Tunnelers Aboveground Random Encounters and Road Names
Encounter procedure: for every day of game time, roll twice on the
following table, once with a d12 and once with a d4. Some results
require follow-up rolls. The encounters generated need not be
simultaneous — the wildlife results should be ambiently omnipresent but
not necessarily directly out to confront the party. Remember to make use
of reaction rolls.
1. Roll again on the wildlife table.
2. Roll twice on the wildlife table.
3. Roll three times on the wildlife table.
4. 1d6 mundane and unarmed locals. If encountered along a road, 1-in-4
chance they have a car nearby.
5. 2d8 raised corpses.
6. A local hunter. If encountered along a road, in or nearby a
truck.
7. 2d6 occultist humans — roll on the occultist table.
8. Werebat. Only encountered at night. 1-in-4 chance to be Tethys from
0704.
9. 1d4 tunnelers from out of town.
10. A renegade thoughtform escaped from 0406.
11. CIA agent. If at least one CIA occultist with an entry in the map
has been killed, 1-in-4 chance this is The Telephone Repairman.
12. A vengeful ghost.
The Wildlife Table
1-in-6 chance any given entry is being used as a spy by an occultist –
roll on the occultist table to determine who.
1. 1d4 blacktail deer
2. 3d6 coyotes
3. 1d10 raccoons
4. 4d6 elk
5. countless ravens
6. 1d20 turkey vultures
7. 1d8 possums
8. an owl — barred, saw-whet, great gray, or barn owl.
The Occultist Table
1. Local dabblers. Their naive syncretism of competing mysticisms has
let them stumble into something that they don’t fully grasp, and perhaps
only partially believe themselves.
2. Teen thoughtform-workers. The local youth counterculture. Escapees
from the mundane through sleepless nights full of strong emotion, loud
music, and shared secrets.
3. Spies in the employ of Bruce McDiarmid. They fit right in with the
local scenery, but nobody knows where they are from — must be visiting
from a town or so over.
4. Timber industry cultists. Within each of the big local companies,
they aim to maintain economic security through dominance of the
metaphysical and nostalgia for the good old days of local prosperity.
Willing to kill for the business, hesitant to die when they have such
profits to look forward to.
The Telephone Repairman (he/him, 48)
A CIA Occultist in disguise as a phone line technician. He has a sunny
disposition and a winning smile, and you can never quite clearly tell
who he actually works for. His real job is to track down missing agents
and any intelligence they have gathered, whether that means determining
their cause of death or executing a traitor himself. Carries a silenced
Beretta M9, but will also willingly uses mundane tools as weapons and is
an expert in diy traps and snares. Knows the ritual to contact the
dead.
The Roads of Dundarave
State Route 9 is a reasonably active state highway.
Dundarave Rd is paved and well maintained.
Castle Lane is an immaculate private road behind security.
Beech Rd is gravel and prone to potholes and washing out.
Berry Patch Rd is gravel, and prone to potholes and washing out.
Mckinnon Rd is gravel, and tends to be decently maintained besides the
occasional pothole
Rush Loop is gravel, but better maintained than most paved roads
nearby.
Fern Drive is paved near the highway and again when reaching the Resort
in 0805. The gravel between the paved sections stays well
maintained.
Sheriff Hank Woodward Memorial Highway is commonly used by locals
commuting to work or driving to relatively nearby towns to go shopping.
It is in a state of moderate disrepair and tends to have trash littering
the edge.
The nameless road is paved immaculately and never seems to need any work
done to keep it clean and safe.
Within the town itself, I have left the streets vague — the lines
represent easy routes for cars that might use any number of small
streets. The town itself is slightly disjointed from spacial logic, and
trips across it can be disorienting despite its small size when viewed
from outside.