Your Pointcrawl Map
Welcome to Crimson Rock, your forever home.
THE PLANET. Besides settlements and burrows, the red rusted planet is barren and hardened. No greens grow and the red sky is rarer than the more usual dusty winds. The only changes of scenery are deep folded ridges and mountains, long stretching dunes, and every other state a rock can be in-between.
THE DANCING TWINS. Nights are a rare sight, but days are far from bright; the sky shines deep brown red with its two crimson disks chasing and eloping each other again and again. The dancers venerate the Dancing Twins as the true Gods that brought the creators to Crimson Rock.
THE DIMMINGS. Whenever both Twins are not visible comes the unpredictable dimmings. A Droid can live dozens of Scraps without a dimming.
Settlements hunker down, brave phagers sharpen their blades, the Dancers hide and pray, and zealots of the Long Vigil stare at the starry darkness searching for the Departed. Where will you be, then?
SETTLEMENTS. No droid city ever existed, and none will. Settlements range from encampments, small enough to move around and avoid dead weight, to fortified groups, too structured to move.
Most groups flock around droids with the brighest sparks or the strongest fists. Or the worse of all, a cunning mind.
BURROWS. Vary between short five story deep consructions and logic defying megastructures that spread and sprawl to the depths. They have a mindboggling range of purposes and hold just as many mysteries.
The Creators' tech, equipment and language is hard to parcel for the average Droid.
Droids avoid settling in burrows, for they dim the Spark if lingered in too long.1
No Burrow is truly scrapped whole, but all will be trapped, damaged, crumbled, defective, inhabited by ambushing Droids in the dark, or worse. Hope for Droids.
TRAVELING. Distance is measured by how many Scraps it takes to arrive to your destination. This could be a long walk, or a steep rocky ridge. Look for the right Body Parts to ease the way.
An easy path takes one Scrap. Others could take two or more. A scavenger with no map is walking Scrap.
POINTCRAWL MAP. The Crimson Rock offers no points of interest beyond those made by Droids or the Departed.
Between two locations, the relevant bits are the distance, the terrain, and any other wandering Droids.
A settlement keeps tabs on its immediate surroundings and the general directions of other nearby settlements. Most of all if they are hostile.
Neighboring burrows usually clue to each other's directions. From cables, pointed antennas, and pipelines, to aimed turrets, landmines and barbed wires and fences. Friends and foes alike.
MAKING YOUR REGION. Place a settlement in the center, and connect four or more locations around it; then, connect the neighboring locations.
You will end up with something like this: ☒
This is your known surroundings. Most locations lead to just as many other places. There is no edge. You can go long enough to find the beginning again.
Droids try to keep a safe distance from other settlements, to avoid competing for resources. And avoid becoming Scrap.
Roll D4 if in a settlement. Otherwise, roll a D6.
| D6 | Place | Travel Scrap Cost |
|---|---|---|
| 1 | Scrapped Burrows | 1 |
| 2 | Scrapped Ruins | 2 |
| 3 | Dangerous Ruins | 1 |
| 4 | Dangerous Ruins | 2 |
| 5 | Dimmed Ruins | 2 |
| 6 | Settlement | 1 |
For interesting and evocative encounters and terrains, consult the Encounters and Terrains Table.2
For making Burrows, consult the BURROWS page.3