Eternal Sovereign (LE) Surrounded by a court of scheming mummy lords and sycophantic vampires, the Eternal Sovereign is a full-blown lich king loaded up with a black robe of the archmagi, a staff of the magi, and a rod of rulership. The Eternal Sovereign harbors plans to extend the domineering stability of his rule to the whole of the wasteland, subjugating living wastelanders to an existence of never-ending toil. However, eternal existence has made the undead monarch overcautious and hesitant; for all his talk of conquest, the Eternal Sovereign has yet to give his command to expand his kingdom. Lord Cloven Vantacruel of Edgemoor (NE) Gregarious and witty, Lord Vantacruel is undead and loving it. Lord Vantacruel is a warrior vampire committed to squeezing every drop of pleasure out of unlife and frequently undertakes ostentatious expeditions into the wasteland to search out lost treasures. He has constructed an elaborate manor to house his enormous collection of priceless art from the pre-apocalypse, necromantically preserved extinct animals, choirs of ghostly bards, and countless other curios and treasures taken from the wastes. Sir Axel Morrow (N) Sir Axel Morrow is a skeletal wight knight who has grown weary of monotonous unlife and regrets swearing an oath to the Eternal Sovereign. Sir Morrow spends most of his time in brooding silence inside his magically preserved keep, neglecting his feudal duties, and allowing his skeleton serfs to go about their business as they please. He nurses a growing desire to abandon his fief and become a valiant knight-errant roaming the wasteland. CREATURES The Enduring Aristocracy Creatures table presents a few creatures likely to work for or with the faction. ENDURING ARISTOCRACY CREATURES10 CR CREATURE 1/8 Mastiff skeleton (mastiff) 1/4 Skeleton archer, skeleton foot soldier (skeleton) 1/2 Cockatrice skeleton (cockatrice) 1/2 Warhorse skeleton 1/2 Yeoman hunter (scout) 1 Hippogriff skeleton (hippogriff) 3 Griffon skeleton (griffon) 3 Wight knight (wight) 3 Mummified priest (mummy) 6 Wyvern skeleton (wyvern) 15 Mummified archpriest (mummy lord) 15 Preserved baron (vampire) 21 Eternal sovereign (lich) RANDOM ENCOUNTERS Use the Enduring Aristocracy Encounters table to generate random encounters with the Aristocracy. 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. 10. All non-undead creatures listed in the Enduring Aristocracy Creatures table have their creature type changed to undead. CHAPTER FOUR • gm toolkit weird waStelandS 147
ENDURING ARISTOCRACY RANDOM ENCOUNTERS 2d6 CREATURES ACTIVITY 2 1 mummified archpriest, 2d6 wight knights on warhorse skeletons On pilgrimage to a sacred site 3 1 wight knight on a warhorse skeleton, 1 mummified priest on a warhorse skeleton, 3d6 skeleton archers, 3d6 skeleton foot soldiers 4 1 wight knight on a warhorse skeleton, 2 yeoman hunters on warhorse skeletons, 1d6 + 1 skeleton foot soldiers, 4d6 skeletons (unarmed) Repairing infrastructure 5 Gathering resources 6 1d6 yeoman hunters, 2d6 skeleton archers 7 2d6 + 1 skeleton archers, 1d6 + 1 skeleton foot soldiers Exterminating living creatures 8 2d6 skeletons (armored) on warhorse skeletons 9 1d6 wight knights on warhorse skeletons, 2d6 + 1 yeoman hunters on warhorse skeletons Hunting heraldic monsters as trophies 10 11 1d6 + 1 wight knights on hippogriff skeletons Attending a tournament 12 1 preserved baron, 1d6 wight knights on griffon skeletons the fellowship Alignment: Neutral Good Organization: Semi-nomadic druidic commune and militant order Motto: “There is still life in the wasteland.” In the immediate aftermath of the apocalypse, a circle of druids and their allies founded the Fellowship with the goal of restoring the natural environment and helping survivors rebuild. Members operate as mendicant healers, diplomats, and protectors, helping wastelanders resolve disputes without violence and sharing what resources they have with the communities they visit. The Fellowship centers around the Walking Wood, a mobile grove of living trees kept in giant tortoise shells filled with rich, loamy soil and tended by the handful of surviving treants and dryads left in the wasteland. Massive beasts of burden carry the enormous planters and their adjustable shades on their backs, slowly migrating between settlements. CREED The Fellowship has a two-fold purpose: to heal the damage done to nature during the apocalypse and to aid wastelanders in need. They view arcane magic with suspicion, especially the destructive might of arcanotech weaponry, and oppose any who seek to do further harm. Despite these reservations, the Fellowship occasionally allies itself with select members of the Arcanotech Cabal, especially those who share the Fellowship’s concerns regarding arcanotech weaponry. The Fellowship also aids the Blood Harpy Legion in their campaigns against raiders and has pledged to support the Legion in any conflict with the Enduring Aristocracy, to which the Fellowship is fundamentally opposed. RESOURCES The Fellowship has access to fresh food and water along with magic that eases the burdens of wasteland life. They also maintain herds of mounts and pack animals that they loan or gift to members and close allies. MEMBERSHIP The Fellowship is a moderately sized faction comprised mostly of wasteland humanoids with some elementals and awakened beasts. The Fellowship actively recruits bards, druids, and rangers into its ranks and accepts any spellcaster who exercises restraint in their use of destructive or life-draining magic. Most members stay close to the Walking Wood, splitting off as needed or fanning out near clusters of wasteland villages. A few members wander the wastes alone or in small groups, spreading the Fellowship’s doctrine while pursuing other goals. CHAPTER FOUR • gm toolkit 148 weird waStelandS
NOTABLE FIGURES Among their numbers, the Fellowship features the following notable members. Orduk Wrex (LG) Orduk is a werebear cleric who leads the Fellowship’s most successful war party. Before joining the Fellowship, Orduk was a vicious, shape-shifting marauder. Despite his past, the Fellowship rescued and nursed him back to health after a particularly brutal battle. Orduk repaid the kindness by joining the faction and developed his own capacity to wield divine magic, lending his considerable might to the defense of the Fellowship. Shade (CG) Shade is a human ranger who joined the Fellowship as a little girl lost and wandering the wastes. She’s abrasive, belligerent, and highly protective of other members of the Fellowship. Currently, she’s putting together a team to search for signs of the Feast Beast’s return.11 11. See p. 295 in chapter 6 for information about the feast beast. Yosper Storm (LN) Yosper is an old gnome druid who remembers a time when conditions in the wasteland were truly dire. He is patient and quiet, and he values no-nonsense pragmatism. Having survived the bad times, Yosper is now a mentor to younger druids, instructing them in the ways of preserving and healing the wasteland and the dangers of destructive magic. CREATURES The Fellowship Creatures table presents a few creatures likely to work for or with the faction. FELLOWSHIP CREATURES CR CREATURE 1/8 Free-spear warrior (tribal warrior) 1/4 Acolyte 1/4 Terror bird (axe beak) 1/2 Green-sworn reaver (hobgoblin) 1/2 Wayfinder (scout) 1 Dryad 2 Awakened tree 2 Lawgiver (priest) 2 Preserver (druid) 2 Saber-toothed tiger 3 Warden (veteran) 5 Elemental, any 5 Great warden (gladiator) 5 Triceratops 9 Clay golem 9 Treant 10 Guardian naga 11 Djinni SPELLS The Fellowship has many spellcasters in its membership, the most common being lawgiver priests and preserver druids. Lawgivers are those members of the Fellowship who use their divine magic to bring order to the wasteland. They lead the Fellowship’s warriors in battle against raiders and help mediate conflicts among wastelander communities. Preservers are druids of the Fellowship who dedicate their time to restoring the natural world and aiding settlements in times of need. CHAPTER FOUR • gm toolkit weird waStelandS 149
FELLOWSHIP ENCOUNTERS 2d6 CREATURES ACTIVITY 2 1 guardian naga, 2 clay golems, 1d6 + 1 treants, 1 dryad, 1d6 + 2 triceratops, (roll two more times for additional Fellowship members present, ignoring any result of 2)12 Restoring the wasteland 3 1 guardian naga, 2 preservers, 1d6 + 2 wayfinders 4 1 warden, 1 clay golem, 2d6 acolytes 5 2 preservers, 1 air elemental, 1 water elemental Soothing wasteland spirits 6 1 preserver, 2d6 acolytes 7 1 preserver, 1 acolyte 8 1 wayfinder, 1 acolyte, 1d6 + 2 free-spear warriors Aiding other wastelanders 9 1 lawgiver, 2d6 free-spear warriors 10 1 warden on a saber-toothed tiger, 1 earth elemental, 2d6 wayfinders on terror birds Searching for harmful arcanotech to destroy 11 1 djinni, 1d6 wayfinders, 4d6 + 2 free-spear warriors Seeking info on raiders 12 1 great warden (werebear) on a rhinoceros, 2d6 + 2 green-sworn reavers on a triceratops equipped with a combat howdah Lawgivers and preservers have their own sets of prepared spells that can replace the default priest and druid spells. Lawgiver Spells Cantrip – sacred flame, spare the dying, thaumaturgy 1st – command, cure wounds, guiding bolt 2nd – hold person, zone of truth 3rd – dispel magic, spirit guardians Preserver Spells Cantrip – druidcraft, guidance, produce flame 1st – create or destroy water, fog cloud, healing word, speak with animals 2nd – lesser restoration, spike growth RANDOM ENCOUNTERS Use the Fellowship Encounters table to generate random encounters with the Fellowship. 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. 12. This additional set of creatures are the honor guard that escorts the Walking Wood. infernal recruiters Alignment: Lawful Evil Organization: Military command structure Motto: “What’s the harm in asking?” Recently, an unauthorized expeditionary force of devils took advantage of the cosmological chaos of the postapocalypse to establish a fortified base in the wastes near a significant planar nexus with the underworld—the fabled Gates of the Afterlife.13 The ambitious and unorthodox pit fiend Prince Feranulon leads the invasion to mass recruit dead souls into the ranks of the prince’s personal infernal client base, thereby increasing his standing among other fiends of the pit. Compared to hell, the wasteland is a paradise, and many members of the expedition, including Feranulon himself, have begun to treat it more and more like an extended vacation and have converted a part of their base into an elaborate spa. 13. See the Gates of the Afterlife location in chapter 5 on p. 276. CHAPTER FOUR • gm toolkit 150 weird waStelandS
CREED The Recruiters exist to expand the influence of Prince Feranulon by increasing the pool of fiends beholden to him for advancement through the infernal ranks. Recruiters promise dead souls a fast track through the lower ranks of the infernal hierarchy in exchange for their support for the prince’s ambitions. The Recruiters maintain tentative diplomatic ties with the Enduring Aristocracy, who see the devils as a useful weapon in their war with the living. The Recruiters also regularly employ mercenary cohorts from the Blood Harpy Legion to supplement their own forces. The Recruiters see the Arcanotech Cabal and Fellowship as their main rivals in the wastes: the Cabal has the magical might to stop the Recruiters, and the Fellowship opposes their recruitment of dead souls. RESOURCES The Recruiters have access to devil and infernal tiefling mercenary forces, specialists, experts, and spies. Their headquarters is in a restored fortress-monastery complex in the rocky highlands near the Gates of the Afterlife, giving them prime access to this important landmark.14 MEMBERSHIP The Infernal Recruiters are small compared to other factions but are by far the most organized. Devil and lawful fiends comprise most of the prince’s personal retinue and entourage. Humanoids, either infernal or native to the wasteland, make up the bulk of the rank-and-file. Their task is to secure supplies from the wasteland, and the devils aren’t picky about how they acquire them. NOTABLE FIGURES Among their numbers, the Infernal Recruiters feature the following notable members. Captain Dragoras Fang (LE) The half-red-dragon tiefling Dragoras Fang is a veteran of many planar wars in which his exploits won him a place in Prince Feranulon’s retinue. He commands the contingent of wasteland mercenaries who joined the devils in the initial stages of the invasion. Captain Fang’s exemplary record and favor of the prince have made him increasingly reckless, and some of the more cunning marauders under his command have spread rumors that he is unfit to lead them. Lady Carnrath (LE) Lady Carnrath is the erinyes in charge of all soul recruitment for the expedition. She is patient and uncompromising, and her night hag contacts in the lower planes made her the logical choice to lead the mass soul recruitment. 14. See the Gates of the Afterlife location in chapter 5 on p. 276. Lady Carnrath uses her position in the prince’s retinue to increase her own influence and indulge her many vices, treating the fiends under her authority as members of her own court. Stanker (NE) To everyone else in the wasteland, Stanker is just a downon-his-luck goblin salvage crew boss. However, for some time now he’s used his connections in Tradetown15 to leak information to the prince’s growing spy network. Stanker is a mean-spirited, petty goblin whose frustrated ambitions to become a feared warlord led him into the open arms of the devils, who have hinted at granting him a respectable auxiliary command at some point in the future. The truth is, Stanker would spy on his neighbors for free. INFERNAL RECRUITERS CREATURES The Infernal Recruiters Creatures table presents a few creatures likely to work for or with the faction. 15. See the Tradetown location in chapter 5 on p. 176. CHAPTER FOUR • gm toolkit weird waStelandS 151
RANDOM ENCOUNTERS Use the Infernal Recruiters Encounters table to generate random encounters with the Recruiters. 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. Wastelanders Alignment: Various Organization: The general population of the wastelands just trying to make it in the postapocalypse Motto: “That’s so weird.” Wastelanders are everyone else in the wasteland who don’t belong to a specific faction. From bloodthirsty marauders, hardy nomads, desperate scavengers, and wily bandits to shrewd merchants, daring reavers, and stalwart warriors, these are the humanoids that characters will encounter regularly while adventuring in the wasteland. CREED The beliefs of wastelanders are as varied as they are. Some folks keep their eyes down and spend each day simply trying to survive without drawing attention to themselves. Others rage against the harsh postapocalyptic conditions in which they find themselves, taking whatever they can whenever they can from whomever they encounter. Wastelanders have no unifying creed, but pockets of people do band together over their fears, hopes, or shared resources. INFERNAL RECRUITERS ENCOUNTERS 2d6 CREATURES ACTIVITY 2 1 chain devil, 1d6 + 2 bearded devils, 1d6 auxilia marauders Harassing locals 3 1 bone devil, 8 imps, 6d6 + 6 lemures Herding lemures 4 1 incubus, 2 imps, 6 hell-born skirmishers on warhorse skeletons Recruiting dead souls 5 1 incubus, 1 imp, 1 soul broker 6 8 hell-born skirmishers, 1 imp 7 1d6 secret informants, 1 imp Recruiting marauders 8 5 hell-born skirmishers, 3 hell-born soldiers, 1 imp 9 8 hell-born soldiers on warhorse skeletons, 1 imp Collecting tribute 10 1 barbed devil, 6 bearded devils, 2 imps 11 1 half-red dragon veteran on a nightmare, 2 hell hounds, 1d6 + 6 auxilia marauders on warhorse skeletons, 1 imp 12 1 erinyes, 2 horned devils, 6 imps Traveling as a diplomatic envoy INFERNAL RECRUITERS CREATURES CR CREATURE 0 Lemure 1/2 Hell-born skirmisher (orc) 1/2 Hell-born soldier (hobgoblin) 1/2 Warhorse skeleton 1 Auxilia marauder (bugbear) 1 Imp 1 Secret informant (spy) 3 Bearded devil 3 Hell hound 3 Nightmare 4 Succubus/incubus 5 Barbed devil 5 Half-red dragon veteran 5 Soul broker (night hag) 8 Chain devil 9 Bone devil 11 Horned devil 12 Erinyes 20 Pit fiend CHAPTER FOUR • gm toolkit 152 weird waStelandS
RESOURCES Even in a postapocalyptic land, there are resources to be found if one knows where to look and is willing to take some risks. From natural resources like water and food to humanoid-made resources like trolleum and arcanotech, supplies can be found all across the wasteland. Just make sure they’ve not already been claimed by one of the various wasteland factions. MEMBERSHIP There are many reasons one might choose the life of an independent wastelander. Getting involved with a faction comes with its own risks, and sometimes they’re just not worth it. Some folks avoid joining on principle, stubbornly insisting on eking out an existence on their own. Whatever the reason, if you’re not a faction member, you’ve got something in common with all the other wastelanders out there. Just don’t assume that means you’re allies. NOTABLE FIGURES Among their numbers, wastelanders feature the following notable members. Axen Groat (LN) The optimistic dwarf adventurer Axen Groat claims to have been trapped by a diabolical archmage in a temporal imprisonment cyst deep beneath the earth for centuries. According to Axen, the archmage sought to bring about the downfall of civilization itself, and Axen failed in his quest to stop the dastardly plot. Now, the time-traveling dwarf wanders the broken roads of his former home, slaying monsters and searching for his descendants among the wasteland’s scattered dwarf communities. Vigorous Rex (N) Rex is an energetic hobgoblin tracker, scavenger, and bootleg alchemist who roams the hinterland between the Demolition Derby and Tradetown.16 His keen intellect and dry sense of humor make Rex popular with the local scrap mongers, and Rex uses his contacts to stay informed about the activities of local warlords and other threats. Few wastelanders know the backcountry trails as well as Vigorous Rex does. Yolla Swaggins (CN) Yolla is a halfling trader with a wry smile whose unbelievable luck is the stuff of legendary debate in the dive bars of Tradetown. Stories of massive profits from outrageous deals, death-defying martial exploits, and tenderhearted romance seem to follow Yolla wherever she goes, which is just how she likes it. Yolla’s secret is her natural gift for “luck” magic, primarily enchantments and divinations, which she uses to fend off threats from the wastes. After 16. See the Tradetown location in chapter 5 on p. 176. all, everyone’s heard those stories of desperate halflings turning to cannibalism to survive, and that’s no way for a halfling to live. CREATURES Vast swaths of the wasteland remain unexplored, and the creatures there have yet to be discovered. Even in mapped and meekly populated areas, it’s impossible to categorize the tremendous number of diverse creatures present in the wastelands. Whatever beings exists out in the wastes, they’re just as weird as the ones who group together in factions. The Wastelanders Creatures table presents a few creatures likely to live and work in the wasteland outside the factions. WASTELANDERS CREATURES CR CREATURE 1/8 cultist 1/8 guard 1/8 scrounger (kobold) 1/8 tribal warrior 1/4 skulker (goblin) 1/2 bodyguard (thug) 1/2 nomad (gnoll) 1/2 outrider (scout) 1/2 reaver (hobgoblin) 1/2 slayer (orc) 1 marauder (bugbear) 1 trader (spy) 2 bandit captain 2 berserker 2 cult fanatic 3 militia sergeant (veteran) 5 militia captain (gladiator) 6 extravagant trader (mage) 8 master hunter (assassin) WASTELANDERS ENCOUNTERS Use the Wastelanders Encounters and Wastelanders Activities tables to generate random encounters with wastelander humanoids. Roll 3d6 on each table to determine what sort of wastelanders the party encounters and what they’re doing. Some entries reference other creatures among the wastelanders with an X. For those, roll an additional encounter to determine the other creatures.17 17. See the Monster Reskins table on p. 141 for a full list of changes made to humanoid stat blocks. CHAPTER FOUR • gm toolkit weird waStelandS 153
WASTELANDERS ACTIVITIES 3d6 ACTIVITY 3 Building something 4 Partying or roughhousing 5 Boasting or showing off 6 Parleying with X 7 Pursuing or pursued by X 8 Fighting X 9 Traveling 10 Foraging or hunting 11 Patrolling territory 12 Raiding 13 Mending or repairing gear 14 Carrying something valuable 15 Making camp 16 Wounded 17 Brawling or arguing 18 Cautiously sleeping WASTELANDER REACTION TABLES Pick the table in the following section that best fits the wastelanders encountered and roll 2d6. Each entry provides a suggestion for how the wastelanders react when they notice the party. When combined with the Wastelanders Activities table, the prompts from these reaction tables help the GM add variety to the many wastelanders the party encounters. BANDITS AND ROBBERS 2d6 REACTION 2 Attack and rob the party 3–5 Demand half the party’s supplies or valuables 6–8 Demand a moderate toll to pass freely 9–11 Size the party up 12 Offer useful information for a small fee WASTELANDERS ENCOUNTERS 3d6 WASTELANDER 3 1 extravagant trader, 1d6 militia sergeants on a Huge beast 4 1 master hunter on a Large beast 5 1d4 militia captains on Large beasts or in vehicles 6 1d8 marauders 7 1d6 + 1 outriders on Large beasts 8 1 trader, 1d6 bodyguards on Large beasts 9 1d6 + 2 nomads on Large beasts or in vehicles 10 2d6 + 1 skulkers 11 1 militia sergeant, 1d6 + 3 guards 12 1d12 + 1 slayers 13 2d8 + 2 scroungers 14 2d6 marauders 15 1 bandit captain, 2d6 + 2 reavers on Large beasts or in vehicles 16 1 militia captain, 3d8 guards riding Large beasts 17 1 cult fanatic, 1d6 berserkers, 2d6 cultists 18 2d6 + 1 nomads, 3d10 tribal warriors riding in vehicles CHAPTER FOUR • gm toolkit 154 weird waStelandS
Checking for encounters at regular intervals is one way to highlight the inherent danger of adventuring in the wastelands. Any time the party makes a choice about how to explore a site or does something that takes more than a few minutes of time, check for a random encounter. This is partly what the wilderness event die from chapter 3 does, but it has results for more than just encounters. To check for an encounter, roll 1d6 every 10–15 minutes of game time, about once per scene, or whenever you remember to. On a 1, there’s an encounter. On a 2, there’s a clue that an encounter is nearby (noises, smells, tracks), something for the party to investigate to learn more about a potential danger. HERMITS AND SCAVENGERS 2d6 REACTION 2 Flee 3–5 Stay at a distance with weapons at the ready 6–8 Observe quietly before communicating 9–11 Relax and chat a bit 12 Offer mutual exchange of information or supplies DRIFTERS AND TRAVELERS 2d6 REACTION 2 Attack until the party flees 3–5 Ready weapons in defense 6–8 Seem willing to talk briefly 9–11 Trade or offer to share a meal or campsite 12 Freely share useful information MARAUDERS AND KILLERS 2d6 REACTION 2 Attack to kill 3–7 Attack and rob the party, then attempt to flee 8–11 Taunt or threaten the party 12 Question the party for information wasteland encounters As adventurers explore the wasteland, they are bound to come across all manner of creatures. Encounters with such denizens can be thrilling, helpful, or incredibly dangerous. The encounters in this section are specifically meant to inform random encounters that occur between locations during wilderness exploration. If you are using some of the variant exploration mechanics presented in chapter 3, you might be prompted to roll a random encounter in this chapter. Otherwise, you decide if and when random encounters occur. To create an encounter, roll 1d8 and 1d12 on the appropriate terrain-based table. Consult the results to determine the creatures and difficulty of the encounter. Encounters can also feature hazards as an additional challenge. If you roll the same result on the d8 and d12 when you roll for an encounter, a hazard is triggered. Consult the results on the appropriate terrain-based hazard table to find out what weird and dangerous environmental hazard accompanies the encounter. low intelligence monster activity The creatures on the following encounter tables vary in difficulty and weren’t crafted with balanced encounters as a priority. These are the predominant monsters for their terrain type, and a reckless party can easily find themselves in over their heads. Therefore, it’s important to CHAPTER FOUR • gm toolkit weird waStelandS 155
remember that not every encounter needs to start with an initiative roll. One way to ensure that combat isn’t always the party’s go-to response is to add context to the random encounter by determining what a creature is doing when the party encounters it. Adding context to a random encounter lets the players approach an encounter from a variety of different angles. This helps a party escape the notice of a powerful monster, avoid a fight they’re not ready for, or set up for combat on their own terms. To add context to an encounter with a creature whose Intelligence score is 6 or lower, roll on the Monster Activities table. Some entries in the Monster Activities table reference additional creatures present in the encounter, which are marked with an X. For those, roll another encounter to determine the additional creatures. MONSTER ACTIVITIES d20 MONSTER ACTIVITY 1 Building a nest or den 2 Chasing or being chased by X 3–4 Eating or being eaten by X 5 Ensnared or trapped 6–7 Fighting X 8 Grazing or hunting 9 Grooming 10 Marking territory 11 Resting 12 Tending wounds 13 Hiding 14 Laying prone 15 Making noise 16 Patrolling 17 Pacing 18 Performing a repetitive task 19 Standing motionless 20 Twitching erratically encounter hazards As the party travels through the wastelands, they will encounter environmental hazards as well as dangerous creatures. When you roll the same number on both encounter dice, the encounter features a hazard in addition to the creatures. Characters may attempt to identify a hazard or locate the presence of one with a successful Intelligence (Arcana), Intelligence (Nature), or Wisdom (Survival) check using the relevant terrain DC. At your discretion, the hazard can affect the party up to 1d4 hours before or after an encounter is triggered, or the hazard can be a sudden event that dramatically raises the stakes of an ongoing encounter. Incorporate hazards in whatever way makes the most sense for your table. Note that the following hazards reference terrain DC to determine the difficulty of associated checks. The terrain DC for each terrain type is listed in each terrain type’s “Hazards” section. BLINDING GLARE In clear, dry air with nothing to block it, the sun’s seething brilliance reflects off the desert sand directly into your eyes. The ground is suffused with highly reflective particles. Creatures without protective eyewear are blinded as long as they remain in the area, and creatures with protective eyewear have disadvantage on Wisdom (Perception) checks that rely on sight. When a creature attempts to target a creature more than 30 feet away from it with an attack, it must first succeed on a Constitution saving throw against the relevant terrain DC or be forced to either choose a new target or lose the attack or spell. EARTHQUAKE The ground rumbles ominously with seismic activity! The earth rocks with seismic activity for 1 minute, shaking all creatures and structures in contact with the ground. The ground in the area becomes difficult terrain. At the start of each of its turns, a creature in contact with the ground in the affected area must succeed on a Dexterity saving throw against the relevant terrain DC or be knocked prone. If a creature fails this saving throw by 5 or more, it also falls into a fissure that opens beneath its feet. The fissure is 1d10 × 10 feet deep and is 10 feet wide. Other creatures in the fissure’s area when it first appears must succeed on a Dexterity saving throw against the terrain DC or also fall in. Structures in the area take 10d10 bludgeoning damage at the start of each round until the earthquake ends. CHAPTER FOUR • gm toolkit 156 weird waStelandS
FLASH FLOOD Rain begins to drench the arid highlands, causing torrents of water to rush across the land. A flash flood fills up dry stream beds nearby and continues to move until the water reaches level ground. Creatures within the area of a flash flood must succeed on a Strength saving throw against the terrain DC or be swept away by the rising water. On a success, creatures anchor themselves onto something solid and pull themselves out of the water. On initiative count 20 and 10, losing any ties, the flash flood and all creatures and floating objects within it move 60 feet in the direction the water is flowing. Creatures in the moving water must succeed on a Strength (Athletics) check against the terrain DC to keep their heads above water. If a creature succeeds by 5 or more, it is able to reach the water’s edge. Creatures with a swimming speed have advantage on this ability check. If the creature fails the ability check, the creature is submerged in the water and must hold its breath or begin suffocating. GLASS PLAIN The expanse of sand before you is melted into reflective glass, riddled with razor-edged fractures, and crisscrossed by serrated hedges of jagged shards. The ground is suffused with highly reflective particles. Creatures without protective eyewear are blinded as long as they remain in the area, and creatures with protective eyewear have disadvantage on Wisdom (Perception) checks that rely on sight. Creatures in contact with the ground who move more than half their walking speed during a round take 1 slashing damage for each additional foot beyond half their walking speed that they move. GRAY DUST A powder of fine, pale-gray dust suffused with entropic power coats the surrounding landscape. The ground is covered in a fine gray powder that absorbs light, turning bright light (including daylight) into dim CHAPTER FOUR • gm toolkit weird waStelandS 157
Scintillating radiance is a convenient way to introduce all sorts of mutated monsters to your wasteland campaign. See the spell-warped creature template on p. 292 in chapter 6 for ideas about how to transform your monsters into magically mutated horrors. light and dim light into darkness. Spells of 4th level or higher that produce light or similar magical effects are unaffected by the gray dust. During a sandstorm,18 creatures that start their turn in an area of gray dust must attempt a Constitution saving throw against the terrain DC, taking 2d8 necrotic damage on a failure or half as much on a success. If this damage reduces a creature to 0 hit points, it is disintegrated into fine gray dust, along with any nonmagical items it is wearing or carrying. POISONOUS FUMES Yellowish clouds of gas billow out of fissures in the ground, venting their toxic vapors into the air. The area of poisonous fumes is lightly obscured, and visibility is limited to a maximum of 60 feet. At the start of each of their turns, creatures in the area who need to breathe air must succeed on a Constitution saving throw against the terrain DC or take 2d8 poison damage and become poisoned for as long as they remain in the area. On a success, creatures take half damage but are not poisoned. ROCKSLIDE With a grinding roar, a wall of boulders and gravel cascades down the slope. A rockslide is 100 feet wide, 200 feet long, and 20 feet deep. When a rockslide occurs, all creatures within its path must roll initiative. On initiative counts 20 and 10, losing any ties, the rockslide moves 200 feet until its entire length reaches level ground or otherwise can’t move farther. When a rockslide moves into a creature’s space, the creature must succeed on a Strength saving throw against the terrain DC or fall prone and move along with the rockslide. Creatures caught in a rockslide take 3d10 bludgeoning damage. When the rockslide stops, the rocks bury creatures in its space. Buried creatures are blinded, restrained, and have total cover. A buried creature can try to free itself by spending 10 minutes digging and attempting a Strength (Athletics) check against the terrain DC, freeing itself on a success. On a failure, the creature makes no progress and gains one level of exhaustion. 18. See the “Sandstorm” section under “Wasteland Weather Hex Descriptions” on p. 123 in chapter 3 for information about sandstorm weather. Creatures that aren’t buried can attempt an Intelligence (Investigation) or Wisdom (Perception) check against the terrain DC to locate a buried creature. Once located, it takes 10 minutes of digging to free a buried creature. SAND DUNES Deep fields of shifting ash, dust, grit, and loose sand form massive dunes prone to collapse. An area of sand dunes is difficult terrain, and creatures cannot take the Dash action while in the area. A sand dune occupies a 30-foot square of ground. When one collapses, it suddenly loses its structure, miring those standing on its former surface. Creatures caught in a sand dune collapse must succeed on a Dexterity saving throw against the terrain DC or be buried under a mound of sand. Buried creatures are blinded, prone, restrained, and have total cover, and creatures that need to breathe begin suffocating unless they hold their breath. A buried creature can try to free itself by spending its action digging and attempting a Strength (Athletics) check against the terrain DC, freeing itself on a success. On a failure, the creature makes no progress and gains one level of exhaustion. Creatures that aren’t buried can attempt an Intelligence (Investigation) or Wisdom (Perception) check against the terrain DC to locate a buried creature. Once located, it takes 1 minute of digging to free a buried creature. SCINTILLATING RADIANCE Leaking arcane reactors inside derelict constructs and areas scarred by periods of intense spellcasting saturate regions of the wasteland with the decaying remains of potent magic. An area of scintillating radiance sheds 120 feet of bright light and 120 feet of dim light beyond that. This light is magical and cancels any magical darkness in its area. Creatures that start their turn in the bright light must succeed on a Constitution saving throw against the terrain DC or take 1d6 damage, or 1d12 damage if the creature consumed magical food or liquid (such as a potion or food created by a spell) within the last 24 hours. If this damage reduces a creature to 0 hit points, the creature dies. Roll on the Scintillating Radiance Damage table to determine the damage type. CHAPTER FOUR • gm toolkit 158 weird waStelandS
SCINTILLATING RADIANCE DAMAGE d6 DAMAGE TYPE 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Radiant Except for the heal and wish spells, magical healing cannot heal this damage. A successful long rest in comfortable conditions19 restores any hit points lost to scintillating radiance. Creatures that lose more than half their hit points to damage from scintillating radiance become blinded and poisoned until the damage dealt by the scintillating radiance is healed. TANGLEBRACK A massive thicket of overgrown briars, mutated succulents, and thorny creeper vines sustained by runaway magic twist through the area. An area of tanglebrack is 60 feet wide, 60 feet long, and 10 feet tall. The area is difficult terrain, and creatures in the area have disadvantage on attack rolls made with weapons that do not have the light property. Creatures attempting to move through the area must succeed on a Strength or Dexterity saving throw (player’s choice) against the terrain DC or become grappled by the entangling brambles and grasping roots until the start of their next turn. VOLCANO Drifting clouds of hot ash, searing streams of lava, and superheated boulders sailing through the sky mark the presence of an active volcano. The area of an active volcano affects the land around it in a 1-mile radius, where ash clouds, superheated boulders, and lava raze the surrounding terrain. Ash clouds billow out of several vents on the sides of the volcano, past which flow rivers of crawling lava. Occasional explosions from the cone above send superheated boulders crashing down the rocky slope. Clouds of hot ash and volcanic gases erupt from four vents on the sides of the north and western slopes, filling the area around them with burning, sulfurous smoke. Ash clouds are 60-foot-radius spheres and are heavily obscured. Creatures in an ash cloud that need to breathe must hold 19. See the “New Conditions” section on p. 102 in chapter 3 for information on the comfortable condition. their breath or begin suffocating. A creature that enters an ash cloud for the first time on its turn or end its turn there must attempt a Constitution saving throw against the terrain DC, taking 10d8 fire damage on a failure, or half as much on a success. Superheated boulders land in the area at a rate of roughly one per minute, exploding like bombs. The boulders are 5-foot-radius spheres. Each creature in a 20-foot-radius sphere centered on the point where the lava bomb lands must attempt a Dexterity saving throw against the terrain DC, taking 4d8 bludgeoning plus 4d8 fire damage on a failure, or half as much on a success. Lava flows spill from the volcano’s peak in 30-foot-wide streams. Creatures immersed in a stream of lava take 10d10 fire damage at the start of each of their turns. Creatures within the area of a lava flow must succeed on a Strength saving throw against the terrain DC or be swept away by the lava. On a success, creatures anchor themselves onto something solid and pull themselves out of the lava. On initiative count 20, losing any ties, the lava flow and all creatures and floating objects within it move 30 feet in the direction the lava is flowing. Creatures in the moving lava must succeed on a Strength (Athletics) check against the terrain DC to keep their heads above the lava’s surface. If a creature succeeds by 5 or more, it is able to reach the lava’s edge and pull itself out. WILDFIRE Roaring sheets of fire consume the dry brush, filling the sky with thick smoke. A wildfire is 100 feet wide, 100 feet long, and 30 feet tall, and smoke from the wildfire spreads around it from the center in a 300-foot-radius sphere. The smoky area is heavily obscured, and visibility within it is limited to 30 feet. Creatures that enter an area of wildfire for the first time on a turn or who end their turn inside it must attempt a Dexterity saving throw against the terrain DC, taking 5d8 fire damage on a failure, or half as much on a success. Nonmagical objects and structures in the area also take this damage, and flammable objects not being worn or carried catch on fire. terrain-based encounter tables Each terrain type has its own encounter tables for both daytime and nighttime encounters. If you are using the optional hex-based exploration rules in chapter 3,20 the terrain types you use are determined by which kind of hex the party is traveling through. If you are not using the hex rules, you can choose the type of terrain that best suits your game or your party’s character level. 20. See “Hex-Based Exploration” on p. 109 in chapter 3. CHAPTER FOUR • gm toolkit weird waStelandS 159
Some terrain types are home to deadlier denizens than others, so consult the Terrain by Recommended Party Level table to inform which terrain encounters to use. Several encounter results refer to specific factions and consequently have variable difficulties. When an encounter result says, “[Faction Name] (roll on faction sub-table),” consult the corresponding faction encounter table earlier in the chapter to determine the types and number of creatures that confront the party. ■ Arcanotech Cabal Encounters table – p. 143 ■ Blood Harpy Legion Encounters table – p. 146 ■ Enduring Aristocracy Encounters table – p. 148 ■ The Fellowship Encounters table – p. 150 ■ Infernal Recruiters Encounters table – p. 152 ■ Wastelanders Encounters table – p. 154 TERRAIN BY RECOMMENDED PARTY LEVEL TERRAIN TYPE RECOMMEND PARTY LEVEL Arcane wastes Tier 4 Badlands Tier 2 Desert Tier 2 or 3 Hills Tier 1 or 2 Mountains Tier 3 Scrublands Tier 1 ARCANE WASTES Danger abounds in these lands scarred by magical warfare and stalked by monsters spawned from the arcane pollution that suffuses the area. The descendants of domesticated animals that once lived in these former farmlands bear the scars of their ancestors’ monstrous transformations. Magically created monsters and summoned creatures left over from a long-forgotten war also roam here. Deep within the wastes the Enduring Aristocracy make their strongholds, where they rule over their masses of skeletal peasants and mercilessly hunt down the living who cross into their territory. The arcanavore21 and spell-warped22 templates found in chapter 6 are appropriate for use on any monsters found in the arcane wastes. Random Encounters Whenever you want a random encounter to occur or are prompted by a mechanic to create one, roll 1d8 and 1d12, 21. See the arcanavore template on p. 290 in chapter 6 for more information. 22. See the spell-warped template on p. 292 in chapter 6 for more information. then consult the daytime or nighttime Arcane Wastes Encounters table to determine the details of the encounter. The Estimated Difficulty column in each table is based on a party of four adventurers of 16th level. DAYTIME ARCANE WASTES ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 tarrasque Deadly 3 1d4 purple worms Deadly 4 1d8 + 2 gorgons Hard 5 1d8 + 2 wyverns Hard 6 2d8 air or fire elementals Hard 7 2d8 + 10 diseased giant rats or 3d8 cockatrices Easy 8 1d8 + 2 gibbering mouthers Easy 9 1d10 chimeras Hard 10 2d6 + 2 arcanavore stirges23 or 3d8 giant wasps Easy 11 1d12 black puddings Medium 12 1d4 wight knights on warhorse skeletons, 2d6 + 6 armored skeletons on warhorse skeletons Easy 13 3d8 + 2 gargoyles Hard 14 Arcanotech Cabal (roll on faction sub-table) Variable 15 Enduring Aristocracy (roll on faction sub-table) Variable 16 1 squamous magnedon24 Medium 17 2d12 + 4 minotaurs Deadly 18 1d6 + 3 spell-warped ettins25 or 1d8 + 2 trolls Hard 19 1d4 stone golems Medium 20 Wastelanders (roll on faction sub-table) Variable 23. See the arcanavore stirge on p. 291 in chapter 6 for more information. 24. See the squamous magnedon on p. 308 in chapter 6 for more information. 25. See the arcanavore ettin on p. 294 in chapter 6 for more information. CHAPTER FOUR • gm toolkit 160 weird waStelandS
NIGHTTIME ARCANE WASTES ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 tarrasque Deadly 3 1d4 + 1 purple worms Deadly 4 1d12 + 3 phase spiders Medium 5 1d12 otyughs Hard 6 1d8 + 3 chimeras Deadly 7 2d12 black puddings Deadly 8 1d8 + 8 gibbering mouthers Medium 9 3d8 + 8 worgs Easy 10 2d8 × 10 dretches, 3d8 quasits Hard 11 3d12 specters Medium 12 1d8 wight knights on warhorse skeletons, 2d8 + 2 armored skeletons on warhorse skeletons, 3d8 + 6 skeleton archers Medium 13 3d8 + 8 ghasts Deadly 14 1d12 + 1 wraiths Deadly 15 1d12 ghosts Hard 16 3d8 + 4 dretches, 1 nalfeshnee or 1d4 hezrou Deadly 17 Enduring Aristocracy (roll on faction sub-table) Variable 18 1d6 + 3 arcanavore ettins26 or 1d8 + 2 trolls Hard 19 1d4 stone golems Medium 20 Arcanotech Cabal (roll on faction sub-table) Variable Hazards When you roll the same number on both encounter dice, consult the Arcane Wastes Hazards table using the number rolled on the d8 to determine the hazard the party also encounters. Hazards in the arcane wastes use terrain DC 20. 26. See the arcanavore ettin on p. 294 in chapter 6 for more information. ARCANE WASTES HAZARDS d8 HAZARD 1–3 Scintillating radiance 4 Gray dust 5 Wildfire 6 Glass plain 7 Poisonous fumes 8 Tanglebrack BADLANDS Numerous caves and twisting canyons hide the dens of mage-bred beasts of war or shelter colonies of demons. Creatures in the badlands have been scarred by magic, most growing grotesque and monstrously enormous. Badlands are also the hunting ground of feral giants twisted by magic who use the terrain to hide in wait of their favored prey: wastelanders. At night, the badlands are home to prowling packs of hungry ghouls and cackling demons. The arcanavore27 and spell-warped28 templates found in chapter 6 are appropriate for use on any monsters found in the badlands. 27. See the arcanavore template on p. 290 in chapter 6 for more information. 28. See the spell-warped template on p. 292 in chapter 6 for more information. CHAPTER FOUR • gm toolkit weird waStelandS 161
Random Encounters Whenever you want a random encounter to occur or are prompted by a mechanic to create one, roll 1d8 and 1d12, then consult the daytime or nighttime Badlands Encounters table to determine the details of the encounter. The Estimated Difficulty column in each table is based on a party of four adventurers of 7th level. DAYTIME BADLANDS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 purple worm Deadly 3 1 roc Deadly 4 1d6 manticores Medium 5 1 tyrant war beast (tyrannosaurus rex) Deadly 6 1 young brass dragon Easy 7 1d4 horned war beasts (triceratops) Hard 8 2d6 + 3 giant vultures Medium 9 1d6 + 1 cave bears (polar bear) Medium 10 3d6 +1 giant wasps Medium 11 3d6 giant goats Easy 12 2d6 + 6 skeletons Easy 13 1d4 ettins Medium 14 1d6 + 1 gargoyles Medium 15 Blood Harpy Legion (roll on faction sub-table) Variable 16 1d4 swarms of trembles29 Deadly 17 Wastelanders (roll on faction sub-table) Variable 18 1d4 trolls Hard 19 1 squamous magnedon30 Deadly 20 Arcanotech Cabal (roll on faction sub-table) Variable 29. See the tremble on p. 310 in chapter 6 for more information. 30. See the squamous magnedon on p. 308 in chapter 6 for more information. NIGHTTIME BADLANDS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 purple worm Deadly 3 1 dragon tortoise (dragon turtle) Deadly 4 1d4 + 1 owlbears Medium 5 1d6 + 1 manticores Hard 6 1d6 giant scorpions Medium 7 1d6 + 2 saber-toothed tigers Hard 8 3d6 lions Hard 9 2d6 + 6 worgs Medium 10 1d6 giant hyenas, 2d6 + 2 hyenas Easy 11 Wastelanders (roll on faction sub-table) Variable 12 1d4 quasits, 2d4 + 4 dretches Easy 13 1d4 thools,31 2d4 ghouls Hard 14 1 arcanavore ettin32 or 2d6 + 6 skeletons Easy 15 2d6 + 1 specters Medium 16 1d4 trolls Hard 17 1d4 vrocks Deadly 18 1d4 swarms of trembles33 Deadly 19 1 young blue dragon Hard 20 1 rakshasa Deadly Hazards When you roll the same number on both encounter dice, consult the Badlands Hazards table using the number rolled on the d8 to determine the hazard the party also encounters. Hazards in the badlands use terrain DC 15. BADLANDS HAZARDS d8 HAZARD 1–3 Rockslide 4 Earthquake 5 Sand dunes 6 Blinding glare (reroll if nighttime) 7 Poisonous fumes 8 Scintillating radiance 31. See the thool on p. 309 in chapter 6 for more information. 32. See the arcanavore ettin on p. 294 in chapter 6 for more information. 33. See the tremble on p. 310 in chapter 6 for more information. CHAPTER FOUR • gm toolkit 162 weird waStelandS
DESERT By day, few things live atop the sandy surface of the desert. Large burrowing creatures thrive deep within the loose sands, and flying predators circle the sky hoping to snatch unwary wastelanders for a snack. The most dangerous places by far are oases, which tend to attract monsters and would-be hydro-despots. At night, living and undead creatures alike emerge from the sand to stalk the few groups of nomadic wastelanders who call the desert home. The spell-warped34 template found in chapter 6 is appropriate for use on any monsters found in the desert. Random Encounters Whenever you want a random encounter to occur or are prompted by a mechanic to create one, roll 1d8 and 1d12, then consult the daytime or nighttime Desert Encounters table to determine the details of the encounter. The Estimated Difficulty column in each table is based on a party of four adventurers of 9th level. 34. See the spell-warped template on p. 292 in chapter 6 for more information. Hazards When you roll the same number on both encounter dice, consult the Desert Hazards table using the number rolled on the d8 to determine the hazard the party also encounters. Hazards in the desert use terrain DC 15. DESERT HAZARDS d8 HAZARD 1–4 Sand dunes 5 Glass plain 6 Gray dust 7 Scintillating radiance 8 Blinding glare (reroll if nighttime) CHAPTER FOUR • gm toolkit weird waStelandS 163
NIGHTTIME DESERT ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 dune kraken (kraken) Deadly 3 1d4 invisible stalkers Hard 4 1 purple worm Deadly 5 2d4 giant scorpions Hard 6 1d8 phase spiders Medium 7 2d8 + 2 worgs Easy 8 1d6 + 1 ankhegs Easy 9 1d8 giant poisonous snakes Easy 10 1d6 wights, 2d6 skeletons Medium 11 3d6 ghouls Medium 12 2d8 specters Medium 13 1d6 thools,35 2d6 ghouls Hard 14 1d6 + 3 ghasts Medium 15 Wastelanders (roll on faction sub-table) Variable 16 1d6 wraiths Deadly 17 1d4 oni Hard 18 1 young blue dragon Medium 19 Enduring Aristocracy (roll on faction sub-table) Variable 20 1 dragon tortoise (dragon turtle) Deadly 35. See the thool on p. 309 in chapter 6 for more information. DAYTIME DESERT ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 dune kraken (kraken) Deadly 3 1 roc Hard 4 1 purple worm Deadly 5 1d4 bulettes Medium 6 1d4 air elementals Medium 7 2d6 + 3 giant vultures Medium 8 1d8 ankhegs Easy 9 3d6 + 5 purple worm larvae (giant centipede) Easy 10 1d6 wights, 2d6 + 3 skeletons Hard 11 1d6 + 1 phase spiders Medium 12 Wastelanders (roll on faction sub-table) Variable 13 3d6 dust mephits Easy 14 1d4 salamanders Medium 15 Enduring Aristocracy (roll on faction sub-table) Variable 16 Wastelanders (roll on faction sub-table) Variable 17 Arcanotech Cabal (roll on faction sub-table) Variable 18 1 young brass dragon Easy 19 The Fellowship (roll on faction sub-table) Variable 20 1 dragon tortoise (dragon turtle) Deadly CHAPTER FOUR • gm toolkit 164 weird waStelandS
HILLS Danger in the hills comes mainly from flying predators and the many humanoids and giants who call this part of the wasteland home. The hills offer wastelanders defensible places with water access in which to settle, and the herd animals many wastelanders attempt to re-domesticate attract all manner of aerial threats. Many of the giants who prowl the hill country are former wastelanders transformed into ravenous monsters. The arcanavore36 and spell-warped37 templates found in chapter 6 are appropriate for use on any monsters found in the hills. Random Encounters Whenever you want a random encounter to occur or are prompted by a mechanic to create one, roll 1d8 and 1d12, then consult the daytime or nighttime Hills Encounters table to determine the details of the encounter. The Estimated 36. See the arcanavore template on p. 290 in chapter 6 for more information. 37. See the spell-warped template on p. 292 in chapter 6 for more information. Difficulty column in each table is based on a party of four adventurers of 5th level. Hazards and Rolling Doubles When you roll the same number on both encounter dice, consult the Hills Hazards table using the number rolled on the d8 to determine the hazard the party also encounters. Hazards in the hills use terrain DC 15. HILLS HAZARDS d8 HAZARD 1–2 Rockslide 3–4 Tanglebrack 5 Scintillating radiance 6 Sand dunes 7 Earthquake 8 Wildfire CHAPTER FOUR • gm toolkit weird waStelandS 165
DAYTIME HILLS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 purple worm Deadly 3 1 roc Deadly 4 1d4 wyverns Deadly 5 1d4 + 1 griffons Medium 6 1d6 basilisks Hard 7 1d6 + 2 giant vultures Medium 8 2d4 bull javelinas (giant boars) Hard 9 1d6 arcanavore stirges38 Medium 10 1d6 + 3 giant goats Easy 11 3d6 + 6 wild dogs (jackals) Easy 12–14 Wastelanders (roll on faction sub-table) Variable 15 The Fellowship (roll on faction sub-table) Variable 16 1d4 ogres, 1d6 + 1 marauders (bugbears) Hard 17 1d4 hill giants Deadly 18 Blood Harpy Legion (roll on faction sub-table) Variable 19 1 young copper dragon Medium 20 The Fellowship (roll on faction sub-table) Variable 38. See the arcanavore stirge on p. 291 in chapter 6 for more information. NIGHTTIME HILLS ENCOUNTERS 1d8 + 1d12 ENCOUNTERS ESTIMATED DIFFICULTY 2 1 purple worm Deadly 3 1 behir Deadly 4 1d4 wyverns Deadly 5 1d4 + 1 manticores Hard 6 1 hydra Hard 7 3d6 + 2 worgs Medium 8 2d4 bull javelinas (giant boars) Hard 9 2d4 giant spiders Medium 10 1 swarm of trembles39 Medium 11 1d8 + 2 specters Medium 12 2d6 ghouls Hard 13 1d4 ogres, 1d6 + 1 marauders (bugbears) Hard 14 1d4 + 1 thools40 Hard 15 1d6 crag hags (sea hags) Medium 16 1 young red dragon Deadly 17 1 night hag on a nightmare Hard 18 1d6 wraiths Deadly 19 Infernal Recruiters (roll on faction sub-table) Variable 20 Wastelanders (roll on faction sub-table) Variable 39. See the swarm of trembles on p. 311 in chapter 6 for more information. 40. See the thool on p. 309 in chapter 6 for more information. CHAPTER FOUR • gm toolkit 166 weird waStelandS
MOUNTAINS The mountains are hot from volcanic activity, and the many hidden portals to the planes of earth and fire through which elementals freely pass create vast danger across the rocky slopes. Rocs and other aerial predators hunt across the mountains and make their nests in tall, craggy spires. Fire giants control many of the fertile valleys of volcanic soil found in the mountains, using mercenary fire elementals to defend their domains from the hardy wastelanders who live here. DAYTIME MOUNTAINS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1d4 behirs Deadly 3 1d4 rocs Deadly 4 1d8 + 1 xorn Hard 5 1d6 + 1 wyverns Hard 6 3d6 gargoyles Medium 7 2d6 + 1 griffons Medium 8 1d4 swarms of trembles41 Hard 9 1d6 saber-toothed tigers Easy 10 3d6 + 3 giant goats Easy 11 1d8 basilisks Easy 12 2d6 magma mephits, 3d6 magmin Easy 13 1d10 + 1 azers, 2d6 magmin Medium 14 Wastelanders (roll on faction sub-table) Variable 15 Blood Harpy Legion (roll on faction sub-table) Variable 16 1 fire giant with 2d4 azers Hard 17 Blood Harpy Legion (roll on faction sub-table) Variable 18 1d4 + 1 fire giants Deadly 19 1 young silver dragon Easy 20 Wastelanders (roll on faction sub-table) Variable 41. See the swarm of trembles on p. 311 in chapter 6 for more information. The spell-warped42 template found in chapter 6 is appropriate for use on any monsters found in the mountains. Random Encounters Whenever you want a random encounter to occur or are prompted by a mechanic to create one, roll 1d8 and 1d12, then consult the daytime or nighttime Mountains Encounters table to determine the details of the encounter. The Estimated Difficulty column in each table is based on a party of four adventurers of 13th level. NIGHTTIME MOUNTAINS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1d4 rocs Deadly 3 1d6 + 1 wyverns Hard 4 1d8 + 1 xorn Hard 5 1d4 behirs Deadly 6 1d4 + 1 chimeras Hard 7 1d6 saber-toothed tigers Easy 8 1d4 swarms of trembles43 Hard 9 2d4 owlbears Easy 10 3d6 ghasts Medium 11 3d6 specters Easy 12 2d6 magma mephits, 3d6 magmin Easy 13 2d4 wraiths Hard 14 1 night hag with 2d4 trolls Hard 15 Wastelanders (roll on faction sub-table) Variable 16 1 efreeti with 1d6 salamanders Deadly 17 1 fire giant, 2d4 azers Hard 18 1d4 oni, 1d8 ogre zombies Hard 19 1d4 + 1 fire giants Deadly 20 1 young red dragon Easy 42. See the spell-warped template on p. 292 in chapter 6 for more information. 43. See the swarm of trembles on p. 311 in chapter 6 for more information. CHAPTER FOUR • gm toolkit weird waStelandS 167
Hazards When you roll the same number on both encounter dice, consult the Mountains Hazards table using the number rolled on the d8 to determine the hazard the party also encounters. Hazards in the mountains use terrain DC 20. MOUNTAINS HAZARDS d8 HAZARD 1–2 Earthquake 3–4 Rockslide 5–6 Volcano 7 Poisonous fumes 8 Tanglebrack SCRUBLANDS The scrublands are where most wastelanders dwell and the Fellowship has the most influence. Wasteland raiders and prairie predators, such as packs of lions, terror birds, and hyenas, are the main dangers in the scrublands. By night, undead emerge from the tanglebrack thickets to terrorize settlements. The spell-warped44 template found in chapter 6 is appropriate for use on any monsters found in the scrublands. Random Encounters Whenever you want a random encounter to occur or are prompted by a mechanic to create one, roll 1d8 and 1d12, then consult the daytime or nighttime Scrublands Encounters table to determine the details of the encounter. The Estimated Difficulty column in each table is based on a party of four adventurers of 3rd level. 44. See the spell-warped template on p. 292 in chapter 6 for more information. CHAPTER FOUR • gm toolkit 168 weird waStelandS
Hazards When you roll the same number on both encounter dice, consult the Scrublands Hazards table using the number rolled on the d8 to determine the hazard the party also encounters. Hazards in the scrublands use terrain DC 10. SCRUBLANDS HAZARDS d8 HAZARD 1 Sand dunes 2 Blinding glare (reroll if nighttime) 3 Scintillating radiance 4–5 Wildfire 6–8 Tanglebrack DAYTIME SCRUBLANDS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 purple worm Deadly 3 1 roc Deadly 4 1d4 griffons Hard 5 1d6 bull javelinas (giant boars) Hard 6 1d4 rhinoceros Hard 7 1d6 lions Hard 8 1d4 giant vultures Medium 9 2d6 terror birds (axe beaks) Medium 10 2d4 giant goats Medium 11 2d6 + 1 giant ticks (stirges) Easy 12 1d4 centaurs Hard 13 Arcanotech Cabal (roll on faction sub-table) Variable 14 Blood Harpy Legion (roll on faction sub-table) Variable 15–16 The Fellowship (roll on faction sub-table) Variable 17–20 Wastelanders (roll on faction sub-table) Variable NIGHTTIME SCRUBLANDS ENCOUNTERS 1d8 + 1d12 ENCOUNTER ESTIMATED DIFFICULTY 2 1 purple worm Deadly 3 1 wyvern Deadly 4 1d4 manticores Deadly 5 2d4 giant poisonous snakes Medium 6 2d4 worgs Hard 7 1d6 + 1 lions Hard 8 2d6 + 2 giant weasels Medium 9 1d8 giant owls Easy 10 1d4 giant hyenas, 1d6 hyenas Medium 11 1d4 specters Medium 12 2d6 skeletons or zombies Medium 13 1d4 + 1 ghouls Hard 14 1 arcanavore ettin45 Deadly 15 1 thool46 Medium 16 1 bramble hag (green hag), 1d6 tumbleweirds (awakened shrubs) Hard 17 Infernal Recruiters (roll on faction sub-table) Variable 18–20 Wastelanders (roll on faction sub-table) Variable 45. See the arcanavore ettin on p. 294 in chapter 6 for more information. 46. See the thool on p. 309 in chapter 6 for more information. CHAPTER FOUR • gm toolkit weird waStelandS 169
supplemental tables The following tables are useful for adding flavorful details to your encounters in the wastes. WASTELAND SETTLEMENTS Use these tables to generate small village-states or nomadic groups the party might find throughout the wasteland. LEADERSHIP d10 THE LEADERSHIP IS A/AN… 1 Coterie of psions in telepathic communion 2 Elected boss 3 Hereditary official 4 Holy elder of a remnant religion 5 Hydro-despot 6 Miraculous healer 7 Oligarchic syndicate 8 Self-taught wizard 9 Warlord with an elite retinue 10 Well-organized and charismatic local USEFUL RESOURCES d10 THE SETTLEMENT HAS… 1 Abundant water 2 An arcanotech arsenal 3 Bountiful hunting 4 Hardy mounts 5 Magical ingredients 6 Potent spellcasting 7 A scrap hoard 8 Skilled artisans 9 Surplus food 10 Trustworthy guides CHAPTER FOUR • gm toolkit 170 weird waStelandS
I SEARCH THE BODY Is there a body? Of course there is. Use this table to generate interesting loot for the party to find when they inevitably search it. This table can also be used any time it seems appropriate for your group to find objects of potential usefulness or things to delight them. I SEARCH THE BODY d100 LOOT 1 Rod of petrified wood with amber-filled cracks 2 Monster’s molar the size of a bread loaf 3 Stick of dayglow-yellow chalk that leaves markings only visible with darkvision 4 Tarnished ornamental sword hilt that changes color based on the mood of its wielder 5 Preserved basilisk-skin bandana 6 A six-sided die of bone featuring a finely carved human face with a different expression on each side 7 A hungry baby lizard 8 Leather and quartz-crystal sunglasses with polarized lenses 9 A 12-in. tall doll of paper and straw 10 2d4 self-warming food bowls 11 Antler dagger 12 Pouch of dried fruit, nuts, and jerky 13 Waterskin full of turpentine 14 Preserved, animated monster claw 15 Small pouch of ball bearings 16 Enveloping robes with sewn-in wraps for total cover from the sun 17 Telescoping metal pole with a tiny hand pointing its index finger on the end (maximum height 10 ft.) 18 Gladiator’s lacquered death mask 19 Scrawled recipe for dragon wing soup INHABITANT QUIRKS d10 THE INHABITANTS… 1 Believe that throwing feasts is a sign of prestige and influence 2 Require that visitors submit to a psychic examination 3 Insist that outsiders must choose their new leader 4 Trade honestly and are friendlier than folks in other places 5 Hold punishing physical trials to resolve internal disputes 6 Shelter local bandits and supply them with resources 7 Practice cannibalism and are in league with nearby ghouls 8 Worship a powerful, mindless monster and offer it living sacrifices 9 Violently oppose unsanctioned spellcasting 10 Are a source of food and labor for a nearby intelligent monster CURRENT PROBLEM d10 HERE’S THE SITUATION… 1 One or more inhabitants are suffering from a calamitous curse that turns them into predatory monsters. 2 Residents seek the party’s aid in overthrowing their tyrannical leader. 3 A nearby warlord suspects the inhabitants of hiding valuable resources. 4 The inhabitants are planning a counterattack on raiders who recently attacked the settlement for hostages and supplies. 5 Cruel rivals from a nearby settlement hunt the locals for sport. 6 Dwindling supplies have led to severe rationing and increased tensions in the community. 7 Inhabitants are holding a local warlord (or other prominent NPC) hostage and expect retaliation soon. 8 A recent monster attack has left the residents overwhelmed by the number of wounded who need medical care. 9 Local scavengers have returned with a massive scrap haul, a true mother lode of valuable resources. 10 A recent natural disaster has caused major damage to the settlement, forcing the desperate locals to plan an evacuation. CHAPTER FOUR • gm toolkit weird waStelandS 171
I SEARCH THE BODY CONTINUED d100 LOOT 45 Brooch that freshens the wearer’s breath 46 Broad-brimmed, battered, and sweat-stained hat 47 Rucksack of dirty coins 48 2d6 ancient juice boxes with nothing but fruitscented sugar crystals inside 49 Purple velvet bag with golden trim and embroidery filled with dice 50 Pocket hourglass 51 Spoon that makes anything it stirs taste a little spicier 52 Tough satchel with 3 forbidden tomes wrapped in cloth 53 Small pot of purple salt 54 Sealed bucket containing a small, self-sustaining colony of bees 55 Cape that perpetually flutters, even when there’s no wind 56 Safety razor that never dulls 57 Handwritten journal in an unknown language containing notes on local flora and fauna 58 Leatherbound, illuminated text of forgotten funerary rituals 59 Arcanotech spare eye 60 Enameled red breastplate with gilded ornamentation 61 Half-eaten lunch 62 Love letter or letter from mom (GM’s choice) 63 Telepathy-suppression pills (taker cannot contact another creature telepathically or be contacted telepathically for 8 hours) 64 Lightly used nose plug 65 Clutch of war darts 66 Breadbox that magically generates one slice of fresh bread every morning 67 Cloth bag that has another, slightly smaller cloth bag inside it whenever it is opened 68 Corroded but functional, oversized pocket watch on a chain I SEARCH THE BODY CONTINUED d100 LOOT 20 Gallon of potable water in a small cask 21 2d4 packets of powder that tastes like the taster’s least favorite flavor 22 Arcanotech ring that produces pleasant smells 23 Set of dominos carved from behir bones 24 Exorcist’s bell 25 Character sheet of the character who finds it 26 Belt of dwarf beards 27 Coil of razor wire 28 Spiked dog collar with a tag and chain leash 29 Comb that curls any hair it’s used to brush into tight ringlets that stay until washed 30 Mysterious runestone that sighs with relaxation when touched 31 1 lb. of color-changing, non-Newtonian fluid 32 6-in. metal cube that floats and plays soft music or natural sounds 33 Map of 2d4 hexes showing major locations 34 Bag of incense sticks 35 Bag of personal jewelry, rings, and gold teeth 36 Mahogany snuffbox 37 Firestarter prism 38 Silica packets with the words “do not eat” printed all over them 39 Tiny windup dragon toy 40 Preserved head imbued with necromantic powers that acts as a magic lantern 41 Necklace of humanoid teeth 42 Unsolved puzzle trinket 43 Blue steel helmet with gold inlay in the shape of a war goddess’s mask 44 Sealed tin of survival rations CHAPTER FOUR • gm toolkit 172 weird waStelandS
I SEARCH THE BODY CONTINUED d100 LOOT 69 Keys to a construct vehicle (GM determines location) 70 Pouch of seeds labeled “Dinosaur” 71 Copper mesh bag filled with glass and gold-foil arcanotech components 72 Spell scroll containing a 1st-level spell (GM’s choice) 73 Cockatrice-feather fan 74 Healer’s kit with 1d10 uses 75 Large glass jar of pickled ears, eyes, and tongues 76 Canteen half full of potable water 77 Hand telescope with well-made brass fittings 78 Pair of decorative, wearable wings made of a durable, magical cloth 79 Leather-wrapped case of mustaches 80 Tax receipt on a clay tablet 81 Gutted construct head turned into a helmet; the wearer has disadvantage on Wisdom (Perception) checks that rely on hearing 82 Inconveniently large drinking horn 83 Map to nearest dungeon location and first 1d4 + 1 rooms 84 Map to nearest spring or oasis 85 Walking stick with two-tailed scorpion in amber on the pommel 86 Steel saber that emits a loud flourish sound when unwielded 87 Makeshift machete made from a rusty scythe blade with its handle wrapped in golden cord 88 Artisan’s tools in a leather satchel 89 Silk veil that never tears or degrades 90 Pack of ancient cigarettes 91 Copy of a magicore’s self-published romance novel 92 Crown of fresh wildflowers that never wilt 93 Opera glasses that show an opera when you look through them 94 Set of ivory teeth 95 Filigreed smoking pipe that magically blows bubbles when used I SEARCH THE BODY CONTINUED d100 LOOT 96 Sealed jar of pickles 97 Ancient golden spectacle rims 98 Gallon of goat’s blood grog 99 Impossibly tight lizard-skin pants 100 Jewel-encrusted halfling skull WASTELAND SCAVENGERS This is a table of wasteland creatures likely to try and steal the party’s food. Roll on this table when prompted by the results of the Traveling Misfortunes, Gathering and Searching Misfortunes, and Hunting Misfortunes tables in chapter 3.47 WASTELAND SCAVENGER ENCOUNTERS 1d8 + 1d12 ENCOUNTER 2 1d4 owlbears, 1d6 + 1 cubs (black bears) 3 2d6 + 2 dretches 4 1d4 basilisks 5 1d6 + 2 gray oozes 6 1d4 giant hyenas, 2d6 + 2 hyenas 7 1d4 − 1 giant rats, 1d4 swarms of rats 8 1d6 + 1 giant wolf spiders 9 1d6 swarms of ravens 10 2d6 + 2 jackals 11 1d4 giant centipedes 12 1d4 + 2 giant lizards (with Spider Climb variant) 13 1d4 giant vultures 14 1d6 + 2 lions 15 3d6 x 10 homunculi (with no flying speed) 16 1d4 worgs, 2d6 wolves 17 3d6 swarms of insects 18 1d4 ochre jellies 19 1 otyugh 20 1 troll 47. The Traveling Misfortunes, Gathering and Searching Misfortunes, and Hunting Misfortunes tables can be found on pages 132, 134, and 135 respectively. CHAPTER FOUR • gm toolkit weird waStelandS 173
If you have the Weird Wastelands Quest Deck, you can use it to supplement your adventures in these locations by utilizing the adventure hooks, encounters, and complications presented in the cards. chapter five This chapter contains eight locations that comprise the major adventuring destinations in the Weird Wastelands. These locations provide ample opportunities for combat and discovery, with big secrets, high potential for heroic conflict, and ways the make the wastelands a better place. Each location contains everything you need to run them as part of the Weird Wastelands or any other campaign setting. Each takes multiple sessions to explore and presents unique challenges from tier 1 all the way through tier 4. how to use the weird wastelands locations While each location varies in presentation, format, and scope, they all have the following elements in common to help you seamlessly integrate them into your campaign: ■ A short, evocative description ■ Background information ■ Terrain specifics ■ Special features ■ Suggested encounters ■ Rewards ■ Rumors and adventure hooks ■ Detailed sub-locations for enhancing adventures ■ Support for how to connect the location to factions or ongoing narratives in your game ■ A “Putting It All Together” section outlining possible implications of potential party actions These locations are easiest to run if you read them before your session begins.1 If you intend 1. Several of the creatures mentioned in this chapter are detailed in chapter 4. If you see a creature name you don’t recognize, it’s likely explained there. to drop the locations into an existing campaign in a different setting, there is often little you’ll need to do to adapt them in play, but you should consider how they fit into your worldbuilding. The scope of apocalyptic destruction may need to be toned down for games set in a world in less dire straits than the Weird Wastelands. If you have factions in your game, consider how they may be present in these locations. You may also want to consider how a party’s actions in a given location might affect the world. For instance, what would restoring the Ruins of the Basalt Palace mean for your campaign? What would the consequences of defeating the guardians at the Gates of the Afterlife be for the world as a whole? Here is a brief summary of each location, organized by tier, and notes about the metagame functions each location serves: last city of man (TIER 1) The Last City of MAN is a classic lost city buried in the desert, filled with wonders of a fallen age. It is a classic dungeon crawl complete with guidelines to randomly generate what new parts of it have been revealed by the constant shifting of the sands that cover it. toxic alchemical sump (TIER 1) This bog of magical muck is emblematic of all the terrible things you might encounter in the Weird Wastelands—alchemical pollution, spellwarped creatures, new diseases and hazards— and provides several opportunities to learn about the environment. CHAPTER FIVE • weird wasteland locations 174 weird waStelandS
tradetown (TIER 1) This community is the largest city and economic center of the Weird Wastelands. It serves as a perfect starting location, home base, and socially stable respite from the danger and chaos of the wastes. deep green (TIER 2) Deep Green is the remnant of an ancient sea that was almost entirely drained as a result of the apocalypse. The waters that remain are laced with dangerous alchemical reagents, and danger lurks within its viridescent depths. Deep Green is presented as a traditional dungeon and is the perfect culmination for a 5E adventure arc for characters levels 1 to 10. derbytown (TIER 2) This second-largest settlement in the Weird Wastelands is for groups with a need for speed. The Demolition Derby is a dark foil to Tradetown where parties can gamble, raise mayhem, and put our robust vehicle rules to the test. rust wastes (TIER 2) The Rust Wastes exist at the heart of a postapocalyptic robotic war where parties can join in the fight if they wish. This area is all about constructs, scrap, and conflict that has been seething since the apocalypse. basalt palace (TIER 3) The Basalt Palace is the site of an unspeakably terrible accident that has rendered its interior disordered in both space and time. Illusions of the past are combined in nearinfinite possibilities inside, making it the perfect place for a depth crawl. This site poses a potentially powerful resource and a big problem that, if solved, could change the world for the better. gates of the afterlife (TIER 4) The Gates of the Afterlife are the final line of defense between the Weird Wastelands and the realm of the gods, sealed during the apocalypse as the gods’ final act of departure. The choices the characters make in this location have the potential to change the world in extreme ways. CHAPTER FIVE • weird wasteland locations weird waStelandS 175
When we conceived of Tradetown, we imagined it as built atop the ruins of an abandoned shopping mall. This is one of those details that may ultimately just be for the GM, but we hope it helps you envision and describe the space. There are many other modern building analogs that might be just as fun—an old office building, a stadium, or a school— that could all bring their own flavor to the settlement. tradetown Come through the gates, one and all! We’ll take what you have, and you can get what you need! A meal, a weapon, a bed, a hat—even a bath! Tradetown is your wonder, your treasure, and your oasis. Cool down, load up, and revel in finery. Headwraps 50 percent off, and any reasonable offers on carpets are accepted, this week only! background Tradetown is the only major center of commerce in the Weird Wastelands. It was built over the ruins of a massive structure of the pre-apocalypse. A few of its former features have since been restored to some degree of their former glory. It is a full city dedicated to trade, and the importance of that function affords a unique way of life for those who inhabit it. By all accounts, Tradetown should be a massive target for warbands, raiders, and wild creatures. Some say it should never have survived so long, and it wouldn’t have if not for some crucial features. Its tall, magically fortified walls and easily secured entrances keep most monsters out, and its guards can dispatch most threats easily enough. Its plentiful water sources and proximity to the feast beast’s migration circuit2 keep its stores full 2. See p. 295 in chapter 6 for more information on the feast beast. enough that it has never succumbed to a siege. The unique group that ensures Tradetown’s municipal stability and autonomy, the Trade Guild, has existed since time immemorial. It is said that the people who first settled Tradetown realized that the best way to ensure its sustained survival is not to thwart every bid for power and exhaust themselves but to purposefully sanction them. The current leader gets political clout, limited authority, and shared resources in exchange for protection from other would-be rulers of Tradetown and myriad other threats, so long as they pledge to leave the Trade Guild free to ensure the city functions as they deem it should. A resident of Tradetown can expect to see leadership change a few times in their lifetime, but there have been periods of more rapid shifts. Changes come about for many reasons: an attempt to leverage more power than the Trade Guild is willing to give, a restless military force falling apart under the uneventful defense of a city, the death of a leader, a leader’s change of heart, a legitimate challenger who gains the support of the Trade Guild, or a good, old-fashioned coup can all bring about a transition in leadership. Sometimes this transition is coordinated peacefully (or even invited) by the Trade Guild, and other times a new leader emerges through victory in combat outside the city. There are a few limits to whom the Trade Guild will accept. The Enduring Aristocracy3 are always resisted, 3. For more information about the Enduring Aristocracy, see p. 146 in chapter 4. CHAPTER FIVE • weird wasteland locations 176 weird waStelandS
If you are using the hex-based exploration rules in chapter 3, Tradetown can be placed in any hex with the hills terrain type. See the “Wasteland Terrain Hex Descriptions” section on p. 111 in chapter 3 for more information. as are most sentient monsters, though dragons have ruled Tradetown several times in the past. Any would-be leaders who harm residents or visitors of Tradetown or disrupt trade in their bid for power are also seldom accepted. Over decades, these rules of Tradetown leadership have become widely known and respected. While leadership changes the city, at its heart it always fulfills its function as a safe place to exchange goods and connect with others. About six hundred people are permanent residents of Tradetown, and at least four hundred visitors are in the city at any given time, with visitors swelling to an excess of one thousand during festivals, holidays, and feast beast hunts. People of all ancestries live together in Tradetown, and it is near-universally agreed that life is good there. Many residents work in Tradetown as cleaners, farmers, maintenance workers, builders, scribes, accountants, security, and shop attendants in exchange for food, housing, medical care, and a scrap stipend. A few residents are permanent shop owners who earn their keep through trade alone. The Trade Guild coordinates the efforts of workers, levies taxes on owners, and adjudicates general disagreements among both groups. Visitors to Tradetown come from all walks of life and factions (except the Enduring Aristocracy). Most visitors are there because they have useful objects to trade or hope to find work, but others simply come for the thrill of being in a place where so much happens and so many everyday hardships – eating, drinking, and sleeping safely – are taken for granted. A trip to Tradetown may be a pilgrimage to mark adulthood for a young wastelander, or a way for a downtrodden soul to walk away from who they were and begin something new. Opportunity abounds in every dusty corner of Tradetown. Terrain The terrain of Tradetown has the following qualities: ■ Built over the foundation and blastedout walls of a large, flat, sprawling superstructure that covers an area roughly 1,700 feet long by 1,050 feet wide ■ Walls and staircases have been rebuilt with mud and stone which can offer cover; walls are 30 feet high, and entrance gates are 20 feet high and easily closed, locked, and barricaded ■ 15-foot-deep defensive trenches have been dug around the outer walls of Tradetown ■ Beyond the structure’s limits are fungus farms, livestock cultivation grounds, and a water source ■ Terrain around Tradetown is mostly flat or composed of gently rolling hills special features The features detailed here distinguish Tradetown as a weird location and are available to flesh out gameplay elements of the area. They are designed to complement interactions with other creatures and create engaging encounters. LEADERSHIP Over the years, Tradetown has drawn the attention of various factions4 vying for control of the wastelands. While the local Trade Guild oversees administration of the city, they must rely on a military leader to defend it from external threats. The following are potential leaders who may rule Tradetown at any given time, each of which affects certain aspects of the city when they are in power. When Tradetown is first introduced, choose one of the following leaders based on the desired tone you of your game:5 ■ The AutoKrator (Wastelanders). If you’re looking to play up the harsh, unforgiving, postapocalyptic nature of the Weird Wastelands, put the AutoKrator in charge. ■ The Fellowship. If you want to play up the fantasy side of science fantasy, consider putting the Fellowship in charge of Tradetown. ■ Arcanotech Cabal. If you’re looking to highlight how magic works in the Weird Wastelands, make the leaders of Tradetown the Arcanotech Cabal. 4. See the “Wasteland Factions” section on p. 140 of chapter 4. 5. This section presents three leader options, but you are also free to make your own. If you want to simplify the location, you can also just have the Trade Guild rule on their own without the help of a leader. CHAPTER FIVE • weird wasteland locations weird waStelandS 177
The AutoKrator (Wastelanders)6 Alignment: Neutral Evil Organization: A turbulent band of war riders kept in line by an enigmatic, insectoid autocrat Motto: “Pay tribute and live. Defy me, and the last thing you will see is your blood on my chitin.” This barbarian leads an army of ankheg riders and successfully took over Tradetown a few years ago, thus ending their onslaught of the surrounding settlements and allowing all an uneasy peace. The AutoKrator wears a bronze mask of an alien, insectoid face with multifaceted, mirrored eyes. No one knows why, and no one has ever seen their face. They wear spiked metal armor and fight with an immense greataxe, which they wield as if it weighs nothing. The AutoKrator makes regular appearances in the Arena, fighting all those who dare challenge them, and they serve as the judge, jury, and executioner of those who commit crimes in Tradetown. The AutoKrator gives speeches at important events and makes announcements on the city-wide intercom system when they see fit, commanding immediate attention with their booming voice and instilling a thirst for action in all who hear it. Politics The AutoKrator largely lets the Trade Guild do what it will and is happy to collect their share of tax to keep their defending armies in order. The AutoKrator enjoys the political power among other warlords that leading Tradetown lends them. They treat their army with a firm and even authority, a requirement for their riders who are restlessly living a peaceful life only occasionally peppered with foisting would-be challengers and monsters attracted to the water, magic, and teeming life of Tradetown. The AutoKrator is not concerned with the goings-on of lowlevel parties, but if a group of tier 3 or tier 4 characters come to town, they may grant an audience. Military and Resources The AutoKrator’s military forces consist of: ■ 50 bugbear, lizardman, and goblin berserkers on ankheg mounts ■ 20 thugs ■ 4 assassins ■ 2 spies ■ 2 mages This large raiding band answers only to the AutoKrator, and they occupy themselves with eating, drinking, games, and fighting any cocky visitors who try to challenge them. Tradetown benefits from many resources, such as: 50,000 gallons of water in a large and heavily guarded water tower, five blacksmiths, five fletchers each capable of 6. Find more info on the Wastelanders faction on p. 152 of chapter 4. making twenty arrows per day, and ten common or uncommon vehicles7 in good working order at any given time. Under the rule of the AutoKrator, it is these resources among others that make Tradetown the haven (and target) that it is. Special Rules Tradetown under the AutoKrator is more corrupt than it is under other rulers. Traders may be convinced to trade under the table, guild officials may be bribed to overlook broken rules, and some merchants may inflate the value of their goods or coordinate with others to create scarcity and drive prices up arbitrarily. Additionally, the following rules are enforced by the Trade Guild when the AutoKrator is in charge: ■ No one speaks to the AutoKrator unless the AutoKrator has first allowed it. ■ All insect-based food is forbidden in Tradetown. ■ The penalty for breaking any Tradetown rule is a deathmatch in the Arena. Terrain Changes The terrain of Tradetown changes in the following ways under the rule of the AutoKrator: ■ The walls have been rebuilt with metal. They are jagged, angular, dirty, and covered in strangely beautiful graffiti. ■ Despite the ample space in Tradetown, most public areas are somehow always full of people. These heavily populated areas are considered difficult terrain, and creatures in these heavily populated areas have advantage on Dexterity (Stealth) checks made to hide. ■ The tallest structure in Tradetown is a large, heavily guarded water tower. The Fellowship8 Alignment: Neutral Good Organization: A semi-nomadic druidic commune and militant order Motto: “There is still life in the Wasteland.” This group of priests, druids, and rangers came to lead Tradetown after a rare occurrence: the natural death of the last ruler. They worked out an agreement with the Trade Guild that they would defend the city in exchange for the ability to make Tradetown the center of their effort to replenish the land using natural magic. 7. More info on vehicles can be found in the “Vehicles” section on p. 85 in chapter 2. 8. See p. 148 in chapter 4 for more information about the Fellowship faction. CHAPTER FIVE • weird wasteland locations 178 weird waStelandS
Politics The Fellowship’s main interest is environmental stabilization. It enjoys a strong partnership with the Trade Guild, though they occasionally get into disputes over building methods and materials or how to handle the inconveniences that druidic restoration can cause visitors, like hordes of insects, smelly bogs, and unsightly mud. They use their tax revenue to fund similar revitalization efforts across the Weird Wastelands, supporting seed planters, providing tools for ditch diggers, and training more young druids and acolytes to purify water. The Fellowship are fundamentally uninterested in commerce but see leading Tradetown as an opportunity to expand their influence and mission in the Weird Wastelands. Military and Resources The Fellowship’s military forces consist of: ■ 30 scouts ■ 12 druids ■ 2 earth elementals ■ 2 fire elementals ■ 6 giant hyenas ■ 6 awakened ankylosauruses ■ 6 giant scorpion mounts They utilize representative egalitarianism—every member of the Fellowship gets a vote on all issues, and there is no single member who decides anything for the rest. The druids spend most of their time on the outskirts of Tradetown revitalizing the land, with scouts sometimes assisting. Under the Fellowship, the basic resources in Tradetown are more abundant than under other leaders. A day’s basic food and 3 gallons of water are free to all who request it each day, and the price of all plant-based food in the city is halved. Special Rules When the Fellowship lead Tradetown, traders follow the rules and work hard to stay in the city’s good graces. Life is good here. Anyone who wishes can assist the Fellowship in exchange for food, water, shelter, and 1 gp of scrap or seeds per day. Work as field laborers, trench diggers, water carriers, and stone breakers is abundant, and any of these jobs can be accessed as quests or adventure hooks. Characters who choose these tasks work alongside minor elementals and druids capable of casting spells up to 2nd level. Additionally, the following rules are enforced by the Trade Guild when the Fellowship is in charge: ■ Those found guilty of crimes are invited to live and work on farms or on revitalization efforts, where they are treated as equals. Otherwise, they are asked to permanently leave Tradetown. ■ Causing harm to the land in or around Tradetown or impeding revitalization efforts are considered crimes in the city. Terrain Changes The terrain of Tradetown changes in the following ways under the rule of the Fellowship: ■ The streets are made of worked earth, and buildings feature thatched rooves, red mud structures, and curved architectural lines. ■ A heavily fortified freshwater lake or spring is in the center of Tradetown. ■ Grass and plants are abundant and begin to grow over any items left unmoved for more than 1 day. Arcanotech Cabal9 Alignment: Chaotic Neutral Organization: Decentralized mageocracy of semiautonomous technomancer collectives Motto: “Our mastery of arcanotech will surpass the glories of the past.” This group of technomancers and wizards took over Tradetown several decades ago and have made it into the main center of magical research and resource collection in the Weird Wastelands. This has nearly as many drawbacks as it does benefits. While all versions of Tradetown utilize magic, the Arcanotech Cabal’s Tradetown is brimming with it. The culture of Tradetown under the Arcanotech Cabal is unapologetically pro-arcanotech, despite the risks of concentrating so much magic in one area. Visitors can barter using magical credit instead of tangible goods if they so choose. A pin of swirling magic inside a pressed glass bead can be scanned by any merchant’s arcanotech device, and all accounts are updated. Characters can convert their credit into water, scrap, or objects of their choosing upon leaving Tradetown. The devices are activated by the Arcanotech Cabal with a drop of the user’s blood, so each device is inextricably linked to one person. What the Cabal do with that drop of blood after activation is shrouded in mystery. The five members of the Arcanotech Cabal that oversee Tradetown rarely make physical appearances, though their simulacra may be seen throughout the city running errands, conducting research, sifting through arcanotech scrap, and even filling in for workers during labor shortages. These simulacra are focused on their tasks but can give directions, divulge what they’re doing, and accept help when offered. They do not possess the knowledge of their originals. Their existence ends at sunset or when they take more than 50 hit points of damage, upon which they instantly melt into a gallon of cold water. Unseen servants are also frequently at work for the Arcanotech Cabal and are mainly used as pack animals. For logistic purposes, many are shrouded in cloth so they are visible, 9. See p. 140 in chapter 4 for more information about the Arcanotech Cabal faction. CHAPTER FIVE • weird wasteland locations weird waStelandS 179
A random movement may happen because of intense use of magic by the party or NPCs, or it can be a random occurrence. We suggest rolling a d10 at the end of each day and moving Tradetown to a new location on a 10. but those on particularly sensitive missions may be completely covert. Politics The Arcanotech Cabal respects the autonomy of the Trade Guild, but the two sides frequently clash in matters of taxation and commerce. They have worked out an agreement that difficultto-obtain spell components—large diamonds, jewel-encrusted mirrors, golden bowls, celestial ephemera, monster parts, and so on—go straight to the Cabal. The Arcanotech Cabal tries to get the Trade Guild to pay a premium for such items to attract sellers, and many a squabble about this can be overheard during public meetings. Military and Resources The city is defended by arcane glyphs and sigils that are clearly carved into the walls and ground of the city. They protect against physical and magical damage, and when destroyed they activate an army of fifty scrap golems (use the animated armor stat block) constructed from the remains of the walls. The destroyed glyphs also summon an army of earth, air, and fire elementals. It is rumored that a nearly infinite number of celestial badgers are also summoned, although no one knows for sure as the walls have not been destroyed in many years. Under the Arcanotech Cabal, healing services are abundant, but arcanotech devices and high-cost spell components are hard to come by, as the Cabal typically hoard them for themselves. Because of the Cabal’s ability to move Tradetown, the availability of natural resources fluctuates with the terrain. Special Rules Tradetown under the Arcanotech Cabal is more comfortable than it is under other leaders. It is also capable of changing geographic location (see the “Terrain Changes” section for more info), so staying in the city walls is more expensive when the Cabal are in charge. Tradetown is also teeming with suspicion during their rulership. The Arcanotech Cabal is up to something, but most inhabitants don’t know what. While there is general mistrust of the Cabal, they protect the city better than any who have come before, and life here is good. Most residents assume they’re being monitored by the Cabal most of the time, but the safety is worth it. Additionally, the following rules are enforced by the Trade Guild when the Arcanotech Cabal is in charge: ■ The cost to live or visit within the city walls is 1 gp per day. ■ Merchants pay 10 percent more for arcanotech devices and rare spell components in Tradetown. ■ The cost of healing in the city is halved. ■ Arena battles are between summoned creatures only. ■ The body of anyone who dies inside the city walls of Tradetown is property of the Arcanotech Cabal. Terrain Changes The terrain of Tradetown changes in the following ways under the rule of the Arcanotech Cabal: ■ Earth, metal, and stone have been magically worked to form structures. Architecture looks more like modern sculpture than buildings, except for the Cabal’s college, which looks like a massive, traditional wizard’s tower. ■ Magical lights perpetually illuminate the streets from many angles. Creatures outdoors in Tradetown have disadvantage on Dexterity (Stealth) checks made to hide. ■ Arcane glyphs and sigils cover the outer walls and can also be seen on city streets and intermittently on buildings. ■ Water is contained in a heavily guarded aquifer with a small portal to the plane of water. ■ The Arcanotech Cabal can move the walls of the city and everything within them through the Weird Wastelands, and they do so about once per month. Most of these movements are announced, but some are not—one result of the concentration of magical energies in the Arcanotech Cabal’s Tradetown is that this sometimes happens on its own. This movement happens instantaneously at midnight. Tradetown moves to a new hex10 anywhere within the Weird Wastelands, typically adjacent to settlements or areas of interest to the Arcanotech Cabal, although the town’s involuntary movements are random. When Tradetown moves, the area the city vacated leaves no trace of its presence, though areas on its normal circuit have signs posted. 10. See “Hex-Based Exploration” on p. 109 of chapter 3. CHAPTER FIVE • weird wasteland locations 180 weird waStelandS
SHOPPING The stores of Tradetown resemble a flea market. The simplest have colorful cloths laid on the ground upon which their wares are arrayed. The more elaborate and permanent purveyors have shelves and tables to give their booths more visual interest. The walls lay bare, with tattered cloths and skins put up to shade vendors from the sun. Any goods from this book and items from any other sourcebook or supplement you deem appropriate can be found in Tradetown. The price of goods here is increased by 10 percent for taxes, unless a leader’s rules alter prices further. Here are the vendors that can be found in Tradetown on any given day and some examples of what they sell. If you wish to develop the vendors further, you’ll find tools to do so in the “Putting It All Together” section at the end of the Tradetown description. Leomoond’s Magnificent Mechanics Leomoond’s site in Tradetown is larger than most, and is divided into three sections: service, parts, and sales. The sales area is in the front of the shop with the parts section nestled between sales and the large service area in the back where folks can bring their vehicles for repair. The entire place stinks of trolleum, and there’s nowhere to sit while you wait. Staff. Leomoond, the owner of the repair station, is an old, weathered elf with tattoos of skiffs racing down his arms. He rides his team of young mechanics as hard as his customers ride their vehicles. He is a no-nonsense sort who is too busy to swindle his customers. If your vehicle is poorly maintained, he will judge you loudly. Stock. The vehicle repair station sells all vehicle parts and one or two simple vehicles at any given time. Additionally, Leomoond has a tow truck capable of towing any broken vehicle within one hex of Tradetown. Colossal Repository of Arcanotech Paraphernalia The C.R.A.P. is the largest store in Tradetown and one of the only in a fully enclosed building. It is dark and messy. Glowing light shimmers haphazardly through rows and rows of arcanotech scrap, a glimmering reflection of the immense magical power that dwells within these thousands of pieces, longing to be connected again. Handwritten catalogs are attached to the end of each aisle in which customers can look up what they want and find an aisle and bin number. Staff. A young goblin named Geebs rings up orders and directs customers through the maze of aisles. Geebs has no knowledge of arcanotech devices, but his boss, Brindle Bigtin, does. Brindle mostly sits in the back and tries not to come out. He is a gifted halfling technomancer who acts like he’s in need of a vacation—until the party can prove that they know what they’re doing. Stock. The labyrinthine aisles of the C.R.A.P. are lined with shelves and bins three high, full to the brim of lazily categorized bits of functional arcane scrap: gears, filaments, crystals, bobbins, circuits, keys, wires, fasteners, solder, grease, and solvent. Additionally, if Brindle can be coerced to help, the Technomancer can assist in the construction, repair, and charging arcanotech devices to house level 3 spells and lower. Additionally, spell scrolls of level 3 and lower can be purchased here, as can any supplies needed to craft magic items and most spell components that are not derived from creatures. The House of Good Deals The name of the House of Good Deals belies its appearance and its stock—it’s more like a haphazard yard sale where everything is overpriced, and you have to dig for the good stuff. Goods are laid out on sheets or in bowls and buckets, and Zulgi, the proprietor, stalks customers as they shop, making suggestions with an air of thinly veiled suspicion. Staff. The House of Good Deals is run by a red tiefling named Zulgi, who has a very obvious customer service voice. She follows shoppers around the place as they peruse, talking up her goods and openly monitoring folks for dubious activity. Stock. Somebody in the party wants something? Roll any die. On an even result, it’s in stock. On an odd result, it’s not there. Everything is a bad deal—items at the House of Good Deals cost 50 percent more than they might elsewhere. Serafin’s Survival Supplies Serafin’s Survival Supplies is a modest booth full of neatly labeled wares organized on rows of metal tables and freestanding shelves that serve as the “walls” of the area. Staff. Serafin is an aasimar with two young children who are usually with her, playing hide-and-seek among the wares in her stall. She may apologize to customers for the inconvenience, but she does so with a smile every time. Stock. Serafin’s specializes in survival gear and general adventuring gear.11 The more dangerous wares are kept at the back of the stall on high shelves out of reach, and the rest of the goods are laid out on the lower shelves and metal tables. The House of Garbs This small booth is filled top-to-bottom with bolts of fabric, rolls of ribbon, and baskets of buttons. Even the “walls” of the space are made from multicolor fabrics draped over crude metal frames. Staff. This tailor shop is run by Humbert the gnome and Rhix the lizardperson, and they are very much in love. They proudly show customers the wedding clothes they 11. See the “Survival Gear” section on p. 82 in chapter 2. CHAPTER FIVE • weird wasteland locations weird waStelandS 181
made for each other, excitedly sharing the details of every pleat and button with anyone who will listen. Stock. Humbert and Rhix can fashion any type of nonmagical clothing or cloth armor in 1d4 days. Jaysea Pennyloafer’s Jaysea Pennyloafer’s is an open-air stall to allow proper ventilation of the forge within. Armor is propped up along the back edge of the stall. There’s no need for walls or tables to delineate Jaysea’s space—the heat works just fine. Staff. Jaysea is the owner and operator of this stall. He is a hobgoblin who wears black leather and works the forge with impressive focus. At first glance, he appears to be wearing a monocle, but it is in fact a mechanical eye. Stock. Jaysea sells all types of nonmagical weapons and armor. He can also craft custom armor or attach spikes to existing armor. TRADE GUILD Workers in Tradetown are protected by the Trade Guild, which also functions as a legislative body under the current leader of Tradetown. Benefits Everyone who works for the Trade Guild receives food, water, housing, and a weekly stipend. Most Trade Guild workers live where they work, or close by. The most successful may have residences in an inn, an apartment, or a small house outside the city walls. Universal basic income, benefits, and relative safety mean that being a worker in Tradetown is a coveted position, and openings are fairly rare and require steep qualifications. Outsiders Traveling traders may also come to Tradetown to sell their goods. Time and booth space must be reserved and is carefully planned by the Trade Guild. Traders who wish to gain a permanent storefront are in for an even longer wait: it can take decades for a new shop to open up, and one must make a considerable payment to Tradetown to get it. Administration The administrator of the Trade Guild is an extremely charismatic elf named Arbellon Genro. He is devoted to his vision of Tradetown and the service it offers the Weird Wastelands, and he views the Trade Guild’s role as a model for a functional society. He is eager to solve problems, pays fairly for good work, and does not hesitate to call out injustice. Taxation Tradetown is the only place in the Weird Wastelands where taxes are collected. The tax is used by the Trade Guild to support the workers of Tradetown and ensure that all the structures in it are always in good working order. All trades and purchases in town are required to use Tradetown currency, and all items are priced to include a 10 percent tax on all nonmagical goods that aren’t food and water.12 Rules The Trade Guild has several rules, and leaders may enforce others as they wish (see each leader’s description earlier in the chapter for their specific rules). These rules are always enforced, no matter the current leadership: ■ All trades must be made with official Tradetown currency ■ No traders may conspire with any others to fix prices ■ No killing outside the arena ■ No stealing Militia The Trade Guild has a militia that protects Tradetown in the event of regime changes or conflicts with leadership. The Trade Guild militia consists of: ■ 30 guards ■ 5 scouts ■ 6 knights ■ 4 priests ■ 2 druids ■ 2 mages ■ 3 veterans ■ 6 gladiators The militia members who don’t practice magic serve as day-to-day security in Tradetown. The magical experts have other occupations, either as vendors or in the Corporeal Rejuvenation and Resuscitation Center, and are called to duty when needed. This militia force is ultimately loyal to the Trade Guild but does fight alongside the leader’s defense force against external threats. THE REMEMBRANCERS’ LODGE The Remembrancers’ Lodge is a repository of living cultural knowledge in Tradetown. It is a place where characters can get information on local groups, notable figures, cultural customs, settlements, and stories. The remembrancers don’t have a large historical back catalog, but they are the people to go to for current information. News doesn’t travel fast across the wasteland, so the farther away the subject the characters are asking about, the more generic the information the remembrancers are likely to have. 12. When trading in Tradetown, increase the value of all goods except nonmagical food and water by at least 10 percent. Many vendors may pad their prices a bit more to make a tidier profit. Characters may still negotiate on the price of goods, but vendors will have a firm bottom limit, as they have to pay the tax regardless of the deal they make. Why would the characters want to go someplace with such a markup? First, it’s a fun place to be. Second, it’s the only place where they can be reasonably certain to find exactly what they want for sale, especially in lower tiers. CHAPTER FIVE • weird wasteland locations 182 weird waStelandS
The cost to enter the lodge is one story—a story about one’s life, news from nearby settlements, or a tale passed down in one’s family. There can be several remembrancers in the lodge at any given time. They know rumors about all factions and locations in the Weird Wastelands, but not whether the information is credible.13 In addition to information, the remembrancers also offer mail service. Messages can take anywhere from a few days to a few weeks to reach their intended recipient depending on distance. The cost of this service is 1 gp per hex traveled—enough to cover the cost of drinking water. MUNICIPAL BUILDINGS Keeping Tradetown working is no small task. The Trade Guild operates several sites to maintain the life of its workers and the organization of this vibrant settlement. Residential Distribution Center Trade Guild workers collect food, water, and pay at the Trade Guild Residential Distribution Center, which contains the Trade Guild offices, food services with several cooks, a medical expert, a schoolteacher, a child minder, bathing facilities, a cooling station, and a large lounge. The distro center is far from opulent, but it is home to one of the most wholesome senses of community in the Weird Wastelands. Children play and workers relax in safety and plenty, it’s cool and shaded, and it smells like good food. Art made by young and old line the walls, and everything is always clean. 13. For more information about remembrancers, see the Remembrancer background on p. 62 in chapter 1. Trade Guild Offices The offices are the center of municipal activity for the Trade Guild, who oversee the everyday workings of the city. It’s part Parks and Rec department and part union. Most of the offices are taken up with supplies for various repair activities. A gnome named Mathilde (level 4 technowizard) oversees repair for the entire city. At any given time, she has three maintenance workers who help her. Non-workers can freely visit the Trade Guild offices to discuss matters of civic importance or ask questions. Intercom System Technowizards have managed to repair the intercom system of the superstructure that once existed here. It can be used to make announcements but is also utilized for musical accompaniment in trade areas. RESPLENDENT COURT OF GUSTATORY WONDERS14 The Resplendent Court of Gustatory Wonders occupies a large area at the east end of Tradetown. The walls are highly decorated with sculpted copper and gold and are painted with frescos of people recumbent, eating and drinking, playing music, and watching gladiator battles. The intercom system plays music more loudly here. Buskers, sword swallowers, shadow dancers, and musicians practice their trade in the hope of getting a few coins. Children eagerly ask to clear the characters’ tables in hopes of getting tasty leftovers. 14. Ever been to a food court? This is a food court. CHAPTER FIVE • weird wasteland locations weird waStelandS 183
Restaurants Around the edges of the Resplendent Court are six to eight stalls with open fires and counter space for cooking, where an ever-changing array of cooks move their carts into the spaces each day. Everything in the Foraged Foods table15 in chapter 3 is available for purchase here. Small nutrient cubes are available for free, though they are given begrudgingly. The following Restaurant Name Generator can be used to generate names for restaurant stalls here or in any other settlement (or any other game for that matter). Simply roll a d8 for each column and put the words together for a restaurant name fit for the wastes. RESTAURANT NAME GENERATOR d8 d8 d8 These Sizzling Buns Your Juicy Dumplings Two Cheesy Rats Our Hand-crafted Noodles Over Crunchy Pies Beneath Spicy Grubs Between Tender Meats On Pickled Cubes Court In the center of this area, there are tables and benches set up where people can eat. In the middle is a large, raised dais with a small fountain (disappointing by modern standards and a true wonder in the wasteland), a podium, and a large throne (depending on who the leaders of Tradetown are, its appearance varies). From this dais, a short path leads slightly farther out of the city to the Arena. This dais is where the leader of Tradetown holds court. Perhaps it’s open every day for anyone to come up, air grievances, and ask for guidance. Perhaps it happens every week and it’s more of a judicial process, or maybe court is held only when there is a major event. The vibe of your wasteland game and the culture dictated by the current leader of Tradetown can help you determine the parameters of the court. To randomly determine the nature of a court dispute currently in progress, roll on the Court Disputes table. 16 15. The Foraged Foods table can be found on p. 129 in chapter 3. 16. These can also be used as adventure hooks to involve the players! Consider how you might involve the players prior to court or to set them up. Perhaps some of these disputes can occur to a character instead of an NPC, or perhaps the party could be called upon for questioning, to give their positions, or to render judgment. COURT DISPUTES17 d8 DISPUTE 1 Someone is stealing fungus from the fungus farmer. 2 Tradetown is too noisy. We need a curfew. 3 We found this raider trying to poison the water. 4 Three textile traders have confessed to a pricefixing scheme, and a punishment must be determined. 5 The leader of a new religious cult requests to use the Resplendent Court of Gustatory Wonders as the site of a wedding between a raider and an exmember of the Arcanotech Cabal. 6 Two visitors to Tradetown tried to duel each other in the streets of Tradetown and must battle in the arena. 7 A repair person said they repaired my sword, but they didn’t. They should either refund me or finish the job. 8 A customer’s tattoo is horrible, and they demand restitution. The tattoo artist says they gave them exactly what they asked for. THE ARENA The Tradetown Arena is where performances, fights, and capital punishments (if applicable) take place. It resembles an amphitheater cut into the side of a hill or a bowl-shaped space dug down into the dirt, with a stage at the bottom and stepped seats all around the sides. It has a domed cage that can be erected around the stage for fights, over which spectators can climb. The acoustics of the Arena make it easy to hear what happens no matter how far from the stage you are. Showtime happens once a week, but if there are duels or punishments for serious crimes under certain leaders, they can take place on short notice, and hundreds of people swarm to the Arena to watch. Food vendors at the Resplendent Court of Gustatory Wonders move their operations to carts, as do all vendors of goods with easily transportable wares, to create a bustling carnival atmosphere around the spectacle. To randomly determine a show or event happening in the Arena, roll on the Arena Events table. 17. You can also use the NPC Generator at the end of this chapter to determine the people involved in ongoing disputes! CHAPTER FIVE • weird wasteland locations 184 weird waStelandS
ARENA EVENTS d8 EVENT 1 Magnanimous Myrae’s Walking, Talking Goat Revue 2 The Apocalypse, a detailed historical reenactment by Pillni, featuring death and destruction using every school of magic 3 Gildon Goblin and the Speakers of All Truth, a Musical Enlightenment 4 Western Raiders versus the Fellowship, a Gladiator League final fight 5 Divination Damian’s Divine Debate, a game show featuring conjured minor spirits 6 The Remembrancers’ Annual Storytime Social featuring free soup and cultural activities from across the Weird Wastelands 7 The Hatching of the Feast Beast, an expression in dance 8 Alchemical Larry’s Incredible Transforming Ticks FEAST BEAST18 Tradetown’s continued prosperity is aided by a curious magical phenomenon: the annual appearance of a legendary creature known as the feast beast. NPC GENERATOR Tradetown has many NPCs. Rather than create dozens of unique NPCs for Tradetown, we opted to provide the NPC Generator table to randomly generate the key information a GM needs to roleplay an NPC effectively and create interesting complications and needs for each one. This tool can help you use any NPC as an introduction to a plot hook should you choose to. The reason for this is threefold: First, this table is easier for you to use in any game than having to pick out information linked to an area. Second, this table can be used to generate far more NPCs than there are areas in Tradetown that require NPCs. And finally, random tables have a knack for producing results that are often more surprising and inspiring than anything set in stone. Roll a d20 for each column on the table you wish to use. Not all NPCs have a secret or a need, for example. Use the table in whatever way best serves the needs of your game. 18. The feast beast’s stat block can be found on p. 295 in chapter 6. CHAPTER FIVE • weird wasteland locations weird waStelandS 185
NPC GENERATOR d20 DEMEANOR APPEARANCE SECRET OCCUPATION NEED 1 Aggressive Sweaty Stole something from the leader of Tradetown Carpet salesman An NPC to be kidnapped19 2 Distracted Desperate Used to be a raider Pickpocket To find someone to replace them at their job 3 Assertive Scruffy Made a deal with a magicore20 Exchange banker To get the Trade Guild to start a strike 4 Fastidious Worried Is a warlock with an apocalyptic patron Food service worker To do a heist at the mint 5 Passionate Clean Owes the Trade Guild 10,000 gallons of water Scrap guard A meal from their favorite restaurant, which has banned them 6 Boisterous Muscular Is in love with the administrator of the Trade Guild Potter To steal a vehicle from the repair shop 7 Serious Tattooed Buried their treasure in the Last City of MAN Fungus farmer To be taken to Deep Green so they can visit their cousin21 8 Tired Sunburned Is deathly afraid of goats Janitor To convince their parent to retire from travelling mercantilism 9 Drunk Ghostly Wants to ask a party member out on a date Importer 10 fresh berries 10 Dry Dry Once did business with the Enduring Aristocracy Remembrancer Help recovering their lost scrap in the Last City of MAN 11 Mumbling Twitchy Once died and woke up in their own grave Naturalist A metallic fruit 12 Desperate Exhausted Was once a member of the Arcanotech Cabal Raider A message to be sent to their secret lover, a racer at the Demolition Derby 13 Nervous Pierced nose and tongue Wants to be an adventurer HR Manager Their dry cleaning to be picked up 14 Awkward Hat made of human skin Once saw a feast beast being born Water debt collector A snack 15 Avuncular Wrinkled Is friends with a lich Mechanic Their brother to be found, a Tidal Idle at Deep Green 16 Rude Disheveled Has an arcanotech device that shows a glimpse of their future once a day Healer A feather from a member of the Blood Harpy Legion 17 Fidgety Hairy Was a wizard’s apprentice in the pre-apocalypse, was shunted through time, and is now stuck here Alchemist A vial of ash from the Ruins of the Basalt Palace 18 Feeble Grubby Keeps a spell-warped gecko22 as a pet Arcanotechnician To talk to someone about their breakup 19 Confident Slimy Speaks to the sun, and the sun answers back Musician Help finding their pet hedgehog cactus 20 Gregarious Smooth Is working to join the Blood Harpy Legion Gladiator Someone to review their script for a one-person opera 19. Roll on the NPC Generator table again to determine the characteristics of the new NPC. 20. The magicore stat block can be found on p. 299 in chapter 6. 21. It’s not their cousin. 22. More about spell-warped creatures can be found on p. 292 in chapter 6. CHAPTER FIVE • weird wasteland locations 186 weird waStelandS
profile: feast beast Personality: Magnanimous, gentle, and serene Ideal: Restoration. The feast beast knows its purpose is to spread rejuvenation and abundance across the broken land. Bond: The feast beast has a primal need to feed the peoples of the wasteland. Flaw: The feast beast is trusting of those who cause it harm, even to the brink of death. Legend: The feast beast has roamed the wastelands as long as anyone can remember, and all are thankful for it. Every part of it is edible—from muscle, to bone, to ligament, even to waste—and not just edible, but delicious. As its flesh falls into the baskets of the hungry, the ground vibrates with an appreciative grunt as though the great beast has become unburdened of a load too heavy to carry. Mere moments later, its abundance is restored as it continues its never-ending circuit across the wasteland, grasses and flowers springing up in its footprints. Merchants have tried to map its course, but its everchanging path has thus far rendered that impossible. Only one feast beast is ever seen at a time, though sightings across the wastes mean there must be more than one in existence. It only nears one settlement with any regularity: Tradetown. Once a year, a feast beast arrives outside the walls of Tradetown, where it roams for several days as visitors and residents take what they need. Special songs are sung to it, people climb its great haunches to braid its barley hair, and ritual theater depicting its past arrivals all accompany this greatest and most important time of the year. Once the town’s stores are full, it continues its inscrutable migration. The feast beast’s eerily humanoid face and its impossible, perfect usefulness have led scholars to suspect it was created by a powerful wizard who sought to ease hard times, though most wastelanders regard it as a living god. And perhaps it is. Tales of its provision are too numerous to count: tales of lost and dying wanderers waking up to an immense hoof laden with meats, fruits, and grains; tales of dehydrated settlers whose water resources have run dry and whose crops are dead looking into the distance to see the bready horns of the feast beast on the horizon. So important to life is the feast beast that even the life-hating Enduring Aristocracy will not engage it, not because it is a powerful foe, but rather because if one was felled, the people of the wasteland would band together and end them immediately. All hail the feast beast, one of the true wonders of the Weird Wastelands. suggested encounters There are various citywide events that might happen in Tradetown any time the party visits that affect the conditions of trade and activity in the city and serve as encounters for the location. Roll randomly or choose from the Tradetown Encounters table to determine an ongoing event in the city. TRADETOWN ENCOUNTERS d8 ENCOUNTER 1 Mother Lode 2 Midnight Madness 3 Naming Day 4 Tax Free Weekend 5 New Management 6 Feast Beast Migration 7 Goat Strike 8 Tossbottle Family Reunion MOTHER LODE This is it, friends, it’s the big one! Everyone’s eating hot food tonight! Extra drinks, on me! A catperson scout named Justopher Bones has just unloaded an economy-destabilizing amount of metallic fruit. Food is 50 percent off for 1d4 hours, volatile crowds have formed around food vendors, and Justopher is standing on the roof, drunk, cackling with glee, and throwing scrap and slices of fruit into the crowd. If the party befriends Justopher, the catperson reveals that they found their fortune in the Last City of MAN.23 MIDNIGHT MADNESS Is it just me, or can you perceive the vast entirety of the multiverse? Tradetown’s fungus stores have been tainted with a psychogenic disease that cannot be cured with magical healing. At the stroke of midnight, everyone who has eaten food in Tradetown during the previous 12 hours experiences 23. More information about the Last City of MAN can be found on p. 190 later in this chapter. CHAPTER FIVE • weird wasteland locations weird waStelandS 187
a mass hallucination that lasts until sunrise. Roll on the Midnight Madness Hallucinations table to determine the nature of the hallucination. MIDNIGHT MADNESS HALLUCINATIONS d4 RESULT 1 Everyone experiences true oneness with each other. They realize they are all one consciousness experiencing itself subjectively, there is no such thing as death, and life is only a dream. Merchants give their items away freely to all who want them, as do some residents and visitors. In the morning, Trade Guild administration needs help tracking down key items. 2 Everyone realizes that they are in a roleplaying game. The characters know their stats and are aware of their players. NPCs know the party are the main characters in a larger story and that they exist for the party to interact with. Most are content with their role, but a mob of twenty commoners rejects the relative meaninglessness of their lives and attacks the party. 3 Everyone can see into the ethereal and astral planes but are unable to interact with or travel to them. Additionally, they can see all the spirits wandering in the wastelands, making their way to the Gates of the Afterlife. A visitor, convinced this is the end times, panics and starts a fire which quickly threatens to engulf the town. 4 Everyone affected indulges in their greatest vice, surrenders to their flaws, reveals all their secrets, and acts with hedonistic abandon. NAMING DAY All hail the leader of Tradetown! Name your price on Naming Day! Naming day marks the anniversary of the day the leader of Tradetown was named leader. Visitors may name their price on any goods, and any reasonable offer (within 20 percent) must be accepted.24 TAX-FREE WEEKEND Weekends may not exist in the Weird Wastelands, but tax-free shopping sure does! If you’ve been waiting to make a big purchase, now is the time! The Trade Guild has announced that all trade for the next two days will be free of the usual 10 percent tax. 24. More info on pricing in the wastelands can be found throughout chapter 2. NEW MANAGEMENT It’s time for a change! Who run Tradetown? Leadership is changing tomorrow! The GM selects a new leader for Tradetown. They have declared that all food and water is free to all visitors for 2 weeks to celebrate this grand occasion, and a naming celebration will be held in the Arena. FEAST BEAST MIGRATION There’s been a sweet scent on the wind for days, and finally, as the sun rises, the buttery, flaky horns of the feast beast rise over the horizon. Grab your baskets and buckets and get ready for the best meal of your life. The feast beast has appeared just beyond the city walls! There is a flurry of activity as every person in Tradetown tries to board a mount or vehicle with baskets, bags, and weapons and avail themselves of the oncoming bounty. See the Feast Beast section earlier in chapter 5 for more details about this magnificent mobile bounty. GOAT STRIKE I don’t know but I’ve been told, the goats are gettin’ mighty bold. The goats of Tradetown have gained hyperintelligence and wish to be represented in the Trade Guild. No food or goods derived from goats are available for sale, and approximately one hundred giant goats have taken over the Resplendent Court of Gustatory Wonders. The Trade Guild administrator is attempting to negotiate with the goats and enlists the party’s aid to figure out why the goats gained such intelligence and, if necessary, end it. An arcanotech device that generates a 100-foot-radius field of awakening has recently been partially uncovered in the grazing lands that the goats frequent. Any beast with an Intelligence of 3 or lower that spends at least 8 hours in the field becomes affected by the awaken spell. A detect magic spell reveals the magical field generated by the device. If the device is destroyed or deactivated, the effects subside within 1d4 hours. TOSSBOTTLE FAMILY REUNION The Tossbottles are getting together for a hootenanny not seen since, well, last year. Secure your alcohol and heirlooms and get ready for a bumpy ride. An immense family of halflings, the Tossbottles, is holding their annual family reunion in Tradetown. The cost of food and water during the week leading up to the event is tripled. There is no room at any traditional lodging, and one hundred halflings are fighting, playing pranks, stealing things, and making mischief everywhere in Tradetown. CHAPTER FIVE • weird wasteland locations 188 weird waStelandS
Some problems the Tossbottles might cause for your party include: ■ The Tossbottles have stolen the Trade Guild’s main ledger, and the guild needs help recovering it. ■ A young Tossbottle25 with moxie challenges the strongest party member to unarmed combat. If the Tossbottle wins, the entire family welcomes them to adulthood and offers the loser a vial of “blueberry juice” (which turns out to be a potion of healing). If the Tossbottle loses, they cry bitterly, are no longer considered a Tossbottle, and pledge allegiance to the party. After 1d4 days, they vanish mysteriously. ■ A profoundly drunk elder Tossbottle offers lessons in barfighting in exchange for six servings of alcohol. Those who indulge him gain proficiency in improvised weapons. ■ A particularly impudent Tossbottle asks the party to back them in challenging the current leader of Tradetown. Can one hundred inebriated Tossbottles trigger a regime change? putting it all together Tradetown is intended to be a place to shop, build connections, and have interesting things happen, and is less a place to have combat encounters or spend a whole lot of time. The rewards for being in Tradetown are the ability to exchange what you’ve found on the road for things you need, respite from the wilderness, and some unexpected and good-natured social encounters. This is the place for your party to return to multiple times as they level, where they can feel like lauded heroes every time they come back from a dangerous adventure. Consider their relationships with the faction in charge, the Trade Guild, and the vendors they like and how those folks may have changed since the party’s last visit. Most factions have a presence here; any quest for factions you’d like to give out can be offered in Tradetown. Further, the remembrancers’ mail service makes Tradetown a great place to let the party know about a hook you have in another location. Sometimes, a trip to Tradetown will be for shopping and not much else. When you want to make a resupply trip into something more special, roll on the Tradetown Events table or take any one of the hooks from the other tables and run with it. ADVENTURE HOOKS Presented here are four adventure hooks you can utilize to introduce your table to Tradetown. 25. Use the bandit stat block for the young Tossbottle. TRADETOWN ADVENTURE HOOKS d4 ADVENTURE HOOK 1 The feast beast should have arrived sometime in the last two weeks, but it hasn’t. Help is needed to find it and get it to Tradetown before the city’s food stores dwindle to nothing. 2 A visiting band of catperson raiders ate the city’s store of rats down to critical levels. A bounty has been placed by the leader of Tradetown to bring them whatever rats can be found—2 gp per freshly killed rat and 5 gp for live ones. 3 Someone has tapped into Tradetown’s intercom system and has been using it to cast geas on seemingly random visitors once a day, making them do anything from sing the entire time they’re awake, to leaving the city, to pretending they’re a goat. Someone must stop this menace! 4 The star of tonight’s Arena entertainment is missing! Keen investigators are needed to find the absent star before showtime. RUMORS Presented here are six rumors about each of the potential leaders of Tradetown. These rumors can be used to draw your table to the location or to create additional drama while the characters are visiting. It’s up to the GM whether the rumors are true. TRADETOWN RUMORS: AUTOKRATOR d6 RUMOR 1 The AutoKrator has been seen less than normal at the Resplendent Court of Gustatory Wonders. Could the AutoKrator be ill? 2 The AutoKrator’s army is planning a mutiny. 3 The AutoKrator is from an alternate reality and is trying to get back. 4 The AutoKrator is becoming weak and complacent; another warlord will soon overthrow them. 5 The AutoKrator has a magical bomb implanted inside them that will destroy the entire city if it goes off. 6 The AutoKrator’s helmet is the only real thing about them; it’s the humanoid body that’s the costume. CHAPTER FIVE • weird wasteland locations weird waStelandS 189
TRADETOWN RUMORS: FELLOWSHIP d6 RUMOR 1 The Fellowship is building something big under the Resplendent Court of Gustatory Wonders. What could it be? 2 The Fellowship is actually ruled by someone—or something—coordinating its effort. 3 The Fellowship consorts with demons—there’s no other way they could do what they do. 4 A rift between the rangers and the druids is growing over the next steps to revitalize the land. 5 The Fellowship seeks to snuff out all magic in the Weird Wastelands but their own. 6 The last leader of Tradetown was killed by an assassin secretly hired by the Fellowship. TRADETOWN RUMORS: ARCANOTECH CABAL d6 RUMOR 1 The Arcanotech Cabal existed before the apocalypse. Was the cataclysm their doing? 2 The Arcanotech Cabal clones Tradetown visitors. 3 The Arcanotech Cabal is capable of solving many of the wasteland’s problems, but they choose not to. 4 The Arcanotech Cabal may not even exist anymore, but their magical machinations continue in perpetuity, so who can say? 5 The Arcanotech Cabal can hear everything said in Tradetown. 6 The Arcanotech Cabal lives in a city above the sky. last city of man Immense piles of wind-whipped sand cluster around the base of a squat tower of gleaming white stone, the broken remnants of its domed crown scattered about the nearby dunes. Rubble fields, sand dunes, and the tops of partially buried structures surround the tower and stretch toward the horizon. background Ancient, pre-apocalyptic wizards first built a city here as an enclave for themselves to harness the site’s numerous magic energy currents that form a powerful ley line nexus. Slowly, the city’s influence and prosperity grew until it was the glittering capital of a continent-spanning mageocracy, the Mage’s Alliance Network. The MAN arranged the physical layout and dimensions of the city in harmony with the ley lines and used their harnessed power to usher in a golden age of magic. The wealth of the empire propelled the arts of spellcasting and artifice to tremendous heights, and the MAN was instrumental in the development of arcanotech. This golden age could not last forever. As prosperity gave way to decadence, the MAN grew belligerent and became a key player in the magical wars that hastened the apocalypse and brought about the MAN’s doom. The fortified city fell when its leaders summoned a rain of pale fire to devastate an attacking army just as their own defenses collapsed. Both sides perished in the eldritch conflagration that followed, leaving the wonders of their civilization entombed in rubble and scorched earth. Over long ages the desert swallowed up the city, and its original name was lost to time. Yet wastelanders haven’t forgotten that this final city of the Mage’s Alliance Network produced the array of deadly arcanotech war machines that now litter the wasteland. The ruins shelter monstrous desert predators as well as the ghoulish descendants of the city’s inhabitants who capture travelers for food and psionic experimentation. Their predations lead many wastelanders to fear the blinding gleam of the city’s domed buildings peeking through the sand. However, the arcane power contained within the ley line nexus is a tempting prize, and many of the city’s vaults remain sealed, filled with arcanotech treasures for the taking. Terrain The terrain of the Last City of MAN has the following qualities: ■ The ground here is a mix of sand dunes piled high against the sides of massive stone buildings, crumbling rooftops barely covered in sand, and lowlying areas of exposed rubble and debris. CHAPTER FIVE • weird wasteland locations 190 weird waStelandS
Ever-shifting sand dunes provide a chance for characters to visit the Last City of MAN repeatedly and find something new with each visit. If you are using the hex-based exploration rules in chapter 3, the Last City of MAN can be placed in any hex with the desert terrain type. See the “Wasteland Terrain Hex Descriptions” section on p. 111 in chapter 3 for more information. You can use as many d6s as you want for this. Rolling fewer dice will produce a map that feels sparse but might be just what you need for a single session that zooms in on a small portion of the ruins. Conversely, rolling many dice will produce a map that feels crowded but is good for generating large sections of the ruin that you can then detail as needed. We recommend six to eight dice for a satisfying density of points of interest to explore that isn’t too overwhelming to prepare. Destroy with extreme belligerence any dice that roll off the page; the others will never respect you if you don’t. ■ Ruined cyclopean architecture, towering dunes, and sheltered pockets of sand-free ground provide variations in elevation for line of sight. ■ The desert sands that blanket the city are difficult terrain, and creatures cannot use the Dash action while moving across the sand. Creatures must succeed on a DC 10 Strength ability check to climb a sand dune. ■ Exposed areas of crumbled masonry provide up to total cover and are difficult terrain. ■ The sand dunes constantly shift, burying exposed buildings and revealing new ones. A sudden sandstorm can dramatically change the ruined landscape.26 ■ The terrain around the Last City of MAN is sandy desert. 26. See the “Wasteland Weather Hex Descriptions” on p. 120 in chapter 3 for guidelines on running sandstorms, including when to check for their occurrence. GENERATING THE RUINS There is no fixed map of the ruins, as the shifting sand dunes that blanket the Last City of MAN make using standard location maps impossible. Visible landmarks and accessible entrances to the buried city change day to day. You can portray this ever-changing ruinscape by randomly generating a new map each time the players visit the location, or you can the same map, adding layers with each visit. Dice-drop maps are quick to make and easily scalable, making them perfect for mapping the Last City of MAN. These maps are created by dropping a handful of dice onto a blank piece of paper and noting their locations and results in order to produce a rough map to which you can add detail according to your preference and your group’s playstyle. For GMs who like detailed maps, this procedure is a prep tool to help you create an adventure location. For GMs who prefer to improvise locations, this quickly gives you an idea of the location’s layout while also providing sparks of inspiration. Use the following steps and accompanying tables to create a dice-drop map of the Last City of MAN for your players to explore. CHAPTER FIVE • weird wasteland locations weird waStelandS 191
Here are some places to look for appropriate things to find in Last City of MAN campsites: Trade Goods table (chapter 2, p. 76), Survival Gear table (chapter 2, p. 82), Common Food table (chapter 2, p. 78), I Search the Body table (chapter 4, p. 171). 1. Grab a blank sheet of paper and a handful of d6s. The default scale is roughly 100 feet per inch of paper. 2. Drop, roll, or otherwise cast the dice onto the paper. 3. Consult the Dice-Drop Special Features table for each die rolled. On the sheet of paper, mark where each die landed along with the special feature determined by the result. Then remove the dice from the paper. 4. Pick one or two areas on the map near clusters of buildings and draw in some rubble fields covering at least 100 feet of ground. 5. The rest of the map is sand dunes. DICE DROP SPECIAL FEATURES27 d6 NOTABLE FEATURE 1 Campsite 2 Excavation Site 3 Monster Lair 4–6 Ruined Building 27. See the descriptions of these notable features in the “Special Features” section that follows. special features The features detailed here distinguish the Last City of MAN as a weird location and are available to flesh out gameplay elements of the area. They are designed to complement interactions with other creatures and create engaging encounters. CAMPSITES Scavengers and fortune seekers frequently set up camp in the shelter of the ruins of the Last City of MAN. There is a 25 percent chance a camp is abandoned; otherwise, it is occupied by either 2d4 bandits and one thug or 2d6 tribal warriors and one scout. Roughly half of the creatures occupying a campsite are out scrounging through the nearby ruins within earshot of the camp. At least one creature occupying the camp is on watch, during which it has advantage on Wisdom (Perception) checks. Occupants frequently fortify their campsites to provide cover for defenders, barricades to hinder attackers, and tripwire alarms to warn them of intruders. Creatures can detect a tripwire with a successful DC 15 Wisdom (Perception) check and can disable the alarm with a successful DC 13 Dexterity (Sleight of Hand) check. Failure on either check triggers the alarm and alerts the campsite occupants. Many campsites have hidden stashes of supplies, valuable salvage, or survival gear placed there by current or former occupants. CHAPTER FIVE • weird wasteland locations 192 weird waStelandS
How many diggers can dig? As many as you think is reasonable for your game. About two Medium humanoids per size category sounds about right to us. Of course, savvy wastelanders would shorten this time by using summoned creatures, mindless undead, simple constructs, and earthmoving magic. EXCAVATION SITES There are several large dig sites around the city’s ruins where wastelanders seek to recover buried arcanotech or vehicles of the lost age. There is a 25 percent chance an excavation site is abandoned with the dig only partially complete; otherwise, a salvage crew occupies the dig site. It takes considerable organization and resources to undertake an excavation in the sand-choked ruins, and these fortified sites have guards posted to keep the diggers safe. Roll on the Excavation Site Salvage Crew table to determine the who’s doing the digging.28 EXCAVATION SITE SALVAGE CREW d10 AFFILIATION CREATURES 1–5 Arcanotech Cabal 1d6 + 1 guards, 2d4 scroungers 1 field agent 6–8 Wastelanders 3d4 + 2 scroungers, 1 hired goon 9 Blood Harpy Legion 1d4 harpy zerkers, 2d4 recruits 10 The Fellowship 1d6 free-spear warriors, 1 preserver, 1 warden The Excavation Site Buried Treasure table is a list of potential arcanotech and vehicles in need of excavation.29 Single arcanotech items are usually hidden inside secret compartments in the remains of buried buildings or underneath rubble heaps and are typically locked away in durable storage containers. Vehicles and arcanotech wonders are most often buried in sand and rubble, requiring 4d12 hours of strenuous digging per size category to fully excavate. Fortunately, the ancients built these objects to last, and most arcanotech is useable once recovered. 28. More info about the four factions in the Affiliation column can be found in the “Wasteland Factions” section on p. 140 of chapter 4. 29. See chapter 2 for details on vehicles and arcanotech magic items, including the items in the Excavation Site Buried Treasure table. EXCAVATION SITE BURIED TREASURE d100 BURIED TREASURE 01–08 Beam pistol 09–16 Beam rifle 17–24 Glyph orb 25–32 Hexsteel weapon, +1 33–37 Big Tank (vehicle) 38–42 Animated alchemy lab 43–46 Hexsteel weapon, +2 47–50 Phaser 51–54 Pulse staff 55–58 Repulsor ray 59–62 Technical Truck (vehicle) 63–66 Voltaic caster 67–69 Arc rifle 70–72 Hexsteel weapon, +3 73–75 Hovering shield 76–78 Magma cannon 79–81 Pulse rifle 82–84 Transport Automaton (vehicle) 85–86 Disruptor 87–88 Hexsteel plate 89–93 Arcanotech reactor (arcanotech wonder) 94–95 BFG (arcanotech wonder) 96–97 Circle of life (arcanotech wonder) 98–99 Hunger bank (arcanotech wonder) 100 Golden Sky Barge (vehicle) MONSTER LAIRS Some predatory monsters seek shelter from the sandy wastes in the ruins of the Last City of MAN. Roll on the Monster Lair Creatures table to determine the number and type of creature(s) lurking in the lair. Additionally, you can use the table to stock any location with monsters thematic to the Last City of MAN, populate desert hexes, or spice up one of the suggested encounters detailed later in the location description.30 30. See the “Desert” subsection in the “Terrain-Based Encounter Tables” section on p. 163 of chapter 4 for more desert encounters. CHAPTER FIVE • weird wasteland locations weird waStelandS 193
MONSTER LAIR CREATURES d20 MONSTER 1 2d6 + 2 jackals or hyenas 2 1d4 + 3 giant weasels 3 1d6 giant lizards 4 1d6 + 1 giant wolf spiders 5 1 giant hyena 6 1d4 + 3 grimlocks 7 1 specter 8 1d4 giant vultures 9 1d3 ghouls 10 1d6 + 1 worgs 11 1 saber-toothed tiger 12 1 ghoul, 1d4 grimlocks 13 1d4 gargoyles 14 1d4 ochre jellies 15 1 grick 16 1 phase spider 17 1 mummy, 1d4 + 1 skeletons 18 1 black pudding 19 1 blue dragon wyrmling 20 1 thool,31 1d6 grimlocks RUINED BUILDINGS Many ruined structures of the buried city emerge from the nearby sand, with rooftops and upper stories peeking through the dunes. In some places, clusters of these buildings form shelters, some of which feature unburied entrances waiting to be opened. To generate one of these buildings, first roll on the Ruined Buildings table to determine the building’s former purpose, then roll on the State of Ruin table to determine its current condition. Buildings near each other are often connected through a shared cellar or short tunnels dug through the sand by the ruin’s monstrous inhabitants. If you rolled a 6 on the Dice Drop Special Features table or if you want to give a ruined building a little more story, use the Notable Ruins table to add detail to its description. 31. The thool stat block can be found on p. 309 in chapter 6. RUINED BUILDINGS d100 BUILDING 01–03 City fortification, gatehouse with adjoining walls 04–10 City fortification, arcane artillery embankment 11–15 City fortification, guard barracks 16–20 Nexus architecture, channeling glyphs 21–23 Aqueduct or viaduct, destroyed or fortified 24–25 Signal tower, charred or still operational 26–30 Tenement housing 31–35 Modest townhouse 36–40 Opulent manor, preserved or vandalized 41–43 Archmage’s manse 44–45 Public official’s palace 46–48 Small temple or shrine 49–50 Multistory enclosed market 51–53 Academy or school 54–55 Multitiered plaza or park 56–57 Walled and terraced garden 58–59 Artisan workshop 60–61 Warehouse, fully stocked or looted 62–63 Cavernous guildhall 64–65 Entrance tower to subterranean prison complex 66–67 Large temple 68–69 Amphitheater or opera hall 70–71 Mausoleum, desecrated 72–73 Ossuary, overfull 74–75 Bath house, operational 76–77 Arena, stadium, or racetrack 78–79 Observatory, celestial or planar 80–81 Library or hall of civic records 82–83 Soaring ceremonial bell tower 84–85 Enormous, animated stone head, prophetic or spiteful 86–87 Feet and plinth of a massive statue 88–89 Plaza of triumphant monuments 90–91 Magic accumulator 92–93 Ley line–focusing obelisk 94–95 Arcane manufactory 96–97 Automaton arsenal 98–99 Notable ruin (roll on the Notable Ruins table) 100 Reroll twice on the Ruined Buildings table and combine the two buildings by a shared wall CHAPTER FIVE • weird wasteland locations 194 weird waStelandS
STATE OF RUIN32 d100 STATE EXCAVATION DC COLLAPSE DAMAGE 01–10 Demolished. A huge, ruined pile of debris and sand. Subterranean rooms are crumbling and filled with sand. 15 3d10 11–25 Crumbling. A few free-standing walls or support structures remain but are unstable. Any remaining rooms are filled with sand. Basements and cellars might be sand-free. 13 2d10 26–75 Partial Ruin. No roof. Rooms in the upper floor are crumbling and filled with sand. Lower floors are relatively clear and possibly connected to nearby buildings. Likely inhabited or has been recently. 11 1d10 76–90 Cosmetic Damage. Structure is mostly intact and structurally sound. Interior is probably clear and likely inhabited. — — 91–100 Pristine. Untouched by the ravages of time and sand due to a sheath of force, an enduring spell, or blessed construction. The nature of the preservation might mean it requires magical means to enter. — — NOTABLE RUINS d8 RUIN DESCRIPTION 1 An enchanted arboretum greenhouse untouched by the calamity, still a riot of verdant life tended by diminutive ceramic automatons. The air here is warm and humid, perfect for the variety of lush fruit trees, flowers, vines, and insects that flourish in this micro-jungle. 2 A small, domed gladiatorial arena. Hidden beneath the arena floor is a cramped maze of steel cages, holding cells, and pits. The corpses of hundreds of mangled humanoids have been packed tightly into the locked cages. 3 An arcane automaton foundry, a cathedral of magical artifice, sits virtually unmarred by time. A warren of laboratories, workshops, dormitories, reagent reservoirs, and enchanted forges surrounds its cavernous assembly bay. It is now the lair of psionic thool and their grimlock-ghoul thralls.33 4 A monumental mausoleum containing countless mummified animals, a breathtaking variety of preserved pets, livestock, wild animals, and exotic monstrosities of all kinds. Deep within the mausoleum is an enormous sepulchral chamber with dozens of skeletal whales and other aquatic life suspended from the ceiling. Haunting whale songs echo through the halls. 5 A magically cooled chamber for the near-dead, their pale-blue skin covered in a delicate lattice of frost crystals. They rest on dark-blue stone slabs covered in the same rime. Languid glyphs create a pervasive sense of lethargy and stillness that wears away at the vitality of living creatures. 6 A labyrinthine network of vaulted cisterns that magically refreshes itself with hundreds of thousands of gallons of fresh water every day at dawn. Access appears limited to hatches in the ceiling, the ladders leading down long since removed. Large, predatory shapes swim through the dark waters, and the deepest reservoirs are home to a small community of eyeless merfolk. 7 The sealed tomb-prison of the depraved Last Emperor, whose name was stricken from all monuments and chronicles as punishment for his crimes. Beyond the sealed door is a series of auspiciously aligned rooms whose every surface bear the engraved curses and binding spells that prevent the dread sovereign from breaking free. Stone golems, bound elementals, and guardian undead sworn to eternal vigilance defend the tomb. 8 The domed manse of a star-gazing archmage. The ceiling of the central chamber shows a familiar night sky, enchanted to depict the movement of constellations both past, present, and future. Shelves along the wall hold a multitude of star catalogues, constellation maps, and scholarly texts. A single red star, the demon star Algol, shines the brightest, its intensity increasing slowly until the room is bathed in red light. 32. See the “Excavating a Ruined Building” section on p. 196 for information on utilizing the excavation DC and collapse damage mechanics. 33. The thool stat block can be found on p. 309 of chapter 6. CHAPTER FIVE • weird wasteland locations weird waStelandS 195
Excavating a Ruined Building The interiors of many ruined buildings are filled with compacted sand, fallen masonry, smashed furnishings, and other debris. A building’s condition (as determined by rolling on the State of Ruin table) provides suggestions for how much of the interior is filled as well as the excavation DC to clear away the debris. Characters have disadvantage on checks made to tunnel through or excavate the interior of these buildings due to their instability. With shovels, picks, crowbars, and something to haul away sand, it takes 1d4 × 10 minutes to clear enough space for a Medium creature to move or rest comfortably (roughly 10 feet by 10 feet). This is enough space to pass through most chambers inside a building. Without the right tools, it takes 2d4 × 10 minutes to clear the same space. At the GM’s discretion, multiple creatures may work together to excavate faster. For every 10 minutes spent digging, roll 1d6. On a 1, a random encounter occurs. Use the Monster Lairs Creatures table earlier in this section to determine the specifics of the encounter. Once they’re done excavating, one of the participating creatures must attempt an Intelligence or Wisdom ability check versus the ruined building’s excavation DC. On a failure, the excavation is unstable and may collapse when moved through. The GM determines who is caught in a collapsing tunnel, by random roll or through conversation with the players. Spells that deal thunder or force damage, any Large or larger creatures or objects attempting to move through the space, or anything that creates strong vibrations in the area trigger a collapse. Creatures caught in a collapse must attempt a Dexterity saving throw versus the excavation DC. On a failure, a creature is buried in stone and sand and takes bludgeoning damage according to the Collapse Damage column of the State of Ruin table. On a success, a creature is not buried and takes half damage. Buried creatures are blinded and restrained, have total cover, and must hold their breath or begin to suffocate. A creature can attempt to unbury itself or unbury another creature by using 1 minute to dig and succeeding on a Strength ability check versus the excavation DC. LEY LINE NEXUS A confluence of magical energies permeates the region, forming a vast reservoir of power for spellcasters who dare tap into it. The architectural geomancy built to tame the ley lines remains largely intact, a testament to the potency of the fallen civilization. However, the magical scars left by the city’s fall react strangely with the nexus, frequently manifesting as arcane anomalies. Arcane Anomalies At least one building from the Notable Ruins table should have an arcane anomaly; this anomaly can change or end any time at the GM’s discretion. Anomalies affect at least some part of the space of the ruin, such as a series of rooms within a building. The specific areas of effect are determined by the GM. Creatures are subject to an anomaly’s ARCANE ANOMALIES d6 ANOMALY 1 Antimagic field. Within the area, spells can’t be cast, summoned creatures disappear, and magic items become mundane. Spells and other magical effects, except those created by an artifact or arcanotech wonder, are suppressed in the area and can’t enter it. Spellcasters may negate the field and cast a spell while in the area by rolling on their group’s preferred “wild magic” table. The wild magic effect takes place after the spell’s effect. 2 Spatial expansion. Distance expands in this area. Distances between all objects and creatures are always twice as far as they appear to be. While in the area, it is impossible for creatures to touch other creatures or objects. Attack rolls automatically fail, and creatures have advantage on saving throws to resist spells with an area of effect. 3 Temporal echoes. Faint whispers and ghostly, fleeting images reveal past events that took place within the area. Depending on the area, these echoes of the past might impart otherwise unattainable information or reveal valuable secrets such as hidden doors, concealed routes through the rubble, magical passwords, or the location of treasure. 4 Mental static. Spellcasters in the area hear an incessant droning in their minds. While concentrating on a spell within the area, spellcasters must succeed on a DC 10 Constitution saving throw at the start of each of their turns to maintain concentration. 5 Spatial contraction. Distance contracts in this area. All creatures and objects in the area are within reach of each other, and creatures have disadvantage on saving throws to resist spells with an area of effect. Spaces are considered one size smaller for the purposes of movement and creature size. 6 Entropic aura. Decaying magic eats away at creatures and objects. Once per minute, all creatures in the area must attempt a DC 12 Constitution saving throw, taking 2d8 necrotic damage on a failure or half as much on a success. If this damage reduces a creature to 0 hit points, it dies immediately and begins to decay. Unattended objects take full damage and crumble to dust when destroyed. CHAPTER FIVE • weird wasteland locations 196 weird waStelandS