For nine weeks a group of friends has gathered to play a post-apocalyptic role-playing game. This Wednesday night the RPG campaign will conclude.

As the GM, I wrote some setup for the campaign climax.

Last Session Setup

As dusk gives way to night, the cold rain becomes sloppy snow. A young boy’s scream is cut short.

Drug-crazed gang members flit through the dead trees of the forest. A shadowy figure shouts orders and swings a chain and hook.

The old tank roars to life with a violent shudder and a cloud of thick diesel smoke. Its floodlight spits a cone of light. A chorus of unearthly screams rises from the recruiting station.

Four broken misfits stand as guardians of the last sliver of civilization…

Campaign Background

The player characters have been exploring the ruins of Cumberland, Maryland (rolled randomly). They rescued a few NPCs and had other adventures.

The month of January and the weather were rolled randomly. The young boy was a 14-year-old NPC the party sent to keep watch while they jury-rigged the tank.

The shadowy figure is an NPC the group left tied up in an abandoned house. He will be revealed as the gang leader.

The characters are now inside the tank. To determine if the tank was still there, I used a best case/worst case roll. The player rolled a six.

When I GM any game that is modern or near-future, I use Google Maps. So the recruiting station is an actual building labeled on the map and it certainly looked like there was a tank in the parking lot.

OpenD6 Post-Apocalyptic Rules

The campaign used Anarchy, a post-apocalyptic RPG supplement, I wrote for the OpenD6 System.