Showing posts with label esoteric enterprises. Show all posts
Showing posts with label esoteric enterprises. Show all posts

Sunday, 12 July 2020

Esoteric Enterprises - Continuity of Government Bunker Complex


"Alright. Flush the bombers, get the subs in launch mode. We are at DEFCON 1."

Unless you've been hiding under a rock most of your life (and, to be fair, if that was the case I can guarantee you definitely know what I'm talking about), you've probably heard of Continuity of Government.

Continuity of Government (C.O.G.) is the planning and preparation for how government can continue after a catastrophe, like a nuclear war or asteroid strike or Cthulhu waking up. Among the most important parts, beside laying out a list of contingencies and picking a Designated Survivor to sit out all the public events in case a bomb goes off, is building bunkers to hide in until the radiation levels drop enough for a go at repopulating the Earth.

Obviously, the government's not just going to let any Tom, Dick or Harry into those super-special-secret bunkers they've built though. Nope; only the lucky few, the most important, cleverest, bestest people are at the top of that list. Oddly enough, the guys who drew up the list - namely the politicians - seem to think politicians are the most important, cleverest, bestest people for the job.

Whatever the case, there are a lot of those bunkers. Most were built a long time ago, back during the Cold War. A lot are just sitting there. Unmanned. Untouched. Unused. Safe. Secure.

Now home to other things.

This is an underworld C.O.G. chamber for Esoteric Enterprises.

Saturday, 11 July 2020

Esoteric Enterprises - Alternative Connecting Tunnels




Down, down, deeper and down...

Esoteric Enterprises is an occult dungeon-crawler where you raid the mystical underworld of a contemporary city, murdering the inhabitants and stealing their stuff. Some people will try to tell you it's an OSR Unknown Armies without the metaplot; a better description might be murderhobo Jim Butcher meets D&D. Despite its often wonky rules and editing, it's pretty fun.

Its best part (beside flamethrowing feral undead and ripping off occult weirdos) is the randomly generated map, where you toss a handful of dice onto paper to create nodes and beasties and gangs, then slot the pieces together jigsaw fashion to make a surprisingly coherent whole.

This is a rejig for Table 83: Connecting Tunnels (p.149), which trims back one of my biggest bugbears: the three sewers, three subways, and three storm drains (!!! - three exclamation points - !!!) on the list. Instead, it reshuffles the pieces a little and replaces some of more common roll-ups with bits I wanted to play with. While the layout does increase the dice-rolling you can solve that pretty easily by just picking the least used, cooler or more logical option instead of randomizing it.

 DICE
DICE
TUNNEL TYPE
D4D4Reccently dug by residents
D4D6Ancient ruins
D4D8
 Steam tunnels
(1-3: active, 4-6: inactive)
D4D10
 Communication tunnels
(1-3: historic, 4-6: modern)
D4D12 Smugglers' tunnels
D4
D20 Utility tunnels
D6
D6
 Subway line
(1-2: 1-track, 3-4: 2-track, 5: 3-track, 6: derelict)
D6
D8
Construction works / Big Dig
D6
D10
Basement throughway
(1-3: historic, 4-6: modern)
D6D12
 Sewer connector
(1-3: historic, 4-6: modern)
D6
D20
 Ventilation tunnels
D8
D8
 Storm drain
(1-3: historic, 4-6: modern)
D8
D10
Abandoned traffic tunnel
(1-3: foot, 4-6: vehicular)
D8
D12
 Water tunnels
(1-3: canal system, 4-6: underground river)
D8
D20
 Geological formation
(1-3: lava tubes, 4-6: karst tunnels)
D10
D10
 Sewer network
(1-3: dilapidated, 4-6: under construction)
D10
D12
Storm drain
(1-3: derelict, 4-6: historic)
D10D20
 Ancient tunnel dug by undercity residents
D12
D12
 Abandoned mineshaft
D12D20
 High-speed railroute
(1-2: 2-track, 3-4: derelict, 5-6: specialized)
D20
D20
 Eldritch formation
(1-3: dead/fossilized creature, 4-6: unnatural construction