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CREDITS

Credits Special Thanks


Authors: Travis Legge Alex, Angie, Chaz, and Jack.
Artists: Onyx Path Publishing Art Packs except the front Everyone who tuned in for Dystopia Rising: Evolution
cover used under license from Shutterstock.com. ­— Wasteland Wanderers! You’re the reason this book is here!

© 2022 Onyx Path Publishing. All rights reserved. References to other


copyrighted material in no way constitute a challenge to the respective copy-
right holders of that material. The “Dystopia Rising” property and all related
concepts are copyright 2021 by Eschaton Media and Michael Pucci.
This is a work of fiction. Any resemblance to actual events or locales or
persons, living or dead, is purely coincidental.
Keep up to date with Onyx Path Publishing at theonyxpath.com and with
Dystopia Rising at dystopiarising.com.
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Introductory Notes
Introductory Notes BUT WE CAN'
T DRIVE
This story follows the Tangled Overgrowth story hook pre-
sented in Heroes of the Wastes as a means of placing the charac-
In the event that no party members are capa-
ters into the Overgrowth. If you don’t have Heroes of the Wastes
ble of operating the Caravan Wagon, feel free
or are looking for another hook, consider one of the options below
to utilize, Hubcap a Diesel Jock SGC using the
under Involving the Characters
Bandit stat block (see Dystopia Rising: Evolu-
tion p. 213) with a Crafting Check Pool of 7 as
the driver and mechanic.
Setting
The story opens in the Overgrowth (see Dystopia Rising: • Speedy Delivery. The party must deliver an item to a set-
Evolution p. 237). The first scene takes place there as the party tlement near the edge of the Overgrowth. The delivery is
are moving through the foliage in a vehicle. If the party has no time sensitive, and despite the dangers, cutting through a
vehicle, they travel in a modified Caravan Wagon (see Dystopia section of the Overgrowth shaves several days off of the
Rising: Evolution p. 143) with a thresher on the front to clear journey.
a path. Then everything goes sideways when the thresher is
gummed up. • Test Drive. In this scenario, the thresher on the Caravan
Wagon is not tested. The party takes the vehicle into the
Overgrowth to test the technology in the hopes of using
Involving the this innovation to allow for faster transit through the deadly
region.
Characters • Escape. The party has run afoul of some organization or
The premise of Wasteland Wanderers relies on the characters group and are attempting to get away. They have access
venturing into the Overgrowth. This means the party should have to a vehicle that should let them make it through the
some capacity with Survival and familiarity with travel through Overgrowth — at least for a while.
the Overgrowth and the dangerous creatures that inhabit the
region. Combat and survival skills are also vital to the party’s
success.

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WASTELAND WANDERERS
Background Scene 3: The People Under the
Consider what might have led the characters to the Brush
Overgrowth. What brought them together with Hubcap if she is Once the characters come to the end of the trail, just as sunset
involved as an SGC? If working with existing characters at the approaches, they find a Thrill Killer settlement, surrounded by a
start of the adventure, find ways to weave the plot hooks in this makeshift wall made of vehicle parts and scrap metal. Strangely,
adventure, or in Heroes of the Wastes into their backstories. If there are no guards posted, though the gates are chained. The walls
the troupe is generating new characters for this adventure, whether can be scaled with an Athletics Check made with a Complication
as a one-shot or the start of a new chronicle, consider building in of 1, due to the rusty, sharp metal which deals a wound if unre-
hooks that fit with the overall direction of this story during char- solved. The four survivors of the Caravan — Chip, Mack, Sully,
acter creation. and Zeke — are tied to crosses in the small clearing of a town
square. Each are effectively Taken Out due to wounds. No one is
out in the village, as the Thrill Killers are getting ready for their
Scenes feast in their homes. The party may make Athletics, Survival, or
Technology checks to free the captives, with each captive’s bonds
The scenes of this story are designed to flow more or less in
the order they are presented. The Storyguide may swap elements being a Difficulty 2, Complication 2 binding. If the Complication
in and out or change the timing of some events between scenes. on any binding is unresolved, the Thrill Killers hear and they come
out en masse, with the population represented by a Scale 3 horde
of Thrill Killer Lunatics (see Dystopia Rising: Evolution p. 220),
Scene 1: It's Broken led by Bubba, a Thrill Kill Lord Psychopath (see Dystopia Rising:
The group’s advance through the Overgrowth comes to a Evolution p. 221) armed with a lawnmower which hangs from a
sudden halt when they hear the grinding noise of their thresher shoulder strap, can be held out in front of him, and is represented
ceasing to function. Getting out, they can see the blades are bent, by the Enhancement in the Thrill Kill Lord Psychopath stat block.
the gears jammed, and in a few spots broken. The vehicle has the If any firearms or other loud noises are made during this
Broken condition (see Dystopia Rising: Evolution p. 139) and scene other than Bubba’s lawnmower, it attracts a Scale 3 horde
will require a repair to resolve the condition. This requires the of walkers (see Dystopia Rising: Evolution p. 139), who join the
party to salvage 3 Scrap and make a Tier 1 Crafting check with fray. Otherwise the party must fight until they can escape or the
a Complication of 2 due to having an inadequate workspace and Thrill Killers are all dead. The Thrill Killers have sufficient scrap
trying to work silently enough to avoid attracting zed. to repair the Wagon and then some.
Investigating this scene offers the following clues:
• Sabotage (Lead). The thick foliage in the vicinity has Scene 4: Not Getting Away
been spiked with railroad spikes. These can be collected so Easy
for a single point of scrap, however doing so requires a
Technology or Survival roll with a Complication of 1 to If the group has not encountered any zed hordes up to this
avoid attracting a Scale 2 horde of shamblers (see Dystopia point, they are in for some trouble. They can hear the zed moving
Rising: Evolution p. 139). through the distance and may make Athletics or Survival checks
with a total Complication of 5 for the entire group. If they resolve
• Tracks. Additional investigation shows that something the Complication, they get back to the wagon without attracting
large was moved off the trail recently — perhaps the car- the zed. If they fail, they attract a horde of walkers (see Dystopia
avan. Though the Overgrowth has filled in the gaps, the Rising: Evolution p. 139) with a Scale equal to the unresolved
growth is fresh enough to notice. Complication +1, who attack immediately.

• Shell Casings. Evidence of a gunfight taking place here is


strewn about the region. An additional success on this clue
Scene 5: Diesel Jock
reveals that there were at least ten shooters involved. Surprise
As the party returns to the wrecked vehicle, they find bloody
Scene 2: Following the Trail smears and scattered items that indicate Hubcap has become zom-
bie fodder. If they’ve not yet encountered the zed, a Scale 3 horde
A successful Survival check allows the group to follow the of walkers (see Dystopia Rising: Evolution p. 139) arrive as soon
trail of the caravan. This is made with a Complication of 2, which as repairs are finished on the vehicle, doing everything they can to
if not resolved summons a horde of shamblers (see Dystopia eat the characters.
Rising: Evolution p. 139) with a Scale equal to the unresolved
Complication +1, who attack immediately. If the adventurers already dispatched at least one zed horde,
they find Hubcap alive, but tired and frightened, at which point
they can attempt to repair the vehicle as described in Scene 1.

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