Cold Place: Chapter 3: Map

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Map given for Delivery
There are no towns from Scott’s Burrow City to the game reserve on the green path. This section of Highway 88 has just been rebuilt from the ice track four months ago.


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The party will be given a roadmap to the reserve with the quickest path marked out on it, and they will also be given all the proper paper work to pickup the animals at the quarantine warehouse on the spaceport grounds.


BM's Note: There's only 3 hazardous areas to watch out for on the Southern path.
  1. Is between Fit’s and Tanus. Villain #1: 30% chance if the party gets to talkative of there route while loading the cargo or at stops before Fit's.
  2. The stretch is between Last Out and Bonners Pride there's a 2% random car-jack by 6 ‘high’ Orion’s (their living in a Blue coca haze).
  3. The last area covers the distance from Bonners Pride to target delivery area where Villain #3 has a 20% chance of hitting the group.

NPCs for Cold Place


A better path the players may wish to take is to go south to Placerville (1086km) and then East. This will lengthen there journey by just under 700km but there is fuel and some local enforcement that may come to there aid, and is less likely to be jumped for all the hunting groups may figure the players will stock up on fuel and take the gauntlet.


The Southern path, other then the extra mileage and vast more towns and traffic the party wont find anything to dangerous. There are plenty of places to stop and stay at, fuel and other need are easily found. There only 3 hazardous areas to watch out for and the first is between Fit’s and Tanus (Villain #1: 30% chance if the party gets to talkative of there route while loading the cargo), the second stretch is between Last Out and Bonners Pride (2% random car-jack by ‘high’ Orion’s – there living in a Blue coca haze), and the last area covering the distance from Bonners Pride to target delivery area (Villain #3 – 20%).
NPCs for Cold Place


Towns of note: Bonners Pride, population 1,540. They are mostly Orion and Humans, the town is a meat processing and culturing community. There is a large harvesting cold storehouse on the west side of town with metal critter pins covering about three acres of low tundra (30% are occupied by young tundra-tunnel worms). The party could easily park any number of vehicles within and no one would noticed, plus being out of harvest season only one old Orion caretaker with plenty of the “good old days” stories is there.


Town 2: Shanker Post, population 165. This town isn’t anything more then seven town structures built into five buildings surrounded by grain towers (30 silos). The main interest is Nero-grain harvesting, the settlement is the hub for many ground harvesting settlers living out on the lower tundra taking advantage of what soil that can be used. There are 31 Orion’s and 11 humans in town when the party travels through (north or south), if the party stops for snacks/fuel/or restroom they will note that the fuel/general store has a vast verity of new archaic tech3 weapons for sale (including M-75 grenades) – all at 20% less then book value. If the party shows any interest the local shop owner will inquire if the party has any one with demolitions experience, and that if they did something could be worked out if there willing to do a job with the township.
Cold Place: Chapter 4: Side Trip



Back to: Cold Place: Chapter 1: Players Intro

Back to: Cold Place: Chapter 2: The Threats

Next to: Cold Place: Chapter 4: Side Trip

Return to: Cold Place

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