Roads, Ferries, and Frontier Travel
“Out here, the distance isn’t the problem—it’s everything
that happens while you’re crossing it.”
Distance is one of the quiet killers of the Terrorsaur
Badlands. A settlement can survive monsters, weather, and bad water, only to
lose people anyway because help arrived too late, a crossing failed, or the
road ahead changed since the last convoy passed through. That is why roads
matter here. They are not conveniences—they are lifelines, rumour lines,
retreat routes, and sometimes the only proof that one pocket of humanity still
knows another is alive. Travel is rarely direct, no matter what the map claims.
Routes bend around memory as much as terrain, shaped by coulees, unstable
ground, nesting territories, and the hard lessons of where not to go anymore.
Crossings make everything worse. Ferries, bridges, and
valley descents turn distance into delay, and delay into exposure—choke points
where convoys gather, tensions rise, and anything watching knows exactly where
to find people. That is why travel has become as much a ritual as logistics:
scouts ride ahead, supplies are checked twice, and there are rules for when to
push forward and when to leave something behind. In the Badlands, every journey
is a wager. The land is still beautiful, the sky still wide—but no one mistakes
that for safety. Every road is temporary, every crossing has a season, and
every trip depends on whether the world ahead is still behaving the way it did
the last time someone made it through.
Other Locations of Note
Atlas Coal Mine and East Coulee
“Some places were built to dig up the past—this one
started digging back.”
The Atlas Coal Mine and East Coulee form one of the most
layered and unsettling locations in the Terrorsaur Badlands: a place where
industry, community, and buried depth overlap in dangerous ways. The towering
mine structures still loom over a maze of shafts, tunnels, and forgotten
infrastructure, while nearby East Coulee preserves the bones of everyday
prairie life—schoolhouse, homes, and streets that feel too intact for comfort.
Together, they offer salvage, shelter, and answers, but also hint that the old
coal seams were never just routes for miners. In the Hodgepocalypse, this is
where human memory meets something deeper, and where the line between what was
built and what was uncovered has started to blur.
Plot Hook:
A tunnel sealed since the coal era has reopened from the inside, and the first
thing to emerge was carrying a school bell. Now the bell rings at irregular
hours—and something below is answering it.
The Bleriot Ferry Crossing
“If it’s running, you’re lucky. If it’s not… you’re
already in trouble.”
The Bleriot Ferry
Crossing is one of the most vital—and unreliable—routes through the Terrorsaur
Badlands, a narrow Red Deer River crossing where convoys bottleneck, rumours
spread faster than truth, and timing can mean survival or disaster. When it
runs, it keeps the region connected; when it fails, whole stretches of the
Badlands go quiet and dangerous. Reinforced docks, warning posts, and layered
tracks from every faction mark it as a place where people wait, watch, and make
hard decisions about whether to cross, turn back, or risk being stranded on the
wrong side of something moving through the land. In a region where routes
matter as much as destinations, the ferry is not just a convenience—it is a
pressure point the entire Badlands depends on.
Plot Hook: The ferry has begun making unscheduled
night crossings with no crew aboard, and each morning, new claw marks and
strange symbols appear on the deck. Whatever is using the crossing isn’t asking
permission—and sooner or later, it’s going to start coming across in force.
Dinosaur Provincial Park
“The paths are
there for a reason—you just don’t know whose.”
Dinosaur Provincial Park is the wide-open, bone-rich heart
of the Badlands, a place where beauty, exposure, and ancient weight collide
under a thin layer of order. Marked trails, old interpretive signs, and guided
routes still shape movement, creating the illusion of safety in a landscape
that punishes curiosity the moment you step off-path. It draws scholars,
pilgrims, scavengers, and watchers alike, all for different reasons—but the
land does not care why you came. Here, every footprint matters, every disturbance
echoes, and the difference between discovery and disaster is often just one
step too far.
Plot Hook:
A guided expedition has gone missing beyond the marked trail system after
reporting eggs in a place where no nesting ground should exist. The trails
still lead there—but they don’t lead back the same way, and something has
started treating them like borders.
Dry Island Buffalo Jump
“Some places remember how things used to die—and don’t
see a reason to stop.”
Dry Island Buffalo Jump is older than the Badlands as people
understand them—a place where hunters once drove herds over the edge, where
survival, ritual, and landscape were bound together long before the
Hodgepocalypse. That history lingers. The ground feels intentional, the
ridgelines feel watched, and the drop itself carries a weight that isn’t just
gravity. Now, the site has become a layered sacred zone: respected by some,
avoided by others, and quietly used by things that understand the shape of a killing
ground. It’s not just a cliff—it’s a pattern, and something has started
following it again.
Plot Hook:
Fresh tracks show a herd being driven over the edge—but nothing is found at the
bottom. Whatever is using the Jump isn’t hunting for meat—it’s recreating
something older, and it hasn’t finished.
Horsethief Canyon
“If you can see the whole canyon, something else can see
you.”
Horsethief Canyon is
one of the most striking and treacherous natural zones in the Terrorsaur
Badlands, a place where beauty and danger overlap in ways that punish the
unprepared. Its layered walls, winding paths, and hidden basins create a
shifting maze of sightlines, echoing sounds, and exposed routes where
visibility becomes vulnerability and high ground decides who survives. Scouts,
smugglers, and hunters all use it, but none of them trust it—because in
Horsethief Canyon, it is never entirely clear whether you are navigating the
terrain or being guided by something that already knows where you’re going.
Plot Hook:
A rancher’s child vanished after claiming the canyon walls were “moving at
sunset,” and now search parties are returning with the wrong number of
footprints. Whatever is shifting in Horsethief Canyon isn’t just hiding—it’s
rearranging who makes it out.
The Oilfields
“Some machines were built to pull from the earth—this one started listening back.”
Across the wider Badlands—especially east toward the prairies and along older extraction routes—you’ll find scattered oil infrastructure still standing where companies once drilled and left: pumpjacks, wellheads, storage tanks, and skeletal rigs dotting the horizon. Most are dead. Some still move. A few have been claimed by scavengers, cults, or things that treat the machinery as more than tools. One known site, the Prayerjack, stands alone in a scrub valley: a pumpjack that cycles in slow, deliberate patterns that don’t match any known extraction rhythm, surrounded by offerings, cables, and hand-painted symbols. Locals say it’s “pumping something deeper than oil.” There are others, quieter and less understood rigs that only move at night, wells that hum when no power runs to them, and fields where the ground feels pressurized with something that isn’t meant to surface. In the Badlands, the oilfields didn’t die—they changed purpose.
Plot Hook: A pumpjack has begun moving in a precise, repeating pattern that doesn’t match any extraction cycle, and nearby instruments are picking up a response from below. The pattern is spreading to other rigs—and something down there has started to synchronize.
Star Mine Suspension Bridge
“The bridge holds. The question is what’s waiting on the
other side.”
The Star Mine Suspension Bridge spans a deep badlands cut
with just enough stability to keep it in use and just enough sway to remind
travelers how exposed they are. Over time, it has become more than a
crossing—charms, bones, ribbons, and warning markers line its cables, each one
left by someone who either survived the passage or didn’t want the next
traveler to make the same mistake. It serves as a natural choke point for
scouts, smugglers, and patrols, where visibility is total, escape is limited,
and anything watching from the cliffs or below has all the advantage. In the
Badlands, you don’t cross the bridge casually—you cross it knowing something
has probably already seen you step onto it.
Plot Hook: The protective charms strung along the bridge are disappearing one by one, and no one has made it across safely since. Whatever is taking them isn’t just clearing the path—it’s removing the only thing that was keeping the crossing intact.
Wayne
& The Last Chance Saloon
“You don’t pass through Wayne. You end up there.”
Wayne is a stubborn, bridge-linked badlands settlement
anchored by the Last Chance Saloon, where routes, rumors, and reputations
collide before anyone risks heading into Drumheller. Reached by eleven narrow
bridges, it serves as a last stop, contract hub, and neutral ground where
Bonepickers, Wardens, Brooks agents, and survivors trade information,
half-truths, and bad ideas. It survives because it’s useful: the last place to
get real intelligence and the first to hear when something goes wrong. In Wayne,
every map has a price, every story has a motive, and every job already has
someone else interested—and more than one regular swears the town itself
doesn’t always agree on who’s still alive, with lights, footsteps, and voices
lingering long after closing time.
Plot Hook: Someone is paying in pre-Hodge coal scrip for information about mine tunnels that don’t exist on any known map. The trouble is, everyone who’s followed those leads has either vanished—or come back with stories that don’t match each other… including a few who insist they took directions from people buried decades ago.
d100 Badlands Encounter Table
Use when traveling between locations, lingering too long,
or when things feel “too quiet.”
👉 Tip for GMs:
Roll once for event, once for tone escalation (optional), or
chain results.
01–20: Signs & Omens (Tension Builders)
1.
Fresh tracks that change species mid-trail
2.
A warning sign turned to face the wrong
direction
3.
Distant bell ringing with no visible source
4.
Carrion birds circling… nothing
5.
A rope marker tied incorrectly (means “don’t
proceed”)
6.
Footprints that start normal and end dragging
7.
A campfire still warm, no campers nearby
8.
A shrine missing a key piece
9.
Echoes that repeat words no one said
10. A
map that doesn’t match the terrain anymore
11. Sudden
silence in a normally noisy area
12. A
single boot print going the wrong way
13. A
ridge that appears closer than it should be
14. A
scent marker that has been deliberately overwritten
15. A
discarded tool covered in fine black dust
16. A
radio burst of partial coordinates
17. A
skeleton positioned as if watching the road
18. A
trail that loops back without turning
19. A
sign warning of something no one recognizes
20. The
wind carries voices that sound familiar
21–40: People & Factions
1.
Bonepickers offering to sell “safe routes”
2.
Shrine Keepers repairing a warning post
3.
Road Wardens trying to reopen a blocked path
4.
Brooks team scanning the terrain silently
5.
Pilgrims heading somewhere with purpose
6.
A lone survivor asking for escort
7.
A convoy stalled and arguing
8.
A guide who refuses to go farther
9.
A scavenger who found something they regret
10. A
wounded courier carrying partial intel
11. A
group pretending to be something they’re not
12. A
Shrine Keeper warning the party to turn back
13. Bonepickers
fighting over a claim
14. A
Brooks drone observing from distance
15. Pilgrims
marking a new “sacred” site
16. A
Road Warden trying to enforce order
17. A
silent group watching the party pass
18. Someone
offering a job that sounds too easy
19. A
returning expedition with fewer members
20. A
familiar NPC… acting slightly off
41–60: Creatures & Threats
1.
Headcomp swarm testing the party
2.
A lone Anklystomper building something
3.
Pterozotz circling overhead
4.
A skulk predator shadowing the group
5.
A wounded terrorsaur fleeing something worse
6.
A herd reacting to unseen pressure
7.
A creature that stops and watches
8.
Something moves beneath the ground nearby
9.
A flyer dives but pulls away at the last second
10. A
terrorsaur nest recently abandoned
11. A
predator that mimics familiar sounds
12. Multiple
species moving together unnaturally
13. A
creature that ignores the party completely
14. A
distant roar that changes pitch mid-call
15. A
carcass arranged deliberately
16. A
creature that retreats after making eye contact
17. Something
large moving parallel to the party
18. A
sudden ambush from above
19. A
creature that reacts to fear, not presence
20. A
hunting pack testing defenses
61–80: Environmental & Terrain Hazards
1.
Sudden windstorm reducing visibility
2.
Loose footing on a steep descent
3.
A crossing that’s partially collapsed
4.
A ridge that crumbles under weight
5.
A culvert filled with something unexpected
6.
Flash flood conditions forming rapidly
7.
A path that disappears mid-route
8.
Heat distortion causing visual errors
9.
A sinkhole forming nearby
10. A
bridge that sways too much
11. Rockfall
triggered by distant movement
12. A
canyon echo masking direction
13. A
trail that splits into identical paths
14. Ground
that feels hollow beneath
15. A
sudden temperature drop
16. A
river crossing behaving strangely
17. A
marked path that leads somewhere wrong
18. A
tunnel entrance newly exposed
19. Dust
cloud hiding movement
20. A
valley that feels “too quiet”
81–100: Weirdness & Escalation
1.
The party sees themselves in the distance
2.
A shrine activates unexpectedly
3.
A voice answers a question no one asked
4.
A map updates itself
5.
The sky briefly changes color
6.
A path appears where none existed
7.
A bell rings from underground
8.
A structure looks newly built… but isn’t
9.
A creature behaves like it recognizes someone
10. A
memory feels inserted or altered
11. A
fossil shifts position when not observed
12. A
second sun-like reflection appears briefly
13. Time
skips forward slightly
14. A
trail marker bleeds fresh paint
15. The
party hears themselves speaking ahead
16. Something
follows but leaves no tracks
17. A
location repeats slightly differently
18. A
dead thing moves but doesn’t attack
19. The
land reacts to a specific character
20. Everything
goes quiet—and stays that way too long
BONUS: Escalation Die (Optional)
Roll 1d6 after encounter:
1–2: harmless / warning
3–4: complication
5: danger
6: immediate threat
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