Here’s the third column (C) from the hex map.

Column C
C1: Stony valley, some brick walls of old structures (none functional) with old graffiti.
1. Children’s Kingdom: Tribe of minors who worship an unexploded missile (painted with ritual symbols). They live among the brick walls, in military tents and adobe huts. A bullet can make the missile explode, killing everyone in the area.
2. In a hollow between the stones, half a kilometer from the Kingdom, hidden hydroponic garden (uncontaminated food). Protected by 10 children with rifles (in total they have 1d10 bullets, only one per weapon).
3. A Confederate flag graffiti on a ruined wall; a search roll reveals that not only is it recent, but someone has dug next to the wall. It is an open grave, it has been emptied, but a gold ring with a value of 1d10x1d10 GP remains.
C2: Rock formation, artificial tunnels.
1. Collapsed mine tunnels, screams in English and Spanish can be heard (actually, help recordings from “The Grey Plague”).
2. Remains of a rescue convoy with expired medicines. Car carcasses with the letters ONU written in blood (preserved as a fossil, but recognizable as such). Roll 1d6 times on the Drugs, Chemicals, and Medical Devices table (Mutant Future page 109).
C3: Extremely crumbling ruins of what appears to have been a small town or urban complex.
1. Abandoned train station in a carriage is a map pointing to a secret facility (hex D5). There is also a magnetic key with the Sunset Labs logo.
2. A leaning building, almost collapsed; impossible to explore except the second floor. A yellow-eyed boy is hiding. His speech is reminiscent of insect sounds, but with some patience you can understand him: he wants to be escorted to his tribe (C1). In return he will give you something of value, at the referee’s choice.
C4: Mix of chaparral and wetland, nauseating smells and noise of insects crawling around but never seen.
1. Acid swamp with armored fish (inedible flesh, but their scales can be used to make armor). The scales of a whole fish have a value of 1d10 sp. The water produces burns (1d4 dmg) if protection is not used; drinking it produces radiation damage, the class is determined by 1d4 (Mutant Future page 50).
2. Shelter in a dead tree with notes on “the AI coming from the south” (“The A.I.-Zona Uprising”). One person can spend the night comfortably in the hollow of the tree.
3. Floating in the swamp, a raft; in it, a nanofilter for contaminated water (5 uses). Can be used in the swamp water.
C5: Sand plain, a sloping structure can be seen from a distance.
1. Sloping two-story building. Haven for renegade scientists experimenting with controlled mutations (allies or enemies). In exchange for 5,000 GP they can inject a formula that grants a beneficial physical mutation. The possibilities are: Chameleon Epidermis, Echolocation, Increased Balance, Unique Sense, but there is a 1 in 6 chance of a random negative mutation as well: 1d4: 1. Albinism, 2. Frailty, 3. Pain Sensitivity, 4. Simian Deformity.
2. Half-buried cage with a mutant coyote (intelligent, can talk if released).
C6: Dune plain and basins
1. Moving dune hiding a Purple Worm. The adventurers are surprised on a 1, 2 or 3 (1d6).
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This is part of a mini-campaign for Mutant Future. And here’s a playlist to listen to while playing or reading.
☭ Part I
☭ Part II
☭ Part III










