Travelling through the Wasteland

Difficulty: 5

Journey Speed

Complication Range:

Final Difficulty: 0  
roll : End + survival

Spending Action Points During Travel

Players may spend their Action Points at any time while traveling to find a point of interest, an opportunity to better their situation, or a scavenging location. Allow the players to describe what they locate this way, though as GM, you have the final say and can modify or add to their descriptions.
AP costeffectbenefit
1+Ideal CampsitePCs find an ideal place to set up camp. Reduce the test difficulty to build a campsite by 1 for every AP spent, to a minimum of 1.
2+A Clever PlanReduce the difficulty of the next navigation test by 1 for every 2 AP spent.
3Lucky BreakSafely avoid a random encounter that occurs as a result of a complication.
3Treasure From TrashPCs come across a location they can scavenge. For a simpler alternative, you can describe the location PCs find and allow them to make a group PER + Survival test with a difficulty you choose. If they succeed, they find an item of your choice or roll once on the Winter Wasteland Scavenging Table. For each additional success, they find another item.

Journey Complications

Roll:

N  o    m  a  t  c  h  i  n  g    c  o  m  p  l  i  c  a  t  i  o  n    f  o  u  n  d  

1D20 rollcomplication
1-2The group reaches their destination particularly hungry. Each PC moves down the Hunger track one step.
3-4The group arrives in low spirits. Increase the difficulty of the PCs’ CHA tests involving social interaction by 1 until they rest.
5-6An essential piece of gear broke during the journey.
7-8The group encounters an obstacle in their path—a fallen tree, a broken bridge, a rockslide, etc. They must work together to clear the way by making a group STR + Athletics test with a difficulty of 3. If the test fails, the group removes the obstacle, but each PC suffers a point of Fatigue.
9-10The group witnesses an ominous sighting, weird phenomenon, or ill-omen. Add 2 AP to the GM’s pool.
11-12All food and drink carried by the PCs become Irradiated.
13-14The group passes through an irradiated area. Roll a number of DC equal to the navigation test difficulty; each PC suffers that much Radiation damage.
15-16Roll on the Commonwealth Winter Random Encounters Table (p.33). PCs reach their destination after resolving the encounter.
17-18Choose and apply a Winter Environment Condition (p.28).
19The journey takes a heavy toll on the group. Each PC must succeed on an END + Survival test with a difficulty of 2 or suffer a point of Fatigue.
20The wasteland’s cold proved particularly dangerous during the journey. Each PC must succeed on an END + Survival test with a difficulty of 3 or increase their Cold Exposure state one step.

Commonwealth Winter Random Encounter Table

Roll:

N  o    m  a  t  c  h  i  n  g    c  o  m  p  l  i  c  a  t  i  o  n    f  o  u  n  d  

1D20 rollencounter
1-2A wandering merchant crosses the group’s path, willing to trade goods and share news from a nearby settlement.
3-4A roaming Protectron is lost and can’t get back to the site it’s programmed to protect.
5-6The group stumbles across a ruined campsite showing clear signs of having been attacked by Raiders recently.
7-8A Deathclaw charges the group but doesn’t stop to fight; it’s fleeing from something even scarier.
9-10A Minutemen patrol stops to question the group, wanting to know what they’re doing in the area.
11-12A group of wastelanders approaches the group asking for help. They’re freezing and desperate.
13-14Survivors claiming to be from a nearby Vault are conmen trying to lure the group into an ambush.
15-16A pack of feral ghouls spot the party and make a beeline for their position.
17-18A group of Super Mutants spot the group and charge them.
19A Super Mutant riding a harnessed and muzzled deathclaw demands that the group hand over their food and caps.
20Followers of the Last Son of Atom wish to recruit the group to the cause.

Winter Wasteland Scavenging Table

Roll:

N  o    m  a  t  c  h  i  n  g    c  o  m  p  l  i  c  a  t  i  o  n    f  o  u  n  d  

2D20 rollitem
2Heavy dog armor
310mm pistol
4Addictol
5Day Tripper
6Machete
7Sledgehammer
8Healing Salve
9.45 rounds (9+4DC)
103+5DC Uncommon Materials
11Pork ‘n’ Beans
121+2DC Signal Flares
13Holotape Player
142+1DC Tomahawks
2D20 rollitem
15Pool Cue
16Hard Hat
17Military Fatigues
18Flapper Dress
19Well-Preserved Athletic Clothes
20Wine
211+2DC glass bottles (junk, scavenge for 2 Common Materials each)
225+5DC Common Materials
23Yum-Yum Deviled Eggs
24Lab Coat
25Iguana Bits
26Potato Crisps
27Flare (2+1DC)
2D20 rollitem
28Syringer Ammo (2+2DC)
29Pre-War Money worth 4d20 Caps
30Toolkit
31First Aid Kit
32Lantern
33Stimpak
34RadAway
35Knuckle Dusters
36Tire Iron
37Super Stimpak
38Buffout
39Jet
401+5DC Rare Materials