effect when they first enter its area and continue to be affected by the anomaly until they leave the area. Ley Line Attunement Spellcasters may attune to the network of ley lines as part of a short rest taken while they are in the Last City of MAN. The attunement ends if the spellcaster spends more than 1 hour outside the city. Ley line attunement takes up an attunement slot as if it were a magic item. While attuned, non-sorcerer spellcasters gain sorcery points as if they were sorcerers equal to their current level. With these sorcery points, they can convert sorcery points into spell slots as per the sorcerer’s Font of Magic feature and have access to the Empowered Spell, Extended Spell, and Heightened Spell Metamagic options. Completing a long rest within the Last City of MAN restores any spent sorcery points gained from this attunement. Sorcerers double the maximum number of sorcery points they can have for their level when attuned to the ley line nexus. When they first attune, they immediately regain sorcery points up to their enhanced maximum. Additionally, they can use the Empowered Spell, Extended Spell, and Heightened Spell Metamagic options. If the sorcerer already knows one of those Metamagic options, they can apply that Metamagic to a spell without needing to spend sorcery points. DEN OF THOOLS The interconnected cellars and buried vaults of the ruined Last City of MAN are inhabited by grimlocks, ghouls, and the pale, statuesque undead known as thools who rule over the other survivors. Thools claim they are the descendants of the city’s survivors and take their name from their longforgotten founder who shepherded them through the hardships of the city’s downfall. Despite this claim, thools neither cast spells nor attune themselves to the ley lines that run throughout the ruins, and they do not seek to restore the city to its former glory. Instead, they practice a form of life-consuming psychometabolism to grant themselves unnaturally long lives and use their mastery of fleshcrafting to fashion weapons, armor, and tools from the bodies of onceliving creatures. Both thools and their underlings subsist primarily on the flesh and vital life force of the living. They predate on each other if needed but prefer to subsist on wastelanders who come to the city to loot its buried riches. Thools make their lairs in the deepest subterranean parts of the ruins where it is darkest and quietest. Down in the dark, they practice their sinister psionic experiments, creating horrifying abominations and spending long periods of time in deep meditation. suggested encounters The Last City of MAN Encounters table lists both the creatures that lair in or near the Last City of MAN and creatures who have some reason to visit. Each entry contains a brief description of the creatures and a prompt for an encounter scenario. The encounter descriptions detail any modifications to the base creature stat block and special considerations for running the encounter. The GM may use their preferred method for determining who or what the party encounters at the location. Estimated difficulty is based on a party of four adventurers of 2nd level. LAST CITY OF MAN ENCOUNTERS D8 ENCOUNTER DIFFICULTY 1 Automaton defender Easy 2 Wasteland scavengers Easy 3 Ghoulish grimlocks Medium 4 Burrowing vermin Medium 5 Predatory warbeast Hard 6 Blood Legion patrol Hard 7 Cabal treasure hunters Deadly 8 Thool hunter Deadly profile: thool Personality: Calculating and arrogant. A thool has committed many atrocities to survive and will do so again and again. Ideal: Cruelty. Pain and fear are the weapons I use to demonstrate my power over weaker creatures. Bond: I am protective of other thools and my favored servants. Flaw: I have an overwhelming fixation on inflicting pain on living creatures. Legend: While the ruins of the Last City of MAN hide many threats, few are more dangerous than the bands of thools that stalk its sunken chambers. They venture forth into the ruins or surrounding desert, alone or at the head of packs of ghouls, on the hunt to capture healthy humanoids for experimentation and food. The learned remembrancers of Tradetown speculate that thools lost their connection to magic when the city fell and thus had to develop psionic talents to survive. Some even whisper that the prevalence of psychic abilities among wastelanders is a consequence of thool experimentation. Regardless, few wastelanders escape their clutches, and no wastelander has ever found one of their hidden dens and lived to tell about it. CHAPTER FIVE • weird wasteland locations weird waStelandS 197
AUTOMATON DEFENDER Rhythmic, rusty creaks accompany a sand-scoured and heavily armed humanoid automaton as it patrols along a length of crumbling wall. The automaton is 60 feet from the party and walking away from them when first encountered. It continues walking away for another 2d6 × 10 feet before turning around and walking back. It immediately attacks any creatures it sees. Treat the automaton defender as an animated armor with the following changes to its stat block: ■ Dexterity 14 (+2) ■ Wisdom 11 (+0) ■ Proficiency in Perception ■ Passive Perception 12 ■ Additional attack option (can be used as part of its Multiattack): Bolt. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. WASTELAND SCAVENGERS A faint whiff of smoke gives away the presence of a nearby camp. Three wastelanders and their leader, a small scrounging party for an up-and-coming war boss, seek respite in the ruins. They’re on edge but avoid fighting unless the odds are strongly in their favor. The leader, a well-armed reaver, half-heartedly attempts to recruit any martial characters into joining their growing war band. Treat the three wastelanders as bandits. Treat the reaver as a hobgoblin with the following changes to its stat block: ■ Hit point maximum 18 GHOULISH GRIMLOCKS From a partially buried building, you catch a brief glimpse of a pale humanoid with cloudy eyes before it fades into the dark recesses of the ruin. The faint smell of dried blood and barely audible chatter emanate from the ruin’s interior. There are five cunning cannibals hiding in the shadows of a nearby ruin. The group taunts any humanoids who come within earshot from the safety of their dark rooms, hoping to ambush and devour the foolhardy who come inside. They do not venture into direct sunlight if they can help it. If the party ignores their taunts, the cannibals wait until nightfall, follow them to their camp, and launch a surprise attack while the party sleeps. The cannibals are grimlocks with the following changes to their stat blocks: ■ Undead creature type ■ Immunity to poison damage ■ Immunity to the charmed, exhaustion, and poisoned conditions ■ Speak and understand Common ■ Benefits of Stone Camouflage apply to ruined terrain, including the debris-filled building interiors of the Last City of MAN BURROWING VERMIN The sand shifts suddenly underneath your feet, growing increasingly unstable as patches of sand begin to drain into a sinkhole beneath you. Chitinous mandibles glistening with caustic ichor emerge from the expanding sinkhole. An ankheg has laid a circular sinkhole trap 10 feet deep and 10 feet in diameter. Creatures caught in the area can attempt a DC 13 Dexterity saving throw to avoid slipping CHAPTER FIVE • weird wasteland locations 198 weird waStelandS
down the slope into the reach of the ankheg at the bottom of the sinkhole. The ankheg has readied an action to attack the first creature that comes within reach. The area of the sinkhole is difficult terrain, and creatures without a burrowing speed caught within the area have disadvantage on attack rolls while in the area. A creature can use its action to attempt a DC 15 Strength (Athletics) check to climb out of the sinkhole. PREDATORY WARBEAST In the distance, glints of blinding sunlight flash off the reflective carapace of a magically altered arachnid as it emerges from its lair beneath a large rubble pile. This solitary spell-warped giant scorpion34 stalks the ruined city during the day, devouring anything it can grab with its claws. It attacks any living creatures it sees. The spell-warped warbeast is a giant scorpion with the following changes to its stat block: ■ Resistance to fire and radiant damage ■ Additional trait: Blinding Carapace. While the giant scorpion is in bright light, a creature that starts its turn within 30 feet of the giant scorpion and can see it must succeed on a DC 12 Constitution saving throw or be blinded until the start of the creature’s next turn. BLOOD LEGION PATROL A pair of winged humanoid shadows glide across the sandy ruins, circling in a slow loop. Two harpy zerkers of the Blood Legion are eager to test their mettle in battle and will launch themselves into battle with gleeful, shrieking abandon. The patrol are harpies with the following changes to their stat block: ■ Additional trait: Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn’t have all its hit points ■ Additional trait: Brute. A melee weapon deals one extra die of its damage when the harpy hits with it. ■ Replace clubs with sickles ■ No Luring Song action CABAL TREASURE HUNTERS A canvas tarp snaps in the swift breeze, sheltering a recent excavation. The sound of metal scraping on stone and murmurs of excitement emanate from beneath the covering. 34. The spell-warped creature template can be found on p. 292 of chapter 6. Six members of the Arcanotech Cabal have just uncovered a promising treasure and are distracted (−5 to their passive Perception). Roll on the Excavation Site Buried Treasure35 table to determine what they have found. The technomage, Rave Vexacion, and her entourage are wary of strangers but confident in their ability to defend their prize. She parleys with characters who behave civilly and speak candidly. The technomage is a mage,36 and the rest of her entourage are one spy and four guards. THOOL HUNTER A gray, gaunt figure flits between pools of deep shadow, stalking its prey. A single thool37 hunts the moonlit ruins and darkened chambers of the buried city. It prefers stealth and ambush to direct attack and seeks to capture a healthy-looking humanoid to bring back to its subterranean lair for experimentation. rewards Presented here is a collection of treasures and rewards to be found within the area. EXPERIENCE In addition to standard experience awarded during combat, here are other experience awards that can be earned while exploring the Last City of MAN: ■ Tunneling through a buried building’s interior – 200 XP for the first room, 50 XP for each additional room ■ Removing all the sand and debris from a large building – 5,000 XP ■ Excavating a buried arcanotech wonder – 1,000 XP ■ Gaining Rave Vexacion’s trust – 350 XP ■ Rescuing a wastelander from a thool den – 1,500 XP ARCANOTECH TREASURES The ruined buildings of the Last City of MAN are a major source of magical materials, spell components, and arcanotech devices. If you are using the scrap resource from chapter 4, the Last City of MAN is an abundant source of arcanotech scrap and vehicle spare parts.38 35. The Excavation Site Buried Treasure table is on p. 193. 36. See p. 140 in chapter 4 for more information about the Arcanotech Cabal faction. 37. The thool stat block can be found on p. 309 of chapter 6. 38. See the “Scrounging for Scrap” section on p. 128 of chapter 3. CHAPTER FIVE • weird wasteland locations weird waStelandS 199
putting it all together Whether you use the dice-drop map generation rules presented here or come up with the entire map of the city and its surroundings on your own, the purposes of the Last City of MAN remain the same: to enrich the wastes with the remnants of a civilization long gone and to provide players with a location to explore the history, riches, and dangers such a place presents. If there are multiple casters in your party or if you have a table who likes to delve into the lore and history of the world you’re creating together, the Last City of MAN is prime territory. Keep in mind that the creatures, tables, and even the excavation rules presented here can be adapted to any desert environment. ADVENTURE HOOKS Presented here are four adventure hooks you can utilize to introduce your table to the Last City of MAN. RUMORS Presented here are ten rumors about the Last City of MAN. 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. LAST CITY OF MAN ADVENTURE HOOKS d4 ADVENTURE HOOK 1 The Last Emperor (see entry 7 on the Notable Ruins table) calls out to one or more characters in visions and dreams. Shrouded in shadows, he calls upon them to discover his name and speak it aloud at the threshold of his sealed tomb. Doing so opens the tomb and breaks the engraved curses contained within but also activates the tomb’s construct, elemental, and undead defenders. 2 A group of nomads have set up a fortified camp in a ruined building near the edge of the city. Thools kidnapped several members of their group recently, and none of the rescuers sent after them have returned. The nomad leaders ask the party to help rescue their comrades, freely sharing what aid and information they have. 3 A vital arcanotech wonder used by the party’s home settlement will run out of power soon. Locals know that a working arcanotech reactor within the Last City of MAN can recharge the spell batteries used by their wonder, but it has been too long since the last recharge and no one knows exactly where the reactor is or how to use it. The settlement’s leaders can keep the wonder working on emergency reserves for now, but they need the party to find a way to recharge the cumbersome batteries and bring them back home. 4 For weeks now local soothsayers and fortune tellers have reported dire omens regarding a demonic red star appearing in the night sky. A wizened diviner recalls that the astromancers who dwelled in the Last City of MAN kept extensive star catalogues and maps of the heavens (see entry 8 in the Notable Ruins table). The diviner wants to hire the party to enter the ruins and find out more about this malevolent star before it is too late. CHAPTER FIVE • weird wasteland locations 200 weird waStelandS
toxic alchemical sump Nestled amid craggy rocks and rusting scrap are pools of magical sludge that give off sharp, acrid fumes. Brightly colored moss and lichen blanket the rocks, and seemingly metallic grasses cluster around the edges of the pools. There is an incessant, barely audible droning coming from somewhere. background Long before the present day, in the decadent twilight era of the Mage’s Alliance Network,39 an elemental-powered racing airship crashed in a verdant valley bordered by rolling, woodland hills. The catastrophic landing gouged a deep furrow in the earth before the mangled ship came to a stop near the base of a gentle hill. The shattered reservoirs of its arcanotech engines leaked potent alchemical fluids into the ground, killing vegetation for miles around. In time, the airship was buried by the desert it created. In the years following the collapse of civilization, a band of techno-arcanist survivors partially excavated the crash site in search of ancient lore. They regarded the site as sacred and took measures to calm the spirits still trapped in the arcanotech reactor they found inside. The band stayed at the crash site for a time, greatly increasing their knowledge of technomancy and taking care to hide their presence against rapacious marauders. The wisest of the technomancers, Barbarsus, Master of the Polyptych Schema, was interred within the ship-turned-enclave upon his death. The remaining technomancers dispersed across the wasteland and likely died long ago, but rumors of the tomb of the arcanotech magus persist, particularly among eager apprentices of the Arcanotech Cabal.40 Nowadays, locals mostly avoid the pools, regarding them as haunted. Scavengers and alchemists occasionally visit the crash site to harvest scrap or magical reagents, although most salvage is deteriorated beyond use. terrain The terrain of the Toxic Alchemical Sump has the following qualities: ■ Rocky outcroppings count as difficult terrain. ■ Boulders in the area grant half or total cover. ■ Ability checks made to find footprints or tracks in the sludge-soaked sand are made with advantage. ■ Fumes from the sludge pools create a haze in the sump. The entire area is lightly obscured. 39. See the Last City of MAN on p. 190 for more info. 40. See p. 140 in chapter 4 for more information about the Arcanotech Cabal faction. LAST CITY OF MAN RUMORS d10 RUMOR 1 Remembrancers say that the buried city was the last bastion of civilization before the end times came and that it was filled with all the wonders of that lost age. 2 Colossal sand dunes cover much of the city, hiding landmarks and filling up the interiors of the ruined buildings. However, some buildings remain intact, their interiors clear of sand and their vaults still full. 3 The existence of the city and the wondrous treasures said to remain there are well known. Unfortunately, few know how to find the city amid the desert sand. 4 Scroungers say that desert predators and abominations spawned by the decaying magic of the ley line nexus stalk the ruins of the city. 5 Successful salvage expeditions to the buried city frequently return with massive hauls of arcanotech scrap, spare construct parts, spell components, and alchemical reagents. 6 Nomads tell tales of a network of cisterns filled with eternally renewing water that lie beneath the city ruins and of magically preserved gardens enclosed in glass that still have fruitbearing plants. 7 Legends claim that a powerful ley line nexus lies at the heart of a city that spellcasters can use to enhance their magic. But the nexus is also the source of the ruin’s arcane anomalies. 8 A group of statuesque undead humanoids, the descendants of the city’s citizens, inhabits the deepest parts of the ruins. They abduct wastelanders for their cruel fleshcrafting experiments. 9 The Arcanotech Cabal has an open bounty on information regarding the location of arcanotech wonders within the city and often sends expeditions to uncover a newly discovered wonder. 10 Harpy scouts of the Blood Legion scour the ruins looking for weapons to bring back to their war queen. CHAPTER FIVE • weird wasteland locations weird waStelandS 201
The Toxic Alchemical Sump’s special features reward players for thinking cleverly about the dangerous environment their characters are in. A group can harvest sludge, dredge the pools, negotiate with bound elementals, and discover the hidden tomb all without needing to incorporate the suggested encounters. However, the features influence the encounters you include and are a powerful tool in shaping your group’s experience. When prepping to run the sump or selecting which parts to use, consider how the special features and encounters interact with each other. If a fight breaks out, will the monsters use the sludge pools? How might the bound elementals react to events that unfold? Will they assist or hinder the party in combat or attempt to influence them in a parley with NPCs? There’s lots of gameplay potential in this location based on which elements you use when you run it. The contagions are not linked to any sludge pool on purpose. It is up to you, the GM, to determine a sludge pool’s alchemical contagion. You could use a random roll each time a creature comes into contact with the same pool, highlighting the volatile and unstable nature of the sludge, or you could roll on the table once for each pool. Alternatively, you could assign the various contagions to individual pools ahead of time. For simplicity, you can choose one contagion for all the pools. This flexibility lets you adjust the difficulty of the location to meet the needs of your group. special features The features detailed here distinguish the Toxic Alchemical Sump 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. ALCHEMICAL POOLS Collections of caustic sludge and putrid magical liquids bubble up from a buried airship’s reservoirs, giving off a haze of toxic fumes. Falling In Movement in the pools is limited to 5 feet per turn due to the thick, sticky sludge. Creatures that enter a pool are considered grappled and immediately sink 1 foot into the sludge. At the start of each of the creature’s turns, it sinks another foot. If the creature is not completely submerged, it can use an action to attempt a DC 10 Strength (Athletics) check, escaping on a success. On a failure, the creature becomes restrained and continues sinking. Creatures that sink completely begin to suffocate. Another creature within 5 feet of the sinking target can also attempt this check, freeing the sinking creature on a success. Fumes Living creatures that spend more than 1 hour in the area must succeed on a DC 15 Constitution saving throw or become poisoned until they complete a long rest in an area without fumes. A creature that succeeds on this saving throw is immune to the effects of the fumes for 24 hours. Sludge Dredging Strange shapes beneath the pools’ viscous surfaces hint at many treasures underneath. To dredge an object off the bottom of a sludge pool, a creature needs a grappling hook and rope or a similar item. At the end of each hour spent dredging the sludge, a creature must attempt a DC 20 Strength (Athletics) check, recovering an object from the Dredge Treasures table41 on a success. If a creature fails the check by 5 or more, it falls into the sludge. Sludge Harvesting The sludge in the Toxic Alchemical Sump is a valuable spell component and alchemical ingredient. Harvesting usable sludge requires 1 hour 41. The Dredge Treasures table can be found on p. 210 in the Toxic Alchemical Sump “Rewards” section. of undisturbed work, at the end of which the harvester must attempt a DC 15 Intelligence (Alchemist’s Supplies) check, gathering 100 gp worth of universal reagent on a success. 42 If the harvester fails the check by 5 or more, it does not recover usable material and must roll to see if it is affected by the toxic waste, as detailed in the following section. Toxic Waste Any living creature that touches the sludge from the pools must succeed on a DC 15 Constitution saving throw or contract a magical disease from the Alchemical Contagions table. A creature that ingests liquid from the pools automatically fails this saving throw. A creature must repeat this saving throw each round it remains in contact with the liquid. ALCHEMICAL CONTAGIONS d6 CONTAGION 1 Arcane paroxysm 2 Crystalline aches 3 Explosive elemental imbalance 4 Extrasensory stupor 5 Homunculus rash 6 Necromorphic fever Arcane Paroxysm You break out in a cold sweat, becoming jittery and jumpy as your mind races with incoherent fragments of spell incantations. The target replaces a random known or prepared spell with arcane paroxysm, a parasitic spell. If the target knows its spells, this replacement is temporary, and its chosen spells return when the contagion ends. Creatures that lack the ability to cast spells are unaffected by this contagion. Whenever the target attempts to cast a spell using a spell slot, it must attempt a Charisma saving throw versus its own spell save DC. On a success, it casts the spell as normal, and arcane paroxysm replaces an additional known or prepared spell. On a failure, arcane paroxysm casts itself using the caster’s highest-level available spell slot. The contagion ends when the caster does not expend a spell slot for 24 consecutive hours. 42. See the “Rewards” section on p. 209 for more information on universal reagent. CHAPTER FIVE • weird wasteland locations weird waStelandS 203
Extrasensory Stupor Your vision goes blank, and you lose control of your motor functions as a continual stream of visions parades through your mind. The target is blinded, incapacitated, and unable to speak. While affected by this contagion, a target can attempt to glean some cosmic insight from its visions at the end of each hour. To do so, the target must attempt a DC 15 Wisdom (Insight) check. On a success, the target may ask the GM one question regarding the campaign which the GM must answer truthfully in a short phrase. On a failure, the target does not learn anything, and it takes psychic damage equal to its Wisdom ability score. The contagion ends when the target finishes a long rest. Homunculus Rash You double over in pain as your skin begins to fester and boil, forming cysts that burst open to reveal tiny versions of yourself. The target is poisoned. While poisoned, the target can see a swarm of tiny, hostile homunculi form from cysts all over its body as each one bursts free. The swarm cannot be touched or harmed, seeming to dart out of reach or scramble for cover if attacked, and it cannot be targeted or affected by spells. While the swarm appears real to the target, creatures other than the target cannot perceive the swarm unless they are also affected by homunculus rash. The swarm harasses, mocks, and hinders the target, preventing it from gaining the benefits of a rest. When the target attempts to move, it must succeed on a DC 10 Dexterity saving throw or fall prone. On a success, the target does not fall prone, and the homunculi swarm disappears for 1 hour before returning to harass the target again. The contagion ends when the target succeeds on three of these saving throws. Necromorphic Fever You take on a sickly pallor and become lethargic, emitting a faint greenish-white glow when in darkness. The target projects an enervating aura out to 30 feet wherever it goes. All living creatures within the aura cannot regain hit points, gain no benefit from rests, and have disadvantage on saving throws made to prevent exhaustion. If the target is reduced to 0 hit points while affected by necromorphic fever, it dies, reanimating as a ghoul the following midnight. The contagion ends if the target spends an entire long rest on hallowed ground or submerges its entire body in holy water for 1 minute. Crystalline Aches Your joints stiffen, and even the slightest movement causes increasing levels of pain as grinding pressure builds within your bones. The target moves with great difficulty, and its speed is halved. Additionally, for every 5 feet the target moves using its own speed, the target takes piercing damage equal to its Dexterity modifier as blood-red crystal growths break through its skin. If this damage reduces the target to 0 hit points, it fully crystalizes and becomes petrified. The contagion ends when the target finishes a long rest. Explosive Elemental Imbalance Your skin glows with scintillating light that pulses erratically. A surging charge of elemental power builds within you toward an explosive crescendo with each flash of light. The target sheds bright light in a 30-foot radius and gains a pool of 30d6 damage dice that represent the elemental energy within. At the end of 1 hour, the target combusts in a 20-foot-radius sphere centered on it. Each creature in the affected area must attempt a DC 15 Dexterity saving throw, taking 10d6 fire, 10d6 lightning, and 10d6 radiant damage on a failure, or half as much on a success. The affected target automatically fails this saving throw. At any point before the end of the hour, the target may choose to use a bonus action to trigger an explosion. When a creature does so, it chooses any number of dice in its current damage pool, and the explosion deals fire, lightning, or radiant damage equal to the amount rolled by the chosen dice. Reduce the total pool of damage dice by the number of dice rolled in the explosion. The contagion ends when there are no more damage dice in the pool. New Spell: Arcane Paroxysm 1st-level abjuration Casting Time: Special (see arcane paroxysm contagion description) Range: Self (30-foot-radius sphere) Components: V, S Duration: Instantaneous All spellcasters within 30 feet of you must succeed on a Constitution saving throw or contract arcane paroxysm. When you cast this spell using a 2nd-level spell slot or higher, the radius increases by 10 feet per spell level above 1st. CHAPTER FIVE • weird wasteland locations weird waStelandS 205
Haunted Winds Invisible, disembodied air elementals inhabit the air around the pools and “haunt” this location. They are bound to the elemental core of the arcanotech airship entombed under the sands and cannot leave. The elementals control the wind in the area and can choose to use their abilities to clear fumes from the region, mimic speech, create gusts of wind, or produce similar effects. Communicating with the Elementals The elementals can communicate in Draconic or Primordial (using the wind as their voice) if the party attempts to speak to them. Once contact is made, the elementals demand interesting stories, thunderous noises, exotic smells, and ritual burning of a spell book or scroll. If the characters acquiesce to their demands, the elementals are impressed and willing to answer questions about the area and local inhabitants. Harassing Visitors The elementals are frustrated and bored because they are anchored here, so they like to harass visitors through their control of the wind. They start by making haunting noises or using a light breeze to blow away small items, and they escalate by causing strong gusts of wind to blow sand in the visitors’ faces or try to knock them off balance into a sludge pool. Visitors can hear the faint snickering of the elementals with a successful DC 13 Wisdom (Perception) check. Releasing the Elementals The elementals do not know where the elemental core of the ship is other than that it is nearby, and they assume it must be buried. The elemental core—and the binding runes on it that keep the elementals trapped—is part of the funerary shrine found in the buried airship. The elementals refuse to go underground, but if they see the core, they immediately recognize it and insist on its destruction. Destroying the elemental core or casting dispel magic on it (treat the core’s enchantment as an 8th-level spell) releases the elementals. Once released, the elementals manifest an air elemental and an invisible stalker. BURIED AIRSHIP An elemental airship crashed here long ago, its broken hull buried by the desert. Sun-bleached and rusted wreckage litters the surrounding area, and the twisted remains of the vessel peek out from the rocky outcroppings encircling the sludge pools. The southernmost part of the wreck conceals a narrow passage leading to what remains of the airship’s interior. Concealed Passage The early technomancers who studied the wreck hid the entrance to the airship interior from casual observation. Creatures searching the area can attempt a DC 15 Intelligence (Investigation) check to find the narrow entryway that leads to the converted tomb of the long-forgotten arcanotech magus Barbarsus. The narrow tunnel twists around portions of the hull as it winds down under the rocky outcroppings. The cramped route is 15 feet long and choked with tumbleweeds and debris. Airship Interior The passageway leads to a single, small cavity in the wreckage where corroded, twisted arcane machinery has been rearranged into a funerary shrine adorned with votive offerings. A relatively undamaged door near the shrine bears extravagant glyphs and arcane wards. Shafts of sunlight beam down from tiny cracks in the debris above the wreckage. The airship interior has the following features: ■ The area is difficult terrain for Medium or larger creatures. ■ There is dim light throughout the interior. ■ Creatures have disadvantage on attack rolls with melee weapons without the finesse or light properties. ■ Valuable scrap remains hidden amid the debris. Funerary Shrine The airship’s elemental core, a hollow mithral cylinder the size of a small barrel, serves as a makeshift shrine for Barbarsus, the arcanotech magus entombed beneath. The cylinder casing contains the intact arcanite crystal and runic bindings that once powered the airship and keep the elementals bound here. It takes at least 10 minutes to dismantle the shrine and exhume Barbarsus’s body and grave goods. See the “Rewards” section for details on the elemental core and the loot entombed with the mage. Mysterious Door This door is here for the enterprising GM to take advantage of to expand this location should their group seem keen to continue exploring. It could lead to further recesses of the wreck, connect to a cave network, or be clogged with rock and debris, leading nowhere. Forgotten Guardian Characters with a passive Perception of 12 or higher immediately spot the slumped form of a construct partially covered in sand and loose gravel. The malfunctioning golem is animated by the spirit of Barbarsus and awakens if the shrine is disturbed. See the “Suggested Encounters” section for details on how the golem reacts to threats. CHAPTER FIVE • weird wasteland locations 206 weird waStelandS
MAGICORE43 A magic-eating manticore makes its lair under a rock shelf in a large outcropping along the northeast edge of the pools in the Toxic Alchemical Sump, sunning itself during the day and patrolling its wide territory at night. Regular consumption of the alchemical sludge from the pools has linked its magical essence with that of the elementals bound to the buried airship, and the magicore exerts some minor influence over the winds in this area. The magicore occasionally leads a pack of wingless manticores called mantygers that roam the wastes surrounding the toxic sump. Use the mantyger to increase the difficulty of an encounter with the magicore. Lair Actions On initiative count 20 (losing initiative ties), the magicore takes a lair action to cause one of the following effects. The magicore can’t use the same effect two rounds in a row: ■ Noxious fumes billow out from the pools. Any creature within 10 feet of a sludge pool must succeed 43. The magicore stat block can be found on p. 299 in chapter 6. profile: magicore Personality: Vain and boastful. The magicore never passes up an opportunity to declare its obvious superiority. Ideal: Domination. The magicore believes that the weak must submit to its superior strength or be destroyed. Bond: The magicore cares only for itself and its needs. Flaw: The magicore is astonishingly lazy, preferring to expend as little effort as possible to get what it wants. Legend: The magicore is an unusually large and cunning manticore who finds sustenance in the raw essence of magic instead of the flesh of ordinary creatures. So great is its capacity for devouring magic that it can consume spells to replenish its fighting vigor and fuel its spellcasting. The magicore stalks a stretch of windy badlands using highly attuned senses to detect the presence of magic. Once it has caught the scent, it seeks to ambush unwary spellcasters and rob alchemists of their stores of potions and magical reagents in exchange for their lives. While any form of magic nourishes it, the magicore considers the brains of arcane casters and the blood of habitual potion imbibers to be genuine delicacies. Mantyger A mantyger uses the lion stat block with the following alterations: ■ Monstrosity creature type ■ Intelligence 7 ■ Darkvision 60 feet ■ Speaks Common CHAPTER FIVE • weird wasteland locations weird waStelandS 207
We have provided a table for GMs who wish to determine an encounter randomly, but we encourage GMs to use their preferred method for determining encounters. The encounters listed here are more set piece encounters than wandering monsters. The first four entries represent creatures that make their home at or near the sump and lean more toward combat encounters. The last four entries are visitors and encourage negotiation and NPC interaction over combat. It probably goes without saying, but these are only suggestions, and you are free to pick the encounter you like and run it however you wish or use these entries as inspiration to create your own. We hope that our prompts are evocative enough, but nothing here is prescripted or expected to have a set outcome. Let your imagination run wild. on a DC 12 Constitution saving throw or be incapacitated with retching coughs until the end of its next turn. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. ■ Strong winds swirl around the magicore in a 15-foot radius and move with it until the end of its next turn. The area is considered difficult terrain for creatures other than the magicore, and any creature that starts its turn in the area or moves into it must succeed on a DC 12 Strength (Athletics) check or fall prone. ■ The magicore’s claws and tail spikes crackle with electricity. Until the end of its next turn, the magicore adds 3 (1d6) lightning damage to its claws and tail spikes, and any creature hit by them cannot take reactions until the start of the target’s next turn. suggested encounters The Toxic Alchemical Sump Encounters table lists both the creatures that lair in or near the sump and creatures who have some reason to visit. Each entry contains a brief description of the creatures and a prompt for an encounter scenario. The encounter descriptions detail any modifications to the base creature stat block and special considerations for running the encounter. The GM may use their preferred method for determining who or what the party encounters at the location. Estimated difficulty is based on a party of four adventurers of 3rd level. TOXIC ALCHEMICAL SUMP ENCOUNTERS d8 ENCOUNTER DIFFICULTY 1 Dust mephits Easy 2 Gray ooze Medium 3 Stalking giggler Medium 4 Wasteland hunters Medium 5 Magicore Hard 6 Wastelander cannibals Hard 7 Technomancer and retinue Deadly 8 Tomb golem Deadly DUST MEPHITS Hooting laughter and jeering taunts accompany a tiny cyclone of gritty sand. Two dusty, impish creatures fly closer and insist that you join them in mocking the bound elemental spirits. The party is attacked by two dust mephits, a pair of minor air elementals who have come to the pools to taunt and tease their loser “cousins” trapped within the wreck and want the party to join in their mockery. Any amount of teasing satisfies the mephits who soon leave, but only after earning the party the everlasting ire of the bound elementals. Refusing to join in the taunts annoys the mephits, who then half-heartedly attack for a couple rounds of combat before attempting to flee. Driving off the mephits earns the party respect from the bound elementals. GRAY OOZE Sludge bubbles break the surface of a nearby pool as iridescent globs of animated, menacing oozes glide out of the muck. The three gray oozes are ambush predators, waiting until a creature is next to a pool before attempting to grapple and pull them into the toxic sludge. Each time an ooze makes a successful melee attack, the target must succeed on a DC 15 Constitution saving throw or contract a random magical disease from the Alchemical Contagions table.44 STALKING GIGGLER A murmuring chorus of whimpers, whoops, grunts, growls, and hysteric giggles rises to a cacophonous crescendo as a shifting mass of malformed limbs and hungry, gnashing jaws lumbers over the rocks. This pitiful abomination is nocturnal and appears as a giant, malformed hyena covered in tumors bearing the faces and mouths of various wild beasts and wastelanders. They howl and whine, pleading for mercy and forgiveness even as the giggler lurches toward combat. Treat the stalking giggler as a gibbering mouther with the following changes to its stat block: ■ Large size ■ 99 hit points ■ AC 12 ■ Dexterity 12 ■ Proficiency in Stealth; +3 Stealth bonus ■ Bite deals 22 (5d8) piercing damage 44. The Alchemical Contagions table is on p. 203. CHAPTER FIVE • weird wasteland locations 208 weird waStelandS
WASTELAND HUNTERS Atop a large outcropping, a group of wastelanders, fresh-faced and cheerful, gather around a small fire. Two of them stand and wave the party over to enjoy their modest hospitality. The group of inexperienced wastelanders consists of eight tribal warriors, one scout, and an acolyte looking to test their bravery at the “haunted rocks” and learn the secrets of harvesting the sludge. Their offer of hospitality is sincere, and they share their camp with the party provided the party is willing to share food, drink, and information with them. The scout is well-traveled and can answer most questions regarding the surrounding terrain, nearby sites, and dangerous creatures. MAGICORE45 A brutish feline predator rises from its sunning spot atop the rock and turns toward the nuisance that disturbed it. A humanoid face slowly splits in two as its mouth opens from ear to ear, revealing multiple rows of serrated teeth. The magicore is amused to find that prey has come to it and attempts to converse with the party before attacking. The magicore relies on brute strength, mobility, and magical defenses in combat, fighting with bravado and taunting its opponents. It uses hit-and-run tactics and focuses its attacks on the most threatening melee combatants or powerful ranged opponents. It is not stupid—if its opponents include multiple heavily armored warriors, it keeps its distance, using ranged attacks to soften up enemies. Either way, the magicore saves arcane casters for last so it can devour them at its leisure. WASTELANDER CANNIBALS Three haggard wastelanders, their faces wrapped against the biting winds, creep across the rocks, hoping to catch an isolated traveler by surprise. Three depraved wastelander cannibals (use the ghoul stat block) lurk nearby, eagerly awaiting their next meal. If encountered at night, they try to paralyze an isolated party member, hide nearby, and eat them. If encountered during the day, they try to trick the party into thinking they are harmless and wait for nightfall to strike. They are cowards and not above begging for their “lives,” but their hunger always leads to betrayal and violence. TECHNOMANCER AND RETINUE A trio of alert and well-armed wasteland warriors stands at a short distance from the party, weapons close at hand. Behind them, a gleaming scrap golem holds aloft a parasol for a hooded technomancer festooned with arcane instruments. One of the warriors calls for a parley. 45. The magicore stat block can be found on p. 299 in chapter 6. The technomancer is Lagren Tung (see the Arcanotech Cabal in chapter 4 for details46), and his retinue consists of an armored scrap golem (use the animated armor stat block) and three loyal guards. They are looking for Barbarsus’s tomb and offer to pay the party for any assistance in finding it. They are trustworthy but not stupid or careless and constantly keep an eye out for any dangers or treachery. If the party carries any magical devices, Lagren expresses interest in them and asks how the party acquired the items. See the “Rewards” section for details on Lagren’s payment for the party. TOMB GOLEM With a puff of dust and a metallic groan, a pile of debris shifts, and a humanoid of bleached bone and dull silver metal sits up with a shudder, the flickering blue-white light in its eyes flashing off nearby wreckage. The tomb golem remains dormant unless the shrine or Barbarsus’s body is disturbed, then it attacks until all intruders are dead or flee the shrine. Treat the tomb golem as an iron golem with the following changes to its stat block: ■ AC 17 ■ Immunity to necrotic damage ■ Poison Breath becomes Soulfire Breath and damage type is necrotic The tomb golem is malfunctioning and slow to respond in combat. It is always last in initiative order, and it cannot take reactions. Additionally, its Soulfire Breath is expended at the beginning of combat. If it rolls a 1 on its recharge roll, the tomb golem is incapacitated until the start of its next turn. rewards Presented here is a collection of treasures and rewards to be found within the area. EXPERIENCE In addition to standard experience awarded during combat, here are other experience awards that can be earned while exploring the Toxic Alchemical Sump: ■ Successfully dredging an object from the pools – 250 XP ■ Finding the airship interior – 125 XP ■ Surviving an entire night in the area – 125 XP ■ Befriending the bound elementals – 250 XP ■ Freeing the bound elementals – 250 XP ■ Delivering the intact elemental core to Lagren Tung – 250 XP 46. See p. 140 in chapter 4 for more information about the Arcanotech Cabal faction. CHAPTER FIVE • weird wasteland locations weird waStelandS 209
SLUDGE POOLS A collection of treasures and other useful items can be retrieved by harvesting or dredging material from the sludge pools. If you’re using the scrounging rules from chapter 3, the sludge pools are an abundant resource site.47 Harvesting Successful harvesting of the sludge yields two magical materials: Universal Reagent. This highly potent magical substance comes in a bewildering array of fluids, powders, oils, and nuggets depending on the material from which it is harvested. A portion of universal reagent has a gp value representing the value of material spell components or alchemical ingredients it can replace. For example, 100 gp of universal reagent can be used in place of the 100-gp pearl needed to cast identify. A universal reagent is always consumed by the spell when used in place of material components. A single vial of universal reagent is worth 100 gp. Antidote Salt. With 4 hours of strenuous activity and a successful DC 20 Intelligence (Alchemist’s Supplies) check, antidote salt can be refind into an antidote that can cure any alchemical contagion. Dredging Creatures that successfully dredge the pools can roll on the Dredge Treasures table to determine what they find. DREDGE TREASURES d10 TREASURE 1–5 Roll 1d4 + 1 times on the Sump Salvage Table 6 A mummified allosaurus suitable for use as a mount; it reawakens within 1 hour of leaving the pool and waits calmly for a rider; it is undead, does not need to eat or drink, and can travel continuously without needing to rest 7 A lore repository cube covered in glyphs; anyone with proficiency in Arcana may spend three long rests examining the cube to activate it; once activated, it shows the location of a wondrous treasure, imparts ancient wisdom in the form of a desirable bonus feat, reveals shocking and campaign-altering secrets, or provides access to the knowledge spirit within (GM’s choice) 8 A dormant clay golem awaiting activation 9 Winner’s trophy from the last race the airship was in; the plaque reads, Razorback Banshee, 1st Place, Green Bell Hills Championship Race 10 A perfectly preserved clone of the first party member affected by an alchemical contagion; if kept preserved, it remains inert and ready to receive the party member’s soul should that creature die 47. See the “Scrounging for Scrap” section on p. 128 of chapter 3. SALVAGING This location is rife with salvageable scrap material. When someone successfully scrounges for scrap in the area, roll on the Sump Salvage Table to determine what they find. If you’re using the scrounging rules from chapter 3, the toxic sump is an abundant resource site.48 SUMP SALVAGE TABLE d20 SALVAGE 1 Twisted knot of rusted scrap metal 2 Club-sized piece of weightless wood 3 Jagged, shortsword-sized piece of scrap metal 4 Dozens of empty glass flasks of various colors, some broken 5 Foul-smelling nest of moldy canvas and dense fur clumps 6 Oops! A swarm of insects defending its nest 7 Worn backpack containing a crowbar, a hammer, eight pitons, five candles, a dagger, a cloak, a small hand mirror, and a bar of soap 8 Small verdigris-caked copper rune plate 9 Set of thieves’ tools, some pieces missing or broken 10 Large brass bullseye lantern 11 Hand saw, hammer, and a small bag of rusty nails 12 Box of undamaged, unidentified arcanotech components 13 Shovel with a broken haft 14 Skeleton of a scavenger with no apparent injuries 15 Undamaged weapons locker containing six spears 16 Junior officer’s duty log, irreparably damaged, full of petty observations 17 Cracked and dusty wooden box containing a sextant, a compass, a set of calipers, and a ruler 18 Brass signal whistle 19 Pair of good boots; they fit! 20 Oiled tarp wrapped around an ancient military uniform adorned with a half-dozen tarnished medals LOOT Detailed here is a collection of tangible loot that can be earned or discovered in this location. Elemental Core The elemental core of the buried airship is a Small object with AC 21 and 30 hit points. It is immune to lightning, 48. See the “Scrounging for Scrap” section on p. 128 of chapter 3. CHAPTER FIVE • weird wasteland locations 210 weird waStelandS
poison, psychic, and slashing damage and has a damage threshold of 15. The core’s mithral casing is worth 10,000 gp, enough for a suit of armor that doubles the duration of any spell cast on the wearer. The runic bindings and arcanite crystal of the core act as a censer of controlling air elementals that summons an invisible stalker instead of an air elemental. This feature is unavailable if the elementals are freed. Arcanotech Magus Grave Goods Among Barbarsus’s grave goods is a +1 wand of the war mage that’s a short, thin, silvery metal rod with adjustable dials and focusing crystals. The grave goods also include the Polyptych Schema, a magical spellbook that contains all the wizard spells found in chapter 1. It is an intricate puzzle book of endlessly interlocked and unfolding adamantine plates. Success on a DC 20 Intelligence (Arcana) or Dexterity (Sleight of Hand) check opens it. Magicore The magicore’s hide can be used to make a spell-turning spellguard shield. Its tail can be fashioned into a magic weapon, a magicore’s tail flail, capable of making both melee and ranged attacks. ■ eversmoking bottle ■ gem of brightness ■ rope of climbing putting it all together The Toxic Alchemical Sump has a lot going on by design. If you’re interested in utilizing some (but not all) facets of this location, there are plenty of ways to enrich your campaign by choosing certain aspects of the sump. By focusing solely on the sludge pools, you can run the location as a short diversion set in a longer overland journey. You’ll only need to familiarize yourself with the terrain details and Alchemical Pools special feature to use the location in this way. The alchemical contagions present your party with a variety of environmental hazards that highlight the weirdness of the wasteland. For simplicity, pick the one you think they will enjoy interacting with the most and ignore the others. Don’t worry about the Haunted Winds or Buried Airship, and ignore the Suggested Encounters. For more involved scenes or even a whole adventure, make use of the other special features and suggested encounters. Consider how your NPCs and creatures react to the features of the location. ADVENTURE HOOKS Presented here are four adventure hooks you can utilize to introduce your table to the Toxic Alchemical Sump. TOXIC ALCHEMICAL SUMP ADVENTURE HOOKS d4 ADVENTURE HOOK 1 A bootlegger alchemist has set up shop in the wastelands. They busy themselves harvesting the goop—“don’t want nobody pokin’ their nose around my claim!” The stingy, cantankerous prospector needs help dealing with wasteland threats. 2 A gang of hapless scrap jockeys found the tomb of Barbarsus and accidentally activated its golem guardian. Several of their group are dead and more are injured, and they don’t want to leave anyone or anything behind in the tomb, especially the elemental core. They need help but refuse to reveal too much to the party because they want the elemental core for themselves. 3 A grizzled monster hunter stalks the infamous magicore near its favorite “watering” hole. “This one is personal.” 4 An alleged descendant of the entombed arcanotech magus searches for the burial site of their ancestor, seeking his long-lost spellbook. They offer the party a variety of valuable items in exchange for their assistance in locating and exploring the tomb. Magicore’s Tail Flail Weapon (flail), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a hit with this weapon, the target takes an extra 1d6 lightning damage. Volley. While holding the tail, you can use an action to launch a volley of spikes from the weapon, making a ranged attack against a target within 60 feet of you. On a successful hit, the target takes 1d6 piercing damage plus 1d6 lighting damage. Once you use this property, the spikes are expended and you cannot use this property again until you are the target of a spell that affects only you (not an area-of-effect spell), which causes the spikes to regrow. Air Elementals The air elementals can offer a wind-related boon to a party that befriends them. A creature granted this boon can cast gust of wind up to three times. Lagren Tung Lagren is willing to trade up to three of these items for assistance in finding Barbarsus’s tomb: ■ restorative ointment, five doses ■ spell scroll, one spell of 1st through 3rd level CHAPTER FIVE • weird wasteland locations weird waStelandS 211
RUMORS Presented here are ten rumors about the Toxic Alchemical Sump. 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. TOXIC ALCHEMICAL SUMP RUMORS d10 RUMOR 1 The winds around the alchemical sump carry strange and menacing voices. Folks say the place is haunted. 2 Legends say that the revered arcanotech magus Barbarsus led his cabal into the desert and never returned. His tomb must be out there somewhere. 3 Sludge harvesters keep hearing whooping laughter that seems to follow them whenever they’re near the sump close to nightfall. 4 Be careful if you head out to the sludge pools. A manticore with a taste for wizards’ brains has a den near there. 5 A bunch of scavengers swear they saw a large warbeast just below the surface of the sludge. What else could be sitting on the bottom of those pools? 6 The amateur alchemists of Tradetown pay handsomely for reagents harvested from the sludge. 7 Folks find pieces of weightless, sun-bleached wood all over the outcroppings. Must be from some flying vessel or something. 8 A ghoul’s teeth are black and rotten, so always make sure to see a stranger’s smile before you invite them into your camp. 9 No matter how thirsty you are, do not drink the water from the sludge pools out in the rocky badlands. 10 If you wander the rocky desert with too many potions or other magic, you might draw the attention of the magic-eating manticore who lives out there. deep green Does life seem too...dry? Is every day trudging the wastes a little too monotonous? Are you ready to escape the unrelenting power of an ever-desiccating sun? Beat the heat at Deep Green! Frolic with fantastic creatures, recover ancient scrap, and sleep by the surf with your best friends by your side. Only the techno-otters could find a way to turn this godforsaken, contaminated sinkhole into a fun and definitely 100 percent safe place to live, laugh, and surf. Reserve a cabana and get a free cuttlebone scrimshaw portrait of yourself and up to five friends now! background Deep Green is an aquatic sinkhole just off the shore of the Curdled Bay filled with a mixture of alchemical sludge and seawater. This great hole in the earth is thought to have formed in the apocalypse, where almost every drop of an entire ancient ocean drained, though whether it was created intentionally none can say. What is left of the ocean is now called the Curdled Bay, so named for the ocean water mixed with alchemical reagents. To reach Curdled Bay, travelers must first pass through a network of dry coral beds then wade through a sentient mangrove forest guarding the entrance. It is said that the mangrove trees living here were swept out to sea during the cataclysm, and the briny alchemical agents churned up their consciousnesses and set them in place. Merfolk once lived in a village in the shallows beside Deep Green. They left suddenly about 5 years ago and are thought by most to have moved to the open waters beyond the arch. The techno-otters, large, hyperintelligent sea otters with a penchant for arcanotech, have lived in Curdled Bay for generations. (Whether they, like the mangroves, were awakened during the apocalypse even the technootters cannot say.) There are about fifty techno-otters who call Curdled Bay home, but at least a dozen are away gathering food, searching for arcanotech, or exploring at any given time. In recent years, the Tidal Idles, a social group of oddballs and outcasts from across the Weird Wastelands, have made residence here as well. There are about twenty of them left; their numbers have been recently dwindling. Their chief pastime is competitive diving. They go as deep as they can into Deep Green without any magical protections, which has caused at least half of them to vanish into the deep, assumed to be drowned. Those that remain give each other ever more hyperbolic nicknames when they reach a new personal best. For the last several months, a path of ever-larger carapace pieces of an immense crustacean has led out from Deep Green to the interior of the Weird Wastelands. A new CHAPTER FIVE • weird wasteland locations 212 weird waStelandS
Deep Green itself is a sinkhole in the middle of what we imagine to be a small lake (2–3 miles in circumference) which is colloquially termed the Curdled Sea, due to the hazardous alchemy mixed with the seawater. But if you wish to place it at the edge of a proper ocean, make it much smaller, or do something else with it, there is nothing in this location that will get in your way. section of carapace appears once a week another mile inland, leading toward Tradetown.49 The carapace pieces are in fact the product of an aboleth named Crumtul, the Dead-Eyed Eel, who has been trapped at the bottom of Deep Green since it was pulled in by the great draining of the seas. Crumtul managed to survive by plugging sections of the drain with mucus and debris, then claimed the bottom of Deep Green as its lair. Since then, its cavern has become a laboratory where the aboleth is building a biomechanical war engine to achieve its terrible goals. terrain The terrain of Deep Green has the following qualities: ■ About 100 feet from the water’s edge, the bay at Deep Green is encircled with an ancient, bleached coral reef 50 feet wide. The crenelations of this coral cast shadows of tormented faces at sunrise and sunset. The coral is difficult terrain. ■ The first 50 feet off the shore of Deep Green is swampland dotted with mangrove treants. The mangrove treants are sentient and capable of communication but choose to spend most of their time humming tunes that harmonize with the wind and each other. They use the treant stat block, but their speed is 0. They are deliriously happy unless some grave threat appears that they believe could cause them mortal danger or destabilize the plug of Deep Green. They can sense an evil lurking deep below the techno-otters’ clam farms, but they don’t feel threatened by it. If any creatures do manage to speak to them, they are much more interested in sunshine and some arcane and unknowable secret they call “good vibes.” ■ The shallows near the shores of Deep Green are less than 20 feet deep. At the center of Deep Green, the water is as deep as the GM decides. There is a drain at the sinkhole’s center that extends from the base of the sinkhole down 1,000 feet where the drain is plugged with debris. The length of the drain beyond the plug is unknown, but it may extend for miles. ■ The waters of the Curdled Bay are suffused with alchemical reagents, causing them to gently shift in color from purple to blue to 49. Wanna see one? The big things in the illustration on the standard edition cover of our book are the carapaces. yellow to pink. The sinkhole of Deep Green is shaped like a perfect circle filled with water which is, of course, a deep-green color. The water in both areas is salty and poisonous; creatures that drink it must succeed on a DC 12 Constitution saving throw or become poisoned for 1d4 hours. Due to the alchemical nature of the water, it is immune to the effects of spells like purify food and drink that would make it safe to consume. special features The features detailed here distinguish Deep Green 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. FLOODING The shores of Deep Green sometimes flood with alchemical fluids either burping up from the sinkhole or streaming in from elsewhere in the Weird Wastelands. Every 24 hours, roll on the Floor Complications table to determine whether Deep Green is flooded, and, if so, what the effect is: FLOOD COMPLICATIONS d8 EFFECT 1 Fully Flooded. Creatures cannot take long rests on the shores for 1d4 days. 2 Mostly Flooded. Water flows in from the wastes like rivers. Leaving Deep Green by nonmagical means is impossible for 1d4 days. 3 Partially Flooded. Floods from Deep Green have rendered all potable water sources in the area non-potable for 1d4 days. 4 Lightly Flooded. Alchemical agents bubbling up from Deep Green have caused a feeding frenzy on the shore; roll on the Deep Green Encounters: Surface and Shallows50 table to determine the creatures populating the shore. 5–8 Not Flooded. No effect. When it floods, the techno-otters batten down the hatches of their buildings and give shelter to 50. This table can be found later in this section on p. 228. CHAPTER FIVE • weird wasteland locations weird waStelandS 213
all who request it. All their buildings are covered in technotarps that grant those inside all the benefits of the tiny hut spell (the size and creature capacity of the buildings are not affected by the tarps). The techno-otters are peaceful, nonviolent creatures. They have basic rations and enough potable water for everyone they’re sheltering for 4 days. The Tidal Idles usually stay outdoors and revel in the waters, but when the floods bring dangerous creatures to the surface, they seek shelter with the techno-otters, who give it grudgingly. TECHNO-OTTERS Despite their fascination with and mastery of machines and arcanotech, the techno-otters still feel drawn to living near the kelp forest that thrives in Deep Green. They operate Deep Breath, the arcanotech wonder that allows all who trade tech to explore Deep Green, as they have for untold decades. They cater to the tourists who visit as well as the Tidal Idles at Kraken Shoal, their proprietary cafe. The techno-otters are giant, hyperintelligent otters. They speak a unique otter language, which they do not teach to outsiders. They have an extraordinary, easily spotted facility filled with arcanotech made of sleek metal and visible arcane technology. They all wear suits of arcanotech armor and breathing apparatuses to aid their swimming speed and extend the amount of time they can hold their breath. Their arcanotech allows them to understand and communicate in any language a humanoid native to the Weird Wastelands can speak. They are rarely spellcasters but are all proficient in the Arcana skill and make use of arcanotech devices daily. They do not share their tech often, which is part of what makes Deep Green so unique. The techno-otters are, in their hearts, otters. They would much prefer to play in the sea or lie on the their backs and eat clams than get entangled in the existential concerns of flat-footed landspeople, and they do their best to mind their own business. However, they can be persuaded to trade, as the only thing that excites them more than a perfect oyster-cracking rock is a bit of arcanotech they’ve never seen before. Deep Breath The techno-otters operate an arcanotech wonder they call Deep Breath on the edge of the Deep Green sinkhole. It is a small, floating building made of perfectly smooth, cool, green metal the same color as the central waters of Deep Green. Deep Breath houses six cradles made of light suspended from the ceiling. These cradles can support the weight of a Large or smaller creature, and creatures inside feel warm and comfortable. At Deep Breath, anyone who pays for the treatment there—in arcanotech, whether broken or functioning—is transformed so that they can explore Deep Green safely. The effects of the transformation can be dispelled any time, and when an affected creature’s body is not in contact with water, the creature immediately reverts to its original form. A few seconds after a creature climbs into a cradle, doors open underneath revealing a thick green sludge into which the cradle descends. After 1 round of being submerged, the transformation is complete, and transformed creatures can swim out of the cradle down through an opening in the building’s floor and into the depths of Deep Green. Creatures in a submerged cradle can attempt a DC 10 Constitution saving throw to prevent the transformation if they choose to resist it. Otherwise, a creature is changed in the following ways: ■ The creature’s hands and feet elongate and widen and its legs fuse together. The creature has a swimming speed of 30 feet and is unable to walk upright. ■ Furry gills sprout on the creature’s neck. The creature is able to breathe underwater as if under the effects of the water breathing spell and is immune to the poisonous waters of Deep Green. ■ The creature’s eyes grow 40 percent larger and their pupils expand. The creature has darkvision up to 30 feet and is able to see normally underwater. ■ The creature’s ears adapt for underwater hearing, and its voice changes to emit high-frequency noises similar to dolphin squeaks. The creature can speak and hear normally underwater. CHAPTER FIVE • weird wasteland locations weird waStelandS 215
Kraken Shoal The techno-otters operate a snack bar, the Kraken Shoal, which serves fresh seafood and potable water taken from the area beyond the Arch inside Deep Green. It is a large, thatched hut and is the only fully enclosed structure here besides Deep Breath. Kraken Shoal also offers a variety of other foods for sale, including cave fish, amphibian delicacies, and plant-based options from the Foraged Foods table in chapter 3.51 There is a techno-otter named Ottermus Prime overseeing the Kraken Shoal’s automated arcanotech kitchen and is mostly interested in talking about cooking and complaining about the Tidal Idles, who all-too-often disappear before paying their tab. Lodging There is a campground in the area around the Kraken Shoal featuring ten basic structures suitable for a six Medium creatures each. The techno-otters rent the sites out for 2 gp per day or 10 gp per week. At any given time, half of the sites are occupied by Tidal Idles, who are rowdy long into the night. Creatures can arrange to rent the sites from a techno-otter named Picklepaws. Picklepaws The most public-facing of the techno-otters is called Picklepaws. She is most often overseeing Deep Breath and is happy to give whatever information she has to the characters. She is willing to share the following information with any friendly creature: ■ The merfolk left a few years ago, but she thinks it’s because of their mercurial nature. ■ She mistrusts the Tidal Idles because they dive without protection and go too deep. ■ She strongly recommends exploring the upper reaches of the central chasm only. ■ The Arch is farther down than it looks, contains many dangers, and the techno-otters seldom go any deeper than the Arch. ■ Someone has been committing petty crimes and annoyances around the Deep Breath, Kraken Shoal, and campsites. If she is pressed or persuaded, she will also admit that she knows Deep Green extends below the kelp forest and a powerful being resides there who wishes to be left alone. The techno-otters have agreed among themselves to live and let live. They do not know what the creature is, but they think it is not dangerous if left alone as it has been there as long as they have. She has seen it, believes it has psychic abilities, and wishes to never see it again. 51. The Foraged Foods table is on p. 129. Picklepaws also operates a small arcanotech and gift shop in the foyer of Deep Breath. PICKLEPAWS’S WARES ITEM PRICE A shiny rock, good for clam-crushing 1 cp A cloth shirt with the phrase “I dove Deep Green and all I got was this shirt” on it 1 sp A cuttlebone surfboard with the words “Get deep at Deep Green” inscribed on it 5 gp An air shark tooth 10 gp A spherical crystalline helmet that allows the user to breathe water for 3d6 hours before its power is depleted; can be used at depths up to 100 ft.; can be recharged in exchange for 25 gp worth of arcanotech scrap 50 gp Additionally, Picklepaws also has a smattering of uncommon or rare arcanotech devices for sale at the GM’s discretion. Some appropriate choices include a pearl of power, a stone of good luck (made of clamshell wrapped in brass and glass tubes), and a trident of fish command. TIDAL IDLES There is a community of beach-loving people of all ages and creeds from across the wastes who live on the shore. Their main pastime is diving into Deep Green as far as they can go without the use of Deep Breath. They are a relaxed, easygoing, and peaceful community who share food and stories about their exploration of Deep Green freely. The most venerated explorer of Deep Green is a surferdude of an elf named Jonnyu Tah.52 Jonnyu can give the party some basic information about the depths of Deep Green and can be persuaded to guide them. He wants food, shelter, and for the party to advocate on his behalf with the techno-otters, who have refused to serve him at the Kraken Shoal or let him stay in any lodging because he’s been caught skulking around Deep Breath at night, which he insists was a “total bummer” of a misunderstanding. Characters who make a successful DC 15 Wisdom (Perception) check while interacting with Jonnyu notice something unusual about his tongue. A successful DC 20 Wisdom (Perception) check reveals that his tongue is bluish gray and has a little face on the tip of it which appears to speak at the same time he does. 53 If asked about it, he admits that it is a benign parasite 52. If you get this reference, see how many quotes from the movie you can work in before anyone at the table notices, and then email us at [email protected] and let us know. Vaya con Dios. 53. See the “New Disease: Glossal Macrophage” sidebar on p. 221 for more info about this parasite. CHAPTER FIVE • weird wasteland locations 216 weird waStelandS
contracted when exploring the farther flung areas of Deep Green and claims it is nothing more, but he refuses to give further information. If forced, he calls for help or tries to get away. MERFOLK VILLAGE Slightly offshore and adjacent to the Deep Grean sinkhole is the abandoned merfolk village. Most think that the merfolk left for the open waters beyond the Arch, having grown dissatisfied with the encroachment of dryland tourists on shore. The village is intentionally partially submerged, with 3 feet of water enclosed inside shell-lined streets. Transmuted white coral and sand have been used to create brilliant organic structures replete with domes, arches, and conch-like spirals. The ground here is thick with algae and gray-green slime. A creature with proficiency in Arcana can deduce the slime’s connection to aboleths with a successful DC 20 Intelligence (Arcana) check. A creature exploring the village can find a variety of interesting objects and structures based on the result of its Intelligence (Investigation) check made to search the area.54 ■ DC 10 – The creature discovers a house with a hidden altar inside venerating what looks like a cyclops with squid tentacles coming out of its mouth. ■ DC 15 – The creature finds an ornate house with starfish décor featuring a large tunnel inside that leads to 5. Merfolk Village Tunnels in one of its back rooms. ■ DC 20 – The creature finds two of the following (GM’s choice) while searching the various structures of the village: 1d20 pieces of broken arcanotech, a silver triton, a 10-foot-diameter silk fish net, a random item from the I Search the Body table in chapter 4.55 DEEP GREEN Deep Green is a massive sinkhole in the center of Curdled Bay. Its circumference is perfectly round, and its edges are easily delineated due to the deep emerald green of its waters versus the teal color in the rest of the bay. It is 500 feet wide in diameter, and its edges are made of smooth igneous rock. Deep Green is home to myriad creatures, all adapted to live in alchemical waters. Most fish and other aquatic life here are spell-warped56 and carry features of the terrestrial 54. We recommend allowing the party to make multiple checks in an effort to discover all of these cool features. 55. The “I Search the Body” table can be found on p. 171 of chapter 4. 56. The spell-warped monster template can be found on p. 292 in chapter 6. animals who once lived here in pre-apocalyptic times: sea horses resemble centaurs, sunfish have humanoid faces, eels are snakelike, and rays have fins that look more like a bird’s wings. The unique formation and structure of Deep Green lends it the following features: ■ The igneous rock that makes up the walls of the caverns has been tinted the same emerald green color as the water. Digging more than 10 feet into the side of one of these caverns reveals the rock is actually a sandy, white limestone. ■ Light shines into Deep Green from above. From the water’s surface to 100 feet down is considered bright light. There is dim light from 100 to 200 feet down, and darkness from then on until 20 feet from the bottom of the kelp forest, where the parts of The Dry that poke out create islands of pinkish dim light within 20 feet. ■ All caverns are 15 feet in diameter unless otherwise specified. In addition to its unique characteristics, Deep Green also features several specific locations for creatures to explore. The following places are keyed to the map of Deep Green. 1. The Surface A massive circular cavern ringed by stone walls is visible just below the water’s surface. All manner of creatures move through the thick leaves of an immense kelp forest rising up from below and filling the area. The area at the top of the sinkhole is perfectly circular, 500 feet in diameter, and 500 feet deep. From the water’s surface to 100 feet down is considered bright light. There is dim light from 100 to 200 feet down, and darkness from then on until 20 feet from the bottom of the kelp forest, where there is dim light. Creatures The sea life here takes on unusual forms: crabs with one claw and one webbed hand, quadrupedal seahorses, rays with eight lashed, humanoid eyes. The creatures also lack symmetry and uniformity—a school of fish may be a rainbow of ever-changing colors and vary in size many times over, or sardines may be the size of a brine shrimp or a tuna. Most of the creatures here do not attack unbidden, but getting too close to their prey or their young may provoke an attack. If the characters stir up trouble, roll on the Deep Green Encounters: Surface and Shallows table in the Suggested Encounters section.57 57. This table can be found on p. 228 later in the chapter. CHAPTER FIVE • weird wasteland locations weird waStelandS 217
What Lies Below The kelp provides an easy handhold for swimming deeper, and the shining sun provides bright light until 100 feet below the surface and dim light for another 100 feet below that. A light source from one side of the cavern wall below illuminates what appears to be a large undersea arch. On the opposite side of the cavern, there are two tunnels, one near the surface of the water in plain view and another at the kelp forest floor that is obscured by the swaying kelp and dimly illuminated only by the cracks in the forest floor. 2. Kelp Forest Floor As you make your way down the leafy vines of kelp, you start to see bundles of clams, beards attached to bronze springs studded with glowing crystals and whirring crankshafts. The kelp’s fibrous holdfasts reach down into the silty emerald-green substrate, attaching it to the bottom. Pink light filters in through small cracks along the floor of the kelp forest, affording dim light within 20 feet of the floor. Following the kelp down leads to the floor of the forest and the tubular entrance to 6. Lower Merfolk Tunnel in the cavern wall, which a creature can discover with a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check. The ground is covered in 2 feet of metallic silt in which the kelp is rooted and features several cracks emitting a pink light from The Dry below, creating an area of dim light for 20 feet up from the forest floor. Urchins and clams line the floor of the kelp forest. Disturbing the silt causes everything within 30 feet of the disturbance to be heavily obscured for 1 minute until the silt settles back to the ground. Alchemical Urchins This area is infested with mutated urchins that explode when disturbed. When a creature disturbs the silt on the the mechanics of underwater adventuring Underwater adventuring is great fun, as it offers all sorts of interesting opportunities for movement in all directions and for dusting off rarely used aquatic monsters. But underwater encounters also raise questions about how much realism to utilize at your table and how to do so. Here are some questions that may come up when approaching this underwater dungeon and our thoughts on each one. handwaved in 5th Edition, and you certainly can disregard it. We probably would, as there’s enough to worry about already. If you need an in-game reason to avoid dealing with pressure changes related to underwater travel, perhaps Deep Breath’s transformation also includes adding a layer of high-density fat or air bladders to an affected creature that compensate for pressure, granting it immunity to bludgeoning damage from such pressure changes.58 If you want to introduce a crunchier mechanic, we recommend you tie it to movement speed. For example, perhaps creatures without resistance to bludgeoning damage can ascend or descend up to 30 feet per minute without incurring any damage, and if they try to travel faster than that, they have to attempt a Constitution saving throw to avoid taking damage. You could set the DC at 10 for any depth below 100 feet and increase it by 1 every additional 100 feet creatures descend. On a failure, creatures take 1d6 bludgeoning damage for every 50 feet they ascend or descend. This system allows for uninterrupted gameplay, but it makes swift movement and combat positioning something your table will have to think through carefully. 58. If you can think of a more realistic workaround, go for it! None of us at Web DM are physicists or biologists. 1. How does magic work underwater? Fire magic and fire are different things in 5th Edition, and our ruling would be that magical fire works underwater as it would otherwise. Let’s not forget though that Deep Green is not made of just water—it is full of alchemical reagents, which can react as unpredictably as you’d like. Perhaps damage types are random here—there are ten types of magical damage, which makes for an easy d10 table—or maybe magical damage is more potent. There’s a case to be made for lightning, cold, and force magic packing a stronger punch or having increased range underwater or for fire and thunder magic to have smaller areas of effect. In any case, there is wisdom in saying that magic works similarly underwater as it does elsewhere and that certain spell types (mostly area-of-effect spells) that may become conceptually murky underwater are cast as “aquatic” versions due to the nature of Deep Green’s magical waters (fog cloud becomes an ink cloud, for example). 2. How do pressure changes work in underwater adventuring? Pressure is one element of physics that is largely CHAPTER FIVE • weird wasteland locations 218 weird waStelandS
cavern floor, there is a 50 percent chance that a buried urchin explodes. When an urchin explodes, all creatures within 10 feet of it take 2d6 fire damage, and the nearest kelp stalk is uprooted and floats to the surface. If more than four kelp stalks are uprooted within 1 hour, the water above becomes obscured and a feeding frenzy occurs on the shores of Curdled Bay (roll on the Deep Green Encounters: Surface and Shallowstable to determine the type of creatures drawn to the shore by the rising kelp).59 Clam Bundles The clams on the forest floor are an arcanotech filtration system. The techno-otters designed and installed the system to ensure exploring Deep Green isn’t immediately fatal, and they gather and use the clams in their other arcanotech creations. The clams are a cacophony of size, shape, color, and transparency. Characters investigating the clams can attempt a DC 15 Intelligence (Arcana) check, determining their purpose on a success. There is a 50 percent chance that a clam contains loot. Either roll on the I Search the Body table to determine what’s inside or treat the clams as a scrap source.60 Each clam has one alchemical urchin attached to it that is feeding on it. A creature that succeeds on a DC 10 Wisdom (Animal Handling) or Dexterity (Sleight of Hand) check can safely remove the urchin from a clam in order to search it. On a failure, the urchin explodes (see the section “Alchemical Urchins” section above for details). The Barrier If an urchin explodes on the forest floor, the upended silt causes heavy obscurement for 60 feet and reveals the translucent magenta bubble barrier of The Dry below, causing bright light within 100 feet of the uncovered barrier, which jiggles with movement but remains steadfast. While the barrier is uncovered, nearby weak spots in the barrier are revealed through which creatures can enter The Dry. After 1 minute, the silt resettles and recovers the barrier. 3. The Arch On the cavern wall 200 feet below the surface of Deep Green, you see a colorful ring with a bright blue light at its center amid a swirl of active marine life. It looks fairly close and easy to get to, aside from the purple kraken drifting in the water between you and the Arch. The Arch looks like a multicolored ring of indistinct material on the cavern wall with blue at its center. The journey to the Arch from the surface of Deep Green looks as though it should be short, no more than 200 feet away. A glimmering current of brighter, bluish-green water flows 59. Roll on the Deep Green Encounters: Surface and Shallowstable (p. 228) to determine the feeding creatures populating the shore. 60. The “I Search the Body” table is on p. 171 in chapter 4, and the “Scrounging for Scrap” section is on p. 128 in chapter 3. to and from the Arch, illuminating the myriad sea creatures frolicking and playing nearby. A large purple kraken floats serenely near the Arch. Creatures traveling toward the Arch seem to make no headway. After traveling toward it for 300 feet, it looks no closer than it did before, but creatures encounter a steel buoy here with a flashing light and a smiling depiction of an otter. A floating sign tethered to the buoy reads, “Warning: the Arch is farther away than it looks. You may travel farther or faster than you intend beyond this point.” After 4 more hours of travel, the surface of Deep Green looks distant, and the Arch looks no closer, but its details are clearer. The Arch is made of technicolor coral, and there are multitudes of sea life swimming around it—giant seahorses, glinting schools of rays, large shrimp, clownfish, and lionfish all appear more conventional and uniform than the life closer to the center of Deep Green. After 1 more hour of travel, the Arch is close enough to touch, and the waters here are blue-green. The Arch is far smaller than it appeared at distance, barely 20 feet wide. The coral ring is brilliant, and its center is filled with pulsating blue anemones, scintillating in rhythm. The water inside the Arch is a pure, brilliant blue. Fish swim in and out of the Arch, effortlessly pushing aside the anemones, indicating that there is space beyond them.61 When the adventurers arrive at the Arch, the kraken swims slowly up to them, making no obviously threatening moves. It attempts to wrap its tentacles around the most sympathetic-looking party member. It reaches out with its mind, asking the character if the party plans to return to Deep Green. If the character indicates they do, the kraken asks telepathically if they would be willing to free its spawn from a dry area on the bay where they have become beached. The kraken can’t reach them, and they need to get out into the open sea before they perish. The kraken plegdes to lend its aid to the party if they help get the baby krakens into Deep Green. One hundred feet below the Arch is a rough-edged cave entrance lined with color-changing algae that leads to 4. The Caves. 4. Caves The inky black opening under the Arch pulses gently with rotating colors. Its surface is lined with colorchanging algae glowing dimly in the dark. Though the edges of the sinkhole at the surface are smooth and perfectly round, this cave entrance is uneven as though it were chewed out of the rock face. 61. What lies beyond the Arch is your choice! We intentionally created this tempting portal without describing its destination as an opportunity for your creativity to shine. It could be a doorway to the plane of water or another watery realm outside the wastes. It could lead to an underwater fey realm, the lair of a trapped dragon turtle, or a desert so dry it would put even the most barren patch of the wastes to shame. Whatever you choose, good luck, and have fun! CHAPTER FIVE • weird wasteland locations weird waStelandS 219
New Disease: Glossal Macrophage This parasite incubates for 3 days before being noticed as a small pustule on the tongue. After another 2 days, the pustule resembles a small face that appears to speak when the infected creature speaks. Once per day from initial contact with the disease, a creature can attempt a DC 17 Constitution saving throw, becoming cured on a success. Lesser restoration or similar magic cure the disease at this stage. After 7 days, the parasite takes over the entire tongue of the infected creature. The creature’s tongue becomes grayish blue and suffers the following effects: ■ The creature has an incomprehensible desire to dive as deeply as possible into Deep Green. ■ The creature’s Wisdom score is reduced by 1 every day (a creature’s Wisdom score cannot be reduced below 4 as a result of the infection). ■ The creature cannot gain the benefits of a short or long rest unless it is in the waters of Deep Green. ■ The creature has an unbreakable telepathic bond with its parasite and any aboleths within 5 miles. The parasite has an Intelligence of 12 and urges the creature to go into the depths beyond the kelp forest floor with promises of ecstasy, purpose, and oneness with all. ■ If the creature is a spellcaster, it can only cast one spell per spell level per day. Once the disease reaches this stage, the glossal macrophage can only be removed with greater restoration or remove curse cast with a silver vial filled with aboleth slime as a material component. Cutting out the macrophage results in 4d10 slashing damage to the infected creature and does not reverse the above effects. The glossal macrophage fully grows back after 2d4 hours, during which the creature is incapable of verbal communication (including casting spells with a verbal component). Beyond 7 days, the infected creature must succeed on a DC 20 Wisdom saving throw or be compelled to go as far down into Deep Green as quickly as they can, ignoring all threats, danger, or attempts at persuasion, intimidation, or physical resistance to dissuade the creature. When the creature reaches 7. The Dry, Crumtul personally guides the creature into 11. Parasite Incubation Chamber, where the creature’s body is used as a womb for the macrophage for 7 more days before it emerges from the creature’s torso as a juvenile mechaboleth, killing the creature instantly. At this stage of the infection, only killing Crumtul and casting wish or other such epic intervention can cure a person of the parasite. A snaking tunnel has been bored (or eaten) into the side of Deep Green. It is filled with color-changing algae that creates dim light in the entirety of the caves. Inside the tunnels are numerous small fish and inlets safe for rest. The lowest point in the tunnels leads to a translucent magenta barrier serving as an entrance to 7. The Dry. Dead Bodies In the top-most cave in this area float the bodies of three dead Tidal Idles, each with parasites in place of tongues. A successful DC 10 Wisdom (Medicine) check reveals that they’ve been dead for several days. If a creature attempts to search the bodies, it must succeed on a DC 12 Constitution saving throw or contract glossal macrophage. Among the three bodies are six potions of common rarity, a harpoon, and two random items from the I Search the Body table.62 62. The “I Search the Body” table can be found on p. 171 in chapter 4. 5. Merfolk Village Tunnels Near the surface of Deep Green on the opposite side of the cavern is a tunnel leading down at an extremely steep angle. The tunnel’s ribbed surface is ominously reminiscent of a gullet. The underwater tunnels under the merfolk village are 15 feet in diameter and are covered in a thick layer of algae. The walls are too smooth to have been made by any beast, and it can be inferred that they were purposefully crafted by intelligent beings. One tunnel leads up into an abandoned building in the merfolk village on the surface of Curdled Bay, while the rest of the tunnels are all empty, and most of them are dead ends. A creature that succeeds on a DC 15 Intelligence (Investigation) check to search the tunnels discovers the word “help” scratched into the side of the tunnel wall, presumably written with the blunted, cracked seashell on the floor of the tunnel under the message. In the dead end of CHAPTER FIVE • weird wasteland locations weird waStelandS 221
This area was inspired by looking at salad dressing and seeing the layer of bubbles that sometimes forms between oil and vinegar. In this place of alchemical stuff, The Dry is simply the layer into which air settles. It also creates an interesting complication for parties to get back through Deep Green without the aid of Deep Breath. If your party is higher level and is going to fight TJP, give him some air shark minions. one tunnel, nubbly remains of blue-tinted bones and tatters of fish-scale clothing can be found. The lowest tunnel leads into 6. Lower Merfolk Tunnel. Giant crabs, giant octopuses, or giant sharks can be encountered here at the GM’s discretion. 6. Lower Merfolk Tunnel The tunnel from above narrows as you descend, and the walls grow thick with algae that brushes against you. It leaves an oozey fuzz on everything it touches. The tunnels in this area are 5 feet in diameter. The algae is so thick here that standard visibility is reduced to 10 feet. The algae hides a considerable amount of scrap, if the party wishes to take time to scrounge for it.63 These tunnels are in total darkness. In the lowermost cavern float 2d4 undead merfolk (they use the zombie stat block and have a 60-foot swimming speed) who attack if threatened. There is a magenta barrier on the wall of the cavern leading to area 7. The Dry, the light from which creates dim light in this cavern as it filters through the thick algae. 7. The Dry Water whips off of everything and everyone inside The Dry as if being pulled away by a magnet. The walls undulate slightly as droplets of water slip between the bubbles that form the barrier between The Dry and the water above it. The soft sound of sloshing water suffuses the entire place. Entrances to The Dry look like 15-foot-tall translucent, magenta bubbles that are lit from an unseen source on the other side. Getting past the membrane and into The Dry, whether through one of its entrances or a weak spot, requires a successful DC 15 Strength (Athletics) check to push through, though the DC can be lowered through clever problem-solving. Unsuccessful attempts cause a creature to bounce off the membrane. The membrane can be pierced by weapon attacks (AC 10), but the membrane wiggles like jelly and reforms almost instantly. The Dry is exactly what it sounds like—dry. Creatures who make it through the membrane see all the water they brought with them—including the water they were swimming through on the other side still on their person and any 63. See the “Scrounging for Scrap” section on p. 128 of chapter 3. liquids in containers that aren’t securely sealed— instantly float away and onto the walls and ceiling of the area, which is 20 feet high and 60 feet wide. Creatures who were transformed in Deep Breath return to normal immediadetly upon entering The Dry. The walls and ceiling are made of magenta bubbles; outside of weak points and intentional entrances, they are as impenetrable as stone. Thinner bubbles undulate throughout the area, limiting standard visibility to 30 feet. Creatures that explore The Dry may encounter the Jale Princling, a rakshasa who has chosen the place as his home for its solitude and its plentiful supply of kraken eggs. An encounter can occur in The Dry at the GM’s discretion. Here are some suggestions: ■ 1 gelatinous cube, 1 ochre jelly ■ 2–4 air sharks (giant sharks able to breathe air that have a 30-foot flying speed) ■ 1 air elemental ■ 2–4 chuuls The Jale Princeling In the center of The Dry lives a rakshasa named the Jale Princeling.64 (The Jale Princeling uses the rakshasa stat block and can cast any wizard ritual spell. He can also cast alter self, gaseous form, and protection from poison at will.) He has made a comfortable home here, with ornate chairs, couches, food, fresh water, and a fireplace. In one corner of his lair sits an enormous pile of 2-inch-diameter purple orbs inside which movement can be detected: roughly 10,000 kraken eggs. The Jale Princeling (TJP) makes his home in The Dry because it is a private sanctum away from the hustle and bustle of other planes. He is annoyed that the techno-otters have made it more lively, and he offers favors in exchange for the party sabotaging the techno-otters’ plans to make Deep Green a touristy haven. TJP suggests: ■ Blowing up at least eight kelp plants ■ Poisoning the water at the snack bar ■ Stealing arcanotech from the techo-otters ■ Inciting the Tidal Idles against the techno-otters ■ Destroying Deep Breath On the western side of The Dry, there is a weak point in the membrane smeared with a considerable amount of gray goo next to a sign that reads: “Hey, way to go, Tidal! You made it this far! It gets tough to breathe and stay warm 64. Jale is an imaginary color. The Jale Princeling is annoyed when people don’t know what it is. CHAPTER FIVE • weird wasteland locations 222 weird waStelandS
below here, but this algae salve helps!” The message is signed “Zoltan the Magician.” TJP insists he has no idea who Zoltan is or how long the salve has been here. A creature that ingests the goo gains the following benefits for 8 hours: ■ The effects of the water breathing spell ■ Immunity from the poisoned waters of Deep Green ■ 40-foot swimming speed A creature that ingests the goo is also telepathically connected to Crumtul while within 1 mile of it. There are two tunnels leading down from The Dry: one whose opening is covered in a wall of snails and leads to 8. Snail Tunnel, and one whose walls are covered in tiny, brittle tubes that leads to 9. Worm Tunnel. If Crumtul is alive, is in Deep Green, and is telepathically connected with anyone in the party, it can send up to 2d6 undead merfolk to ambush the party in either of these tunnels. 8. Snail Tunnel The entrance to this tunnel is covered in gray-shelled snails of all shapes and sizes creating a wall that undulates hypnotically. The water near the wall of snails is hazy with slime. This circular passage is 10 feet in diameter, but the entrance is swarming with snails. The snails are attracted to arcanotech and magic items. If a creature moves through the wall of snails or otherwise touches them, the snails cling to the creature. If a snail touches a magic item and remains in contact with it for more than 1 round, the items’ magic is affected by the snails. Creatures attuned to magic items affected by the snails become unattuned to them, and items that have charges lose one charge per round. A creature searching the room can discover a wand with 0 charges with a successful DC 15 Intelligence (Investigation) check. If the wand is discovered, roll a d20. On a 20, the wand is a wand of wonder. On all other results, it is a wand of magic missiles. 9. Worm Tunnel Brittle tubes spring out of the walls of this warm tunnel like hair. Bright violet worms peek out of the ends of them, arching their toothless maws at what has disturbed their waters. This 15-foot-wide tunnel is covered in deep-sea worms, each in their own brittle, calcified tube. They sense light and movement and reach out telepathically to any creature that comes near. (The worms use the sea horse stat block but have a speed of 0, an Intelligence of 10, and telepathy up to 30 feet.) When the worms connect with a creature telepathically, they beg to be taken somewhere warm, where they can grow and thrive. They complain that the waters here have become too cold and too bright, that they miss the dark, warm seas from before. They share visions of warm vents of gushing water, burning purple smoke on a mountain, and their slow churn down the great drain. If the party takes at least one worm with them, they have advantage against Crumtul’s psychic connection as long as the worm is with them. Burying the worm somewhere extremely warm—like the vents at of the mountain at the Gates of the Afterlife65—or letting it into the open waters beyond the Arch grants all the characters the ability to telepathically speak with all worms at will. 10. Merfolk Storage Chamber Rows of bodies float and bob expressionless in this cold, dark room. Any movement in the water near them creates cascades of motion. This 10x10 foot room contains 2d20 dead merfolk under the effects of gentle repose, 1d20 undead merfolk, and two hibernating chuuls. The undead merfolk, lacking orders, float aimlessly unless harmed. The chuuls are unaware of anything unless physically shaken out of sleep or if they receive orders from Crumtul. A thorough investigation of the room and a successful DC 15 Intelligence (Investigation) check reveals 5d100 gp, two harpoons, a large sack of arcanotech scrap, three pearls, and eight conch shells. A successful DC 20 Intelligence (Investigation) check reveals a letter written in octopus ink on seaweed paper on one of the dead merfolk’s bodies: I woke up as this horrible thing was dragging me through a slimy tunnel. My head was bleeding. I pretended to be unconscious until I could get away for a moment and hide. Now I know what has happened to my beautiful Aenon and the others. I can hear something calling to me now. It promises Aenon is alive and it will reunite me. Perhaps...perhaps. Crumtul, if these are lies, it shall be the end of you! A tunnel leads through the floor of this room into the area below, 11. Parasite Incubation Chamber. 11. Parasite Incubation Chamber Chambers filled with inky gray liquid line the walls of this carved-out room. Crystal tubes containing a thick pink and red substance squelch with the beat of a horrible pulse. This 30-foot diameter circular room contains a half dozen 8-foot tall chambers of gray liquid. The chambers are made of metal and arcanotech tubing, crystal, and biological goo. A wall of gauges and buttons with markings written in Deep Speech fully line half the circular walls floor to ceiling, 15 feet high. 65. See the “Gates of the Afterlife” section on p. 276 near the end of this chapter for more info. CHAPTER FIVE • weird wasteland locations weird waStelandS 223
If the Tidal Idle can speak, they are delusional, imagining they are on an idyllic beach that does not exist in the Weird Wastelands. Describe a modern, real-world beach experience, or the plot of the beach movie with this poor wretch as the protagonist. Incubation Chambers A successful DC 12 Intelligence (Investigation) check reveals that the chambers can be opened and emptied of liquid. When a character opens a chamber, roll a d6. On a 1, this attracts the attention of Crumtul if it is not already in the room. The draining liquid reveals a Tidal Idle that has been half-transformed into a mechaboleth and is connected at every joint with tubes of gray and black slime. Three of the chambers are occupied by Tidal Idles (use the commoner stat block). Harming them or disconnecting them from their chambers causes an alarm to sound in the chamber. Two chuuls and 1d6 undead merfolk investigate and attack on sight, and the alarm may alert Crumtul. Roll a d6. On a 1–4, Crumtul is alerted. Destroying all the chambers prevents Crumtul from creating any further mechaboleths (beyond the one in 13. Mecaboleth Laboratory). Killing or freeing the current chambers’ occupants but leaving the chambers intact slows Crumtul’s plans but does not prevent them. Hidden Doors There is a hidden entrance to Crumtul’s inner sanctum behind a locked door in this area upon which Crumtul has cast glyph of warding. Crumtul also casts alarm twice a day on the door. (To determine if an alarm is active, roll a d6. On a 5–6, it is inactive.) The door is hidden behind thick gray slime and algae. A creature that succeeds on a DC 20 Intelligence (Investigation) or Wisdom (Perception) check notices the outline of the door. 12. Crumtul’s Inner Sanctum This room is suffused with an empty loneliness. A thick layer of gray slime and algae on the floor is marked with long, winding indentations. A numbingly moldy smell permeates the chamber. The surfaces of the sanctum are covered in inches of thick gray slime. There are several halfinch-diameter holes in the 10-foot-high ceiling. A successful DC 10 Wisdom (Perception) check reveals faint noises coming from the holes. If a creature investigates the holes further, it hears distinct sounds in each hole specific to various locations around the Weird Wastelands. The holes are actually miles long and are lined with runes that amplify sound—this is where Crumtul observes the goings-on across the wastes. A creature that succeeds on a DC 15 Intelligence (Investigation) check to search the room finds three spell scrolls containing spells of level 5 or higher (GM’s choice), a diamond worth 500 gp, a teddy bear that speaks omens of the future, and a collection of pre-apocalyptic silverware worth 100 gp. There is a passage leading down through the floor of the inner sanctum into the chamber beyond, 13. Mechaboleth Laboratory. 13. Mechaboleth Laboratory A whirr of machinery and a clattering of chitin can be heard from beyond the entrance to this room. The doorway reveals the segmented, ironclad tail of an enormous crustacean. Workstations and scaffolding surround it, as chuuls and open-mouthed undead merfolk work on its many eyes and limbs. The mechaboleth laboratory, a 100-foot-by100-foot cavern, is full of scaffolding surrounding one unmissable feature: the mechaboleth itself. It is a massive creation resembling an isopod mixed with an ironclad ship. Its many red eyes twinkle soullessly, and its sharp legs wiggle and twitch without purpose. Its head and arms have round windows, and its chest cavity has a small hatch. If the mechaboleth has not been activated when the party arrives, the hatch is open. The entire space is dimly lit by phosphorescent algae, illuminating 1d10 undead merfolk and 1d6 chuuls working on the mechaboleth, injecting slime, adjusting the hatch, jolting the legs with electricity, and reinforcing the carapace. Because of the noise, creatures attempting to move stealthily through the room have advantage on ability checks made to avoid detection. If a chuul (or Crumtul, if it is here) notices intruders, it engages immediately and orders the undead merfolk in Deep Speech to do the same. Once Crumtul is inside the mechaboleth, it takes 3 rounds to fully activate it. If the mechaboleth is activated, Crumtul attempts to burrow up through Deep Green while launching projectile attacks at the party. If the party clears out all the hostile mobs in the mechaboleth lab and spends 1 hour searching the area, they find enough arcanotech scrap to buy, create, or commission five legendary items.66 66. What if your party dispatches Crumtul and its minions but preserves the mechaboleth? If they spend considerable time and energy (months and thousands of gp), it could be remodeled into a sweet vehicle or even a mobile stronghold. CHAPTER FIVE • weird wasteland locations 224 weird waStelandS
What the hell happens if the drain opens? This is one of those points where if you’d like to make worldchanging decisions, it’s a great place to do so. If Crumtul has been dispatched, the aboleth slime here will slowly vanish, presenting a complication of engineering to keep it shut. Perhaps something fantastic lies beyond; maybe the entire world should have gone down the drain, and the tragedy is that it didn’t. Perhaps it is shut tight, and the techno-otters (and the party) can excavate it for some powerful rewards: a vehicle, powerful magical items, or endless scrap to be sold. Lair Actions When fighting inside its lair, a mechaboleth can take lair actions. On initiative count 20 (losing initiative ties), the mechaboleth takes a lair action to cause one of the following effects: ■ The mechaboleth collapses the ceiling in a 10-foot square within 90 feet of it. All creatures in the area must attempt a DC 17 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failure, or half as much on a success. ■ Each creature in a 30-foot cone originating from the mechaboleth must succeed on a DC 17 Wisdom saving throw or drop whatever it is holding and become frightened until the end of its next turn. ■ A 20-foot cube of water within 90 feet of the mechaboleth becomes murky. The affected area is heavily obscured. Regional Effects The region containing the mechaboleth’s lair is distorted by its presence, creating one or more of the following effects: ■ Every water source within 1 mile of the mechaboleth’s lair is viscous and nauseating. ■ Underground terrain within 1 mile of the mechaboleth’s lair is slick and slimy, making it difficult terrain. ■ As an action, the mechaboleth can cast the arcane eye spell, deploying it to observe and monitor its domain. If the mechaboleth dies, these effects fade over the course of 2d10 days. 14. The Plug A snarl of slime and wreckage plugs the gap between the walls of Deep Green. Bits of buildings, ships, and monuments built of lumber and stone so wide and smooth it could never have come from the wasteland peek out from the grey mucus. Spurts of tiny bubbles trickle out from the sides of this immense blockage. Below the mechaboleth laboratory is the plug in the great drain of Deep Green. It is clogged with ancient buildings, arcanotech wonders, and other debris and is cemented together with dirt, silt, and aboleth slime. It contains incredible treasures, but disturbing it carries with it the risk of unclogging the drain through which it is said the world fell though in the apocalypse. CRUMTUL The entire area below 7. The Dry is the lair of Crumtul, the Dead-Eyed Eel. Crumtul is a modified aboleth (see Crumtul’s profile sidebar for more information) whose end goal is to destroy Tradetown67 with the help of a nightmare of an 67. See p. 176 for more information about Tradetown. profile: mechaboleth Personality: Hateful, obedient, resolute Ideal: Invade. The mechaboleth’s one directive is to take Crumtul anywhere it asks and to spread their power throughout the wastes. Bond: The mechaboleth is unflinchingly obedient to Crumtul and any other aboleths it encounters. Flaw: The mechaboleth has little sense of fear or self-preservation. Legend: The mechaboleth is a biomechanical shell that is grown as a parasite in other living tissue and is piloted by Crumtul, the Dead-Eyed Eel. Crumtul implants a parasitic egg in an unfortunate victim, whereafter the parasite takes over its host and forces it down into the depths of Deep Green. Over months, it grows a hollow, slimy, lobster-like carapace of living flesh and chitin. Crumtul tasks thralls with bolting plates of armor and other mechanical devices to the chitinous exoskeleton of the empty, yet still living, shell. Once it has reached its full size and has been outfitted properly, Crumtul enters it, merging its flesh and mind with the biomechanical carapace, much like a knight donning a set of plate armor—if the armor were made of gristle, chitin, and cold steel. If the mechaboleth is destroyed, the aboleth within teleports back to its lair, injured and exhausted. Without an aboleth to commune with it, however, the mechaboleth is inert, yet still magically, and unsettlingly, alive. CHAPTER FIVE • weird wasteland locations weird waStelandS 225
arcanotech creation, the mechaboleth. When the party first enters Deep Green, consult the Crumtul’s Location table to determine where the aboleth is. Crumtul can change location once per hour (or however often you’d like it to). If the characters have not encountered the aboleth by the time they reach area 13. Mechaboleth Laboratory, they encounter it there. If encountered and not attacked on sight, Crumtul attempts to convince the party to leave, swearing it wishes only to be left alone and promising their greatest desires if they leave it be. If the party ignores Crumtul’s request or attacks it, it uses Enslave on whichever target it perceives to be the greatest threat with the lowest Wisdom, summons two chuuls and 2d6 undead merfolk (who all arrive in 3 rounds), and flees to 13. Mechaboleth Laboratory, where it bars the entrance and attempts to activate the mechaboleth. Crumtul possesses sufficient power to be a warlock patron and may attempt to persuade the party to leave it alone by offering this as a reward. Encounter with Crumtul If the players encounter Crumtul and do not immediately begin fighting it, it attempts to persuade them to leave it alone or work for it. It attempts to prey on sympathy, claiming it is a victim of the apocalypse who’s been stuck for untold ages and just wishes to be left alone. If the party has interacted with aboleth slime (including the goo found in 7. The Dry), Crumtul has some idea of what the characters care about and lies to make it seem as though profile: crumtul, the dead-eyed eel Personality: Hateful, selfish, scheming Ideal: To silence the joys which have disturbed it from its neverending quiet in the deeps Bond: To squash all brightness and joy from the surface Flaw: Its eons of solitude have made it lose any efficiency it may have had; its plans and schemes are long, complex, and flawed. Legend: Crumtul, the Dead-Eyed Eel is an extremely old aboleth with bright-green, half-putrefied skin whose eyes have turned cloudy white with age. Over the centuries, the extreme pressures, alchemical reagents, and flow of liquid through Deep Green have rendered it impossibly thin in order to navigate the abandoned worm tubes and fissures in Deep Green. Its lair is the entirety of the caves beneath The Dry where it schemes and maintains its incredible laboratory. In recent decades, Crumtul has decided to leave Deep Green and head toward Tradetown, whose psychic positivity shines a light too bright for its comfort, even this far down the drain. It has converted its lair into a workshop, captured the merfolk from the village above, stole their minds and bodies, and forced them to work to create a mobile biomechanical weapon to both convey Crumtul and help it destroy Tradetown. This weapon, the mechaboleth, has had many failed versions in the last several months, but Crumtul works tirelessly to improve its design and see its plans to destroy Tradetown through to completion. The mechaboleths incubate inside careless Tidal Idles, where they begin as parasites in their mouths that eventually grow to replace their tongues, brains, and respiratory systems, eventually being drawn down into the deep to the lab to become their final form. a more urgent threat exists elsewhere. If it succeeds in this deception, it accelerates its timeline for readying the mechaboleth for its attack on Tradetown.68 Combat Tactics Crumtul attempts deception and persuasion to avoid a fight if feasible, preferring instead to conserve its energy for its schemes to create a successful mechaboleth and destroy Tradetown. If the party attacks the aboleth or reacts to its attempts to prevent hostilities aggressively, it fights back. Crumtul prioritizes grappling spellcasters in a fight, summoning chuul and undead merfolk minions from adjacent rooms, and then fleeing to its laboratory with its grappled prey as quickly as possible. If it makes it to the lab, it gets 68. See the “Putting It All Together” section on p. 229 for more information on the timeline. CRUMTUL’S LOCATION d6 CRUMTUL’S LOCATION 1 8. Snail Tunnel or 9. Worm Tunnel (GM’s choice) 2 10. Merfolk Storage Chamber 3 11. Parasite Incubation Chamber 4 12. Inner Sanctum 5–6 13. Mechaboleth Laboratory CHAPTER FIVE • weird wasteland locations 226 weird waStelandS
crumtul, the dead-eyed eel Gargantuan aberration, lawful evil Armor Class 17 (natural armor) Hit Points 135 (18d10 + 36) Speed 30 ft., burrow 20 ft., swim 60 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) Saving Throws Con +6, Int +8, Wis +6 Skills History +12, Perception +10 Senses darkvision 120 ft., passive Perception 20 Languages Deep Speech, telepathy 120 ft. Challenge 10 (5,900 XP) TRAITS Alchemical Metamorphosis. The slime coating Crumtul’s body gives him immunity to the poisoned waters of Deep Green. Additionally, Crumtul can move through a space as narrow as 1/2 an inch wide without squeezing. Amphibious. Crumtul can breathe air and water. Innate Spellcasting. Crumtul’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no components: At will (ritual only): alarm, comprehend languages, contact other plane, detect magic, feign death, floating disk, gentle repose, identify, instant summons, magic mouth, telepathic bond, tiny hut, unseen servant, water breathing 6/day: animate dead 1/day: glyph of warding Mucous Cloud. While underwater, Crumtul is surrounded by transformative mucus. A creature that touches Crumtul or that hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Constitution saving throw or become diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy. If a creature communicates telepathically with Crumtul, Crumtul learns the creature’s greatest desires if Crumtul can see the creature. ACTIONS Multiattack. Crumtul makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to its skin before 10 minutes have passed. On a hit, the target is grappled (save DC 10). Crumtul has advantage on its Strength (Athletics) checks made to grapple. Until this grapple ends, Crumtul can’t use its tentacles on another target. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Enslave (3/Day). Crumtul targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by Crumtul until Crumtul dies or until it is on a different plane of existence from the target. The charmed target is under Crumtul’s control and can’t take reactions, and Crumtul and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from Crumtul. LEGENDARY ACTIONS Crumtul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Crumtul regains spent legendary actions at the start of its turn. Detect. Crumtul attempts a Wisdom (Perception) check. Tail Swipe. Crumtul makes one Tail attack. Psychic Drain (Costs 2 Actions). One creature charmed by Crumtul takes 10 (3d6) psychic damage, and Crumtul regains hit points equal to the damage the creature takes. inside the mechaboleth and begins to activate it. Once in the mechaboleth, it either attempts to defend itself in the laboratory or attempts to go straight to the surface and beyond to Tradetown, leaving a trail of destruction in its wake. If Crumtul or the mechaboleth are reduced to 25 percent of their hit point maximums, Crumtul attempts to flee. Consequences This section details the events that follow a final confrontation with Crumtul. Regardless of whether Crumtul is defeated or escapes, if the mechaboleth laboratory is destroyed via some major destruction, roll a d20. On a 5 or lower, the clog in the drain at Deep Green becomes partially loosened. CHAPTER FIVE • weird wasteland locations weird waStelandS 227
What happens when Deep Green becomes unblocked? This is another decision point for you to build upon. In our minds, this could range from a potentially worldending issue that requires help from multiple factions to stop. This is a drain down which oceans and cities may have disappeared. Perhaps it leads somewhere entirely new. Perhaps something unexpectedly good happens. If cleared, what if it takes the alchemical reagents with it, leaving an everlasting font of fresh water in its stead, which could change the world? The possibilities are yours to imagine. If Crumtul is defeated, the areas below The Dry are free of its putrid regional influence in 3d10 days. Additionally during this time, any remaining chuul minions flee, and remaining undead merfolk fall idle. The snails and algae in Crumtul’s area slowly begin to regain color, and any creatures infected with glossal macrophage recover. What was once Crumtul’s lair can now be fully surveilled by the techno-otters. While the waters of Deep Green are still poisonous, they are much safer to explore. Tidal Idles who were once infected with glossal macrophage find a safer hobby: flood-surfing. With their minds restored, the Tidal Idles’ relations with the techno-otters improve markedly, and the Tidal Idles spend their spare time leading aquatic activities and tours for visitors. The increase in activity below The Dry means more conflict between the Jale Princeling and the techno-otters. The Princeling, if unable to stir action in the party to help him make life harder for the techno-otters, likely plane shifts away or takes up residence somewhere even more private, such as the Ruins of the Basalt Palace or the Last City of MAN. Crumtul’s defeat can cause one major complication. The bottom of Deep Green is clogged by pre-apocalyptic remains and aboleth slime. The slime’s recession may shift that blockage and cause world-altering effects. If Crumtul escapes, there is an opportunity to make a pretty badass setpiece battle on the shores and surface of Deep Green. The surface has a number of defenders who come to the aid of the party: ■ 20 techno-otters (use the giant weasel stat block, but give each +1 greataxes or +1 light crossbows, and two potions of healing) ■ 1d6 mangrove treants (use the treant stat block, but each one can cast shape water three times per day) ■ The kraken swimming outside the Arch (if the party helped save the kraken’s spawn) ■ A purple worm (if the party rehomed at least one of the worms in Crumtul’s lair) ■ The Jale Princling (if the party has helped him sabotage the touristy efforts the techno-otters) If the party has allies in this epic battle and you want to up the ante, Crumtul can also bring some minions to the fight. Consider the following as possible allies who fight on Crumtul’s side: ■ 40 undead merfolk ■ 10 chuuls ■ 1d6 gelatinous cubes If Crumtul escapes inside the mechaboleth, its ultimate goal is to get to Tradetown and destroy it. If it survives that, it proceeds to the Gates of the Afterlife to try and force its way past the gates and into whatever oblivion it may offer. suggested encounters The Deep Green Encounters tables list both the creatures that lair in or near Deep Green and creatures who have some reason to visit. Each entry contains a brief description of the creatures and a prompt for an encounter scenario. The encounter descriptions detail any modifications to the base creature stat block and special considerations for running the encounter. The GM may use their preferred method for determining who or what the party encounters at the location. Estimated difficulty is based on a party of four adventurers of 7th level. DEEP GREEN ENCOUNTERS: SURFACE AND SHALLOWS d6 ENCOUNTER 1 2d4 giant seagulls (giant eagle), 1d6 giant seahorses (swimming speed 80 ft.), 2 giant sharks 2 2d6 + 5 stirges, 1d4 sea iguanas (giant toads) 3 1 roc 4 2 shambling mounds fighting 1 mangrove treant (treant, 0 speed) 5 3 beached whale spirits (banshee, size Huge) 6 2 black puddings, 2 gray oozes, 1 ochre jelly CHAPTER FIVE • weird wasteland locations 228 weird waStelandS
DEEP GREEN ENCOUNTERS: UNDERWATER d6 ENCOUNTER 1 2 swarms of poisonous snakes 2 2d6 spell-warped sunfish (gibbering mouthers with the spell-warped template applied)69 3 1 psychic remora (remorhaz, swimming speed 40 ft.) 4 1 angler fish (cloaker, swimming speed 40 ft., no flying speed) 5 3 phase spider crabs (phase spider, swimming speed 30 ft.), 1 crab drider (drider, swimming speed 40 ft.) 6 1 adult green dragon rewards Presented here is a collection of treasures and rewards to be found within the area. EXPERIENCE In addition to standard experience awarded during combat, here are other experience awards that can be earned while exploring Deep Green: ■ Helping the Jale Princeling – 1,000 XP ■ Harvesting goo – 250 XP ■ Earning Crumtul’s favor as a warlock patron – 2,000 XP HELPING THE JALE PRINCELING If the party decides to help the Jale Princeling sabotage the techno-otters, he offers rewards based on the intensity of the chaos they incite. He can offer to cast spells to help the party return to the surface or delve deeper into Deep Green, provide information about Crumtul and the realm below The Dry, or offer to release the kraken eggs back into the wild (they are his favorite food). He may even be willing to plane shift the party, if the price is right. HARVESTING GOO The party may view the gray goo in The Dry as a commodity. If so, anyone with alchemist’s supplies could make potions out of it, which confer all the same benefits as consuming the unrefined goo. Such potions would be quite valuable to those conversant in magic, particularly members of the Fellowship or the Arcanotech Cabal. Dispersement of such potions would spread Crumtul’s sphere of power far beyond Deep Green. This potentially 69. The spell-warped creature template can be found on p. 292 of chapter 6. unexpected consequence could result in Crumtul offering the party arcanotech, magic, or information in exchange, if they ally with Crumtul. EARNING CRUMTUL’S FAVOR AS A WARLOCK PATRON Crumtul is willing to be a warlock patron in exchange for the involved parties to spread its influence across the Weird Wastelands and aid it in its efforts. The warlock-patron relationship between a character and Crumtul would be considered a pact with an Apocalypse Otherworldly Patron.70 Though Crumtul’s ultimate goal is difficult for anyone to comprehend, the progress wastelanders have made in making a more stable and prosperous life offend it, and it wishes to see the apocalypse finished. Seeding the Weird Wastelands with aboleth slime, undermining the Fellowship and Tradetown, and destroying the feast beast are all goals Crumtul may seek aid in furthering, though it may not directly inform its protégé of this intent. putting it all together We decided to present Deep Green as a dungeon for several reasons, one of which is that its geography lends itself particularly well to it. There’s only one obvious way in and out (along with the secret entrance, of course), and there’s most definitely an end to it that you can only get to by going through the rest. And who doesn’t love a good dungeon crawl? It will likely take your table several sessions to fully explore Deep Green, and we’ve left some loose ends here and there to make it easy to expand or add your own content to the location. Deep Green offers an easy out to other planes through the Arch or the Jale Princeling, if your campaign goes beyond the Weird Wastelands. MECHABOLETH TIMELINE You may want to put the activation of the mechaboleth on a world- or location-based timer. If Crumtul is left to its own devices, it may activate on its own and begin its march to Tradetown after a certain number of in-campaign days. If you want to do this, we recommend 5 to 7 days from the first time the party visits Deep Green. Here are some omens you can use to telegraph this imminent event: ■ An earthquake rocks Deep Green and Curdled Bay. ■ All the kelp in the water withers and dies. ■ The shores of Deep Green are suddenly thick with gray mucus. ■ A dead chuul or expired undead merfolk bubbles up from the depths, impaled on a massive black isopod leg. 70. See the “Warlock” section on p. 48 of chatper 1 for more information about this warlock subclass. CHAPTER FIVE • weird wasteland locations weird waStelandS 229
ADVENTURE HOOKS Presented here are four adventure hooks you can utilize to introduce your table to Deep Green. DEEP GREEN ADVENTURE HOOKS d4 ADVENTURE HOOK 1 The techno-otters need immediate help containing an urchin infestation in Deep Green. 2 A merfolk named Aenon is hanging around Deep Green and is seeking information about the lover they ghosted a few years back. 3 The character with the lowest Wisdom score has dreams of something they desire far down in Deep Green. 4 One of the most beloved Tidal Idles, Zoltan the Magnificent (a very chill guy despite the name), never emerged from a recent dive. RUMORS Presented here are ten rumors about Deep Green. 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. DEEP GREEN RUMORS d10 RUMOR 1 The techno-otters have started entertaining people at Deep Green because they need more arcanotech. 2 There is a kraken living in Deep Green. 3 There is great treasure at the bottom of Deep Green. 4 Deep Green is a drain through which the world will one day tumble. 5 The waters of Deep Green are poisonous. 6 The Tidal Idles who hang out at Deep Green in recent years are actually a cult. 7 Deep Green is one of the best places to find preapocalyptic paper. 8 Something that molts immense shells is coming from Deep Green and heading into the inner wasteland, but no one has ever seen it. 9 It’s the best place in the Weird Wastelands to eat fresh seafood. 10 Merfolk once lived here and left behind a dazzling village. Derbytown “Life in Derbytown goes in cycles, round and round, just like a race. We aim for the finish line, but sometimes we get blown all to hell. Then, we salvage what we can and get back in the driver’s seat.” – Thundrous, Derbytown Chief background Once in the distant past, the area now known as Derbytown was an energy farm where sorcerer-lords in their hubris bred trolls in massive numbers, culling them frequently for a volatile alchemical substance distilled from their regenerative blood. This substance, known as trolleum, provided a seemingly endless, renewable resource, fueling the decadence and technology of the lost civilization. When the ancient lords and their society fell, the trolls here consumed each other for centuries, leaving the ground soaked with their blood. Eventually, some massive beast71 chose to lair here, devouring the remaining trolls and growing to an impossible size. Eventually, it died here, leaving behind a skeleton as large as a small town, with a rich deposit of trolleum beneath it. Since then, gangs of raiders, trolleum-punks, and boltheads have gathered here, transforming the great beast’s remains into a gigantic arena, the Demolition Derby, where daring pilots steer trolleum-powered arcanotech machines in races and combat—often to the death. A small community has sprung up around the arena and is now known as Derbytown. The residents’ entire focus is on the vehicular competitions, which promise great risk and the opportunity for great reward. The gang members that control the arena now pride themselves on their racing prowess and delight when challengers roll into town. Terrain The terrain of Derbytown has the following qualities: ■ The structures and walls of the Demolition Derby are made of thick iron plates bolted onto the massive, super-dense fossilized bone of the great dead beast. The fossilized bone is immune to all damage. ■ Unless specified otherwise, rooms and hallways in the entirety of Derbytown are built to allow up to Huge or smaller vehicles to pass through them. 71. No one knows the nature or identity of the great beast whose remains make up the main feature of Derbytown. It must have been a gargantuan titan of epic proportions. Remembrancers believe that its limbs are buried deep beneath the wastes, and only the top half of its ribcage and pelvis protrude above the surface. The whereabouts of its skull are unknown. CHAPTER FIVE • weird wasteland locations 230 weird waStelandS
Structures feature ample exhaust holes and vents, which are large enough for Medium or smaller creatures to crawl through. ■ The region in and around Derbytown is blanketed with a smoky haze from the constant trolleum burn. The haze limits standard visibility to 120 feet throughout the location. A creature exposed to the haze must succeed on a DC 10 Constitution saving throw at the end of each long rest or be poisoned for 24 hours. Creatures that don’t need to breathe or have resistance against becoming poisioned, creatures wearing filter masks (which most residents of Derbytown have), and creatures naturally adapted to polluted environments automatically succeed on this saving throw. special features The features detailed here distinguish Derbytown 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. THE BONES Derbytown’s most prominent feature is a gigantic beast’s ribcage that houses the Demolition Derby arena. Thick walls of bolted iron run between the ribs around the outside of the massive ring of bones, as well as around what remains of the pelvis at one end of the ribcage. Within the walls in the pelvis are several buildings of fossilized bone and bolted iron, including a garage, a barracks, and a marketplace. DERBYTOWN LEADERSHIP The current leader of Derbytown is a red half-dragon named Thundrous. (She uses the half–red dragon veteran stat block but has an Intelligence score of 14, a Charisma score of 18, an Intimidation bonus of +7, and she is lawful neutral). Thundrous has three lieutenants who contribute significantly to her leadership. The first is Valin, a lawful evil doppelganger who presents in public as a male human. Valin works as Thundrous’s spymaster and secret police, using his shapeshifting ability to pass among the populace undetected. Valin is loyal and clever but vain. Thundrous’s second lieutenant is Tusk, a neutral evil wereboar who serves as her muscle. Tusk also commands the dozen senior gang members (veteran stat block) who serve as security for Derbytown. Beneath each senior member are a half-dozen or more newer recruits (these rank-and-file gang members use the bandit stat block). Tusk is also loyal but is prone to rage and impetuousness. Finally, there is Vectro-3000, a neutral sentient vehicle that Thundrous befriended while wandering the wastes and who now serves as her vehicle in battle as well as her CHAPTER FIVE • weird wasteland locations weird waStelandS 231
arcane expert. When the first technomancers came to this place, they learned to channel some of the residual power lingering in the great beast’s bones into their arcanotech. Thus Vectro-3000 was created, and now it works for Thundrous. In combat, Vectro-3000 counts as a Large, legendary vehicle. derbytown npcs Here is a quick reference list of the named NPCs that lay down the law in Derbytown. Competitors: The Bone Priest, Eightball, Killjoy, Mindbreaker, Reaver Rex, Torque the Scav, Verminface Pitbosses: Zigg the Eye (half-orc), Margalie (human), Aralie (elf) Boss: Thundrous (half-red-dragon veteran) Boss’s Lieutenants: Valin (doppelganger), Tusk (wereboar), Vectro-3000 (sentient vehicle) CHOP SHOP72 The Chop Shop is a vast metallic hangar which gleams in the angry sun. It is run by Pyre, an industrious half-orc with no time for pleasantries. The Chop Shop is one of the only places in the Weird Wastelands for drivers to maintain their vehicles, and its proximity to the Demolition Derby makes it the best. Naturally, the wasteland is hard on vehicles. The Meatgrinder and Thunderdome—the scrappiest, most dangerous features of the Demolition Derby—are even harder. If a vehicle is damaged, whether in the derby or out and about in the wastes, the mechanics at the Chop Shop can fix it right up. Most travelers who stop by Derbytown do so to fill up their trolleum tanks at the Chop Shop and buy an extra cannister or two for the road. The shop’s atmosphere is noisy and gritty, as it’s constantly bustling with massive, filthy, intimidating vehicles from the derby, most of which are half crushed or missing parts from their dangerous exploits. In addition to repairing and refueling, the Chop Shop can customize vehicles, tricking them out with the deadliest bells and whistles a driver could imagine. When the mechanics at the shop aren’t busy selling and installing vehicle modules, they work on creating vehicles of their own to sell to daredevil customers looking for a ride. Occasionally, a crash (or some other nefarious activity) kills or disables a pilot but leaves a salvageable vehicle behind, which the Chop Shop repairs or scraps for parts to make new vehicles of their own design. Some of these 72. The “Vehicles” section on p. 85 in chapter 2 can provide you with all the info you need to run the Chop Shop. vehicles get claimed by gang members, but others are put up for sale to visitors and competitors in the arena. THE RIB The bookies’ hall, known in Derbytown as the Rib, is housed inside a hollowed-out rib of the ancient beast whose bones make up much of the structure of the Demolition Derby arena itself. The ground floor features bookies milling around waiting to take bets and a large slate board with the names and odds of the competitors for the upcoming match or race. In the back is a thick iron wall with a few windows protected with heavy bars, where winning bets are paid out. To each side are spiral stairs ascending into the Rib, leading to multiple observation platforms carved out of the fossilized bone, which allow bettors to watch the races. This upper level also features a small office for the pit boss. The ground of the entire place is littered with discarded tickets from lost bets. Placing Bets Visitors who wish to bet on a competition may do so with one of the derby bookies, choosing one of the competitors listed on the big board. Bettors put up an amount of money upfront and, if their choice wins, they get a payout that depends on the given odds. If they lose, the bookie keeps the money (giving a healthy cut to management, of course). At the Rib, visitors can bet on two event types at the Demolition Derby—a “clean race,” where weapons, traps, and other nefarious tricks are not permitted, and a Thunder -dome battle, during which drivers fight each other until all but one of their vehicles is destroyed or until all but one of the drivers are dead. The Clean Race Betting Board and Thunderdome Betting Board tables show a list of competitors and their odds for winning a given race. In each table, each potential competitor has odds associated with them. To calculate who wins a race, roll a d20 and consult the respective table. To determine how much a winning bet pays out, take the amount wagered and multiply it by the fraction in the Odds column.73, 74 73. Here’s an example of calculating a payout. Let’s say a character bets 100 gp on the Anomaly in a clean race, and the Anomaly wins. The payout is 900 gp (100 × 9/1). This payout doesn’t include the original bet, which the winner also gets back. Thus the total payout of a winning 900 gp bet on the Anomaly would be 1,000 gp (the original bet of 100 gp plus the 900 gp winnings). Also, here are some fun competitor names: Bedlam, Bloodcrust, Booger, Clever Cleaver, Doomgrinder, Gentle Gramps, The Kid, King Vile, Lady Louse, Maggot Molly, Mouthless, The Octane Ox, Ratnose, Scraphound, Shale, Silt Baby, Smokey the Orc, The Stain, Trollbreath, Wasteraider, The Weeping Orifice. 74. Payout amount listed in these betting tables doesn’t include the original stake, or bet, which the bettor also gets back. So a 100 gp bet at 9:1 odds pays out 900 gp, which means the bettor pays 100 gp and gets back 1,000 gp (the original bet of 100 gp plus the 900 gp winnings). CHAPTER FIVE • weird wasteland locations 232 weird waStelandS
Large Payouts Bookies handle any bets of 1,000 gp or less, and the cashiers working behind the counter handle payouts up to 500 gp. The bookies and cashiers must check with the pit boss for any higher amounts. The Staff A pit boss oversees the betting at all times, working both as security and management of the bookies and cashiers. There are three put bosses on rotation, all former Thunderdome deathmatch winners (they all use the gladiator stat block). The pit bosses are loyal to the current leadership, who allowed them to stop fighting to the death and “retire” into betting management. They are Zigg the Eye (neutral good half-orc), Margalie (lawful evil human), and Aralie (neutral elf). The bookies (bandit stat block) and cashiers (guard stat block) work on the first floor of the Rib, taking bets and announcing and paying out winnings. They rarely venture up the stairs, unless they need to consult with the pit boss. The Vault Behind the cashiers’ iron bars and wall is a vault, a room carved into the fossilized bone accessible through a single, windowless bolted iron door. Two veterans always stand guard here, and each possesses a loud bell to alert others in the area. Overseeing security in the vault is the mage Galea (chaotic neutral gnome). Galea uses the mage stat block, except that she has the following spells prepared: Cantrips (at will): fire bolt, light, message, minor illusion 1st level (4 slots): alarm, detect magic, mage armor, shield 2nd level (3 slots): arcane lock, detect thoughts, knock, see invisibility 3rd level (3 slots): counterspell, glyph of warding, lightning bolt, sending 4th level (3 slots): private sanctum 5th level (1 slot): wall of force GRANDSTAND The great beast’s ribcage circles and towers over the arena. Most business and activity occur around the base of the ribs, but there are iron platforms and wooden structures built high above, connecting several of the ribs to create a large area overlooking the arena. Accessible by a single lift, the structure serves as a grandstand where the wealthy and powerful can view the races and matches below. Each rib stands several hundred feet apart from its neighbors, so these platforms have a series of braces beneath them adding support to the structures above. The front of the platforms are lined with a series of open-air, shaded luxury boxes, all of which grant an excellent view of the arena below. CLEAN RACE BETTING BOARD d20 COMPETITORS ODDS CHANCE TO WIN PAYOUT ON 100 GP BET 1–2 The Anomaly 9:1 10% 900 gp 3–6 Apocalex 4:1 20% 400 gp 7 Dogbite 19:1 5% 1,900 gp 8–12 Humanity’s Demise 3:1 25% 300 gp 13–20 Queen Bee 1.5:1 40% 150 gp THUNDERDOME BETTING BOARD d20 COMPETITORS ODDS CHANCE TO WIN PAYOUT ON 100 GP BET 1–2 The Bone Priest 9:1 10% 900 gp 3 Eightball 19:1 5% 1,900 gp 4–7 Killjoy 4:1 20% 400 gp 8–9 Mindbreaker 9:1 10% 900 gp 10–14 Reaver Rex 3:1 25% 300 gp 15–16 Torque the Scav 9:1 10% 900 gp 17–20 Verminface 4:1 20% 400 gp CHAPTER FIVE • weird wasteland locations weird waStelandS 233
Behind the luxury boxes is a promenade lined on the opposite side with food and drink vendors, private rooms, and servants’ staging areas. The promenade is covered, though observation platforms dot the walls above the promenade every hundred feet or so, each with a veteran guard overseeing the area. Each platform is about 20 feet up and is accessible by a ladder. The promenade has at least ten such guards on the platforms and on patrol at any given time. The whole grandstand structure, including the promenade, is roughly 100 feet up. The festivities and provisions are overseen by a majordomo named Serendipitous (lawful neutral tiefling), (spy stat block). In the absence of leadership on the platform, they serve as commander, and they alone decide who may come and go. The Lift In the center of the promenade is a small arcanotech engine consisting of a motor, winch, stout arm, and steel cable. The cable runs downward to an iron basket suspended at the end. The basket is kept up on the platform except when it is in use. Two veteran guards stand at the top of the lift as well as one operator (commoner stat block). Like everything at the derby, the lift runs on trolleum and has an ample tank kept at least half full at all times. Up to eight Medium creatures can fit in the basket, which lowers through a hole in the floor surrounded by an iron railing and gate. The weight limit for the lift is 3,000 pounds. It takes 5 rounds for the lift to move between the grandstand and the ground. The lift is the only sanctioned method of reaching the grandstand. Only Thundrous and her lieutenants can grant people use of the lift, though Thundrous has a standing offer inviting anyone who wins a race or a big gambling jackpot to join her above. Rarified Air The wealthy and powerful breathe different air than the common rabble here at the derby. Due to its height, the grandstand is above the trolleum smog. Creatures do not have to wear protective masks or other gear to filter the air when they are up on the grandstand. The Finer Things75 The promenade features every luxury the wastes can provide—for a price. Fine food, drink, drugs and alcohol, clothing and jewelry, services, and more can all be found here, though prices are about 50 percent higher. There are even medics who can provide basic medical treatment, though most of the time they are removing poison from wealthy patrons who have overindulged. 75. See the “Settlement Industry and Trade” section on p. 74 of chapter 2. THE STACKS Surrounding the outside of the great rib cage is an outer ring of rusting chassis, mangled arcanotech, and makeshift shanties known as the Stacks. Vehicles wrecked beyond repair wind up here after they are picked over by the Chop Shop. This gigantic ring around Derbytown proper serves as the residence of the less fortunate of the community and as a lazy defensive line. Together, this ring is known as the Stacks. Stack Dwellers The poor of Derbytown reside in the Stacks. The areas closest to the main thoroughfare are relatively pleasant, with stable buildings, a small clinic, and a makeshift marketplace. Traveling farther from the main town and into the Stacks, however, the buildings become ramshackle leantos, tents, and holes in the sides of scrap piles. A few brave souls make their homes atop stacks of scrap and wreckage, claiming the altitude provides some shelter from thieves and a hint of cleaner air. Unfortunately, those towers are also prone to collapse. More than once have lives been lost in such an event. Rust and Slag The entire ring of the Stacks is littered with jagged, rusty scrap piled sometimes 50 feet high, interspersed with pools of slag containing runoff from iron smelting and trolleum byproducts. The whole area is difficult terrain. A creature that falls or is knocked prone in the area must succeed on a DC 10 Dexterity saving throw or land on a serrated piece of rusty metal, taking 2d4 slashing damage. The creature must then attempt a DC 11 Constitution saving throw, contracting sewer plague76 on a failure. Searching for Salvage TheChop Shop strips most wrecks and salvage to the bone, but occasionally something slips by them or gets deposited here directly. Some of the wreckage deeper in the Stacks predates today’s Derbytown gangs and stretches back to the original technomancers, so an enterprising salvager can still find materials and items of value here. To search for valuable salvage, characters must first decide how deeply they are willing to dig, knowing that disturbing the towering piles of junk could cause a collapse. Sometimes, digging deeply in the wreckage can also awaken creatures slumbering in the rust warrens below. When a creature decides to search the Stacks for salvage, the GM rolls 3d6 + 6 in secret. The result represents how many hours must be spent digging in an area before something of value is discovered. Next, the creature salvaging the area rolls a 2d10. The result determines how many hours they can salvage before an incident occurs. For each creature engaging in a single salvage operation, add +1 to the 76. See the DMG for this disease. CHAPTER FIVE • weird wasteland locations 234 weird waStelandS
creature’s roll.77 GMs may decide that using a guide, dowser, or a tip from a local might give creatures a better chance as well, allowing for further modifiers. If the GM’s number is higher than the creature’s number, the creature searches for a number of hours equal to the GM’s roll, then the pile collapses, and the creature finds nothing of value. The GM then rolls on the Stacks Salvage Incidents table to determine what happens as a result of the collapse. If the creature searching the Stacks rolls a result higher than the GM’s, the creature spends a number of hours equal to its roll searching before they uncover something of value. The GM then rolls on the Stacks Salvage Treasures table to see what the creature finds. If the numbers are the same, a collapse occurs and the creature’s attempts to salvage are successful. STACKS SALVAGE INCIDENTS d6 INCIDENT 1 The toxic dust from the wreckage wears on you. All creatures engaged in salvaging suffer one level of exhaustion. 2 A huge pile of rusty scrap collapses on you. All creatures engaged in salvaging must attempt a DC 15 Dexterity saving throw, taking 2d6 bludgeoning plus 2d6 slashing damage on a failure, or half as much on a success. 3 You rupture a tank, releasing a cloud of toxic fumes in the area. All creatures engaged in salvaging must succeed on a DC 15 Constitution saving throw or take 4d6 poison damage. 4 You accidentally breach a den of monsters. All creatures engaged in salvaging are attacked by 2d4 rust monsters. 5 You unearth and activate a scrap golem with your rummaging. All creatures engaged in salvaging are attacked by a scrap golem.78 6 You are so busy searching for loot, you don’t notice the monster creeping up behind you. All creatures engaged in salvaging are attacked by a black pudding. 77. Characters who choose the ranger Scavenger archetype from chapter 1 can add their proficiency bonus to their 2d10 roll. 78. This scrap golem is equivalent to one conjured by a 5th level spell, giving it an AC of 16, 50 hit points, two attacks, an attack bonus of +6, and a damage bonus of +5 to each attack. This scrap golem has a Challenge Rating of 2. STACKS SALVAGE TREASURES d6 TREASURE 1 Spare parts worth 50 gp per creature engaged in salvaging 2 A moisture-recycling bio-suit79 3 A +1 hexsteel weapon80 (GM’s choice) 4 A beam thrower (rifle)81 5 A drum containing 20 gallons of trolleum82 6 One rare arcanotech device83 SQUAMOUS MAGNEDON At the far end of the great beast’s ribcage where its skull once was is the Pit. There, 20-foot-tall curved piece of bone that was once part of the great beast’s mandible creates three walls around a large opening. The Pit’s fourth wall is a 6-foot-thick, 20-foot-tall wall of rusted scrap. The enclosure serves as a pen for a squamous magnedon, an electromagnetic, flightless dragon that consumes scrap. The Derbytown leadership and Chop Shop employees feed it wreckage from time to time, both to dispose of of the debris and to keep the creature happy. A kobold scavenger ranger named Scrappy serves as the dragon’s caretaker, though it is unclear whether or not the dragon listens to or cares about Scrappy at all, despite the kobold’s insistence to others that it does. The wall surrounding the Pit is exceptionally difficult to climb, as it continuously shifts. A creature must succeed on two successive DC 15 Strength (Athletics) checks. These two checks take 2 rounds to complete; during the time between them, the climbing creature is exposed on the wall and is visible to the squamous magnedon. The bone walls can be successfully climbed with one successful DC 15 Strength (Athletics) check. Lair Actions Squamous magnedons seek out locations rich with the rusting hulks of metallic structures and vehicles, using the metal as both food source and lair. When constructing its lair, it pushes metal objects into a large ring that serves as a makeshift wall. At the ring’s center, it piles its 79. More information about the moisture-recycling bio-suit can be found on p. 83 in chapter 2. 80. More information about hexsteel weapons can be found on p. 96 in chapter 2. 81. More information about beam throwers can be found on p. 95 in chapter 2. 82. See the “Variant Rule: Fuel” sidebar on p. 86 in chapter 2 for more info. 83. More information about rare arcanotech devices can be found on p. 94 in chapter 2. CHAPTER FIVE • weird wasteland locations weird waStelandS 235
A vehicle’s proficiency bonus is determined by its rarity as detailed in chapter 2. If you aren’t using the vehicle rules in chapter 2, assume Large or smaller vehicles have a proficiency bonus of +2, and Huge or larger vehicles have a proficiency bonus of +3. (See the “Proficiency Bonus by Rarity” table on p. 85 of chapter 2 for specific info.) favorite metallic objects into a hoard on which it sleeps. The squamous magnedon leaves a dozen or more Medium or Large metal objects scattered around the open area within the ring to use as projectiles should anyone invade its lair. On initiative count 20 (losing initiative ties), the squamous magnedon takes a lair action to cause one of the following effects. The squamous magnedon can’t use the same effect two rounds in a row: ■ The squamous magnedon ionizes the air around it. Until the squamous magnedon chooses a different lair action, arrows, bolts, and other ordinary projectiles launched at the squamous magnedon are deflected upward and automatically miss. (Boulders hurled by giants or siege engines and similarly large projectiles are unaffected.) ■ The squamous magnedon magnetizes one Medium or Large metallic object within 60 feet of it, flinging it across the battlefield. Each creature in a 20-foot square centered on impact within 120 feet of the squamous magnedon must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. ■ The squamous magnedon consumes one Medium metallic object it can reach, healing it 21 (6d6) hit points. DEMOLITION DERBY ARENA Just inside the perimeter of the great beast’s ribcage runs a ribbon of hard packed dirt and stone 30 feet wide. The track is about a mile long, with a 10-foot-tall, 2-foot thick, solid iron wall around the inside and outside of the track. There are several bolted iron doors in the walls to allow vehicles and clean-up crews access to the track. Along the top of both barriers runs a 5-foot-wide walkway with railings where people crowd in to watch the races. Bridges cross over the racetrack every few hundred feet, connecting the inner area with the ribs outside the track. Near the entrance to Derbytown and what remains of the great beast’s pelvic bone, a small grandstand overlooks the start and finish line. The race office can be found underneath the grandstand. Here, people can register for the daily races and view upcoming race schedules. When someone wishes to register for a race, they have three choices. They can compete in what is called a clean race, which is a race for time with vehicles built for speed. This is the least destructive competition at the Demolition Derby. Alternatively, they can choose to participate in the Meatgrinder, a race in which the track is littered with obstacles and traps, and cars can be outfitted with weapons and armor. The final option is a competition in the Thunderdome, a massive cage in the center of the racetrack where two or more vehicles battle it out until there is only one victor. Clean Races When someone wishes to participate in a clean race, they must enter with a vehicle of Large size or smaller. The base speed of each vehicle is equal to its proficiency bonus, which can range from 2 for a common vehicle up to 6 for a legendary one. That number serves as a vehicle’s base speed for the race, but smart or lucky driving can put a vehicle with lower speed ahead of its competitors. profile: squamous magnadon Personality: The squamous magnedon is brutal and violent, reveling in destruction and direct confrontation. Ideal: Power. The squamous magnedon sees itself as master of its domain and asserts dominance over all who enter. Bond: The squamous magnedon cares only for its scrap hoard. Flaw: The squamous magnedon is unintelligent and does not truly understand the function or value of items in its possession. Legend: The squamous magnedon is a malevolent and aggressive creature that lairs in and consumes rusting metals. Thundrous, Derbytown’s current chief, coaxed it into the Pit long ago and has kept it relatively pacified with a steady diet of wrecks from the derby. Some folks say that’s the reason the derby exists in the first place—to produce enough wrecks to keep Thundrous’s monstrous pet well-fed and pacified. CHAPTER FIVE • weird wasteland locations 236 weird waStelandS
For simplicity, we recommend a onelap race with two competitors. However, if this becomes a major plot point in your foray to the Derby, the rules can scale in both race length and number of competitors. A 4-lap, 6-vehicle race can take some time to get through, but bring quite the excitement! Races are commonly one lap, divided into four quarters, with two competitors. At the Demolition Derby, each quarter spans one-fourth of the mile-long track. For each quarter in any race, all drivers must choose their strategy secretly from the following list (GMs choose for the NPC racers). Once everyone has chosen, they all reveal their choices simultaneously. Once the choices are revealed, they cannot be changed. 1. Draft. You choose to hug a competitor’s back bumper, letting them cut through the wind for you. At the last minute, you accelerate and dart past them. 2. Speed. You put the pedal to the metal and drive full speed ahead. 3. Swerve. You swerve to the side, losing a bit of speed but making yourself less predictable. When vehicles are racing, the outcome of each quarter is determined according to the following rules. At the end of a quarter, the driver who chooses the winning strategy is in the lead. 1. Draft beats Speed. By drafting behind someone going full speed, you reserve a bit of acceleration you can use to leapfrog past them. 2. Speed beats Swerve. You burn rubber past an opponent who tries to swerve in front of you. 3. Swerve beats Draft. By swerving, you prevent someone from trying to draft behind you. To determine the winner of the race, add +1 for every quarter a driver was in the lead to their base speed. The driver with the highest result wins. For example, if two common vehicles (base speed 2) race and each vehicle was in the lead at the end of two quarters, they tie the race. If one of them wins three quarters, that driver wins the race. If a common vehicle races an uncommon one, the uncommon vehicle begins with an advantage, because it has a base speed of 3 compared to the common vehicle’s 2. Still, if the common vehicle wins 3 of the 4 quarters, its final score will be 5 (2 for its base speed and 3 for its three quarter wins), whereas the uncommon vehicle’s final score will only be 4 (3 for its base speed and 1 for its single quarter win). A common vehicle can even tie a legendary one if its driver wins all four strategy choices, bringing both vehicles’ scores to 6! When more than two vehicles wish to race at once, the same rules apply, with one addition. When drivers reveal their strategy, compare everyone’s choices. If all three strategies are included in the choices revealed, or if only one strategy is chosen, then everyone chooses again. Keep having drivers choose and reveal strategies until there are only two strategies among the revealed choices. Then all drivers who chose the winning strategy get a +1 to their overall score. Continue this way until the race is complete and tally the results (base speed + 1 point for every quarter won). Meatgrinder The Meatgrinder is the nickname for a race in which the racetrack has been trapped. The traps can be minor, like obstacles, ramps, and rough ground, or major, like spikes, pits, and fire. A Meatgrinder race follows the same rules as those in a clean race with an additional element of challenge. Now, for each quarter, each driver must also make an check to navigate the danger each stretch of the track presents. GMs choose one or roll one danger for each quarter from the Meatgrinder Minor Dangers or Meatgrinder Major Dangers table, deciding just how deadly this run will be. All racers encounter the same danger and choose their strategy before the danger is revealed. Once all racers reveal their strategy, the GM describes the danger, and each driver attempts an ability example race scenario Dogbite and the Anomaly enter a race. Dogbite is driving a common vehicle (base speed 2), but the Anomaly has an uncommon vehicle (base speed 3). When they begin, the Anomaly has the advantage. In the first quarter, Dogbite chooses the draft strategy, whereas the Anomaly chooses speed. Since draft beats speed, Dogbite leads at the end of this quarter, earning them 1 point toward their score. At the beginning of the second quarter, the two racers are tied at 3 overall points. Seeing that Dogbite is drafting, the Anomaly chooses to swerve in the second quarter. Dogbite is clever, though, suspecting that the Anomaly might do so. Thus Dogbite decides to speed, again winning the quarter (speed beats swerve) and pulling into the lead with an overall score of 4 to the Anomaly’s 3! CHAPTER FIVE • weird wasteland locations weird waStelandS 237
check to determine success or failure. Each driver’s points are calculated based on the Outcome column of in the respective Dangers table, and the winner of each quarter gets a point toward their total score as normal. The DC for each challenge scales based on the cumulative level of the participating vehicles. To determine the group’s average vehicle level (AVL), add up the total base speed of all the vehicles participating in the race and divide the result by the number of vehicles, rounding down. Consult the Meatgrinder Danger DC by AVL table to determine the DC for the quarterly dangers. MEATGRINDER MINOR DANGERS84 d6 DANGER ABILITY CHECK REQUIREMENT OUTCOME 1 Solid Barricade Dexterity (Land Vehicles) to avoid On a failure, you hit a barricade and suffer −2 to your race score. Your vehicle suffers damage equal to 1/5th its hit point maximum. 2 Narrow Ramp Dexterity (Land Vehicles) to navigate On a success, you make up ground and gain +1 to your race score. 3 Rough Road Strength (Athletics) to navigate On a failure, you are forced to slow down and suffer −1 to your race score. 4 Smokescreen Wisdom (Perception) to navigate On a failure, you bump into a wall and suffer −1 to your race score. Your vehicle suffers damage equal to 1/10th its hit point maximum. 5 Oil Slick Wisdom (Perception) to avoid or Dexterity (Land Vehicles) to navigate* On a failure, you spin out and suffer −2 to your race score. 6 Loop† Charisma saving throw to brave the loop On a success you brave the loop and are launched forward, and you gain +2 to your race score. On a failure, you lose your nerve and swerve to avoid the loop, and you suffer −2 to your race score. If you choose to avoid the loop, your race score is unaffected. MEATGRINDER MAJOR DANGERS85 d6 DANGER ABILITY CHECK REQUIREMENT OUTCOME 1 Mud Pits Wisdom (Perception) to avoid On a failure, you suffer −3 to your race score. 2 Swinging Boulders Wisdom (Survival) to navigate On a failure, you suffer −1 to your race score. Your vehicle suffers 6d12 bludgeoning damage. 3 Fire Geysers Dexterity (Land Vehicles) to navigate On a failure, your race score is unaffected, but your vehicle suffers 10d8 fire damage. 4 Spike Traps Wisdom (Perception) to avoid or Dexterity (Land Vehicles) to navigate* On a failure, you suffer −2 to your race score. Your vehicle suffers 5d12 piercing damage. 5 Acceleration Pads† Strength (Athletics) to use On a success, you are propelled forward and gain +2 to your race score. On a failure, you spin out and suffer −2 to your race score. If you choose to avoid the acceleration pads, your race score is unaffected. 6 Triggered Pistons Intelligence (Investigation) to avoid On a failure, you suffer −3 to your race score. Your vehicle suffers 10d12 bludgeoning damage. 84. Entries marked with an asterisk (*) indicate driver’s choice. Entries marked with an obelisk (†) are optional; drivers perceive these dangers without having to make a check and can choose to attempt to utilize the dangers to their advantage or avoid them. 85. Entries marked with an asterisk (*) indicate driver’s choice. Entries marked with an obelisk (†) are optional; drivers perceive these dangers without having to make a check and can choose to attempt to utilize the dangers to their advantage or avoid them. MEATGRINDER DANGER DC BY AVL AVERAGE VEHICLE LEVEL DANGER DC 2 10 3 12 4 14 5 16 6 18 CHAPTER FIVE • weird wasteland locations 238 weird waStelandS
Thunderdome In the center of the great beast’s skeleton on the inside of the racetrack lies the Thunderdome, a huge arena enclosed like a cage and built specifically for vehicular death matches. The Thunderdome is a circular space 500 feet in diameter, with a 30-foot-tall iron cage running around its exterior. The roof is open to the air, allowing those above the Rib or in the grandstand to view the arena without obstruction. The Thunderdome can accommodate up to eight Huge or smaller vehicles. Destruction Match In classic Thunderdome destruction matches, two vehicles enter, one vehicle leaves. Often, however, up to eight vehicles participate at once in a destruction match. Combat is conducted between vehicles according to the normal vehicle combat rules.86 Vehicles that participate in these matches usually have weapons and armor. The driver of the vehicle that survives the longest (the only vehicle still functioning when all competitor vehicles are reduced to 0 hit points) is the winner. Death Match While destruction matches end when all but one vehicle is destroyed, death matches continue there’s one driver left standing. Thunderdome death matches only occur when a dispute cannot be settled otherwise or to execute criminals and prisoners. The prisoner is given a common 86. See the “Vehicle Combat” section in chapter 2 for more info. vehicle, and they must compete against one of the best drivers in Derbytown (in a very rare or legendary vehicle). If both vehicles are destroyed, the fight continues between the two drivers with whatever weapons or means they have until one of them is dead. Oftentimes, competitors lose their nerve, abandon their vehicles, and attempt to climb out of the Thunderdome. Creatures can climb the side of the dome, but doing so requires a series of successful Strength (Athletics) checks, and the DC for each check increases as the creature climbs (DC 10 for the first 10 feet, DC 13 for the next 10 feet, and DC 17 for the final 10 feet). Climbing out is seen as a failure by the audience, and results in a punishment you may deem appropriate for your table. Sometimes, audience members throw weapons and other debris into the Thunderdome for drivers to use in the battle. suggested encounters The Derbytown Encounters table lists both the creatures that lair in or near Derbytown and creatures who have some reason to visit. Each entry contains a brief description of the creatures and a prompt for an encounter scenario. The encounter descriptions detail any modifications to the base creature stat block and special considerations for running the encounter. The GM may use their preferred method for determining who or what the party encounters at the location. Estimated difficulty is based on a party of four adventurers of 8th level. CHAPTER FIVE • weird wasteland locations weird waStelandS 239
DERBYTOWN ENCOUNTERS d8 ENCOUNTER DIFFICULTY 1 Junk Town Blues Easy 2 Vehicle on the Fritz Easy 3 Bookie Bullies Medium 4 Bragging Rights Medium 5 Paranoid Android Hard 6 Shady Salvage Hard 7 Missing Driver Deadly 8 The Heist Deadly JUNK TOWN BLUES A shabbily dressed dwarf approaches you, the smell of sweat wafting with her. She tugs her beard earnestly and says, “Hey! Wanna win yer next race? I can soup up yer ride something fierce, make it fly like the wind! I just need some coin for my efforts, yeah?” The vagrant’s name is Brigid (chaotic good dwarf), and she is in fact a mechanic who can augment a vehicle for 25 gp. Characters who succeed on a DC 10 Wisdom (Insight) check to determine her intent discover that she speaks truthfully and is firm on her price, though she may consider scrap or other barter in place of gold. If the characters rebuff her, she curses them and wanders off. If they accept her offer, she asks to be brought straight to their vehicle to get to work. Brigid tends to get caught up in her work and can be unreliable. She shoos the characters away, telling them that she can’t work with them standing around because it makes her nervous. She is telling the truth, but it is better to stay and observe her; otherwise, she gets carried away and dismantles the vehicle’s engine entirely, rendering it inoperable for 24 hours, the time it takes her to reassemble it. A character who succeeds on a DC 15 Wisdom (Insight) check when Brigid begins her work discerns that she needs careful management to keep her on task. If she is watched while she works, or if she is allowed to completely dismantle and reassemble the vehicle, the vehicle’s rarity improves by one level (common becomes uncommon, uncommon becomes rare, etc.) for one race, after which it returns to its original rarity. Otherwise, it is left disassembled, and someone else must reassemble it. VEHICLE ON THE FRITZ Suddenly, a runaway vehicle hurtles by, its engine on fire. It’s headed right for you! A common-quality, Medium-sized, flaming vehicle is careening toward the party and will undoubtedly cause further destruction if it isn’t stopped. The vehicle is on fire and the driver is unconscious, although in the intense moments leading up to an encounter, characters may not be able to perceive the driver. The vehicle has already sustained damage and only has 20 hit points. As a Medium vehicle, it also has a damage integrity score of 15. If the vehicle drops to 0 hit points, it stops. The characters have 1 round to react before the car either barrels into them (or whatever is behind them if they jump out of the way).87 Dodging out of the way requires a successful DC 12 Dexterity saving throw. If the car strikes a creature, the creature suffers 6d6 bludgeoning damage, but the vehicle comes to a stop and the driver (who has fainted from the heat) survives. If the vehicle crashes, it is destroyed, and the driver dies. BOOKIE BULLIES A group of unofficial bookies is looking to bully bettors. The leader, a one-eyed gnome, chuckles and says, “So, looking to make a profit, are ya? Well, why don’t you bet with us? We’ll give you better odds than them slugs in the Rib. Trust me,” he says with more than a hint of menace, “you don’t wanna pass up this deal.” Reginald the gnome and his posse of violent bookies are looking for any excuse to start a fight. If you refuse to bet with them on the next race, or if you win and request your winnings, Reginald whistles, and he and his fellow bookies attack! There are an equal number of bookies as there are characters. If the characters are 5th–7th level, the bookies use the bandit captain stat block. If the characters are 8th level or higher, they use the veteran stat block. Reginald and his crew flee when either Reginald himself or two other bookies fall in combat. Because these bookies are operating independently of Derbytown leadership, characters who fight or kill them face no repercussions. BRAGGING RIGHTS A greasy elf approaches you and snickers. He says, “Well, look at you lot. Think you belong here in Derbytown? I doubt it. Why don’t you prove it? I’ll bet you that me and my boys can crush you in a race. Come on, let’s see what you got.” A pompous Arcanotech Cabal88 faction agent named Brenerath challenges the party to a high-stakes vehicle challenge. If the characters ignore Brenerath or reject his 87. Amp up the danger in this encounter by putting a residential building right in the line of fire behind the party. This will (hopefully) entice them to do more than just dodge out of the way to save themselves and can create opportunities for more fun or mayhem. If the party stops the vehicle and rescues the driver, the driver may show up to help them later. If the party lets the vehicle crash into the building, residents of Derbytown may regard them with ire as their quest continues. 88. See p. 140 in chapter 4 for more information about the Arcanotech Cabal faction. CHAPTER FIVE • weird wasteland locations 240 weird waStelandS
challenge, he begins to mock them loudly, calling them cowards and tourists. He begins wandering through the public areas of Derbytown, informing everyone of their weakness. If challenged, he insists, “It’s called Derbytown for a reason, fools. Race, or get out.” Due to Brenerath’s influence, all the characters have disadvantage on Charisma ability checks they make in Derbytown for the next 24 hours. If the characters continue to refuse, Brenerath eventually relents. If they accept his challenge, however, the characters must acquire a vehicle, choose a driver, and participate in the race. Brenerath drives a Large uncommon vehicle. He uses the bandit captain stat block, and he has proficiency with land vehicles (+2 proficiency bonus). Brenerath lets the party choose between a clean race or a Meatgrinder race against him, though he does mock them if they choose the former. PARANOID ANDROID A messenger, a halfling child from the Stacks named Pillbug, delivers a request from a powerful person in Derbytown who needs some discreet help. The author of the message promises to share the history of Derbytown, as well as a few of its secrets, if you meet and hear them out. They ask to meet after dark in a quiet area of the outer ring, between two of the great beast’s ribs. The messenger does not know the sender but believes the message to be authentic, because they have delivered messages for this anonymous person before. If the party agrees, they find nothing but a parked car in the spot described. If they approach, the car’s lights come on, and a rumbling, tinny voice echoes out from beneath the hood. It’s Vectro-3000, the awakened arcanotech car! Vectro-3000, or V3 as its friends call it, is worried that the boss, Thundrous, is planning to replace it as her ride. The voice states, “Thundrous has been keeping secrets from me lately, and we used to be so close! I think she’s considering an upgrade. I gotta find out! She…she means everything to me.” Vectro is in love with its boss, Thundrous, though the feeling is not reciprocated. To Thundrous, Vectro is more like a loyal friend or trusty steed, not a love interest. Even so, V3 insists that it must know if the boss plans to replace it with a newly built hot rod. The awakened car continues, saying, “I have learned that Thundrous is keeping some blueprints in her luxury box in the grandstand above Derbytown. If you could sneak in, swipe them, and bring them to me, I’ll make it worth your while!” The car offers to pay 100 gp per character if they bring it the blueprints and offers the following information before they set out: ■ The location of a beam rifle and a glyph orb89 hidden in the Stacks ■ The complete history of Derbytown90 ■ Details about any NPC the player characters are interested in 89. The beam rifle and glyph orb can be found on pp. 95 in the “Sample Arcanotech Devices” section of chapter 2. 90. You can read Derbytown’s “Background” section from p. 230 to the players as V3’s summary of the history of the town. CHAPTER FIVE • weird wasteland locations weird waStelandS 241
vectro-3000 Large construct, neutral Armor Class 16 (natural armor) Hit Points 82 (11d10 + 22) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 15 (+2) 17 (+3) 12 (+1) 11 (+0) Saving Throws Str +9, Con +5 Skills Arcana +6, History +6, Nature +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned Senses passive Perception 11 Languages Common Challenge 6 (2,300 XP) Proficiency Bonus +3 TRAITS Constructed Nature. Vectro-3000 doesn’t require air, food, drink, or sleep. Damage Integrity. Vectro-3000 has a damage threshold of 25. If Vectro is hit by a single instance of damage that fails to meet its integrity score, it instead takes no damage. If the damage it takes equals or exceeds 25, it suffers the damage as normal. Immutable Form. Vectro-3000 is immune to any spell or effect that would alter its form. Ramming Charge. If Vectro-3000 moves at least 20 feet straight toward a creature and then hits it with a Collide attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Siege Monster. Vectro-3000 deals double damage to objects and structures. Spellcasting. Vectro-3000 is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Vectro-3000 has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, mending 1st level (4 slots): comprehend languages, detect magic, jump, shield 2nd level (3 slots): detect thoughts, enlarge/reduce 3rd level (3 slots): fireball, fly, haste 4th level (1 slot): greater invisibility, wall of fire ACTIONS Collide. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. In order to get the gp reward, the characters must infiltrate or get an invitation to the grandstand, slip into Thundrous’s luxury box, and steal the blueprints. She keeps them on a side table in plain view. The blueprints reveal that Thundrous does not in fact plan to replace Vectro! The blueprints are for a new garage for the awakened car, a significant upgrade from the vehicle’s current digs. If Thundrous ends up discovering Vectro’s plot, she chides the car, saying that she thought a new garage would compensate her friend for her inability to go riding in the wastelands like they used to do together. If the characters are caught trying to steal the blueprints, they may be banished from Derbytown. SHADY SALVAGE A merchant approaches and offers to sell you a map to some valuable salvage in the Stacks, but only on the promise that you pay up front. “I’m telling you,” the charming tiefling says, “this could be the find of a lifetime!” The tiefling, Continence, wants 50 gp for a small piece of scrap metal with a map etched into it. A characters can attempt to convince Continence to lower the price of the map with a DC 15 Charisma (Intimidation) or Charisma (Persuasion) check, but he won’t part with it for less than 30 gp. The tiefling is telling the truth as far as he knows, though he has not personally ventured to the part of the Stacks mentioned on the map. The map depicts an area of the Stacks just outside the Pit, the squamous magnedon’s pen. On the map at the supposed location of this valuable salvage is a tiny etching of a door with an arrow pointing at it. Allegedly, the salvage lies behind the door. If the characters travel to the location, they do indeed find the door, though they must move some heavy scrap to get to it. The door itself is in the side of a veritable mountain of scrap that serves as a part of one of the Pit’s walls. When they open the door, an avalanche of scrap slides down the pile, blocking the path behind them and opening up the area before them, leaving them trapped in the Pit! When the scrap settles, a voltaic caster lands at their feet. 91 The squamous magnedon92 is alerted by the noise and comes to investigate, intending to eat whoever it finds. 91. More info about the voltaic caster can be found on p. 97 in chapter 2. 92. The squamous magnedon stat block can be found on p. 308 of chapter 6. CHAPTER FIVE • weird wasteland locations 242 weird waStelandS
The party can opt to fight the squamous magnedon or attempt to climb out of the Pit. A creature must succeed on two successive DC 15 Strength (Athletics) checks in a row (over the course of 2 rounds) to climb out. MISSING DRIVER A greasy halfling in filthy overalls runs up to you, panting. “You there! You all look minimally competent! Can any of you drive? We have a match in the Thunderdome in five minutes and our driver has disappeared! We got a huge chunk of gold riding on this and we can’t back out. Can you help? If one of you can drive, we’ll split the winnings with you!” A pit crew is trying to find someone to replace their driver who has gone MIA, and their race starts in 5 mintues. The halfling, Socketwrench, offers to split the winnings between his crew and the party if one of the characters is brave enough to take the driver’s place. Unless asked directly, Socketwrench doesn’t specify that they are actually entering a death match in the Thunderdome. Once the vehicle is situated in the Thunderdome, the announcer declares that the death match has begun! The other characters can help by throwing items into the arena. They are also permitted to cast supportive or healing spells on their fellow party member, although casting spells that affect other drivers or their vehicles is not allowed. THE HEIST An angelic-looking human woman with flowing black hair approaches with an offer, saying, “I’ve been watching you since you arrived, and I think you’re safe to approach with a business deal. But let’s keep it between us, shall we?” The woman is Vermillia of the Wastes (chaotic neutral human, spy stat block), a Derbytown native with a reputation for acquiring great wealth and spending it almost as quickly. She offers to buy the characters drinks and spends her time with them asking about their time in Derbytown, their thoughts about the town, and their goals there. If she feels safe disclosing her criminal plan, she divulges that she wants to pull off a heist. She has determined that there will be an opportunity tomorrow night to rob the vault inside the gambling den known as the Rib. Vermillia has learned the password to suppress the arcane lock protecting the vault cast by Galea, the wizard in charge of security. Vermillia and Galea were lovers until recently, when Galea broke it off (an event about which Vermillia holds a grudge). Vermillia also knows that Galea will be with her new lover Aralie, one of the Rib’s pit bosses, tomorrow evening at her place across town. Finally, she knows that bets are no longer taken after a certain time at night and the bookies and the public clear out, leaving only two veterans guarding the vault for about an hour, until Galea and Aralie return to guard the vault themselves. According to Vermillia, the group must be positioned near the Rib shortly before close. Vermillia enters at the last minute, insisting she be allowed to wait for Galea. The other employees still think she and Galea are lovers, as Galea has kept her new workplace romance a secret for fear of angering her bosses. Once only she and the two guards remain, she opens the door, allowing the party inside. They must subdue (but not kill!) the guards while Vermillia disables the arcane lock and successfully picks the lock on the vault door. The space within the vault is a 10-foot cube. It is protected by a permanent private sanctum effect. Its door has a heavy conventional lock as well as the arcane lock spell cast upon it. Picking the lock requires a successful DC 25 Dexterity (Thieves’ Tools) check. Forcing the door open is virtually impossible, requiring a successful DC 30 Strength (Athletics) check. Suppressing the arcane lock spell with a password lowers both DCs by 10. In addition, the door has a glyph of warding on it, set to detonate an explosive rune unless its password is spoken, which only Galea knows. Finally, the door also has Galea’s alarm spell on it. Within the vault are the gambling house’s winnings and the money that Thundrous uses to pay her staff and soldiers, totaling at least 5,000 gp at any given time. Rumor also has it that Thundrous stores several valuable arcanotech items in the vault, including an arc rifle, a hovering shield, a single dose of leprechaun juice, and a medusa hitch. 93 Vermillia calls the party over once the guards are dispatched. When the door is opened, the glyph of warding is activated unless one of the characters notices and dispels it beforehand. Vermillia does not know about its existence and doesn’t bother looking, confident that her plan is foolproof. She knows that Galea has an alarm spell set, but she also knows Galea is too far away to arrive in time if it’s triggered. Assuming the glyph of warding is not activated or the characters survive the explosion, they find approximately 1,000 gp, 2,000 sp, and 5,000 cp inside the vault. The gold weighs 20 pounds, the silver 40 pounds, and the copper 100 pounds, so carrying the money out may be problematic. There are no containers here, so characters must get creative when to comes to escaping with the money. Loading the coins into pockets, backpacks, or other containers takes 1 minute for every 1,000 coins taken. If the characters spend more than 2 minutes in the Rib after opening the vault, they exit to find Galea, Aralie, and three more veteran guards outside to stop them! If the characters kill rather than subdue any of the guards, they will be banished from Derbytown. 93. These items can be found on pp. 95, 96, 96, and 89, respectively. CHAPTER FIVE • weird wasteland locations weird waStelandS 243
rewards Presented here is a collection of treasures and rewards to be found within the area. EXPERIENCE In addition to standard experience awarded during combat, here are other experience awards that can be earned while exploring Derbytown: ■ Winning a bet in the Rib – 500 XP ■ Discovering some salvage of value – 1000 XP ■ Winning a race – 2000 XP ■ Winning a demolition derby – 3000 XP ■ Successfully completing an easy difficulty suggested encounter – 2200 XP ■ Successfully completing a medium difficulty suggested encounter – 4400 XP ■ Successfully completing a hard difficulty suggested encounter – 6400 XP ■ Successfully completing a deadly difficulty suggested encounter – 9600 XP V3 AND ME If the party calms Vectro-3000’s anxiety by stealing and presenting Thundrous’s blueprints, Vectro thanks them profusely and puts in a good word for them with the staff at the Chop Shop in addition to paying out their gp reward. Repairs and purchases are now 50 percent off for the characters! SALVAGING IN THE STACKS A collection of treasures and other useful items can be retrieved by searching for salvage in the stacks. If you’re using the scrounging rules from chapter 3,94 the stacks are an abundant resource site. putting it all together Derbytown can serve as an oasis in the wastelands. It is one of the only places where you can acquire a vehicle and have one refueled and repaired. The derby events also present exciting mechanical and storytelling opportunities, either by participating or betting on the outcomes. Beyond event winnings, the derby is an ample source of salvage and even offers players an opportunity to capitalize on a heist. Each of the features and suggested encounters in Derbytown can serve as an interesting diversion when the party visits to refuel or can play a central role in a more derby-focused story. 94. See the “Scrounging for Scrap” section on p. 128 of chapter 3. The seeds are present to make Derbytown an even larger part of your story as well. The stout walls and rich fuel deposits make Derbytown a sweet target for larger bands of raiders and bandits from elsewhere in the wastes. Perhaps a massive gang of raiders decides to launch an attack while the party is visiting. Perhaps the leadership of Derbytown enlists the party to help repel the invaders, with the promise of some sweet rides as a reward. Or maybe the characters want to do the invading themselves, leading a band of their own to assault the town. More socially savvy characters might also consider conducting a coup from within Derbytown, seizing control of its leadership for themselves. ADVENTURE HOOKS Presented here are four adventure hooks you can utilize to introduce your table to Derbytown. DERBYTOWN ADVENTURE HOOKS d4 ADVENTURE HOOK 1 The party encounters Thundrous’s old gang, the Ragin’ Riders, out in the wastes. They propose the party enter Derbytown as saboteurs, allow the Riders access to the interior of the complex, and help them seize control of Derbytown. The party can choose to help them with the attack or inform Thundrous of the threat. 2 The party finds a barely functional vehicle with just enough trolleum to reach Derbytown. A map painted onto the ceiling of the vehicle indicates a reward for anyone who returns the vehicle to its owner there. 3 A strange globe of haze hangs on the horizon, and the wind carries the occasional scent of burning trolleum. Perhaps some trolleum can be saved from whatever is burning? (In fact, it’s Derbytown!) 4 An elderly remembrancer asks the party to travel to Derbytown to discover its true history, which no one seems to know. He offers the party a beam rifle (or some other suitable gift) to return and tell him the tale. Vectro-3000 knows the whole story, but the party will have to win the vehicle’s favor before it will divulge. CHAPTER FIVE • weird wasteland locations 244 weird waStelandS
A war titan is an immense structure with a massive amount of resources available to anyone able to occupy and excavate it. RUMORS Presented here are ten rumors about Derbytown. 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. DERBYTOWN DERBY RUMORS d10 RUMOR 1 Folks say there is a motherlode of arcanotech in the ground beneath the magnedon’s lair. 2 Tusk, the beefy lieutenant in Derbytown, is itching to have his own pack. He might be the weak link in Thundrous’s chain. 3 A bounty hunter said that there’s a rich bounty out on the head of a woman last seen in Derbytown by the name of Vermillia. 4 Skilled Derbytown drivers have been going missing, and word around the Chop Shop says there might be a team of raiders out there abducting them. 5 People out in the wastes have been eyeing Derbytown for a long time, grumbling about how they spend their days wasting precious trolleum for their damned sport. That ain’t gonna be tolerated much longer. 6 There’s a bookie named Luckless Lars who has an inside line on info from the mechanics. For a price, he can give you the scoop to make sure your bets are winners. 7 The Derbytown driver named Dogbite is dirty; they’ll throw a race if the price is right. 8 The rich folk up in the grandstand are vampires, feasting on the blood of the poor down below. 9 Kids have been disappearing whenever they go to one especially derelict area of the Stacks. 10 Everyone in Derbytown leadership either is or was in a romantic entanglement with everyone else running things. rust wastes The battle here has raged since before living memory and has certainly outlived any humanoids that were party to its beginning. Those forged to carry out this war are still following orders, still fighting the good fight. The blasted wastelands are piled with the remains of titans and battlewagons aplenty, with parts recycled and rebuilt into the automated soldiers of the day because the battle is not yet over. The day is not yet won. background Whether the war in the Rust Wastes was territorial or simply grew from an argument over resources is unknown. Time has taken those answers, but the questions remain. When did these two forces, the AutoForged and the MimiCons, begin this fight? Why are they fighting? What are their objectives? Can they be forced to stop? These are all pertinent but not necessarily solvable. The Rust Wastes is the name given to a battlefield that has been active for centuries, long before most wastelanders can remember. The battle lines shift a bit year in and year out, but the resources of both sides ultimately result in an eternal stalemate. Centuries ago, the battle was fought by armies of humanoids piloting immense war titans. But as resources dwindled and the great machines were damaged beyond repair, the humanoids built smaller constructs from their shattered remains. New battles were fought to claim the salvage of these iron-sided corpses. As each titan was stripped or buried under the tides of war, the humanoids retreated, leaving their creations to continue the fight they started. Thus, the AutoForged and the MimiCons were born and, following the commands of their creators, they continue waging war against one another to this day. Now there is still battle, although no humanoids can be found among the robotic ranks. The remains of the last war titan, the Rust Colossus, are rumored to be buried somewhere in the Rust Wastes. No living creatures remain to give orders, but the two sides follow their original programming, endlessly fighting as they wait for new commands that will never come. CHAPTER FIVE • weird wasteland locations weird waStelandS 245