Fallout 2d20 / Introductory scenario

A morning
at home.

Prepare the household’s water expedition with Archie, Biscoto, June, and Sol.
Teach the rules through their preparations. End the session with a route and supply plan.

GM guide2 playersDiscovery session: expedition preparationFallout 2d20

GM / Synopsis

GM Synopsis

Starting situation. The PCs grew up at Home with June, a mechanic from a Vault; Archie, a rusty Mister Handy; and Biscoto, a super mutant farmer. The isolated homestead has sheltered them from the worst of the wasteland. Now the well and old water inlet are dry. June announces the shortage at breakfast: about eight days of water remain. The PCs must prepare to find a supply.

Session structure. Each scene changes the resources or equipment available for the expedition. Keep the same household inventory throughout.

ScenePlayer decision and systems introducedWhat carries forward
Archie’s kitchenChoose breakfast: inventory, needs, recipes, tests, and AP. Noodles save drinking water; an omelet can provide AP.Ingredients spent, needs updated, recipe practiced.
Biscoto’s gardenFight, trap, or drive off mole rats: combat and alternative solutions.Saved carrots, any wounds, and supplies spent.
June’s workshopChoose one project: crafting, mods, materials, and assistance.Useful equipment; materials consumed.
Sol’s visitAsk questions, buy, or barter: conversation, prices, and negotiation.Supplies purchased and three destination leads. Sol travels on without the PCs.
Expedition planningCompare destinations, travel, and camp needs; divide the remaining supplies.A route, a loadout, and a reserve for home.

Run each choice. Present the situation, costs, and effects; explain the relevant rule; resolve the action; update the inventory or sheets. Expandable procedures supply the rolls, values, and page references. Peaceful solutions to the mole rats earn the saved crops too. Let the players’ actions determine which procedures you use.

Play the tone through the residents. Archie fusses over breakfast service while the water runs out. Biscoto flees a fight his enormous muscles suggest he could win. June keeps the household working; Sol reports neighbors abandoning their homes. Play the absurd behavior and the shortage seriously.

Choose the bookkeeping together. Offer detailed inventory tracking and the route planner if the group enjoys them. Otherwise, summarize reserves and explain how each choice changes the supplies available for the expedition and those staying home.

00 / Preparation & map

Before the Session

  1. Prepare the character sheets, d20s, d6s and AP tokens.
  2. Give the GM 2 AP, one per player.
  3. Note the shared pool: 0 AP at the start of this introduction, a maximum of 6 saved.
  4. Give each PC as many Luck points as their Luck attribute.
  5. Prepare three tracks: hunger, thirst and sleep. Add a separate Fatigue counter.
  6. Prepare the household inventory and Archie's two recipes. No meals have been prepared yet.
  7. Prepare June's five projects, the uninstalled modules and the plans. The damaged tank remains unusable until a project restores it.
  8. Have Biscoto's sledgehammer available for the PCs: 5 ballistic combat dice, plus the character's bonus; prepare two separate 7 HP trackers for the mole rats.
  9. Read the water budget: eight days with careful use, before buying from the ghoul. The planned menu covers sixteen days.
  10. Read Sol’s stock and prices and the basin map. Her supplies are separate from the household stock. If the PCs consider trading a weapon, agree with its owner on what they may give away.
  11. Keep the destination and encounter references available for questions. Prepare to close with an expedition plan; travel and destination scenes are for the next session.

Running the game: ordinary actions succeed automatically. For a test, state the objective, difficulty and risk. Start the water crisis with June’s read-aloud in Archie’s scene; the players know why they are preparing from the outset.

Where to find the ruleAvailable mechanics
Archie's KitchenInventory, hunger, thirst, Fatigue, recipes, tests and AP
Whack-a-moleInitiative, assistance, attacks, hit locations, armor and injuries
June's WorkshopCrafting, modification, materials and equipment choices
Sol’s VisitConversation, prices, barter, and information for planning
The Cisterns, later sessionBarter or service, avoidable combat, radiation exposure, purification and delivery
Red Rocket, later sessionHaggling, searching, salvaging, repairs, hacking, rest stops and treatment
Waterworks, later sessionSpeech, infiltration, lockpicking, cover, combat and repairs
Camp, later sessionSleep, HP recovery, injuries and Fatigue

Basin Map

Trail survey · household copy

The last water source

The basin and its water sourcesThe underground watercourse passes through the station, Red Tank, Red Rocket, and the Cisterns in an old lake crater. The radiation pattern covers the lake bed and the ravine leading into it; the radiation symbol sits in the lake. The trail crosses on an old causeway above the contaminated mud. Six trails connect home and the three destinations, with distances and travel times. Select a location to open its guide below the map.
Suspected underground watercourseTrailIrradiated ground · ravine: 3 combat dice per crossingSelected route

Landmarks

Basin locations

Plan the expeditionYour routeOptional: open when you are ready to plan the journey.

    Pack supplies and schedule camps (GM) ↗
    01Geography and travel estimatesGM reference

    Three Roofs, California, 2180. A road keeper's house, June's shed and a kitchen under the awning, away from the Junktown–Hub route. Behind them: the vegetable garden, a dry well and the old water inlet.

    On June's map: waterworks → Red Tank → Red Rocket → The Cisterns. The underground watercourse winds beneath the trails. At The Cisterns, the former lake has dried up, leaving a crater connected to the irradiated ravine.

    The PCs know their nearby neighbors, 5 and 7 km away. They know the three major sites from travelers' stories. While their well still worked, there was no reason to risk several days of dangerous travel on foot. Sol confirms that the residents of Two Silos, Tire House and Red Tank left with their supplies.

    Route, in either directionDistanceWalking time only
    Home ↔ The Cisterns32 km12 h
    Home ↔ Red Rocket56 km20 h
    Home ↔ Waterworks, along the ridges104 km36 h
    The Cisterns ↔ Red Rocket88 km32 h
    Red Rocket ↔ Waterworks112 km40 h
    The Cisterns ↔ Waterworks136 km48 h
    Home ↔ Waterworks, through the ravine96 km28 h; 3 CD radiation per crossing

    On site: The Cisterns 2 h; Red Rocket 3 h; waterworks 4 h, excluding delays. The Cisterns offer a finite stock, the garage offers equipment, and the waterworks offers a lasting flow.

    Planning: after Sol’s visit, follow Plan the Expedition. Estimates below use 8 h of activity per day and 16 h stops for watches, cooking, and at least 6 h of sleep each.

    H+192: eight days of water at home. What matters is when the water arrives: delivery from The Cisterns is possible at H+79, or piped water from a direct trip to the waterworks at H+115. The PCs can return later if home has been resupplied. Going through The Cisterns and then the waterworks brings the first piped water at H+205; going through Red Rocket, H+206. They therefore need a delivery, extra time or a faster pace. Add the delays that actually occur in play.

    Three locations: about seventeen days at a normal pace. The PCs need resupplying, and home needs help while they are away. Without that, cutting nights short risks Fatigue; a successful delivery can instead allow normal sleep.

    Later-session references: The Cisterns, Red Rocket, and waterworks. These support preparation and future play; this discovery session ends before travel.

    GM sources

    Junktown and the Hub on the Fallout map · Bottle caps and the West Coast economy · Super mutants after the Master's fall

    Open the map on its own

    01 / Archie

    Archie's Kitchen

    Read aloud

    June sets an empty bucket beside the breakfast table.

    “The well’s dry. Nothing from the old inlet either. We’ve got about eight days of water for the four of us. You two need to find a supply and get water back here.”

    Archie slides the supplies ledger between the bowls.

    “Breakfast first. Planning on an empty stomach leads to very poor arithmetic.”

    01Take the Household Inventory5 steps
    1. Open the full inventory. One player counts, the other writes. No roll.
    2. Review the categories: water, food, medical supplies, workshop, equipment, transport, caps and knowledge.
    3. Have them record the supplies: 112 purified water, 16 dirty water, 192 food items or ingredients, 1,200 caps. Those 192 food items are not 192 prepared meals.
    4. Count four consumers: the two PCs, June and Biscoto. Archie neither eats nor drinks.
    5. Record the PCs' states: Peckish, Dehydrated, Well Rested; 1 Fatigue from thirst. Rest grants +2 maximum HP until the next sleep.

    Count supplies before breakfast and purchases from Sol. Water units are servings, not liters.

    Read aloud

    Archie: “Sixteen days of menus. Eight days of water, if nobody sweats. Please avoid all unnecessary biological activity.”

    Hunger, thirst, and sleepStates and recovery · pp. 190-192

    Reading a row: remaining in that state for the listed time moves you to the next one. The durations are not cumulative.

    Hunger

    StateAfterBecomes
    Full1 hSated
    Sated4 hPeckish
    Peckish8 hHungry
    Hungry16 hStarving; +1 Fatigue
    StarvingEach day+1 Fatigue

    Thirst

    StateAfterBecomes
    Quenched1 hHydrated
    Hydrated2 hThirsty
    Thirsty4 hDehydrated; +1 Fatigue
    DehydratedEvery 8 h+1 Fatigue

    Sleep

    StateAfterBecomes
    Rested8 hTired
    Tired8 hWeary; +1 Fatigue
    Weary8 hExhausted; +1 Fatigue
    ExhaustedEvery 4 h+1 Fatigue

    Recovery: raw or canned food improves hunger by 1 state; solid cooked food, by 2 states; soup improves hunger and thirst by 1 state each. An ordinary drink improves thirst by 1 state; purified water, by 2 states. Full prevents further eating; Quenched is the best thirst state.

    Sleeping: at least 1 h improves sleep by 1 state, no better than Tired; at least 6 h returns you to Rested and restores HP up to the current maximum; at least 8 h in a safe place grants Well Rested and +2 maximum HP until the next sleep. “Tired” on the sleep track does not yet give a point of Fatigue.

    Exertion: combat or strenuous effort worsens thirst and sleep by 1 state at the end of the scene. Below 5 °C without suitable protection, hunger intervals are halved; above 32 °C, thirst intervals are also halved. The introduction begins in mild weather.

    Fatigue: each point subtracts 1 from every AP gain, to a minimum of 0. At the start of a scene, lose 2 HP for every full 2 Fatigue. At the end of a scene without combat, remove 1 Fatigue if all its sources are gone. If sleep was the only source, at least 6 h of sleep removes all Fatigue.

    References: pages 35 and 190-192. HP and injuries after sleep; heat and cold.

    03Choose Breakfast4 steps
    Read aloud

    Archie checks your inventory.

    “Ah! We can make noodles. They fill your stomach and quench your thirst. Or a mirelurk omelet: more filling, but make sure you have a drink. Which one shall I show you?”

    “Shame about the tatos. With the carrots from the garden, we could have made my soup. Good for days when the counter starts crackling.”

    1. Present the two effects below without bringing out the ingredient cards. Answer questions; no information Archie knows requires a roll.
    2. Let the players suggest a menu. Four portions; they can mix menus.
    3. Then open the cards. Have them find the ingredients in the inventory. Before spending anything, the players see the costs and may change their minds.
    4. For the soup, let them put the facts together: there are no tatos in stock; the carrots are still in the garden. Archie confirms this as soon as they ask. It is a lead for later.
    MenuBenefit announced before the choice
    Noodle cupHunger and thirst each improve by 1 state. Saves one purified water this morning.
    Mirelurk egg omeletHunger improves by 2 states; no effect on thirst. 2 AP minus the eater's Fatigue, giving a PC 1 AP this morning.
    04Breakfast CardsGM reference
    For one portionNoodle cupMirelurk egg omelet
    Ingredients consumed1 dirty water + 1 razorgrain1 dirty water + 1 mirelurk egg
    Complexity / skill2 / Survival2 / Survival
    Required perkNoneNone
    RecipeRare: Archie teaches itCommon: already known
    HP restoredUp to 6Up to 7
    Other benefitHunger +1 state, thirst +1 stateHunger +2 states; 2 AP minus Fatigue

    Neither dish is irradiated. Healing cannot exceed maximum HP. The shared pool holds no more than 6 AP. Purified water drunk with the omelet is a separate expense.

    Learning: a rare recipe is learned from a person or a copy. Here, Archie teaches the noodles while they cook; no extra learning roll or time is added. For the omelet, he helps with a recipe already known under the rules. The copied card is kept and can be used again; it supplies neither ingredients nor a missing perk.

    Explain before cooking: without enough Survival, a roll is required; failure destroys that portion's ingredients. Archie can prepare any portions entrusted to him.

    References: pages 149-150, 190-191, 210 and 216-217. Teaching during the scene is a narrative choice; rarities and prerequisites come from the book.

    05Soup for LaterGM reference

    GM card, reveal on request. Vegetable soup: 1 carrot + 1 dirty water + 1 tato. Complexity 3, Survival, common recipe, no perk required.

    One portion improves hunger and thirst by 1 state each, restores up to 7 HP and grants +2 radiation damage resistance until the end of the next scene. It is not irradiated.

    The tato is missing. The two carrots still need harvesting. Four breakfasts use 4 of the 16 dirty water; the remaining 12 can be used for cooking or purification.

    References: pages 151, 191 and 217.

    06Cook One Portion8 steps
    1. Choose the cook and a station. Each PC may prepare their portion; Archie handles any portions entrusted to him.
    2. Set aside the ingredients for that portion. The attempt will consume them.
    3. Calculate the difficulty: complexity minus Survival rank, minimum 0. Here: 2 − Survival.
    4. At difficulty 0: success without rolling is possible, with no AP. Otherwise, roll 2d20, TN = INT + Survival.
    5. Success: remove the ingredients, add 1 dish. AP gained = successes − difficulty − Fatigue, minimum 0.
    6. Failure: remove the ingredients, no dish. Canned food can replace the lost portion; remove it from the stock as well.
    7. Allow 20 minutes per portion. After success, 2 AP halves that time. A complication adds 10 minutes and may spoil ingredients.
    8. Repeat. Four dishes: 80 minutes of work, or 40 minutes with both stations in use, without incidents or reductions.

    Reading the roll: a die ≤ TN gives 1 success; a 1 gives 2. If Survival is a tagged skill, a die ≤ its rank gives 2. A 20 gives a complication. Before the roll: 3d20 cost 1 AP; 4d20, 3 AP in total; 5d20, 6 AP. Spending 1 Luck rerolls 1d20 once, keeping the new result.

    Archie: Survival 2, a profile convention. He succeeds at these dishes without rolling; no AP are generated for the PCs. Two stations are available, including one that can be dismantled for camp (5 kg, a scenario convention). If it goes with the PCs, Archie keeps just one station at home. Record their fire time without deducting one fuel per dish.

    Purify instead of cooking: 3 dirty water produce 1 purified water; complexity 1, Survival, common recipe. After four breakfasts, the remaining 12 dirty water can produce 4 purified water in 1 h 20 at one station, before AP reductions. They will no longer be available for later meals.

    References: pages 13-17, 21, 210 and 216-217.

    07Eat and Drink6 steps
    1. Ask who eats, drinks or saves their portion. Include June and Biscoto.
    2. Remove the dishes consumed. Apply hunger, healing and bonuses.
    3. Remove each purified water drunk. Thirst improves by 2 states; up to 3 HP are restored.
    4. For a PC's omelet: add max(0, 2 − Fatigue) AP, without exceeding 6. With the starting Fatigue, this gives 1 AP. Drinking does not remove that point yet.
    5. At the end of a calm scene: remove 1 Fatigue if all its sources are gone. Here, it is enough to no longer be Dehydrated.
    6. Record the states and time. The clocks keep running afterward; H+0 marks this first meal.
    PC's mealFinal hungerFinal thirstFatigue after the scene
    NoodlesSatedThirsty0
    Omelet + purified waterFullHydrated0
    Omelet aloneFullDehydrated1

    Convention retained for this introduction: soup counts as both food and drink for the scene; do not add purified water to the same meal. NPCs' omelets do not give AP to the PCs. A small sip is not a full serving.

    References: pages 149-150, 160 and 190-192.

    08Update the Stock3 steps
    1. Have the players announce the remaining quantities. Do not deduct ingredients a second time at the meal.
    2. Keep leftovers and saved dishes. The learned recipe and the tools remain available.
    3. Keep the shared sheet open for what follows. Harvests, work and purchases will be recorded there. Note which food could travel, which needs cooking, and what stays for June and Biscoto.
    Example with no failures, four dishes eatenDirty waterPurified waterRazorgrainEggs
    4 noodles121121216
    4 omelets + 4 purified water121081612
    2 noodles + 2 omelets + 2 purified water121101414

    Use actual water consumption to update the eight-day estimate: choosing noodles can extend it.

    02 / Biscoto

    Biscoto's Whack-a-Mole

    Biscoto: terrified of violence, he flees as soon as combat breaks out.

    Read aloud

    Biscoto pulls his plow. He points to a row of plants.

    “Take the good ones for your trip. I’ll keep the patch going while you find us water.”

    When the PCs start harvesting, without a roll:

    Read aloud

    The roots have been gnawed. A mole rat emerges from the soil, a piece of vegetable between its teeth. A second appears two rows farther over.

    Within reach: a crate, Biscoto's sledgehammer, wire mesh and stones.

    Reward: 2 carrots (2 portions of food, usable in cooking), if the PCs save the plants. Add them to the shared stock before deciding what to pack.

    If combat breaks out:

    Read aloud

    At the first blow or bite, Biscoto drops the plow and runs to hide behind the shed.

    “I can't.”

    01If They Want to Capture or Drive Off the Mole RatGM reference
    • Crate-and-bait trap: INT + Survival, difficulty 1. A GM suggestion; no roll if the method is certain to succeed.
    • Specify the target: one animal or both, depending on the trap's size and position.
    • Failure: the targeted animal escapes the trap, then flees or defends itself. No automatic damage.
    • Bare-handed: announce the risk of a bite before the action.
    • Lasting solution: drive both animals away and block access to the crops with wire mesh and stones.
    02Start Combat7 steps
    1. Draw two zones: the crops and the path.
    2. Place the two PCs and the two mole rats. Clarify who can reach whom.
    3. Read the initiative scores. PCs: PER + AGI + bonuses. Each mole rat: 9. No roll.
    4. Order them from highest to lowest. Ties: the GM decides, including between the two mole rats.
    5. Identify who starts the combat. One PC or one mole rat.
    6. Give them a full turn before the first round.
    7. Start round 1 in order. Whoever started combat acts again at their initiative.

    PC Defense, page 48: AGI 1-8: 1; AGI 9+: 2. Add any applicable modifiers.

    CombatantInitiativeDefenseCurrent HP
    PC 1Read the sheetRead the sheetRead the sheet
    PC 2Read the sheetRead the sheetRead the sheet
    Mole rat A917
    Mole rat B917

    Two opponents: each has its own HP and its own turn. An attack targets a single mole rat.

    Reference: page 24. Biscoto has fled: he neither attacks nor provides any combat assistance.

    03Play a Turn7 steps
    1. Apply any start-of-turn effects.
    2. Give 1 minor and 1 major action, in the order chosen by the player.
    3. Resolve the actions using the walkthroughs below.
    4. Apply end-of-turn effects, including bleeding.
    5. Move to the next combatant.
    6. After the last one, start the list again. This is a new round.
    7. Stop when the confrontation ends. Death, capture, escape or withdrawal from combat.
    Minor actionMajor action
    Move: up to one zoneAttack
    Draw an accessible weaponAssist: follow the walkthrough below
    Aim: one d20 reroll on this turn's attackReady
    Stand up if proneSprint: up to two zones

    Only one movement per turn. Other actions remain possible, pages 25-26.

    04Assist at Different Initiatives8 steps

    Example: A acts at 12, B at 10.

    Who assists whom?When, and at what cost?
    A assists BAt 12, A spends their major action. At 10, they roll their assistance die.
    B assists AAt 12, B assists immediately and gives up their entire turn at 10, including the minor action.
    1. Have the player describe the assistance. It must be possible at the time of the test.
    2. Apply the cost from the table. Note any turn the player gives up.
    3. Choose the assistant's TN. Their attribute + skill, appropriate to their method.
    4. Have the main character roll the test normally.
    5. Have the assistant roll 1d20. Use their own TN.
    6. Does the main character have at least one success? Add the assistance successes.
    7. Do they have no successes? The assistance successes are not added.
    8. Also resolve any complications on the assistance die.

    Assistance: just 1d20, outside the main character's five-die limit. After your turn, assisting requires having spent your major action on Assist.

    References: pages 16-17 and 26.

    05Resolve a Sledgehammer Strike Against the Mole Rat15 steps
    1. Check range. The mole rat must be within reach.
    2. Announce the base difficulty: 1. Apply modifiers. Declaring a specific hit location normally adds +1 difficulty.
    3. Calculate the target number: STR + Melee Weapons. Write it down: TN = …
    4. Buy any extra dice. 2d20 free; 3d20 = 1 AP; 4d20 = 3 AP; 5d20 = 6 AP.
    5. Roll the d20s. Read the results using the table below.
    6. Offer rerolls. Aim, if used this turn: 1d20. Luck: 1 point for 1d20.
    7. Check the final result. Enough successes: a hit. Otherwise: resolve complications and stop here.
    8. Calculate AP gained. Successes above the difficulty, minus Fatigue, minimum 0. They can be used immediately.
    9. Determine the hit location. Roll 1d20. If a location was targeted, no roll.
    10. Roll damage. Sledgehammer: 5 combat dice, plus the character's damage bonus and any additional spending.
    11. Apply resistance. Mole rat: 1 ballistic everywhere. Net damage = damage minus resistance, minimum 0.
    12. Subtract net damage from HP. One HP total for the whole body.
    13. At least 5 net damage in one hit? Apply an injury to the location hit.
    14. Check remaining HP. At 0 HP, the mole rat dies unless the attacker decides otherwise.
    15. Resolve complications. Keep unspent AP, up to 6 in the shared pool.

    A given die can only be rerolled once. Keep its new result.

    Reading a test d20:

    ResultEffect
    12 successes
    Less than or equal to the rank of a tagged skill2 successes in total for that die
    Any other result less than or equal to the TN1 success
    Above the TN0 successes
    20A complication, even if the test succeeds

    Reading combat dice:

    d6 faceDamageEffects
    11None
    22None
    3 or 40None
    5 or 611 Effect

    Sledgehammer: faces 5 and 6 each inflict 1 damage, with no additional effect.

    References: pages 12-21, 27-32 and 111.

    06Determine the Hit LocationGM reference

    Read this table using a new d20, after scoring a hit.

    d20Human PCMole rat
    1-2HeadHead
    3-8TorsoTorso
    9-11Left armLeft front leg
    12-14Right armRight front leg
    15-17Left legLeft hind leg
    18-20Right legRight hind leg

    Hit location: determines protection and the effect of an injury. No bonus damage for hitting the head.

    07Apply an InjuryGM reference

    Triggers: 5 or more net damage in one hit; or dropping to 0 HP. Both triggers together cause two injuries.

    LocationEffect to apply
    ArmDrop the held item. Arm unusable.
    LegFall prone. No sprinting. Moving costs a major action.
    TorsoAt the end of each subsequent turn: suffer 2 dice of ballistic damage. Ignore resistance.
    HeadLose normal actions on the next turn. Sight-based tests: +2 difficulty.

    Mole rat limb: use the leg effect, a GM adaptation. Treatment: page 34. For the head, only the loss of normal actions ends after one turn.

    08Play the Mole Rat4 steps
    1. Play the mole rat whose turn it is: defend its food or flee.
    2. Choose just one row of the table to suit its situation.
    3. Spend the listed actions.
    4. If it bites: follow the bite walkthrough below.
    Chosen situationMinorMajor
    Already within reachAimBite
    Must approach an accessible targetMove within reachBite
    Wants to burrowOptionalBurrow
    Burrowed on its previous turnEmerge in the zone it entered from or an adjacent zoneBite if a target is within reach
    Flees on the surfaceNo additional movementSprint up to two zones

    Burrowing uses the major action: no bite with that same action. Track separately which mole rat has burrowed.

    Behavior chosen for this scene: if one falls, the survivor tries to flee. No morale roll.

    09Resolve Its Bite12 steps
    1. Choose a target within reach.
    2. Read their Defense. That is the attack's difficulty.
    3. Roll 2d20, TN 7. Results of 1-2: two successes each. Results of 3-7: one success each.
    4. Apply Aim, if used: reroll no more than one d20.
    5. Compare with the difficulty. Failure: resolve complications and stop here.
    6. Add excess successes to the GM's AP.
    7. Roll 1d20 for hit location. Use the human PC column.
    8. Roll 4 combat dice. When emerging, 1 GM AP allows it to roll 5.
    9. Count the Effects. Piercing 1 ignores 1 ballistic resistance per Effect, minimum 0.
    10. Subtract the remaining resistance from damage, minimum 0. Then subtract that net damage from HP.
    11. Apply an injury if necessary. At least 5 net damage in one hit or dropping to 0 HP.
    12. Resolve any complications.

    At 0 HP, a PC is dying: consult the emergency reference. Note any bite that cost HP for the end of the scene.

    10Play Whack-a-Mole7 steps

    If a PC waits with the sledgehammer for a mole rat to emerge:

    1. The PC picks up the sledgehammer, if necessary: minor action.
    2. They state their trigger: “As soon as a mole rat comes back up within my reach, I strike.”
    3. They spend their major action: Ready.
    4. Does a mole rat emerge within reach before the PC's next turn? Immediately resolve a sledgehammer strike against it.
    5. Does it emerge elsewhere? No readied strike is triggered.
    6. Does the PC's next turn begin? The wait expires. They may ready again.
    7. Does the mole rat survive and still have actions? Resume its turn with its remaining actions.
    • One readied strike: one target only. The action is spent after that strike.
    • Simultaneous attacks: follow initiative order.
    • Aim: no reroll if the readied strike happens outside the PC's own turn.
    • Other PC: bait, lookout or protecting the plants. Bait does not guarantee where the mole rat will emerge.
    • Burrowing: no free attack or automatic surprise. Emerging, biting and burrowing again requires an extra major action.
    • Harvest: a missed strike does not automatically destroy it.
    11End the Mole Rat Scene10 steps

    Combat ends when both mole rats have fled or been neutralized.

    Biscoto returns when everything is quiet. He checks that the PCs are all right, then carries stones to close the holes in the fence.

    1. Deal with emergencies. Stabilize dying characters and treat injuries if possible.
    2. After combat or strenuous effort: worsen thirst and sleep by one state.
    3. Check the new states. Dehydrated or Weary, in particular, may add Fatigue.
    4. For each bitten PC who lost HP: END + Survival, difficulty 1 if this was the only exposure.
    5. Failure: roll for the disease in the disease box, p. 193. Note its effect and Duration.
    6. Delay its effects until the next day. When symptoms appear: 1 Fatigue, plus the disease's own effect.
    7. Add the harvested carrots to the inventory. Both threats dealt with for good: 34 XP per PC, even without killing.
    8. Offer to butcher each dead animal. END + Survival, difficulty 0; automatic success possible.
    9. Add the loot to the inventory: per body, 1 mole rat meat and 1 common component. Two bodies: 2 meat + 2 common components.
    10. Ask whether they drink. Apply the drink's effects and deduct each serving from the stock.

    After combat, depending on the current state: Hydrated → Thirsty, no Fatigue; Thirsty → Dehydrated, +1 Fatigue. Rested → Tired, no Fatigue. The rest bonus lasts until the next sleep. If the clock has already changed a state, start from the one recorded on the sheet.

    Disease: several bites count only once. Add the other categories of exposure, to a maximum difficulty of 5.

    Butchering: accessible body and suitable tools. An optional difficulty 0 roll is possible with the GM's agreement: AP and complications may result.

    Raw meat: the two pieces can be cooked into 1 mole rat steak at Archie's. One body is not enough.

    Escape: if the animals can return to eat the plants, the threat has not yet been dealt with for good. Blocking access finishes the job.

    Purified water: thirst improves by 2 states, up to 3 HP restored. Thirsty → Quenched.

    References: pages 160, 190-193, 217, 332 and 350.

    03 / June

    June's Workshop

    Read aloud

    June clears the workbench. Two robot modules sit in a box. Beside them: the pistol, a magnetized needle and the tank that needs repairing.

    “You’ll need to find your way, deal with trouble, and carry water back. We have time for a project. What would help most?”

    01Choose a Project3 steps
    1. Open the inventory: starting stock of 96 common, 24 uncommon, 4 rare; add the loot actually recovered in the garden. Keep the 32 fuel for cooking.
    2. Present the costs and effects. Choose a project for the water search and note the time. A container adds capacity, not water; a module only helps where Archie is present.
    3. Choose the recipient. June lends her 10 mm; the modules benefit only Archie.
    ChoiceWhat the players getWhat to useWork
    Archie: locksmith clawHis lockpicking module reduces the difficulty of his Lockpick tests by 1, minimum 0; no bobby pin neededThe prebuilt lockpicking moduleInstallation: 1 h, INT + Science, D2
    Archie: integrated boiler moduleOutside combat, once per scene, Archie turns 2 dirty water into 1 purified water in 10 minutesThe prebuilt integrated boiler moduleInstallation: 1 h, INT + Science, D2
    PC: hardened 10 mmJune's pistol gains +1 CD damage; ammunition and fire rate unchanged3 common materials, then the existing 10 mmCrafting 1 h, then installation 1 h
    Expedition: compassPoints north; reduces the difficulty of tests to navigate with the map by 1, minimum 02 common materialsCrafting 1 h, complexity 1
    Expedition: wheelbarrow water tankA watertight container holding 64 water, mounted on the existing wheelbarrowThe damaged tank, the wheelbarrow, 4 common + 2 uncommonCrafting 1 h, complexity 3

    Archie: no module installed at the start. The claw retains its functions; the boiler is a service module. No extra arm. After four recipes using dirty water, 12 remain. Each use of the boiler removes 2 dirty water from that stock.

    Claw in play: with Archie present, PER 7 + Lockpick 0, TN 7, critical on 1; reduce difficulty by 1, minimum 0. The module does not grant a skill rank. Base profile p. 358-359.

    Scenario plans: the compass and water tank costs and effects are conventions, not recipes from the book. The water tank replaces the damaged tank and the wheelbarrow. Empty capacity: 64 water; total load capacity: 60 kg, including the container. When loading, allow no more than 32 kg for its 64 water, then add the weight of the container and other luggage. Passable terrain is required.

    02Craft a Receiver, Compass or Water Tank9 steps
    1. Choose the crafter and any assistance. June explains the steps.
    2. Check the workbench and plan. Receiver: weapons workbench, common recipe, no perk required. Compass and water tank: repair station and June's plans.
    3. Calculate difficulty: complexity minus Repair rank, minimum 0. Receiver 2; compass 1; water tank 3.
    4. At D0, offer success without rolling: 1 h, no AP gained.
    5. Otherwise, test INT + Repair. 2d20; assistance: 1d20, counted if the crafter gets at least one success.
    6. Success: craft the item and deduct the materials. AP gained = successes minus difficulty minus Fatigue, minimum 0; shared pool capped at 6.
    7. Offer 2 AP to reduce 1 h to 30 minutes. Then add 30 minutes per complication in this scene.
    8. Failure: the hour passes with no result, without automatically destroying materials. Offer another attempt, abandoning the project, or success at the announced cost.
    9. Receiver only: proceed to installation below.
    03Install a Module on Archie or the Pistol7 steps
    1. Take the part: Archie's prepared module or the receiver crafted by the PCs.
    2. Check for the appropriate workbench. Robots for Archie; weapons for the 10 mm. These three mods require no perks.
    3. Announce the test: Archie, INT + Science D2; receiver, INT + Repair D1. Duration: 1 h.
    4. Roll, with any assistance. Dice and AP as above: 3d20 = 1 AP; 4d20 = 3 AP; 5d20 = 6 AP.
    5. Success: apply the effect. Optionally spend 2 AP to reduce the time to 30 minutes; add 30 minutes per complication in this scene.
    6. Failure: the mod remains uninstalled. Roll 1 CD: an Effect damages it and makes it unusable. Announce this risk before the test.
    7. Update the inventory. Move the module from the box to Archie, or write “hardened receiver” on the 10 mm.

    Luck: 1 point rerolls 1d20; keep the new result. Never reroll the same die twice.

    04Leave the Workshop4 steps
    1. Show the result. Have them try the crafted item.
    2. Count what remains. Receiver: 93 / 24 / 4 materials; compass: 94 / 24 / 4; water tank: 92 / 22 / 4. Installing a prepared module: 96 / 24 / 4, but the part leaves the stock. Add the garden loot and deduct any earlier spending that actually occurred in play: these totals start from the initial stock, without butchering.
    3. Check the containers. Without the water tank, the reservoir remains damaged: 68 water capacity for the two PCs. If they take the water tank: 132. No water is gained.
    4. Note the time. Meal at H+0, garden until H+0.5, receiver finished around H+2.5 in the example schedule. Count complications and record unfinished work. Sol visits after the workshop scene; use the actual preparation time when planning departure.

    If June makes the test: INT 7, Repair 3, Science 2, with neither skill tagged. A profile convention; her skills are not lent to the PCs.

    Read aloud

    June shakes the box of caps.

    “We've got enough to pay. What we need is someone who's selling.”

    Book references, printed pages: modification and failed installation p. 87; 10 mm compatibility p. 96; hardened receiver p. 100; robot modules pp. 185-187; workbenches p. 209; crafting p. 210; materials p. 211; receiver recipe p. 222. The prepared modules, household tools and two expedition plans are part of this adventure's starting equipment.

    04 / Sol

    Sol's Visit

    Sol is an itinerant ghoul trader who knows the household. June has maintained her tools for years. She arrives with a loaded handcart and news from the basin. Use the ghoul resident profile.

    Read aloud

    Sol stops her cart beside the empty bucket.

    “Same trouble at Two Silos and Tire House. They’ve cleared out. I can spare some water, but you need a source. Show me June’s map.”

    1. Open the basin map. Sol confirms that Two Silos, Tire House, and Red Tank are empty; their residents took their supplies.
    2. Give the three leads below. Answer ordinary questions without a roll. Distinguish what Sol knows from what the PCs will need to discover on site.
    3. Review the shared inventory. Include breakfast, drinks after the garden, the harvest, and June’s work.
    4. State stock and prices before negotiating. The PCs may buy water, propose barter, or keep their caps for the expedition.
    5. Record the agreed exchange once. Add purchased water, remove payment, and reduce Sol’s sale stock. Then move to Plan the Expedition.
    DestinationWhat Sol can tell themPlanning question
    The CisternsAlma controls a finite stock of dirty water. They can negotiate payment or work, including transport home.Can they secure a batch, move it home, and account for purification?
    Red RocketVern has tools, salvage, and parts that may help repair the water system. There is no reliable water supply to buy there.Is the equipment worth the time and provisions spent on a detour?
    WaterworksThe old inlet runs back to a working agricultural waterworks. Its residents control the valves; the household’s branch is closed.Can they obtain access and restore a lasting supply?
    01Sol’s Stock and PricesGM reference

    Separate stock: 264 purified water and 72 cooked portions on the cart. Sol offers up to 60 purified water at 20 caps each. The remaining water and meals are reserved for her own journey and existing commitments. She offers no escort or future deliveries.

    Household purse: 1,200 caps before purchases. At the stated price, all of it buys 60 water. This is a finite extension of the household’s reserves; the water search is still needed. A discount or barter never raises the 60-water sale limit.

    Trade: accepting the price requires no roll. If the PCs haggle, use Negotiating a Price: Sol rolls 2d20, CHA + Barter TN 5, critical on 1, without Alma’s merchant bonus. State the value of any item offered before resolving the exchange; its owner must agree. Sol’s information does not depend on a purchase.

    Trinket, if relevant: outside combat, contemplating your personal trinket allows you to recover 1 Luck. Once per quest; never above the Luck attribute. Page 21.

    05 / Expedition plan

    Plan the Expedition

    Read aloud

    June spreads the map beside the ledger.

    “Where first? Show me how you’ll get water back, and what we’ll have here until then.”

    1. Choose the first destination and purpose. Obtain a batch at The Cisterns, seek useful equipment at Red Rocket, or head for the waterworks. Further stops remain provisional.
    2. Trace the route. Estimate walking, visits, camps, and when water could reach home. State the ravine’s radiation risk before choosing it. Use the map, on paper or with the optional route planner. The planner is a GM aid, not a required step.
    3. Allocate the actual stock. Record water, food, containers, cooking gear, and other equipment carried by the PCs. Separate prepared meals from ingredients and check capacity and weight.
    4. Set the reserve at home. Record what June and Biscoto keep and how long it is expected to last. Explain how the plan gets water home before that reserve runs short. Include only supplies actually owned or bought.
    5. Check the first leg together. Use the supply guidance. If the quantities or timing do not work, revise the route, loadout, or purchases. A known lead is not a guaranteed refill.
    6. Write down the agreed plan and end the session. Keep current needs, injuries, AP, Luck, inventory, and unfinished work for the next session. Begin the expedition then.

    Enough detail to finish: the players can name where they go first, why, which route they take, what they carry, what stays at home, and how they intend to bring water back. They need not solve every later encounter in advance.

    Before closing: ask each player what they enjoyed, what felt cumbersome, and whether they want to continue with the expedition. Share your experience as GM too. Agree how much inventory tracking the group wants next time.

    Ref / Destinations

    Destination Reference for Later Sessions

    01Home: running the sceneGM reference
    Location profileKey details
    Category / levelRural home and workshop, level 1 for the introduction. Location categories: p. 195-198.
    Size / search statusMedium; familiar to the PCs. Supplies are in the household inventory, with no search roll.
    ResidentsJune, mechanic: INT 7, Repair 3, Science 2, scenario values; assistance and work, p. 16 and 209-210. Archie, Mister Handy: level 6 from the standard profile, p. 358-359; cooking and modules, with no water or food consumption. Biscoto, peaceful super mutant: muscle for hauling; he flees every fight. Do not assign him a combat level for these scenes.
    Threats2 level 2 mole rats, p. 350: initiative 9, Defense 1, 7 HP each; bite 4 CD, Piercing 1; burrowing.
    HazardsDry well; supplies for about eight days. No ambient radiation.
    Suggested mechanicsArchie: inventory, hunger, thirst, sleep, recipes. Biscoto: initiative, attacks, AP, Luck, injuries. June: assistance, crafting, and installing mods.
    RewardsA recipe practiced; 2 carrots saved; one project chosen at June's.

    Three Roofs: a road keeper's two-room house, June's shed, and Archie's kitchen under an awning. Biscoto grows crops out back. The shallow well is dry; the old connection to the agricultural water network no longer flows.

    Current session: Archie’s Kitchen, Biscoto’s Whack-a-Mole, June’s Workshop, Sol’s Visit, then Plan the Expedition.

    Sleeping at home: safe beds. Six hours restore HP up to the current maximum; eight hours grant Well Rested and +2 maximum HP until the next sleep. Sleeping does not heal radiation damage, p. 35 and 192.

    The caretakers' levels: June and Biscoto are noncombat scenario NPCs, without complete leveled profiles. Archie's level 6 describes his official profile, not an escort provided to the PCs.

    02Preparing supplies and sleep5 steps

    Planning example: departure H+3; initial water reference H+192, about eight days. After four omelets and four servings of purified water at the first meal, 108 purified water and 12 dirty water remain: suggest 54 purified water for the PCs and 54 for June and Biscoto. Keep the 12 dirty water for upcoming meals, or explicitly reallocate them. Also deduct drinks taken after the garden. Recalculate if the menu changes; track the inventory.

    01The two PCs' packsGM reference
    ResourcePreparationDeduct or check
    Purified water at departure54 servings of water for both PCsLeave the other 54 at home; about six days of walking and camping, with a margin
    PCs' containers68 servings, or 132 after June's relevant projectEmpty capacity is not a water supply; check weight as well
    FoodCanned food and ingredients from the inventory; choose according to the routeDo not list meals that have not been cooked; the household reserve contains 64 cans
    Bait1 can if the PCs want to trap the radroachesDeduct this can from their meals
    Suggested Stimpaks2Out of the 3 available; leave 1 Stimpak and the diluted Stimpak at home
    RadAway1The only shared dose; treats 4 radiation damage for one person
    Diluted Rad-X2Both shared doses; each grants +3 radiation DR until the end of the scene

    A cautious allowance per PC per day: 4 purified water and 2 cooked meals, or 3 cans. Use it to pack supplies, without replacing hunger and thirst states. Add exertion and combat played out at the table. Dirty water improves thirst by only one step and carries a radiation risk; do not count it as purified water.

    Example of food for eight days: take all 32 brahmin meat and the household's portable cooking station (5 kg). Cook 4 ribeye steaks each day for both PCs: 1 h 20 per day, within camp time if watches and six hours of sleep each are preserved. Take, for example, 4 combustible common materials; a station needs fuel after eight hours of use. Archie keeps the other station at home. An alternative without cooking: 48 cans, with their radiation risk explained before choosing. These eight days of meals are not enough for longer routes.

    Cooking: 20 minutes per portion; forty meals take 13 h 20 on one station. Archie cannot prepare that batch during the example’s three hours of preparation. Add cooking, purification, or work that exceeds a stop to the schedule.

    Resupply: 54 servings of water do not cover every route. At The Cisterns, 12 dirty water yield only 4 purified water, requiring 1 h 20 of cooking. Calculate the need until the next water source, then reserve the corresponding amount before delivery. Red Rocket offers no water or guaranteed resupply. The waterworks can provide up to 112 purified water, depending on the agreement reached and available capacity.

    The ravine exposes each person to 3 CD radiation per crossing. The waterworks' direct entrance adds 1 CD, announced separately. Local exposure time and damage are not multiplied. Deduct the doses of medicine actually used.

    02A day of travel5 steps
    1. Plan for eight hours of activity. Walking, visits, and work share this allowance; record any extra hours.
    2. At the first camp, choose shelter, meals, and watches. Plan a 16 h stop, with at least 6 h of actual sleep for everyone. The rest covers cooking, watches, maintenance, and breaks.
    3. Apply needs states. After the garden fight, the PCs may reach their first point of Fatigue before that night. A nap or an early stop shifts the journey's schedule; camping does not remove radiation damage or injuries.
    4. Summarize subsequent stages. Describe the landscape, deduct resources, and resume at the next meaningful choice or incident.
    5. To push the pace, explicitly cut rest time. Track each PC's sleep and the book's Fatigue rules; no automatic point per kilometer or per day.

    Watches: a six-hour stop does not give both PCs six hours of sleep if they take turns. The planned 16 h allow that rotation; asking Alma or Vern for shelter is still useful. At the waterworks, reach an agreement before relying on shared watches.

    Calculating a schedule without delays: add walking and visiting hours, then add 16 h between each block of 8 h of activity. The examples assume departure H+3; shift them if preparation takes longer. Arriving after eight hours does not require adding a night before announcing arrival. Add cooking that runs beyond stops, detours, and incidents actually played out.

    03Comparing routesGM reference
    Complete route, returning homeWalking and visitsCampsReturn without incident
    The Cisterns26 h3H+77, fourth day
    Red Rocket43 h5H+126, sixth day
    Waterworks76 h9H+223, tenth day
    The Cisterns → Red Rocket69 h8H+200, ninth day
    The Cisterns → waterworks102 h12H+297, thirteenth day
    Red Rocket → waterworks103 h12H+298, thirteenth day
    The Cisterns → Red Rocket → waterworks129 h16H+388, seventeenth day

    What matters is when water reaches home. The Cisterns alone: delivery possible at H+79. Direct to the waterworks: first piped water at H+115. Bringing back only the 112 servings of water means returning at H+223: too late without resupplying home first or speeding up the return journey. Returning after H+192 remains possible if June and Biscoto have received supplies. Visiting two or three locations in sequence requires resupply for the PCs, fuel, and meals for the entire trip; four extra servings of water are no longer enough.

    All three locations: 129 h of activity, before cooking and incidents. Cutting camps requires tracking lost sleep and its Fatigue effects. A delivery secured at The Cisterns buys time for a longer expedition with regular camps.

    References: hunger, thirst, sleep, and Fatigue, pages 190-192. Schedules and supply allocations: scenario.

    03Water Tower: running the scene26 steps
    Location profileKey details
    Category / levelWater infrastructure, level 2; basement to explore level 1. Location profile: p. 195-198.
    Size / search statusYard and water tower: Medium, thoroughly searched. Maintenance room: Small, partly searched. The plan is visible once the room is accessible.
    Access / durationFrom home: 32 km, 12 h of walking. Visit: 2 h, excluding purification.
    Allied residentsAlma, level 4 merchant, p. 393: Barter TN 13, criticals 1-4, +1 automatic success; Speech TN 12, criticals 1-3. Noé, level 2 driver, p. 392: delivery, use of his cooking station, no combat assistance.
    Hostile residents2 ordinary radroaches, level 1 each, p. 347: initiative 9, Defense 2, 6 HP, DR 0; bite TN 6, 1 CD ballistic Radioactive.
    Obstacles / hazardsRadroaches in the room; irradiated water. Yard, access route, and room have no ambient radiation. The bottom of the contaminated crater lies outside the safe route.
    Suggested mechanicsBarter or service, combat or trapping, ingested radiation, purification, loading, and delivery.
    RewardsUp to 320 dirty water, from a single stock; access plan for the waterworks if the basement is cleared.
    Read aloud

    Alma fills a bottle. The counter crackles.

    "Five caps. I give good prices for weapons. Otherwise, get rid of the roaches under the tank and you can take the lot."

    The pump is broken. The barrel holds the last water drawn from the contaminated aquifer. Noé is waiting to load his cart.

    01Choosing the deal4 steps
    OfferPrice / conditionResult
    Buy5 caps per dirty water1,200 caps = 240 servings of water
    Trade weaponsStandard 10 mm pistol: 50 credit; standard hunting rifle: 5510 or 11 servings of water; ammunition kept
    Clear the basementKill or securely confine both radroachesAll remaining stock, delivery included, and the waterworks plan
    Bring the regulatorHand over Red Rocket's unique partAll remaining stock, delivery included; the part is no longer available for the waterworks
    1. Explain the radiation before the deal. Drinking it directly and purifying it are two separate options.
    2. Confirm ownership of the weapons. June's pistol cannot be traded away without her agreement.
    3. Deduct sales from the single stock. Buying 20 servings leaves 300 to earn, not a second barrel.
    4. Reserve the PCs' share, then record the amount delivered home.

    Weapons: a local offer at list price, better than the usual quarter-price resale. Weapon modifications are negotiated separately. To haggle: full procedure, p. 16 and 85-86. Alma rolls 2d20, TN 13, criticals 1-4, then adds 1 success.

    02Clearing the maintenance room6 steps
    1. Three zones: yard, stairs, room. A door that can be closed at the top; a barred storage area at the back.
    2. Show both insects. They are defending their nest; there is no ambush in this scene.
    3. Trap: put a can of food in the storage area, withdraw, pull the gate shut with a rope, and secure it. Complete plan: success without a roll. Remove the can from the inventory.
    4. Improvising within biting range: AGI + Survival D1. Failure: they remain free and approach; no automatic damage.
    5. Combat: read the box below. Retreat is possible by going back upstairs and closing the door.
    6. Room secured: take the wall plan without a roll. Alma pays; 20 XP to each PC for permanently neutralizing the threat, even without killing.
    03Running the two radroaches7 steps

    Each: level 1, 6 HP, Defense 2, initiative 9. Ballistic and energy DR 0; immune to radiation and poison. They die from their first injury. Profile p. 347.

    1. One turn per insect. At a distance: minor action Move, major action Bite. Already in reach: minor action Aim, major action Bite.
    2. Bite: 2d20, TN 6, critical on 1; difficulty = the PC's Defense. Aim allows one d20 reroll this turn.
    3. Hit: determine hit location, then 1 CD ballistic; subtract the relevant DR.
    4. Effect rolled: add 1 radiation, minus the location's radiation DR. Reduce maximum HP; cap current HP at this new maximum if necessary.
    5. When a PC attacks: 5 net damage or a drop to 0 HP causes an injury and kills the radroach. The radroach's hit location has no practical effect here: resolve it as a body hit.
    6. After combat: thirst and sleep worsen by one step. For a PC who took bite damage after resistances: END + Survival D1 disease test if this is the only exposure category; use the disease table on failure.
    7. Butcher a body: END + Survival D0. One radroach meat, not a cooked meal.

    Sneaky: Sneak TN 10; +1d20 on sneak attacks. This ability does not grant automatic surprise. If the PCs retreat, the insects stay in their room.

    04The waterworks planGM reference

    "Agricultural network. Waterworks No. 3. Maintenance access." The plan shows the pipe to the home and the side hatch.

    Advantage: bypass the radiation and the hour-long detour. The plan does not shorten the journey or bypass the residents. Take it without a roll once the room is accessible.

    05Delivery home4 steps

    Delivery included from 160 servings of water obtained through purchase or weapon trades, or for the service and regulator deals. Check this threshold before setting aside the PCs' share.

    1. Record the amount delivered. Noé lends a barrel holding 320 servings of water; his cart carries 200 kg. The full batch of water weighs less than 160 kg.
    2. Add 2 h for loading, then 12 h of walking and Noé's camps.
    3. Example without delays: agreement H+33, loading complete H+35, night until H+51, 8 h of walking, 16 h night, final 4 h of walking: delivery H+79.
    4. June receives dirty water. Archie purifies it gradually; all 320 servings do not instantly become drinking water.

    For a purchase below the threshold, the PCs carry the water in their own containers. The cart and loaned barrel do not become part of their equipment.

    06Drink or purify5 steps
    ChoiceCost / effect
    Drink dirty water1 water: thirst improves by 1 step, 2 HP. Roll 1 CD: only an Effect inflicts 1 radiation, ignoring equipment and armor DR.
    Purify3 dirty water yield 1 purified water, in 20 minutes at a cooking station. Common recipe, complexity 1.
    Drink purified water1 water: thirst improves by 2 steps, 3 HP, no radiation.
    1. Choose a cook: INT + Survival, difficulty = 1 minus Survival rank, minimum 0.
    2. At D0: success without a roll is possible. Otherwise, roll normally; assistance is possible.
    3. Success: remove 3 dirty water, add 1 purified water. 2 AP halve the 20 minutes.
    4. Complication: +10 minutes. Failure: all 3 dirty water are lost.
    5. Track fuel: the station burns for 8 h, then requires 1 combustible common material for each additional 8 h.

    Full batch: 320 dirty water yield at most 106 purified water and 2 dirty water, in 35 h 20 at one station, before time reductions. 4 purified water for the road cost 12 dirty water and 1 h 20; 308 dirty water would remain for delivery. Set aside more if the route requires it.

    References: radiation from consumables p. 149; water p. 160; thirst p. 191; crafting p. 210; station and recipe p. 216-217.

    04Red Rocket: running the scene48 steps
    Location profileKey details
    Category / levelShop and workshop, level 2. Location profile: p. 195-198.
    Size / search statusMedium; thoroughly searched. Scenario population: 2 residents, instead of the 3 to 6 suggested on p. 197. The shop's stock belongs to Vern; only the yard may be searched with his agreement.
    Access / durationFrom home: 56 km, 20 h of walking. Visit: 3 h, excluding an overnight stay and additional work.
    ResidentsVern, level 2: wastelander, p. 392; Barter TN 5, Speech TN 5, Repair TN 6. RR-4, level 3: Protectron, p. 361-362; checks parts leaving the premises and guards the workshop.
    Obstacles / hazardsAuthorization to release the regulator; trailer needing repair; locked terminal. Open workshop pit behind a red rope: freely avoidable, fall 3 CD ballistic Stun, p. 39.
    Suggested mechanicsBarter, opposed social tests, searching and salvaging, repair or hacking, rest and healing. Combat only in response to aggression.
    RewardsA regulator, a hand trailer, a small stock of goods to buy; a guarded stop. No water stock for sale.
    Read aloud

    The red rocket towers over two gutted pumps. Under the awning, a man finishes painting "OPEN." A Protectron polishes the bumper of a car with no wheels.

    "Vern. Parts, repairs, beds. If you want gas, you're a hundred years too late."

    The garage's water intake has collapsed; restoring it would take several days of work. Vern wants to turn the garage into a waystation. He sleeps in the office and keeps his water for himself. RR-4 honors release slips signed by Vern.

    01Running the visit5 steps
    1. Ask what they are looking for. Vern shows them the regulator and his price list.
    2. Explain both uses for the regulator. At The Cisterns: trade it for the remaining water stock. At the waterworks: it makes restoring service easier. One part only, 2 kg.
    3. Offer purchase, trade, or service. Announce prices and services before rolls.
    4. Settle the transaction. Vern signs the slip; RR-4 hands over the part.
    5. Offer the workshop or an overnight stay. Deduct purchases, materials, meals, and time actually used.

    Free information: "At Red Tank, they were lengthening their rope every week. It's dry now. The waterworks pumps deeper." Vern places the hamlet between the garage and the waterworks.

    02Vern's counterGM reference
    Initial stockQuantityUnit priceUse
    Agricultural network regulator1200 capsQuest item; value and compatibility set by the scenario
    Hand trailer, wheel removed120 caps as isAfter repair: 200 kg payload; no water canisters provided
    Stimpak1504 HP or treatment of an injury; p. 34 and 169
    Diluted RadAway150Removes 2 radiation damage; p. 169
    Tato27The missing ingredient in Archie's soup; p. 150
    10 mm ammunition122Individual rounds; p. 91
    Common materials81Including 4 combustible materials; p. 208
    Uncommon materials43Screws, copper, and springs; p. 208

    One cash reserve: 20 caps, plus any he takes in. No additional wealth roll. No restocking during the adventure. Vern's personal water and meals are reserved; he cannot resupply an expedition. A raw tato restores 3 HP, improves hunger by one step, and carries a radiation risk: 1 CD, an Effect causes 1 radiation, ignoring equipment and armor DR.

    03Earning the regulator through a service10 steps

    Vern offers the part and one night's lodging in return for one service of their choice: repair his roller shutter or unlock the maintenance terminal.

    Shutter: he provides the tools and the 2 common materials required, taken from his 8.

    1. Brace the shutter with the available props. No roll; the pit remains marked.
    2. Repair the mechanism: INT + Repair D1, 30 minutes. Scenario item, rarity 1; procedure p. 210.
    3. Success: the shutter closes; Vern provides the regulator and lodging for the night.
    4. Failure: 30 minutes pass; nothing is repaired. Try again, buy the part, or choose a different project. Materials are not automatically destroyed.
    5. Complication: add 15 minutes, or lose one material identified as damaged.

    Terminal: Vern can sign paper release slips, but does not have the password to control RR-4's patrols and standby mode.

    1. Hack: INT + Science D1, 10 minutes. Electronic obstacle, p. 198. No required perk.
    2. Success: open the maintenance menu; 2 AP reduce the time to 5 minutes.
    3. Choose the instruction with Vern: night patrol or stationary watch. The robot does not become an escort.
    4. Failure: access remains locked; another attempt is possible, or a different service.
    5. Suggested complication: temporary lockout for 15 minutes. RR-4 does not automatically open fire.

    Speech option: ask for the regulator on credit in exchange for a concrete commitment to restore the garage's water. Vern rolls 2d20, TN 5, criticals on 1; his successes set the difficulty for CHA + Speech. Success: he agrees to 200 caps of credit. Failure: payment or service. A promise does not guarantee any future water.

    04Haggling and trading7 steps
    1. Total purchases at the listed prices. Goods sold by the PCs are worth a quarter of their value, rounded down. Group items before rounding.
    2. Subtract the sale credit from the purchase total. The side owing more pays the balance. Vern cannot pay more than his cash reserve.
    3. To haggle, Vern rolls first: 2d20, CHA + Barter, TN 5. A 1 counts as two successes. No Master Merchant bonus: Vern uses the resident profile.
    4. The PC rolls CHA + Barter against this number of successes. They may buy dice after seeing Vern's result.
    5. Tie or better: balance 10% more favorable to the PC; 20% with 2 AP spent after success.
    6. Failure: price unchanged. The GM may spend 2 AP to make it 10% less favorable; the PC may refuse.
    7. Round the final amount down. Update caps, goods, and stock.

    Example: regulator 200 + Stimpak 50 = 250 caps. Success: 225; success and 2 AP: 200. Accepting the listed price requires no roll.

    References: opposed tests p. 16; selling and haggling p. 85; barter and bulk prices p. 86.

    05Repairing the trailer or crafting6 steps
    1. Trailer: pay the 20 caps; provide 2 common materials.
    2. INT + Repair D1, 30 minutes. On success, record a 200 kg payload; 2 AP halve the time. Each complication may add 15 minutes.
    3. Failure: time spent, trailer still dismantled. Another attempt remains possible.
    4. Other crafting: weapons workbench and cooking station available. Use a known recipe, its ingredients, and any required perk.
    5. Craft: INT + the recipe's skill, difficulty = complexity minus rank, minimum 0. Time 1 h; cooking 20 minutes. At D0, success without a roll is possible, with no AP gained.
    6. Success: deduct materials. 2 AP halve the time. Complication: +30 minutes, or +10 minutes for cooking. Failed cooking: ingredients lost.

    Scenario trailer: rarity 1, 15 kg empty, 200 kg payload. Requires passable terrain. Containers and water must still be found; Noé's barrel and cart are separate equipment. Cooking station: ask for ingredients; the fire already lit lasts 8 h, then requires 1 combustible common material per additional 8 h.

    References: workbenches p. 209; crafting and repairs p. 210; fuel p. 216.

    06Sleeping and healing at the garage6 steps

    5 caps per PC per night, free after the service. Two camp beds in the office; Vern locks the entrances and RR-4 stands watch. Meals, drinks, and medical consumables must be supplied or bought.

    1. Record the time and actual sleep duration. A night fits within the journey's camp schedule; do not add it twice.
    2. At least 6 h: Rested sleep state, all HP restored up to the current maximum. Radiation damage does not disappear.
    3. At least 8 h here: Well Rested, +2 maximum and current HP until the next sleep.
    4. Injury: END + Survival on waking. Difficulty: day of rest 1; light activity 2; travel without combat 3; travel with combat 4. Complication range increases by 1 per untreated injury.
    5. Success: one injury heals; 2 AP heal one additional injury.
    6. Fatigue: if caused solely by lack of sleep, 6 h of sleep removes it. Otherwise, remove its other causes too; then remove 1 Fatigue at the end of each scene without combat.

    Immediate treatment: one dose of Stimpak restores 4 HP or treats an injury. Diluted RadAway removes 2 radiation. Deduct the dose; Vern is not a doctor. For First Aid, use the medical reference.

    References: recovery p. 35; consumables p. 169; Fatigue p. 190; sleep p. 192.

    07Searching the yard and scrapping the loot6 steps

    Vern allows the wreck behind the garage to be searched. Small sublocation, partly searched: PER + Survival D1, 10 minutes. Loot: Junk 1-1, separate from the shop; p. 195-196 and 208.

    1. One PC searches with 2d20. The other may assist with 1d20; count their assistance if the first rolls at least one success.
    2. Success: roll and add 2d20 items. This is a single batch; the wreck is then exhausted. Failure: nothing found, 10 minutes spent; another attempt is possible.
    3. AP: 2 to halve the time. Complication: +5 minutes. The 1-1 maximum allows no additional loot roll.
    4. Track weight: 1 kg per item. Resale: 2 caps per item before haggling, specific value p. 208; Vern's cash reserve is limited.
    5. Scrap: choose an item, take the tools; INT + Repair D0, 10 minutes. Success without a roll is possible, with no AP gained.
    6. Remove the scrapped item. Roll 1 CD: the result is the number of common materials. Add 1 CD per AP spent after success. Sell or scrap: not both.
    08If RR-4 becomes hostile5 steps
    1. Trigger: attacking the robot or continuing a theft after its warning. A failed negotiation does not trigger combat.
    2. Zones: forecourt, workshop, rear yard. Vern hides; RR-4 does not leave the garage.
    3. De-escalation: put the item back and step away; Vern signs a shutdown order if the PCs stop attacking.
    4. Combat: use the Protectron profile, p. 361. Initiative 10, Defense 1, 8 HP, ballistic DR 4 and energy DR 3 everywhere.
    5. Announce the danger before they attack: at 4 HP or less, or with both arms injured, it seeks the nearest enemy and self-destructs with its major action. Area attack, 6 CD ballistic. Do not reduce its armor to make the fight easier.
    09Hazard: the workshop pit3 steps
    1. Point out the red rope and the drop. Taking the aisle avoids the hazard without a roll.
    2. If a PC runs along the edge or tries to jump: AGI + Athletics D1 to avoid falling. Scenario difficulty, p. 39.
    3. Failure: fall of one zone, 3 CD ballistic Stun. Determine hit location, subtract ballistic DR. An Effect removes the next turn's normal actions, p. 30.
    05Waterworks: running the scene31 steps
    Location profileKeep in view
    Category / level / sizePumping station, level 2, Medium size. Scenario parameters based on p. 195-197; high difficulty for two level 1-2 PCs
    ResidentsAgathe and Rose, level 2 ghouls: two fighters, 8 HP each, Defense 1, initiative 11. Isaac, level 2 ghoul: repairman, takes cover. Full profiles, p. 384, 392, and 394
    ObstaclesGuarded gate; locked maintenance hatch, Lockpick D1, 10 min. The Cisterns plan shows the manual release, with no roll; p. 198
    HazardMaintenance walkway: 1 CD radiation / 10 min. The planned crossing takes 10 min. Uncontaminated gallery available; p. 31 and 198
    Suggested mechanicsOpposed Sneak, tense dialogue, combat with cover, repairs, radiation, and first aid
    RewardsFinite reserve of 112 purified water; lasting agreement: 24 water / day at home, first water 8 h after opening. Defeating or permanently bypassing both guards: 34 XP per PC, p. 332
    Journey / visitFrom home: 104 km, 36 h of walking; ravine: 96 km, 28 h, with its separate hazard. Planned visit: 4 h
    Read aloud

    On the facade: "PUBLIC WATER SERVICE." A ghoul with a tire iron guards the gate. Behind her, the open doors reveal another ghoul near the pumps and a repairman bent over the valves. A pipe fills the irrigation basins.

    From the pumps, Agathe raises her pipe gun. "The water's ours. Back off."

    What they control: a deep borehole, water treatment, and outgoing pipes. They closed the branch to the home to maintain pressure for the greenhouses. The intake could supply both; the valve must be repaired or the Red Rocket regulator installed.

    Their interest: protecting the harvest and keeping control of the waterworks. They refuse entry, shoot if the PCs force the gate, and agree to talk from the track. A useful part or specific work may change their minds. Simply asking for water is not enough.

    01Running the waterworks5 steps

    Before approaching: if the PCs are injured or fatigued, suggest a sheltered camp out of sight. Apply sleep and healing; add the time spent to the clock. A full 16 h camp delays the water's arrival by that amount.

    1. Show the three ghouls and their weapons. Rose at the gate: tire iron. Agathe by the pumps: pipe gun. Isaac at the valves: tools, no weapon.
    2. Let them observe. The pump is working; the "DOMESTIC" branch is closed. The Cisterns plan shows the side hatch.
    3. Have them choose an approach. Talk from the track, sneak in from the side, or attack. Retreat remains possible.
    4. Resolve access and the objective, using the boxes below.
    5. Record the result. Water taken, agreement, valve opened, start time of the eight-hour transit.
    ApproachWhat must be securedResult
    Bring the regulatorShow it, offer to install it, and keep irrigation runningAgathe accepts the agreement without a persuasion roll. Isaac helps install it; 24 water / day and containers filled from the reserve of 112
    Negotiate sharingOffer repairs using 2 common materials, then convince Agathe: CHA + Speech D2Success: Isaac agrees to switch the valves at the agreed times; 24 water / day after repairs
    Accept a reprieve2 common materials + 2 h helping Isaac, included in the visit112 purified water, but no permanent reopening of the branch. Offer available even after failed persuasion
    Steal waterSneak in, reach the tank, then leaveTake from the 112 water, according to containers and carrying capacity. No lasting flow; the reserve actually decreases
    Take controlNeutralize both guards, then repair with Isaac or aloneValves accessible. Isaac cooperates if spared and if irrigation continues. Guards left free may close the branch: agree on a truce or commit to an occupation

    Before choosing to bring back only water canisters: on the direct route, collection around H+107, normal return H+223, after the initial deadline of H+192. Home must have received supplies in the meantime, or the PCs must save at least 31 h on the return journey, more if delayed. Track their sleep and Fatigue. Opening the pipe instead sends water as early as H+115.

    Transport: the two PCs have capacity for 68 servings of water, or 132 after June's project. Subtract water already carried. A trailer increases carrying capacity, not the capacity of the water canisters.

    Water brought home: also deduct what the PCs drink on the return journey.

    02Waterworks: persuading without starting a fight5 steps
    1. Make a concrete proposal. Timed sharing, repairs, or regulator; make clear that the greenhouses keep their water.
    2. Regulator provided: immediate agreement. Without a regulator: announce CHA + Speech D2, this scene's difficulty.
    3. Assistance possible: the other PC explains the work, INT + Repair, 1d20. Add their successes only if the spokesperson scores at least one; p. 16-17.
    4. Success: sharing accepted. Failure: Agathe still refuses the flow and offers the reprieve. Refusing this offer does not trigger gunfire.
    5. Lying or intimidation: ask what leverage they are using before setting the test. Threats without an advantage do not automatically produce an easy surrender.

    After shots are fired: Isaac shouts, "Stop! You'll puncture the pipe!" The remaining guard automatically accepts a truce when her companion drops to 0 HP or suffers an injury; p. 332.

    03Waterworks: sneaking in and out6 steps

    Entering an occupied location: p. 197; opposed tests and assistance: p. 16-17. Only Rose stands watch in the yard, at the gate; Agathe stays by the pumps and Isaac by the valves.

    1. Choose who goes in. A lone scout, or both PCs together.
    2. Roll for Rose first: 2d20, PER + Survival, TN 6, critical on 1. Her successes set the difficulty.
    3. Add +1 difficulty for each infiltrating PC after the first. Two PCs: +1. No second guard roll while Agathe is not keeping watch.
    4. The lead PC rolls AGI + Sneak. The other may assist with 1d20; their successes count if the leader scores at least one. The leader may still buy dice.
    5. Meet or exceed the difficulty: reach the valve room and reserve undetected. Failure: Rose spots them and demands they leave; she attacks if they advance or attack her.
    6. To leave: use the same procedure if the guard is still posted. No new test for each door or canister. A search complication alerts the residents.

    Without the plan: finding the uncontaminated gallery takes 50 min, then opening its hatch requires PER + Lockpick D1, 10 min: 1 h added in total. With 2 AP after success, lockpicking takes 5 min. Failure: the hatch stays closed. With the plan: access already located and an emergency handle marked beneath a plate; no detour, roll, or radiation damage. The watch still needs to be bypassed.

    Sneak attack, p. 29: if the target is still unaware of the attacker, difficulty −1, minimum 0; add Vicious, or +2 CD if the weapon is already Vicious. Each Effect then adds 1 damage. D0 allows a hit without rolling, or a roll to generate AP. A successful Sneak test does not grant the whole group a free round.

    04Waterworks: difficult combat, retreat possible6 steps

    Four zones in a line: track → yard → pump room → valve room. The side hatch connects the track to the valve room. Low brick wall: 2 CD cover. Concrete partition: 3 CD. Only for hit locations they conceal; p. 38.

    1. Place Rose in the yard at the gate, Agathe by the pumps, and Isaac near the valves. Isaac hides; he does not attack.
    2. The character who starts combat takes one turn, then sort initiative. Both guards have 11; p. 24.
    3. Agathe: Aim then shoot, or Move then shoot. 3 CD, Close range. From the pumps: target in the yard, +1 difficulty; on the track, +2. Once per combat, Let Rip: 5 CD.
    4. Rose: Move into reach, then strike. 4 CD. Already in reach: Aim then strike. She has no firearm.
    5. One guard at 0 HP or injured: the other offers a truce and stops advancing. The PCs may accept, let her leave, or keep fighting.
    6. Retreat: Move covers one zone; Sprint, two. Only one movement action per turn. Closing a door or reaching the track ends pursuit: the guards defend the waterworks and stay inside their perimeter.

    Useful order: ghoul profiles, then guided attack. No reinforcements, grenades, or hidden rifles.

    05Waterworks: radiation and valve access4 steps

    A ruptured barrel contaminates only the walkway. A sign warns of radiation; a Geiger counter confirms it if the PCs carry one. The pump room and valve room are uncontaminated.

    AccessTime added to the 4 hExposure
    Direct walkway010 min: 1 CD radiation per exposed person
    Hatch shown on The Cisterns plan0None; emergency handle accessible
    Uncontaminated gallery without the plan+1 hNone; 50 min searching + 10 min Lockpick D1
    Move the barrel with Isaac's winch+30 minNone if the work is done at a distance, off the walkway
    1. Track actual time spent near the barrel. 1 CD per 10 min; combine the roll when leaving. Combat in this pocket extends exposure.
    2. Subtract the body's lowest radiation DR. No END test to cancel the damage; p. 31.
    3. Reduce maximum HP by the net damage. Lower current HP only if they exceed the new maximum.
    4. Ghouls: no radiation damage; 1 HP recovered per 3 radiation damage received, p. 394. Their ordinary attacks do not irradiate.

    The ravine is a separate hazard: its 3 CD per crossing are added only if the PCs used it. Medicine and protection do not retroactively erase an exposure.

    Diluted Rad-X before exposure: with a dose in hand, use the Take Chem minor action; +3 radiation DR until the end of the scene, p. 164-165. Two doses do not stack. It does not heal radiation damage already taken.

    06Waterworks: repairs and result5 steps
    1. Gain access to the valves. Through agreement, infiltration, or control of the waterworks.
    2. Install the Red Rocket regulator, or restore the manual control using 2 common materials. The regulator replaces this cost.
    3. INT + Repair D1, 2 h included in the visit; difficulty and duration set by the scenario. With Isaac, assistance of 1d20, TN 6, critical on 1. His successes count if the PC scores at least one.
    4. Failure: 1 h diagnosing, then another 2 h attempt: +3 h per failure, excluding any necessary camp. No part is automatically destroyed. A complication may cost time or alert the guards to the work.
    5. Open the valve and record the time. First flow at home 8 h later, then 24 purified water per day. Maintain irrigation and a workable agreement; the occupants may reverse a secret reopening.

    Direct route without delays: arrival H+103, opening H+107, first water H+115. Add hours for detours or repairs and any camps they require. The water can arrive before the PCs.

    07Waterworks: helping after an injuryGM reference
    NeedShort procedure, p. 32-34 and 169
    Stimpak in handTake Chem minor action: 4 HP or treatment of one injury; a dying character is stabilized. Taking out a stowed Stimpak costs a minor action
    First AidMajor action: INT + Medicine, difficulty = number of injuries, +1 on yourself. Success: restore HP equal to Medicine rank, treat one injury, or stabilize
    StabilizeSuccess: 1 HP, patient still unconscious. 1 AP to restore consciousness; p. 34
    Treated injuryIts penalties end. If that location takes further damage, roll 1 CD: an Effect reopens the injury
    RadiationRadAway in hand: Take Chem minor action, removes 4 radiation damage, p. 169. The maximum rises; current HP do not rise with it. Stimpaks do not treat radiation damage

    After combat: worsen thirst and sleep by one step, p. 190-192.

    06Abandoned hamlets: stop or searchGM reference
    Location profileTwo Silos, Tire House, Red Tank
    Category / levelRural homes, level 1; scenario parameters, p. 195
    Size / search statusOne accessible room per hamlet: Small, picked clean
    Residents / hazardsNo residents. Dry wells, no mandatory hazard when entering the room
    ResourcesWater 0, food 0, valuables 0. The residents took their supplies
    UseA roof for camp; watches must be arranged. Red Tank confirms the falling water table upstream from Red Rocket

    On site: the abandoned rooms and old water marks reveal why the residents left. Reading these signs and using the roof require no roll. There are no supplies to search for.

    07End of the expedition: checking the result5 steps
    1. Has water reached home? Record date, quantity, and actual flow. A dirty water delivery must still be purified or drunk with its risk.
    2. What do the PCs have left? Deduct return-trip water, meals, caps, materials, ammunition, and medicine; record injuries and Fatigue.
    3. Who controls the valves? Agreement honored, guards gone, or occupation maintained. Agathe and Rose may reverse a secret reopening.
    4. Is the problem solved or postponed? Active pipe: lasting flow. The Cisterns: finite batch. Water canisters from the waterworks: amount reaching home after return-trip consumption.
    5. If water is still short: update needs and remaining supplies, then plan the next attempt to secure water. H+192 does not automatically kill anyone; use the actual state of the household.

    Ref / NPCs & hazards

    Encounter Profiles

    Rulebook profiles and printed page numbers. Behavior, assigned equipment, and scene difficulties are scenario choices. CD = combat die.

    Quick links: Protectron, waterworks ghouls, radroach, resident, merchant, attack walkthrough, trading, ravine.

    01Protectron Profile10 steps

    RR-4. Level 3; 24 XP per PC if the threat is permanently neutralized. Pages 361-362. RR-4 accepts release slips signed by Vern.

    BodyMindMelee*Ranged*OtherInitiativeDefenseHP
    552221018
    Resistances, all locationsBallisticEnergyRadiationPoison
    RR-443ImmuneImmune
    AttackTN and criticalsDamageRange
    Claws7, criticals 1-23 CD ballisticReach
    Arm laser7, criticals 1-23 CD energy, Piercing 1Close, fire rate 4
    Volley, once per combat7, criticals 1-27 CD energy, Piercing 1, BurstClose
    Self-destruct7, criticals 1-26 CD ballistic, BlastIts own zone

    Abilities: robot, unaffected by hunger, thirst, suffocation, disease, radiation, or poison; no natural healing or ordinary medical care. Use Repair instead of Medicine. It suffers injuries. One injured arm reduces fire rate by 2; two injured arms prevent laser attacks. The volley therefore drops to 5 CD with only one functioning arm. The volley uses a normal major action, not a free attack.

    Piercing 1: each Effect ignores 1 energy DR. Burst: during the volley only, each Effect allows a hit on another target within close range of the first. Do not activate this on the NPC's ordinary shots.

    Running Its Turn

    1. Check the explosion risk. At 4 HP or less, or with two injured arms, apply self-destruct below.
    2. Otherwise, check whether it remains hostile. If the parts are put back and the PCs back away, RR-4 ceases fire.
    3. Enemy within reach: minor action Aim, major action Claws.
    4. Visible enemy beyond reach: minor action Aim, major action Laser. At a distance of one zone, add +1 difficulty to this close-range laser.
    5. Use its volley only once, if it is trying to stop an armed attack. Mark it as used.
    6. Outside its perimeter: it guards the workshop; it does not pursue anyone beyond the forecourt.

    Self-Destruct: Announce Before Combat

    Vern warns: "Once it's half dead, it blows up the other half." The robot's red label confirms the mechanism. The profile provides no grace round.

    1. On its turn, if the threshold has been reached, RR-4 advances toward the nearest opponent if it can move.
    2. It spends its major action to explode in its zone; it is destroyed.
    3. Roll 2d20, TN 7, criticals 1-2, base difficulty 2 for the zone.
    4. Success: 6 CD; failure: 3 CD. Resolve the area hit against its occupants and their resistances. Do not replace this difficulty with a single PC's Defense.

    Hit locations: humanoid table, as for PCs. Injured arm: unusable; leg: prone, no sprinting, movement requires a major action; head: loses its next normal actions and +2 to visual tests; torso: 2 CD ballistic damage ignoring DR at the end of its turn. Describe a malfunction or leak, not bleeding. References: pp. 28, 32, 34.

    Accessible wreck: INT + Science D1; salvage 2 CD common materials, +1 CD per AP spent; each Effect also grants 1 uncommon material. No ammunition is added automatically. The regulator is a separate item in the workshop.

    02Waterworks GhoulsGM reference

    Agathe and Rose: normal level 2 Raider, p. 384, converted to ghouls using p. 394. Equipment is limited as listed below. 17 XP each per PC if the threat is permanently resolved through combat, an agreement, or successfully bypassing them until departure; p. 332.

    STRPERENDCHAINTAGILCK
    6564564
    InitiativeDefenseHP, eachLuckBallistic / energy DRRadiation / poison
    1118None1 torso and arms; 0 head and legsImmune / 0

    Skills: Melee Weapons* 2, Small Guns* 2, Unarmed 2, Sneak 1, Medicine 1, Throwing 1, Repair 1, Survival 1. Others 0. Asterisk: tagged skill. Watchfulness: PER + Survival, TN 6, critical on 1.

    Starting positions: Rose guards the gate in the yard. Agathe is at the pumps, Isaac at the valves. Only Rose makes the lookout test until the others take up guard duty.

    Who / attackTest and criticalsDamageRange / qualities
    Agathe: pipe gunAGI + Small Guns*, TN 8, criticals 1-23 CD ballisticClose; fire rate 2; Close Quarters; Unreliable
    Agathe: Let Rip, onceSame test5 CD ballisticNormal major action, no free attack
    Rose: tire ironSTR + Melee Weapons*, TN 8, criticals 1-24 CD ballisticWithin reach
    Both: fistsSTR + Unarmed, TN 8, critical 12 CD ballisticWithin reach
    • Aim: minor action; reroll 1d20 on the next attack that turn, p. 25.
    • Unreliable: complications on 19-20 with the pipe gun; p. 90.
    • Close Quarters: the pipe gun ignores the +2 to ranged attacks when an enemy is within reach; p. 90.
    • Ghoul: immune to radiation damage and effects; every 3 radiation damage received restores 1 HP. No poison immunity, claws, or radioactive attack; p. 394.
    • NPC ammunition: no tracking rounds or buying CD with ammunition; only Agathe can use her weapon's volley, once; p. 335.
    • Injuries: normal rules. At 0 HP, death unless the attacker chooses otherwise; pp. 32 and 332. The guard still standing immediately offers a truce.

    Available equipment: Agathe carries only the pipe gun; Rose only the tire iron. Both: leather clothes. Ammunition recovered with the weapon: 10 + 5 CD .38 rounds, rolled once, p. 200. Any equipment taken is no longer available to its former owner.

    Isaac: Resident profile, level 2, ghoul version, 8 HP, Defense 1, initiative 11; INT + Repair TN 6, critical on 1. He does not fight, hides at the first shot, and provides no additional XP reward. His help with assembly uses 1d20, not his own 2d20 test. He cooperates if the PCs leave him alive and keep irrigation running.

    03Radroach Profile6 steps

    Two individuals in the underground room at The Cisterns. Level 1; 10 XP each per PC. Page 347. Two turns, two HP pools. No swarm rules.

    BodyMindMelee*OtherInitiativeDefenseHP
    5412926 each

    Ballistic and energy DR: 0 everywhere. Immune to radiation and poison.

    Bite: 2d20, TN 6, critical on 1; 1 CD ballistic, Radioactive; within reach. Each Effect adds 1 radiation damage, after resolving ballistic damage and applying the relevant radiation DR.

    Small: any injury kills the radroach. Defense 2 and HP 6 already account for its size. Sneaky: TN 10 on Sneak tests; +1d20 on sneak attacks. Alma warns the PCs and points out signs of the nest: no automatic surprise. An actual sneak attack also reduces difficulty by 1, minimum 0, and adds Vicious, p. 29.

    Running Each Radroach

    1. Beyond reach: minor action Move into reach, major action Bite.
    2. Already within reach: minor action Aim, major action Bite.
    3. Roll 2d20, TN 6, against the target's Defense; Aim allows one die to be rerolled if used this turn.
    4. On a hit: determine the PC's hit location, then roll 1 CD. Subtract their ballistic DR from the damage.
    5. An Effect? Also resolve 1 radiation damage, minus that location's radiation DR. Reduce maximum HP; lower current HP only if they exceed the new maximum.
    6. PCs behind the closed door: the insects stay in their room. Retreat ends the exchange.

    When attacked: apply Defense 2, DR 0; 5 net damage causes an injury and therefore death, even with 1 HP remaining. For this insect only, ignore hit location: a declared simplification with no practical effect here. The rulebook provides no specific hit-location table for ground-dwelling radroaches.

    Afterward: thirst and sleep worsen by one step after combat. If a bite dealt damage after resistances, check for disease as with the mole rat. Butchering: END + Survival D0, one meat per accessible body. Permanently neutralizing both: 20 XP per PC, without dividing by two. Luring them outside for a few minutes does not necessarily count as permanent neutralization.

    04Resident ProfileGM reference

    Base: Wastelander, p. 392; ghoul conversion p. 394. Level 2. For Vern, Noé, Isaac, and Sol.

    STRPERENDCHAINTAGILCK
    7674564

    Initiative 11; Defense 1; HP 8; no Luck points or melee damage bonus. Values from the printed profile.

    Skills: Melee Weapons 2, Small Guns* 2, Athletics 1, Speech 1, Unarmed 1, Repair 1, Survival* 2, Barter 1; others 0. Quick reference: Speech TN 5, Barter TN 5, Repair with INT TN 6, watchfulness PER + Survival TN 8, criticals 1-2.

    Ballistic and energy DR: 1 on torso, arms, and legs; head 0. Radiation and poison: 0. Leather clothes provide these profiles' protection.

    Attack if the weapon is availableTN and criticalsDamageRange
    Fists8, critical 12 CD ballisticReach
    Machete9, critical 13 CD ballistic, Piercing 1Reach

    Available equipment: Vern, Noé, and Isaac have their tools. Sol carries a machete. Tools do not deal that weapon's damage.

    Isaac and Sol are ghouls: radiation immunity; recover 1 HP for every 3 radiation received. They eat, drink, and sleep. No poison immunity. Agathe and Rose have their own profile.

    Conflict with residents: announce weapons; use initiative if they attack; allow a truce or retreat. Unless a cash reserve has already been set, wealth: 1d20 caps, rolled once. Vern uses only his announced cash reserve of 20 caps, plus his sales. Do not reward simply attacking an ally as though it were a completed quest.

    05Merchant ProfileGM reference

    Alma. Level 4, notable character. Page 393.

    STRPERENDCHAINTAGILCK
    5669855

    Initiative 13; Defense 1; HP 15; Luck 3. Skills: Melee Weapons 2, Small Guns 3, Lockpick 1, Speech* 3, Unarmed 2, Repair 1, Survival* 2, Barter* 4; others 0.

    Speech: TN 12, criticals 1-3. Barter: TN 13, criticals 1-4, plus 1 automatic success in opposed tests thanks to Master Merchant. When a merchant assists the PCs, this talent does not replace the main test.

    DR: ballistic 1 and energy 2 on torso, arms, and legs; head 0; radiation and poison 0.

    Prepared equipment: wasteland wanderer outfit and automatic 10mm pistol. No rifle or Molotov in these scenes. Shooting TN 8, critical on 1, 3 CD ballistic, close range, fire rate 4, Inaccurate. Once per combat: 7 CD and Burst with Let Rip. Fists: TN 7, critical 1, 2 CD ballistic.

    Well Stocked: stock is defined by the scenario and is never unlimited. Alma has a single supply of 320 dirty, irradiated waters. Purchases, barter, and service rewards all draw from this same supply; her profile creates no additional reserves. Total wealth: 6d20 caps if needed, rolled once; do not count a second identical purse.

    06Resolving an Attack at These Locations12 steps
    1. Place combatants in the described zones, then follow initiative. Use the initiatives in their profiles, not the mole rat's.
    2. Choose the weapon and a visible target. Melee: within reach. Ranged: note its optimal range.
    3. Difficulty = target's Defense. Add +1 per range category away from optimal range, +1 for targeting a specific location, and any other applicable modifiers.
    4. Ranged attack with an enemy within reach: +2 difficulty, unless the weapon has Close Quarters. Close = same zone; medium = adjacent zone; long = two zones away.
    5. Roll 2d20 against the profile's TN. Apply criticals, complications, and any Aim reroll; Inaccurate prevents the Aim reroll.
    6. Failure: no damage for an ordinary attack; Blast deals half the CD. Resolve complications. Success: excess successes become AP for the relevant side.
    7. Determine hit location using the table, except for the radroach simplification. For Blast, determine one location per occupant hit. Protectron: humanoid column.
    8. Roll the attack's CD, count damage and Effects, then apply qualities.
    9. Cover: if the location is actually concealed, roll the protection CD and add the result to its DR. Wood 1 CD, rubble or bricks 2 CD, steel 3 CD. A piece of scenery does not automatically protect the whole body.
    10. Subtract the appropriate DR, minimum 0, then remove HP. At least 5 net damage from one hit, or dropping to 0 HP: an injury. Apply any profile exceptions.
    11. PC ammunition: remove one round per shot, plus any spent to increase CD, up to the fire rate limit. NPCs can Let Rip once per combat: add fire rate to CD, with Burst if the weapon has that effect.
    12. End of turn and end of scene: ongoing injuries, then thirst, sleep, and any diseases. Use First Aid if necessary.

    Standard CD: d6 = 1: 1 damage; 2: 2 damage; 3-4: nothing; 5-6: 1 damage + 1 Effect. Do not add morale tests or opportunity attacks from another game. Moving or sprinting: only one movement per turn, as in the mole rat scene.

    References: pages 25-32, 37-38, 90-91, 190-193, and 335.

    07Negotiating a Price7 steps
    1. State quantities, prices, and what is offered in exchange. Accepting a satisfactory price or agreement requires no roll.
    2. If the PCs haggle: opposed CHA + Barter. The merchant rolls first; their successes set the difficulty.
    3. Alma: 2d20, TN 13, criticals 1-4, then +1 automatic success. The PC can then buy dice and make their roll.
    4. Does the PC match or beat the difficulty? Price 10% more favorable; 20% if they spend 2 AP after succeeding. Round down.
    5. Do they fail? Price unchanged; the merchant may spend 2 AP to make it 10% less favorable. The PC may refuse.
    6. Selling an item: the normal starting price is one quarter of its value, rounded down. Services and special contracts are still negotiated according to their usefulness.
    7. Deduct only once the money, goods, and stock sold. A good roll does not create additional stock.

    Other social requests: listen to the argument. An agreement that serves the NPC's interests succeeds without a roll. When uncertain, announce the test and stakes; active opposition uses the procedure on p. 16. Surrender without leverage is not automatically difficulty 1.

    References: pages 16, 85-86, and 315.

    08Crossing the Contaminated Ravine6 steps

    Choice shown on the map: 96 km and 28 hours of walking instead of 104 km and 36 hours. The dry ravine cuts through the ridges and opens into the crater at The Cisterns. Split drums have contaminated its floor and the old lake deposits. The shortcut passes through this pocket for 30 minutes; the rest of the route and Alma's yard lie outside the area. Announce the danger before entry. Scenario hazard based on p. 198.

    1. Describe the drums and warnings. No roll is needed to understand that the ground is contaminated.
    2. Choose before moving on: cross, skirt this pocket by adding 8 hours, or return to the ridge trail. The local detour cancels the 8 hours saved but avoids this hazard.
    3. Direct crossing: 1 CD radiation per 10 minutes, totaling 3 CD radiation per person, once for the 30 minutes. Combine this into one roll at the end of the crossing.
    4. Apply the body's lowest radiation DR. Rad-X does not replace choosing a route; deduct any dose used and track its duration.
    5. Subtract net damage from maximum HP. If current HP exceed the new maximum, reduce them to that maximum. Track the character's conditions without inventing an END test to negate this damage.
    6. Each new crossing causes fresh exposure. Add the 8-hour detour manually to the displayed time: the calculator checkbox represents the direct crossing.

    Creative alternative: complete protection, a constructed footbridge, or another passage may alter exposure. Announce the cost and outcome before any roll. A failed navigation test does not teleport the PCs into radiation.

    Ref / Community supplies

    Community Supplies

    Starting inventory, before breakfast and purchases from the ghoul. Five residents, four consumers. Totals include carried and stored items; container capacities are separate from their contents.

    Packing: choose supplies and tools for the journey. Bags, canteens, bedding, and ordinary clothes are already available.

    Calculations and details: water for eight days, menus for sixteen days, medical supplies, workshop, equipment, transport.

    Total Inventory

    CategoryResourceTotal quantityAllocation or details
    WaterPurified water112 servingsIn the fixed tank; total before the first meal
    WaterDirty water16 servingsIn the jar; to allocate to cooking or purification
    WaterOther drinks0No alcohol, Nuka-Cola, juice, milk, or blood packs
    FoodRazorgrain16Pantry sack
    FoodMirelurk egg16In the cool storage crate
    FoodSquirrel bits32In the pantry; to be cooked
    FoodMole rat meat32In storage; separate from the animals in the garden
    FoodBrahmin meat32In storage; to be cooked
    FoodPork n' Beans32Canned; ready to eat
    FoodBlamCo Mac & Cheese32Canned; ready to eat
    FoodAlready cooked dishes0Cook dishes before counting them
    FoodOther available food0The two carrots are still in the garden
    Medical suppliesStimpak3Heal 4 HP or treat one injury; see First Aid procedures
    Medical suppliesDiluted Stimpak1Heal 2 HP; rulebook profile
    Medical suppliesRadAway1Treat 4 points of radiation damage
    Medical suppliesDiluted Rad-X2Prevention: +3 radiation DR until the end of the scene
    Medical suppliesAntibiotics1 doseDisease duration −1 at the end of the day; one dose/day, p. 194
    Medical suppliesRobot repair kit2For Archie: 4 HP or one injury per kit
    Medical suppliesFirst aid kit1Reusable; +2 HP on a successful First Aid action
    Medical suppliesOther chems and special consumables0No Addictol, Jet, Psycho, Super Stimpak, Stealth Boy, or blood packs
    Workshop and energyCommon materials9632 fuel materials + 64 for workshop projects
    Workshop and energyUncommon materials24Abstract rulebook stock: screws, gears, metals, etc.
    Workshop and energyRare materials4Abstract rulebook stock
    Workshop and energyUnscrapped junk24 items8 alarm clocks, 8 toasters, 4 fans, 4 telephones; none work
    Workshop and energyFixed workbenchesRepair, weapons, and robotsOne of each type in the shed; for items, the receiver, and Archie's modules
    Workshop and energyLockpicking module1Ready to install, not fitted; for Archie's pincer
    Workshop and energyIntegrated boiler module1Ready to install, not fitted; consumes dirty water to work
    Workshop and energyOrdinary tool set1Pliers, screwdrivers, hammer, file; no multi-tool bonus
    Workshop and energyCooking stations1 fixed + 1 portableEach starts with 8 hours of fire; the camp station weighs 5 kg, a scenario convention
    Workshop and energyFlamer fuel20 shotsTotal supply for Archie's arm; no additional canister
    Workshop and energyArchie's propulsion1 maintained tankOperational throughout the adventure; no daily fuel tracking
    Workshop and energyArchie's power1 integrated reactorNo spare portable fusion core or household generator
    Workshop and energyGenerator, shared electricity, spare batteries0The radio and flashlight have working built-in power supplies
    Weapons and clothingUnmodified 10mm pistol1June; she can lend it
    Weapons and clothing10mm rounds24All of June's ammunition, including loaded rounds
    Weapons and clothingUnmodified hunting rifle1Shared gun rack
    Weapons and clothing.308 rounds12Shared supply, including loaded rounds
    Weapons and clothingCombat knives2One per PC
    Weapons and clothingSledgehammer1Biscoto's tool for stakes; the PCs can use it for whack-a-mole
    Weapons and clothingPipe wrench1June; tool and weapon, a single item
    Weapons and clothingPincer, saw, flamer1 eachArms installed on Archie; the two crated modules are counted above
    Weapons and clothingSturdy clothes2 outfitsOne per PC, including shoes
    Weapons and clothingJune's and Biscoto's outfitsWornJune: work overalls with a 58 patch; Biscoto: fitted harness and trousers, farming plates with no armor bonus
    Weapons and clothingStandard Mr. Handy plating1Installed on Archie, unmodified
    Weapons and clothingHeavy coats2Shared coat hooks; rulebook equipment, separate from ordinary blankets
    Weapons and clothingOther weapons, ammunition, armor, and mods0No grenades, mines, fusion cells, power armor, or hazmat suits
    LogisticsFixed clean-water tank1Capacity 160; holds the 112 purified waters already counted
    LogisticsDirty-water jar1Capacity 32; holds the 16 dirty waters already counted
    LogisticsTransport containers4 usable canisters + 1 damaged tankEmpty; each canister holds 16 waters. The 64-water tank must be repaired or incorporated into the mobile water tank
    LogisticsWater carrying capacityPCs: 68 / 132; household: 72 / 136Total canisters and canteens, before / after repairing the tank or assembling the mobile water tank; empty capacity, not additional supplies
    LogisticsTravel gear for the two PCsFor two travelersBag, canteen, bedding, and ordinary protection for each, taken from household equipment; empty canteens; no added protection bonus
    LogisticsFlashlight1Working
    LogisticsRadio1Working receiver, no contact with a merchant
    LogisticsBobby pins6Lockpicking, rulebook effects
    LogisticsRope115 meters
    LogisticsHousehold and farming equipmentAvailableHousehold bedding, blankets, tarps, crockery, pans, account book, and garden tools (shovels, hoe, plow); June's and Biscoto's canteens, empty at the start
    LogisticsWheelbarrow1Load capacity 60 kg, by convention; requires passable terrain
    LogisticsCrate and wire meshAvailable in the gardenEnough to attempt the trap or block access to the crops in Biscoto's scene
    LogisticsShared shelter, shed, vegetable garden1 eachTwo-room road maintenance worker's house; kitchen under an awning; dry living quarters
    LogisticsShallow well1, dryWorking mechanism, water level too low; no available water
    LogisticsConnection to the old water network1, dryLinks the household to Waterworks No. 3; no initial flow
    LogisticsCrops2 harvestable carrots, 20 young razorgrain plantsThe young plants will produce no harvest during the eight days of supplies
    LogisticsAnimals, motor vehicle, Pip-Boy0The brahmin and Pip-Boy from the past are no longer here
    Caps and knowledgeCaps1,200Single cash reserve; no additional personal purses
    Caps and knowledgeBreakfast recipe cards2Noodles, rare recipe; omelet, common recipe
    Caps and knowledgeJune's plans2Compass and wheelbarrow water tank; scenario conventions, neither item built yet
    Caps and knowledgeCommon recipesKnownPurification and ordinary cooking, with their required ingredients and perks
    Caps and knowledgeLocal map1Known landmarks, no guaranteed supplies
    Caps and knowledgeJune's research file1Notes on Vault 58; location unknown
    Caps and knowledgePersonal trinkets2One per PC; choose the item with the player
    Caps and knowledgePerk magazines, additional rare plans, previously unseen holotapes0No unprepared bonuses

    Materials: the 96 common materials include 32 for fuel and 64 for workshop projects. The two ready-to-install modules are separate items.

    01Water BudgetGM reference

    Scenario allocation: five residents, four consumers. The two PCs, June, and Biscoto eat and drink. Archie consumes neither water nor food. No food multiplier applies to Biscoto.

    Total starting stock: 112 purified waters + 16 dirty waters. Use each character's thirst track to determine when they need another drink.

    Calculating Eight Days

    Assumptions: four omelets and four purified waters at the first meal; all four organic residents are then Hydrated. Temperate weather, light activity, no losses. H+0 means this first meal, after cooking. Individual needs still follow the rulebook.

    Distribution for the four organic residentsPurified water spentStock remaining
    H+0: first meal4108
    26 distributions, from H+6 to H+181, spaced 7 hours apart1044
    Just before H+188: final distribution40
    Around H+195Nothing left to distributeDehydration resumes

    Per person: the first water covers 6 hours; the next 27 each cover 7 hours if drunk while Thirsty, before becoming Dehydrated. Therefore 28 waters × 4 people = 112 waters, for a theoretical 6 + 27 × 7 = 195 hours. H+192, or eight days, is the practical reference point, with only three hours to spare in this ideal calculation. Drinking times may fall during the night; combat, exertion, and heat reduce coverage.

    After four omelets and four purified waters: 108 purified waters + 12 dirty waters remain. Possible starting allocation: 54 purified for the PCs, 54 for June and Biscoto, with the 12 dirty waters left at home for cooking. Both groups then have the same supply per person. Add water spent on the garden and preparations before packing the bags.

    What Actually Changes This Budget

    • Four noodle dishes at the first meal: the four dirty waters also quench thirst. All 112 purified waters remain available: a theoretical 4 + 28 × 7 = 200 hours of coverage per person, before exertion.
    • Mixed menus: track each person. One soup's benefit does not give the entire group five extra hours.
    • Drinking dirty water directly: improves thirst by one step, with normal irradiation. Biscoto is immune to radiation and poison. Remove each unit drunk from the cooking stock.
    • Purification: the 12 remaining dirty waters yield 4 purified waters, in 1 hour 20 minutes at one station, before AP. Distributing them equally adds roughly 7 hours per person to the ideal calculation. They are then unavailable for the next three breakfasts in the sixteen-day menu: find more water or revise those meals.
    • Combat or strenuous exertion: thirst worsens by one step at the end of the scene. Recalculate the next drinks; Biscoto's heavy labor also counts.
    • Heat above 32 °C: thirst intervals are halved. This heat is not the starting assumption.
    • Rationing, purchases, or a new source: adjust stock and timers. Eight days is a reference point, not a deadline imposed despite good decisions.

    At zero water: continue tracking thirst states, then Fatigue and the specified HP losses. No one automatically dies at H+192. Reassess the water search using the actual reserves, needs, and time required.

    References: pages 53-54, 149, 160, 190-192, and 216-217.

    02Food: Sixteen Days of MenusGM reference

    Stock before breakfast: 192 food items. The quantities in the table provide 16 breakfasts, 80 other cooked dishes, and 64 canned meals, plus 16 unused breakfast ingredients depending on choices. No dishes are prepared at the start.

    Preservation: for this scenario, the salted or dried meat and sheltered pantry ingredients keep for this period. They still need cooking.

    Four-day cycle, repeated four timesFirst meal, for fourOther meals, for four
    D1, D5, D9, D134 noodle dishes or omelets4 crispy squirrel bits, 12 hours later
    D2, D6, D10, D144 crispy squirrel bits4 mole rat steaks, 12 hours later
    D3, D7, D11, D154 ribeye steaks4 ribeye steaks, 12 hours later
    D4, D8, D12, D164 Pork n' BeansAt +4 hours: 4 BlamCo; at +8 hours: 4 Pork n' Beans; at +12 hours: 4 BlamCo

    Total: 96 dishes and 64 canned meals for four people over sixteen days. The 16 breakfasts consume the 16 starting dirty waters; purifying or drinking them requires revising those meals. Purified water is counted separately. The menu assumes a new water source before supplies run out, around D8.

    Cooking: 32 crispy squirrel bits cost 32 squirrel bits; 16 mole rat steaks cost 32 meats; 32 ribeye steaks cost 32 brahmin meats. These common recipes have complexity 1, use Survival, and require no perk. Including the 16 breakfasts: 96 dishes × 20 minutes = 32 hours of work, spread over time and between the two stations. Archie can cook at the fixed station during the expedition. The PCs can take the second station to prepare meals on the road.

    Canned and raw food: hunger improves by 1 step; normal irradiation. Solid cooked dishes: hunger improves by 2 steps. Noodles: hunger improves by 1 and thirst by 1. Biscoto suffers no radiation from canned food. Observe the limit of one food consumption per scene; the four meals on the canned-food day are spaced apart. Rationing, harvesting, or changing the menu alters this duration.

    References: pages 149-151, 190-191, and 216-217.

    03Medical Supplies and ConsumablesGM reference

    All kits and doses start in the shared cupboard. The first aid kit is separate from Stimpaks and a doctor's bag.

    References: pages 164-170 and 181.

    04Workshop, Materials, and EnergyGM reference

    Materials: from the starting 96 common materials, a receiver leaves 93; a compass 94; the mobile water tank 92 common and 22 uncommon. These totals include the 32 fuel materials. The 4 rare materials remain available. Prebuilt modules cost no materials to install. Add junk yields when scrapped; remove any tools sacrificed or bartered.

    Cooking: a station needs one combustible common material after 8 hours of operation. The 32 fuel materials provide 256 additional hours, to divide between the stations. Put out the fire after use; record actual time burning, not just successful recipes.

    Camp kitchen: the second station breaks down into pot, grill, and tripod, 5 kg total by scenario convention. If the PCs take it, it leaves the household: Archie has only one station left. Its remaining burn time is whatever remained at departure, after any preparations already completed. Deduct fuel carried from the 32 materials in stock.

    Meals on the road: four ribeye steaks a day for two PCs use four brahmin meats and 1 hour 20 minutes of cooking. This ordinary cooking fits within the 16 hours at camp on a day with 8 hours of walking, provided watches and 6 hours of sleep each remain possible. Additional work exceeding those windows delays departure. Deduct ingredients and fuel used; no free rations are created.

    Workshop limits: one repair station, one weapons workbench, and one robot workbench, all fixed. No chemistry, armor, or power armor station. No deluxe toolkit or multi-tool; ordinary tools do not reduce difficulty. The prepared stations and modules are part of this adventure's revised allocation.

    Fuel: the rulebook gives no daily consumption for a Mr. Handy's thruster. The 20 shots supply only the flamer. Keep the radio, flashlight, and propulsion running throughout this adventure without daily tracking or adding recoverable fuel to stock.

    References: pages 54, 91, 181-183, 208-210, and 216.

    05Weapons, Ammunition, and ClothingGM reference

    Starting equipment for all five residents, carried and stored. Reconcile the PCs' sheets with this inventory before play; character creation adds no extra supplies.

    Ammunition: count shots without adding a full magazine to the quantities. The flamer's 20 shots appear under Workshop and energy in the main table. Biscoto's natural protection belongs to his profile, not to recoverable items.

    References: pages 53-54, 91, 95, 111, 124, and 146.

    06Containers, Tools, and HousingGM reference

    Container capacities are scenario conventions, expressed in servings. No volume in liters is inferred from the rules.

    Ordinary equipment: each PC has a household bag, canteen, bedding, and covering for travel. The two small bags each add +2.5 × STR kg to maximum carry weight. The other accessories grant no bonus.

    Water on site: no usable source, no separate watering reserve. The crops survive on soil moisture and suffer from the lack of water. No water, milk, or animal manure production is added each morning. Any supplies actually gathered during play are added to stock.

    Transport: filling a container removes the same amount from the fixed tank. The four usable canisters provide capacity for 64 waters. Add 2 per canteen: 68 for the two PCs, or 72 for all four organic residents. Repairing the damaged tank or fitting it into the mobile water tank adds 64, giving 132 for the PCs or 136 for the household. These totals describe empty containers, not acquired water.

    Loading: the allocation of 54 purified waters fits in the PCs' 68 spaces. Count at most 27 kg of water, then containers, food, and equipment; also add the 5 kg camp station if carried and check each PC's maximum carry weight. The wheelbarrow carries 60 kg, including the container. A full mobile water tank represents at most 32 kg of water; it occupies the existing wheelbarrow. Do not count a second wheelbarrow or tank after assembly. These loading weights round water to 0.5 kg per serving when preparing the expedition.

    Scenery and salvage: furniture, housing, and tools can be sacrificed for materials according to their nature. This destroys or impairs their use; no additional yield is credited until that choice is made. Ordinary accessories in this table grant no numerical bonus unless listed.

    References: catalog tools pages 181-183; capacities, furniture, and crops set for the scenario.

    07Caps, Recipes, and Personal ResourcesGM reference

    Inventory scope: ordinary accessories are included in the two equipment groupings. Unlisted specialized gear, consumables, and items granting a bonus are unavailable at the start. Known recipes still require their ingredients and perks.

    Assumed standard of living: sixteen days of menus, medical supplies for a few incidents, maintained tools, two firearms, and savings. No regular trading surplus. For comparison, one purified water costs 20 caps in the catalog: 1,200 caps would buy 60, only if a seller has them and accepts that price. Sol offers up to that quantity at this price before haggling. Equipment resale value is negotiated separately.

    References: pages 21, 160, 209-210, and 216-217. Quantities and allocations: scenario choices.

    Ref / Rules reference

    Reference Notes: Consult Only When Needed

    01Making a Test, Using AP and Luck6 steps
    1. Announce the goal, difficulty, and risk. Difficulty = successes required; TN = attribute + skill.
    2. Roll 2d20. Before the roll: 3d20 cost 1 AP, 4d20 cost 3 AP, and 5d20 cost 6 AP total. You may give these AP to the GM to buy dice.
    3. Count successes. A die ≤ TN: 1 success. A 1: 2 successes. Tagged skill: any result ≤ its rank gives 2 successes.
    4. Meet the difficulty: success. Excess successes generate AP, minus Fatigue, minimum 0. Keep at most 6 AP in the shared pool.
    5. A 20: a complication, even on a success. A complication does not turn success into failure. If no relevant complication applies, add 1 AP to the GM's pool.
    6. Difficulty 0: success without dice or AP. With the GM's agreement, you may still roll to gain AP and risk a complication.
    Using AP outside combatCost
    Obtain relevant information after the test1 AP per question; truthful answer
    Halve the time taken by a successful task2 AP
    Receive assistanceThe helper rolls 1d20 with their own TN; add their successes only if the acting PC scores at least one
    Using LuckCost and timing
    Reroll1 point for 1d20 or up to 3 CD just rolled; each die only once, keeping the new result
    Change attribute1 point before the test: use Luck + skill instead of the usual attribute
    Add a favorable detail1 point, with the GM's agreement; for example, a compatible part in a drawer. The GM may refuse or ask for more
    Act earlier1 point at the beginning of the round or after someone else's action: take your normal turn now, only if you have not already taken it

    Luck pool: equal to the attribute at the start of the quest. Once per quest, contemplating your trinket outside combat restores 1 point, without exceeding that maximum. CHA = Charisma; LCK = Luck.

    References: pp. 12-21. Extra actions and damage: combat options.

    02Sleeping and Recovering from Injuries5 steps
    Actual sleepEffect
    At least 1 hourSleep improves by one step, no better than "Tired"
    At least 6 hoursReturn to "Rested"; recover all HP up to the current maximum
    At least 8 hours somewhere safe and comfortable"Well Rested"; +2 maximum HP until the next sleep

    Standing watch and cooking are not sleep. One recovery from sleep per 24 hours, p. 35. Naps on the sleep track, p. 192, do not provide multiple daily recoveries.

    1. Record the duration and restore HP. Radiation still reduces the maximum: sleep does not remove it.
    2. If the PC has an injury: END + Survival upon waking. Difficulty depends on the previous day: rest 1, light activity 2, travel without combat 3, travel with combat 4.
    3. Expand the complication range by 1 per untreated injury. One untreated injury: 19-20; two: 18-20.
    4. Success: one injury heals, plus one per 2 AP spent. Failure: it remains; sleep has still restored HP.
    5. Remove sleep-related Fatigue after at least 6 hours if it had no other source. Otherwise, also resolve hunger, thirst, disease, or exposure; then remove 1 Fatigue at the end of each noncombat scene.

    References: pp. 35 and 190-192. Full states and intervals: hunger, thirst, sleep.

    03Radiation, Rad-X, and RadAway4 steps
    ExposureResolution
    Irradiated food or drink1 CD; only an Effect inflicts 1 radiation. Ignore armor and equipment DR, p. 149
    Environmental hazardRoll the announced CD according to time spent, subtract the body's lowest radiation DR, pp. 31 and 198
    Radioactive attackEffects add the radiation specified by the weapon; apply the location's radiation DR, p. 89
    1. Subtract net radiation from maximum HP. Reduce current HP only if they exceed the new maximum.
    2. Prevention: diluted Rad-X. One dose, a minor action if already in hand: +3 radiation DR until the end of the scene. Doses do not stack.
    3. Treatment: RadAway. One dose, a minor action if already in hand: remove 4 radiation, or 2 for a diluted dose. The maximum rises; this does not restore lost HP.
    4. First Aid with RadAway: remove radiation before applying other healing. Only one chem per First Aid action.

    Robots and super mutants: immune to radiation. Sentient ghouls: immune, and recover 1 HP for every 3 radiation received. These immunities do not protect a human PC.

    References: pp. 31, 34-35, 53-54, 149, 164-165, 169, and 394.

    04Heat and Cold During TravelGM reference
    Exposure without suitable protectionFatigue beginsOther effect
    Below 5 °C+1 Fatigue after Survival hoursHunger intervals halved
    Below 0 °C+1 Fatigue after Survival × 10 minutesHunger intervals halved
    Above 32 °C, without shade+1 Fatigue after Survival hoursThirst intervals halved
    Above 43 °C, without shade+1 Fatigue after Survival × 10 minutesThirst intervals halved

    Removing this source: at least 1 hour with suitable protection. Then remove Fatigue under the normal rules. This adventure's budgets assume temperate weather; announce any heat before the route is chosen.

    Reference: p. 192.

    05Bites, Dirty Water, and Disease9 steps

    Pages 192-194. Does not affect robots.

    Infection: End of Scene

    1. Count categories: damaging animal bite/scratch; contaminated water; raw meat; toxic fumes without protection; a contagious sick person within reach; sleeping on bare ground.
    2. END + Survival, difficulty = categories, maximum 5. A repeated category counts once.
    3. Failure: 1d20 on the table. Success: no disease.
    4. Next day: symptoms and +1 Fatigue; disease = source of Fatigue.

    Dirty water: resolve disease and irradiation separately.

    Contracted Disease

    D: difficulty. CD: combat die. Duration: score to reduce.

    d20DiseaseEffect while it lastsDuration
    1Needle SpineMaximum carry weight −101
    2Lock JointMelee attacks cost 1 AP1
    3Heat FlashesEND tests: D+13
    4Buzz BrainINT tests: D+14
    5Swamp ItchAGI tests: D+11
    6Jelly FingersRanged attacks cost 1 AP1
    7DysenteryIntervals between thirst states halved1
    8The WoopsiesLuck point costs doubled1
    9Swamp GasLCK tests: D+1, see clarification below1
    10Weeping SoresAfter physical damage: +1 physical damage at the start of the next turn, ignoring DR3
    11Rattle HandsRanged attacks: −2 CD1
    12Flap LimbSTR tests: D+14
    13Snot EarPER tests: D+11
    14ParasitesIntervals between hunger states halved1
    15Sludge LungAnother +1 Fatigue; add AP to the group only if the pool is ≤34
    16Shell ShockEach injury received removes 1 AP from the group, if available3
    17Glowing PustulesWhen injured: 1 CD radiation to everyone within reach1
    18Rad WormsRadiation damage received: +2 to the total1
    19Bone WormsAn attack hitting an arm or leg: +4 CD1
    20Blood WormsIncoming attacks: +2 CD1

    Swamp Gas: the French text uses CHA for Luck (p. 43), rendered LCK here. Charisma is CHR in French and CHA in this translation.

    Recovering

    Timing used: end of the day, after symptoms appear.

    1. END + Survival, difficulty = remaining Duration. Resting all day: D−1, minimum 0.
    2. Assistance: INT + Medicine, 1d20, added if the patient scores a success.
    3. Success: Duration−1; at 0, recovery. Failure: unchanged.
    4. Antibiotics: maximum one dose/day; Duration−1 automatically at the end of the day, in addition to the test.
    5. Recovery: source of Fatigue removed; recover according to p. 190.
    06Game ResourcesGM reference

    AP and Luck are not part of the community's supplies.

    ResourceStarting valueTracking
    Group AP0, maximum 6 retainedShared pool
    GM AP2GM's pool
    LuckEach PC's Luck attributeIndividual pool

    HP, radiation, diseases, Fatigue, and XP are tracked on individual sheets.

    07Options During CombatGM reference

    Consult only when a player wants to use them.

    OptionCost and timing
    Buy an additional d20Before the roll: 1 AP for the first, then 2, then 3. Maximum 5d20 total, excluding assistance.
    Buy dice with an empty poolGive the corresponding AP to the GM. Only for buying d20s.
    Increase sledgehammer damageAfter hitting, before damage: 1 AP per added die. Maximum +3 dice.
    Reroll damage1 Luck to reroll up to 3 combat dice. Keep the new results.
    Additional minor action1 AP. Maximum two minor actions per turn.
    Additional major action2 AP. Tests for this action: +1 difficulty. Maximum two major actions per turn.
    AssistOne major action. Roll 1d20 with an appropriate TN. Add its successes if the attacker scores at least one.

    The GM uses their own AP pool for the mole rat. Bonus dice from perks count toward the limit of three dice added to the base 2d20.

    If a PC assists before their turn, they give up that turn, page 26.

    Prone target, page 25: same zone, attack difficulty -1, minimum 0; farther away, difficulty +1.

    Final difficulty 0, page 15: automatic success. For an attack, still roll hit location and damage. With the GM's agreement, you may still roll the test to generate AP and risk complications.

    Prone character: crawling costs a major action; sprinting is impossible. Standing up costs a minor action.

    08If a Player Uses Another Weapon7 steps
    1. Read the weapon on their sheet. Skill, damage, range, and effects.
    2. Choose the test. Unarmed: STR + Unarmed. Small gun: AGI + Small Guns.
    3. Start with the mole rat's Defense: 1. Add relevant modifiers.
    4. For a ranged attack: +1 difficulty per range category away from optimal range.
    5. Within reach of an enemy: +2 difficulty to tests other than a melee attack.
    6. Resolve attack, hit location, and damage using that weapon's values.
    7. Spend the ammunition fired, even if the attack misses.

    To increase a shot's damage: one additional round per added die, up to the weapon's fire rate. Announce this expenditure before damage. Spending AP to increase damage applies to melee and thrown weapons.

    Mole rat resistances: ballistic 1; energy 0; poison 0; radiation immunity.

    09A PC Drops to 0 HP9 steps
    1. Record an injury at the killing blow's location.
    2. Add a second injury if the hit also deals at least 5 net damage.
    3. Make the PC prone, unconscious, and dying. They can no longer act.
    4. At the beginning of each of their turns: END + Survival, difficulty equal to the number of injuries; complications on 19-20.
    5. Success: they remain alive and dying. Failure: they die.
    6. To stabilize them: an ally uses First Aid, a major action, with INT + Medicine.
    7. Difficulty: the patient's number of injuries.
    8. Success: restore 1 HP. They remain unconscious but are no longer dying.
    9. Option after success: spend 1 AP to restore consciousness.

    Do not apply dying rules to the normal mole rat: at 0 HP, see the end of the attack.

    Dying character takes damage: add one injury. Add another injury if the hit reaches 5 net damage.

    Stabilizing or restoring HP does not treat injuries. Bleeding continues until the torso injury is treated.

    10Healing Someone Who Is Not Dying6 steps
    1. Choose a patient within reach.
    2. Spend a major action: First Aid.
    3. Roll INT + Medicine. Difficulty = number of injuries; +1 for treating yourself.
    4. On success, choose: restore HP equal to Medicine rank, or treat one injury.
    5. For HP: each AP spent restores 1 additional HP.
    6. For an injury: suspend its penalties; full recovery will require rest.

    A treated injury may reopen if that location takes more damage: roll 1 combat die. On an Effect, its penalties return.

    Stimpak already in hand: a minor action to use it. Restore 4 HP or treat one injury. If the patient is dying, stabilize them immediately.

    References: pages 32-35. Radiation: Rad-X and RadAway. Robot: replace Medicine with Repair; Stimpaks do not heal it.

    11Other Mole Rat AbilitiesGM reference
    • Keen Senses: PER tests, difficulty -1, minimum 0.
    • From underground: can detect creatures on the surface.
    • Radiation immunity: no radiation damage or effects.
    • Other tests: Body 5 or Mind 4, plus Other 2.

    Reference: page 350.

    12Survival Reference PointsGM reference
    • Suggested starting point: Full at 20:00; Quenched at 22:00; eight hours of sleep.
    • Waking at 06:00: Peckish, Dehydrated, Well Rested; 1 Fatigue from thirst.
    • Each point of Fatigue reduces every AP gain by 1, minimum 0.
    • At the beginning of a scene: lose 2 HP per full 2 Fatigue, without resistance.
    • At the end of a noncombat scene: remove 1 Fatigue if all its sources are gone.
    • Six hours of sleep remove all Fatigue only if it came solely from lack of sleep.
    • Noodles: hunger and thirst each improve by one step. Omelet: hunger improves by two steps, no effect on thirst.
    • The omelet grants 2 AP minus the eater's Fatigue, minimum 0; with 1 Fatigue upon waking, the PC gains 1 AP. Drinking removes the source, then Fatigue decreases at the end of a quiet scene.
    • Track the timers from the meal onward: Full → Sated after 1 hour; Hydrated → Thirsty after 2 hours. Record current states before combat.

    References: pages 35 and 190-193.

    13Conventions Specific to This IntroductionGM reference
    • Full inventory and budget in Community Supplies: scenario allocation set for this introduction, not an official rulebook allocation.
    • Archie has Survival 2 to prepare these dishes without a roll. NPC meals do not add AP to the PCs' pool.
    • Soups: here, they use both the scene's food and drink consumption allowances.
    • Workshop: the ready-made modules and workbenches are scenario allocations. The compass and mobile water tank are invented plans, with stated costs and effects; their recipes are not in the rulebook.
    • Tank: no free repair in addition to the chosen project. An independent repair may use the rarity 1 assigned to this scenario item.
    • Successful repair: no hidden leak added afterward.
    • Prepared capture: INT + Survival, difficulty 1 proposed by the GM.
    • Crops: two harvestable carrots provided by the scenario.
    • Injured mole rat leg: apply the leg effect.
    • Sledgehammer, mole rats, AP, and Luck: rulebook profiles and rules. The survivor tries to flee: behavior chosen for this encounter.

    Ref / Session pacing

    Pacing Reference

    Allow about four hours for the household scenes, learning the rules, questions, and expedition planning. The first run took a little over four hours. Give each decision time to resolve; scene lengths will depend on how much the group experiments. Keep time at the end for the plan and the group’s feedback.

    Resolve the current choice before introducing another rule. If the garden ends peacefully, honor that outcome; keep the combat walkthrough available for the first fight. Use the destination references to answer planning questions, then stop once the first destination, route, loadout, and home reserve are recorded.

    Illustration