Saturday, July 12, 2014

Fallout Funniness

It never ceases to amaze me that no one believes me when I tell them I avoid bananas because they're radioactive. Well, this fun little tidbit should make them happy.

From Nuclear Radiation and Health Effects comes this lovely line: "Since there is radioactivity in many foodstuffs, there has been a whimsical suggestion that the Banana Equivalent Dose from eating one banana be adopted for popular reference. This is about 0.0001 mSv."

So Mutants, go out and get your daily BED of radiation.

Monday, July 7, 2014

Mutant Monday

Well, I think I've finally found a day of the week to start working on some post-apocalyptic creatures (using Mutant Future for now). Here's the first of (hopefully) many, many more to come. Mostly I'll be doing plants, aquatics, insects, robots, undead, space aliens, and weird critters, a few inspired by other sources, and whatever else happens to catch my fancy.

Rambling Weed


No. Enc.: 2D12
Alignment: Neutral
Movement: 225' (75')
Armor Class: 8
Hit Dice: 4
Attacks: 1 (charge)
Damage: 1D6, paralysis
Save: L2
Morale: 12, 3 vs fire
Hoard Class: None
XP: 245

Also known as Killer Tumbleweeds and Kuseru's Bane, this is a large, man-eating plant, though Rambling weeds feed on any mammal. They are highly branched and rounded in form, 3 to 6 feet (1-2 m) in height and from 2 to 10 feet (06.-3m) in diameter, with awl-shaped, spine-tipped leaves that bear small, inconspicuous poison sacs. They are found in arid and semi-arid regions, particularly the wasteland.

The Rambling Weed attacks by rolling into it's prey, injecting it with a quick-acting paralytic poison, so it can digest the prey at it's leisure, using powerful digestive enzymes. It takes approximately 1D4 days to completely devour a small mammal, 1D6 days to devour a human-sized creature, and 2D4 days to devour a large animal. During that time the plant is docile and does not attack again until its previous prey is digested completely. Reproduction of these terrible plants is accomplished by a process similar to mitosis, with a well-fed Rambling Weed (one which has digested over 2000 lbs within 10 days) splitting into two separate Rambling Weeds.

Rambling Weeds may not seem all that dangerous, but they’re known for their cunning attacks, utilizing terrain obstacles to trap an opponent, attacking from ambush, and making sneak attacks from behind the target.

Mutations: Free Movement, Injected Poisonous Sap, Thermal Sensitivity (fire)

Thursday, June 26, 2014

100 Wizard Towers

So there I was just thinking random thoughts, this was the result.

1 A "space needle" observation tower
2 A beacon tower
3 A bell tower
4 A Bergfried
5 A brobdingnagian metal golem
6 A cenotaph
7 A Chinese wengcheng (archery tower)
8 A circular lighthouse
9 A circular tower with conical roof
10 A circular tower with observatory dome
11 A clockwork elephant
12 A clockwork orrery
13 A colossal armillary sphere
14 A colossal obelisk
15 A conical tower
16 A cooling tower
17 A crooked spire
18 A crystal prism
19 A cyclopean Christmas tree
20 A cyclopean never-melting ice tower
21 A ferris wheel
22 A flying citadel
23 A fortified tower house
24 A gargantuan toadstool
25 A giant (stone/metal/adobe) beehive
26 A giant mushroom
27 A giant shoe
28 A giant stone head (roll 1D8 for type: 1 - bearded man, 2 - extraordinary beauty, 3 = smiley face, 4 - ancient crone, 5 - Olmec colossal head, 6 - Moai, 7 - animal head, 8 - monster head)
29 A giant stone rostral column
30 A giant, 30' diameter totem pole (roll 2D4 to determine number of totems)
31 A gigantic cuckoo clock
32 A gigantic sundial
33 A grand stupa
34 A grandiose stone arch
35 A herculean stone hand (roll 1D4 for type: 1 - open hand, 2 - closed fist, 3 - clawed hand, 4 - taloned hand)
36 A Himalayan Tower
37 A humongous pinecone
38 A Jacob's Ladder
39 A Japanese tenshukaku
40 A jumbo-sized stone idol
41 A lava lamp-shaped edifice
42 A leaning tower
43 A lofty dovecote
44 A mammoth coke bottle (may have a ship inside)
45 A mammoth saguaro cactus
46 A massive conch shell
47 A massive semaphore tower
48 A metal (roll 1D8 for type: 1 - brass, 2 - bronze, 3 - silver, 4 - gold, 5 - rusted iron, 6 - steel, 7 - admantine, 8 - copper) tower
49 A metal (type as above) siege tower
50 A minaret
51 A monolithic evergreen tree
52 A monolithic stone dolmen
53 A monstrous corncob
54 A monstrous ship's mast
55 A monumental hourglass
56 A monumental skull (roll 1D4 for type: 1 - human, 2 - dragon, 3 - steer, 4 - demonic)
57 A monumental stone pineapple
58 A mountainous stone dragon
59 A multi-level treehouse
60 A pagoda
61 A Palas
62 A peel tower
63 A phallus-shaped stone tower
64 A qasaba
65 A ramshackle twisted tower of stone
66 A Rocket Ship
67 A spire
68 A square crenellated tower
69 A square tower with hoardings
70 A stone broch
71 A stone circle
72 A stone double helix
73 A stone siege tower
74 A stupendous plasma globe
75 A stupendous spiraling spire
76 A stupendous Van de Graaf Generator
77 A Tesla Coil
78 A titanic stone whale (roll 1D6 for type: 1 - humpback, 2 - orca, 3 - narhwal, 4 - sperm, 5 - blue, 6 - dolphin)
79 A towering grandfather clock
80 A towering snake-shaped stone tower
81 A tremendous deciduous tree
82 A triple stone tower
83 A turreted (roll 1D8 for number of turrets on the tower) round stone tower
84 A twin tower
85 A watchtower
86 A windmill
87 A wooden house on long stilts
88 A wooden siege tower/belfry
89 A yagura
90 An aircraft control tower
91 An enormous clocktower
92 An enormous pendulum
93 An Escher tower
94 An humongous clockwork spider
95 An immense torquetum
96 An imposing jack-o'lantern
97 An imposing steampunk chicken
98 An imposing stone Jupiter Column
99 An octagonal crenellated tower
100 An onion-domed tower

Tuesday, April 15, 2014

Basic Building Blocks for a Post Apocalyptic Setting

I know that it has been a while since I updated this blog, but real life intrudes at the most inopportune times.

On with the show.

Since we've take a look at the big picture for what we want to do with our post apocalyptic geography (though without deciding on any changes), let's move on to building the initial setting base. Unlike fantasy genres where one can choose a top-down or bottom-up approach based on one's needs, some thoughts about the overall setting you want to go with means a more top-down approach has to be used when creating a post-apocalyptic setting. This doesn't mean you have to plan out your whole world or even a large area for a campaign. Rather, you need to consider three basic factors overall when designing your PA setting.
1) What was the place like before the apocalypse.
2) What type of apocalypse occurred.
3) When does your campaign take place in relation to the apocalypse.

When deciding what your setting was like prior to the apocalypse*, you need to consider essentially what the "tech levels" were. Early PA fiction didn't have many of the technological advances or research results that have been currently achieved, so they were both limited and less restriced in what they could do. Certainly that's a contradiction, however, both are true and stem from the same point; that is they were limited in knowing what kind of technology would be available, and unrestricted in what technologies they could imagine for use in their setting. This makes for some interesting thought with regards to retro-futuristic settings, such as the Fallout series, but also throws some limits in design based on how technology has progressed. For instance, a Fallout-like setting would see different technologies still possible, such as "ray guns" and "rocket ships", but would also suffer from the lack of new concepts that can be imagined from today's technology, such as "spider goats" or "carbon nanotubes". On the other hand, going with today's technological level means a loss of certain discredited ideas, such as "jet packs" or "mutants created by radiation." Of course, much of this depends on whether or not you go with the Low PA or High PA approach. What you really need to know about the pre-apocalypse boils down to have available in your current setting; weapons, armor, medicine, food, water, fuel, and what is in ruins because of the apocalypse.

*Note: I use the term apocalypse because this is primarily considered a post-apocalyptic genre, the actual term used in a personal campaign or setting can vary widely, from apocalypse, End, Big Death, Crash, Armageddon, Ragnarok, the Fall, the Collapse, cataclysm, devastation, Great Destruction, holocaust, End of the Age, End of the Era, Fall of the Ancients, Judgement Day, Day of Reckoning, the Revelation, the Final Battle, The Big One, The Day the Music Died, the Great Bang, the Big Crunch, the Last Whimper, the Final Shriek, the Final Chapter, the Day of Judgement, the Tribulation, the Invasion, the Great Extinction, the Day After, the Pandemic, the Plague, the Disease, the Pestilence, the Epidemic, the Sickness, the Contagion, the Malady, the Curse, the Scourge, the Earth-Shattering Kaboom, etc.

The type of apocalypse that occurred, I've covered in my previous post. What this lets you cover is more on what happened after (or during) the apocalypse that made things the way they are now.

Determining when after the apocalypse your campaign/setting takes place, is the last macro topic you need to think about. I've seen a definition of 'post apocalyptic genre' somewhere that can be summarized into breaking the term down into two basic parts. One the current period is immediately after the apocalypse, that is, the apocalypse has occurred in living memory (even if it's only a few old farts clinging to life). The other period is where the apocalypse happened so far back that it, and the time before it are shrouded in myths and legends. In the former situation, survival and rebuilding civilization tend to take precedence in the setting. In the latter, exploration and discovery take on a stronger role.

Sunday, October 20, 2013

Mapping the Post Apocalyptic Earth

No, I'm not going to cover the whole planet, just the USA, because it's so fun (and relatively easy) to jack up. I just want to take a look at some resources I might use for creating a post apocalyptic setting. Personally I like to start with a nice, medium-high detail map that shows highways and freeways, major cities, and the basic terrain. Like this:



Next, I like to think about what kind of apocalypse to bring about. I do have to admit that I have a simple fondness for nuclear destruction. So let's look at some possible nuclear targets.



I should note for simplicity sake, that when I determine what's to be nuked, I choose the top cities (10, 20, 30, or 50 depending on size of country, in this case, I'd go with the top 50) and top military bases (in the same number as cities, equally divided among army bases, naval bases, and air force facilities).

Next, let's look at some natural disaster type changes, namely Earthquakes:



Sea Level Rise:



And, lastly, Volcanic eruptions:



I should note that I'm not including ice age style glaciers in the mix, mostly so I can have more desert-like wastelands.

Tuesday, October 15, 2013

Thinking about P.A. Hexcrawls/Sandboxes

I've been pondering this awhile now, still haven't come to any real conclusions though. I just can't get over the idea that the Post Apocalyptic Sandbox has some major differences from a fantasy sandbox. It occurs to me that the biggest differences boil down to three major things. 1) What Post Apocalyptic sub-genre will be used? 2) Where will it be set (on a post apocalyptic earth, or some other dimension/planet/realm)? 3) What caused the apocalypse?

The Post Apocalyptic sub-genre really breaks down into only two categories; Low Post Apocalyptic and High Post Apocalyptic. Low Post Apocalyptic settings tend to be more survival-oriented, take place relatively near the apocalypse, and don't feature a lot of mutants or weirdness. Road Warrior and zombiepocalypses are good examples of the Low Post Apocalyptic sub-genre. High Post Apocalyptic settings tend to feature more wackiness, often occur hundreds or thousands of years after the apocalypse, and have mutants, monsters, robots, (often) super science & sorcery, psychics, and all manner of bizarre and unusual things. Thundarr the Barbarian, Mutant Future and Gamma World are good examples of this Post Apocalyptic sub-genre. A lot of PA games tend to reflect a set sub-genre, though Post Apocalyptic Hero and Barbarians of the Aftermath have stuff for working with different sub-genres (regardless of what actual mechanics you use for your game).

Determining where your setting occurs is also a major factor. Choosing a post apocalyptic earth means you've already got a map to work with, though changes are inevitable. Choosing a different planet or dimension means you've got to create your own map entirely from scratch. Personally, I prefer to jack up the Earth and go from there.

The cause of the apocalypse is another major factor in creating a PA sandbox. It tells you what has been destroyed/damaged, and how. It also gives you hazards that are often geographical in nature. Nuclear war (a common apocalyptic event) means that there are going to have ruined areas and radiation pockets. Zombiepocalypses may see improvised walls, forts, etc. in addition to deliberately or accidentally destroyed areas (i.e. destroyed bridges, exploded gas stations, etc.). Alien invasions may introduce new and alien flora, structures, etc. Ecological disasters may see toxic regions, new flora (and fauna), and even some changes in things like coastlines. Other causes (say, for instance, a runaway comet hurtling between the Earth and the Moon...) may cause the very face of the land to change, mountains to rise up or sink down, earthquakes changing the shape of the land, seas rising or falling, etc. Of course maybe an ice age has occurred as a result of the apocalypse, or the ice caps melt, raising the sea level. And of course there is wastelandification, turning once verdant areas of plants into dry, desert-like regions. Even staying with using Earth as the basic setting doesn't mean the geography is going to stay the same.

On a minor note: The presence or absence of vehicles would be a factor in determining the scale of the sandbox. Characters using a vehicle with a long range (automobiles with a gas supply (or alternate), aircraft, ships, hover craft, etc.) will be able to cover more area than pedestrians and mounted characters.

Thursday, September 19, 2013

Sunday, September 8, 2013

Random Improvised Weapons 2

THROWN WEAPONS
01 Aerobie (flying ring)
02 Anvil
03 Ashtray
04 Automobile License Plate
05 Baseball
06 Basketball
07 Beanbag
08 Billiards Ball
09 Bowling Ball
10 Bowling Pin
11 Boy's Shot Put
12 Brick
13 Caber
14 Cafeteria Tray
15 Caltrop
16 Canteen
17 Carabiner
18 Ceramic Bowl
19 Ceramic Plate
20 Ceramic Tile
21 Circular Saw Blade
22 Cocktail Shaker
23 Coffee Cup
24 Compact Disc
25 Compass
26 Cricket Ball
27 Crystal Ball
28 Cymbal
29 D-Cell Battery
30 Drinking Glass
31 Firewood
32 Flower Pot
33 Football
34 Frisbee
35 Girl's Shot Put
36 Glass Beer Bottle
37 Glass Liquor Bottle
38 Golf Ball
39 Gym Weight
40 Hockey Puck
41 Hole Punch
42 Horseshoe
43 Ice Shard
44 Indian Club
45 Jai Alai Pelota
46 Javelin
47 Juggling Ball
48 Juggling Ring
49 Juggling Torch
50 Kettlebell
51 Knucklebone (Jack)
52 Lacrosse Ball
53 Large Rock (10 pounds)
54 Lawn Dart
55 Magic 8 Ball
56 Marble
57 Medicine Ball
58 Medium Rock (5 pounds)
59 Men's Shot Put
60 Metal Boomerang
61 Metal Discus
62 Metal Discus with blade edges
63 Metal Hubcap
64 Metal Pot
65 Metal Washer
66 Muddler
67 Padlock
68 Paint Can
69 Paperweight
70 Pie Tin
71 Piton
72 Plastic Flashlight
73 Playing Card
74 Polo Ball
75 Pot Lid
76 Pub Dart
77 Quoit
78 Railroad Spike
79 Razor Blade Frisbee
80 Sauce Pan
81 Scrap Iron Shuriken
82 Skull
83 Small Fan Blade
84 Small Rock (1-3 pounds)
85 Soccer Ball
86 Softball
87 Soup Can
88 Steel Ball Bearing
89 Stress Ball
90 Tennis Ball
91 Throwing Hammer (sport)
92 Thrown Arrow
93 Thrown Axe
94 Thrown Knife
95 Tomahawk
96 Vinyl Record
97 Volley Ball
98 Weight Throw (sport) Weight
99 Women's Shot Put
00 Wooden Boomerang

FLEXIBLE WEAPONS
01 Air Hose
02 Animal Halter
03 Backpack Strap
04 Bag Sling
05 Bandana
06 Bandsaw Blade
07 Bicycle Cable Lock
08 Bicycle Chain
09 Bicycle Chain Lock
10 Blanket
11 Block and Tackle
12 Bungee Cord
13 Cargo Strap
14 Chain Hoist
15 Chain with Blade
16 Chain with Spiked Weight
17 Chainsaw Cutting Chain
18 Championship Belt
19 Climbing Harness
20 Climbing Rope
21 Clothesline
22 Computer Cable Harness
23 Copper Cable
24 Cumberbund
25 Curtain
26 Dog Harness
27 Dog Leash
28 Electrical Cord
29 Fanny Pack
30 Fetters
31 Firehose with nozzle
32 Firehose without nozzle
33 Fishing Line & Fish Hook
34 Fishing Line & Sinkers
35 Fishing Net
36 Game Controller & Cord
37 Garden Hose with nozzle
38 Garden Hose without nozzle
39 Gas Pump Hose and Nozzle
40 Hammock
41 Handcuffs
42 Horse Harness
43 Hose Strap
44 Jacket
45 Jump Rope
46 Jumper Cables
47 Karate Belt
48 Kite String
49 Lasso/Lariat
50 Leather Belt with large buckle
51 Leather Belt with no buckle
52 Leather Belt with small buckle
53 Length of Knotted Rope
54 Military Load Bearing Belt
55 Mosquito Net
56 Necktie
57 Networking Cable
58 Nylon Lanyard
59 Pantyhose
60 Piano Wire
61 Plumber's Snake
62 Police Duty Belt
63 Purse Strap
64 Rattlesnake
65 Razor Strop
66 Rope & Grappling Hook
67 Rope & Tetherball
68 Rope Belt
69 Rope Ladder
70 Rope Lanyard
71 Rope with Blade
72 Rope with Horseshoe
73 Rope with Metal Ring
74 Rope with Spiked Weight
75 Rope with Weight
76 Rosary
77 Rubber Tubing
78 Safety Harness
79 Scarf
80 Shoe Laces
81 Seat Belt
82 Serpentine Belt
83 Snow Chains
84 Stethoscope
85 Suspenders
86 T-Shirt
87 Telephone Cord
88 Timing Belt
89 Towel
90 Transport Chain
91 Trousers
92 Tug-of-War Rope
93 Umbilical Cable
94 Webbed Belt
95 Weighted Chain
96 Wire Rope
97 Wire Saw
98 Vine
99 Yo-Yo
00 Zip Tie

Friday, September 6, 2013

Random Improvised Weapons 1

Need a quick improvised weapon for that mutant, bandit, thug, wastelander, etc.? Note: There are no damages listed so this can be adjusted to any game.

BLUNT WEAPONS
01 Air Pump
02 Aluminum Baseball Bat
03 Anchoring Post
04 Ashtray
05 Backscratcher
06 Ball-peen Hammer
07 Barbell (w/o weights)
08 Belaying Pin
09 Blow Dryer
10 Bottle (Glass)
11 Bowling Ball
12 Bowling Pin
13 Breaker Bar
14 Brick
15 Briefcase
16 Broom Stick
17 Cane
18 Carpenter's Level
19 Cattle Prod
20 Claw Hammer
21 Coffee Cup
22 Coffee Pot
23 Computer Keyboard
24 Crescent Wrench
25 Cricket Bat
26 Croquet Mallet
27 Crowbar
28 Crutch
29 Curtain Rod
30 Drilling Hammer (one handed sledge)
31 Dumbbell (10 pound weight)
32 Fire Extinguisher
33 Fireplace Poker
34 Firewood
35 Flashlight (Maglight)
36 Flute
37 Folding Metal Chair
38 Frying Pan/Skillet
39 Geologist/Stonemason Hammer
40 Golf Club
41 Guitar
42 Gumball Machine
43 Hockey Stick
44 Jai Alai Cesta
45 Lacrosse Stick
46 Ladle
47 Lead Pipe
48 Liquor Bottle
49 Lug Wrench
50 Lumber (2x4)
51 Lump/Club Hammer
52 Mail Box
53 Maul
54 Meat Tenderizer
55 Metal Lunch Box
56 Microphone Stand
57 Monkey Wrench
58 Mop Handle
59 Nail Board
60 Oar
61 Paddle
62 Pain Roller
63 Paperweight
64 Pipewrench
65 Plastic Lunch Box
66 Plunger
67 Pogo Stick
68 Polo Mallet
69 Pool Cue
70 Pry Bar
71 Push Broom
72 Rock
73 Rolling Pin
74 Rubber Mallet
75 Saxaphone
76 Serving Spone
77 Sledge Hammer
78 Snow Shovel
79 Snow Ski
80 Sports Trophy
81 Squeegee
82 Statue Bust
83 T-Square
84 Table Lamp
85 Table Leg
86 Tea Kettle
87 Telescope
88 Tennis Racquet
89 Thermos
90 Tiki Torch
91 Tire Iron
92 Trombone
93 Trumpet
94 Umbrella
95 Upholstery Hammer
96 Vase
97 Wine Bottle
98 Wooden Baseball Bat
99 Wooden Mallet
00 Yardstick

BLADED/POINTED WEAPONS
01 Adze
02 Awl
03 Ballpoint Pen
04 BBQ Fork
05 Billhook
06 Boat Hook
07 Boxcutter
08 Bread Knife
09 Broken Ceramic Plate Shard
10 Broken Glass Shard
11 Broken Mirror Shard
12 Brush Hook
13 Busted Glass Bottle
14 Butcher Knife
15 Camp Axe
16 Cane Knife
17 Carving Fork
18 Carving Knife
19 Chinese Chef Knife
20 Circular Saw Blade
21 Corkscrew
22 Cow Horn
23 Deba Bocho Fish Knife
24 Deer Antler
25 Dinner Fork
26 Drawknife
27 Drill Bit
28 Drywall Hatchet
29 Entrenching Tool
30 Fire Axe
31 Fishing Gaff
32 Froe
33 Garden Fork
34 Gimlet
35 Grappling Hook
36 Hacksaw
37 Halligan (Hooligan) Tool
38 Handsaw
39 Hatchet
40 Hay/Baling Hook
41 Hedge Trimmer
42 Hoe
43 Ice Axe
44 Ice Pick
45 Ice Scraper
46 Icicle
47 Kama
48 Knife-Spear
49 Knitting Needle
50 Lawnmower Blade
51 Letter Opener
52 Linoleum Knife
53 Machete
54 Marlinspike
55 Mattock
56 Meat Cleaver
57 Meat Hook
58 Metal Fan Blade
59 Mezzaluna
60 Multitool/Gerber
61 Nakiri Bocho Vegetable Knife
62 Nata
63 Paint Scraper
64 Paper Cutter Blade
65 Paring Knife
66 Pickaxe
67 Pike Pole
68 Pitchfork
69 Pocket Knife
70 Post-hole Digger
71 Potato Peeler
72 Pulaski
73 Rake
74 Santoku Knife
75 Sashimi Knife
76 Scalpel
77 Scissors
78 Screwdriver
79 Scythe
80 Shank
81 Sharpened Credit Card
82 Sharpened Pencil
83 Shiv
84 Shovel
85 Sickle
86 Skewer
87 Ski Pole
88 Spade
89 Splitting Maul
90 Steak Knife
91 Straight Razor
92 Survival Knife
93 Toy Car Axle
94 Trocar
95 Trowel
96 Usuba Bocho Vegetable Knife
97 Utility Knife
98 Wood Chisel
99 Wooden Stake
00 X-acto Knife

Saturday, July 27, 2013

20 Questions for your Post Apocalyptic Setting

Since Justin S. Davis posted his 22 quick questions for your post apocalyptic campaign setting (referencing the classic Twenty Quick Questions for your Campaign Setting) I've been inspired to come up with my own version. (Sorry Justin, but your 22 questions just didn't completely feel right to me, though they are inspirational, heck maybe even Sniderman and Brutorz Bill will come up with their own versions).

20 Questions for your Post Apocalyptic Setting
1. What is the deal with this cult/gang/cryptic alliance?
2. Where can we go to buy equipment?
3. Where can I get a vehicle or monstrous mutant mount?
4. Who is the mightiest robot in the wasteland? (or wizard/sorcerer for more Thundarr-like settings)?
5. Who is the greatest warlord in the wasteland?
6. Who is the richest person in the wasteland and what are the major forms of currency?
7. Where can we get high-tech healing?
8. Where can we go to get cures for the following conditions: poison/toxin, disease/infection, radiation poisoning, disadvantageous mutations, nanobot infestation, corrupted databanks, broken cybernetic implants, broken robotic parts?
9. Are there cults/gangs/cryptic alliances I can join and/or fight?
10. Where can I find a loremaster, technician, or other expert NPC?
11. Where can I hire mercenaries?
12. Is there any place on the map where mutants/humans are outlawed/hunted or other notable hassles for PCs?
13. Which way to the nearest bar, brothel, dive, or hive of scum and villainy?
14. What threats are terrorizing the wasteland sufficiently that if I kill them I will become famous?
15. Are there any wars brewing I could go fight?
16. How about gladiatorial arenas with fabulous prizes?
17. Where is the nearest contaminated zone?
18. What is there to eat around here?
19. Are there any legendary lost vaults/laboratories/military installations/shopping places around?
20. Where are the nearest scavengeable ruins?

Special Bonus Questions for more hard-core survival oriented settings:

21. What is the most common source of fuel/power and where can I get it?
22. Where is the nearest source of clean water and who controls it?
23. Is it safe to eat that food?
24. Where can we get ammunition for these weapons?
25. Where is it safe to sleep?