The cannon has 7 charges. It recovers 1d6 + 1 charges daily at dawn. While wielding this heavy, two-handed device, you can use an action to expend 1 charge to launch a slug at a point on solid ground you can see within 150 feet of you. Each creature within 10 feet of the targeted area must attempt a Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much on a success. For 1 minute, the area is difficult terrain and deals 2d6 fire damage to any creature that ends its turn there. Pale Edge Weapon (dagger), rare This dagger is fashioned from crude leather straps wound around a shard of depleted radioactive metal. The blade glows with a pale-blue light, shedding dim light in a 10- foot radius. You have a +1 bonus to attack and damage rolls made with this magic weapon. Whenever a creature takes damage from the dagger, it must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Pulse Staff Wondrous item, rare (requires attunement) This quarterstaff of magical metals has a cluster of crystal lenses at one end. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. As a bonus action, you can push a button on the shaft, causing blades of force to project out from the lenses. When you do so, the pulse staff can be wielded as a magic halberd that deals force damage and grants an additional +1 bonus to melee weapon attack and damage rolls made with it. The staff has 10 charges and regains 1d4 +1 charges each dawn. When you hit with a melee attack using it in either form, you can choose to expend up to 3 of its charges. For each charge spent, the target takes an additional 1d6 force damage. Alternatively, you can expend 1 charge and knock the target prone. Voltaic Caster Wondrous item, rare (requires attunement) This intricate metallic cube is covered in runic copper circuitry, hand-cranked dynamos, and amber focusing nodes. Requiring two hands to hold and operate, this device can be cranked to issue arcing beams of living lightning. The caster has 7 charges. It recovers 1d6 + 1 charges daily at dawn. You can use an action to expend 1 charge and activate the caster, aiming it at a target of your choice that you can see within 90 feet of you. Three bolts then leap from that target to as many as three other targets within 30 feet of the first target. If a target is a creature, it must attempt a DC 15 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. On each of your subsequent turns for up to 1 minute, you can use your action to deal an additional 4d8 lightning damage to the target automatically. If you use your action to do anything else or if the target is ever farther than 90 feet from you or behind total cover, the effect ends. Wyrmwrath Weapon (longsword), legendary (requires attunement) This sentient longsword fashioned from an iridescent alloy features a shard of dragon bone implanted with circuitry and covered in runes, housing the spirit of a slain dragon. You gain a +2 bonus to attack and damage rolls made with it. As a bonus action, you can choose to allow the spirit within the blade to possess you for a time, granting you unbridled fury in combat. When you do so, you gain the following benefits: ■ When you make melee attacks with this weapon, your reach is 5 feet greater than normal. ■ You can make a single melee weapon attack as a bonus action on each of your turns. ■ You are resistant to psychic damage and are immune to the charmed and frightened conditions. If you are charmed or frightened when the spirit possesses you, these effects are suspended for the duration of the possession. Entering this state comes with costs, however. While possessed in this way, you can only use the Attack action. CHAPTER TWO • equipment, magic items, & settlement interaction weird waStelandS 97
If you are not in range to do so, you use your action to move toward the nearest foe and cannot move away from it. You can choose to take back control of yourself as a bonus action when there are no hostile creatures within 60 feet of you that you can see or hear. To take back control while hostile creatures are still present, you must succeed on a DC 12 Charisma saving throw. On a failure, the fury is too great, and you continue fighting. Sentience. Wyrmwrath is a sentient, chaotic evil weapon with an Intelligence of 6, a Wisdom of 8, and a Charisma of 14. It has darkvision and can see and hear out to a range of 60 feet. It communicates by telepathically transmitting emotions (usually anger) to its wielder. Personality. Wyrmwrath no longer recalls its existence before being trapped in the sword, knowing only that it was once a powerful dragon and is now imprisoned in this sword. It does not despise its wielder, however, because the only pleasure it finds in its existence is battle. As long as the wielder engages in combat at least once per day, the sword is sated. If it goes longer without shedding blood, it sends angry emotions to its wielder. arcanotech wonders In addition to arcanotech devices, humongous arcanotech machines of extraordinary power also exist in the wastelands. These magical machines are called arcanotech wonders, and they are incredibly rare. Few wastelanders have ever seen an arcanotech wonder, and little is known about them, but stories of their awesome capabilities continue to inspire expeditions to unearth them. For reasons unknown, each arcane wonder has a distinct set of capabilities wholly different from any other, so no two wonders are the same. Most arcanotech wonders are enormous, immobile, and built on sites of magical power necessary to fuel their effects. Since wonders are nearly impossible to transport, creatures must travel to them to use their powers, and entire communities have developed around the most wellknown wasteland wonders. Though arcanotech wonders can provide life-changing benefits, using them is not without risk. Each wonder functions differently, but all are highly complex and prone to malfunction in dangerous ways. Indeed, many of the hazards in the Weird Wastelands result from the ongoing degradation or misuse of powerful arcanotech wonders. IDENTIFYING ARCANOTECH WONDERS Few creatures have ever mastered the intricacies of using an arcanotech wonder, and the ones that have keep their knowledge a well-guarded secret. Unless a location specifies or the GM determines otherwise, arcanotech wonders are always considered unidentified when they are first encountered. Due to their complex nature, arcanotech wonders are more difficult to identify than standard magic items. The identify spell is not potent enough to reveal anything about a wonder, but casting legend lore on a wonder allows the user to learn the wonder’s name, properties, whether it requires attunement to use, and how many charges it has, if any. A creature proficient in the Arcana skill (or another skill the GM deems applicable) can learn the same information by studying a wonder over the course of a long rest. USING ARCANOTECH WONDERS Arcanotech wonders are complex and prone to malfunction, so interacting with them should pose meaningful and entertaining risks. Identifying a wonder before attempting to use it is helpful but does not guarantee success. Similarly, a character who has not identified a wonder can successfully interact with it, but the chance of incurring a dangerous malfunction is much higher. When a creature attempts to use an arcanotech wonder, it must attempt an Intelligence (Arcana) check. On a success, the creature activates the device, and it carries out the function detailed in its description. On a failure, the wonder malfunctions (see the following section for more information). The default difficulty of this check is DC 30, but a creature can lower the difficulty for itself (and only itself) to a minimum of DC 10 in the following ways: ■ A creature that successfully identifies a wonder (or listens to a successful identifier explain their findings) reduces the DC by 10. ■ After a creature attempts to use the wonder, the DC is reduced by 2 for that creature (regardless of whether it successfully used the wonder or incurred a malfunction). ■ After a creature watches another creature it can see within 30 feet of it attempt to use the wonder, the DC is reduced by 2 for the watcher (regardless of whether the other creature successfully used the wonder or incurred a malfunction). ARCANOTECH WONDER MALFUNCTIONS When a creature unsuccessfully attempts to use a wonder, the user does not activate the machine’s benefits. Instead, the creature causes the wonder to malfunction. To determine the nature of a malfunction, roll a d20 and a d12, add the results, and consult the Arcanotech Wonder Malfunctions table. If the same number is rolled on both dice, the wonder malfunctions and immediately shuts down, and creatures cannot attempt to use it again until the following dawn. Unless specified otherwise, malfunctions affect all creatures within 10 feet of the device. CHAPTER TWO • equipment, magic items, & settlement interaction 98 weird waStelandS
ARCANOTECH WONDER MALFUNCTIONS d20 + d12 MALFUNCTION 2 Releases four multicolored beams of bright light in cardinal directions. This light is not obstructed by cover or barriers, extends to the horizon, and lasts d6 hours. 3 Emits a blast of steam in a 20-foot radius that deals 3d6 fire damage (or half with a successful DC 15 Dexterity saving throw) and emits a noise that sounds exactly like a child singing “Auld Lang Syne.” This sound lasts until the song is over, about 1 minute. 4 Emits a shower of wooden splinters that animates into a swarm of poisonous snakes that attacks and persists until killed. 5 Sprays out hot-pink ink in a 10-foot-radius sphere. The ink stains everything it touches, including creatures. This color cannot be cleaned, dispelled, or removed in any way for 1 year and 1 day. Creatures in the affected area can attempt a DC 15 Dexterity saving throw to avoid being touched by the ink. 6 Emits a loud warning message for 1d6 minutes that can be heard up to 1 mile away. Roll a random encounter that is attracted to the noise and arrives at the wonder in 2d10 minutes. 7 Emits a momentary subaudible noise that irritates any creature with the Keen Senses trait within the hex26. Affected creatures have disadvantage on Wisdom (Perception) checks. This effect lasts 2d6 hours. While in the affected hex, creatures riding mounts must succeed on a DC 20 Wisdom (Animal Handling) check, otherwise their mounts do not follow their commands. 8 Causes all magic items and arcanotech devices within 30 feet to lose all their charges. 9 Emits a vibrating harmonic frequency that deals 2d4 psychic damage to all creatures within 10 feet of the wonder. Additionally, spellcasters in the affected area can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half a creature’s spellcasting class level (rounded up), and none of the slots can be 6th level or higher. 10 Repels insects and vermin in the hex for 1d6 days. 11 Repels undead in a 10-foot-radius sphere for 1d6 days. When this effect starts, undead creatures in the area are immediately pushed outside the area. 12 Renders all potable water within a 10-foot-radius sphere unpotable. 13 Repels environmental heat in a 10-foot-radius sphere, keeping the area comfortable for 1d6 years. 14 After 1 minute, a swarm of insects is attracted to the wonder. After the first swarm arrives, 3d6 swarms arrive every minute following for the next 24 hours. 15 Each creature that needs to breathe within 20 feet of the arcanotech wonder when it malfunctions must succeed on a DC 15 Constitution saving throw or begin sneezing uncontrollably and become unable to breathe. A creature affected in this way is incapacitated and begins suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. Casting lesser restoration on an affected creature also ends the effect. 16 An instantaneous flash of brilliant light is seen within 1 mile of the device. Every creature who can see the device is sunburned and must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. While the creature has this level of exhaustion, it is also blinded. 17 Emits a terrible smell. Every creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Charisma saving throw or be cursed with an odious stench that disgusts other people. This stench lasts for 1d6 weeks. 26. Hex-based exploration is explained in the section of the same name on p. 109 in chapter 3. CHAPTER TWO • equipment, magic items, & settlement interaction weird waStelandS 99
ARCANOTECH WONDER MALFUNCTIONS CONTINUED d20 + d12 MALFUNCTION 18 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Wisdom saving throw or gain the ability to taste magic. For 1d4 hours, the creature gains the effects of detect magic through taste instead of sight. 19 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Constitution saving throw or lose its depth perception for 3d10 minutes. For the duration, affected creatures make Wisdom (Perception) checks with disadvantage. 20 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Wisdom saving throw or lose the ability to perceive color for 1d4 hours. 21 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Constitution saving throw or its teeth fall out. Each affected creature must roll 1d6. On a roll of 1–2, their teeth don’t grow back. On a roll of 3–5, the teeth grow back as baby teeth then fall out in 1 day, and adult teeth come in as normal in 1 week. On a roll of 6, the teeth grow back pointed and razor sharp. 22 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Constitution saving throw or its hair falls out. Each affected creature must roll 1d6. On a roll of 1–3, the hair doesn’t grow back. On a roll of 4–5, the hair grows back stark white. On a roll of 6, the hair grows back and is prehensile; it can hold or use a Tiny object as a bonus action. 23 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Wisdom saving throw or it must roll a new ideal from its background and replace its current ideal with the new one. 24 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Wisdom saving throw or it must roll a new flaw from its background and replace its current flaw with the new one. 25 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must attempt a DC 15 Wisdom saving throw. On a success, the creature immediately gains the benefit of a long rest. 26 Each creature within a 10-foot radius of the arcanotech wonder when it malfunctions must succeed on a DC 15 Wisdom saving throw or become afraid of the arcanotech wonder for 1d4 minutes. The creature gains the frightened condition for the duration. 27 The arcanotech wonder causes a jump in time. Within 100 feet of the malfunction, 1 week passes by in an instant. The creatures within the area suffer no ill effects from this time jump. 28 The arcanotech wonder causes creatures within 10 feet of the malfunction to phase shift for 1d4 hours. Affected creatures are under the effects of the blink spell, except a blink occurs once every 10 minutes instead of every round. 29 The arcanotech wonder causes all nonmagical metal within a 20-foot radius of the malfunction to transmute into adamantine. 30 The arcanotech wonder summons a creature. Roll 1d6. On a 1, an iron golem appears. On a 2, a magicore27 appears. On a 3, 2d6 celestial badgers appear. On a 4, a goat appears. On a 5, 2d4 zombies appear. On a 6, an air elemental appears. The summoned creatures defend the arcanotech wonder and turn to snow when they die. If a summoned creature is not killed, it lasts for 1d4 hours before turning into snow. 31 The arcanotech wonder instantaneously teleports all creatures and objects within 20 feet of it to an adjacent hex. 32 The arcanotech wonder reveals insight that causes personal growth. All creatures within 20 feet of the arcanotech wonder when it malfunctions must attempt a DC 10 Wisdom saving throw, gaining a level on a success. 27. See p. 299 in chapter 6 for the magicore’s stat block. CHAPTER TWO • equipment, magic items, & settlement interaction 100 weird waStelandS
SAMPLE ARCANOTECH WONDERS The following section lists arcanotech wonders unique to the Weird Wastelands. Arcanotech Reactor Arcanotech reactors are massive structures the size of buildings, covered in antennae that arc electricity, tubes that bubble with strange fluids, and pistons that pump hydraulic engines deep within. At the center of these mechanisms is a powerful extraplanar being captured and tapped as an energy source. Reactors have a control panel on one side with a Mediumsized receptacle. As an action, you can place a piece of arcanotech into the receptacle and draw 1d4 charges into the arcanotech device. Each device can only be charged in this way once per day. BFG The BFG is a Gargantuan cannon that weighs 200 thousand pounds. It currently sits in the wasteland, lying on its side and pointing upward into the sky at a 45-degree angle. It cannot be moved or aimed elsewhere. In order to use the BFG, any number of creatures touching the BFG must collectively expend spell slots to charge the wonder. You can expend one spell slot and gain a number of charges equal to the slot’s level. Once the BFG has received 10 charges, it is ready to fire. Once active, it remains ready to fire for 1 hour or until it is fired once, after which its energy dissipates in a 1-minute cooldown. The BFG cannot be used during its cooldown process. Once charged, you can use an action to fire the BFG. A laser erupts from the barrel of the cannon in a 5-footwide, 1,000-foot-long line, dealing 40d6 radiant damage to everything in its path. Creatures in the line can attempt a DC 23 Dexterity saving throw, taking half damage on a success. Circle of Life This arcanotech wonder is a Huge stack of Large glazed ceramic discs, each with a series of concentric grooves arranged in harmonious configurations of arcane power. The stack of discs is encased in a copper frame and has a large crank on its side. When the crank is turned clockwise, a wave of positive energy emanates from the device. Each creature within 60 feet of the device regains 4d8 + 15 hit points. Additionally, for the next hour, each affected creature regains 1 hit point every 6 seconds (1 hit point per round in combat, a total of 10 hit points each minute). Creatures in the affected area magically regrow any missing appendages in 2 minutes. If a creature’s severed body part is in the affected area when the wave touches the creature, the positive energy instantaneously causes the limb to instead knit back to the creature’s body. When the crank is turned counterclockwise, a sphere of negative energy ripples out in a 60-foot-radius sphere from the device. Each creature in the affected area must succeed a DC 17 Constitution saving throw, taking 8d6 necrotic damage on a failure, or half as much damage on a success. Hunger Bank This Huge device consists of a Large crystalline tank surrounded and covered by hundreds of tightly packed brass tubes and brackets. At one side of the device is a small chamber just large enough for a Medium or smaller creature to stand inside, almost like an upright coffin. There is a lever in the middle of the chamber that can be pushed up or pulled down. If you push the lever up, any amount of hunger you are currently suffering is removed as if you had eaten a day’s worth of food. Any levels of exhaustion you currently suffer as a result of starvation are also removed, and the exhaustion is stored within the vacuum tubes inside the device. The bank can store up to ten levels of exhaustion, one for each vacuum tube contained within the crystalline tank. If you pull the lever down, you are immediately starving, which causes you to suffer one level of exhaustion. You suffer an additional level of exhaustion for each subsequent day you go without food. A normal day of eating resets the count of days without food to zero. The crystalline tank can be shattered if it suffers at least 20 points of bludgeoning, slashing, or piercing damage in a single attack. It is immune to all other forms of damage. If the crystalline tank is shattered, the vacuum tubes within are accessible, though the wonder no longer functions. For each level of exhaustion the tank contains when it is shattered, one charged vacuum tube becomes accessible. Each vacuum tube is cylindrical, 2 feet long, and 6 inches in diameter. A charged tube can be wielded as a simple melee weapon or thrown as a simple ranged weapon with a range of 10/30 feet. When you hit a creature with a weapon attack using the tube, it shatters, and the target gains one level of exhaustion. Constructs and undead are immune to this effect. CHAPTER TWO • equipment, magic items, & settlement interaction weird waStelandS 101
The rules in this chapter—and the whole book, for that matter—function as a toolkit for GMs to build the sort of adventures their groups will enjoy. It’s okay if you don’t use every rule or if you change them to suit your table’s playstyle. We wrote these rules to give substance to the exploration pillar and to bring the wasteland environment to life. However, what one group finds thrilling another group thinks is a slog, especially given how harsh wilderness survival can be. Experiment with these rules, modify them as needed, and assemble the right toolkit for the games you want to run. This chapter introduces rules for making exploration and travel more meaningful and interesting. The purpose of these new rules is to provide GMs with a toolkit to set players up for robust exploration encounters. chapter three The variant rules in this chapter support openworld campaigns where players have the freedom to travel the wilderness region as they see fit, accepting the consequences of their actions and trusting the GM has stocked the region with rewards that make facing environmental perils ultimately worth the effort. Many of the tools here adjust or replace 5E’s baseline rules to help GMs create exciting survival-based challenges. In this chapter, you will find mechanical support for: ■ Variant rules for managing characters’ encumbrance, resources, and other aspects of wilderness survival. ■ A step-by-step guide on how to make and read a terrain hex map, including details on wasteland terrain types and features. ■ Guidance for using a specialized hex grid to determine challenges brought on by daily weather. ■ A turn-based system for conducting exploration in the Weird Wastelands. variant survival rules The variant rule options provided here are intended to make resource tracking easier while reinforcing the challenges of traveling in the harsh wasteland environment. These variant rules cover: ■ Food and water consumption ■ Item wear and tear ■ Long rests and comfort ■ Resource dice ■ Scavenging ■ Slot-based encumbrance new conditions The variant survival rules in this chapter introduce several new conditions, presented here in alphabetical order. COMFORTABLE Comfortable is a new condition that must be gained before a creature can gain the benefits of a long rest. To become comfortable, creatures must have some form of shelter or protection from the elements in which to safely relax, even if it’s just a simple tent or lean-to and a campfire. The shelter must also have some level of security, like a designated creature on watch1 , a locked entrance, or mundane or magical alarms to alert against intruders. ■ A comfortable creature can gain the full benefits of a long rest. ■ This condition ends when a creature completes a long rest. 1. For information about characters taking watch using our Wilderness Round rules, see the Take Watch action description on p. 131 later in this chapter. CHAPTER THREE • exploration & wasteland survival 102 weird waStelandS
golden rules of player-driven sandboxes ■ Build trust between you and your players by running your game openly and fairly, letting the dice fall where they may. ■ Pay attention to the choices your players make during character creation and during a session. ■ Ask your players questions about their characters’ ties to the setting and their goals and hopes as players. ■ Identify bonds, relationships, and potential points of connection between characters and locations. ■ Let what you learn about the characters’ backgrounds and players’ interests guide you when making game elements for play. ■ Infuse your setting with things that interest you as the GM as well. Use these elements to create secrets your players can uncover as the adventure. ■ Have information on nearby locations, dangers, and NPCs easily accessible, and find ways to get it in the players’ hands when they seek it out. ■ Listen. Ask questions. Clarify intent. Take notes. ■ Learn how to keep a steady pace without rushing the players. Introduce fresh conflicts as needed and resolve conflicts once they go stale. ■ Always have something prepared, but avoid overprepping. CHAPTER THREE • exploration & wasteland survival weird waStelandS 103
DEHYDRATED The dehydrated condition is caused by exposure to extremely hot and dry environments. If a creature is in danger of suffering exhaustion from a hot environment and that environment is dry, they may become dehydrated. ■ A dehydrated creature has disadvantage on saving throws to resist gaining levels of exhaustion. ■ A creature gains two levels of exhaustion immediately when it becomes dehydrated. These two levels of exhaustion are removed when the condition ends. ENCUMBERED A creature becomes encumbered when it carries more weight than its carrying capacity allows. ■ An encumbered creature’s speed is reduced by 10 feet. ■ An encumbered creature has disadvantage on saving throws made to resist gaining levels of exhaustion. HEAVILY ENCUMBERED A creature becomes heavily encumbered when it carries significantly more weight than its carrying capacity allows. ■ A heavily encumbered creature is also encumbered. ■ A heavily encumbered creature cannot have advantage on Strength- or Dexterity-based ability checks, attack rolls, or saving throws. ■ At the end of each hour spent traveling, a heavily encumbered creature must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. MISERABLE Certain exceptionally unpleasant environments, such as a fetid swamp full of biting flies or a frigid tundra battered with stinging sleet, may make characters miserable. ■ A miserable creature has disadvantage on Wisdom and Charisma saving throws and saving throws made to resist gaining levels of exhaustion. ■ A creature gains two levels of exhaustion immediately when it becomes miserable. These two levels of exhaustion are removed when the condition ends. SUNBURNED If a living creature without natural protection from the sun or protective clothing is exposed to sunlight for 1 hour or more, the creature must succeed on a DC 10 Constitution saving throw or become sunburned. The sunburned condition lasts until an affected creature receives treatment with soothing balms, spends less than 1 hour exposed to the sun in a 24-hour period, and then finishes a long rest. The sunburned condition can also be removed by lesser restoration. ■ A sunburned creature has disadvantage on saving throws made to resist the effects of extreme heat. ■ A sunburned creature has vulnerability to fire and radiant damage caused by weather and other environmental effects. ■ A creature gains one level of exhaustion immediately when it becomes sunburned. This level of exhaustion is removed when the condition ends. food and water consumption Creatures that don’t eat or drink sufficiently suffer the effects of exhaustion. Levels of exhaustion caused by lack of food or water can’t be removed until an affected creature eats and drinks the full required amount. FOOD A Medium or smaller creature needs 1 pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. Creatures of larger sizes must double the amount of food they need for each size larger than Medium (a Large creature requires 2 pounds of food per day, a Huge creature requires 4 pounds of food per day, etc.). A creature can go without food for a number of days equal to 1 + its Constitution modifier (minimum of 1). At the end of each day beyond that limit, a creature automatically suffers one level of exhaustion. A normal day of eating reduces the count of days without food by 1. WATER Due to the heat of the wastelands, a Medium or smaller creature needs 2 gallons of water per day of strenuous activity or 1 gallon per day spent in light activity to avoid exhaustion. A creature that drinks less than 1 gallon a day of water must attempt a DC 15 Constitution saving throw (DC 20 if the creature has been traveling at a fast pace within the past 24 hours) at the end of the day. On a failure, a creature gains one level of exhaustion and becomes dehydrated. A creature has disadvantage on this saving throw if it wore medium or heavy armor within the past 24 hours. As above, larger creatures need double the amount of water (a large creature needs 4 gallons of water per day, a Huge creature needs 8 gallons of water per day, etc.). CHAPTER THREE • exploration & wasteland survival 104 weird waStelandS
We considered calling for this roll at the end of every combat, but it seemed overly tedious. It might be fun to make this check after a particularly significant or intense combat, though. It’s up to you, GMs. WTF is an item saving throw? Items have an Armor Class and hit points, so we’re giving them saving throws too! This is a single save that represents an item’s durability based on the material it’s made of. If it’s made of more than one material, attempt the save based on the one that makes the most sense. For example, a breastplate that is made mostly of metal and has leather straps should use the DC for metal items. We didn’t include any bonuses to this roll, as we don’t think it’s necessary at baseline, but if the GM thinks a certain item would get such a bonus or a character would be better than average at protecting their items during battle, go for it. If you are using the exploration rules found later in this chapter, repairs can be made as part of a wilderness round spent in camp. Item Wear and Tear It’s the postapocalypse, and no one makes anything new anymore. All objects come with dents, dings, notches, nicks, scratches, and cracks, and they’re only going to get more scuffed up as time passes. You can assume that characters maintain their gear as part of their daily routine. This section provides guidelines for determining when weapons, armor, vehicles, and other objects are damaged beyond what normal maintenance can sustain. When it comes to weapons and armor, these rules add more tension and complication specifically for martial characters in the Weird Wastelands. At the end of a day during which a creature has been involved in melee combat, it must attempt an item saving throw for every nonmagical weapon it used within the past 24 hours. If a creature took damage during this time, it must also attempt an item saving throw for each piece of nonmagical armor and shield it was using when it took damage. A separate saving throw must be attempted for each item. On a failure, the item is damaged and cannot be used until it is repaired. The DCs for these saving throws are based on the material of the nonmagical item and can be found in the Item Breakage table. ITEM BREAKAGE ITEM MATERIAL BREAKAGE DC Adamantine 0 Mithral 1 Iron or steel 2 Scrap or other metal 3 Wood 4 Leather or hide 6 Bone or stone 8 Cloth or fabric 10 ITEM REPAIR Other than vehicles,2 damaged objects require 4 hours of strenuous activity to repair as well as appropriate tools and workspace. At the discretion of the GM, repairs may require raw materials or 2. See the “Vehicle Repairs” section in chapter 2 for information on repairing vehicles. CHAPTER THREE • exploration & wasteland survival weird waStelandS 105
What about the mending cantrip? It is worthwhile to read the wording of the spell carefully. The spell repairs a single, clean break in one object, as long as the break is no longer than 1 foot in any direction. It is up to the GM’s discretion how effective this spell can be to any particular broken item and how much you want to emphasize this aspect of gameplay. Perhaps mending can repair a broken arrow but not a large break in chainmail. Perhaps the spell decreases the amount of time it takes to repair the item but does not repair it on its own. Think (and talk) about how your table wants these rules to interact with the spell if anyone is considering taking it. Okay, so resource dice can be a weird abstraction, especially for players used to tracking arrows fired. Basically, the rule interjects variability to make tracking consumables more fun. It does require that players stop thinking so concretely about the quantity of consumable resources their characters have. Instead of, “I’ve got two gallons of water,” a player should think, “I’ve got enough water for a day or so.” Arrows break, waterskins leak, rations spoil. On the flip side, sometimes you find more than you need or use less than you thought you would. Here’s what this looks like in play: The wastelander Vigorous Rex fights off a group of bandits, shooting arrows from his bow. After the battle, Rex’s player rolls a d8, his current ammunition resource die, to see how many arrows Rex has left. He rolls a 1, dropping Rex’s quiver to a d6 resource die. These aren’t just arrows that Rex shot from his bow, but also ones that were dropped, broken, or otherwise lost in the battle. If he wanted, Rex could then spend some time collecting broken arrows and other materials to make more arrows later, increasing his ammunition resource die back to a d8. spare parts equal to 25 percent of the item’s value before it was damaged. When an object is damaged, a creature can attempt to repair it if they meet the following criteria: ■ The creature must have proficiency in the kind of object it is trying to repair. ■ The creature must have the appropriate tools to repair the object (such as smith’s tools or leatherworker’s tools). A creature that meets the repair criteria can spend 1 hour repairing the damage. At the end of the hour, the object is repaired and is no longer considered damaged. long rests and comfort The wastes are harsh and unforgiving, rife with perils and danger. If you are using this variant rule, creatures must gain the comfortable condition to gain the full benefits of a long rest. A creature that takes a long rest and isn’t under the effects of the comfortable condition does not automatically recover hit points or expended Hit Dice, though the creature can spend Hit Dice to recover hit points as it would during a short rest. Additionally, if a creature is not comfortable when it takes a long rest, it cannot remove levels of exhaustion as a result of the long rest. The creature gains all other benefits of a long rest as normal. Creatures staying in nonhostile settlements or other established communities have the comfortable condition by default. resource dice Resource dice present a method of tracking limited resources to add tension and uncertainty to wasteland adventuring while reducing the bookkeeping normally required to do so. Traditionally, resources are depleted at a variable rate, representing hundreds of tiny ways that the wasteland wears travelers down. For example, unlucky rolls might represent that you drank more than you meant to or lost more arrows than you thought in that fight. When utilizing this rule, consumable items such as water, ammunition, and scrap all have a resource die, which represents a nonspecific amount of that resource. For example, a typical quiver has a d8 resource die, representing a bundle of arrows. When a character uses an item with a resource die, the player rolls the resource die. On a result of 1–2, the resource die drops one size (d4, d6, d8, d10, d12, d20). Once the resource die drops below a d4, the character’s resource is depleted. A resource die increases by one size when characters acquire more of that resource, such as when gathering during a wilderness round3 or restocking in a settlement. TRACKING FOOD AND WATER When using resource dice to track food and water, a single roll represents one day’s worth of food and water consumed. Creatures who consume only half rations of food and water roll the resource die with a +1 bonus (in addition to other bonuses, if applicable). 3. See p. 124 later in this chapter for information on wilderness rounds. FOOD AND WATER USAGE BY CREATURE SIZE FOOD WATER Creature Size Resource Die Roll Frequency Minimum Resource Die Size Resource Die Roll Frequency Minimum Resource Die Size Tiny 1/week d4 1/day, +1 bonus d4 Small 1/day, +1 bonus d4 1/day, +1 bonus d4 Medium 1/day d4 1/day d4 Large 2/day d8 2/day d6 Huge 3/day d10 3/day d8 Gargantuan 4/day d12 4/day d8 CHAPTER THREE • exploration & wasteland survival 106 weird waStelandS
Our slot-based inventory rules assume that characters utilizing this system are Small or Medium humanoids. If one of your players’ characters have traits or abilities that increase their carrying capacity, we suggest multiplying their number of slots by 1.5. The frequency of rolling resource dice for consuming food and water is determined by a creature’s size, as shown in the Food and Water Usage by Creature Size table. Additionally, a creature’s size determines the minimum size of the resource die needed. If the resource die drops below the minimum size needed, the resource is no longer sufficient to sustain the creature. DEFAULT RESOURCE DICE SIZES The Default Resource Dice table shows the starting resource die size for various resources found in the adventuring gear list from the core rules4 that characters in the wastelands may utilize. slot-based encumbrance This system uses slot-based inventory instead of using carrying capacity to calculate how much gear a creature can carry. A creature has inventory slots equal to either its Strength or Constitution score (player’s choice for characters, GM’s choice for NPCs or 4. See chapter 5 of the PHB for this list. INVENTORY SLOTS NUMBER OF INVENTORY SLOTS (Based on Strength or Constitution Score) ENCUMBERED HEAVILY ENCUMBERED 3 4–5 6 4 5–6 7–8 5 6–8 9–10 6 7–9 10–12 7 8–11 12–14 8 9–12 13–16 9 10–14 15–18 10 11–15 16–20 11 12–17 18–22 12 13–18 19–24 13 14–20 21–26 14 15–21 22–28 15 16–23 24–30 16 17–24 25–32 17 18–26 27–34 18 19–27 28–36 19 20–29 30–38 20 21–30 31–40 DEFAULT RESOURCE DICE CONSUMABLE DEFAULT RESOURCE DIE Ammunition d8 Backpack d8 Barrel d12 Basket d8 Bottle d4 Bucket d8 Chest d12 Flask/tankard d4 Jug/pitcher d6 Pot, iron d6 Pouch d6 Rations d8 Sack d8 Vial d4 Waterskin d6 CHAPTER THREE • exploration & wasteland survival weird waStelandS 107
other creatures). If the number of carried items exceeds the number of inventory slots a creature has, the creature becomes encumbered. If the number of items is equal to or exceeds a number equal to one and a half times the number of inventory slots a creature has, the creature becomes heavily encumbered. Creatures cannot exceed twice their inventory limit in carried items. If they try to do so, their speed is reduced to 0. Consult the Inventory Slots table for quickly determining a creature’s number of inventory slots. Use the rules for lifting and carrying outlined in the 5E sourcebooks to determine push, drag, or lift weight limits. ITEM SLOT SIZES In general, most items take up one inventory slot, which represents space in a character’s bags, packs, and pouches. Bundles of smaller items only take up one slot, and especially large or bulky items take up two or more inventory slots. Clothes, jewelry, and other non-armor items worn by a character, including their bags and pouches, do not take up inventory slots. Use the Item Slot Requirements tables for guidance on how many slots an item takes up. Numbers in parentheses indicate a bundle of smaller items. ITEM SLOT REQUIREMENTS ARMOR ARMOR INVENTORY SLOTS Light armor 1 Medium armor 3 Heavy armor 5 Shield 2 ITEM SLOT REQUIREMENTS SIMPLE MELEE WEAPONS SIMPLE MELEE WEAPONS INVENTORY SLOTS Clubs, daggers, handaxes, javelins, light hammers, sickles (3 of any of these) 1 Mace, quarterstaff, spear 1 Greatclub 2 ITEM SLOT REQUIREMENTS SIMPLE RANGED WEAPONS SIMPLE RANGED WEAPONS INVENTORY SLOTS Sling 0 Darts (3) 1 Light crossbow, shortbow 2 ITEM SLOT REQUIREMENTS MARTIAL MELEE WEAPONS MARTIAL MELEE WEAPON INVENTORY SLOTS Battleaxe, flail, longsword, morningstar, rapier, scimitar, shortsword, trident, war pick, warhammer, whip 1 Lance (mounted) 2 Glaive, greataxe, greatsword, halberd, lance (dismounted) maul, pike 3 ITEM SLOT REQUIREMENTS MARTIAL RANGED WEAPONS MARTIAL RANGED WEAPON INVENTORY SLOTS Blowgun, hand crossbow, net 1 Heavy crossbow, longbow 3 ITEM SLOT REQUIREMENTS EQUIPMENT PACKS PACK INVENTORY SLOTS Scholar’s pack 3 Diplomat’s pack 4 Entertainer’s pack, priest’s pack 6 Burglar’s pack 8 Dungeoneer’s pack, explorer’s pack 9 CHAPTER THREE • exploration & wasteland survival 108 weird waStelandS
ITEM SLOT REQUIREMENTS ADVENTURING GEAR AND TOOLS ADVENTURING GEAR AND TOOLS INVENTORY SLOTS Flask, headwrap, ink pen, parchment, quartz crystal goggles, signal whistle, whetstone 0 Coins, bag of ball bearings (1,000) 1 Bag of caltrops, bag of sling bullets (20) 1 Chalk, cooling salve, iron spikes, piton, smoke bombs, UV balm (10) 1 Acid vial, alchemist’s fire flask, antitoxin, oil flask, potion of healing (any strength), torches (5) 1 Arcane focus, bedroll, binoculars, blanket, bottled lightning, chain, component pouch, crowbar, dowsing rod, druidic focus, filter mask, gaming set, healer’s kit, hunting trap, lantern, lunchbox, moisture-recycling biosuit, (most) musical instruments, parasol, rope, shovel, spellbook, thieves’ tools 1 Waterskin (one day’s worth of water) 1 Arrows and quiver, case of crossbow bolts (20) 2 Bagpipes, climber’s kit, disguise kit, drum, forgery kit, grapple gun, herbalism kit, mechanic’s kit, miner’s pick, navigator’s tools, poisoner’s kit, scavenger’s kit, sledgehammer, wastelander’s pack 2 Rations (one week’s worth of food) 2 Artisan’s tools, ladder, 10-foot pole, two-person tent 3 hex-based exploration When running sandbox-style games, it is critical to have a tool to track party progress. Creating a hex map is an excellent way to map wilderness environments your party is likely to traverse over the course of their adventures. In the following sections, we cover how to use two kinds of hex maps, explain how to create your own hex maps, and provide you with resources to make hex maps specific to a Weird Wastelands campaign.5 hex-based terrain Hex maps utilize a single sheet of paper covered in a printed pattern of hexes. Each individual hex on a map represents a large expanse of land. Hex maps can use any kind of scale, but for our purposes, each hex represents 5 miles. While there can be all sorts of geographic and environmental details inside a single hex, abstracting an area in this way is helpful for measuring overall travel distances. In addition to representing a static amount of space, each hex is also assigned a type, which represents the predominant type of terrain found in that 5-mile area. Six different types of terrain exist in the Weird Wastelands, so there are six different types of hexes that can appear on a wasteland-specific hex map: ■ Arcane Wastes: blasted landscape scarred by magical warfare ■ Badlands: dry, broken landscape of rock formations and patches of cacti ■ Desert: hot, desolate sand piled high with dunes ■ Hills: semi-arid waves of land featuring scrub brush and stunted trees ■ Mountains: volcanic mountain ranges and highland plateaus ■ Scrublands: rolling hills and meadows of thorny bushes and hardy grass Each type of terrain has a secondary and tertiary terrain type associated with it, as shown in the Terrain Types table. This information helps give you an idea of what terrain types are most likely to be found next to one another, and it can also be used as a reference when following the steps to build your own wasteland terrain hex map. 5. Building your own hex map can take some time and isn’t for everyone. If you’re looking for a map you can use right away, check out our sample wasteland hex map. It has everything you need to start playing. CHAPTER THREE • exploration & wasteland survival weird waStelandS 109
HOW TO USE A TERRAIN HEX MAP Instead of calculating the exact number of miles the party has traveled (which can get tedious quickly), you can use a hex map to abstract distance based on whatever scale you decide.8 The following information assumes you are using a scale where one hex on the map represents an area of roughly 5 miles. Whenever your players are ready to begin traveling, they need to decide which of the three travel paces—slow, normal, or fast—they are going to assume for the day’s travel.9, 10 Moving at a fast pace makes characters less perceptive but allows them to cover more distance. Moving at a slow pace makes it possible for the party to sneak around and search an area more carefully, but they cover less ground. If you’re using the one hex = 5 miles scale, creatures walking at a normal pace may move up to four hexes per day (approximately 20 miles). Creatures walking at a slow pace may move up to three hexes per day (approximately 15 miles), and moving at a fast pace allows creatures to move up to five hexes per day (approximately 25 miles). WASTELAND TERRAIN HEX DESCRIPTIONS The following sections give more information about the six terrain types found in the Weird Wastelands. Included in each terrain’s description is a terrain DC, which can help generalize the difficulty of ability checks and saving throws made to deal with the terrain’s exploration challenges. Each terrain section also includes a Terrain Landmarks table unique to that terrain type. This table provides suggestions for interesting features you can add to hexes of the corresponding type on your wasteland hex map. 8. Using a hex map to explore an open, sandbox-style world is also frequently referred to as a “hex crawl.” 9. The three types of travel paces are more thoroughly described in the PHB and DMG. 10. Note that a full day’s travel as defined in the PHB is 8 hours. Characters who attempt to travel farther than this in a 24-hour period are subject to the Forced March rules described in the Travel Pace section of the PHB. TERRAIN TYPES PRIMARY SECONDARY TERTIARY Arcane Wastes Desert Badlands Badlands Hills Desert Desert Scrublands Arcane Wastes Hills Mountains Scrublands Mountains Hills Scrublands Scrublands Desert Badlands build your own wasteland terrain hex map Follow these steps to randomly generate your own wasteland hex map. 1. Grab a blank sheet of hex map paper, ideally a sheet with 5 hexes per inch. 2. Start by placing a desert type hex in the center of the map and an arcane wastes type hex near one of the corners (mark hex types with abbreviations or colors). 3. Starting with the center desert-type hex, number each side of the hex 1–6. 4. Starting with the side of the hex you labeled 1, roll a d6 and consult the Terrain Types table to determine the terrain type of the adjacent hex (the unlabeled one that touches the side you are working with). If you rolled 1–3 on the d6, mark the new adjacent hex as the same terrain type (its primary type) as the original hex. In this example, since we started with a desert-type hex, a roll of 1–3 would mean the new hex will also be the desert type. If you rolled 4–5 on the d6, mark the new adjacent hex as the secondary terrain type listed next to the primary terrain type of the original hex. Here, since we started with a desert-type hex, a roll of 4–5 would mean the new hex will be the scrublands type. If you roll a 6 on the d6, mark the new adjacent hex as the tertiary terrain type listed next to the primary terrain type of the original hex. Since we started with a desert-type hex, a roll of 6 would mean the new hex will be the arcane wastes type. 5. Once you have filled in the hexes on all six sides of the first central desert hex, repeat steps 3 and 4 for each new hex until you have filled in as much of the map as desired.6 6. If you would like to add more detail to your map, you can add a few landmarks from the Terrain Landmarks table listed in each terrain type description, or add any other interesting features like oases, watering holes, ruins, or roads.7 6. Don’t feel too constrained by the dice here. Jump around the map, mix up the terrain types, and shape the terrain until you have a map that feels right. 7. If you are using any of the weird locations found in chapter 5, you can also place those on your map (each location has a recommended terrain type in its description). CHAPTER THREE • exploration & wasteland survival weird waStelandS 111
Arcane Wastes The ruined heartlands of the pre-apocalypse civilization were once prosperous and populous, boasting many manicured estates of the mageocratic gentry, sprawling arcanotech workshop complexes, and fertile fields of alchemically enriched agriculture. Now, these lands are scarred by magical warfare and stalked by monsters spawned from the resulting arcane pollution. Terrain DC Regions of arcane wastes are extremely dangerous and incapable of sustaining humanoid life. Magical pollution has infused the terrain, making it impossible to find potable water or edible food there. Due to an abundance of deadly ARCANE WASTES LANDMARKS d20 LANDMARK 1 Enormous, floating prisms and pyramids are suspended in air mid-battle, their glittering beam weapons frozen in time. 2 An old battlefield is a cesspool of arcane corruption, dotted with patches of never-ending flames and surrounded by craters filled with magical pollutants. 3 A pre-apocalyptic cemetery is littered with the bodies of dead wasteland creatures in various states of decay among the headstones. 4 Amid acres of chalky fields is a bucolic village kept in pristine condition by its mindless skeletal population. 5 Thirteen engraved glyph-stones mark the boundaries of an ancient battlefield massacre. The glyphs warn readers not to trust their dreams if they sleep here. 6 A field covered in heaping mounds of skulls and bone-filled ditches stretches on for miles. 7 A viscous, flammable mire bubbles with alchemical fluids and reagent runoff. It is home to an arcanovore willow-treant.11 8 The air shimmers with scintillating radiance above the blast craters left behind by a magical bombardment. 9 The charred and twisted wreck of an arcanotech war machine still burns with pale, eldritch balefire. 10 A 50-foot-tall, 30-foot-deep stone wall studded with battlements and watchtowers stretches from horizon to horizon. 11 An enduring triumphal monument of some forgotten imperial victory towers over the landscape, its surface covered in a multitude of civilizational curse scrolls and history-eating graffiti glyph hexes. 12 A freshly dug maze of earthen ramparts and trenches extends for miles in all directions. 13 The arches of a deteriorating viaduct shelter swarms of toothed crows. 14 An abandoned, ruined farmstead is overgrown with enormous, putrid, carnivorous vegetables. 15 A seemingly rocky plain is actually a shattered urban ruinscape completely leveled to its foundations. 16 Shimmering molten mithral streams down the sides of a melting ley line pylon like candle wax. 17 The body of an arcane storm giant titan lays on its side, encased in a colossal block of dense, cloudy amber. 18 A perfect, 60-foot-tall human skeleton crouches in a huge magic circle, watching the distant horizon. It is chained to the spot by thin silver thread. 19 The scattered, charred remains of a large arcanotech structure lay amid its encircling outbuildings. 20 The soft, gently undulating ground is some sort of flesh, shot through with seams of sinew, cartilage, and dense muscle fibers. It sweats in the heat. 11. See the “Wasteland Monster Templates” section on p. 289 in chapter 6 for the arcanovore creature template. arcane hazards, adventures set in the arcane wastes are geared toward tier-4 adventuring parties. Whenever a character interacts with the environment or an environmental effect in the arcane wastes and an ability check or saving throw is required, the default terrain DC is 20. Landmarks As the party travels through areas of arcane wastes, they are bound to encounter weird landmarks featuring the remnants of magical, pre-apocalyptic societies. The Arcane Wastes Landmarks table provides suggestions of unique features characters might encounter while traveling through this type of terrain. CHAPTER THREE • exploration & wasteland survival 112 weird waStelandS
Badlands Clusters of gnarled brambles and thorny cacti dot these former scrub-brush hills turned dry, rocky tablelands. Box canyons and mesas break up long stretches of craggy escarpments as far as the eye can see. Terrain DC Travel through regions of badlands typifies the hardscrabble existence that most wastelanders strive to avoid. Food and water are hard to come by, and the arid landscape spells doom for the ill-prepared traveler. Conditions in the badlands are challenging but not insurmountable, which makes them adequate for tier-2 adventuring parties. Whenever a character interacts with the environment or an environmental effect in the badlands and an ability check or saving throw is required, the default terrain DC is 15. Landmarks As the party travels through areas of badlands, they are bound to encounter weird landmarks featuring expansive, harsh geographical features particular to such environments. The Badlands Landmarks table provides suggestions of unique features characters might encounter while traveling through this type of terrain. Desert Hot, desolate, and typically covered in some mix of sand, dust, and grit, deserts are rife with deep drifts and shifting dunes. Even more common are expansive fields of dusty, parched dirt and bare rock outcroppings. Temperatures vary wildly at night, from barely cooler than daytime to below freezing. Water is scarce, and life scarcer still, but the desert isn’t lifeless. You just have to look a bit harder to find it. BADLANDS LANDMARKS d20 LANDMARK 1 A field of execution victims are buried to their necks in a field of red dirt. Looks like some of them almost dug themselves free. Almost. 2 The rusty metal boughs of a forest of scrappy trees arranged in neat rows are festooned with glittering arcanotech detritus. 3 The high, overhanging walls of a narrow slot canyon provide shade, even at midday. 4 An abandoned roc’s nest sits like a tangled crown atop a lone mesa. 5 The sheer-sided cliffs of a grouping of mesas provide roosts for flocks of giant vultures. 6 An expanse of desolate salt flats sits between two craggy escarpments. 7 A rocky plain gives way to bubbling tarpits and lakes of searing, sticky asphalt. 8 A giant owl has burrowed a home for itself in the roots of a cactus patch. 9 Swathes of dusty red earth separate clumps of tall, dry grass. 10 Cyclones of dust swirl above a cracked plain of parched earth. 11 A thicket of towering cacti shelters the nest of some burrowing creature. 12 Dry stream beds lined with hardy plants crisscross the rough ground. 13 A megalith of cold, unearthly stone is covered in patterns of eye-watering whorls and spirals. 14 A steep-sided box canyon is the site of a large garbage dump where vermin scuttle over the mounds of refuse and junk. 15 Numerous flat stones embedded in the ground form a series of concentric rings 1 mile in diameter. 16 Towering mounds of broken bricks are all that remain of a former town. 17 A 75-foot square hole in the ground is a seemingly bottomless pit with narrow steps carved into the wall descending into its depths. 18 A craggy rock formation of brightly colored stone strata stands out amidst the dusty earth surrounding it. 19 A cluster of tall mounds, a hive of giant termites, spirals up from the ground. 20 Wind whistles through a rock formation carved into an instrument for air elementals. CHAPTER THREE • exploration & wasteland survival weird waStelandS 113
Terrain DC Desert regions are marked by sweltering heat and expanses completely devoid of shelter. Water is hard to come by save for occasional oases which are always well-hidden or wellguarded. The dangerous conditions of desert areas present a solid challenge for tier-2 and tier-3 adventuring parties. Whenever a character interacts with the environment or an environmental effect in the desert and an ability check or saving throw is required, the default terrain DC is 15. Landmarks As the party travels through areas of desert, they are bound to encounter weird landmarks featuring buried ruins and inhospitable expanses of strange sand. The Desert Landmarks table provides suggestions of unique features characters might encounter while traveling through this type of terrain. Some desert landmarks in the table are noted as oases and represent the only available sources of water in such areas. Hills Semi-arid chaparral hills hide steep-sided gullies and snaking stream beds. Vegetation is sparse and hardy: mostly coarse grasses, scrubby brush, and clumps of stubby trees crowding the banks of small creeks. Occasionally, a highland DESERT LANDMARKS d20 LANDMARK 1 Dunes of swirling, multicolored sand form complex patterns resembling arcane glyphs. 2 Purple worms feed close to the surface here, disturbing the sand dunes. 3 A legion of skeletal soldiers stands partially buried in the sand. 4 The colossal stone head of a pre-apocalyptic tyrant defiantly perches atop a precariously tall sand dune. 5 An ancient, monumental statue of an agricultural goddess provides a sense of peace and safety. A small patch of vegetation surrounds an altar pool of clear water. (Oasis) 6 Gibbets holding sun-bleached bones sway in the dry wind, and glittering trinkets lie scattered on the dead earth. 7 Large metal boxes are buried in the hard-packed sand up to their closed, hinged tops. They are filled with gelatinous cubes. 8 A functional—but deactivated—trolleum pump sprays black puddings (infested with trolleum and alchemical parasites) over a wide area if activated. 9 A low stone fence marks the boundary between fields of magically enhanced soil long since turned to a fine powder of gray dust. 10 A half-buried forest of brittle, bleach-white tree trunks rises out of the sand. 11 A bootleg alchemy laboratory and water collection tank are housed inside the roomy shell of a dead giant desert tortoise. (Oasis) 12 Pulverized glass beads, shimmering in the sun, spill across the sand. 13 An area noted for its frequent lightning storms features branching formations of fragile fulgurite protruding from the sand. 14 A toppled tower of ever-lasting stone forms a sheltered tunnel through the sand dunes. 15 Ruins of a once stately country manor, bleached brittle by the sun, contain a deep well. (Oasis) 16 A gargantuan, gold-plated ziggurat bearing potent geomantic glyphs endures the scouring wind of the desert. 17 Thick pieces of broken shell from a ginormous dragon tortoise egg form a bulwark against lashing sands. 18 The shadows cast by the crumbling walls of a defiled and burned-out temple cast a deep chill no matter the surrounding temperature. 19 Sharply angled dunes of black-and-white striated sand balance precariously. 20 The skull, spine, and ribcage of an enormous serpentine creature peek out of the sand and generate sparks of painful static electricity. CHAPTER THREE • exploration & wasteland survival 114 weird waStelandS
valley hosts a small lake surrounded by a band of thick vegetation. Many wastelanders make their home in hill country as there are numerous places to build defensible settlements with access to water. Terrain DC Travel through areas of hills is significantly easier than travel through other regions, but ready access to drinkable water and foraging means larger populations of predatory monsters and bandits. Conditions in the hills are easily handled by a moderately experienced tier-1 or tier-2 party. Whenever a character interacts with the environment or an environmental effect in the hills and an ability check or saving throw is required, the default terrain DC is 15. Landmarks As the party travels through areas of hills, they are bound to encounter weird landmarks featuring water sources, tracks, and unexpected geological formations. The Hills Landmarks table provides suggestions of unique features characters might encounter while traveling through this type of terrain. Mountains Mountains feature barren plateaus, volcanic massifs, and steep basalt ranges. Volcanic eruptions are frequent but unpredictable, and seismic activity is common. Gigantic creatures tend to control the few valleys here made fertile from volcanic soil. Terrain DC Travel through the mountains is dangerous due to seismic activity and the unforgiving altitude. Food and water can be found but are well hidden or guarded by brutally intelligent monsters. Due to the extreme conditions here, adventures set in the mountains are generally suitable for tier-3 adventuring parties. HILLS LANDMARKS d20 LANDMARK 1 A grove of twisted trees shelters the remains of a burned-down cluster of hovels. 2 A massive, steep-sided granite outcrop has shallow, well-worn grooves on its summit that collect water in the morning. 3 A carpet of mobile grasses migrates slowly along the border with the surrounding flatlands, drinking up rainwater and occasionally forming temporary grass-mat pools. 4 An ancient shrine nestled into the folds of the earth is still venerated by locals. 5 Steep-sided hills are laced with old goatherd tracks and dug-out shelters. 6 The hills have treacherous pathways that crumble easily. 7 The hills hedge in travelers with hidden box canyons and steep inclines. 8 The hills loom in the distance, blocking the view beyond. 9 The hills rise and fall gently, creating cradled valleys. 10 Hillcrests are topped with the shells of once-opulent manors. 11 A gorge near a deep, dry lakebed is hidden by thickets of thorny brush. 12 Patches of scrubby brush and chapparal wood snake up the hillside stream banks. 13 A vast crater plunges deep into the earth, its slopes riddled with caves, chasms, and smoking sinkholes. 14 A dam showing remarkably little damage spans a wide valley, and a trickling stream leaks out of its wedgedopen floodgate. 15 A building stands abandoned and unfinished with stacks of raw materials strewn about. 16 The trail winds past a fallen rockslide. 17 A pair of toppled herculean columns block the path ahead, their smashed masonry strewn about the hillside. Two enormous, silver-plated chains snake among the debris. 18 A winding, shallow valley is crusted over with dried, cracked mud. 19 A ruined garrison fortress now serves as a stone quarry for local settlements. 20 A pit is full of the fossilized bones of some massive, ancient predator and its prey. CHAPTER THREE • exploration & wasteland survival weird waStelandS 115
Whenever a character interacts with the environment or an environmental effect in the mountains and an ability check or saving throw is required, the default terrain DC is 20. Landmarks As the party travels through areas of mountains, they are bound to encounter weird landmarks featuring treacherous drops, useful mineral deposits, and deadly creatures. The Mountains Landmarks table provides suggestions of unique features characters might encounter while traveling through this type of terrain. Scrublands Gentle hills and valleys give way to flatland carpeted in tall, hardy grasses, scrubby brush, and invasive succulents with scattered boulders and groves of stunted trees strewn along the dry banks of wide stream beds. MOUNTAINS LANDMARKS d20 LANDMARKS 1 The nearby slope is studded with the burnt remains of a dead forest, the stumps bound with strips of colorful cloth. 2 A copper-wrapped, crystal prism—the prison of a doomed lich—is now a shrine for locals who are ignorant of what’s inside. 3 Bare desert mountains loom ahead with naked, rocky slopes and craggy peaks. 4 Perilous slopes are formed from massive piles of scree over loose boulders. 5 Boulders covered in arcane glyphs formed from patches of brightly colored lichen rest in a shaded ravine. 6 A massive stairway, ramps, and a trackway provide passage over a mountain range. 7 A dilapidated observatory is now used as a communal shelter for travelers. 8 Nestled in a ravine is a mountain spring whose waters nourish the alpine bog-meadow home of a thriving commune of homunculi and orphan familiars. 9 Parallel mountain ridges rise high over a steep-sided valley marked by scattered boulders and mounds of gravel. 10 Dry, craggy slopes are capped by bare rock summits. 11 A scrap totem marks the entrance to a narrow, rocky valley riddled with dozens of crude barrows containing the remains of wasteland warriors. 12 A steaming channel of cooling lava fills a narrow valley. 13 Ancient volcanic rock has created a natural amphitheater. 14 A 15-foot-tall boundary stone squats by the trail, marking the territory of a local fire giant clan. 15 A peak formed from a titanic beryl crystal bathes the nearby valleys in eerie blue-green light. 16 A permanent storm of heat lightning12 surrounds a prominent peak. 17 A glowing firefall of fast-flowing lava spills down a sheer precipice. 18 Gargantuan bones, weathered and broken, thrust their way out of a mountain slope. 19 In a winding valley is a rocky overhang that shelters many cave entrances. 20 A giant, foreboding watchtower stands atop a spire at the edge of a lake of lava. 12. See the “Hex-based Weather” section on p. 118 later in this chapter for information about heat lightning. Terrain DC Mild conditions and ready access to food and water makes exploration encounters in the scrublands suitable for tier-1 adventuring parties. Whenever a character interacts with the environment or an environmental effect in the scrublands and an ability check or saving throw is required, the default terrain DC is 10. Landmarks As the party travels through areas of scrublands, they are bound to encounter weird landmarks featuring hardy vegetation and infested meadows. The Scrublands Landmarks table provides suggestions of unique features characters might encounter while traveling through this type of terrain. CHAPTER THREE • exploration & wasteland survival 116 weird waStelandS
SCRUBLANDS LANDMARKS d20 LANDMARK 1 A tree of woe is decorated with the banners of the four most powerful warlords in the region. Each banner points the way to its warlord’s stronghold. 2 Crudely made humanoid decoys pose around a brushwood lean-to and firepit. 3 Several partially buried, rusty metal domes form a trail of low mounds through the grassland. 4 Boulders in a gravel and scrub field cast looming shadows no matter the sun’s position 5 Clusters of fleshy, fungal pods dot a barren plain. 6 Broken ground, once an agricultural heartland, is now a dusty patchwork of dry, hard-packed dirt fields divided by crumbling hedgerows. 7 The overgrown remains of a raised cobblestone roadway cross dun hills of green-gray sage scrub and golden grass. 8 A lone shrine near a well-known crossroads serves as a local message board, its interior walls plastered over with notes. 9 A broken aqueduct crosses arid grassland carrying water from the highlands. Water trickles down its broken face, creating a small pool at the bottom. 10 Enormous tumbleweeds pick up roots and thorny branches as they cut a pass through the grassland. 11 A massive tumbleweed lodged in a shallow gully shelters a small muddy pool and the new shoots of a tanglebrack patch. 12 A widening wedge of invasive metallic grass advances into a field of dry scrub. 13 A fallen trader’s howdah on the back of the desiccated corpse of an ankylosaurus serves as a makeshift shelter for a communal campsite. 14 Partially buried, cyclopean blocks of durable, dark green glass are scattered about a grassy plain. 15 The ruins of a burnt-down coaching inn and imperial waystation smolder nearby. 16 Two ends of a collapsed bridge sit on opposite banks of a canal choked with dry weeds. 17 A lone mesa looms over the surrounding carpet of brush, its flat top ringed with extensive fortifications. 18 A monumental funerary complex gleams white in the distance. 19 In the shelter of a low embankment is a miniature metropolis, the diminutive cityscape abandoned and overgrown. 20 Worn mile markers, crumbling monuments, and looted shrines line the sides of a partially buried gravel road. CHAPTER THREE • exploration & wasteland survival weird waStelandS 117
how to use a weather hex grid Follow these steps to use a weather hex grid to determine what the weather conditions are at the beginning of an adventuring day. 1. Consult your weather hex grid. (In this example, use the graphic provided here.) 2. Select a starting position in a hex with clear weather. 3. When you are ready to determine the day’s weather, roll a d6 and consult the “Direction” hex at the top of the image showing the numbers associated with each side of the hex. From your starting position, cross into the neighboring hex determined by your roll. The day’s weather conditions are the type assigned to the new hex into which you have moved. If the number you roll would move you across the outer border of the grid, reroll the d6 or choose a different hex into which to move. If the number you roll would move you to a hex with an X, the weather stays the same for that day. Sample Starting Weather Hex Grid Sample Weather Hex Grid after One Week of Travel hex-based weather Weather is part of the ever-present backdrop against which adventures in the wasteland take place. This section presents a unique way to generate weather-based exploration challenges by using some of the tools for creating a terrain hex map in the previous section. A weather hex grid utilizes a single sheet of paper covered with a printed pattern of hexes. Each individual hex on a weather grid represents a type of weather regularly experienced in the wastelands. A GM can use a weather hex grid to determine what type of weather the wasteland experiences each day, which in turn creates additional challenges for adventurers exploring the wilderness. Seven different types of weather exist in the Weird Wastelands, so there are seven different types of hexes that appear on a wasteland-specific weather hex grid: ■ Cinder Haze ■ Clear ■ Cursed Storm ■ Heat Lightning ■ Hell Wind ■ Rain ■ Sandstorm HEAT AND WIND IN THE WASTES The conditions in the wastes are harsh, requiring endurance and careful water conservation. Heat and wind are often the most excessive (and deadly) environmental factors with which adventurers must contend while adventuring in the wastelands. At any time, you can pick a new hex to move into rather than let the dice decide. A week of cinder hazes and hell winds might not be your group’s idea of a good time. CHAPTER THREE • exploration & wasteland survival 118 weird waStelandS
Heat Intensity A domineering sun bakes the wasteland with unrelenting heat. As a result, a creature’s water needs are greatly impacted by the heat on any given day in the wastes. There are three levels of heat intensity to help you track the scorching temperatures of the wasteland: normal, high, and severe. Some weather types have set heat intensity levels, while other weather types require you to randomly determine the day’s heat intensity level by rolling on the Heat Intensity table. HEAT INTENSITY d6 HEAT INTENSITY LEVEL 1–3 Normal 4–5 High 6 Severe Normal Temperature Range: 80–99 degrees Fahrenheit (27–37 degrees Celsius) Water Usage: Standard daily requirements are sufficient. Extreme Heat: Not considered extreme heat. High Temperature Range: 100–140 degrees Fahrenheit (38–60 degrees Celsius) Water Usage: Water needs are doubled for the day.13 Extreme Heat: Standard rules apply. Severe Temperature Range: 141+ degrees Fahrenheit (61+ degrees Celsius) Water Usage: Water needs are doubled for the day. Extreme Heat: Standard rules apply, with the following modifications: ■ Saving throws made to resist the effects of extreme heat start at DC 15 (instead of DC 5). ■ Creatures wearing heavy or medium armor or heavy clothes automatically fail saving throws made to resist the effects of extreme heat. ■ Creatures with resistance or immunity to fire damage and creatures naturally adapted to hot climates have advantage on their saving throws to resist the effects of extreme heat (instead of automatically succeeding). 13. If you are using the variant rules for resource dice presented earlier in this chapter, you can abstract the water usage requirements for high and severe heat intensity as a −1 penalty to the creature’s water resource die roll at the end of the day. standard rules: extreme heat The information in this section reflects the standard 5E rules for extreme heat, reprinted here for convenience. When the temperature is at or above 100 degrees Fahrenheit or 38 degrees Celsius, a creature exposed to the heat and without access to the required amount of drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor or who are clad in heavy clothing have disadvantage on this saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. Daily Water Requirements by Creature Size Tiny – 1/4 gallon Large – 4 gallons Small – 1 gallon Huge – 16 gallons Medium – 1 gallon Gargantuan – 64 gallons CHAPTER THREE • exploration & wasteland survival weird waStelandS 119
Wind Intensity With little to no vegetation present to slow it down, the wind races across the wasteland, whipping up sand, grit, and scrap. There are three levels of wind intensity to help you track the scouring winds of the wasteland: calm, light, and strong. Some weather types have set wind intensity levels, while other weather types require you to randomly determine the day’s wind intensity level by rolling on the Wind Intensity table. WIND INTENSITY d6 WIND INTENSITY LEVEL 1–3 Calm 4–5 Light 6 Strong Calm Ranged Weapon Attack Penalties: None Perception Penalties: None Flight Penalties: None Dispersal: Does not extinguish open flames and cannot disperse gases such as smoke, vapor, or smog. Light Ranged Weapon Attack Penalties: None Perception Penalties: Creatures without eye protection have disadvantage on Wisdom (Perception) checks that rely on sight. Flight Penalties: None Dispersal: Open flames are immediately extinguished, and gases such as smoke, vapor, or smog are dispersed after 1 minute. Strong Ranged Weapon Attack Penalties:Creatures have disadvantage on ranged weapon attack rolls and automatically fail all ranged weapon attack rolls made against creatures more than 30 feet away. Perception Penalties: Creatures without eye protection are blinded and have disadvantage on Wisdom (Perception) checks that rely on hearing. Flight Penalties: Large or smaller creatures and vehicles attempting to fly must first succeed on a DC 15 Strength (Athletics) check. On a success, a creature can fly as normal but must land at the end of its turn or fall. On a failure, the creature’s flying speed is reduced to 0 until the start of its next turn. Dispersal: Open flames are immediately extinguished, and gases such as smoke, vapor, or smog are immediately dispersed. WASTELAND WEATHER HEX DESCRIPTIONS This section gives more information about the seven weather types found in the wasteland, including a description as well as additional challenges each weather condition can impose on adventurers exposed to it. Also included in each weather type’s description is a heat and wind intensity level, which helps give you an idea of how to narratively describe weather conditions. Each intensity level presents additional survival challenges you can introduce when traveling in such conditions. Cinder Haze Smoke-like haze fills the air as particles drift downward, coating everything in fine gray dust. Every so often, neon flashes of too-orange light outline the black clouds far above. Weather Penalties Cinder haze weather imposes the following penalties: Falling Embers: Flammable objects that aren’t being worn or carried are ignited after 1 minute of exposure to cinder haze. Creatures with exposed skin take 1d10 fire damage at the end of each hour they are exposed to cinder haze. Gray Dust: All areas affected by cinder haze are considered lightly obscured, and maximum visibility is reduced to 30 feet. Pyroclastic Fever: Creatures without a face covering or other apparatus to filter the air they breathe that are exposed to cinder haze must succeed on a DC 15 Constitution saving throw at the end of each hour or contract the magical disease pyroclastic fever. Creatures that do not need air to survive automatically succeed on this saving throw and are immune to pyroclastic fever. New Disease: Pyroclastic Fever Symptoms manifest 1 hour after infection and include fever and large blisters. An infected creature gains one level of exhaustion that cannot be removed until the disease is cured. Infected creatures are also vulnerable to fire damage. Once per hour, an infected creature takes fire damage equal to its current level of exhaustion. If the creature dies as a result of this damage, its body is reduced to ash from spontaneous combustion, and a magmin forms in the ash pile in 1d4 hours if the ashes aren’t scattered. The ash pile is hot to the touch for 1 day. At the end of each long rest, an infected creature can attempt a DC 15 Constitution saving throw, recovering from the disease on a success. CHAPTER THREE • exploration & wasteland survival 120 weird waStelandS
Heat Intensity When the weather is cinder haze, the daily heat intensity level is severe. Wind Intensity When the weather is cinder haze, the daily wind intensity level is calm. Clear Cloudless skies mean the day’s weather is blessedly clear, and there are no default dangerous weather conditions as a result. Weather Penalties Clear weather does not impose any penalties. Heat Intensity When the weather is clear, roll a d6 and consult the Heat Intensity table to determine the day’s heat intensity level. Wind Intensity When the weather is clear, roll a d6 and consult the Wind Intensity table to determine the day’s wind intensity level. Cursed Storm Evaporated alchemical fluids fall back on the earth in a torrent of caustic rain. Weather Penalties Cursed storm weather imposes the following penalties: Caustic Rain: Creatures and objects exposed to cursed storm caustic rain take 1d10 acid damage and 1d10 poison damage per minute they are exposed. Foul Provisions: Creatures who drink cursed storm caustic rain become poisoned until the end of their next long rest. Unprotected food and water exposed to the rain rots and becomes putrid. Creatures who consume affected food or water become poisoned until the end of their next long rest. Green Fog: All areas affected by cursed storm weather are lightly obscured by patchy green fog, and maximum visibility is reduced to 60 feet. Soaked: Creatures wearing non-waterproof clothes or armor who are exposed to cursed storm caustic rain for more than 1 minute have 1d4 of their encumbrance slots taken up with water and become miserable until they dry off.14 14. Encumbrance slots (p. 107) and the miserable condition (p. 104) are explained earlier in this chapter. CHAPTER THREE • exploration & wasteland survival weird waStelandS 121
It takes 1 wilderness round for clothes to dry, or half that if exposed to daylight or open flames. Waterlogged: An area under the effects of cursed storm weather is difficult terrain. Heat Intensity When the weather is cursed storm, the daily heat intensity level is normal. Wind Intensity When the weather is cursed storm, the daily wind intensity level is normal. Heat Lightning A thunderstorm of evaporated rain causes cascading heat lightning that rips through the charged, dry atmosphere. The air feels like it’s buzzing with electricity. Weather Penalties Heat lightning weather imposes the following penalty: Lightning Strike: For each creature out in the open for more than 1 minute during a wilderness round, roll a d20. On a 20, the creature is struck by lightning and must attempt a DC 20 Dexterity saving throw, taking 3d10 lightning damage on a failure, or half as much damage on a success. Heat Intensity When the weather is heat lightning, the daily heat intensity level is high. Wind Intensity When the weather is heat lightning, the daily wind intensity level is light. Hell Wind The air roars with ferocious gale-force winds of extreme heat, scouring grit, and flying debris, all evidence of the ecological damage wrought by arcanized warfare. Weather Penalties Hell wind weather imposes the following penalties: Flying Debris: All areas affected by hell wind are considered lightly obscured, and maximum visibility is reduced to 30 feet. Swirling Debris: At the end of each wilderness round, creatures in areas affected by hell wind must succeed on a DC 15 Dexterity saving throw or be struck by flying sand and debris and take 4d10 slashing damage. Unbearable Heat: For every minute of strenuous activity a creature engages in while exposed to areas of hell wind, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. Creatures automatically fail this saving throw if they lack appropriate protective gear. Windblown Drifts: An area under the effects of hell wind weather is difficult terrain. Heat Intensity When the weather is hell wind, the daily heat intensity level is severe. CHAPTER THREE • exploration & wasteland survival 122 weird waStelandS
Wind Intensity When the weather is hell wind, the daily wind intensity level is strong. Rain The sky fills with normal clouds—clouds full of refreshing, life-giving rain—a rare reprieve from the scorching wasteland heat. Weather Penalties Rain weather imposes the following penalties and benefits: Fresh Water: Drinkable water is abundant during rain. Attempts to gather water automatically succeed and fill any containers to their maximum resource die. For 1d4 days after rain weather, creatures have advantage on ability checks to gather water. Rain Showers: All areas affected by rain are lightly obscured, and maximum visibility is reduced to 1 mile. Soaked: Creatures wearing non-waterproof clothes or armor who are exposed to rain for more than 1 minute have 1d4 of their encumbrance slots taken up with water. It takes 2 wilderness rounds for clothes to dry, or half that if exposed to daylight or open flames. Vigorously Alive: Vegetation flourishes briefly following a cleansing rain. For 1d4 days after rain weather, creatures have advantage on ability checks to forage for food. Waterlogged: An area under the effects of rain weather is difficult terrain. Heat Intensity When the weather is rain, the daily heat intensity level is normal. Wind Intensity When the weather is rain, the daily wind intensity level is calm. Sandstorm Strong winds fill the air with sand and other detritus pulled from across the wastes. Howling wind and whipping sand veil whatever danger lurks just ahead and make navigation difficult. Weather Penalties Sandstorm weather imposes the following penalties: Buried Landmarks: Creatures in areas of sandstorm have disadvantage on Wisdom (Survival) checks made to avoid becoming lost. Flying Debris: All areas affected by sandstorm weather are considered lightly obscured. Windblown Drifts: Creatures cannot travel at a fast pace in areas affected by sandstorm weather. Heat Intensity When the weather is sandstorm, the daily heat intensity level is normal. Wind Intensity When the weather is sandstorm, the daily wind intensity level is strong. CHAPTER THREE • exploration & wasteland survival weird waStelandS 123
We used the guidelines in the DMG to determine the DCs in this chapter. Given the nature of the game, it’s possible for a character to excel at tasks related to a particular ability score. This is fine. As GM, you can always adjust DCs and introduce interesting complications if you find that your players are hyper-competent survivalists. It’s also okay to let the DCs stand and the dice fall where they may. It seems sensible for a player to create a character who’s good at wilderness exploration when joining a postapocalyptic fantasy campaign. Remember, within a party, the characters will have different strengths and weaknesses, so it’s highly likely at least one person is sweating at having to make a DC 10 ability check or saving throw. turn-based exploration The rules presented here are an optional rules system to create unique exploration-based gameplay. GMs can use these rules to run a session of play focused on exploring unknown parts of the wasteland while traveling between established locations. Note that this turn-based system uses many of the variant rules previously discussed in this chapter, so there are several references here to mechanics presented earlier in chapter 3. If an element sounds unfamiliar, refer back to previous sections of this chapter. Specifically, the following variant rules are heavily used: ■ Hex-Based Terrain (p. 109) ■ Hex-Based Weather (p. 118) ■ Long Rests and Comfort (p. 106) ■ Resource Dice (p. 106) ■ Scavenging (p. 128) object of the turn-based exploration system The aim of this system is to create an adventure out of exploring the wasteland by using the outcomes of player choices and chances for random events to generate a session’s worth of game play. Use this system when you want to make an adventure out of traveling somewhere or when you want to highlight the dangers of the wasteland. Think of it like a turn-based minigame representing one day of travel that gives structure to how the characters survive in a harsh environment. You don’t need to use this system every time the characters leave a settlement. Sometimes a quick trip is a quick trip, and for those times, other tools work better. You should not feel limited by the rules described here. Use the mechanics outlined in this section to inspire set-piece wilderness encounters or whip up an on-the-fly scene when needed. how to use the turnbased exploration system Our turn-based exploration system abstracts the events of one day of wilderness exploration. It divides one day of travel into 3 “wilderness rounds,” which represent morning, midday, and night. Running one day of turn-based exploration (using the rules as written) should take about 3 hours in real time (about the length of one standard game session). WILDERNESS ROUNDS Each day of exploration is divided into 3 wilderness rounds, with each round representing approximately 8 hours of a 24-hour day. The system assumes that you begin a session of turn-based exploration in the morning, so it is referred to as wilderness round 1.15 The three rounds represent: ■ Wilderness round 1 – Morning (start of day) ■ Wilderness round 2 – Midday ■ Wilderness round 3 – Night (end of day) SETUP Before you begin (ideally before the game session starts), create a wasteland terrain hex map using the process described in the “Hex-Based Terrain” section earlier in this chapter. You will also need to use the wasteland weather hex grid in the “Hex-Based Weather” section.16 You should also review the encounter information in chapter 4 before you begin play, since elements of this turn-based exploration system often call for you to roll on the terrain-based encounter tables17 detailed there. Setup Part 1: GM Checks the Weather and Describes Conditions When you are ready to begin the session, the GM checks the weather for the day and describes the resulting conditions using the weather hex grid.18 Setup Part 2: Players Review Hex Map Before play begins, players should have a chance to review where they currently are on your wasteland terrain hex map. Based on what they see in the surrounding hexes, they can determine what types of terrain are available for exploration around them. 15. While we assume you will start with wilderness round 1 in the morning, there is no reason why you can’t shake up this format! You can begin a day of exploration at any time that makes sense with the story, or you can run just 1 wilderness round as part of a game session without completing all three. Do whatever works best for your table. 16. The “Hex-based Terrain” and “Hex-based Weather” sections can be found on p. 109 and p. 118 respectively. 17. These tables can be found in chapter 4 the “TerrainBased Encounter Tables” section on p. 159. 18. The process for determining the day’s weather is explained in the “How to Use a Weather Hex Grid” sidebar on p. 118. CHAPTER THREE • exploration & wasteland survival 124 weird waStelandS
These rules don’t cover every situation that could come up while exploring the wasteland, and they’re not about constraining player choices. They’re a way to help GMs structure and pace wasteland adventures on a scale larger than hour-by-hour but still small enough to for players to make meaningful decisions. As GM, you’re always free to slow down and focus on what’s happening within the 8 hours of a wilderness round. You might have multiple sessions that take place within the span of a single wilderness round followed by a session during which the party camps in one spot for a week or more exploring the surrounding region. These rules are here to help make sure the time your players spend exploring is engaging and presents them with interesting choices that steer the course of the game. These rules are abstract because we wanted to reduce the amount of bookkeeping traditionally associated with the exploration pillar. To get the most out of these rules, embrace the abstraction. For example, a 5-mile hex is big enough to contain an entire campaign’s worth of adventure. Consider also how many individual actions a character could take over 8 hours in game. It’s easy to get bogged down in that level of detail and lose momentum. Stick to the high points and embrace the time-skipping, abstract nature of hexes and wilderness rounds. Unless there is something at stake that demands it, resist the impulse to zoom in and play moment by moment or to know the exact distance traveled. The same goes for resource dice, wilderness actions, and inventory slots. The rules might seem overly “gamey,” but they’re here so you don’t have to calculate miles per day, pounds of gear carried, or days’ worth of rations. STEPS 1. Players Choose the Wilderness Round Type Once the weather for the day is declared and all players have reviewed their position on the hex map, you are ready to begin play. At this point, the players collectively decide what type of wilderness round the party is going to take, from three available options: camping, exploring, or traveling. Each wilderness round type allows for a different set of wilderness actions characters can take. Camping When players choose the camping wilderness round type, their characters remain in their current hex to rest and recuperate. In order to gain the benefits of a rest while traveling, characters must spend 1 wilderness round of a given day camping. Exploring When players choose the exploring wilderness round type, their characters remain in their current hex and search the local area for resources, inhabitants, or sites of interest. Traveling When players choose the traveling wilderness round type, their characters move between hexes using old roads, foot paths, and landmarks to navigate the wilderness. When players choose this wilderness round type, they must also decide: ■ Which character is the navigator who will guide them through the wilderness to their intended destination. ■ Their desired destination hex or desired direction of travel. ■ Their travel pace (slow, normal, or fast). ■ Whether the group is attempting to use Stealth to travel unnoticed. ■ Whether any characters will attempt to scout ahead, stay on watch, or follow tracks. turned-based exploration steps Here is a quick reference guide to the steps required to run turn-based exploration sessions using the Weird Wastelands system: 1. GM rolls to determine the day’s weather and describes relevant conditions to the players. 2. Players collectively choose the type of wilderness round for round 1, determining whether they want to dedicate the round to traveling, exploring, or camping. (The wilderness round type determines the wilderness actions available to them for a given wilderness round.) 3. GM rolls the wilderness event die to determine the round’s event and notes the result. Depending on the result, the GM may tell the players what type of event it is (such as characters noticing a change in the weather indicating an oncoming sandstorm). 4. Starting with the first player and going clockwise, each player declares what wilderness action their character intends to take for the current wilderness round. 5. In the same order they were declared, each player resolves their character’s wilderness action and any misfortunes that occur as a result. 6. If the GM has not already resolved the result of the wilderness event die roll, they do so now. 7. Repeat steps 2–6 for rounds 2 and 3. 8. Resolve any rest benefits or further checks prompted by the day’s events. If using any or all of the variant rules, roll resource dice for resources consumed that day; check in with each character for conditions like comfortable, exhaustion, and dehydration; and address any item wear and tear. CHAPTER THREE • exploration & wasteland survival weird waStelandS 125
We have chosen not to rely on passive ability checks to resolve wilderness actions, as we want to preserve the uncertainty and tenson of the die roll. The party’s travel pace affects their ability to journey stealthily, navigate accurately, and notice their surroundings. The Travel Pace table outlines the mechanical effects the group’s pace has on them. Adjustments to ability checks and saving throws apply for duration of the respective travel pace. 2. GM Rolls the Wilderness Event Die Once the players have determined the wilderness round type, the GM rolls on the Wilderness Events table to determine if a special wilderness event occurs during the wilderness round (the GM can also choose instead of roll). This event could be an encounter with a wasteland monster, uncovering a useful clue, or a dramatic shift in weather. Once the die is rolled, the GM should share the result but not reveal specifics. The GM chooses if the rolled wilderness event resolves during one of the characters’ turns this round or at the end of the round after all the characters have taken their turns and resolved any misfortunes. You are encouraged to weave the event into the story based on the successes and failures of the characters whenever possible. WILDERNESS EVENTS d6 RESULT 1–3 Encounter 4 Clue 5 Weather Shift 6 Uneventful Encounter: Based on the terrain type of the hex the party is currently traveling through, roll on the appropriate terrain-based table in chapter 4 to determine what the characters encounter this wilderness round. Clue: The characters stumble across some evidence of nearby creatures, such as tracks, TRAVEL TIMES PACE HEXES TRAVELED PER ROUND STEALTH PASSIVE PERCEPTION MODIFIER NAVIGATION DC MODIFIER EXHAUSTION DC MODIFIER Slow 2 Possible +5 −5 – Normal 4 Possible, but attempts are made at disadvantage – – – Fast 5 Not possible −5 +5 +5 droppings, or a scent. Based on the terrain type of the hex the party is currently traveling through, roll on the appropriate terrain-based table in chapter 4 to determine what sort of creature left the clues. When the characters discover a clue, they can attempt to avoid the creature or track it. If the party decides to ignore the clues or fails in their attempt to track it, the GM determines the consequences.19 Weather Shift: Roll on the weather hex grid to represent a sudden shift in the day’s weather conditions. Apply any penalties listed in the rolled weather type as soon as you declare the change. Uneventful: Nothing of note happens during this wilderness round. 3. Players Declare Wilderness Actions The wilderness round type chosen by the players determines the wilderness actions available to them during this wilderness round. The players are encouraged to discuss as a group what actions they are going to take, but the final decision is ultimately up to each player. Each player declares one wilderness action their character takes for the entirety of the wilderness round. Characters who choose to take the same wilderness action as another character assist one another when attempting any associated checks. If two characters take the same action, they decide which character rolls the check with advantage. If three or more characters take the same action, they can attempt a group check20 to determine success or failure. If the check fails, all characters share any misfortunes that occur. 19. Having the creature show up later for a surprise attack (resulting in the death of a helpful NPC) or having the characters walk unprepared into an ambush are great potential consequences. 20. Everyone in the group attempts a group check. If at least half the group (rounded up) succeeds, the whole group succeeds. Otherwise, the group fails. CHAPTER THREE • exploration & wasteland survival 126 weird waStelandS
Camping Wilderness Actions When the players dedicate the wilderness round to camping, they must elect at least one character to take the Make Camp action. This player is the first person to declare their character’s wilderness action for the round. The other players can choose to assist another character taking the Make Camp action, or they can choose the Take Watch action. Exploring Wilderness Actions When the players dedicate the wilderness round to exploring, they can choose for their characters to take either the Hunt, Search, or Gather action. If a character chooses the Search action, that player is the first player to declare their character’s wilderness action for the round. If multiple characters intend to take the Search action, randomly determine who goes first, then go clockwise as normal. Note that the Gather action can be taken only if the party has previous in-game knowledge of a resource site in their current hex or at least one other player has declared their character is taking the Search action. Traveling Wilderness Actions When the players dedicate the round to traveling, they must elect one character to act as the group navigator, and that character must take the Navigate action for the round. This player is the first person to declare their character’s wilderness action for the round. The other players can choose to assist a character taking the Navigate action, or they can choose the Track or Scout actions. Several exciting (and sometimes unfortunate) things can happen to the party while traveling. The Traveling Misfortunes table can be used any time you need to shake things up during travel in addition to utilizing it when specific actions call for it. Several resolutions in the Traveling Misfortunes table call for a saving throw or ability check. In these cases, use the relevant terrain DC.21 Additionally, several of these resolutions cause the party to become lost. In these cases, refer to the “Getting Lost” section on p. 131 later in the chapter for more information on becoming lost. 4. GM and Players Resolve Wilderness Actions Once all the players have declared what wilderness action their characters will take during this wilderness round, it is time to resolve each character’s turn in the same order the players declared them. 21. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. To resolve a wilderness action, players attempt the required ability check, then successes or failures are resolved (including any misfortunes that occur). In general, there are three outcomes for each type of wilderness action: ■ On a success, the character accomplishes their goal without penalty. ■ Exceeding the DC by 5 or more is a critical success, which comes with additional benefits outlined in the action. ■ On a failure, the character must roll on the action’s accompanying misfortune table. WILDERNESS ACTION DESCRIPTIONS The wilderness actions are presented here in more detail in alphabetical order. Many of these actions use the terrain DC of the terrain type characters are in when they attempt associated ability checks, so keep that number handy.22 Gather When a character chooses the Gather action, their goal is to mine ore, collect water, or otherwise amass some sort of resource for themselves or for the party. Characters can take this action only if they have prior knowledge of a resource site23 located in their current hex or if a character has already successfully discovered a resource site in their current hex earlier in the wilderness round by taking the Search action. When a character takes the Gather action, they must attempt a Strength (Athletics), Dexterity (Sleight of Hand), or Wisdom (Survival) check (player’s choice) against the relevant terrain DC. Alternatively, the GM can allow a character to attempt an ability check with a relevant set of tools in which the character is proficient. ■ Success: On a success, a character gathers one resource die provided they have suitable containers to hold the resource. ■ Critical Success: On a critical success, a character gathers 1d4 + 1 resource dice provided they have suitable containers to hold the resources. ■ Failure: On a failure, roll on the Gathering and Searching Misfortunes table and follow the steps outlined in the resolution. If the resolution calls for a saving throw or ability check, use the relevant terrain DC.24 22. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 23. See “Resource Sites” in the “Scavenging” section on p. 128. 24. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. CHAPTER THREE • exploration & wasteland survival weird waStelandS 127
25. See p. 171 for the I Search the Body table. GMs can choose to use a single, simple roll to account for resources (as explained earlier in the chapter) and have players take the Gather action as described previously, or they can go use the Scavenge action to make survival a central part of the story. Scavenging can be key to thriving in the Weird Wastelands, which requires simple mechanics to make the process fun and interesting. Use these rules when you want gathering resources to be the central focus of a session. RESOURCE SITES Most sources of water, food, scrap, and fuel in the wastes are limited in how many times a creature can harvest resources from them. Each of these resource sites has its own resource die, which is decreased in size each time a creature successfully scavenges from it. For example, a d12 water site can be scavenged five times before it is depleted (from a d12 to a d10, d10 to d8, d8 to d6, d6 to d4, and then depletion). If a character uses the resource on site without gathering more for later, such as taking a drink of water instead of refilling a waterskin, simply roll the site’s resource die to see if the amount of that resource remaining (and, consequently, the size of the resource die) decreases. Especially abundant resource sites could have multiple d20 resource dice available, and some rare sites have their resource dice replenished hourly or daily. RESOURCE DIE SIZE BY SUPPLY RESOURCE SITE SUPPLY SUGGESTED RESOURCE DIE SIZE Scarce d4 to d8 Sufficient d10 to d20 Bountiful one or more d20s SAMPLE RESOURCE SITES d6 RESOURCE POSSIBLE SITES 1–2 Food, forage Shrub patch, under a rock, supply cache 3 Fuel, trolleum Wrecked vehicle, hidden reservoir, abandoned pump pylon 4–5 Scrap Wrecked vehicle, ruined building, old campsite 6 Water Small spring, hidden reservoir, supply cache SCROUNGING FOR SCRAP Delving into ruins and picking over wrecks is one of the main ways wastelanders acquire what they need to survive. Relics of the past are available in many forms to enterprising salvagers—arcanotech, scrap, and fuel among them. Since scrap is the detritus of a highly magical society, much of it is inherently magical and valued by wastelanders for its durability. Nearly every settlement has some sort of scrap market. Scrap is a highly abstracted resource; it’s both loose bits and bobs and whole spare parts that are ready for use. Scrap can be used in several ways: as construction materials, as crafting components, or to repair items, objects, structures, constructs, and—because much of it is inherently magical— arcanotech devices. variant gather action: scavenge SOURCES OF SCRAP If the players wish to scavenge for scrap, the GM first decides whether a site has scrap to find at all. Typical sources of scrap include wrecks, ruins, old battlefields, abandoned depots, dumps, unoccupied settlements, and arcanotech workshops. Some things the GM may consider when making this decision and in determining how much scrap can be at a given scrap resource site include the following questions: How old is the site? What was (or is) its purpose? How recently was it occupied? Has it been picked clean? Unless a site has literally nothing at all, it’s worth letting the party try to scavenge once. If all else fails, you can roll 2d4 to determine how many wilderness rounds it would take to gather every last bit of scrap from the area. While searching for scrap, if a character rolls a critical success on their gather wilderness action, their scrap resource die size increases by one, and they roll 1d4 times on the Random Scrap table for additional effects. RANDOM SCRAP d6 RANDOM SCRAP 1 Scrap resource die size increases by one 2 Scrap resource die size increases by one, and roll once on the I Search the Body table25 3 Fuel resource die size increases by one 4 Scrap resource die size increases by one, and you find 3d6 gp 5 Scrap resource die size increases by one, fuel resource die size increases by one, and you find 3d6 × 10 gp 6 Scrap resource die size increases by one, you find 3d6 gp, and you find one random uncommon magic item CHAPTER THREE • exploration & wasteland survival 128 weird waStelandS
d20 FORAGED FOOD DESCRIPTION 1 Berry Plump and juicy, but what can you do with only one? 2 Butternuts Oily and sustaining 3 Cactus fruits Makes a great wine 4 Chia seeds Can be grown into sprouts or used to make pudding 5 Fig Sweet, juicy, and easily dried 6 Goat carcass So fresh that carrion animals haven’t picked it entirely clean! 7 Gourd Water in an edible, crunchy cup 8 Grubs Juicy and surprisingly sweet 9 Hedgehog cactus A hedgehog with cactus spines, easy to barbecue 10 Honey Never goes bad 26. Jim Davis hates tomatoes, that’s who. FORAGING FOR FOOD Travelers in the wastes must manage their food stores between rare encounters with resource sites. In the absence of such oases, they can also forage for food. A good roll on a d20 FORAGED FOOD DESCRIPTION 11 Nectar The desert flowers share their splendor 12 Olives Preserve in oil or salt and they’ll last for years 13 Pine nuts Excellent roasted 14 Prickly pear These pears get offended when you try to eat them 15 Reptile eggs Get through the leathery shell to get the good stuff 16 Small nutrient cubes You really can find them anywhere 17 Sweet Potato Like other tubers, but orange! 18 Tubers Boil ’em, mash ’em, stick ’em in a stew. 19 Wild onions Elevates any meal 20 Wild tomato Who doesn’t like tomatoes?!26 resource die represents success in foraging. Below are some food items travelers might find in the Wastelands. Consult the Foraged Foods table for ideas on food characters might find when foraging. CHAPTER THREE • exploration & wasteland survival weird waStelandS 129
Hunt Characters who choose this action during a wilderness round dedicate their time to hunting other creatures for food. When a character takes the Hunt action, they must attempt a Wisdom (Survival) check against the relevant terrain DC. ■ Success: On a success, the character increases their food resource die by two.27 ■ Critical Success: On a critical success, the character increases their food resource die by three. Creatures who eat the next meal prepared with this food recover one Hit Die or remove one level of exhaustion (creature’s choice). ■ Failure: On a failure, roll on the Hunting Misfortunes table and follow the steps outlined in the resolution. If the resolution calls for a saving throw or ability check, use the relevant terrain DC.28, 29 Make Camp Characters who choose the Make Camp action spend the wilderness round finding and setting up a campsite to provide shelter and comfort to the group. This action is essential for characters to get the full benefits of a long rest while in the wild.30 When a character takes the Make Camp action, they must attempt a Strength (Athletics), Intelligence (Investigation), Intelligence (Nature), or Wisdom (Survival) check (player’s choice) against the relevant terrain DC. While making camp, characters may engage light activity over the course of their wilderness action without needing to roll or worry about consequences for failure. Such activities might include cooking meals, talking, repairing gear or vehicles, organizing inventory, crafting items, tending to wounds, playing an instrument, reading, eating and drinking, playing a game, and caring for animals. ■ Success: On a success, the character sets up a comfortable camp site necessary to gain the full benefits of a long rest. ■ Critical Success: On a critical success, the character sets up a comfortable camp site necessary to gain the full benefits of a long rest. Additionally, characters camping at the site have advantage on saving throws to resist gaining levels of exhaustion, and this long rest removes two levels of exhaustion instead of one. ■ Failure: On a failure, roll on the Camping Misfortunes table and follow the steps outlined in the resolution. Unless the resolution says otherwise, characters still set up a comfortable campsite necessary to gain the full benefits of a long rest. If the resolution calls for a saving throw or ability check, use the relevant terrain DC.31 Navigate A character who chooses to navigate spends the wilderness round plotting the group’s course and leading them as they travel. When a character takes the Navigate action, they must attempt an Intelligence (Nature) or Wisdom (Survival) check (player’s choice) against the relevant terrain DC.32 ■ Success: On a success, the party moves up to the number of hexes allowed by their travel pace without incident. ■ Critical Success: On a critical success, characters gain the benefits of a success, and they find essential supplies along the way. One character may take a free, additional wilderness action this round to harvest the resources (as per the Gather wilderness action). ■ Failure: On a failure, roll on the Traveling Misfortunes table33 and follow the steps outlined in the resolution. Unless the resolution says otherwise, characters successfully maintain their travel pace and arrive at their intended destination. Scout A character who takes the Scout action spends the wilderness round looking out for danger and helping the party avoid it as they travel. When a character takes the Scout action, they must attempt an Intelligence (Investigation) or A character might have this advance warning by smelling smoke, hearing a sudden loud noise, finding another creature’s tracks, or catching a glimpse of movement from afar. 27. See the “Resource Dice” section on p. 106 for the variant resource dice rules. 28. Several resolutions in the Hunting Misfortunes table require a roll on the Wasteland Scavenger Encounters table, which can be found on p. 173 in chapter 4. 29. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 30. See p. 102 earlier in the chapter for information on long rests and the comfortable condition. 31. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 32. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 33. See the Traveling Misfortunes table on p. 132. CHAPTER THREE • exploration & wasteland survival 130 weird waStelandS
Wisdom (Perception) check (player’s choice) against the relevant terrain DC.34 ■ Success: On a success, the character is alert and gains advance warning of any random encounters rolled for the area in that turn. The character has advantage on any Wisdom (Perception) checks to avoid surprise or notice hidden creatures until the end of the wilderness round. A success does not reveal any creatures, it merely alerts a character to their presence in the general area, allowing the party to avoid the creature if they choose. ■ Critical Success: On a critical success, the character gains the benefit of a success, they discover a set of tracks belonging to a local creature, and they learn some useful information about that creature. ■ Failure: On a failure, hostile creatures have advantage on their initiative rolls the next time the party is in combat. Search During an exploring wilderness round, a character who takes the Search action spends the round looking for resource sites from which the party can gather supplies. When a character takes the Search action, they must attempt an Intelligence (Investigation), Intelligence (Nature), or Wisdom (Perception) check (player’s choice) against the relevant terrain DC.35 ■ Success: On a success, the character discovers a resource site with a sufficient supply.36 ■ Critical Success: On a critical success, the character discovers a resource site with a bountiful supply. ■ Failure: On a failure, roll on the Traveling Misfortunes table37 and follow the steps outlined in the resolution. Take Watch A character who chooses the Take Watch action spends the wilderness round on guard at the party’s campsite. When a character takes the Take Watch action, they must attempt an Intelligence (Investigation) or Wisdom (Perception) check (player’s choice) against the relevant terrain DC.38 ■ Success: On a success, the character has advantage on any Wisdom (Perception) checks to avoid being surprised or to notice hidden creatures until the end of the wilderness round. ■ Critical Success: On a critical success, the character gains the benefit of a success and has advantage on initiative rolls until the end of the wilderness round. ■ Failure: On a failure, creatures have advantage on Dexterity (Stealth) checks they make to avoid being noticed by the party. Track While traveling, a character who takes the Track action is on the lookout for vehicle tracks, disturbed ground, or other signs of creatures that have moved through the area. When a character takes the Track action, they must attempt a Wisdom (Survival) check against the relevant terrain DC.39 ■ Success: On a success, the character finds a discernable trail and can follow it, learning the general size and dimensions of their quarry. If the quarry is in an adjacent hex, the party catches up with the quarry the next time they spend a wilderness round traveling. ■ Critical Success: On a critical success, the character gains the benefits of a success and learns the number of creatures, vehicles, or mounts with their quarry along with the quarry’s travel pace. ■ Failure: On a failure, roll on the Traveling Misfortunes table40 and follow the steps outlined in the resolution. getting lost When a character is lost, they and every creature traveling with them unknowingly travel in the wrong direction for the entirety of the wilderness round, at the end of which they realize they are lost. Roll 1d6 and consult the following chart to determine what direction the party travels in (and in which hex they end up at the end of the wilderness round). If the result would allow the party to travel to their intended hex or off the map you’re using, reroll. 34. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 35. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 36. See “Resource Sites” in the “Scavenging” section presented earlier in this chapter on p. 128. 37. See the Traveling Misfortunes table on p. 132. 38. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 39. See the “Wasteland Terrain Hex Descriptions” on p. 111 earlier in this chapter for each terrain’s associated terrain DC. 40. See the Traveling Misfortunes table on p. 132. CHAPTER THREE • exploration & wasteland survival weird waStelandS 131
There are lots of ways to randomly determine which party member is affected by a misfortune. You can roll a die if the numbers work easily, you could ask all the players to guess the number you’re thinking of (the “winner” gets the misfortune), or you could decide yourself based on what might be the most interesting complication. TRAVELING MISFORTUNES 3d6 MISFORTUNE RESOLUTION 3 Encounter and misfortune What luck! Misfortune and unexpected company at the same time! Reroll on this chart and combine the new misfortune result with an encounter from the appropriate terrain-based encounter table.41 (Reroll this result if you roll it again.) 4 Breakdown!42 This environment is as harsh on vehicles as it is on living creatures. The driver of a random vehicle must attempt a Constitution saving throw. On a failure, their vehicle becomes damaged.43 5 Wasteland Spirits Vengeful wasteland spirits project illusions to drive you into a trap. The character and any creatures traveling with them must attempt an Intelligence saving throw to spot the illusory terrain. On a failure, a creature fails to spot the illusory terrain in time and falls 1d4 × 10 feet over a precipice or cliff, taking falling damage44 and landing prone. On a success, a creature spots the danger and doesn’t fall. Then the party’s navigator must succeed on an Intelligence (Nature) or Wisdom (Survival) check or they and any creatures traveling with them become lost. 6 Overexertion Your pace slows as weariness takes its toll. The character must stop traveling and consume a half ration of food while taking a short rest. If they choose to continue traveling, the character makes saving throws against gaining levels of exhaustion with disadvantage until the end of their next long rest. 7 Confusing Detour You’ve been doubling back and taking detours, wandering in circles for who knows how long. The party’s navigator must attempt an Intelligence (Nature) or Wisdom (Survival) check. On a failure, the character and any creatures traveling with them become lost. On a success, the party stays on course but must succeed on a Constitution (Athletics) or Wisdom (Survival) check to make up for lost time and reach their destination by end of the wilderness round. On a failure, the party travels one fewer hex this wilderness round. 8 Injury The trail has taken its toll. The character receives a minor injury that forces them to slow down. The character must succeed on a Constitution saving throw or be forced to either travel at a slow pace or travel at a normal pace and take one level of exhaustion. Receiving magical healing or healing from one use of a healer’s kit mends the injury. 9 Disorienting Weather What cruelties will this hateful place inflict next? The party’s navigator must succeed on a Constitution (Survival) or Wisdom (Survival) check, or the party becomes lost.45 10 Unavoidable Delay Despite your best efforts, you haven’t traveled as far as you planned. The party underestimated their travel time or their maps weren’t entirely accurate. The party’s navigator and creatures traveling with them must succeed on a Constitution (Athletics) or Wisdom (Survival) check to reach their destination by end of the wilderness round. On a failure, they travel one fewer hex this wilderness round. These skill checks are intentionally using different ability scores to better reflect the nature of these misfortunes. Add your modifier in the listed ability and your proficiency or expertise or other bonus in that skill to the roll instead of the default ability score. 41. The Wasteland Scavenger Encounters table can be found on p. 173 in chapter 4. 42. If the party has no vehicles, treat a roll of 4 on this table as a 6. 43. See the “Vehicle Repairs” section on p. 85 in chapter 2 for information on repairing vehicles. 44. Standard falling damage is 1d6 bludgeoning damage for every 10 feet a creature falls (maximum 20d6 damage). 45. Roll 1d6 to determine what kind of weather has disoriented the party: 1–2) mirages; 3–4) sudden squall; 5–6) wind-blown grit. CHAPTER THREE • exploration & wasteland survival 132 weird waStelandS
TRAVELING MISFORTUNES CONTINUED 3d6 MISFORTUNE RESOLUTION 11 Boredom Wake up. Eat. Walk. Walk. Walk. Walk. Stop. Eat. Walk. Walk. Walk. Walk. Stop. Sleep. The monotony of traversing the wasteland sometimes induces a fugue state in sentient creatures. The character must succeed on an Intelligence saving throw or have disadvantage on ability checks until they succeed on an ability check. 12 Pervasive Doom A cascade of tiny misfortunes becomes an unshakable sense that this land hates you. The character must succeed on a Charisma saving throw or become miserable.46 At the start of each day, the character may attempt the saving throw again, ending the condition on a success. 13 Merciless Sun A cloudless sky is all that stands between you and the blazing tyrant above. The character must succeed on a Constitution saving throw or become sunburned and must immediately drink one additional half-ration of water or become dehydrated.47 14 Supply Shortage Your resources need managing. Leaky containers, thieving vermin, parasitic infestation, or something else has caused the party to lose some of their resources.48 Roll the lost supply’s resource die at −1 to determine how much is lost.49 15 Unwanted Attention The wastes have eyes, and they’re watching you. One or more characters have drawn unwanted attention to themselves. Roll on the appropriate terrain-based encounter table. This creature is alerted to the party’s presence from some distance away (a mile or more if appropriate). Bestial predators hide and look for chances to steal food. Apex monsters follow and attack. Humanoids report back to their leaders or follow the characters.50 16 Injured Animal One of the party’s animals is injured and refuses to continue moving. The injured animal must travel at a slow pace while its injury is untreated and will only do so if a character succeeds on a Wisdom (Animal Handling) check to convince it to travel. Receiving magical healing or healing from one use of a healer’s kit mends the injury. 17 Impassable Terrain A stretch of impassable terrain blocks your path. There is no way to cross using mundane means. The party spends the wilderness round doubling back and must travel in a new direction.51 18 Ambush Predator You’ve stumbled into ambush! Roll on the appropriate terrain-based encounter table (re-roll any humanoid results) to determine the hostile creature(s) ambushing the party. Characters may attempt a Wisdom (Perception) check opposed by the predator’s Dexterity (Stealth) check to avoid being surprised. The predator makes this check with advantage. If the party has no animals, treat a roll of 16 on this table as an 8. 46. See the “New Conditions” section on p. 102 earlier in the chapter for more information on the miserable condition. 47. See the “New Conditions” section on p. 102 earlier in the chapter for more information on the sunburned and dehydrated conditions. 48. Roll 1d6 to determine what type of supplies are lost: 1–3) food; 4–5) water; 6) fuel. 49. See the “Resource Dice” section on p. 106 for the variant resource dice rules. 50. Roll 1d6 to determine why the characters were spotted: 1) they talked too loudly; 2) they left a trail; 3) they created smoke; 4) they left a strong smell; 5) the sun was glinting off their gear; 6) they sang too loudly. 51. Roll 1d6 to determine the type of impassable terrain: 1) a miles-long chasm; 2) a sheer, towering escarpment; 3) a field of corrosive, toxic fumes; 4) an expanse of deep, shifting sand; 5) broken ground covered in razor-sharp volcanic glass and jagged rock; 6) a 200-foot-tall, pre-apocalypse wall of force. CHAPTER THREE • exploration & wasteland survival weird waStelandS 133
52. Roll 1d6 and consult the following list for the curse’s origin: 1) The character sets off a glyph. 2) The character touches a cursed object. 3) The character angers the sun. 4) The character is in the wrong place at the wrong time. 5) The character enters a haunted place. 6) The character has simple bad luck. 53. Roll 1d6 to determine where the scouts are from: 1–2 the strongest faction in the hex; 3–6 the nearest settlement. 54. When determining the items lost in the tanglebrack patch (or the items lost as a result of the “dropped gear” result on the Gathering and Searching Misfortunes table or the Hunting Misfortunes table), you can let the player give you a list of items their character could potentially lose and roll randomly from that list. Appropriate items include survival gear used during the current wilderness round, anything removed or used during a recent stop or short rest, or the oldest, most unused items in their inventory. 55. Roll 1d6 to determine what type of supplies are lost: 1–3) food; 4–5) water; 6) fuel. 56. See the “Resource Dice” section on p. 106 for the variant resource dice rules. 57. See the “Item Wear and Tear” section on p. 105 for an explanation of item saving throws and how to repair damaged gear. 58. See p. 173 in chapter 4 for the Wasteland Scavenger Encounters. 59. See the “Getting Lost” sidebar on p. 131 later in this chapter for more information. GATHERING AND SEARCHING MISFORTUNES 2d6 MISFORTUNE RESOLUTION 2 Cursed You found something you shouldn’t have, and now you are cursed. The character must attempt a Charisma saving throw. On a failure, the character makes ability checks, attack rolls, and saving throws at disadvantage until they succeed on three separate rolls of any of these types.52 3 Bad forage This forage looked weird, but you thought it was still okay to use. It’s not. On a successful Intelligence (Nature) or Wisdom (Survival) check, the character can tell the forage, whether it be food, fuel, or something else, is unsafe. Any creature that utilizes the forage must attempt a Constitution saving throw. On a failure, the creature is poisoned until it finishes a long rest. 4 Watched Despite your best efforts, you were spotted. This gathering site is under observation by 1d6 scouts. The scouts have noticed the character(s) gathering resources and report their findings to their leaders on the next wilderness round.53 5 Tanglebrack patch You encounter a patch of thorny cacti and brambles. The character must succeed on a Wisdom (Nature) or Wisdom (Perception) check to avoid contact with this patch of vegetation. On a failure, a character takes 1d6 + 1 piercing damage and loses a small item from their inventory54 as they untangle themselves from the brambles. 6 Bad cough Dust, pollen, and other mysterious powders foul up the air. The character can’t stop coughing and has trouble breathing. They gain two levels of exhaustion that last until the character finishes a long rest or until the character drinks a ration of water over the course of a short rest (whichever comes first). 7 Supply shortage Your resources need managing. Leaky containers, thieving vermin, parasitic infestation, or something else has caused the party to lose some of their resources.55 Roll the lost supply’s resource die at −1 to determine how much is lost.56 8 Damaged gear You messed up your gear. The character must attempt an item saving throw for a random item in their inventory. On a failure, the item is damaged and cannot be used until it is repaired.57 9 Dropped gear Where did that thing go? The character drops a small, nonmagical item from one of their packs or misplaces it during a brief stop on the trek. The character can recover it if they retrace their steps and spend the next wilderness round looking for the item. 10 Unwanted follower Something out there thinks you’d make a tasty snack. The character has caught a monster’s attention, and it is following them, not stealthily, at a distance. Roll on the Wasteland Scavenger Encounters table to determine the encounter.58 11 Unfamiliar territory Your pursuit has led you into unfamiliar territory. The character must succeed on an Intelligence (Nature) or Wisdom (Survival) check or become lost.59 Whether the check is a success or a failure, the gathering is a success. 12 Raider ambush A bandit crew found you, and they want all your stuff! 2d6 bandits led by a thug attempt to sneak up on the character. The character must succeed on a Wisdom (Perception) check with disadvantage versus the raider’s Dexterity (Stealth) check with advantage or be surprised. The raiders seek to rob the character, not risk life and limb. CHAPTER THREE • exploration & wasteland survival 134 weird waStelandS
60. Roll 2d6 to determine the scavengers’ behavior: 2) The creatures attack the character. 3–5) The creatures try to steal the prey. 6–8) The creature stalks the character back to camp. 9–11) The creature watches from hiding. 12) The creature scares away other animals. Within the next 24 hours, the next time an encounter from the Wasteland Scavenger Encounters table happens, if any Beasts are included in the resulting roll, they do not appear. 61. See the “Item Wear and Tear” section on p. 105 for an explanation of item saving throws and how to repair damaged gear. 62. See the “Getting Lost” sidebar on p. 131 earlier in this chapter for more information. 63. Roll 2d6 to determine the hunters’ behavior: 2) The hunters try to steal the kill. 3–5) The hunters threaten the characters. 6–8) The hunters follow and watch the characters for the next hour. 9–11) The hunters offer to exchange information. 12) The hunters offer to assist the character, granting the party advantage the next time one of them takes the Navigate action. HUNTING MISFORTUNES 2d6 MISFORTUNE RESOLUTION 2 Diseased prey The character successfully kills and butchers their prey, but its meat carries a harmful disease. The next time the party takes a short or long rest, all characters who require food to survive must succeed on a Constitution saving throw or be poisoned for 24 hours. A character who checks the meat for disease can do so with a successful Wisdom (Survival) check. The use of spells like detect poison and disease can also be used to detect the disease. 3 Feeding frenzy Carrion eaters and scavengers feast on your target. Roll 1d4 + 1 encounters on the Wasteland Scavenger Encounters table to see what shows up for the feast. The first encounter arrives 2d6 rounds after the character kills their prey, and each additional encounter arrives 2d6 rounds apart. These scavenger creatures are attracted to the dead prey and try to take it for themselves. If a character succeeds on a Charisma (Intimidation) check, the scavenger creatures stay 10 feet away from the prey until the end of the character’s next turn. If the scavenger creatures are beasts, the character can attempt a Wisdom (Animal Handling) check instead. Characters using fire or loud noises to attempt this ability check do so with advantage. 4 Overexertion You’ve pushed yourself too hard in pursuit of your prey. The character must stop hunting and immediately consume a ration of food while taking a short rest. If they choose to continue hunting, the character attempts any saving throws to prevent exhaustion with disadvantage until the end of their next long rest. 5 Missing prey You saw the beast go down, but now you can’t seem to find it. Roll an encounter on the Wasteland Scavenger Encounters table to see what carried off the carcass. The character can attempt an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check to find the scavengers and their prey. 6 Injured prey Your prey lies on the ground before you, seemingly dead. The prey is prone with 1 hit point remaining. It has taken the Ready action to use its strongest attack against the next creature that gets within its reach. Characters may attempt a Wisdom (Perception) or Wisdom (Survival) check to notice it isn’t dead yet. 7 Competition Your hunting has drawn the attention of an opportunistic scavenger. Roll on the Wasteland Scavenger Encounters table to determine the type of scavengers vying for prey. Characters become aware of the creature(s) on a successful Wisdom (Perception) check opposed by the creature’s Dexterity (Stealth).60 8 Damaged gear You messed up your gear. The character must attempt an item saving throw for a random item in their inventory. On a failure, the item is damaged and cannot be used until it is repaired.61 9 Dropped gear Where did that thing go? The character drops a small, nonmagical item from one of their packs or misplaces it during a brief stop on the trek. The character can recover it if they retrace their steps and spend the next wilderness round looking for the item. 10 Injury The trail has taken its toll. The character receives a minor injury that forces them to slow down. The character must succeed on a Constitution saving throw or be forced to either travel at a slow pace or travel at a normal pace and take one level of exhaustion. Receiving magical healing or healing from one use of a healer’s kit mends the injury. 11 Unfamiliar territory Your pursuit has led you into unfamiliar territory. The character must succeed on an Intelligence (Nature) or Wisdom (Survival) check or become lost.62 Whether the check is a success or a failure, the hunt is a success. 12 Wasteland hunters Another group of hunters is nearby. A group of 1d6 scouts and 1d6 + 1 tribal warriors observes the hunt from a distance.63 CHAPTER THREE • exploration & wasteland survival weird waStelandS 135
64. See step 2 in the wilderness rounds “Setup” section on p. 124 for instructions on rolling the wilderness event die. 65. Roll 1d6 to determine why the campsite is uncomfortable: 1) a fire that won’t stay lit; 2) rough ground; 3) a gross smell; 4) stinging nettles; 5) noisy nocturnal animals; 6) an unshakable sensation that the ground will give way to a monster’s maw. 66. Roll 1d6 to determine where the scouts are from: 1–2) the strongest faction in the hex; 3–6) the nearest settlement. 67. Roll 1d6 to determine the type of bugs at the campsite: 1–3) hellfire ants; 4) sand cricket swarms; 5) carpets of lice; 6) so many ticks. 68. Roll 1d6 to determine what type of supply the party loses: 1–3) food; 4–5) water; 6) fuel. 69. See the “Resource Dice” section on p. 106 for the variant resource dice rules. CAMPING MISFORTUNES 3d6 MISFORTUNE RESOLUTION 3 Imminent encounter Your instincts tell you something lurks nearby. Based on the terrain type of the hex the party is currently traveling through, roll on the appropriate terrain-based table to determine what kind of creature is curiously prowling nearby. 4 Nearby lair Just your luck—you find the perfect campsite…on a monster’s doorstep. Based on the terrain type of the hex the party is currently traveling through, roll on the appropriate terrain-based table to determine what kind of creature is lairing nearby. Any character can attempt an Intelligence (Nature) or Wisdom (Survival) check to find tracks and clues leading to the lair. Unless the party takes action to drive off the monster or find a new campsite, the creature comes to investigate on the next wilderness round. 5 Unsafe site Howls pierce the night, and you catch glimpses of hungry beasts just beyond the firelight. Roll the wilderness event die twice for each wilderness round spent at this campsite and use the lower result.64 6 No food There is very little to eat nearby. Ability checks made to forage for food are rolled with disadvantage while camping at this site. 7 No fuel You haven’t been able to find any fuel sources. Ability checks made to search for fuel are rolled with disadvantage while camping at this site. 8 No water There is not much safe water to drink around here. Ability checks made to search for water are rolled with disadvantage while camping at this site. 9 Uncomfortable Try as you might, you just can’t get comfortable here. When characters attempt to long rest at this campsite, they must succeed on a DC 10 Constitution ability check or be unable to sleep more than a couple of hours, only gaining the benefits of a short rest.65 10 Unwanted attention Noise and smoke from the campsite have drawn the attention of the locals. The campsite is under observation by 1d6 scouts. The scouts have noticed the characters setting up camp and report their findings to their leaders the next wilderness round.66 11 Overexertion It’s been a long day. You’re. Just. So. Tired. The character must stop what they’re doing and consume a half ration of food while taking a short rest. If they choose not to stop and consume a half-ration, the character makes saving throws against gaining levels of exhaustion with disadvantage until the end of their next long rest. 12 Irritating insect infestation The campsite is crawling with bugs. At the end of a long rest, characters must attempt a Constitution ability check. On a success, characters gain the full benefits of a long rest. On a failure, characters sleep poorly, do not recover any levels of exhaustion, and do not recover spent Hit Dice.67 13 Supply shortage Your resources need managing. Leaky containers, thieving vermin, parasitic infestation, or something else has caused the party to lose some of their supplies.68 Roll the lost supply’s resource die at −1 to determine how much, if any, is lost.69 CHAPTER THREE • exploration & wasteland survival 136 weird waStelandS
70. Roll 1d6 to determine why the animal disappeared: 1–2) The animal wandered off looking for food. 3–4) The animal wandered off and injured itself. 5–6) The animal was dragged off by a predator. If you roll a 3–4 here and the animal is injured, see result 16 on the Traveling Misfortunes table on p. 132 for guidance. 71. See the “Item Wear and Tear” section on p. 105 for an explanation of item saving throws and how to repair damaged gear. 72. Roll 1d6 to determine what haunts the campsite: 1–3) unquiet ghosts; 4–5) an enraged spirit of the land; 6) lingering living magic. 73. If the party has no vehicles, treat a roll of 17 on this table as a 15. 74. See the “Vehicle Repairs” section on p. 85 in chapter 2 for information on repairing vehicles. 75. If the party hasn’t made a campfire and there are no other sources of open flame, the party suffers no misfortune. 76. See the “Item Wear and Tear” section on p. 105 for an explanation of how to repair damaged gear. 77. Roll 1d6 to determine what caused the fire: 1) hot embers on the wind; 2) mischievous elementals; 3) spontaneous combustion; 4) an outrageous and utterly coincidental series of accidents; 5) unconscious pyrokinetics; 6) arson. CAMPING MISFORTUNES CONTINUED 3d6 MISFORTUNE RESOLUTION 14 Missing animal You thought you secured the animals. While setting up camp, a random unsecure pack animal or unintelligent mount goes missing. A character may attempt a Wisdom (Animal Handling), Wisdom (Perception), or Wisdom (Survival) check with a DC equal to the lost creature’s Dexterity score to locate the animal. On a failure, they cannot find the animal during this wilderness round. They may try again on subsequent rounds.70 15 Damaged gear You messed up your gear. The character must attempt an item saving throw for a random item in their inventory. On a failure, the item is damaged and cannot be used until it is repaired.71 16 Haunting spirits You didn’t notice at first, but it’s clear the campsite is haunted. All living creatures at the campsite must succeed on a Wisdom saving throw or become frightened of whatever is haunting the campsite. Creatures with an Intelligence of 3 or lower automatically fail this saving throw and attempt to flee.72 This effect ends the following dawn. 17 Breakdown!73 This environment is as harsh on vehicles as it is on living creatures. The driver of a random vehicle must attempt a Constitution saving throw. On a failure, their vehicle becomes damaged.74 18 Fire!75 FIRE! Your campsite has caught on fire! Characters may use magic or mundane means (at the GM’s discretion) to put out the fire, including a successful Strength, Dexterity, Constitution, or Wisdom ability check. All characters at the campsite must attempt to put out the fire. If all characters succeed, the fire is put out before it deals any damage to their gear. If at least half of the characters succeed, 1d4 camping items (such as tents, blankets, or unattended packs) are damaged. If more half fail, 1d6 + 1 camping items are damaged.76, 77 Putting mounts, animal companions, pack animals, and pets in danger is often a line that players don’t want their GM to cross. We think it makes for fun games to occasionally have the party’s animals in need of rescuing, but you know your group better than we do. If your group is game, ask the players to consider how they secure their animals each time they make camp. This will help you determine the nature of the threat and resolve the misfortune. If the party has no animals, treat a roll of 14 on this table as a 13. CHAPTER THREE • exploration & wasteland survival weird waStelandS 137
chapter four monster reskins To better fit basic fantasy monsters into the implied setting of the Weird Wastelands, use the Monster Reskins table, which presents new names and stat block changes to certain creatures. We redefined the traditional “monstrous” humanoids found in the core rules by emphasizing the monster’s role embodied in its stat block, so they can represent any humanoid wastelander in your campaign. For example, a hobgoblin’s stat block is useful for any time you need a disciplined and heavily armed soldier, and a goblin works great as a generic humanoid skirmisher. wasteland factions This section highlights factions of the wastelands to aid GMs in creating dynamic adventures. Each faction is categorized by alignment, the way it’s organized, and its motto. The factions feature a creed, unique resources, membership information, notable figures, creatures, faction-specific magic, and random encounters to bring each group to life in your Weird Wastelands game. arcanotech cabal Alignment: Chaotic Neutral Organization: Decentralized mageocracy of semiautonomous technomancer collectives Motto: “Our mastery of arcanotech surpasses the glories of the past.” The Arcanotech Cabal is a group of loosely allied technomancers, artifice-wizards, and alchemists dispersed into small collectives that prize their autonomy even as they pursue the shared goal of rebuilding civilization. Distant memories of the apocalyptic magical wars of the past cause the Cabal’s members to keep their identities secret and This chapter presents everything you need to run exciting encounters with the denizens of the wastes. In this chapter, you’ll find: ■ A summary of the changes made to creature stat blocks ■ Details on the organizations and factions found in the wasteland ■ Random encounter tables arranged by terrain type and faction affiliation ■ Supplementary tables to spice up encounters and quickly generate wasteland settlements communicate with each other sparingly through proxies. If they ever fully unified, they would outnumber every other wasteland faction, but the Cabal’s internal divisions pose a serious hurdle to unification and their efforts to rebuild. CREED Members of the Cabal devote themselves to uncovering the arcane mysteries of the pre-apocalypse and using those resources to build a new civilization. They are secretive and guard their knowledge closely, even from other members. When traveling the wastelands, they pose as pilgrims or salvagers to avoid unwanted attention. The Arcanotech Cabal occasionally seeks alliance with the Fellowship, especially when their goals are aligned. They also work with the Enduring Aristocracy, mainly because the undead nobles give the Cabal access to arcanotech resources. The Cabal and Blood Harpy Legion are enemies because the Legion sees the Cabal’s use of arcanotech as too dangerous. They are also enemies of the Infernal Recruiters because the Cabal opposes the Recruiters’ looting of wasteland treasures and enslavement of souls. RESOURCES The Arcanotech Cabal can access nearly any non-legendary magic item given enough time and materials. Magic items created by the Cabal are arcanotech devices.1 Additionally, members of the Arcanotech Cabal carry multiple arcanotech devices. At a minimum, they have bracers of defense and a wand or staff with which to defend themselves. Some non-spellcasting members of the Cabal wield magic weapons or benefit from various potions provided to them by Cabal alchemists. 1. See p. 94 in chapter 2 for information on arcanotech devices. CHAPTER FOUR • gm toolkit 140 weird waStelandS
MONSTER RESKINS ORIGINAL MONSTER NAME RESKINNED MONSTER NAME STAT BLOCK SUBTRACTIONS STAT BLOCK ADDITIONS AND ALTERATIONS Bugbear Marauder — Creature type humanoid (any); Intelligence 10; Athletics +4, Perception +2 Dragon turtle Dragon tortoise Swimming speed, Aquan language, Amphibious trait Speed 40 ft., burrowing speed 20 ft., Steam Breath renamed “Scalding Sand Breath” Gnoll Nomad — Creature type humanoid (any); Intelligence 10; Perception +2, Stealth +3; Bite attack renamed “Dagger” Goblin Skulker — Size Small or Medium; humanoid (any); Wisdom 10; Survival +2, Perception +2 Harpy Harpy zerker Luring Song action Creature type humanoid; AC 14 (natural); new trait Blood Frenzy: The harpy zerker has advantage on melee attack rolls against any creature below its hit point maximum; new trait Brute: The harpy zerker’s melee attacks deal one extra damage die on a hit; replace club with sickle Hobgoblin Reaver — Creature type humanoid (any) Kobold Scrounger Sunlight Sensitivity trait Size Small or Medium; humanoid (any); Intelligence 10, Wisdom 10; Survival +2 Kraken Dune kraken Swimming speed, Amphibious trait, Ink Cloud legendary action Speed 40 ft.; burrowing speed 30 ft. Orc Slayer — Creature type humanoid (any); Intelligence 10 Planetar Herax the Blood Harpy Radiant damage resistance Creature type monstrosity; Angelic Weapons renamed “Magic Weapons,” and extra radiant damage becomes slashing damage; new reaction Parry: Herax adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.; Innate Spellcasting feature grants the following spells: at will: calm emotions, protection from evil and good (self only) 3/day each: blade barrier, mass cure wounds, raise dead, vampiric touch 1/day each: commune, heroes’ feast, mass heal Sea Hag Crag hag Swimming speed, Amphibious trait, Aquan language Burrowing speed 10 ft.; new trait Stone Camouflage: The crag hag has advantage on Dexterity (Stealth) checks made in rocky terrain. Skeleton Skeleton, archer — AC 14 (scale mail); replace Shortbow with Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage Skeleton Skeleton, footsoldier — AC 16 (scale mail and shield) Stirge Giant tick Flying speed Speed 20 ft., climbing speed 10 ft. Storm giant Voltaic titan Swimming speed, Amphibious trait, Innate Spellcasting trait Creature type construct; new trait Magic Weapons: The voltaic titan’s weapon attacks are magical.; Rock attack renamed “Bolt” and damage type is piercing Wight Wight knight Longbow action AC 18 (chainmail and shield); Strength 16 (+3); replace Longsword action with Warhammer: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands Will-o’-Wisp Remote viewer Lightning damage immunity, grappled condition immunity, Consume Life bonus action Creature type construct; increase range of Shock attack to 30 ft. CHAPTER FOUR • gm toolkit weird waStelandS 141
MEMBERSHIP Cabal members tend to be living humanoid spellcasters, but there are some undead members who keep their unliving nature hidden. A fair number of members are not spellcasters and serve as the main field agents and informants of the Cabal’s spellcasters. The Cabal maintains large numbers of constructs, which they primarily use to guard their hidden fortress-workshops. NOTABLE FIGURES Among their numbers, the Arcanotech Cabal features the following notable members. Gorasto (NE) A cunning half-orc arcanotech magus, Gorasto is the most influential leader in the Cabal and made the recovery of lost arcanotech wonders of the Last City of MAN2 popular among many other members. He maintains a network of loyal spies and informants unaffiliated with the Cabal and is accompanied by a retinue of demon-bound constructs and ambitious apprentices. Gorasto’s influence is the driving force behind the Cabal’s tendency toward division and secrecy, and his many former students seek his approval 2. Read more about the Last City of MAN location on p. 190 of chapter 5. at the expense of their peers, as they compete with each other for his attention. Lagren Tung (CN) Lagren is an unorthodox technomancer of unknown ancestry who leads a retinue of similarly independent-minded cabalists. They are at the center of a rapidly growing movement within the Cabal to oppose Gorasto’s secretive methods and use of bound demons. Lagren claims descent from the cabal’s legendary founder, Barbarsus, Master of the Polyptych Schema, and has many agents scouring the wasteland for their ancestor’s lost spellbook.3 Techanicus Supportus (LG) Techanicus is a priest and technomancer who leads a group of devoted followers on a holy mission of peace in the trenches of the Colossus of Rust.4 He claims to have received instructions from an ineffable clockwork god to bring peace to the warring constructs and incorporate the territory into the Republic of Autons and Man. Techanicus also claims that this mysterious god gave him the orb of peace, an arcanotech device capable of influencing constructs. CREATURES The Arcanotech Cabal Creatures table presents a few creatures likely to work for or with the faction. ARCANOTECH CABAL CREATURES5 CR CREATURE 1/8 Guard 1/8 Scrounger 1/2 Lookout (scout) 1/2 Hired goon (thug) 1 Field agent (spy) 1 Scrap golem soldier (animated armor) 2 Geas-sworn bodyguard (veteran) 3 Remote viewer (will-o’-wisp)* 6 Technomancer (mage) 7 Shield guardian 12 Arcanotech magus (archmage) 13 Voltaic titan (storm giant)* 16 Iron golem 3. Read more about the Toxic Alchemical Sump location on p. 201 of chapter 5. 4. Read more about the Rust Wastes location on p. 245 of chapter 5. 5. Creatures marked with an asterisk have had their creature type changed from the original to construct. See the Monster Reskins table earlier in the chapter on p. 140 for more detailed information. CHAPTER FOUR • gm toolkit 142 weird waStelandS
SPELLS The majority of Arcanotech Cabal spellcasters practice technomancy, as described in the technomancy arcane tradition in chapter 1.6 Technomancers are the most common casters in the Arcanotech Cabal. They use customcrafted arcanotech devices to cast their spells and are almost always encountered alongside small constructs of their own creation. A technomancer who has mastered technomancy is known as an arcanotech magus, a title for which the true meaning has long since been lost but remains an honor. Most arcanotech magi are reclusive, but some use their knowledge and influence to gather a large following of apprentices. At the GM’s discretion, NPC technomancers and arcanotech magi may use the class features of the technomancy arcane tradition. Arcanotech magi and technomancers have their own sets of prepared spells that can replace the default archmage and mage spells.7 Technomancer Spells 1st – grease, magic missile, repair object*, shield 2nd – arcanotech communion*, levitate, shatter 3rd – assemble scrap golem*, blink, dispel magic 4th – phasic beam*, resilient sphere 5th – wall of force 6. See the arcane tradition Technomancy on p. 51 of chapter 1. 7. Spells marked with an asterisk can be found in the Spells section of chapter 1 on p. 67. Arcanotech Magus Spells At will – magic missile, mirror image 1st – color spray, fog cloud, grease, repair object*, shield 2nd – invisibility, quick fix*, scorching ray 3rd – assemble scrap golem*, dispel magic, fly 4th – fabricate, machine spirit*, phasic beam* 5th – animate objects, creation, wall of force 6th – chain lightning 7th – project image 8th – control weather 9th – prismatic wall RANDOM ENCOUNTERS Use the Arcanotech Cabal Encounters table to generate random encounters with the Arcanotech Cabal. Roll 2d6 and read the entries straight across to generate the creatures encountered and activity they’re engaged in, or roll for each column separately for more variety. blood harpy legion Alignment: Lawful Neutral Organization: Cult of personality with a core of disciplined legionary cohorts Motto: “There will be blood.” Herax, a brilliant war queen and founder of an esoteric martial cult, saw a vision of herself bringing order to the wastelands through conquest. When she awoke from her vision, she found herself transformed from a human into a towering, red-feathered harpy. Filled with zealous purpose, ARCANOTECH CABAL ENCOUNTERS 2d6 CREATURES ACTIVITY 2 1 remote viewer, 1 voltaic titan Attacking a rival cabal 3 2 remote viewers, 2 shield guardians 4 1 remote viewer, 2d6 + 1 scrap golem soldiers Searching for a resource site 5 1 remote viewer, 1d6 + 2 lookouts 6 1 field agent, 1d6 lookouts Seeking info on local arcanotech 7 1 field agent, 2d6 guards 8 1 field agent, 1d6 hired goons 9 1 field agent, 1d6 geas-sworn bodyguards, 2d6 lookouts Searching for a resource site 10 1 technomancer, 2 geas-sworn bodyguards, 3d6 + 2 scroungers, 1 hired goon 11 1 technomancer, 1 shield guardian, 3d6 scrap golem soldiers Securing an excavation site 12 1 arcanotech magus, 1 voltaic titan, 1 iron golem CHAPTER FOUR • gm toolkit weird waStelandS 143
she gathered about her a retinue of disciplined warriors and grew her forces into the army she now uses to pacify the wasteland. The Blood Harpy Legion has no permanent base of operations, preferring to stay on the move to keep their foes off balance. The Legion primarily hunts down and eliminates raiders and other wasteland scum, aiming to restore a semblance of order. They accept payment from grateful settlements but do not demand tribute from those they protect. This practice has earned many wastelanders’ respect and support, a vital component of Herax’s master plan. CREED Having endured the blood trials and esoteric combat rituals of the Legion’s initiations, Herax’s followers channel their battle lust into the grand vision of a unified wasteland. As they progress through the ranks, members learn more about Herax’s vision for all and their role in fulfilling that destiny. The Blood Harpy Legion often allies itself with the Infernal Recruiters, as the Recruiters pay mercenaries well for fighting the raider warbands who target the wealthy devils. The Legion also considers the Fellowship natural allies and values their commitment to healing the wasteland. The Legion sees the Arcanotech Cabal as its chief enemy due to the cataclysmic consequences of their meddling with magic. The Legion also knows that to establish a new order in the wasteland, it must eventually defeat the undead armies of the Enduring Aristocracy. RESOURCES The Blood Harpy Legion is formed of soldiers who are utterly loyal, disciplined, and have high morale, a rare resource among wasteland warbands. The Legion also raise giant eagles for mounts and allow trusted allies to ride them or give them as rewards for proven loyalty to their cause. MEMBERSHIP The Legion is small compared to other wasteland factions, but its numbers grow every raiding season, as wastelanders that the Legion saves routinely seek entry into the ranks. Humanoids make up the bulk of the Legion’s members, with blood hawks used in hunting and giant eagles raised as mounts supplementing their forces. Some members of the Legion find mercenary work among the other wasteland factions, where they often find themselves facing each other in battle. The warriors of the Blood Harpy Legion are all inducted into the martial blood cult led by Herax the Blood Harpy, whose raptorial initiation rituals end in a ceremonial meal shared with their war queen that leaves the warriors transformed into avian humanoids.8 NOTABLE FIGURES Among their numbers, the Blood Harpy Legion features the following notable members. 8. See the Avian Transformations table on p. 145. CHAPTER FOUR • gm toolkit 144 weird waStelandS
Herax the Blood Harpy (LG) Carrying herself like a statuesque, eagle-headed warrior goddess, Herax inspires fierce loyalty from members of the Legion that bears her nickname. Even before her vision and transformation, she was a skilled commander known for her swift maneuvers and rapid assaults. Her reputation has only grown since the Legion’s founding. In person, Herax is warm and friendly but has a quick temper and little patience for those who disrespect her power. Shagar Skorne (LE) Shagar is a hobgoblin cult fanatic transformed into a ferocious birdman. Fully devoted to Herax’s teachings, he leads his bloodthirsty cohort of sworn zealots and recruits on long-ranging raider hunting patrols. Shagar’s audacious tactics, flamboyant bravado, and many victories make him one of the Legion’s most widely known commanders. Sorcelestrix (LN) The enigmatic gynosphinx Sorcelestrix was among the first to join the Legion when Herax raised her banner and is the war queen’s chief advisor. Sorcelestrix is a harsh disciplinarian and personally oversees the martial training of all new recruits. She is also the foremost practitioner of Herax’s martial blood magic, making her one of the wasteland’s most formidable battle mages. CREATURES The Blood Harpy Legion Creatures table presents a few creatures likely to work for or with the faction. BLOOD HARPY LEGION CREATURES9 CR CREATURE 1/8 Blood hawk 1/8 Recruit (cultist) 1/4 Flying sword 1/2 Blood-bonded slayer (orc)* 1/2 Scout* 1 Giant eagle 1 Harpy zerker (harpy) 2 Cult fanatic* 2 Sworn zealot (berserker)* 5 Gladiator* 9 Bloodletter (assassin)* 11 Gynosphinx 16 Herax the Blood Harpy (planetar) 9. Creatures marked with an asterisk all feature some sort of avian feature. Roll on the Avian Transformations table to determine a creature’s avian feature. SPELLS The sphinx Sorcelestrix practices the Legion’s martial magic and has her own set of prepared spells that can replace the default gynosphinx spells: At will – chill touch, mage hand, shocking grasp 1st – expeditious retreat, fog cloud, shield, thunderwave 2nd – gust of wind, mirror image, shatter 3rd – dispel magic, haste, vampiric touch 4th – blight, greater invisibility 5th – cone of cold RANDOM ENCOUNTERS Use the Blood Harpy Legion Encounters table to generate random encounters with the Legion. Roll 2d6 and read the entries straight across to generate the creatures encountered and activity they’re engaged in, or roll for each column separately for more variety. AVIAN TRANSFORMATIONS d20 TRANSFORMATION BENEFIT 1–2 Beaked face Unarmed strike deals piercing damage 3–4 Feathers instead of hair — 5–6 Taloned hands Unarmed strike deals 1d4 slashing damage 7–8 Eagle, hawk, or vulture head Unarmed strike deals 1d4 slashing damage; creature has advantage on all Wisdom (Perception) checks that rely on sight 9–10 Taloned feet Unarmed strike deals 1d6 slashing damage 11–16 Arm wings Creature gains a flying speed equal to their walking speed when not holding anything in its hands 17–20 Shoulder wings Creature gains a flying speed equal to their walking speed CHAPTER FOUR • gm toolkit weird waStelandS 145
enduring aristocracy Alignment: Lawful evil Organization: Feudal monarchy of the undead Motto: “We are the rightful masters of this land.” Born from the ashes of the fallen kingdom of Cydonia, the Enduring Aristocracy are nobles who survived the apocalypse by seeking mass undeath for themselves, their vassals, and the serfs. The nobles renounced the civilization that destroyed their lands and, inspired by tradition, founded a new warrior aristocracy of undead knights sworn to serve their immortal lich king. CREED The Aristocracy claim to be the lawful, hereditary rulers of the wasteland and threaten to destroy any who dispute this claim. They maintain a hold on their vast familial estates and are strongest in the parts of the wasteland most hostile to life. From these strongholds they launch large squadrons of undead cavalry who seek out and destroy any intelligent life they find. The Enduring Aristocracy tolerate the Arcanotech Cabal, as they are occasionally useful pawns. The Aristocracy also look favorably upon the Infernal Recruiters because the devils’ actions undermine efforts to rebuild civilization. The Aristocracy oppose the Blood Harpy Legion, seeing them as upstarts who need to be destroyed, but they reserve the bulk of their hatred for the life-embracing Fellowship. RESOURCES The Enduring Aristocracy benefit from large armies of skeletal undead led by wight knights. The Eternal Sovereign— ruler of the Aristocracy—and his undead courtiers wield many powerful magic items, including some legendary magic items forged in the distant past. MEMBERSHIP The Enduring Aristocracy has many members and is the largest unified wasteland faction. The majority are nearmindless skeletons while the higher social ranks, though smaller in number, have increasingly greater degrees of sentience and authority. At the top reigns the Eternal Sovereign and his court of nobles and priests, lacquered and bejeweled skeletons preserved by funerary alchemy, with their rapacious souls bound to their dead bones by dread necromancy. They dress themselves in mended finery and seek to maintain their hold on the lands they claim. Serving the court are the knights and yeomanry of the realm, intelligent and free-willed undead who command the masses of barely sentient skeletal peasantry in the name of the Eternal Sovereign. NOTABLE FIGURES Among their numbers, the Enduring Aristocracy features the following notable members. BLOOD HARPY LEGION ENCOUNTERS 2d6 CREATURES ACTIVITY 2 1 bloodletter, 2d4 harpy zerkers, 2d4 + 2 blood-bonded slayers Hunting raiders 3 3d4 blood-bonded slayers, 2d6 harpy zerkers, 1d6 blood hawks 4 2d4 sworn zealots, 3d4 blood-bonded slayers Seeking worthy foes 5 1d4 + 1 scouts on giant eagles 6 1d4 blood-bonded slayers, 2d6 + 2 recruits Seeking info on raider activity 7 1d4 scouts, 2d4 blood-bonded slayers 8 3d4 + 3 blood-bonded slayers 9 1 cult fanatic, 2d6 sworn zealots, 3d6 recruits Hunting raiders 10 1 gladiator, 1d4 sworn zealots, 2d4 harpy zerkers, 1d4 flying swords 11 1 bloodletter, 2d6 scouts on giant eagles Hunting rocs 12 1 gynosphinx, 1 gladiator, 4d4 harpy zerkers Searching for magic weapons CHAPTER FOUR • gm toolkit 146 weird waStelandS