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The Bleak Nexus

Abandoned Refuge
Location Type Abandoned Refuge
Threat
Rusted turrets; Agility DR12 or d4 damage from sudden discharges
Exits
  • A collapsed tunnel leading to the wasteland
  • A makeshift barricade into the ruins of a building
Hooks
  • Gorm offers a risky truce, but he demands a sinister favor in exchange
Interactables
  • Old radio: attempt to tune (Presence DR12) to hear useful intel or trigger noise traps
  • Broken security console: repair (Toughness DR14) to disable alarms
Inhabitants
  • A scattered crew of scavengers, scavenging in paranoia
  • A solitary, weathered trader named Gorm, who trades secrets
Loot
  • Salted scrap metal, worth 2 coins
  • Encrypted data disk, worth 5 coins
Impression

The stale air is thick with burnt rubber, a dull hum of distant voices and groaning metal echoing.

GM Notes

- Gorm is both a potential ally and dangerous to trust
- Noise traps could alert nearby enemies or attract worse scavengers
- Loots may contain clues or cursed relics

Created with Town Scryer for MÖRK BORG

by bananatron