Lower Docks heavily populated by D-Bee and human industrial laborers, the Network acts as the brutal, de facto government here. They run the underground chop-shops for illegal cybernetic repairs and extort local businesses for "protection" fees, keeping the peace with an iron fist in the wake of the gangwar.

5 Lifestyles in the BFZ

Street Lifestyle - cost 0 - social -20% - ambush -10% regen -25% - assets none

Sleeping on the street is not legal and you will be asked to leave town until you can pay.

Banned Pecos Raiders congregate outside town .

Vagabonds live under the Docks

City Rats live in a Drainage Pipe in the GAW Trailer Park

Squatter Lifestyle - cost 1k - social -10% - ambush -10% - regen -10% - assets none

The merchant tribes offer protection for a small fee or barter you can sleep by their fire.

Sleeping in a vehicle on the street is legal but you have to pay for parking.

There are no abandoned buildings in the BFZ everything is owned by the blackmarket.

Low Lifestyle - cost 5k - social +5% - ambush -5% - regen +5% - assets 1

GAW Trailer Park Parking (must have vehicle)

High-Wall District Sub Basement 1-3 1br, Wall-side Coffin Apartments (expected to defend wall)

Middle Lifestyle - cost 40k - social +10% - ambush +5% - regen +10% - assets 2

Refinery Worker Row-house in "The French Quarter"

High-Wall District levels 1-5, interior Apartments

High Lifestyle - cost  120k - social +15% - ambush +10% - regen +15% - assets 3

High-Wall District levels 6-15, interior Apartments

Luxury Lifestyle - cost 1mil - social +30% - ambush +20% - regen +20% - assets unlimited

High-Wall District levels 16-20

For Blackmarketeers only


Tuesday, July 28, 2020

#103 Magiczone Incursion


This map is awsome!
I converted https://pdftoimage.com/ http://explorersunlimited.com/images/picture.php?/4757 pdf into this image file I will use this map's placement of leylines for 3rd age.


3rd age rewrites canon rifts, Buldings outside the peremeter of this map are unchanged.

Above Ground
Inside the perimeter, in  3rd age only
Dockside,
Warrens,
Paducah estates are above ground.  The areas taken up by the following regions are rubble above ground.

The underground region entrance is from the Arms Bazaar if a merc has the following permits.

Below Ground inside natural earth elemental created caves:
Magic Zone

Below Ground inside Vault created using black market arcology technology stolen from coalition
The Spokes
The Hub
Old Town
(players have never visited these 3 regions)

The Magic Zone is built into earth elemental hollowed caves with a vault door accessing it in the Arms Bazaar.

The Group is currently outside 140 "The Crimson Dragon"

Drago convinced the group to go back into the Magic zone.
After fighting some vamps at the entrance they head for ingnatos.

At Ignatos Drago destroys  a small hoard of vamps outside using a scroll of snowstorm.
Then drago tries to get into the inn Ignatos runs but the inn is empty and locked.
The golem on the door says the inn is closed.
Drago astral projects inside and sees the place seems abandoned.
Drago really wants to rescue the elven maiden who Ignatos keeps as a slave.  The Maiden  was told to teach Drago and Zamock some low level spells earlier and Drago has been trying to rescue her since.

Meanwhile out fron of the Inn the group battles a Power armor Demon suit Angrar MarkII which attacks them while Drago is astral...


XP
Drago 144855 +100 +100 snowstorm vamps +175 skills +25xp -30gp 60gp left on person +50 fight Angrar 
145305

Caldor (9675 priest +94801 as bounty hunter) +200 +100 sanctifies area in name of osiris +200 skills  +50 fight Angrar +50 wins over tbag 
10275

Towjam Smuggler Borg 60515 needs 69881 
+300 showup +300 survive chopshop pays to get virus and bite damaged bionics fixed+100 daring return to magic zone to follw drago  +100 bribe sg slammer to get into magic zone  +300 skills  +50 fight Angrar +100 fight vamp +100 
61865 

Cameron 35190 needs 35521 +400 showup +100 flamethrower 100 horse gun +275 skills  +50 fight Angrar
+100xp buy TW Bazooka 70kcr 600ft range 5llbs 2d4x10hp 10blasts
36215 Cameron Levels to 7

Tickles 14150 needs 14901 4th level psigoblin +500 showin up for a short while 
4650 

Zamok 7625 needs 10001 +600 showin up  +50 fight Angrar 
8275

NPCs tailing drago...
3 Booster Boys
Valen

PCs left behind
Jean Marc stays with the 3 sisters mourning the loss of buttercup the horse, they are staying in a tent in the Arms Bazaar
Tickles shadow melds and goes off on a mysterious quest...

103 ends after Group has snuck into a loading dock of a warehouse used by Ignato's Inn, near the rear of the Inn.

Sunday, August 7, 2016

#79 Merctown Access Control and Dockside


Merctown Population 39000, 60% human +15000 transients
Ruled by Proconsole and Advisory Council. No income tax, 6% sales tax.
Uses roman styled laws, only controls the area around the Powerplant.

Merctown was built around an old pre-rifts powerplant which survived mostly intact.

Visitors are subject to whats called the Merctown Access Control System

L0 - Dockside
All Visitors are granted access to the free-zones which includes The Dockside and the Warrens.  Access to other zones is granted through various means.  Upon entry to Merctown a drone will scan the newcomer and issue the merctown propaganda speech, laws, and explain how to get into Level 1 you must enter one of the Warrens Barracks and be subject to further questioning and scans.


L1 - Warrens - These High Tech slums lie around the Docks.
Entry from the docks to the warrens is through one of 5 alleys, each protected by a different Merctown gang who claims that entry.  Each entry 1-5 will have the Gang memebers posing as merctown security checking out new people.  The Warrens Entry guards insure No heavy weapons, armor, or Robot vehicles are allowed in L1 or higher.  Once you are checked out and have your identity put into the Merctown Computer System (MCS) the guards give you a L1 Pass.  Requires Small Fee+scan.

L1Entry1 - Run by the Booster Boys
L1Entry2 - Run by the Cyber Street Gang
L1Entry3 - Run by the Greenskin Gang
L1Entry4 - Run by Mephisto's Horsemen
L1Entry5 - Run by the Mega Monkeys


L2 - Arms Bazaar - Access from the Warrens - VIPs Mercs are allowed into the Arms Bazaar if they agree to a more stringent scan and complete a job for the city of Merctown. Requires Moderate Fee + Scan
L2 Merctown Scans includes scanning the character for a Biological, Cybernetic, Magic, psionic, criminal history, mental health, Power Level,  and Mercenary Profile.


L3+ for VIP Mercs only and are revealed only to those who pass L2 clearance and gain "professional" Mercenary status.  How to get this clearance and the existence is a mystery to all uninitiated non mercenaries but an open secret to most professional mercenaries.  Gaining pro status usually includes something like:
1 Formally joining  an accredited mercenary group (I include most of the groups in the canon mercs books in this list)
2 Some tests
3 Completing a difficult job for the city
4 Probationary Acceptance with more jobs
5 Full acceptance once final job is passed

L3 - Spokes (below ground, existence  secret) Requires Moderate Fee
L4 - The Hub (below ground, existence secret) Requires High Fee
L5 - The Mystic Quarter (Wizard's tower above ground, secret quarters below ground) Requires Very High Fee
L6 - Old Town (This simple village is above ground) Requires purchasing property
L7 - Paducah Estates (This grandiose ranch is above ground)

http://areliustest.wikidot.com/system:rifts-maps Has some great Merctown and Region maps:

In the my modified from canon 3rd age version of the following map, the purple area covers all blue, orange, and light green areas.  The L3+ areas are secret.  These areas are not above ground but are parts of a prerifts fallout shelter named vault 13 converted to house the restricted areas of merctown.

Merctown Map Legend
http://www.explorersunlimited.com/eu/viewtopic.php?f=194&t=4244


map #s, dont forget to download the image of the map and zoom in to see them
Dockside: Waterfront & Industrial Sector
205- Poseidon Shipwrights
205a- Pierside
206- GAW Dealership
207- The MercTown Power Plant
208- Retrofit Robots
209- Bailey Brothers Construction
210- O'Grady's Vehicle Parts & Scrap Yard
211- Custom Auto-Body
211a- Defunct Titan Industries Warehouse (Crusaders of MercTown HQ)
212- Allen Foods
213- Still Ticking Motors
214- Bits of 'Bots
215- The Goblin's Hole
215a- Headquarters for The Glitter Fangs
216- Dragon's Head Brewery
217- Kentucky Moonshine Co.
218- Braffo Bok's Used Tanks
218a- eXecutive Combat Solutions' Base of Operations
219- Otto's Automotive
220- Kentucky Dairy Products

Region Map



Before arriving in merctown... The group travels up the river and sees a number of crab people  (Crab Warrior RCC) camped out on top of a sunken CS vessel which is also covered in EGGS.  Caldor takes aim and fires the rest of the crabs flee to underwater lairpods as only the leader defiantly beats his claws.  finally caldor slays the largest crab seein no more above water they approach.

When alongside they see more crabs hiding in strange pod like lairs anchored to the sides of the sunken cs vessel "CSS Revenge Class".  A female "HcknarglAK" comes out saying you have slain her abusive mate and she is now ruler of this area, how can they help the players.   She says the slavers ahead have taken many of her peoples eggs and that she would see vengeance upon them.  The group thinks upon how they were earlier attacked by pirates, and now more may lie in wait ahead of them.  Drago scouts with teleport and sees a huge dreamship from the pirate clan, waiting 25miles or so up the river.

'The group informs the crabs of this and after some argument the crabs decide to help, they swim down and give up a few cs heavy military long range missiles scavenged from the ship.  Drago takes them in close and drops them on the pirate vessel from teleport sneak attack and managed to destroy the pirate ship...  The group sails past its wreckage, a huge mushroom cloud later nothing hostile is seen and continue towards merctown.

A few miles out of merctown patrol boat comes up wanting to know what the explosion was, they saw the mushroom cloud.  The group talks them down and gains access to merctown.  Caldor manages to sell his legal cargo of coal right away, the rest of the groups cargo will take more skill rolls to sell in the next episode.

Caldor ate part of the crab leader.

XP

Character Group:
Drago the Great Horned Dragon Hatchling
129755
+500 showing up +100 teleport scout +100 using missiles on pirate ship +50 casts invincible armor +100 takes 400pts of radiation damage which do not currently regenerate without some kind of treatment +100 rp +25 crabs +50 dreamboat +150 skills
130930

Caldor the Kreeghor Bounty Hunter
89876
+600 showing up +200 rp +100 crab rp +100 eat crab has ~200lbs of fresh meat left which will go bad quickly unless preserved  +100 sniper crab leader +50 dreamboat +200 skills
91226

Herman the human Juicer
55481
+700 showing up +100 fly around scouting in helecopter  +200 heroism +500 wheeling and dealing +50 crabs +50 dreamboat +150 skills
57181

Bluey the Dogpack Bioborg Linewalker host to Zee 
46975
+800 showing up +100 uses restore ppe on the dragon +500 rp +50 crabs +100 dreamboat +50 skills +100 move missile +100 finds meds for captain ahabs radiation burned eyes from "patterson clinic".
48775

Tow Jam the GAW Smuggler
19365
+1000 showing up +300 skills +1000 saving boat captain from radiation poisoning by letting him into the shielded tank +100 crabs +250 skills
22015 needs 24881

NPCs of note Merl and Tin Dyhk(in Tow Jam's GAW crew), they flash GAW badges and get the docking fee for the boats waived.
Ahab captain of boat, his eyes go out he has cataracts from radiation , and severe poisoning is is put in Tow Jam's bradly to prevent additional exposure.  The group also has a few glowing eggs stuck to the side of their boat from the earlier encounter with the crabs and the nuking of the boat holding many crab eggs hostage.

Caldor sold his coal to the GAW office for 10million black-market credits .


TBD plots:  sales of bluey's loot, Herman's loot
prices of access to various areas in merc-town.

"Crab-people, crab-people. Taste like crab, talk like people."

Current radiation levels on the ship are very high due to degrading missiles salvaged and lying with algae caked all over them on the deck of TOW JAM's ship.  Towjam managed to jurry rig 2 lrms onto his vehicle to replace the 2mrms he used last adventure.  He now has 2 3d6x100MD Heavy Explosive warheads, ~1000mile range

"Learn about the Areas of Merctown", says a robot greeter at the docks.
"Merctown is run by Mercenaries, for mercenaries.  "
"You have been scanned and registered as Level Zero Visitors"

Merctown Dockside - Assume characters could have visited any of these areas during the week they stay around the docks until episode #80.

Sales:
Poseidon Shipwrights, 205normal and light mdc boats
GAW Vehicle Dealership- 206all gaw heavy vehicles howitzers, ammo, apache gunships,
Retrofit Robots, 208 25-40%discounts on robot drones, powerarmor, robot vehicles
Ogrady's Vehicle Parts and Scrapyard 210-buys scrap and parts
Custom Autobody - 211 builds custom hotrods and muscle cars
Still Ticking moters - 213used bikes, cars, hovervehicles, trucks
Bits of Bots - bot parts only 10-20% discount
Braffo Bok's Used Tanks 218 selling gam48a3 tanks, gat-3a2 bradleys,  rebuilt m113 apcs,  GA-H998 Hmmer Armored jeeps,   GAW FAV Specops dune buggies, 18 mountaineer ATVs, 32 big boss atvs, 6 iron hammer tanks, 11 iron fist tanks, an ironbolt mlrs, prices are -20 to -60% of new prices

Otto's Automotive pre-rifts cars, ng hovercycles, bigboss mountaineer atv -5% prices

Preserved Food:  Allen Foods, Kentucky Dairy Products

Bars and Hospitality: - anyone buying a lifestyle for the week in between 79 and 80 would do so here for the week inbetween #79 and #80, otherwise you sleep in your cars.
The Goblins Hole and Flophouse, Warehouse for rent - 20,000/month  7000/week - 700/day  -- social +5% - ambush -5% - regen +5% - assets 1
Dragon's Head Brewery  - Dragon rents a few Medium quality rooms over the brewery for 80000/month, 25000/week 5000/day social +10% - ambush +5% - regen +10% - assets 2

Kentucky Moonshine Company -
The luxurious company has a few rooms in the warehouse for rent:
Low Quality 22,000/month  7500/week - 750/day  -- social +5% - ambush -5% - regen +5% - assets 1



http://3rdageofdragonwright.blogspot.com/2012/05/lifestyles-for-rifts-and-famous.html



Thursday, December 17, 2015

#76 Phoenix Empire vs GAW

Bluey's deals with the blackmarket make them friendly to allies of Bluey.

Each of the commanders of the GAW armed forces asks for standing orders from the players assigned by BO to each of the units at "commander" rank.

Herman leads 3rd recon, lead by Dirk Diggler 3rd lvl smuggler


Swat 4 art Dune Buggy by Gilgemesh on DeviantArt Huntsville 3rd Recon Platoon x12 GAW Fast attack ground dunbuggy troups 2 smuggler soldiers each
 82MDC 574SDC 120mph (same stats as guntersville smuggers, these are survivors of the destruction of Huntsville)
roof mounted 50cal w/ ramjets
2 lts lead from GAW 988 Combat Humvee 122MDC 854SDC 90mph


Caldor the commander of
HuntsVille 1st Tank Platoon, x6 GAW M1A3 Tanks with 4 smuggler soldiers each, more survivors from Huntsville.
MB 266MDC 1862SDC 60mph 500mi range 40 tons
120mm cannon 6000ft 40 Ap Rounds d4x10MDC/d4x50sdc
50cal coaxial machine gun w/ ramjets
2 lts lead and spot for the tanks from camo'd up GAW 998 Combat Humvee w/ dual 50cals with ramjets, piloted by the Riktor twins.



Halo by frankhong on DeviantArt

 
Bluey leads the
Guntersville 3rd Armored Company lead by Major Ban Gunter
80 soldiers in 3 26 person platoons, each platoon has 3-4 ppl on one car, 8 mad max cars with bigboss atv

GAW Mark2 Body armor 38MDC
GAW 21 Laser rifle 2 clips 20 blasts 2d6 md laser 1800ft
1 in 4 has GAW  AT-6 LAW missle launcher 5d6MD x3 SDC HE round 3200ft rng
Sent from Guntersville to help retake Huntsville.

Drago leads the 9th infantry.


M113 APC by DarkWizard83 on DeviantArt Huntsville 9th Infantry Platoon
GAW M113 APC 168MD 1176 SDC
coupla railgun d4x10md/d4x50sdc 4000ft 80 bursts
x6 mini missle launcher with plasma mini missles
with 3 crewmen and  23 infantry lead by a

LT Chromium
vet smuggler full conversion borg pulling a GAW-198 155mm Howitzer
3d4x10MD plasma shells 3d4x50sdc 30ft radius
Half of infantry are very old or very young, they were the last to survive the conquest and evacuated and conscripted.



2 Bo asks Bluey to ask Sparticus to guide him as general

Bo asks to send scouts to pierce fog of war and learn of enemy units


Shiro made some great rifts hex maps! :)

North America:

http://shirosrpg.blogspot.com/2008/12/workin-on-rifts.html

Europe:

http://shirosrpg.blogspot.com/2009/05/rifts2112-europe.html

They make it easy to estimate distances between major places, and graphs a few intact post Rifts roads.

The 3rd age of Dragonwright game is currently taking place in the southern regions of this map:

http://img.photobucket.com/albums/v728/sirlarkins/scan002.jpg

I like how Shiro shows there being much more water around the area where the Mississippi drains into the gulf of mexico.  I am not sure about how close Tolkeen is to chi town on this hex map.  I would place Tolkeen due east of Serenity on the river on the hex map 0206  based on this map: http://vignette3.wikia.nocookie.net/rifts/images/8/82/Riftsmap.jpg/revision/latest?cb=20100328152013

Now if I overlay this map with my older map I was using this to find the locatiion of Golden Age Weaponsmiths :
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOHT1VmxxVDteRHAPv-ve3SYGt7NmVsm-ygvFL3yn5NUmnCrzLSsH0WU8M2HqJfIn1wfzMlgxffhoapS2wWWwAihCBaMrGgGY5T9dRePOtDdMRTumJWN9oKk0sMiOP8T9ye7EHFW_xXTqM/s1600/rifts_east.jpg



As of update #75, in the first Shiro's Hex Map, The old GAW city in the Huntsville ruins are in the North West of Hex 0311 (partially obscured by the river).
The land directly to the south of Huntsville is the Tennessee river and then swampy everglades type areas eventually giving into full on ocean.
Guntersville is at the South East side of Hex 0311,  along the Tennessee River is the rebuilt and well concealed homes in Guntersville ruins, the only known surviving GAW settlement.

Characters recently traveled north from the Oil Refinery Army of Thunder base in Huntsville to Cincinnati to battle Nxla, now they are west of Cincinnati near the crashed jet and square 0609.

After rescuing the 5 elders of huntsville who were taken to Cincinnati to be part of the sacrifice to NXLA, the characters get GAW support.

When called to help defeat NXLA the GAW soldiers that accompany the party traveled this far north via boat from Huntsville, https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjo51wxnd2Ilt9GnarN5WCgh5wipishqH9w09fg0NTVlMflI4J-BvYxhvMU3AQgSbt2L3_v6RAVo0BzcvKLlWkJaXiHm7iule1Af7UoS88Es8-EVUZSLOfTkWcKBOK5Km2kjpD-fCclscE/s1600/northamericanwater.jpg


(Looking at the maps, whew there actually is a water way that goes this far north, that makes plot continuity on how GAW managed to move multiple tanks and heavy equipment across hostile wilderness alot easier :)


Loose ends to tie up in between sessions:


Herman:

2) Dirk Diggler wants standing orders for the 3rd recon squad of dune buggy troops.

3) Herman's  Driver Kail AKA NUX the ferocious wants orders

Herman sends many of Dirk's men out on patrol, some are attacked by strange wolves and the GAW men are slain.   Later the party goes to find the missing men and herman has to fight off the wolves, NUX has his throat ripped out and his body is left behind with a dune buggy the wolves diabled.  Herman's dune buggy has its tire bitten off by the wolves, but herman is able to fix it.   Herman shot at the wolves and later used his magic swords on them, seriously injuring one.  The wolves seem to escape when they realize herman is no easy prey.

Bluey:
1)  Major Ban Gunter wants standing orders for his Guntersville 3rd Armored Company,  Bluey tells them to hold position with the rest of the squads.  The order is Infantry, then armored company, then tanks as they drive down the road.
Tin Duhk's head stays wired to blueys bike's nuke power plant which is all thats keeping the head powered and alive.


Caldor:
Rides on one of his tanks until the men go missing in the Dune buggy.  Lets 
Bo, Merl, Riki stay in one of the tanks.


Drago:
1) LT Chromium asks for standing orders for his the Huntsville 9th Infantry Platoon (ordered to stay back at the front of the convoy while drago goes ahead alone)
2) Denali is at Drago's side
3) Magic pidgeon
4) Rogue the Dead Girl tries to break free of Drago's undead enslaving control magic.



Sparticus:
1) Lida, Seth, Lt Fifo Partino, Jizzel lane stay nearby.


Drago sensed the rift opening to the south.



After the men go missing Drago went forward.

Caldor sees and starts sniping some flying kitani vehicles.  Caldor blasts the head sensor of one to bits with a sniper shot.
They land, and out pours some slave soldiers, giants, troll, ogres.
 They throw up their hands and say they want no part in this battle and that they are slaves just wanting freedom.

From behind bellows a balrog "FIGHT YOU WEAKLINGS, OR DIE!"...




Drago manages to petrify the Balrog, realizing that NXLA is now trapped in the elemental plane of Earth drago fights off NXLA's presence as he reaches out to the earth plane to gather magic ane petrify the demon (saves vs mental posession, or does he?)

Nearby a sucubus with a brass lamp gestures and a  huge tornadow whips up, and starts smashing into the ranks of GAW.

Caldor hides in a Tank and rides out the storm.
Herman and Bluey escape outside the area of the tornadow on their fast vehicles.

Sparticus pulled his men back before the storm hit and is north of the area.

Drago was hit by the winds but his protection wards hold.

Eventually the winds die down and there is no sign of the demons...  Only the statue of the Balrog remains.

Many of the GAW troops are dead or destroyed by the Tornado and the screams of the wounded echo across the field of battle.   #77 will start with surveying the wounded and remaining troops and equipment, it doesn't look good.


XP
Drago 9th Level Hatchling 127330
+500 showing up
+25 making phoenix empire slave warriors surrender
+50 petrify balrog +50 skills
+100 gives XL69E1 machine gun to Rogue
128005

Sparticus 9th Level Energy Master Psi warrior in training  89950
+25 making phoenix empire slave warriors surrender
+500 showing up  +25 witness balrog petrification +50 skills
90550

Caldor 9th Level Kreeghor Bounty Hunter  87526
+25 making phoenix empire slave warriors surrender
+500 showing up +25 witness balrog petrification
+100 survive tornado inside now trashed tank +50 snipes sensor
88226

Herman 7th Level Juicer 51831
+25 making phoenix empire slave warriors surrender
+750 showing up
+100 fight wolves +25 witness balrog petrification +50 skills +50 escape tornado +50 use sword +100 fails to save nux who has his throat ripped out by wolves...
52981

Bluey the 7th Level  Dog Pack Line Walker 43550
+25 making phoenix empire slave warriors surrender
+750 showing up +25 flying around
+25 witness balrog petrification  +50 skills

44425

Rogue the Dead Girl 6th level Super Spy Revenant
(uses dragon xp table instead of gaining levels every 50 years like the book states)
31350xp needs 50000 +1000 showing up
 +25 witness balrog petrification
 32375

Tow Jam the 5th Level Guntersville Smuggler Borg
16890xp needs 24881 to level
+1000 showing up
+25 making phoenix empire slave warriors surrender
+25 witness balrog petrification +50 miss with missiles +75 skills +100 accept job from bo to follow bluey
18165

Sunday, June 29, 2014

Merl the Guntersville Smuggler


American redneck cyborg by anderton on deviantART

Merl is from the deep south.  He used to be a smuggler before the undead invasion caused him to rescue and fall in love with bettilou.  Since he was been working to build them a better life against all odds in an unforgiving wasteland.


Merl has vet stats from
http://3rdageofdragonwright.blogspot.com/2013/06/guntersville-clan-smuggler.html except he has horsemanship instead of pilot jet.


Merl has a data drop he will trade for 100k gold and help building a shelter for him and betty lou until the folsons are heald up and can move southwards.

Data Sales:

100k
He offers to trade a "North American Ley Line map" digital download from his computer. (great map by the way from http://equip-r.blogspot.com)
The map:
https://dl.dropbox.com/u/244201/Rifts/Rifts%20Atles%20v1_6.pdf

100k
offers information about tin duhks
-> duhks taken by slavers as a head alive through magic
-> jackie boy the kid knows where head was taken hes holed up at these coordinates nearby huntsville  (adventure?)

1mil
offers information about dunscon
-> Rumors include:  Dunscon is dead.  Dunscon is about to destroy The Three.  Cs Missori has fallen due to Dunscons black magic. Duncon has a secret base (coordinates to secret base)

1mil recent coalition encryption codes

10mil 6is public key and blackmarket net email



Item Sales:
sells all robot programs from p56 sb1

sells forged coalition documents

sells cybernetics including datajack remote datalink radio, noise filter, amp hearing, mo eye, tracer bug

sells se sonic pulsar unit for electronic flea and tick repelent p60sb1

sells 10mm ramjet rounds

Services - d4x10000cr per use

interpret Golden Age Weaponsmiths Law +10 iq 18 8th level law skill

computer hacking

setup encrypted radio links, radio scrambler

camouflage

salvage

contact guntersville

gambling

Jobs - pay d4x10000 cr/person/rescue

Smuggling.  (mainly people out of the north, to the south).

Rescue Tin Duhk's head.

Build Folsons a Shelter

Salvage nearby area area for items to build shelter with or sell.

Smuggle Folsons to Gunterville once they can be moved

Sunday, June 15, 2014

#65 Law & Order: Nostrous




"In the Federation of Magic Criminal Justice System the people are represented by two separate, yet equally important groups. The Necromancers who investigate crime and the Enforcer who prosecutes the offenders. These are their stories."
  



Nostrous map.


thanks to http://www.inkwellideas.com/roleplaying_tools/random_city/ for themap)
Nostrous notes:
Number markings are places described here:
http://3rdageofdragonwright.blogspot.com/2011/11/city-of-brass-aka-old-nostrous-44.html
more notes on nostrous:
http://3rdageofdragonwright.blogspot.com/2014/04/62-63-return-to-city-of-brass.html 

The Aftermath: Sargent Murkle's Necromancer Nostrous Police Department Report:

"Victim was one Petey the Splugorth Slaver.  Cause of Death, petrification and subsequent removal of the head.  Head had claw marks from small humanoid sided hands, but great strength must have been used due to the massive damage.  Psychic investigation revealed death was caused by a supernatural creature of unknown origin.

Witnesses were a few slaves in one of the barns nearby , but they remain uncooperative.  We were unable to recover footage from Petey's observation orbs, the orbs have yet to be found.

Desslyth the Younger filed a missing slave report with us for two Ogre guards, one barn full of HawkrDuhks and Lady Naya, champion of the Nostrous Gladiator Pit.  Nostrous Necropd Was unable to locate any of the slaves, subsequent investigation of the border towers showed evidence the slaves were smuggled out of town by a ATV pulling a trailer.  Two humans were piloting the smuggling ATV along with a Kreeghor in power armor.

Nostrous Necropd scouts were able to confirm tracks of a heavily laden ATV and lightly laden trailer heading south out of Nostrous towards Golden Age Weaponsmiths territory.

Desslyth the Younger demands retribution or payment from the authorities in Dunscon  for his losses.   He filled a missing property report for the following slaves:
Naya - 10 million
Duhks - 100k each x4 - 400k
Ogre TMen - 400k each x2 - 800 k
Eye of eylor - 40mil each  x5 - 200million
Petey & Bardge - 10mil
Total Losses 222 million
"

Why the report was filed....

In the aftermath of Petey's petrification, Drago teleports back to the Tree.
Leaving his mortal party behind, the others scramble to cover up the evidence.
First Lady Naya Caldor Jimmy and Sparticus battle the observation orbs, 4 remain intact and try to fly away, they are barely destroyed before escaping with evidence.
Sparticus takes 1 eye of eyelor.
Herman takes 2 eyes of eyelor.
Caldor takes 1 eye of eyelor.
Herman buys a ATV and trailor and uses it to smuggle out the slaves.

The group drives From Louisville ~300 miles south to the Huntsville base oil refinery owned by Sparticus.

There they see all the pigs have been slain, hughbot remains guard over the base.  He claims many zombies attacked last night and killed most of the remaining pigs.

Lady Naya and Herman use their cybernight connections to find a supply bardge nearbye.  Theya re told to take a mobile hunter gun with antenna array and send intelligence to the suspected harvestory hanging in Cincinnati.  Something big is happening in cincinati and the knights want to know what.

Herman pilots the mobile hunter gun with 100ft collapsible long range radio antenna.
Sparticus assembles his enforcer and places it outside the base next to the mobile hunter gun.

A single horse rides into town first.. it dies of wounds shortly afterwards.
An hour pases
Later a 2 horses pulling a single wagon with Merl and His Wife come into town, Merl is shot up bad but refuses help, there are 6 people in the back of his wagon who are in comas.   Merl says his party was ambushed by zombies.

Betti Lou gives Sparticus a Pie in exchange for medicine.
Sparticus tries to get people to swear aligiance to the army of thunder for entrance to the base but the npcs camp outside instead.
Sparticus gives betti lou a knitter which she starts using on the injured.
6 folsons are healed with the knitter, only 4 survive, dad mom jane billy
demon locusts are seen flying on the horizon in small numbers.


XP

Sparticus the 8th Level Souldrained force converted into Psi Slayer
 by Nxlas
78975 +1k showin up +200 skills +100 takes 4 eyes of eyelor, gives herman 1 caldor 1 +100 lets duhks make one camp and ogres make another camp outside army of thunder base after party arives in huntsville +400 saves wounded with knitter
80775

Caldor the 8th Level Kreeghor Bounty hunter
with biowizard juicer implant [partially soul drained]
70051 +1k showin up +100 skills +100 takes eye of eyelor from sparticus +25 vaporize zombie in at mass grave in Nashville Ruins +100 rp with merl and 10 southbound wagon train at the thompson station ruins, pcs leave wagons behind and keep going south at faster rate +100 radiation detector alert goes off at a crater south of the wagons, caldor tells party to go around crater +100 watches duhks once at camp to see if one goes out alone, caldor is hungry
71576



Herman the 5th Level Juicer Scout  [partially soul drained]
29081 +1500 showin up +400 skills +100 takes petey's head from drago +100 buys clothes for naya and the 4 duhks +100 trades 30 grenades and 1.2 mil for a Zone Ranger ATV +100 trades 20k for upgraded trailer with 4 seats for atv to pull +100 smuggles out grug and drug the ogre tmen +100 gives ogres bottle of moonshine for voyage +100 takes eye of eyelor from sparticus +100 bribes goblin at gates with potion of ergominds eye to get slaves out of nostrous
+100 gives 2 bottles of moon shine, one to each ogre/duhk camp
+200 gives 10 blackthorn to cybernight staak +100 drinks 2nd potions of (speed?) when threatend by zombies in nashville ruins
32181

Lady Naya the 4th level Cybernight Quickflex Alien
12836 +2k showin up +150 skills +100 takes bathrobe from hermans clucks penthouse +100 meets sir staak the cybernight in secret on bardge, gets mobile hunter gun for surveilance against cincinati and nxlas forces +100 cybernight staak gives naya half of the blackthorn herman gave him, +5 blackthorn potions +100 sends coded raidio message to cyberknights +100 learn wheeler lake coordinates for supply bardge
15486






Saturday, May 14, 2011

Rifts Geo-political_World updates

I've been editing this wiki page on various world powers in rifts in anticipation of running games to some of the more exotic locales (ie non-north america games). While most of Palladiums writings focus on the US region this great outline Ive been developing helps focus on some of the players in other areas.

http://rifts.wikia.com/wiki/Geo-political_World It also has some good map links!

Major players are involved in operations to gain influence with minor players often at each others expense, such as has been done in the past: http://en.wikipedia.org/wiki/The_Great_Game
Rifts versions of The Great Game continue to play out in rifts earth between the Coalition/NGR, and the Splugorth and other Alien Intelligencies who try to subvert the other various smaller and less powerful citystates that dot the wasteland of Rifts Earth.



The Coalition

The Coalition States
Free Quebec
etc

Societies of Magic

Tolkeen
Lazlo
New Lazlo
City of Brass
Dweomer
Stormspire
Magestar
Cheyenne-Sioux Coalition
Nostrous
Dragon's Blood
Shadow Village

Independents

ARCHIE-3 and the Shemmarians
Ishpeming and Northern Gun
Manistique
Kingsdale
Tampico
Golden Age (Alabama)
Colorado Baronies
Free Quebec
Psyscape

Wildcards

The Pecos Empire
Xiticix Hives
Naruni Enterprises


Vampire Kingdoms

Izyotl

Atlantis

Splynn
Dracona
Azlum

South America

Colombia
Haktla
Maga Island
Bahia
New Dracona
Manoa
Omagua
Cibola
Empire of the Sun
Arkhon Freehold
Megaversal Legion
Silver River Republics
Cordoba
Santiago
Achilles Republic
New Babylon
Southern Federation
Nuevo Peru

Africa

Phoenix Empire
N'beh of Tassili N'Ajjer
Gorth of Splynn
The Ancient Father Congo Millennium Tree
The City of Taunak
The Kalahari Oasis

Japan

The New Empire traditionalists of the Kyoto Millennium Tree
The Ichto Province
Otomo Shogunate
H-Brand Corporation Otomo Enclave
The Republic Of Japan

Australia

Old Sydney Town and the Eastern Humanity Republic of Australia
Ayers Rock Aborigones
The Hidden City Shadow People
Sterling
Trade Town
New Brisbane
Victoria Haven
Point Clare
Enclosed City of Melbourne
Enclosed City of Perth
Mokoloi Repile Men Tribes of the Northlands

Europe

UK
London of Splynn

The Kingdom of Tarramore Dublin Ireland
The Irish Faerie Hoards
Balfarg and The Tree of Ages the Scottish Millennium Trees
Nog Heng the English Millennum Tree
New Camelot of England
Nortown the English Faerie Kingdom
Berwynmoore Kingdom of Wiltshire England
Wales Monsterous Hordes
The Eternal City of Somerset England

Mainland

Le Morte French Blood Druids
New German Republic
Gargoyle Empire (Austria and Switzerland)
Broadkil Empire (Poland and Czech Republic)
China

Russia

Friday, April 22, 2011

Shadowrun World Map

Since alot of the world was never mapped by Palladium I may borrow from this Shadowrun World Map to populate areas.

Sunday, February 20, 2011

Rifts Map Collection

Various Maps from around the Net saved here for use in the campaign. If you know the author msg me and I'll give proper credits.

RiftsEast
originaly from here but the links are long dead:
http://webspace.webring.com/people/pd/devillin/riftmap.html

Rifts West


North American Water

Colorado Baronies And Western US

Texas

Atlantis


Western Hemisphere


North American Leyline Map from http://shirosrpg.blogspot.com/

Google Maps for Rifts Earth

Very complete North American Map

Outsydergaming.com Brings us a link to: Large Detailed North America Map PDF

http://skitzophrenik.deviantart.com/art/Better-Map-16154265?q=boost%3Apopular%20rifts&qo=261