Monday, 8 June 2026

Norimaki Tunnel

for Journeylands

art for Journeylands by Jon Bliss
Six whole ticks long and wide enough to fit just about any rig, folks say Norimaki tunnel was once infrastructure for a megacity, a pipe for sewage or oil or something. Nowadays, it's home to all kinds of weirdos, skulking in the shadows. But at the other end is right where you need to be.

Roll a d6 for each tick through the tunnel. If you roll over the current tick, your only Encounter is an eerie yet peaceful drive through the huge, echoing dark. If you roll equal to or under the current tick, consult the table.

1. Tunnelling eels. First time you roll this encounter they're just harmlessly circling overhead. Second time they gather in greater numbers and attack, #eel

2. Biker gangs. Impressed by fast rigs, they will leave you alone if you beat them in a race (Speed check), otherwise will knock you about a bit to keep you off their turf, #hit. If you beat them more than once they won't challenge you on future trips, and offer advice: stay out of any webs at the far end of the tunnel.

3. Retired bikers. Learned how to chill out a bit, now they just ride for fun. Will warn you about the active gangs (and to watch out for circling eels!) and can recharge your rig with their psolar storage battery if if you need it. Will trade fishing equipment that they don't use anymore in exchange for any rig part, working or not.

4. Billy Hoover, Pest Remover. Scoots back and forth on a trundling little three-wheeled rig selling various pest repellents. Each can cancel one Encounter for one somewhat-animal-related haztag, but you have to specify which tag when you buy. The price is a live eel.

5. Father Cobweb, the legendary giant spider. Fail a Speed check to avoid him and your rig's gear is reduced to 0 as you are entangled, #web

6. Abandoned double-barrelled blast processor, a rig part which increases your gear by 2 immediately when used, then takes a full two days to recharge.

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