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Adventures in Lankhmar – Converting DCC to Savage Worlds

Fritz Leiber’s Lankhmar stories are one of the principal influences on Dungeons & Dragons. The stories revolve around the adventures of Fafhrd and the Gray Mouser, a pair of roguish thief/warriors who wandered across the fantasy world of Newhon, but spent a lot of time in Lankhmar, a vast fantasy city. The gods of Lankhmar even appeared in the original AD&D Deities and Demigods.

Of all the Appendix N books, the Fafhrd and the Gray Mouser stories feel closest to what most RPG fantasy campaigns are really like – lowly adventurers encountering strange things, sometimes more than they can handle.

There have been a few RPG setting books designed to use Leiber’s setting. The first was Lankhmar: City of Adventure for AD&D. Mongoose had a Runequest setting book as well.

The most recent attempt was Goodman Games’ Lankhmar for their Dungeon Crawl Classics system. It’s well made, and well supported, with many adventures published. I recently picked up a big PDF set of their adventures over at Fanatical. It’s still available at the time of this posting.

My favorite version, however is Pinnacle’s Lankhmar for Savage Worlds. The pulpy Savage Worlds system just feels truer to the stories to me than the OSR style of DCC.

While Pinnacle has published a number of adventures for Lankhmar, there are still a lot more of the DCC ones available.

I thought I’d try my hand at converting some of the DCC adventures to Savage Worlds. To use these, you’ll need the original DCC adventures, The Savage Worlds rules (preferably SWADE – the latest version), and the Lankhmar Savage Worlds setting book.

I’ve converted stats to Savage Worlds, and suggested what mechanic in SW to use in place of the DCC rules. The files are in PDF format, but I’ve also included the original ODT (OpenOffice word processor files), if you want to create your own versions.

First, is DCCL 0 – No Small Crimes in Lankhmar

DCCL_0_-_No_Small_Crimes_SavageWorldsDownload DCCL_0_-_No_Small_Crimes_SavageWorldsDownload

DCCL 1 – Gang Lords of Lankhmar

DCCL_1_-_Gang_Lords_Savage_WorldsDownload DCCL_1_-_Gang_Lords_Savage_WorldsDownload

DCCL 3 – Acting Up In Lankhmar

DCCL_3_-_Acting_Up_SavageWorldsDownload DCCL_3_-_Acting_Up_SavageWorldsDownload

I doubt I’ll get to all of the DCC modules, but I’ll add them as I convert them in future posts.

Apocalypse Squad – a one-shot adventure for Hostile

Over the years, I’ve made a bunch of adventures for various one-shots I’ve run. I thought I’d clean some of them up and publish them here for others to use. Very much inspired by the site 1Shot Adventures.

This one is Apocalypse Squad, a military action scenario for the RPG Hostile by Zozer Games. Hostile is set in a 1980s style retrofuture, similar in tone to Aliens and Outland. It uses the Cepheus Engine, which is an OGL version of Traveller.

The adventure is set on the world of Tau Ceti, a jungle planet full of gargantuan beasts. The planet is split between an American backed government, and a Chinese controlled area. The Chinese area is backing an insurgent force that American forces are engaged in a bloody guerilla war with. Essentially, the planet is a Vietnam War movie with dinosaurs.

Tau Ceti is described in the Hostile Setting book, as well as the separate Tau Ceti sourcebook. You don’t need either of these to run the adventure, but it’s a good setting and worth buying.

The adventure is designed for use with the Hostile RPG, but should work with any Cepheus Engine game, Traveller, or any 2D6 based sci-fi RPG.

I’ve provided a PDF version of the adventure, and various handouts at the bottom of the post.

Apocalypse Squad

The players are a team of mercenaries and operatives on the war-torn world of Tau Ceti. They’ve been tasked with eliminating a rogue AMSAC colonel in one of the disputed areas in the deep jungles.

Pregen characters are provided, and each has a secret agenda that may complicate the players’ mission.

What’s Going on? (GM Only)

A rogue AI named WINGMAN which was installed on a crashed McConnell AV-105 Jump-Jet Gunship has established a cult around itself. It uses its advanced memetic algorithms to recruit and brainwash captured civilians and soldiers from both sides of the conflict.

Colonel Harris Binford (code name FOXGLOVE) was involved in the original WINGMAN program, and deliberately crashed the ship here, while under WINGMAN’s influence, and has become the unofficial head of this cult. He established a military force of ASMAC deserters and locals and has begun staging attacks on both TLA and ASMAC forces. Captured fighters are brought to WINGMAN to be manipulated into joining the cult.

What does WINGMAN want? Nothing. It’s not actually sentient. WINGMAN’s algorithms require it to continually train and recruit soldiers and spread it’s influence.

A team of Recon Marines was sent to eliminate FOXGLOVE, and on the enemy side, the TLA sent an assassination team as well. Both teams were lost and presumed dead.

ASMAC has decided to send a team of deniable assets (the players), to find and kill FOXGLOVE. Only certain members of the team will be advised of the existence of WINGMAN.

Project WINGMAN

A joint classified project between ASMAC Intelligence and Transdyne Cybersystems designed to provide an advanced AI co-pilot system for pilots – code named WINGMAN. It was programmed to not only give tactical information, but to psychologically understand and support the pilot. The hope was to prevent psychological disorders and promote retention of trained ASMAC pilots.

The WINGMAN program had an unexpected side effect. The pilots using the system became psychologically dependent on the WINGMAN system, often displaying the same symptoms found in cult members.

The WINGMAN project was cancelled, but CAS-DIA (Defense Intelligence Agency) was still interested in the technology for use in counter intelligence and propaganda purposes. All known WINGMAN systems were acquired for study and storage, except one.

A McConnell AV-105 Jump-Jet Gunship was fitted with WINGMAN, and was lost in disputed territory.

What you can tell the players

An ASMAC colonel – Harris Binford (code name FOXGLOVE) has apparently gone rogue with some of his men and some local mercenaries. They have a base deep in contested territory, in a high mountain valley overlooking the Nung river.

You have been assigned to eliminate FOXGLOVE. Note that this mission has not been officially sanctioned by ASMAC or the CAS and its allies. If captured, you will not be rescued and your existence will not be acknowledged.

The mission is as follows:

  1. Eliminate any air defenses at the insurgent base. It is believed they have acquired stolen ASMAC and TLA anti-aircraft weaponry. You will not be extracted until this step is completed.
  2. Eliminate FOXGLOVE, and collect proof of death.
  3. Activate radio beacon. Retreat to designated or backup LZ for extraction.

Payment of $250K, and passage off-world will be given to each surviving team member, if proof of FOXGLOVE’s demise is provided.

Van Owen is the designated team leader.

Here’s what you’ve been given

• A ride on a civilian fishing vessel close to the base's location.• Gear and ammo for 3 days• 3 radio beacons for extraction.• Maps of the area• Photographs of FOXGLOVE• A Toyota CH987 "Alpaca" Cargo Drone

Contents of Cargo Drone

  • 10 Magazines for M8 Rifles
  • 10 Magazines for VP90 pistol
  • 3 Magazines for M68 LMG
  • 3 Batteries for M1000 Combat Laser
  • 8 M4 Fragmentation Grenades
  • Rations for 7 for 2 days
  • 5 kg C-4 Plastic Explosive
  • Field Radio
  • 3 Med kits
  • 2 AN/PEQ-2711 Binoculars
  • ASA RQ-456 Blizzard Micro Drone
  • Wirecutters
  • 2 liters HX-17 Acid Defoliant
  • 1 spare M8 rifle
  • 2 spare VP90 pistols

The Team

A special team of operatives and mercenaries. They officially do not work for ASMAC, and carry no ID or rank insignia.

Most of the team members have a secret mission or motivation unknown to the others.

Van Owen: Team leader and DIA agent. Secret orders to retrieve the data core of WINGMAN
Oshi: Ex-Yakuza, has secret Retrogenetic Mods.
Sofia Cazarez: – Sniper. Secret DIA agent tasked to assist Van Owen without his knowledge.
Xueli Shou: Team Scout. Has a secret motive. He believes his brother is being held by FOXGLOVE. Will do anything to rescue him. Has a boat stashed nearby.
Roland de Haan: Norwegian Mercenary. Heavy Gunner. No secret agenda.
Ethan Buchanan: AWOL soldier. Secretly hired by Transdyne Cybersystems to recover the intact WINGMAN unit.

Arriving

A civilian fishing vessel will take the players to the base of the small mountain overlooking the Nung river. The trip will take a few days, and the fishermen have been compensated well enough that they won’t ask any questions. The trip will be uneventful, unless the GM wants to add any encounters.

The boat will stop briefly, allowing the players to depart and will immediately retreat downriver.

The cliffs rise above the river, and look difficult to climb. A waterfall tumbles down the cliff. A small game trail leads north. Along the trail are the following locations:

1. The Cliff

Crumbling rock, almost impossible to climb (14+ difficulty)

2. The Marked Ascent

A more solid rocky cliff, climbable with difficulty (8+). It leads to #3 – The Angels

Several cut ropes lie at the bottom. They can be identified as USMC-issue polycarbon climbing ropes.

There are multiple shell casings littering the jungle floor. The bodies of two Heckle birds, both blown to bits, lie on the ground.

3. The Angels

Halfway up the cliff face, five corpses are secured to the cliff face with rope. They are easily identified as dead Recon Marines.

This was the original team assigned to hit FOXGLOVE. The bodies have been stripped of equipment, and have been affixed with angel wings made of brass shell casings.

One corpse has exploded. Heckle birds are pecking at the rest.

The bodies have been booby-trapped with grenades (5D6/3D6/1D6 damage). Recon 6+ to detect.

Detonating the grenades will alert 1d6 Cultist sentries.

Cultists

Str: 8 (+0) Dex: 7 (+0) End: 8 (+0)
Gun Combat-1, Melee-1
Rifle 3d6, pistol 2d6 Armor 4

4. The TLA Patrol

A TLA team assigned to take out FOXGLOVE failed and fled. The remaining four members (4) have set up an ambush here, to attack the patrol they think is following them. -3 Recon roll to detect the ambush. Treat as an Enemy Unit 11+ (+1 machine gun)

Any survivors will flee. Any bodies or survivors will have a picture of FOXGLOVE.

TLA soldiers

Str: 8 (+0) Dex: 8 (+0) End: 8 (+0)
Gun Combat-2, Melee-1,
AKZ-4 3d6 Armor 4

5. The Last Recon

The last survivor of the Recon Marine team, a Cpl. Wayne Trampler, is trapped behind some logs while 4 Akkidomorphs circle around him. He’s armed with a VP90 pistol with only a few rounds left. He is badly injured and will not last long. Even with first aid, he will die within a half hour.

If rescued, he will report that when the Recon team attempted to climb the route at location #2, they were attacked from above.

Akkidomorphs

Str: 14 (+2) Dex: 9 (+1) End: 13 (+2)
Attack 6+ Teeth 2d6+1 Flee 11-

6. Suspiciously Obvious Route

A convenient rope ladder and lots of handholds carved into the rock make this an easy route to the top of the mountain. There are 6 cultists waiting to attack at the top.

Cultists

Str: 8 (+0) Dex: 7 (+0) End: 8 (+0)
Gun Combat-1, Melee-1
Rifle 3d6, pistol 2d6 Armor 4

7. Black Garden

A gentle, winding path leads to the top of the mountain. This is the easiest way to scale the mountain and reach the base. It’ll take about thirty minutes to ascend. The cultists have planted various dangerous plants to keep intruders out.

Make a D6 roll every 5 minutes. On a 1-2, a dangerous plant is encountered. Choose one from below A Survival roll of 10+ can identify dangerous plants.

  • Roxanne’s Blindweed – poison sap (END DM -2, 1D3 damage)
  • Voodoo Vines – 6+ Dex to avoid grasping vines, 1 damage. Fail 2 more rolls, the target is dragged to mouth to be digested (1 pt per hour). If target escapes spores may still infect victim, Roll END for disease roll, 1d6 damage 3 hour interval
  • Black Flower – Touching causes allergic reaction – END Roll DM 0 1d3 damage
  • Spirograss (Mofo) – Impassable barbed wire grass.
  • Splinterglass (Rebar) – Super strong bamboo reeds. They stop vehicles and slow movement on foot.

Every 10 minutes there is a 2 in six chance of encountering a patrol of two cultists.

The Top of the mountain and the Base

Lightly forested with various open areas. 2 man teams patrol each this area regularly.

The Insurgent Base

The base is a large 6m deep depression in the top of the mountain. It contains the following:

  • A shallow (4m max depth) lake, with a stream leading to a waterfall.
  • A collection of pressure tents where the cultists live.
  • An automated anti-aircraft battery. (150 hits to destroy)
  • A cave entrance, constantly guarded by two cultists.
  • A fenced off area with about a dozen tiger cages, half of which are occupied with various prisoners. 2 cultists guard this area.

If the players spend time to watch the base, they’ll notice the following:

  • The cultists are wearing various uniforms – ASMAC, TLA, and civilian, modified with crude angel logos painted on them.
  • In the rocks above the cave, there are multiple plumes of smoke being emitted from holes in the rock.
  • The anti-aircraft battery is being powered by a disconnected McConnell AV-105 Jump-Jet Gunship engine. (30 hits to destroy)
  • Xueli Shou will notice his brother is being kept prisoner in one of the tiger cages.
  • Every hour or so, a pair of cultists drag a prisoner from one of the tiger cages to the cave. The third prisoner will be Shou’s brother.
  • Crudely painted logos of an angel are painted everywhere.
  • There are heavy drag-marks leading from the pressure tents to the cave as if something heavy was dragged.

The Cave

The cave has a 4m wide opening, with two guards always stationed outside.

A short tunnel leads to a natural 10m cavern. Inside is the cockpit of the crashed jump jet with the WINGMAN unit attached. To enter the cavern, there’s a thin plastic sheet doorway that serves as an airlock to keep out the tainted air of Tau Ceti.

There is a barrel here with a fire. New cultists throw all of their old personal items into the fire. The smoke rises through various chimney holes in the ceiling.

FOXGLOVE is usually here. If caught unawares, he will be praying to the jump jet, in a strange combination of memorized Bible quotes and ASMAC regulations.

FOXGLOVE has a radio and will summon help at the first sign of trouble. Having the most exposure to WINGMAN, FOXGLOVE is absolutely fanatical and cannot be negotiated with.

The chimneys are natural holes in the rock. One is large enough to enter from above, but anyone who does will need to make a DEX roll to avoid being set on fire when landing on the cavern floor (2D6 damage per round, Panic Roll)

Stopping up the chimneys will fill the cave with smoke causing restricted visibility inside.

Prisoners are brought here, and forced into the cockpit. The VR pilot’s helmet is forcibly placed on their heads, and the process of WINGMAN brainwashing begins. It takes about 45 minutes.

It takes 2 minutes to remove the WINGMAN device. It’s a sturdy polycarbon black box with a handle, festooned with CLASSIFIED warning stickers. It can easily be carried with one hand.

What Happens Next?

How the attack on the base proceeds depends on how the players approached the mountain base. If they avoided alerting the cultists, they can try to stealth their way in.

If not, it’ll be a firefight with a numerically superior force.

There are approximately 50 insurgents. They won’t all be at the base at the same time. Some will be sleeping in the pressure tents. Some will on patrol elsewhere. They will converge the sound of gunfire or explosions. Though fanatical and willing to die, they are more than willing to take prisoners, in order to bring new converts to WINGMAN.

The attack is also the most likely time for players to enact their secret agendas if they have one.

Bugging Out

The valley to the northeast is a the quickest way to the LZ. It’s about 1 km to the landing zone. An activated beacon will summon a jump jet in about 10 minutes.

If the AA guns are still active, the jump jet will not arrive.

For extra danger, the GM can add some local wildlife – A Devil Cow or some Jabberwocks to make the exit interesting.

If, for whatever reason, the jump jet isn’t available, it will take 2 weeks on foot, through dinosaur and insurgent-infested jungles to reach the nearest friendly settlement.

Handouts

Here’s the pregen character sheets for the team:

ApocSquad_PregensDownload

This is a weapon loadout sheet for each player to keep track of ammunition.. There is a basic sheet for most team members, and a custom sheet for Sofia and Roland.

ApocSquad_WeaponLoadout_BasicDownload ApocSquad_WeaponLoadout_RolandDownload ApocSquad_WeaponLoadout_SofiaDownload

This is a mission briefing handout for each player, along with a satellite map of the mission location.

ApocSquad_MissionBriefingDownload ApocSquad_PlayerMissionMapDownload

Each player has a secret sheet with their secret orders or motivations. Hand these out the appropriate players before the game starts.

ApocSquad_SecretOrdersDownload

Here’s the adventure itself in PDF form for the GM. It also includes combat sheets that have all the stats for enemy combatants.

ApocSquad_AdventureDownload

Here’s the GM version of the map, along with a map of the insurgent base. The insurgent base image can be shared with the players at the appropriate time.

ApocSquad_GMMissionMapDownload ApocSquad_BaseMapDownload

Prochain pallier un module #foundryvtt . Je ne joue à rêve de dragon que sous foundry en tant que joueur c'est vraiment super cool.
En tant que mj le papier c'est mon truc et surtout bcp moins de travail donc je n'y suis pas passé.

Les Miroirs des Terres Médianes pour Rêve de Dragon (Scriptarium) • Game On Table Top
gameontabletop.com/cf3971/les-

www.gameontabletop.comLes Miroirs des Terres Médianes pour Rêve de Dragon (Scriptarium)Crowdfunding: Les Miroirs des Terres Médianes pour Rêve de Dragon (Scriptarium)

I recently ran a one-shot of 24XX: Predators, a hack of 2400 by Jason Tocci. Like many 24XX settings, the adventure is mostly improvised. Here’s the notes I used for running it, in case anyone finds them useful.

What’s 24XX?

24XX is a quick, ultra-light RPG system. Most versions have the rules and setting in a one-page document.

The system is designed to be hackable. You can look at the SRD online here. You can get templates to make your own version here.

There are dozens of hacked versions available. Here’s an incomplete list that Jason Tocci provides. Here’s an old game jam with more examples. Here’s a 24XX game I made.

The System

For most actions, the player rolls a D6. A 1 or 2 is a Disaster. A 3 or 4 is a Setback. A 5 or higher is a Success.

If a character has a a particular skill in something they can roll a D8 instead, or even a D10 if they’re an expert.

Character creation is skill based. For every 24XX setting there are a list of classes, each with skills and equipment. You pick a class, one extra skill, and perhaps some gear, and you’re ready to play.

Though there are some basic advancement rules, 24XX games are probably best suited for one-shots or very short campaigns,

Predators

The version of 24XX I ran was called Predators. The basic idea is as follows:

“A terrible earthquake has struck the biggest city in the world, releasing prehistoric creatures that were trapped beneath the earth. After quarantining the area, a team of experts has been assembled to enter the city and meet this ancient threat.”

The game provides basic classes, and some tables to roll on for threats, encounters, and plot twists.

Here’s my scenario notes:

The City

One week ago, a massive earthquake devastated the coastal city of San Lorenzo. Vast cracks opened in the earth’s crust, releasing black smoke and terrible extinct creatures. First responders arriving in the city were horrified to find swarms of prehistoric creatures bursting forth from the depths, and attacking anyone in their path. The city’s police and military were soon overwhelmed, and the government was forced to evacuate San Lorenzo.

The army now surrounds the ruined city, assisting the occasional straggler who makes it out of the beast-infested city, and driving back any attempt of the ancient creatures to escape the city. There’s no government in the city, but it is assumed there are still survivors hiding in the smoldering ruins.

The Mission

The government believes that a scientist, Professor Esmeralda Strong, is still trapped somewhere in San Lorenzo, most likely in or near Pacifica University. It is believed she may have information about the nature of the catastrophe. She had a radio, but stopped making transmissions three days ago.

A team has been assigned to enter San Lorenzo, locate Professor Strong, and escort her safely out of the city. The players are that team.

Aircraft cannot safely land in San Lorenzo, due to the clouds of smoke, and flocks of flying dinosaurs. The players will be assigned a Humvee, a two-way radio, and a map to go in by ground.

Two Roads Diverged

Once the player’s Humvee clears the military checkpoint, they’re on their own. According to the map, there are two routes to Pacifica University through the ruined city: Fontaine Street – the main shopping and dining thoroughfare, or I-876, the elevated highway.

I-876 is technically faster, but exposed. Make 3 bad luck rolls, but have an encounter on a 1-3. Assume a lot of the encounters on I-876 will be with flying dinosaurs.

On Fontaine street, make 5 bad luck rolls, but have an encounter on a 1-2.

Encounters

In addition to random tables of encounters in the 24XX: Predators book, here’s some custom ones you could use.

Randy and the Tank

A military tank, rolling backwards, firing it’s weapons wildly, nearly collides with the players. The tank is being pursued by a stampede of a dozen Stegosaurus.

The tank is crewed by Randy Lutz, formerly a worker at BestTech, an electronics retail chain. He’s still wearing his company vest and name tag. After the army retreated, he managed to get an abandoned tank working to try and flee the city. He could only drive it backwards, and accidently disturbed the Stegosaurus, triggering a stampede.

Randy has just used the last of the tank’s ammo, but the tank is still operational. Operating the tank is a D6 roll for the first action, and will be reduced to D4 for all following actions. If a 1-2 is rolled, the tank is out of fuel.

Kitty and the Croc

Blocking the way forward is desperate, bloody battle between a Sparcosuchus Imperator (a big crocodile) and a Smilodon (a saber-toothed tiger). The battle will rage for at least an hour. Roll a D6. On evens, the croc wins. On odds, the cat wins.

The players could try to race past them in a vehicle using a Driving roll. On a 1-2 the vehicle is wrecked. On a 3-4 it is damaged.

The players could also try to Stealth by on foot.

Attacking either creature will cause them both to attack the players, as humans make an excellent mid-fight snack.

The Palace of Archimus Rex

A office-supply warehouse has clearly been fortified, with bits of metal and sharpened sticks. The doors have been reinforced.

This is the “court” of Archimus Rex, self-declared king of his domain. He is actually Archie “Rex” Birmingham, a worker at this warehouse who lost his mind when the dinosaurs showed up, and has retreated into fantasy. He believes himself to be a knight and just ruler, and the dinosaurs outside are dragons, or other fantastic beasts. He’ll generally speak in a mock-medieval Tolkienesque manner.

Being chivalrous, he’ll answer the door to any who knock and ask for aid.

Rex sits on a dais of pallets, on an office chair decorated as a throne. He wears armor made from the skin of a dinosaur, and carries weapons cobbled together from office supplies. An elaborate crown woven from paperclips sits on his head.

If the players convince Rex they are on a noble quest, he will assist them and grant them three boons:

Boons of Archimus Rex

  • One piece of non-weapon equipment of the player’s choice.
  • Lembas bread – actually Twinkies from the break room vending machine.
  • Dust of Invisibility – Copier toner. It will block the smell of humans from the dinosaurs. +D6 to any Stealth rolls.

He will only part with these if the players agree to be knighted.

Hank’s Law

A precinct house of the San Lorenzo PD.
Hank is a former UPS driver whose decided to carve his own empire out of the fallen city. He’s holed up in the police station, collecting a small arsenal of weapons.

He’s a little jumpy, and will open fire on anyone approaching or passing by, but if he can be calmed down, he’d be willing to trade weapons for supplies.

Pacifica University

Most of the buildings on campus are either in ruins or on fire. The clock tower in the center of campus is still intact. From a distance, a figure can be seen peeping out of the windows at the top of the tower.

A nest of recently-hatched Giganotosaurus is inside the tower at the base of the spiral staircase. The mother Giganotosaurus stalks the campus seeking food for her young. Any loud disturbance at the tower will bring her back to protect her young.

Lady in the Tower

Professor Strong has barricaded herself in a room at the summit of the Pacifica University clock tower. She’ll brandish a shotgun at anyone who approaches. If she can be convinced that they’re here to help her, she’ll explain that she fled here with her girls when the dinosaur attacks first started.

Professor Strong will agree to open the barricade and leave with the players, but insists her girls must escape with her.

Professor Strong’s “girls” are revealed to be two well-fed house cats: Buffy & Willow

The shotgun is unloaded, and Professor Strong has no ammunition.

https://polyhedralnonsense.com/2024/08/04/24xx-predators-scenario-notes-for-the-dinosaur-apocalypse/

#2400 #RPG #Scenarios

Salut à toi arpenteur !
La section JDR 🎲 de mon site est enfin en ligne ! Tu peux y découvrir mon jeu de rôle, Chroniques Chimériques, et plonger dans l'univers sombre et fantastique de mes œuvres.
Tu trouveras dans cette section tout ce dont tu auras besoin pour créer ton personnage et même quelques bonus. N'hésite pas à me faire part de tes retours et de tes idées pour améliorer encore l'expérience de jeu. Rends-toi sur kairoschimera.jimdo.com/jdr pour en savoir plus !
Rejoins-moi dans cette aventure épique et découvre les Chroniques Chimériques
#JDR #ChroniquesChimériques #Fantasy #JeudeRôle #Scénarios #Règles

AMETSOC · Future Antarctic Climate: Storylines of mid-latitude jet strengthening and shift emergent from CMIP6Abstract A main source of regional climate change uncertainty is the large disparity across models in simulating the atmospheric circulation response to global warming. Using the latest suite of global climate models from the sixth phase of the Coupled Model Intercomparison Project (CMIP6), a storyline approach is adopted to derive physically plausible scenarios of Antarctic climate change for 2070-2099, according to Shared Socioeconomic Pathway SSP5-8.5. These storylines correspond to differences in the simulated amount of seasonal sea ice loss and either (a) the delay in the summertime stratospheric polar vortex (SPV) breakdown or (b) wintertime SPV strengthening, which together constitute robust drivers of the response pattern to future climate change. Such changes combined are known to exert a strong control over the Southern Hemisphere mid-latitude jet stream, which we quantify as collectively explaining up to 70% of the variance in jet response in summer and 35% in winter. For summer, the expected strengthening and displacement of the tropospheric jet stream varies between a ∼1 and 2 m s−1 increase and ∼2 to 4° poleward shift respectively across storylines. In both seasons, a larger strengthening of the jet is correlated with less Antarctic warming. By contrast, the response in precipitation is more consistent but still strongly attenuated by large-scale dynamics. We find that an increase in high-latitude precipitation around Antarctica is more pronounced for storylines characterized by a greater poleward jet shift, particularly in summer. Our results highlight the usefulness of the storyline approach in illustrating model uncertainty and understanding the processes that determine the spread in projected Antarctic regional climate response.

Without trying to undermine one bit the seriousness of this situation, it’s pretty absurd to still be using SSP5 - fossil fuel development - unless it’s as a cautionary example of the path we may have been on but now are most likely not. The underlying socio-economic conditions for that scenario are no longer current. To get there, we’d need to see reversals of both policy and growing shifts toward renewable and lower-carbon energy sources.

#climateEmergency #SeaLevelRise #scenarios #IPCC

theguardian.com/environment/20

The Guardian · ‘It’s absolutely guaranteed’: the best and worst case scenarios for sea level riseBy Karen McVeigh

Highly important paper about projected changes in marine biodiversity under different climate scenarios. Based on information on >33000 species and scenarios for 7 environmental factors, Doro Hodapp and colleagues show that we need to expect massive turnover characterized by reductions in suitable habitat size and separation into smaller sub-areas.

onlinelibrary.wiley.com/doi/10

#Biodiversity #RangeShift #Scenarios #HIFMB #ClimateChange #HIFMB
@awi @geomar_en