TEXT: 1
  
  2
  Author:  
   
  Mike Myler
  Writing and Design:  Mike Myler
  Editor:  
   
  Mike Myler
  Cover Artists:  
  Chanis Hanley, Mike Myler 
  Interior Artists:  
  Jacob Blackmon, Chanis Hanley, 
   
   
   
  Indi Martin, Mike Myler, Sara Shijo
  Stock Artists:  
  Rick Hershey, Rian Trost
  Cartographer:  
  Mike Myler*, ProBono,  
   
   
   
  TechnoShaman
  Graphic Artist:  
  Mike Myler
  Publisher:  
   
  Jason Nelson
  Executive Partner:  Neil Spicer
  Business Director:  Rachel Ventura
  *Some map icons from “Cityographer Modern Map Icons”, 
  “Cityographer Medieval Map Icons”, “Cityographer Post-Apocalyptic 
  City Map Icons”, and “Cityographer Futuristic City Map Icons” by 
  artist Keith Curtis and “Dungeonographer Dungeon Map Symbols/
  Icons” by artists Robert Altbauer & Keith Curtis.
  Open Content: Subject to designation as Product Identity (see 
  below), the only portion of this Legendary Games product designated 
  as Open Game Content is the rules content (creature stat blocks and 
  names of skills, etc., taken from the SRD) as defined in the Open 
  Game License version 1.0a Section 1(d). The front and back cover, 
  back matter, introduction and Credits page, as well all other parts 
  of this product including all text not specifically designated as Open 
  Game Content is not Open Game Content. No portion of this work 
  other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1.0a, 
  Section 1(e), and are not Open Content: Legendary Games, 
  Legendary Planet, the Legendary Games Logo, Adventure Path 
  Plug-In, the Mike Myler logo, Hypercorps 2099, as well as all 
  trademarks, registered trademarks, proper names (including the 
  names of each character, location, item or monster unique to this 
  product), dialogue, plots, storylines, locations, characters, artworks, 
  and trade dress, but excluding any content that is Product Identity 
  of Wizards of the Coast. (Elements that have previously been 
  designated as Open Game Content are not included in this 
  declaration.) 
  Reference in non-Open Game Content (thus not covered by the 
  Open Game License) in this work to content owned by others is not 
  a challenge to their ownership and is used under Fair Use.
  .
  Table of contents
  Table of contents
  Bally n’ Tour Player Map...…………...………....6 
  Bally n’ Tour.....................……………..….….7-11 
   
  Leveling and Using the Map……….....…7 
   
  Fast Searching a Ruin.............................7 
   
  Ending the Adventure...............................8 
   
  Brain Slugs..........................................9-11 
   
   
  Responsible Brain Slugs.................9 
   
   
  Slug-Brained Template.............9-10 
   
   
  Brain Slug....................................10 
   
   
  Noticing Slug-Brained Survivors...11 
   
   
  Slug-Brained Wastelander............11 
  Manpower.................................................12-16 
   
  Shake Spears Tribe..........................12-13 
   
  Raider Abductees ............................13-14 
   
  Hunter Band...........................................14 
   
  Bureau Escapees...................................14 
   
  Everhammer Dwarven Clan..............15-16 
   
   
  Everhammer Cave Map..............28 
   
  Interdimensional Refugees....................16 
  Natural Resources.....................................16-18 
   
  Abandoned Radcows........................16-17 
   
  Stop N Shop...........................................18 
  Technology................................................18-23 
   
  Hidden Science Lab..........................18-19 
   
  Harold’s Junk..........................................20 
   
  Z To A Hardware................................20-21 
   
   
  Old Fission Tooth.........................21 
   
  Run Down Refinery...........................21-23 
   
   
  Refinery Map...............................22 
  Combat Index..............................................22-27 
   
  Walker.........................……..…............22 
   
  Atomic Army Cadet…………...…............23 
   
  Geargrunt………………..……...........23 
   
  Slaarsh Initiate………………………........24 
   
  Technomage Adept……………………....25 
   
  Bureaucrat.........................................26 
  VTT Maps, OGL...........................................28-39 
  
  3
  Pockets of Earth are decimated by nuclear war in 1969 after 
  the Bay of Pigs escalates into World War 3 and atomic weapons 
  are unleashed across the planet. alter sapiens  both human 
  and demigrant put aside their differences and use their powers 
  to create safe havens across the globe, saving those they 
  can from nuclear devastation. Almost a century and a half 
  has passed since the atomic apocalypse and through tireless  
  scientific effort, areas of the world are becoming livable 
  once more and civilization is creeping out to seek out life 
  under the sun once again—though doing so means surviving in 
  the Wasteland and many believe they were better off locked 
  away in their shelters.
  The vast majority of the surface’s population died in 
  the horrors of the nuclear onslaught or the madness that  
  followed it when in 2076 a dimensional flux rippled across 
  the planet. Those few inside of the shelters and safe from 
  the radiation seething across the world found they were  
  empowered to be smarter, tougher, and stronger than their 
  ancestors, gifted with abilities like the alter sapiens that 
  saved the human race. Survivors on the apocalyptic Wastelands, 
  however, gained powers that cursed their already sickly  
  bodies and transformed them into horrifying mutants, dreaded 
  mordors, mindless walkers ravenous for flesh, or worse. The 
  championing of science in the shelters over the last 140 years 
  was often seen as the last ray of hope for the planet but in 
  action these underground laboratories add terrors to the 
  landscape more often than not, unleashing survivors made 
  into freakish experiment subjects or releasing automatons 
  gone mad.
  Humanity’s disparate tribes are braving the Wastelands 
  seeking one another and attempting to forge something from 
  the ashes of civilization, but even surviving is practically  
  impossible and leaves little room to be concerned with  
  anything else. The most powerful alter sapiens have turned 
  the sanctuaries from the irradiated landscape in which they 
  were raised into fortresses, manning them with armies of men 
  and women willing to live by another’s creed. With the threat 
  of these warlords, the unearthing of stockpiled nuclear 
  weapons, and the horrors wrought from the past, violence 
  is everywhere as battles rage across the blasted landscape. 
  Those few looking toward the war for the future wonder if 
  it holds anything but death and despair, but they are fools.
   
  War does not determine who is right—only who is left. 
  
  4
  
  5
  If you don’t have 2099 Wasteland this adventure is going to leave you slightly 
  confused—if nothing else, grab the free Settlement Rules PDF to get an 
  understanding of the world-building aspect of the apocalyptic campaign setting 
  generator. By the end of this module the survivors (our adventurers) should have 
  established at least one settlement in the region, ready to use that as their base of 
  operations as they stake out other (also randomly generated) territories nearby. 
  Each game should be dominated by exploration, the party gradually uncovering 
  enough from the rubble to make something worth fighting for in the Wasteland. 
  Parties of survivors should utilize the classes, archetypes, races, and player options 
  from 2099 Wasteland (or the other free PDFs).
  Desperation and death lay before you in the 
  nearly lifeless expanse, the ruins of civilization 
  stretching as far as the eye can see or to the very 
  edge of the murky waters that take up the horizon. 
  In the lowlands along the coast you can pick out 
  a few dozen structures that have survived 
  the devastation, signs of possible salvage and 
  recovery. Your options aren’t great but this is 
  the most promising thing you’ve stumbled upon 
  in days out here. There could be food, water, or 
  maybe even some weapons to gather from these 
  old buildings—provided of course that they aren’t
   inhabited by anything tough enough to survive out 
  here. An old highway sign hangs above the ground 
  in the distance, its original message long since 
  gone and replaced by a phrase hastily scrawled 
  in red graffiti: Bally n’ Tour.
  
  6
  
  7
  Bally N’ Tour is what remains of Balintore (in Scotland) nearly a century and a half after nuclear 
  armageddon scoured the world. While the PCs might come across some documents and figure out 
  they are in a place where English was the common tongue, any other clues to their true location have 
  been lost to the ravages of time and decay (making it only known over the course of the adventure 
  or with great effort). As this is located in Europe the randomly generated starting settlement resources 
  in the area strongly favor Manpower over Natural Resources; GMs that want to give their group a 
  break (or have survivors that fail to acquire any resources for the Necessities attribute) may add up 
  to 2 additional Natural Resources.
  Value Manpower
  6
  Humans worshipping icons of the past
  5
  Wastelanders abducted by raiders
  4
  Loose-knit band of lone hunters
  3
  Wastelanders that have abandoned a 
  settlement controlled by The Bureau
  3
  Dwarven clans hidden in underground 
  caves
  3
  Offspring of dimensional travelers 
  stranded on Hyper Earth
  Total 27 
  Value Natural Resource
  2
  Abandoned livestock of a meat trader
  2
  Stockpile of freeze-dried food from a 
  walker-filled grocery
  Total 4
  Value
  Technology
  5
  Hidden experimental laboratory
  4
  Blasted junkyard
  4
  Ransacked hardware distributor
  2
  Old sawmill or refinery
  Total 15
  Each square of the Bally N’ Tour map should take the PCs roughly 1 hour to traverse. Leveling in 
  2099 Wasteland may be done normally (using the Easy track) but it is recommended that the GM 
  grant a level by the time the PCs have encountered a third of the resources in the region (15-16) and 
  again when they establish their first settlement. 
  Levels and traveling the map
  Levels and traveling the map
  Fast Searching A Ruin
  Fast Searching A Ruin
  Where there is one dwelling to pick over it is likely there will be several dwellings―Bally N’ Tour has 
  over 20 incidental buildings in it and while some groups might want to make a thing of exploring each 
  individually, that can get tedious. 
   
  When the survivors reach the ruins of a building, one PC (in rotating order) should roll a Luck 
  check against DC 13 as they spend an hour searching the area. This roll is made with disadvantage 
  if no party member has a passive Investigation score of 13 or higher. If for some reason the Luck 
  ability score is not present, use Intelligence (Investigation) instead and increase the DCs below by 2.
  On a success, they find 1d4 days worth of salvageable food or water sufficient to nourish 
  one creature.
  On a result of 16 or higher, the PCs find one randomly determined item that costs 100 gold 
  or less. 
  On a result of 20 or higher, the survivors find one randomly determined (1d3) armor, item, 
  or weapon.
  On a failure the PCs find nothing.
  On a result of 5 or less, the PCs find a hostile creature.
  Sometimes junk can just be junk, but when the group can use a bit of direction and motivation GMs 
  should use this system for salvage as opportunities to introduce creatures (such as a brain slug 
  dropping down from the ceiling and onto someone’s shoulder) and items (like the remains of a mad 
  scientist’s liberated robot servant, providing technology to salvage as well as coordinates for a 
  laboratory) that advance the campaign’s plot. The Luck rules (as well as others) appear in the core 
  2099 Wasteland book and the free 2099 Wasteland: Primer.
  
  8
  The end of Bally N’ Tour comes when the PCs have gathered the majority of resources in the 
  region, setting up their first settlement―playtesters went with “Junktopia” but groups are encouraged 
  to be creative and unique when christening their village. By the time the party have acquired enough 
  Settlement Resources and started their own small village, the GM should have already introduced 
  some foreshadowing during their explorations, hinting at what warlords will make trouble (choosing 
  whichever fit best for the larger plot). The author strongly suggests using the Cult of Slaarsh and The 
  Bureau but strongly stresses that the organization (or extremely powerful creature) should match 
  the larger plot. Full details on the other warlords and their various underlings can be found in the 
  core 2099 Wasteland book and all essential encounter-based monsters are included before the 
  Combat Index on page 23 (NPCs most useful for when this module reaches its end).
  Ending the Adventure: - Making A Settlement
  Ending the Adventure: - Making A Settlement
  CHAINBEARD’S ROADMASTERS
  A small contingent of the master machinist’s 
  Geargrunts (page 24) are on “vacation” here in 
  Bally N’ Tour, scouring the landscape for auto 
  parts―they haven’t had much luck but they did 
  take a few hostages they keep in a fenced-in 
  compound towards the south. 
  MAJOR BRIDGETTE BEAUREGARD 
  AND THE ATOMIC ARMY
  The Atomic Army are, as far as warlords go, fairly 
  benign. Until another powerful interest makes 
  their presence known, Major Beauregard’s calm, 
  kindly, and patient approaches to building a 
  relationship with a settlement. Should her 
  Atomic Army Cadets (page 24) discover a 
  potential rival however, they insist on stationing 
  a few within the PCs’ settlement and ultimately 
  ramp up their aggressiveness until all-out battle 
  consumes Bally N’ Tour!
  MERLIN, THE MAGITECHNOLOGISTS, 
  AND MORGAN LE FAY
  For Merlin to have a particular interest in Bally 
  N’ Tour there needs to be something of great 
  magical portent there, but since we’re talking 
  about Scotland that shouldn’t be terribly hard―
  the lair of the monster Grendel, an artifact of 
  Beowulf’s, the Loch Ness Monster, or something 
  more traditional medieval fantasy works great. 
  The Technomage Adept is on page 26. 
   
  The same goes for Morgan le Fay, 
  though she herself should definitely not be
  involved for quite some time. Instead use one 
  of her underlings as the mastermind, a vampire 
  seeking the defensive dwarven clans’ blood 
  or even a Knight of the Living Dead intent on 
  controlling the territory after it proves to have 
  value. GMs can use any of the following 
  undead as her lowest level underlings: 
  Skeleton, Zombie, Ogre Zombie, or Wight.
  THE BUREAU
  These suit-wearing wanderers do not need to 
  play a direct role in this adventure, although a 
  Bureaucrat sniffing about (looking for some 
  “lost” friends) won’t necessarily be too bad for 
  the party and can provide an interesting way 
  for a brain-slugged PC to be outed. Rabidly 
  anti-extraterrestrial conspiracy theorists, the 
  last real bogeymen of the governments of the 
  world banded together in the face of further 
  alien threats to Earth (gaxians in particular) and 
  are friendly to settlements―at first. Before too 
  long all become sources of new recruits, the 
  appropriated technologies from other worlds 
  transforming their villages and towns. One of 
  the Manpower Resources (the Bureau Escapees)
  automatically distrust anyone resembling or 
  sympathizing with the Bureau, and when brain 
  slugs get involved, the GM should start having 
  this shady organization sniffing around Bally N’ 
  tour. By the end of the campaign they’re either 
  the PCs’ biggest obstacle or untrustworthy 
  saviors and essential allies against the alien 
  menace! The Bureaucrat is on page 27.
  CULT OF SLAARSH
  Introducing Slaarsh is not something to be done 
  lightly―these are psychic brain-invading slugs 
  from another planet―but it is devilishly fun for a 
  group of roleplayers able to handle this devious 
  element of 2099 Wasteland. In the many ruins 
  throughout the area, as the party goes through 
  and does Fast Searches (page 7) should some-
  one roll poorly enough, a brain slug drops onto 
  their shoulder when no other members of the 
  party are within sight. If it gets into their brain, the 
  husk left behind can be used to fool a companion 
  that responds to the danger, giving everyone 
  involved the impression that the threat has 
  passed. For this encounter the GM should isolate 
  the PC involved, away from the rest of the group, 
  and even if they become infected everybody 
  returns with smiles on your faces. 
  
  9
   
  The infected PC should have two 
  goals―their former motives as well as the 
  desire to create more brain slugs. When 
  brain slugs are introduced to the adventure, 
  any new Manpower resources the party 
  encounters should have at least one brain-
  slugged NPC, quickly opening up the 
  possibility of mating. Until that happens there 
  should be no party friction (aside from the 
  infection being revealed through combat 
  rigors or other NPCs) but once there are 
  enough offspring for the infected PC to put 
  a brain slug into the head of all their 
  companions, the attempt is made. Infecting
  each member of the party doesn’t mean 
  ending the game however! Now their motives 
  change strongly, drawing them to a larger 
  sect of the Cult of Slaarsh before the 
  campaign ends with the survivors becoming 
  either champions of the strange, alien evil or 
  freed from it by another organization so that 
  they can exact terrible revenge on the 
  extraterrestrials that enslaved them. 
  Slug-Brained Template
  Although they are capable of overwhelming 
  any living creature with a brain, most 
  creatures with the slug-brained template are 
  humanoids.
  Armor Class. Slug-brained creatures gain a 
  natural armor of 2.
  Resistances. Slug-brained creatures gain 
  resistance to acid, cold, fire, lightning, thunder 
  and bludgeoning, piercing, and slashing 
  damage.
  Condition Immunities. Slug-brained 
  creatures gain immunity to psychic damage 
  and the charmed and frightened conditions.
  Senses. Slug-brained creatures gain 
  darkvision 60 feet.
  Brainvaded. Slug-brained creatures have 
  a brain slug forced into their cranium, 
  controlling all that they do. Removing this 
  brain slug requires a DC 16 Wisdom 
  (Medicine) check made against the slug-
  brained creature while it is either restrained 
  or unconscious.
  Increased Acuity. Slug-brained creatures 
  gain proficiency in Perception and they gain 
  double their proficiency bonus with that skill.
  Rad-Resistant. Slug-brained creatures have 
  advantage on saving throws against radiation.
  Xenos Rage. Slug-brained creatures can 
  enter a frenzied xenos rage as a bonus 
  action, gaining advantage on Strength checks, 
  RESPONSIBLE BRAIN SLUGS
  Brain slugs are unique creatures that pose a far 
  greater threat to most survivors than their lowly 
  challenge rating would suggest—while this can 
  be an extremely fun experience it is something 
  that GM’s should strongly consider before  
  employing the little aberrations into the field.  
  Below are a few tips for making the most out  
  of brain slugs, managing player agency, and 
  keeping the game enjoyable even for folks not 
  keen on their new parasite.
  ● The first and ultimate rule here is a simple 
  one: do not be brutish. A brain slug should 
  not give constant commands, only ever 
  taking over the creature’s actions when it is 
  ensuring its own safety or working in a larger 
  Slaarsh collective. If anything, the player 
  should be playing not only their PC but the 
  brain slug as well.
  ● Brain slugs have simple motivations and  
  give their host a new purpose—they do  
  not deprive them of personality or restrict 
  agency. In fact a host creature should  
  continue behaving precisely as it did before 
  being brainvaded, pursuing its regular goals 
  while spreading brain slugs (provided of 
  course that those do not include destroying 
  brain slugs or otherwise run in direct  
  opposition to Slaarsh).
  ● When a creature is attacked by a lone brain 
  slug, the GM should take the player involved 
  away from the group just in case they end  
  the encounter as a host. Afterward a 
  brainvaded PC can return to the group with 
  the brain slug’s husk, casting aside any  
  suspicion of their infection. Now the player 
  has a new angle to the game—the brain slug 
  wants to find and make more brain slugs, 
  propagating until a Slaarsh Regent can be 
  spawned!
  ● Some PCs may embrace their new role 
  (and suite of sweet new abilities) but players 
  that do not want to remain infected will look 
  for ways to outsmart the brain slug, yet by 
  themselves the task is practically impossible. 
  Outside stimuli (see Noticing Slug-Brained 
  Survivors) are the only way for the host to 
  alert others and if they failed their first check 
  against the memory eater feature, they  
  won’t even realize what is causing such  
  debilitating pain. In these cases each time 
  the host suffers the exhaustion condition from 
  an effect that wrests control from the brain 
  slug it makes a DC 12 Intelligence check 
  to realize the pain comes from something 
  lodged into their skull—though what that 
  might be the host terrifyingly does not know. 
  
  10
  advantage on Strength saving throws, and dealing an extra amount of damage equal to its proficiency 
  bonus when it makes a melee weapon attack using Strength.
  A xenos rage lasts for 1 minute and the slug-brained creature can enter a xenos rage once per 
  point of its proficiency bonus before it must finish  
  a long rest to recharge this feature.
  Challenge Rating. Slug-brained creatures  
  increase their CR by 1. Recalculate the  
  slug-brained creature’s proficiency bonus  
  if necessary.
  Brain Slug
  Tiny aberration, neutral evil
  Armor Class 13
  Hit Points 9 (2d4+4)
  Speed 10 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (–4)
  17 (+3)
  15 (+2) 14 (+2) 15 (+2) 12 (+1)
  Saving Throws Int +4, Wis +4, Cha +3
  Skills Acrobatics +7, Stealth +7
  Damage Immunities poison, psychic
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Slaarsh, telepathy 50 ft.
  Challenge 1/8 (25 XP)
  Alien Metabolism. The brain slug does not require 
  food or water and it does not need to breathe. It gains 
  advantage on saving throws against radiation.
  Memory Eater. The brain slug is able to alter the memories of a creature it has brainvaded. The 
  creature makes a DC 20 Wisdom saving throw each time it finishes a short rest to realize it has had 
  its memory altered, recalling snippets of information since their last rest. On a failure the creature fails 
  to remember anything regarding the brain slug or any other memories it chooses to remove since it 
  has burrowed into the creature.
  ACTIONS
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Instead of 
  dealing damage, the brain slug can grapple the target (escape DC 13).
  Brainvasion. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature that is grappled by the 
  brain slug, incapacitated, or restrained. Hit: 5 
  (2d4) bludgeoning damage. The brain slug 
  crawls into the creature’s ear canal, shedding 
  its outermost skin so that to a casual observer 
  it seems to fall to the ground dead as it takes 
  control (as if the brain slug had successfully cast 
  dominate monster, except that this feature has 
  no duration and is not a spell). The dominated 
  creature is aware of and experiences everything 
  it is made to do but powerless to control its body, 
  only able to take purely mental actions. Someone 
  known to the dominated creature may realize it 
  has been overtaken by a brain slug when it acts 
  out of place by making a DC 15 Wisdom (Insight) 
  check; anyone else that makes this check has 
  disadvantage. 
  While under the brain slug’s control via  
  this feature, a creature gains the slug-brained 
  template. A brain slug inside another creature’s 
  head cannot be damaged by spells but can be 
  targeted by spells that specifically target a  
  creature’s mind (such as detect thoughts). It  
  dies if the host is targeted by a heal spell, is  
  polymorphed into a creature of Tiny size or 
  smaller, or if the host dies by massive damage. 
  When a host is targeted by protection from evil 
  or a competing compulsion effect (like dominate 
  person), the brain slug loses control for the  
  duration of the spell and the host gains the  
  poisoned condition as they feel their brain 
  smashed against their skull. Any memories 
  gained while a host creature has control of its 
  body cannot be altered.
  
  11
  To most Wastelanders the brain slug is nothing more than a tall tale, one of many feverish 
  hallucinations borne from bad water or fatigue but to those who truly know what they are these tiny 
  aliens are terrifying invaders capable of not only taking over a creature’s mind, but the entirety of its 
  life. Although the extraterrestrial mollusks are only a few inches long the powerful fear they engender 
  is justified—once one has crawled its way into a victim’s brain it is practically impossible to remove 
  it without killing the host. A few scientists have captured and performed tests on brain slugs, positing 
  that when starved for more than a month they die but warning that inside of a host the creatures can 
  live on for years or even decades, puppeting the victim’s mind and body all the while.
  Slug-Brained Wastelander
  Medium humanoid (any race), any alignment
  Armor Class 12 (natural)
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0) 10 (+0)
  10 (+0)
  Skills Perception +4
  NOTICING SLUG-BRAINED SURVIVORS
  While they are very clever and good at remaining unnoticed, a PC with a brain slug isn’t the only one with new 
  roleplaying opportunities! Canny survivors with an infected ally might notice that their companion is acting differently 
  than normal or otherwise detect the parasite in one of the following ways:
  ● If there is suspicion of infection, a terrestrial diagnosticator (page 63) can detect a brain slug.
  ● Druids able to wild shape suddenly refuse to become animals smaller than Small size.
  ● The PC always tries to maintain a low level of radiation (to remain as immune to magic as possible and resist 
  spells that could give them away).
  ● The detect evil and good spell reveals an evil presence inside a host creature’s skull.
  ● The zone of truth spell won’t necessarily work if a host creature’s memories of infection were altered, but it may 
  reveal the altered intentions of the brain slug.
  ● Brain slugs are affected by the primeval awareness ranger feature if aberrations are their favored enemy.
  ● Locate creature works on a brain slug with a host, though it must penetrate any radiation as normal.
  ● Whenever a creature makes a Medicine check on the host (either to diagnose, recover hit points, stabilize, or 
  otherwise) a result of 16 or higher on the check reveals that something is very wrong with the host’s ear canals 
  and possibly brain (though of course the host denies any discomfort or pain).
  ● Each time the host engages in reproduction (creating more brain slugs; page 136) its blood becomes more 
  violet before drying its regular color. A host that has no blood (like a walker) instead gains a sickening magenta 
  glow around its eyes when wounded. Whenever a host creature that has spawned brain slugs is injured, any 
  adjacent creatures with a high enough passive Perception score (equal to or greater than 30 – the damage 
  dealt) notices the purple oddity, though what it might mean requires scientific deliberation. After the second time 
  the host creature spawns brain slugs, adjacent creatures gain a +10 bonus to their passive Perception scores to 
  notice the purple oddity.
  ● A sleep spell can effect a brain slug without knocking the host out, leaving them with a headache but full control.
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages any one language (Common)
  Challenge 1 (100 XP)
  Brainvaded. The slug-brained wastelander has 
  a brain slug forced into its cranium, controlling all 
  that it does. Removing this brain slug requires a 
  DC 20 Wisdom (Medicine) check made against 
  the slug-brained wastelander while it is either 
  restrained or unconscious.
  Rad-Resistant. The slug-brained wastelander has
  advantage on saving throws against radiation.
  Xenos Rage. The slug-brained wastelander 
  can enter a frenzied xenos rage as a bonus 
  action, gaining advantage on Strength checks, 
  advantage on Strength saving throws, and 
  dealing 2 extra damage when it makes a melee 
  weapon attack using Strength. A xenos rage 
  lasts for 1 minute and the slug-brained creature 
  can enter a xenos rage twice before it must 
  finish a long rest to recharge this feature.
  ATTACKS
  Club. Melee Weapon Attack: +2 to hit, reach 
  5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
  These wastelanders are effective but blunt 
  agents capable of hiding the birthing of more 
  brain slugs. Slaarsh Initiates are on page 25.
  
  12
  When the PCs encounter Manpower, they must convince the survivors they’ve found to utilize or visit 
  their settlement (or at least to be willing to do so 
  when a settlement has been established). Doing 
  so requires a DC 15 Charisma (Persuasion) 
  check or DC 18 Charisma (Intimidation) 
  check. Failure on this check does not mean 
  the adventurers are unable to convince the 
  survivors, only that they’ll either have to 
  buy them off with gifts (of either gold, 
  weapons, or other valuable salvage) or 
  perform a favor (usually itself a small 
  quest) to bring them around.
  SHAKE SPEARS TRIBE (MANPOWER 6)
  The largest and most visible population of survivors 
  are the Shake Spears, a tribe of primitives that worship 
  the great works of the world’s most revered playwright―
  you know, like Harmlet or March Beth. Their territory is 
  surrounded by sharpened pikes in the northwest part of 
  the map, a quintet of small houses and a large church 
  converted into a stage theater. Their leader Willum 
  (a Scout) and his 20 followers (each of them 
  Tribal Warriors) put on a couple of poorly funded 
  productions of Shake Spear’s legends every day, 
  forcing any captives to watch until they convert 
  or become too much of a burden.
  Simple red wooden pikes jut out of the earth 
  in a wide perimeter around this cluster of intact 
  buildings―a few modestly-sized dwellings and 
  a much larger square structure with a small 
  spire at the top. Crudely drawn paintings of 
  ancient scenes cover the walls of each, and 
  you spy the occasional strangely and gaudily 
  dressed local flitting about from place to place.
  The Area. Each dwelling is a simple one-story building 
  that’s been gutted of any original glory, between 40 ft. to 50 ft. 
  wide and 80 ft. to 120 ft. across―except for the church. The 
  Shake Spear’s theater is 120 ft. wide and 240 ft. across, 
  with a small living quarters for Willum in the back beside a 
  costume room adjoined to the stage (in front of which are 
  many pews and several sturdy metal cages). The homes 
  can have as many (original, ramshackle, or knocked out) 
  walls as the GM sees fit but possess little of value. 
  Acquiring the Shake Spears. The Shake Spears are 
  aggressive with outsiders at first, openly approaching and 
  demanding surrender (“Halt! Who art thou, what is thine quest? 
  Thou wilt lay down thine arms and join us as guests or suffer 
  consequences most dire!”). Anyone that recognizes the strange 
  manner in which they speak might be able to open a dialogue 
  Manpower
  Manpower
  
  13
  upon first meeting if they can properly emulate 
  the primitives’ speech and make a DC 8 
  Charisma (Persuasion) check. On a success 
  the PCs are welcomed as proper guests (allowed 
  to keep their weapons) but on a failure they 
  are taken prisoner at which point the tribe must 
  be subdued. Regardless of their circumstances, 
  the GM should make the importance of who 
  rolls the check to acquire the tribe as a 
  manpower resource a secret.
   
  As guests the party must watch at least 5 
  plays over the course of 2 days, each requiring 
  a Wisdom saving throw (DC 5 + 1 per  
  previous save) to remain awake throughout. 
  Any PC that falls asleep during 2 or more plays 
  has disadvantage on checks made to acquire the 
  Shake Spears. Alternatively, a member of 
  the party might offer to audition and act in one 
  of the Shake Spear’s productions. A DC 8 
  Charisma (Performance) check is enough to 
  get on stage, but really making it count during 
  the show requires a Charisma (Performance) 
  check against DC 10 + 1 per previous show, 
  and after a successful run on stage the tribe 
  demands the PC do more acting. A failure on a 
  second, third, or fourth acting check doesn’t stop 
  a PC from being brought on stage until they have 
  failed twice, at which point they have disadvantage
  on checks made to acquire the Shake Spears. 
  Otherwise the PC is lauded, adored, and has 
  advantage on the Manpower resource acquisition 
  check.
   
  As prisoners the party are stripped of 
  their weapons, watched by at least 3 members 
  of the tribe at all times, and must be witness to 
  at least 10 plays over the course of 4 days, each 
  requiring a Wisdom saving throw (DC 5 + 1 per 
  previous save) to remain awake throughout. 
  Any PC that falls asleep during a play has 
  disadvantage on checks made to acquire the 
  Shake Spears. So long as the party doesn’t 
  attack or isn’t caught escaping, they are allowed 
  to leave after the 10th play and can attempt to 
  woo the tribe―any infractions result in having to 
  watch an additional 2d4 plays.
  Subduing the Shake Spears. Willum is not a 
  fool and after a patrol goes missing, he marshals 
  the remaining members of the tribe and they go 
  into high alert, traveling in groups of 4 or 5. Once 
  half or more of the tribe are dead or Willum has 
  been removed (either captured or killed), they 
  offer peace and can be persuaded. If subdued 
  in this way, the Manpower Resource value of the 
  Shake Spears is lowered to 3.
  RAIDER ABDUCTEES (MANPOWER 5)
  Some of Chainbeard Roadmaster’s underlings 
  are in the area on long reconnaissance looking 
  for salvageable autoparts. Though they picked 
  the region clean of anything they might want, the 
  6 Thugs (each brandishing a beatup revolver with 
  3 bullets) managed to capture an old fenced in 
  police station with 10 Commoners inside. The 
  gangers are waiting for a vehicle with more 
  space for passengers before returning to the 
  Roadhouse, an event that occurs well after this 
  module ends and later on in the campaign 
  (whenever the GM needs to spice things up).
  The building that lay ahead is easily the 
  most defensible thing you’ve seen in 
  the region thus far, surrounded on all 
  sides by a tall chain-link fence topped 
  with razor wire. A grotesque and savage 
  looking humanoid casually strolls on the 
  roof of the two story structure, keeping 
  an eye on the surrounding wasteland 
  and obviously trying not to be bored.
  The Area. The police station is 180 feet across 
  and wide with two stories (making the roof about 
  25 feet off the ground). Most of the interior walls 
  have been gutted except for the holding cell, 
  which the bandits use to keep their prisoners 
  from escaping. A 10 ft. high razor-wire chain-link 
  steel fence surrounds the old police station in 
  a dwindling double-layer―there is no gate but 
  to get inside, a creature has to walk completely 
  around the structure once before getting into 
  the area. The basement of the area has the 
  remains of a shooting range and with a DC 12 
  Intelligence (Investigation) check the PCs can 
  find 2d4 bullets and 4d4 bullet cases (locating 
  half as many on a failed check).
  Acquiring the Abductees. The savage bandits 
  can’t be reasoned with, but when 3 of them 
  have died the other 2 take their motorcycle and 
  disappear until later in the campaign (coming 
  back as a Gearhead or even a Gearmaster, 
  several Geargrunts in tow). Should the PCs kill 
  them all however, the motorcycle is the party’s to 
  enjoy (full vehicle rules are in 2099 Wasteland.) 
  Sneaking the prisoners out (only a pair of the 
  gangers are on patrol at a time) makes it 
  possible to acquire them as a Manpower 
  resource, but if the party have killed or driven 
  off the Roadmaster’s lackeys they have 
  advantage on the check. For every two dead 
  prisoners reduce the value of the resource by 1. 
  
  14
  After a failed attempt convince each individual 
  prisoner to become a part of their settlement, the 
  prisoners flee.
  HUNTER BAND (MANPOWER 4)
  A quartet of hunters (each one of them a Scout) 
  have banded together in a house along the 
  coast, sharing what food and water they can 
  gather in daily treks into the Wasteland. One 
  always remains in their dwelling while the other 
  thread head North, West, and South, doing their 
  best to hide their tracks and remain aloof. After 
  winning their trust, these NPCs can reveal that 
  they’ve seen some dwarves over near the 
  freeway.
  A dozen squalid foundations are all that 
  remains of the wrecked neighborhood 
  around this three story house, its outside 
  walls largely patched up with wooden 
  panels salvaged from nearby. The yard is 
  surrounded on all sides by a simple line of 
  cans all tied to the same strings, though 
  there is no immediate sign of life otherwise. 
  The doors are closed and all the windows 
  boarded up―if anyone or anything is still 
  alive in there you’ve got no way of knowing 
  it.
  The Area. The house is a two-story dwelling 
  with vaulted ceilings, making the roof 30 feet 
  off the ground, and all told is 100 feet across 
  and 80 feet wide. Unlike most of the region’s 
  buildings the interior is largely intact, albeit 
  sparse and mostly unfurnished. One hunter 
  is always hidden on the top of their home, 
  keeping watch for intruders and using a simple 
  can signal inside the house to warn they are 
  being approached; hearing its muffled jingle 
  requires a DC 16 Wisdom (Perception) 
  check and spotting the hunter is a Wisdom 
  (Perception) check opposed by the hunter’s 
  Dexterity (Stealth) check (they have a +6 
  bonus).
  Acquiring the Hunter Band. If encountered 
  directly at their home the party can attempt to 
  acquire them as a resource, but otherwise the 
  PCs and a hunter need to cross paths at least 
  twice (fleeing without extraordinary compulsion) 
  before any dialogue occurs. If the survivors have 
  killed Old Fission Tooth in Z to A Hardware, they 
  have advantage on any checks made to acquire 
  the Hunter Band. The Hunter Band flees after a 
  third failed attempt to be acquired.
  BUREAU ESCAPEES (MANPOWER 3)
  On the western part of the map is a house 
  that’s been piled up with sandbags. Inside 
  are 4 Commoners led by a woman named 
  Charlene (a Veteran), all of them paranoid of 
  any newcomers. There is always at least one 
  person on watch at all times and as soon as they 
  catch sight of a person (or creature), they loudly 
  demand the intruder lay down on the ground 
  with limbs spread. Anyone that doesn’t comply 
  is fired upon―with a laser beam rifle (which 
  they have 2 full cartridges for; 1d12 radiant 
  damage, range 100/250, with full rules detailed 
  in 2099 Wasteland).
  Unlike most of the area’s houses it looks 
  like whomever originally built this squat 
  home knew the end was nigh and prepared 
  for the apocalypse. The squat, rectangular 
  building is made from concrete and a few 
  of the windows are even still intact, the rest 
  of its openings―including the doorways at 
  the front and side―are heavily reinforced 
  with sandbags, some of which look like 
  they’ve been added recently.
  The Area. This house is a simple one-story 
  dwelling 110 ft. across and 70 ft. wide. There are 
  six 30 ft. square rooms inside with a large living 
  area at the front, the entrances both there and in 
  the back hallway fortified with sandbags. 
  Acquiring the Bureau Escapees. A PC that 
  resembles, sympathizes for, or otherwise alludes 
  favorably to The Bureau has disadvantage on 
  Charisma-based ability checks with this group. 
  Anyone that catches onto their paranoia and 
  agrees that shady organization is evil has 
  advantage on checks made to acquire the 
  Bureau Escapees as a Manpower resource. 
  The Bureau Escapees flee after a second 
  failed attempt to be acquired.
  
  15
  EVERHAMMER DWARVEN CLAN 
  (MANPOWER 3 - MAP PAGE 29)
  The Everhammer dwarven clan (all with Guard 
  statblocks, led by a Knight named Chieftain 
  Duran Everhammer) live in tunnels beneath the 
  remains of the four-lane highway running through 
  Bally N’ Tour. They remain secretive and aloof, 
  avoiding the notice of predators and most of the 
  other creatures in the region. PCs receive DC 
  14 Wisdom (Perception) checks to notice the 
  entrance whenever traveling in adjacent squares, 
  though they are at disadvantage on the check 
  until the party is journeying inside of the square 
  the dwarven caves are located in (and should 
  they know where to look, they have advantage 
  on the check as long as they are within range).
  The rocky terrain surrounding the highway 
  that cuts through this region makes for a 
  jumbled landscape easily forgotten as 
  innocuous roadside scenery. Looking more 
  keenly however, you spot an oddity among 
  the stones―a long, angled gap that could 
  be a bluff. Upon closer inspection it is and 
  not only that, it leads to a passage that cuts 
  further under the roadway...
  The Area. This series of natural, ancient, and 
  newly worked passages is where the stout folk 
  make their home, dwelling in the caves at the 
  back. Defensive and skeptical of outsiders, 
  they rely on the deadly traps (and caves filled 
  with the corpses of the dead) to ward away 
  trespassers. The westernmost approach has a 
  Collapsing Roof Trap, the central passage has a 
  Poison Dart Trap and Falling Net Trap 
  (triggering in the same two squares), and 
  the easternmost tunnel has a Fire
  Breathing Statue Trap. When any 
  of these countermeasures are 
  activated however, dwarven 
  soldiers (Guards) from the guard 
  post move to respond. They do 
  not attack until attacked or when 
  provoked (such as by taunting or should 
  someone refuse to halt and cease entering 
  further into the tunnels), instead opening up a 
  discussion for possible trade.
  Acquiring the Everhammer Dwarves. Just 
  giving a good deal or a gift to the dwarves of 
  the Everhammer Clan does not curry their favor
  ―it shows a lack of respect or a daft trader. The 
  PCs will need something the stout folk actually 
  want. What they have to trade (weapons and
  armor but other mundane items as well) and 
  what they might desire (batteries, intact clothing,
  mining tools) are at the GM’s discretion but they 
  should be items salvageable from the ruined 
  homes of Bally N’ Tour. After one successful 
  trade, a PC may make a check to acquire the 
  dwarves as a Manpower resource though they 
  have disadvantage. After a second successful 
  trade, there is no disadvantage on the check, 
  and after a fourth successful trade the PC has 
  advantage on the check instead. All told there 
  are perhaps 30 or more dwarves living in these 
  tunnels, though no matter how persuasive or 
  charismatic the party are only some of the stout 
  folk are willing to live in a new settlement.
  Subduing the Everhammer Dwarves. After 
  even one of her charges is killed or goes missing, 
  Chieftain Duran gets serious about defending the 
  tunnels, keeping a pair of dwarves on patrol at 
  all times as well as a trio in the guard post. When 
  ten or more dwarves (or their leader) have died, 
  Chieftain Duran 
  attempts to strike 
   peace with the
    party and 
     requires no 
  check to send a 
  few of his kin to 
  live in an other 
    settlement. A 
   check to 
     acquire 
     resources 
       should still 
           be made 
  
  16
  however―on a failure, the clan uproots soon afterward (taking all their belongings with them). 
  INTERDIMENSIONAL REFUGEES (MANPOWER 3)
  These wayward travelers might be from either Hyper Earth or a world of your choosing―most groups 
  will get a kick out of running into people from lands they’ve campaign settings they’ve played in 
  before! If these are refugees from the core Hypercorps 2099 timeline, they are laden with excellent 
  technology and likely a team of lost operators or a security force that went to the wrong place (using
  statistics for the Murderball Bruiser, Murderball Runner, Neo-S.W.A.T., Sec-Jacker, and Sec-Ops 
  NPCs from Hypercorps 2099 5E). 
  Arrayed in a circle on a flat bit of the badlands are canvases, each of them staked down and 
  covering a frame. The tents are clearly not salvaged from the environs around you and the style 
  in which they’ve been crafted immediately strikes you as odd and out of place.
  The Area. Regardless of whom the travelers are, they likely didn’t pack very heavy and so only have 
  tents (each one being 10-ft. square, one tent per two travelers). They do keep a constant rotating 
  watch however, and all of their shelters are near one another (in a circle, each 5 ft. from the next) for 
  protection.
  Acquiring the Interdimensional Refugees. Use the Acolyte, Bandit, Bandit Captain, Berserker, 
  Priest, and Spy statblocks as needed for this group of 2d4+3 individuals. Without access to magic 
  they cannot get back home and should be treated as an independent settlement themselves if the 
  PCs are unable to befriend them (though only a few ever join the survivors’ village), and after a fourth 
  attempt they flee to elsewhere in the Wasteland.
  When the PCs encounter a Natural Resource, in order to cultivate and effectively use it they must 
  succeed on a collective DC 14 Wisdom (Survival) check. This collective check uses the highest 
  proficiency bonus of adventurers that have proficiency in the Survival skill but utilizes all of the party’s 
  Wisdom modifiers. Failure on this check by 5 or less means that the PCs only gain a +1 bonus to 
  two Settlement Attributes and failure by 10 or less means that the PCs only gain a  +1 bonus to one 
  Settlement Attribute.
  ABANDONED RADCOWS (NATURAL RESOURCES 2)
  Around the time the PCs come upon Bally N’ Tour, a trio of radcows are left to wander the area by 
  their owner. What exactly happened and where the livestocks’ tracks ultimately originate from is at 
  the GM’s discretion but it is recommended the party finds the owner’s corpse in a place that leads the 
  PCs to a clue for something more intriguing in the sandbox adventure (like the visiting Roadmaster 
  gangers, the Shake Spears, or even the map square with the hidden laboratory). 
  Even from a distance it isn’t hard to spot the strange bovines meandering across the wasteland 
  as their size, emaciated as they are, is still considerable. They are truly freakish specimens―
  one has too many eyes and ears, another a few extra legs. Though you aren’t sure whether 
  or not they have seen you yet, the creatures are obviously skittish and cautious, clearly with 
  instincts honed by surviving out here.
  The Area. The PCs encounter the radcows either on the badlands adjoining the coast, the coast, 
  or one of the few green patches of vegetation near the water. The GM may add as many scraggly 
  bushes, dead trees, and ruined shanties as they see fit.
  Tracking the Radcows. Where they went, however, is simple and easy to find―the radcows are 
  traveling between the three patches of greenery along the coast. When the PCs first travel within 3 
  squares of any green square, they get a DC 13 Wisdom (Survival) check to find the track of a trio of
  Natural Resources
  Natural Resources
  
  17
  heavy livestock. Each day the radcows travel southwest or northeast to the next green square, 
  returning to the first one they ate from when at the top or bottom of the map. The DC to follow these 
  tracks increases by 1 for each following day and after 1 week, the patches of greenery are entirely 
  eaten and the radcows depart for another region.
  Gathering the Radcows. Being unknown to the livestock, the PCs won’t be able to just walk up and 
  toss a rope over their necks! In order to capture the radcows the party have to stealthily approach 
  the creatures, grappling the beasts and establishing dominance using lassos (substituting Dexterity 
  checks for attack rolls, gaining advantage within reach or made with disadvantage after 15 feet). 
  Fortunately the beasts are stupid and a clever group should be able to physically capture them all 
  without too much trouble, though when one of the creatures is attacked the other two flee and 
  several attempts might be required before the wrangling is all over. The GM may choose to forego 
  the normal Natural Resources acquisition check, or choose to use it as a measure of how well the 
  PCs can take care of the radcows (or even for how many are female and capable of producing 
  ingestible milk).
  Radcow
  Large beast, unaligned
  Armor Class 11 (natural)
  Hit Points 15 (2d8 + 6)
  Speed 40 ft.; double jump distances
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Irradiated
  14 (+2)
  10 (+0)
  17 (+3)
  4 (–3)
  10 (+0)
  5 (–3)
  6 (–2)
  Saving Throws Int -1
  Damage Resistances cold, fire, radiant
  Condition Immunities exhaustion, frightened, poisoned, radiation
  Senses darkvision 120 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its 
  carrying capacity.
  Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects 
  that would knock it prone.
  Transforming Hide. At the start of each round, roll 1d6 to determine which type of weapon damage 
  a rad cow is immune to. On a 1 or 2, it  has resistance to bludgeoning damage. On a 3 or 4, it has 
  resistance to piercing damage. On a 5 or 6, it has resistance to slashing damage.
  ACTIONS
  Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) magical bludgeoning 
  damage plus 2 (1d4) radiant damage.
  
  18
  STOP N SHOP (NATURAL RESOURCES 2)
  The vast majority of the goods inside this grocery were ransacked long ago, its shelves empty of 
  virtually anything of value. While looking throughout the building however, the survivors may notice a 
  part of the facility obscured from casual sight and not have to walk away empty-handed. As the PCs 
  explore the building they make a DC 11 Wisdom (Perception) check to notice something in the 
  basement is awry―a large shelving unit has been moved from where it originally rested, the markings 
  on the floor obscured by decades of dust and dirt. Searching the area with a successful DC 12 
  Intelligence (Investigation) check finds a freezer door completely hidden behind the shelving unit, 
  the corpses of 2 humanoids inside along with a large cache of freeze-dried food!
  Large openings at the front and side of this big flat building have been entirely blown out, 
  allowing the elements inside to wreck havoc. Wheeled carts made of sturdy metal wires and 
  rods are strewn about the asphalt outside and tiles within, scattered between rows of metal 
  shelves that once bore food by the dozens of pounds. 
  The Area. This old grocery store is a large, tall one story brick building 150 ft. across, 300 ft. wide, 
  and 15 ft. tall. There are a score of long aisles of shelves throughout, all of them almost completely 
  devoid of anything at all save for the occasional shopping cart. Almost the entire structure is open 
  except for the back corner and eastern side (which have the manager’s offices, refrigeration area, 
  and butchery).
  Gathering the Freeze-Dried Goods. The GM may decide no acquisition check is required or choose 
  to interpret it as being the process of making the most out of the edible food stuffs, condensing and 
  repurposing it into gruel and other meals.
  When the PCs encounter Technology, properly salvaging and transporting it requires a collective DC 
  13 Intelligence (Technology) check. This collective check uses the highest proficiency bonus of 
  adventurers that have proficiency in the Technology skill but utilizes all of the party’s Intelligence 
  modifiers. Failure on this check by 5 or more means that the PCs only gain a +1 bonus to one 
  Settlement Attribute.
  HIDDEN SCIENCE LAB (TECHNOLOGY 5)
  This repository of mad science is the biggest GM plot hook in Bally N’ Tour and should be one of 
  the last locations discovered by the party. What the PCs find inside should be a powerful and useful 
  tool―a radio tower is recommended, but if there’s something that fits better for a given campaign’s 
  plot that should be used instead. Aside from this plot device the survivors discover a treasure trove of 
  technological doodads, sprockets, widgets, and so on.
   
  Finding it isn’t easy however and to locate the hidden science lab the PCs must hear about it 
  from locals (after winning the trust of the Everhammer Clan or perhaps in notes left at Harold’s Junk) 
  or possess a passive Perception of 15 or higher while traveling through the square it is in. Even then, 
  a survivor needs to make a DC 15 Intelligence (Investigation) check to learn any more than that 
  something about that area is strange―on a failure it just seems that the sun hits the hills there oddly, 
  or that maybe a very magical creature lost its life there when the bombs dropped. 
   
  On a success the PCs find a secret hatch hidden beneath a large stone (DC 14 Strength to 
  move). The metal door (AC 14, 100 hit points) is trapped with electrical countermeasures and locked 
  with mechanism that require a DC 14 Dexterity (thieves' tools) check to bypass. A successful DC 
  16 Intelligence (Investigation) check is needed to notice the trap on the hatch, a series of circuit 
  breakers lining the edges of the air-tight seam. Getting a blade into the space and disabling the 
  electronics inside is a DC 16 Dexterity (thieves’ tools) check. On a failure the trap activates, 
  dealing 13 (3d8) lightning damage to any object touching it as well as any creature holding an object 
  touching it. If targeted by attacks, the door’s trap activates 1d4+1 times before requiring the same 
          number of rounds to recharge.
  Technology
  Technology
  
  19
  Something about this just isn’t right. You 
  look around the badlands nearby, trusting 
  your instinctive hunch that there’s more 
  than meets the eye. Scanning your 
  surroundings carefully, you don’t see 
  anything strange, nothing awry, no object 
  out of place...except that boulder. What 
  about the stone is off you’re not quite 
  certain, but sure enough as you inspect 
  it closely you can see the metal edge of 
  what must be a hatch or door of some kind!
  The Area. The hatch is only 4 feet across and 
  opens to a circular concrete pit lined by a metal 
  ladder that goes down 50 feet. All of the interior 
  (which is as big or as small as the GM needs it 
  to be, though it should be no smaller than 50 ft. 
  across and 30 ft. wide) has concrete walls 
  housing aged scientific equipment of varying 
  uses, but no food or any clues as to what 
  its creator used the devices for―a DC 17 
  Intelligence (Science or Technology) check 
  can figure the general purpose for a few things 
  (genetic research, energy systems) but making 
  use of them is far beyond the ken of the PCs 
  (at least for now).
  Salvaging the Hidden Science Lab. A regular 
  Technology resource acquisition allows the PCs 
  to gather all the salvageable materials from this 
  area. Getting the radio tower is a little more 
  difficult and should require some effort, clever 
  thinking, and a few ability checks as the GM 
  sees fit. Too many failures can damage the 
  radio tower (reducing its range to 12 miles) 
  but otherwise it remains intact.
  Radio Towers. With virtually every telecommunication line in the world severed from a nuclear 
  blast or the decay of time, radio has become more popular than ever before. Most settlements 
  are within range of a radio tower but how much more common they are than that is entirely at the 
  discretion of the GM. These stations tend to play salvaged records of whatever music was most 
  common in the area before the great war but are occasionally interspersed with information of 
  interest to those who dwell there, including warnings of impending rad-weather and other dangers. 
  Some radio towers transmit far more sinister messages however, sometimes attempting to lure 
  unwitting survivors into a trap or simply to scare others with the death throes of their victims. 
  Collectively, radio towers make up Irradioworld, a plane of existence layered over the Earth.
   
  If a settlement is equipped with a radio tower or other means to contact the PCs and the 
  adventurers join a fight as it is in progress, add the character level of each member of the party 
  to the Security roll. The GM should cinematize much of the combat and instead focus on its very 
  end—perhaps the group chases a surviving attacker into the Wasteland, have only a few hours 
  to track a kidnapped citizen before a radstorm is expected to fall, or any other adventure seed 
  appropriate to the campaign’s plot.
   
  A recovered radio tower weighs 200 pounds, has an AC of 16, 100 hit points, and a 
  broadcast range of 15 miles.
  
  20
  HAROLD’S JUNK (TECHNOLOGY 4)
  One might think that everything of a size that can be carried or tossed in a cart has already been 
  taken out of this junkyard, but its former owner left a fine bit of technology for the PCs to take for 
  themselves. Like anything in the Wasteland though, there’s a price in blood and sweat to gain access 
  to the area―three gun turrets, the legacy of the scrapper that once dwelt here, cover the three 
  entrances into the junkyard (northwest, south, northeast). 
  Panels of sheet metal as tall as a mutant form a large square perimeter around what must be a 
  junkyard, some of its piles of scrap peeking above the shoddy barrier and the smell of rust rife 
  throughout the air. There are blood stains in the dirt and skeletons near the openings to the area 
  however, making this place seem less like a treasure trove and more like a deathtrap.
  The Area. With the exception of a 30 ft. wide, 20 ft. across, 10 ft. tall shanty made from sheet metal, 
  there’s nothing inside of the thin-metal walls surrounding the junkyard aside from piles of trash and 
  salvage. 
  Salvaging Harold’s Junk. As with the hidden 
  science lab, the real obstacle to this 
  settlement resource is getting to it.
  Each of the three gun turrets defending 
  this area has AC 15, 32 hit points, one 
  attack on its turn (+7, range 40/160, 
  1d8+4 piercing damage), and is 
  situated on a mound of trash that 
  counts as a 10-foot radius of difficult 
  terrain. There should be ample cover 
  in the area but for GMs that decide this 
  should be a more difficult encounter, the 
  gun turrets may each make an additional 
  attack as a reaction when a creature 
  comes within 60 feet and any metal 
  rubbish a PC hides behind only 
  withstands one round of bullets before 
  being destroyed. Once the PCs have 
  destroyed the gun turrets, all that’s needed is 
  a regular Technology resource acquisition check.
  Z TO A HARDWARE (TECHNOLOGY 2)
  Even before the PCs are near enough to its 
  entrance to see the partially eaten corpses 
  inside, the presence of death is palpable all 
  around Z to A Hardware. This is the lair of Old 
  Fission Tooth, an irradiated bear that found the 
  interior more to its liking than the contested 
  caves to the southwest. Fortunately when the 
  survivors arrive the beast is asleep, though the instant 
  it sees a living creature the mutated ursine attacks. 
  Cracked and ground glass covers the concrete in 
  front of this old, sturdy brick building. Inside you can see 
  the shadowed forms of tools and their like on the abandoned shelves, many of them 
  salvageable―but there’s blood on the floor, some of it fresh and leading to the back of the 
  structure, and you can smell the stale tang of sanguine evaporation in the air.
  
  21
  The Area. The surprisingly sturdy defunct hardware store has 12 ft. high ceilings, the only room 
  inside 80 ft. across and 120 ft. wide. A pair of long aisles enclose 5 shorter sets of shelves and while 
  there was once a small office in the back corner its interior divisions have long since been knocked 
  down. 
  Salvaging Hardware. It’s possible for a sneaky PC to gather up a few tools and such from the 
  inside of the shop with DC 13 Dexterity (Stealth) checks. On a failure Old Fission Tooth wakes up, 
  increasing the DC of this check by 5. Gathering up anything more than an armful of hand tools isn’t 
  possible until the irradiated bear has been killed, at which point the party may attempt a Technology 
  resource acquisition check.
  Old Fission Tooth, Irradiated Bear
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 42 (4d10+20)
  Speed 40 ft., climb 40 ft. (double jump distances)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  20 (+5)
  4 (–3)
  13 (+1)
  7 (–2)
  Damage Resistances cold, fire, radiant; weapons (see transforming hide)
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 13
  Challenge 2 (450 XP)
  Irradiated. The irradiated bear has immunity to radiation. Its Irradiated ability score is equal to 6+1d4.
  Keen Smell. The irradiated bear has advantage on Wisdom (Perception) checks that rely on smell.
  Nuclear Attacks. The irradiated bear’s weapon attacks are magical. 
  Transforming Hide. At the start of each round, roll 1d6 to determine which type of weapon damage 
  the irradiated bear is immune to. On a 1 or 2, it  has resistance to bludgeoning damage. On a 3 or 4, 
  it has resistance to piercing damage. On a 5 or 6, it has resistance to slashing damage.
  ACTIONS
  Multiattack. The irradiated bear makes one bite attack and one claw attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 2 
  (1d4) radiant damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage 
  plus 2 (1d4) radiant damage.
  RUN DOWN REFINERY (TECHNOLOGY 2)
  Long ago this cavernous industrial complex 
  was a refinery but since thing it’s been changed 
  time and again by numerous new inhabitants, 
  its original purpose lost to time. Most recently it 
  seems to have been used for some kind of mass 
  production, though whatever could be easily 
  removed was taken away well before the PCs 
  arrive. 
  The most imposing building in the region 
  is a large square concrete structure at least 
  40 feet tall, stone cylinders jutting out of 
  its tall roof. Aside from a few shattered 
  windows near the top of its great walls, it 
  is incredibly austere and clearly wasn’t 
  meant to be a dwelling of any kind. 
  The Area. Along the workfloor the party finds 
  1d4+1 locked strongboxes (AC 14, 30 hp), each 
  of them protected by at least one trap―the GM 
  may use those listed on the next page as well as 
  the Poison Dart Trap and Fire Breathing Statue 
  traps, and like the countermeasures in the
  Everhammer Clan’s caves, all of these are 
  mechanical in nature. Inside of each the PCs 
  find various items good for fighting against 
  radiation―iodine tablets, geiger counters, 
  and anything else from the 2099 Wasteland 
  equipment chapter that the GM deems 
  appropriate (in lieu of that use fitting mundane 
  items from the SRD’s equipment list). 
  
  22
  • Bullet Storm. When a creature steps on a hidden pressure plate, guns arrayed in rows nearby 
  fire bullets from hidden compartments that slide open in the surrounding walls. The firearms are 
  obscured behind small panels colored like the walls; there are many and they all work into the 
  texture of the surroundings, making the DC to spot them 20. A character can notice one of the 
  trap’s nearly seamless pressure plates with a successful DC 20 Intelligence (Investigation) check. 
  Only thin objects (such as a finesse melee weapon that deals slashing damage or thieves’ tools) 
  wedged into the seam prevents the trap’s activation. Each of the gun housings are protected by 
  inch-thick steel and fire when tampered with (+10 to hit, 1d6 piercing damage) should a creature 
  fail a DC 20 Dexterity (thieves’ tools) check.  
   
  When more than 10 pounds of weight is placed on the pressure plate, 8 guns fire. Each gun 
  makes a ranged attack with a +6 bonus against a random target within 10 feet of the pressure 
  plate (vision is irrelevant to this attack roll). Should the area lack targets, half the bullets ricochet 
  and make a second attack roll at random targets within 20 feet (these attacks have disadvantage). 
  A target that is hit takes 3 (1d6) piercing damage.
  • Lightning Shock Countermeasure. A DC 17 Intelligence (Investigation) check spots the  
  activation plates worked into the container’s lock. Any attempts to break  or open the chest  
  without the proper key trigger the trap, causing it to send out a 5 foot jolt of electricity. A creature 
  within range takes 17 (5d6) lightning damage and must succeed on a DC 14 Constitution saving  
    throw or be stunned for 2 rounds. A successful DC 16 Dexterity (thieves’ tools) check disarms the
  
  23
  • trap, removing the circuit nodes from the lock. Unsuccessfully attempting to pick the lock triggers 
  the trap. The chest can be opened by succeeding on a DC 16 Dexterity (thieves’ tools) check. 
  • Needler Countermeasure. Detecting the dangerous mechanisms protecting the strongbox  
  requires a DC 17 Intelligence (Investigation) check and they can be disabled with a DC 14  
  Dexterity (thieves’ tools) check. The chest can be opened by succeeding on a DC 18 Dexterity 
  (thieves’ tools) check. Destroying or opening the chest without disarming the trap triggers it,  
  sending a spray of sharp needles hurtling throughout the chamber! Any creature inside the area 
  takes 14 (4d6) piercing damage. A DC 16 Dexterity saving throw halves this damage.
  There are a variety of rooms along the gantries hugging the walls overhead but they’ve long been 
  stripped of value―save for one, a complex computer array with worn keys that cannot be read.  
  These are the controls for a large, heavy adjoining door beyond which lay a chamber filled with highly 
  irradiated material (treat the entire area as Irradiated 11). If one of the PCs is immune to radiation and 
  dares going inside anyway treat it as a Fast Search (page 7), rerolling any results with a hostile 
  creature or items that would be rendered useless by their high Irradiated score. Opening this door  
  requires a DC 20 Intelligence (Technology) check that may only be attempted 3 times before the  
  system permanently locks everything down. Once opened, the machinery that powers the door melts 
  and it cannot be closed, turning the entire area around the refinery into a fallout zone.
  Salvaging at the Refinery. This is a normal Technology resource acquisition check so long as the 
  party didn’t open the radiation chamber―otherwise it may only be made by a PC that is immune to 
  radiation and they only gain bonuses from companions that are also immune to radiation.
  Combat index
  Combat index
  Walker
  Medium aberration, unaligned
  Armor Class 8
  Hit Points 25 (3d8+12)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (–2)
  18 (+4)
  3 (–4)
  6 (–2)
  5 (–3)
  Saving Throws Wis +0
  Damage Vulnerabilities radiant
  Damage Resistances cold, lightning, necrotic, poison
  Condition Immunities poison
  Senses darkvision 60 ft., passive Perception 8
  Languages English (can’t speak)
  Challenge 1/2 (100 XP)
  Fast Run. When the walker takes the Dash action, it
  moves 2 additional speed increments instead of 1.
  Liferage. The walker is only able to eat flesh from 
  living creatures that have died within the last minute. 
  Consuming this flesh requires a bonus action, and 
  grants the following bonuses for 2 rounds or a number 
  of rounds equal to the target’s Constitution modifier 
  (whichever is greater): advantage on saving throws, 
  advantage on its first attack roll each round, its speed 
  increases by 10 feet, and it gains +2 bonus to AC.
  Thirst for Life. If a walker goes more than two weeks 
  without feasting on living flesh, it falls into hibernation. 
  While hibernating the walker gains lifesense 20 feet 
  (blocked by solid objects), only waking to viciously 
  attack the nearest living creature until it or its target
  are dead (in which case it consumes flesh mindlessly 
  for 1 minute). Androids, constructs, undead, and 
  other walkers (but not smart walkers) do not quench 
  the walker’s thirst for life, but even a living creature 
  as small as a rat is enough to sustain it. At the GM’s 
  discretion however, frenetic activity might awaken a 
  hibernating walker.
  Walker Fortitude. If damage reduces the walker 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless 
  the damage is radiant, from an aimed shot to the 
  head, or from an attack made with advantage. On a 
  success,the walker drops to 1 hit point instead.
  Walker Tactics. The walker has advantage on attack 
  rolls against a creature if at least one of the walker’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. In addition, two walkers can occupy 
  the same square, granting advantage to attack rolls 
  made against them but dealing an extra 1d4 damage 
  with weapon attacks.
  ACTIONS
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) slashing damage.
  Walkers are included for GMs that are finding the 
  game lagging on and in need of a good shot in the 
  leg or groups having trouble figuring out what to do 
  next—unleash some of these nearly-dead creatures 
  on the party! Use wherever they wandered from most 
  recently as a way to introduce the next element of the 
  adventure.
  
  24
  Atomic Army Cadet
  Medium humanoid (any race), lawful neutral
  Armor Class 14 (studded leather)
  Hit Points 43 (6d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 13 (+1)
  11 (+0)
  13 (+1) 10 (+0)
  Saving Throws Con +3, Wis +3
  Skills Athletics +3, Survival +3, Technology +2
  Senses passive Perception 11
  Languages Common
  Challenge 1 (200 XP)
  Offensive Tactics. The Atomic Army Cadet gains 
  advantage on attack rolls against a creature if at 
  least one of its allies is within 5 feet of the creature 
  and the ally isn’t incapacitated. Once per turn, the 
  Atomic Army Cadet can deal an extra 1d4 damage 
  to a creature if it hits with a weapon attack and 
  that creature is within 5 feet of an ally that isn’t 
  incapacitated.
  Rad-Training. The Atomic Army Cadet gains 
  advantage on saving throws against Radiation. By 
  spending a bonus action, the Atomic Army Cadet  
  ignores the first 3 levels of Radiation in an area for 
  up to 1 minute. Once it has used this ability it cannot 
  do so again until it finishes a short rest.
  ACTIONS
  Multiattack. The Atomic Army Cadet attacks twice 
  when it takes the attack action.
  Barrelstock. Melee Weapon Attack: +3 to hit,  
  reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning 
  damage.
  Atomic Rifle. Ranged Weapon Attack: +4 to hit, 
  range 100/300, one target. Hit: 6 (1d8+2) radiant 
  damage.
  Atomic 
  Army Cadets 
  are stalwart 
  opponents 
  rigidly drilled 
  on how to 
  approach 
  enemy 
  combatants, 
  sticking to 
  group tactics and 
  relying on defensive 
  maneuvers until 
  reinforcements 
  arrive or if none 
  will be forthcoming, 
  retreating to stage 
  a larger assault in 
  the future.
  Geargrunt 
  Medium humanoid (any race), chaotic evil
  Armor Class 12 (leather)
  Hit Points 19 (3d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 15 (+2) 12 (+1)
  9 (–1)
  12 (+1)
  Saving Throws Dex +3, Con +4
  Skills Investigation +3, Perception +1, Stealth +3
  Tool Kits mechanic’s kit +2, vehicle (land) +2
  Damage Resistances bludgeoning from nonmagical 
  weapons
  Condition Immunities frightened
  Senses passive Perception 11
  Languages Common, Undercommon
  Challenge 2 (450 XP)
  Bloodthirsty. The Geargrunt deals an additional point 
  of bleed damage on a critical hit. Creatures that have 
  taken bleed damage continue to take that damage at 
  the start of their turn until healed by magic or a DC 15 
  Wisdom (Medicine) check. 
  Combat Drug. As bonus action when it is not 
  exhausted, the Geargrunt doses itself with a drug 
  (expelled via aerosol, injected with a syringe, snorted 
  through the nose, etc.) that grants it advantage on 
  attack rolls, resistance to all types of damage, and 
  a 20 foot increase to speed for 2 rounds. After the 
  drug’s effects cease the Geargrunt makes a DC 16 
  Constitution saving throw or gains a level of 
  exhaustion for 1 minute.
  Vehicular Combatant. While riding in or on a vehicle, 
  the Geargrunt gains a +1 bonus to attack and 
  damage rolls and gains advantage on checks 
  made to jump or resist the prone condition.
  ACTIONS
  Multiattack. The Geargrunt makes two 
  knife attacks when it takes the attack 
  action.
  Knife. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6+2) 
  piercing or slashing damage.
  Beatup Revolver. Ranged Weapon 
  Attack: +3 to hit, range 30/150, one 
  target. Hit: 9 (2d6+2) bludgeoning 
  and piercing damage.
     Geargrunts are the wild dogs of 
    the Roadmasters, new recruits that 
   haven’t built up any tolerance to the 
  gang’s drug of choice and prone to 
  take extremely dangerous risks in a 
  wanton fury with the hopes of being 
  noticed by Chainbeard. These 
  rank-and-file warriors are feral and 
  observe few rules save that they 
  only ever take the wheel if their 
   driver is killed or unconscious—
     doing otherwise is a sure way to 
   get run over.
  
  25
  NEW ITEM: SLAARSH POWDER
  Alchemists from across the Wasteland speak in 
  hushed tones of an otherworldly insect that can 
  be crushed and treated into a fine powder, a 
  substance capable of truly miraculous effects 
  when mixed with different components. By 
  spending 1 hour using alchemist’s supplies to 
  process the corpse of a brain slug that has died 
  within the past week and making a successful 
  DC 15 Intelligence (Science) check, you create 
  1 dose of slaarsh powder.
  By itself, slaarsh powder can be used  
  as an inhaled gas ranged attack (range 10/20)  
  that imposes disadvantage to a creature 
  making saving throws against the charmed 
  condition for 1 hour. When used against a living 
  creature, slaarsh powder negates immunity to 
  the charmed and poisoned condition for the 
  duration of the effect. When mixed with a 
  catalyst, slaarsh powder changes into a liquid 
  and takes on different additional effects.
  • Charm. Mixing slaarsh powder with  
  1 ounce of water creates a cloudy slightly 
  sour liquid that can be used as a  
  throwable splash weapon with a range of 
  20/40. A creature that ingests or is struck  
  by it makes a DC 15 Charisma saving 
  throw or gains the charmed condition for  
  1 hour (or until you or an ally attack it).
  • Control. Mixing slaarsh powder with any 
  rare magic potion creates a gooey purple 
  mixture that can be used as a throwable 
  splash weapon with a range of 20/40. A 
  creature struck by it makes a DC 20  
  Wisdom saving throw or is effected as  
  the dominate monster spell.
  • Memory Wipe. Mixing slaarsh powder with 
  1 ounce of bleach or industrial chemicals 
  creates a foul smelling liquid. A creature 
  that drinks half the mixture forgets the 
  events of the last week, a creature that 
  drinks the entire mixture forgets the  
  events of the previous month, and a  
  creature that drinks any additional  
  memory wipe mixtures in the same day  
  forgets the events of the previous year  
  (1 year per mixture).
  • Suggestive Healing. Mixing slaarsh  
  powder with a potion of healing creates a 
  bizarre pinkish goo that can be used as a 
  throwable splash weapon with a range of 
  20/40. After being struck by this mixture, a 
  creature restores 1d4 hit points at the end  
  its turn if it has at least 1 hit point. Each time 
  it restores hit points, it receives a DC 15  
  Intelligence saving throw or is effected as  
  if you had cast suggestion on it. The duration 
  of this effect is 10 minutes. When a creature 
  under the effects of this mixture is attacked 
  by you or one of your allies, it receives a  
  new saving throw to resist the most recent 
  compelled course of action.
  Slaarsh Initiate
  Medium humanoid (any race), neutral evil
  Armor Class 15 (leather, 2 natural)
  Hit Points 26 (4d8+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 13 (+1)
  Saving Throws Int +3, Wis +4
  Skills Athletics +4, Perception +6, Stealth +4
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing damage
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Slaarsh; telepathy 30 ft.
  Challenge 3 (700 XP)
  Brainmerged. The brain slug inside a Slaarsh Initiate’s 
  skull has fully merged with its host and cannot be 
  removed.
  Hypnotic Gaze. If a creature starts its turn within 30 feet 
  of the Slaarsh Initiate and the two of them can see each 
  other, the Slaarsh Initiate can force the creature to make 
  a DC 11 Charisma saving throw if the Slaarsh Initiate isn’t 
  incapacitated. A creature that isn’t surprised can avert its 
  eyes to avoid the saving throw at the start of its turn. If it 
  does so, it can’t see the Slaarsh Initiate until the start of 
  its next turn, when it can avert its eyes again. If it looks 
  at the Slaarsh Initiate in the meantime, it must immedi-
  ately make the save. On a failure, the creature becomes 
  charmed for 2 rounds. The Slaarsh Initiate can spend a 
  bonus action to extend the duration of this feature by 2 
  rounds. While charmed by this feature, the creature is 
  incapacitated and has a speed of 0. The charm ends for 
  an affected creature if it takes any damage or if someone 
  else uses an action to shake the creature out of its 
  stupor.
  Rad-Resistant. The Slaarsh Initiate has advantage on 
  saving throws against radiation.
  Xenos Rage. The Slaarsh Initiate can enter a frenzied 
  xenos rage as a bonus action, gaining advantage on 
  Strength checks, advantage on Strength saving throws, 
  and dealing an extra 2 damage when it makes a melee 
  weapon attack using Strength. A xenos rage lasts for 1 
  minute and the Slaarsh Initiate can enter a xenos rage 
  twice before it must finish a long rest to recharge this 
  feature.
  ACTIONS
  Multiattack. The Slaarsh Initiate makes three dagger 
  attacks when it takes the attack action. 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) piercing damage.
  Dual Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320, one target. Hit: 11 (2d8+2) piercing damage.
  Truly mad and desperate survivors willingly accept an 
  alien parasite as a gift to protect themselves from the 
  dangers of the Wasteland. After allowing the creature to 
  take over its mind the Slaarsh Initiate’s brain melds with 
  the extraterrestrial, unlocking powerful psychic abilities 
  but completely sublimating their will to that of Slaarsh.
  
  26
  Technomage Adept
  Medium humanoid (any race), neutral good
  Armor Class 13 (16 with mage armor)
  Hit Points 39 (6d8+12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1) 14 (+2) 15 (+2) 12 (+1) 12 (+1)
  Saving Throws Int +4, Cha +3
  Skills Arcana +4, Investigation +4, Science +4, Technology +4
  Senses passive Perception 11
  Languages Common, Draconic, Latin
  Challenge 4 (1,100 XP)
  Spellcasting. The Technomage Adept is a 6th-level spellcaster that uses Intelligence as its spellcasting 
  ability (spell save DC 12; +4 to hit with spell attacks). The Technomage Adept has the following spells 
  prepared from the wizard’s spell list:
  Cantrips (at will): acid splash, light, mending, message, shocking grasp
  1st-level (4 slots): detect magic, expeditious retreat, mage armor, magic missile
  2nd-level (4 slots): detect thoughts, invisibility, misty step, shatter
  3rd-level (3 slots): counterspell, haste, lightning bolt
  Technomagic Gloves. Any spell of 2nd-level or lower that 
  the Technomage Adept casts ignores the effects of 
  radiation. When casting a 3rd-level spell that would 
  be affected by radiation, the Technomage Adept 
  makes a DC 15 Concentration check and on a 
  success ignores radiation for that spell.
  ACTIONS
  Multiattack. When the Technomage Adept takes 
  the attack action it makes three technomagic 
  punch attacks.
  Technomagic Punch. Melee Weapon Attack: 
  +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) 
  bludgeoning damage plus 2 (1d4) force damage.
  The Magitechnologists teach their members to 
  value the relics of civilization for how can they 
  rebuild it without understanding what came 
  before? Technomage Adepts are constantly 
  searching the Wasteland for society’s 
  remains and go to great lengths to 
  acquire them but not with the 
  recklessness common to other 
  salvagers, their keen intellect 
  as focused on survival as it is the 
  recovery of lost technology, 
  historical documents, and other 
  artifacts. Wastelanders know that 
  Merlin’s protégés are some of the few 
  truly benign travelers one might encounter 
  and to treat the wizards with respect—with so 
  little charity and good will to spare, they are 
  not individuals to be taken advantage of or 
  harmed when any other recourse is available.
  Unfortunately these are also the members of the 
  organization most likely to be found dead in the 
  Wasteland, lending many salvaged technomagic 
  gloves to embody a psyche that is anxious, fearful, and perhaps quite skeptical of the order of mages they 
  were once part of with little concrete information about the Magitechnologists. Their signature items are 
  designed to retain details about their last quest and anyone who salvages a pair then completes the task is 
            looked upon by Merlin and his underlings far more favorably when their time of judgment arrives.
  
  27
  Bureaucrat
  Medium humanoid, lawful neutral
  Armor Class 14 (studded leather)
  Hit Points 22 (4d8+4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  13 (+1)
  14 (+2)
  11 (+0)
  12 (+1)
  Saving Throws Int +4, Wis +2, Cha +3
  Skills Acrobatics +4, Deception +3, Insight +2, 
  Investigation +5, Perception +3
  Senses passive Perception 13
  Languages Common, Esperanto, Gaxian
  Challenge 1 (200 XP)
  Bureau Badge. The Bureaucrat can spend a bonus 
  action to grant disadvantage to all attacks made 
  against them until the beginning of their next turn. 
  After using this feature, the Bureaucrat requires 
  a short rest before it can be used again.
  Bureau Fedora. The Bureaucrat increases their 
  Investigation and Perception scores by 3.
  ACTIONS
  Multiattack. The Bureaucrat makes two fedora 
  attacks or two disguised laser beam pistol attacks.
  Fedora. Melee Weapon Attack: +4 to hit, reach 5 ft. 
  or range (20/40), one target. Hit: 5 (1d6+2) slashing 
  damage.
  Disguised Laser Pistol. Ranged Weapon Attack: +4 to hit, 
  range (50/100), one target. Hit: 7 (1d10+2) radiant damage.
  REACTIONS
  Uncanny Dodge. When the Bureaucrat can see a target that hits them with an attack, they can use 
  their reaction to halve the attack’s damage against them.
  These are the newest recruits to The Bureau and are usually used as expendable resources in the 
  organization’s hunt for aliens in the Wasteland. After completing basic training they are gifted with their 
  badge, fedora, and a laser beam pistol made to look like an old revolver from before the war, then sent off to a 
  settlement or region to look for any signs of xenos in the area.
  BUREAU CONTACTS
  By performing quests on behalf of The Bureau, survivors may gain bonuses to the Settlement  
  Attributes of one of their settlements. After accruing 3 or more of these bonuses, however, The 
  Bureau takes a definitive interest in a settlement and begins seeding loyal agents within to turn 
  the populace to their cause.
  ●	 Faraday Sustainers: Once per month when exposed to an EM storm or unexpected  
  detonation, the settlement (as well as creatures and objects inside its buildings) ignores  
  the effects of any electromagnetism that washes across and through it.
  ●	 Growth Hormone: Once per month when agricultural Natural Resources are spent on a  
  settlement, the bonus it gains to Necessities is doubled.
  ●	 Special Fertilizer: Once per month when making a saving throw against a hazard of the  
  Wasteland in order to preserve its Natural Resources, the settlement gains advantage on  
  its saving throw.
  ●	 Strange Ammunition: The settlement increases its Security by 4.
  ●	 Uniformed	Officers: The Bureau provides identical uniforms for the settlement’s law  
  enforcement, increasing its Appeal and Order by 2.
  ●	 Word of Mouth: Merchants are twice as likely to visit the settlement.
  
  28
  
  29
  
  30
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re-
  served.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Deriva-
  tive Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, inci-
  dents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments,  personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty 
  free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Con-
  tributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copy-
  right holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compat-
  ibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work  containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are 
  Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor
  to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically If You fail to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary 
  to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J.
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Hypercorps 2099 (5E) Copyright 2016 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Savannah Broadway, 
  Rich Howard, Luis Loza, Michael McCarthy.
  Mists of Akuma. © 2017 Mike Myler, published under license by Storm Bunny Studios; Authors Mike Myler, Savannah Broadway, Luis Loza, 
  Michael McCarthy, Chris Rippee, Jason Sonia, Bryant Turnage.
  5th Edition SRD at 5eSRD.com. © 2015 John Reyst.
  2099 Wasteland. © 2017 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Savannah Broadway.
  
  31
  
  32
  
  33
  
  34
  
  35
  
  36
  
  37
  
  38
  
  39
  
  40
  NUCLEAR FIRE HAS SCORCHED THE WORLD 
  NUCLEAR FIRE HAS SCORCHED THE WORLD 
  landscape unique to and made by you! 
   
  Tribe, wrestle down radcows, and much more!
  landscape unique to and made by you! 
   
  Tribe, wrestle down radcows, and much more!
  Grab your Geiger counter and prepare 
  yourself for a Fifth Edition game unlike 
  any you’ve played before.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Hypercorps 2099/Hypercorps 2099 - Wasteland Bally N Tour.pdf