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Random Encounters:

Table: Roll 1d100


1-5: Special Encounter
6-21: Hostiles
22-37: Location
38-53: Remains
54-69: Neutral
70-85: Distress
86-100: Friendlies
Hostile: d20
1) A pack of dogs/coyotes
2) A swarm/nest of giant insects
3) A pack of pig/mole rats
4) A giant anthill
5) A group of stampeding wild Brahmin
6) A mutant creature
7) A group of mutant creatures
8) A lone scout
9) A band of ruffians
10) A group of raiders
11) A group of slavers
12) A highwayman
13) A group of raiders, fighting some Wastelanders
14) A group of slavers, beating up a Wastelander
15) A group of feral Ghouls, feasting on human corpses
16) A group of Super Mutants, fighting some Wastelanders
17) A group of cannibals, ambushing some Wastelanders
18) Two Super Mutants with a captive
19) Warlord troops fighting other Warlord troops
20) A lone, powerful animal.
Location: d20
1) A cavern at the foot of a hill
2) A copse of gnarled, dead trees
3) An unusual rock formation
4) A burnt-out car wrecks
5) An overturned, rusted Nuka-Cola truck
6) A ruined house
7) A wooden shack
8) A small, forgotten ghost town
9) A burnt-down homestead
10) A burnt-down factory
11) A burnt-down farm
12) An abandoned homestead
13) An abandoned scrapyard
14) An abandoned dumping sites
15) An abandoned barn
16) An abandoned warehouse
17) An abandoned gas station
18) An abandoned garage
19) An abandoned fallout shelter
20) An abandoned campsite
Remains: d20
1) Empty/abandoned
2) Previously looted/trashed
3) Extremely weatherworn/dilapidated
4) Signs of recent struggle
5) Signs of recent occupation
6) Strange footprints
7) Dusty bones
8) Blood splatters
9) Infested with vermin
10) Infested with giant insects
11) Valuables left behind
12) An animal corpse
13) A human corpse
14) A couple of human corpses
15) A mangled corpse, a creature nearby
16) A Super Mutant corpse
17) A couple of Ghoul corpses
18) An unidentifiable, grotesque corpse
19) A hanged man
20) A couple of hanged Ghouls
Neutral: d20
1) A grazing Brahmin herd
2) A lone animal
3) A lone trader
4) A trader with animal or robot companion
5) A small caravan
6) An Eyebot
7) A travelling bounty hunter
8) A drug runner
9) A lone traveller
10) A couple of travellers
11) A couple of travelling Ghouls
12) A wandering party of scavengers
13) A scavenger, hauling some loot
14) A group of travelling mercenaries
15) A group of raiders, defeated and wounded
16) A group of raiders, hauling plunder
17) A group of slavers, tracking escaped slaves
18) A group of slavers, with captured slaves
19) A group of men, fighting over loot
20) A group of men, fighting over water
Distress: d12
1) A wounded man in a minefield
2) Two men, trying to navigate a minefield
3) An escaped slave
4) A couple of escaped slaves
5) A group of escaped slaves, chased by slavers
6) A group of travellers, attacked by creatures
7) A robot, broken or damaged
8) A creature, caught in a trap
9) A man, dying of thirst
10) A wounded man
11) A wounded Ghoul
12) A Ghoul, captured and harassed by bigots
Friendly: d20
1) A lone Ranger
2) A soldier patrol unit
3) A soldier patrol unit, in pursuit of some raiders
4) A lone, friendly Super Mutant
5) A sage hermit, pursuing enlightenment
6) A travelling performer
7) A travelling troupe of performers
8) A travelling wasteland doctors
9) A lone mercenary, looking for work
10) A couple of mercenaries, looking for work
11) A lone robot, its owner killed
12) A lone dog, its owner killed
13) A hunting party, trading fresh game
14) A group of cannibals, trading strange meat
15) A Tribal, on an initiation into adulthood quest
16) A lone Follower of the Apocalypse missionary
17) A group of Followers of the Apocalypse
18) A group of Hubologists, giving free zeta scans
19) A lone Desert Ranger vigilante
20) A group of Desert Rangers, stringing up some raiders
Special: d12
1) A talking cyberdog
2) A mysterious figure in purple robes
3) A talking Deathclaw, disguised in plain robes
4) A garbled radio transmission
5) A mysterious crash site
6) A crater with an unexploded nuclear bomb
7) A small, verdant grove with fresh water
8) A crashed vertibird
9) A Brotherhood knight, ambushed by raiders
10) A group of Brotherhood paladins and scribes, investigating a
crash site
11) An Enclave scouting party, questioning some wastelanders
12) An Enclave patrol, boarding a vertibird
Special Name: Description:
Encounters
1d10
1 Café of After a particularly harsh day walking in the desert,
Broken you encounter a pristine Pre-War diner (Bright glowing
Dreams neon and all) in the middle of the sand, a soft
welcoming orange glow emanates from the windows.
[PAUSE]. Upon entry, the diner is in full operation,
with soft jazz music playing from a jukebox. Two men
in armoured vault-suits sit at the bar, and in a
nearby booth a man in power-armor and an olive-skinned
young woman seem to be talking something out. The bar
is staffed by a friendly older man with grey hair, a
strong chin and a booming, deep voice.

The barman offers the party a free milkshake on the


house, and tells them they can sit anywhere they like,
except for the spare seat next to the two vault-
dwellers, as that’s reserved. The barman already seems
to know each of the party, and as a parting gift
offers them an answer to one question posed, and he’ll
try and answer as best he can. He’s a knowledgeable
type. When the party leaves the diner, in the blink of
an eye the diner becomes a charred, burnt out husk,
and the memory of the Café becomes dreamlike.
2 Cacti-People As you traverse the road, you see a cluster of cacti
nearby. Unusually, however, they’re shaped like people
in static positioning, rooted to the ground. When cut
open they’re full of red, bleeding unidentifiable
flesh.
3 Thunderbird As you’re walking one day in the midday sun, you are
suddenly covered in great shadow as said sun is
blocked out entirely. The party looking upward reveals
a seemingly gigantic bird of prey drifting slowly in
the sky distantly above, the size of a car. It flies
over the party, seemingly uncaring of their presence,
before suddenly turning and flying to the horizon
eastward.
4 Chiller Whilst walking through the desert, you hear distant
music (Let’s Go Sunning) and spot the source in the
middle of the desert: A skeleton sat in a deckchair,
wearing a Hawaiian shirt and mirrored sunglasses, with
an empty beer bottle in hand. A (still functional)
beer cooler sits next to the chair, on top of it a
gramophone endlessly loops a vinyl record with the
song in question playing. Inside the cooler are x 12
Beers.

Sunglasses, if taken, provide +1 Luck when in active


equipment. “Lucky Shades”

5 Mirage? Whilst walking at the peak of midday, you notice a


group walking ahead just on the horizon, (group no.
same as party) but due to the distance and heat haze,
they are simply blurs. They remain in this fashion,
just on the horizon ahead, for several hours as you
walk. At one point, one of the figures ahead drops
their pack, and stops to pick it up, stopping for a
moment to look back. Eventually, the distant group
disappears in the haze of the horizon.(At this point
one of the party drops their pack and must pick it
up), as you lean over to pick it up, and look back
behind you, you see a miraged party on the horizon
tailing behind you (of the same no. as the party)
6 Desert As you are walking through the desert, you come across
Boulders a collection of massive stone boulders sat firmly in
the desert sand. You weave between them and pass by
with no trouble. (Allow them to walk a bit further).
You hear a series of scraping noises behind you. (If
they turn around). The boulders all appear closer than
they were before, and a trail in the sand lies behind
each one from their original positions. (This
continues, the boulders never moving whilst they look,
for a little while longer until the party stops to
move to investigate, then they don’t move any
further).
7 Pariah Dog As you are walking through the desert, you spot the
site of seemingly a massacre. A ring of about 30
bodies lays scattered in the dust. Each body in a pool
of blood, at the centre of this ring is a normal
looking black dog, sitting patiently wagging its tail
and panting. (If the party enters the ring of bodies,
the entire party makes a Luck check. The dog
approaches whoever fails with the largest margin.) The
dog approaches you; do you pet it? (If pet, the player
gains +5% to their critical fail)
8 Nuka-Truck You see an overturned red truck in the distance “Nuka-
Cola” on the side.

(If the party approaches and opens) The back of the


truck opens up, and a sea of bottle caps begins to
pour out onto your feet in the sand.

Amount of caps determined by combined party LUCK


Party Luck > 30: 8,443 Caps
Party Luck > 20: 5,709 Caps
Party Luck > 14: 2,967 Caps
Party Luck > 7: 1,645 Caps
9 Path of the In the midst of the desert, you spot a hulking mass of
Borealis rusting metal. As you approach closer, it appears to
be the wreck of a sea vessel, a large pre-war ship
half buried in the sand. The name “Borealis” is
painted faintly on the side of the ship’s maroon red
hull. It is unclear how it arrived here.
10 A Space Out in the desert, you spot a crater. Though not
Oddity entirely charred as common with bomb craters. [If the
party approaches]. You find advanced old-world
wreckage strewn about at the bottom of this sandy
crater, clearly this has been here for some time. At
the center is the split open remains of some sort of
metallic capsule bearing the Old-World flag. Inside,
decayed and rusted out computer equipment lines the
walls, and a smashed out (now filled with sand)
porthole window at the eastern side. In the middle of
this sunken capsule sits the skeleton of a man inside
some sort of strange white suit, with a large glass
helmet. On his suit chest is a tag with the name:
“Major Tom”. (Spacesuit can be used as strong
radiation suit.)

Adventure Name: Description:


Seeds
1d20
1 Numbers You come across a fenced off radio-tower built upon a
Station rocky outcrop; a small concrete one-story station
house stands next to the tower. A police car is parked
outside.

The inside of the station is mostly derelict, the


radio equipment has, for the most part, rusted into
nothing. Three skeletons lie in the station room, two
wearing decayed police uniforms (9mm Pistol with 1 mag
on each) and another wearing decayed green overalls
(10mm Pistol with one mag). One of the policemen has a
journal on him detailing a typically boring month of
being a police officer, with the last few entries
relating to following his partner on a “Wild goose
chase chasing some conspiracy about commie radio
broadcasts”.

A RADIO and a DUCT-TAPE ROLL can be found here, as


well as a barely-operational unlocked terminal that
logs basic transmissions made by the tower, as well as
transmissions using this tower across the state.
An INT roll (DC 6) followed by an Electronic Science
roll reveals that the station has been not just been
monitoring state transmissions, but has also been
logging them to a local source, but the terminal
doesn’t contain the logs. The evidence would suggest
it’s logged somewhere nearby, however.

A further PER roll (DC 8) reveals a section of the


floor is slightly raised compared to the others,
following this leads to a latch opening and
underground compartment where more advanced radio
equipment is found, logging state transmissions and
broadcasting. A radio on the table in here when
switched on will begin playing Numbers Stations audio.
A Chinese Pistol and a Disguise Kit is down here.

LOOT: Chinese Pistol


2 x 9mm Pistol
1x 10mm Pistol
1x Disguise Kit
1x Radio
1 Duct Tape Roll
3x Magazines of 9mm Ammo
1 x Magazines of 10mm amm

2 The After a hard day on the road, as late afternoon haze


Friendly(?) begins to turn to an early evening dusk, you spot a
Family small camp off the road, a small fire burning and two
tents set up. You hear some jovial laughter and the
sound of a harmonica playing.

[IF PARTY INVESTIGATES]

Four people sit around this makeshift camp, two older


blonde-haired people one male the other female (Adrian
Donovan and Sara Donovan), two younger blond-haired
people, also male and female (Sam and Samantha) there
seems to be a family resemblance.

[when party approaches, they are fairly hesitant,


pause for a moment. If party are friendly or not
immediately hostile, they’ll invite them for dinner]

They cook up a nice meal of Brahmin Steak Stew for the


party, and share stories with them about where they’re
from and where they’re going to. Generally, they are
warm and receptive of the party for at least an hour
and a half.

Adrian offers the party some cookies from their


hometown and some brewed tea, but cannot find it at
the fire. He then loudly calls for “Bam” and picks up
a stick. “Bam” then crawls out from behind one of the
tents, an emaciated red-haired slave man in chains.
Adrian berates Bam for being lazy and beats him with a
stick, then ordering him to prepare cookies and tea.
The two kids (both around age of 14-16) laugh at Bam’s
misfortune. Bam, of course, looks miserable. Up to the
party to decide what to do. The Donovan family won’t
part with Bam for money unless a high Charisma check
(DC 10) is made.

Donovan Parents have Strong Combat Boy stats and


Donovan Kids have Weak Combat Boy stats. Family has
200+1d100 caps on them and a week’s worth of rations
as well as a box of “hometown cookies” worth 120 caps.
Bam has nothing and has Peasant stats.

3 Patrick the As you are wandering the road, you see a Brahmin with
Celt IV a small pack on it. In front of the Brahmin a man in
leather armor, a shaved head and a large, thick red
beard. He’s rifling through an ornate wooden box that
looks like it is typically fit on the back of his
Brahmin. Several scrolls and books litter the space
around the box.

His name is Patrick IV the Celt, he is from a


descendant line of Celts going back before the War
from California and his family has made it their goal
to preserve their bloodline and their history,
collecting stories around the Wasteland and practicing
Celtic culture. He will exchange stories with the
Party relating to Wasteland legends that his ancestors
have experienced, including Patrick the Celt I who
apparently encountered the Vault Dweller. Patrick is
on his way to local communities to help them with
various tasks and to collect more stories.

He can mark new locations on the party’s map of


relevant/important spots.

Patrick the Celt IV has Strong Mercenary Stats.


4 Nomad Whilst travelling the Wasteland, you notice a somewhat
Wedding distant large camp of people, probably about 12 or 13
tents in a large circular formation. There is a lot of
movement and a crowd of people. Even from your
distance, you can hear the loud blaring of music from
a radio and singing, shouting and laughing. Clouds of
colourful dust explode in the air as they’re thrown by
joyful people and are thrown onto others.

[Party Approaches]

Guards (Regular Mercenary) stand at the ready nearby


the tents, and halt the players, warning them to move
away and continue on in an offish manner. One of the
guards even gestures to shoot the party down, but is
quickly stopped by the playful shouting of a woman in
a colourful dust coated Old-World Wedding Dress,
clearly extremely drunk, in the arms of a similarly
drunk and colourful man in a scavenged old-world suit.
“Come on, you’re invited in! Have some fucking fun!”.
The Guards let the party join (reluctantly)and explain
they’re a group of nomads who have just made it rich,
and this is a wedding. The party can then participate
in the merriment, drinking moonshine, dancing,
singing, telling stories. The party will be pushed to
get extremely drunk with the nomads. One of the guards
when drunk will provoke a fight after being rude all
night, up to party how to decide.

If the party get too drunk, they’ll collectively pass


out and wake up in the same spot, covered in colourful
dust and the entire space cleared, with 200+1d100 caps
removed from their inventory

5 The Hills On the horizon in the Wasteland, you spot a smoke


Have Mutants trail.

[Investigates]

A farmstead where the crops have been burnt, pulled


from the roots and generally destroyed. What small
number of brahmin are there have been seemingly
mutilated, an old-world trailer sits in the middle
with blood spattered alongside it. Several dead people
lie outside with buckshot to the chest and head, they
appear mutated with bulbous lumps and growths as well
as exaggerated features. Sobbing can be heard from
inside the trailer.

A lone young woman with black hair and sun-weathered


skin is cradling a shotgun in what seems to be the
trashed remains of a trailer home. Her name is Darcy
and her family owned the Farmstead, until they were
attacked by mutant men in the hills (Desert Raider
stats), unlike raiders they didn’t take anything or
kidnap anyone. They just seemed to destroy for the fun
of it. Her family were taken to their camp, she knows
where the camp is, but she’s sure they’re dead. She
wants revenge and will request the party help her. If
they refuse, she will head off on her own Double-
Barrelled Shotgun in hand (Strong Combat Boy stats).
The camp is a few hours away and is basically just a
campfire and a few tents with about 7-8 Mutant
Raiders. If the party wins and Darcy is still alive,
she will brutally mutilate the corpse of one of the
mutant men, then wander off into the distance alone.
6 Bob’s Pre- You stumble across a large collection of wrecked cars
Owned Car in the Wasteland, a metal shack sits at its center
Mart with smoke coming out of a makeshift chimney. A gaunt
looking man wanders between the cars wearing a ragged
pre-war suit, smug look on his face.

[Bob is completely convinced he is a pre-war used


cars-salesman and will try to sell the party one of
his cars. If the party won’t buy, he’ll try to sell
them a “Kid’s Toy” Red Ryder LE BB Gun” with +45%
Critical Chance]

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