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THE DOOMLANDS

The Doomlands are a cursed and brutal waste on the face of the broken earth.
Littered with ancient relics of the Golden Past, it does attract desperate treasure
hunters. A few caravans pass through the Doomlands but they are rare and ex-
pensive to travel with. To find the treasure of the Doomlands you must go where
caravans do not. But beware, many would-be dunelanders have been swallowed up
by sands, or more likely, the worms.

TERRAIN Denizens
Missions The Sands- Life is hard on the sandy Feral Werms- Sand tunneling behe- Items
1. Hunters Guild ergs of the Doomlands. But the dunes moths. Their teeth are ground and used 11. Canteen (4 drams)
Slay a Feral Werm. are not as lifeless and empty as they to make mind-altering substances. 12. Solar Rifle (1d6 shots/day)
appear. There are rare treasures to be 13. Razor Boomerang
2. Cartographers Guild found in the dunes. Priestwerms- Benevolent humanoid 14. Electromagnetic Grenade
Map twenty-seven sectors of werms. They roam the Doomlands of- 15. Pack of Cigarettes
the Doomlands. The Slabs- A mess of asphalt and con- fering prophecy and healing. Their true 16. A Walkman
crete. Remnants of a forgotten world. motivations and goals are a mystery. 21. Steel Toed Sneakers
3. Mechanical Guild Experienced scavengers know this is 22. A Black Silk Flag
Acquire three AI chips. where to find the Doomlands’ prizes. Robots- Instead of fragile meatbag 23. Can of Pop
explorers, some folks send robots into 24. Binoculars
4. The Chemists Guild The Sludge- Toxic swampland. Muddy the Doomlands. However, their valuable 25. Gasoline
Acquire sludge samples from three pits and radioactive rivers of sludge. AI chips are prone to malfunction in the 26. Solar Pistol (1d4 shots/day)
sectors and vinegar from one. It’s wet, but not with water. Blood from relentless heat of the merciless sun. 31. Sand Scooter
the void some old dune priests call it. 32. Crystal Skull
5. The Zoology Guild The only life that springs from it is the Sludge Roach- Evolved out of some 33. Fluorescent Wig
Acquire a Feral Werm egg from the Sludge Roaches. People that drown in distant toxic calamity, these hardy little 34. Oxygen Tank
Sacred Dome (D8). it are said to become Sludge Zombies, creatures are more equipped than most 35. Vibrosaw
never to rest in the void. to survive in the Doomlands. 36. Glitter Cape
6. The Church of The Void 41. Water Jug (8 drams)
Dispose of these ashes in at least The Vinegar- A body of sour-smelling Snake Folk- The Scaled Children of the 42. Glider Wings
two different Void Rifts. liquid. Some life has evolved to live in Dunes. They consider the Sands to be 43. AI Battle Chip
the Vinegar, mostly jellyfish. People their rightful land. This claim remains 44. Razor Edged Parasol
can swim only in it a few minutes unchallenged. Their village is the only 45. Acid Filled Water Gun (10 uses)
Caravan Generator before the sting begins to reach through caravans stop in the Doomlands.
People Purpose 46. Bullhorn
the skin. Dredgers try their luck scoop- 51. Steel Skull Facemask
1. Humans 1. Trade
ing up the ancient detritus settled at Pop Fiends- Poor souls addicted and 52. Hoverboard
2. Robots 2. Scavenge
the bottom. Pirates try their luck transformed by the drug Pop. Pop is 53. Plasma Mine
3. Sharkfolk 3. Deliver
robbing the dredgers. made from the ground teeth of the Feral 54. Chrome-Spiked Shoulder Pads
4. Boarfolk 4. Migrate
Werms. Extended use causes cracked, 55. Hologram Recorder
Void Rift- Random openings in space- dry, rock-like skin, and yellow glowing 56. Mirrored Face Shield
Demeanor Goods
time. Believed to lead to the Void. The eyes. One can of pop is worth 5 drams 61. Mechanical Prehensile Tail
1. Friendly 1. Food
nothingness outside of existence. It is of water, in trade and in use. 62. Sacred Water Urn (5 drams)
2. Cold 2. Weapons
rumored that Priestwerms and even 63. Programmable Text Flare
3. Aggressive 3. Scrap Parts
Feral Werms can create Void Rifts. Sun Gazers- A cult that worships the 64. Shark Leather Jacket
4. Wary 4. Art
sun. They desire to be consumed by 65. Tattoo Gun
created by nate treme its heat. 66. Golden Pyramid Helmet
THE SANDS PCs start in A1 with 100 drams of water. One dram is
The Vinegar
1. A Caravan 1. A dredge boat hauling up a giant
consumed each time they travel between squares. If travelling
2. Feral Wyrm. Unlike the wise Priestwerms, pickled skull.
by skiff or caravan, a dram is consumed every two squares.
the ferals speak not and love not. Flee the 2. Kayaking dredgers dropping deep hook
sands, slay the beast, or dissolve in its stom- lines for loot.
ach acid as it tunnels on. 3. Swarm of glowing jellyfish.
3. Void Rift. A torn seam, a glimpse beyond. 4. A giant robotic shark. Programmed to find
The caravans send their dead into the rifts, to blood and attack.
be one with the God-Who-Forgets. A random 5. A fishing boat with a net full of
item falls out of this rift before it closes. glowing sourshrimp.
4. Sand storm. Resist being knocked down 6. A pirate yacht desperate for water.
or lose one item. 7. Sentient Pickle Squid Poet
5. Sludge Roach nest. Four spear-wielding 8. Floating Item
roaches protect a dozen gelatinous eggs.

*
6. Rain. A light rain falls briefly. Gain one The Slabs
dram of water. 1. A burnt robot nailed to a wall of asphalt.
7. Sun Gazers. Four sun-worshippers crawl in THIEF painted next to it.
the sand, praying as they die, sunburnt and 2. Three Sludge Roaches with spears. Two
dehydrated. Offerings to the merciless sun. with grenades.
8. A wind skiff glides over the dunes, crewed 3. Priestwyrm trapped under rubble. Will
by (1.Pirates (2.Snakefolk Scavengers (3.Pop grant a thirst blessing if freed. (+2 drams)
Fiends (4.A Priestwerm and robot aide 4. Snakefolk race and ramp wind skiffs.
9. Nothing but sand. 5. Decaying Feral Werm corpse. Three
10. Sun-bleached bones stacked to form an Sludge Roaches and their Robot leader are
altar with an item on it. extracting its teeth for Pop production.
12. A tall vapor net. Its trough contains two
drams of water.
13. Bootprints, in a perfect circle. No prints
coming or leaving.
* 6. Underground is a large perfect cube of
ice. 10 drams when melted.
7. Five mirrors reflect sunlight on a dead
Sungazer, tied to a stake.
14. Two rabid sludge roaches. They go for 8. Remains of a massacred caravan.

*
ankles first.
15. A comet shoots overhead, gives a red
glow to everything.
16. Temperature drops to freezing. Omen?
Places & Events
*
B4. The Snake Village. They will share a
dram to those with none, and will trade
Science? Let PCs explain the phenomenon. drams for valuable items. They are vicious if
17. Shards of polished aluminum. threatened but prefer peace. Wind skiff costs
18. Three Pop Fiends fight over the last can 100 drams.
of their beloved fizzy drug. D2. Three Priestwerms speak to a Feral
19. A rusted radio obelisk plays ska. Werm in a deep droning language. They
20. A small red flag. Beneath is buried begin to levitate slightly until a Void Rift

*
(1.Four drams of water (2.Three grenades opens and sucks in the Feral Werm. It closes
(3.An AI circuit board (4.A werm tooth instantly and the Priestwerms continue to
wander the Sands.
The Sludge e5. A robot and two Pop Fiends operate a
1. Six Sludge Roaches dance in a toxic Pop still. They have 5 cans produced and the
mud pit. means to make 3 more. They will buy Werm
2. Human bones piled around a stone idol of
Feral Werm. A dozen roaches bow to it.
3. Sludge bubbles floating by. Dodge or
get burned.
* teeth for 20 drams and protect their opera-
tion with violence.
b7. A dock with a barely sea worthy boat
docked. A couple Snake Folk with fishing
4. A robot fights four Sludge Roaches while poles will share a dram with travellers who
singing “This Land Is Your Land.” have killed a Sludge Roach.
5. Two bodies float in the mire. They are D8. A golden dome nearly covered in sand
Sludge Zombies. It’s a trap. with a hatch on top. The inside walls are
6. A void rift opens. An item falls out. carved with star constellations. Inside are a
7. An abandoned concrete shack sinks into dozen Feral Werm eggs. Four Priestwerms
the sludgy ground, one inch per day. watch over them. They release them into the
8. A canteen of water (4 drams) gripped by Sands when they hatch.
a severed hand.

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