TEXT: Most nuclear wastelands are forever changed
  by the bombs that brought upon the post-apoca-
  lyptic conditions that so many groups of players
  find enjoyable to roleplay in. Acid rains, clouds of
  radioactive ash, and twisted mutations are just a
  few of the hazards that a hero of the post-apoca-
  lypse must contend with.
  In Future: 13 Wasteland Hazards I take the
  experience I gained while working on A Dozen
  Dungeon Hazards and A Dozen More Dungeon
  Hazards (both for D20 System fantasy cam-
  paigns) and Future: 13 Xenobiological and
  Stellar Hazards (specifically written for sci-fi cam-
  paigns) and create a baker’s dozen of hazards for
  the irradiated wasteland of post-apocalyptic Earth.
  Like most of the sci-fi material I have produced for
  the official future supplement to the D20 Modern
  roleplaying game these hazards have not been
  written with serious, hard science campaigns in
  mind. If you prefer your post-apocalyptic cam-
  paigns filled with fantastic mutations and twisted,
  fantasy-like monsters then the hazards detailed
  herein will fit you perfectly.
  WHAT’S REQUIRED TO
  USE THIS PDF?
  In order to use Future: 13 Wasteland Hazards
  you will need the D20 Modern roleplaying game,
  published by Wizards of the Coast, Inc., and the
  official future supplement, also published by
  Wizards of the Coast,Inc..You can find both at your
  favorite local game store or online at any number
  of roleplaying game vendors. No other Ronin Arts
  products are required to use this PDF.
  If you’re running – or plan to start running – a
  post-apocalyptic campaign take a look at
  RPGObjects’ Darwin’s World campaign setting at
  www.darwinrpg.com. Darwin’s World is hands-
  down the premier post-apocalyptic campaign for
  use with the D20 Modern roleplaying game.With
  multiple sourcebooks and adventures already
  available Darwin’s World is ready for you to run as
  is or to use as the basis for a campaign of your own
  design.
  Copyright © 2005 Philip Reed.You may not distribute this document without permission of the publisher.Some portions of this document are present-
  ed as open game content,see the Open Game License at the end of this document for more information.
  Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy.For more information on Ronin Arts,and Ronin Arts’sister com-
  pany,Studio Ronin,please visit www.roninarts.com and www.studioronin.com.
  'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast,Inc.and are used according to the terms of the d20 System License ver-
  sion 6.0. A copy of this License can be found at www.wizards.com/d20.
  d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast,Inc.in the United States and other countries and is used with permission.
  Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
  13 wasteland hazards
  by philip Reed
  
  FUTURE: DATASTREAM
  As of the time of publication, Ronin Arts’
  Future: Datastream subscription service is run-
  ning, introducing new material for futuristic cam-
  paigns five times each week.For more information
  on the Future: Datastream, including subscrip-
  tion information, please visit the official forums at
  www.d20projects.com.
  OPEN GAME CONTENT
  With the exception of product identity (see
  below), all of the text of this PDF is presented as
  open game content. While this means absolutely
  nothing to your campaign it does give other pub-
  lishers permission to use this material as long as
  they follow the open game license (see the end of
  this PDF).
  PRODUCT IDENTITY
  Darwin’s World and RPGObjects are product
  identity of RPGObjects, used with permission.
  Ronin Arts and all related logos and products lines
  are product identity of Philip Reed and Christopher
  Shy.
  ABOUT THE AUTHOR
  Philip Reed has been working professionally in
  the roleplaying game industry since 1995. In that
  time he has worked for such companies as West
  End Games, Privateer Press, and Steve Jackson
  Games.Today Philip spends his days at home run-
  ning Ronin Arts,writing and designing new games,
  and reading whatever books interest him at the
  time.To learn more about Philip Reed – and Ronin
  Arts – please visit www.philipjreed.com/php
  and www.roninarts.com.
  2
  I I I I I I I I I I I I I I I I I I I I I
  introduction
  I I I I I I I I I I I I I I I I I I I I I
  The following hazards are ready to use in your
  next campaign session.While not all of the hazards
  described herein will be appropriate to ever post-
  apocalyptic campaign setting you should find sev-
  eral new ideas to throw at your players. As always
  you are free to re-write or change these hazards to
  better suit your needs or to use them as inspiration
  for hazards of your own design.
  ACIDIC SAND STORM (CR 1)
  As terrible as sand storms were before the
  bombs,there are even worse sand storms now that
  the wasteland has invaded large portions of the
  world. An acidic sand storm is a dark wall of sand
  within which are embedded millions of acidic par-
  ticles that eat away at flesh,organic matter,metal,
  wood, and other objects as the sand rolls quickly
  across the landscape.
  An acidic sand storm appears almost without
  warning – a character or creature may make a Spot
  check (DC 25) to see the oncoming wall of sand
  while a Survival check (DC 18) correctly identifies
  the approaching sand storm as an acidic hazard.An
  acidic sand storm lasts for 2d6 minutes during
  which time it is safest to hide within a durable
  building or vehicle.For every minute of exposure to
  an acidic sand storm flesh and wood suffer 1d3+1
  points of damage – metal and other objects suffer
  1 point of damage (ignore the object’s hardness)
  for each minute of exposure.
  As the storm leaves the area it leaves behind
  1d4 inches of sand and there is a 15% chance (+1
  % per minute that the storm existed) that the
  acidic sand storm will leave behind 2d4 random
  patches of toxic slime (see p.6).
  Acidic sand storms are rare events, even in the
  most irradiated of wasteland environments. It is
  not unusual for a wasteland rainstorm (see p.6) to
  follow mere moments behind an acidic sand storm.
  the hazards
  The Hazards
  
  APOCALYPSE VINE (CR 2)
  This brown plant grows along the edges of the
  wasteland,in the areas that are coolest and receive
  the most rainfall during the year.Apocalypse vine is
  a near-unstoppable weed that continues growing
  throughout the year, some patches reportedly
  growing to fill a 100-foot square area.The vine has
  thousands of small flowers that open at night to
  absorb the faint traces of moisture the forms as
  morning approaches. The only other time that
  these flowers open is during a rainfall (but not dur-
  ing a dangerous rainfall, such as a wasteland rain-
  storm,see p.6).
  If an apocalypse vine patch is disturbed, the
  plant releases a burst of poisonous spores in the
  form of a black cloud. Characters and creatures
  within 10 feet of the hazard must make a success-
  ful Reflex save (DC 15) or be exposed to wasteland
  sickness (see box). The cloud hangs suspended in
  the affected area (all squares in which the apoca-
  lypse vine grows and all adjacent squares) for 2d4
  rounds after which point it dissipates and is no
  longer dangerous. A 5-foot patch of apocalypse
  vine is destroyed if it suffers 10 points fire or cold
  damage. A massive apocalypse vine must be
  destroyed in sections.
  CORROSIVE POOL (CR 1)
  Once stagnant pools of water, corrosive pools
  are frequently seen in areas that receive great
  amounts of rain during the year – locations deep
  within the wasteland rarely contain any corrosive
  pools though the occasional pool is encountered,
  usually near the ruins of a pre-apocalypse town. A
  corrosive pool looks like a thick,filthy pool of water
  but at night the pool gives off a faint glow (treat as
  a candle with a permanent duration). A successful
  Survival check (DC 20, DC 15 at night) alerts an
  adventurer to the pool’s true nature before he fool-
  ishly touches it (or,even more foolishly,drinks it).
  A corrosive pool deals 1 point of damage (ignor-
  ing hardness) per round to any character, creature,
  or object that it comes into contact with. A corro-
  sive pool cannot be quickly destroyed but the water
  can be cleaned until it is safe for human or animal
  use – to clean a corrosive pool the water must be
  filtered six times, with a 10% each time that the
  corrosive properties of the water destroy the filtra-
  tion device.Some nomadic gangs in the wasteland
  make their living by cleaning and then trading
  water drawn from corrosive pools.
  ENGINE SLIME (CR 3)
  This sticky, dark black slime devours metal and
  organic materials on contact.Wet and sticky, engine
  slime hides inside the engine compartments of old,
  discarded vehicles where it lives off of the rats,mice,
  and other vermin that seek shelter from the intense
  heat of the wasteland inside the vehicle.
  A single 5-foot square of engine slime deals 2d4
  points of damage per round while it devours flesh or
  metal.On the first round of contact,the slime can be
  scraped off a creature or object (most likely destroy-
  ing the scraping device), but after that it must be
  frozen or cut away (dealing damage to the victim as
  well).10 or more points of cold damage destroys a 5-
  foot patch of engine slime.
  If a patch of engine slime comes into contact with
  fire it is immediately killed, though its death by fire
  results in a sudden flash of fire that deals 2d6 points
  of fire damage to everyone within the engine slime’s
  square or adjacent squares – a successful Reflex save
  (DC 15) reduces the damage to 1d6. A burning
  engine slime patch burns out after 3d6 rounds.
  I I I I I I I I I I I I I I I I I I I I I
  3
  I I I I I I I I I I I I I I I I I I I I I
  THE HAZARDS
  NEW DISEASE: 
  WASTELAND SICKNESS
  This foul sickness, while dangerous, rarely
  kills those that are exposed to it.Those suffer-
  ing from the disease are covered in a gray
  rash and there is a 10% chance that once the
  disease is defeated the victim’s body will be
  covered in dozens of small pockmarks and
  blemishes.
  Type: Inhaled (DC 14).
  Incubation Period: 1 day.
  Initial Damage: 1 Con.
  Secondary Damage: 1d2 Con.
  
  GASOPOOL (CR 5)
  Resembling a pool of gasoline, gasopool is a
  mutated slime that lives off of gasoline and the
  flesh of characters and creatures. A typical
  gasopool patch will slowly move toward an engine
  or gasoline source where it will lay dormant, wait-
  ing for its unsuspecting prey. A gasopool patch
  grows by 1-foot for every gallon of gasoline con-
  sumed or every 6 points of Constitution damage
  (see below) dealt to a character or creature.
  A single 5-foot square gasopool deals 2d4
  points of Constitution damage per round while it
  devours flesh. On the first round of contact, the
  slime can be scraped off a creature (most likely
  destroying the scraping device), but after that it
  must be frozen or cut away (dealing damage to the
  victim as well).Against wood or metal, a gasopool
  deals 3d6 points of damage per round, ignoring
  hardness. 10 or more points of cold damage
  destroys a 5-foot gasopool patch.
  If the gasopool comes into contact with fire it is
  immediately killed, though its death by fire results
  in a sudden flash of fire that deals 6d6 points of fire
  damage to everyone within the gasopool’s square
  or adjacent squares – a successful Reflex save (DC
  15) reduces the damage to 3d6. A burning
  gasopool patch burns out after 3d4 rounds.
  GLASS RAINS (CR 1)
  One of the side effects of the nuclear apocalypse
  was the formation of vast fields of glass where the
  intense heat of the bomb instantly transformed
  the desert sands to glass. As the years have pro-
  gressed, the glass fields have broken apart until
  almost all that exists are patches of glass shards.
  Dangerous in their own right,these shattered fields
  of glass become more dangerous when the waste-
  land winds sweep through an area, collecting the
  glass shards and hurtling them at unsuspecting
  characters and creatures tens of miles away.
  A glass rain at first appears as a sand storm.
  Anyone making a successful Spot check (DC 15)
  notices that the approaching wall twinkles in the
  sunlight – a successful Survival check (DC 15) at
  this point means that the character has recognized
  the approaching storm as glass rains. Within 4d6
  minutes of appearing on the horizon a glass rain
  will reach the area in question.
  Once the glass rains hit an area, the rains actu-
  ally a rolling wall of sand and glass particles and
  not true rain at all,the storm rips through the area,
  dealing 2d4 points of damage to all characters and
  creatures that are exposed to the wall of sand and
  glass. A glass rain will last for 1d4 minutes after
  which the area is covered in small glass shards (see
  box).
  A glass rain is a natural event that cannot be
  stopped.The survivors of the apocalypse have sim-
  ply learned to keep an eye open for the glass rains
  and to take shelter when one approaches.
  IRRADIATED ZONES (CR 2)
  The wasteland is littered with radioactive “hot
  zones” of varying degrees of size and radioactive
  strength.To determine the size,strength,and shape
  of an encountered irradiated zone use the table on
  the next page (roll once for each column).
  Any characters or creatures that pass within a
  number of feet of an irradiated zone equal to its size
  have moved through a radiated area (amount of
  radiation equal to one step less than the zone’s radi-
  ation strength,minimum strength of lightly irradiat-
  ed) and must check for radiation sickness (see the
  Environments section of the future SRD). Actually
  entering an irradiated zone also carries with it a
  chance for contracting radiation sickness with the
  exposure strength equal to the strength rolled on
  the table above.
  Irradiated zones give off a slight glow at night,
  treat as a candle with a permanent duration, and
  cannot be destroyed. While an irradiated zone will
  4
  I I I I I I I I I I I I I I I I I I I I I
  the hazards
  I I I I I I I I I I I I I I I I I I I I I
  FIELDS OF GLASS SHARDS
  Typically a 50-foot square area, a field of
  glass shards is dangerous to walk through – a
  successful Reflex check (DC 12) is required for
  each square moved through, failure indicat-
  ing that the character has stumbled on a
  large outcropping of glass shards which deal
  1d4 points of damage.
  A field of glass shard can be of any size the
  GM requires.
  
  someday fade away naturally, the length of time
  necessary is so much greater than the length of an
  average campaign that it won’t happen in the play-
  ers’characters’lifetime.
  JUNKYARD MOSS (CR 1)
  This gray-brown moss grows beneath, on, and
  inside of discarded metal, wood, plastic, and just
  plain garbage. Junkyard moss, named for the loca-
  tion it is most commonly encountered,is typically 1-
  3-ft.in diameter and found only in the areas that get
  the least amount of direct sunlight.Anyone walking
  within 20-ft.of a patch of junkyard moss smells the
  sickly,garbage-like stench of the disgusting growth
  and must make a Fortitude save (DC 15) – on a
  failed check the character is nauseated for 1d4+1
  rounds.The DC increases by 2 for every 5-feet closer
  to the moss the character moves.
  Junkyard moss can be easily destroyed by fire,
  cold, or acid. Direct sunlight lasting more than four
  hours will also destroy a patch of junkyard moss.
  NUCLEAR FOG (CR 2)
  This greenish-colored fog is found within only a
  few miles of nuclear ground zero sites – locations
  that were the site of a nuclear detonation.Irradiated
  and corrosive, a patch of nuclear fog looks like a
  thick,green haze that is difficult to see through – -4
  penalty on Spot checks made from within or
  through a patch of nuclear fog – and dangerous to
  characters and creatures.
  A typical patch of nuclear fog appears as a 20-
  foot square that is 5-feet tall.Characters or creatures
  that pass through squares adjacent to a patch of
  nuclear fog have moved through a moderately irra-
  diated area and must check for radiation sickness
  (see the Environments section of the future SRD).
  Characters or creatures that actually enter a patch of
  nuclear fog must check for radiation sickness – the
  character or creature has been severely irradiated –
  and each round of exposure within the fog must
  make a Fortitude save (DC 20) or suffer 1d4+1
  points of heat damage.
  Nuclear fog is a heavy,stubborn hazard and only
  the strongest of the wasteland’s winds can dissipate
  a nuclear fog patch.
  RADIOACTIVE MOLD (CR 2)
  Radioactive mold feeds on radiation, drawing
  strength from irradiated zones and other hazards
  that project a radioactive aura. A patch of
  endothermic mold is black in color and 5 feet in
  diameter,is extremely hot,and registers as severe-
  ly radioactive on a Geiger counter. Characters or
  creatures that move through a square of radioac-
  tive mold suffer 1d4 points of damage and must
  check for radiation sickness (see the Environments
  section of the future SRD).
  A 5-foot patch of radioactive mold is destroyed
  if it takes 10 or more points of cold or fire damage.
  I I I I I I I I I I I I I I I I I I I I I
  5
  I I I I I I I I I I I I I I I I I I I I I
  THE HAZARDS
  Table: Irradiated Zones
  D6 Roll
  Strength
  Size
  Shape
  1
  Lightly irradiated
  5-ft.
  Rectangle
  2
  Moderately irradiated
  10-ft.
  Sphere
  3
  Highly irradiated
  20-ft.
  Cube
  6
  Severely irradiated
  30 ft.
  Rectangle
  Cube: The simplest type of irradiated zone,a cube-shaped zone simply fills as many connected squares as
  possible to form a square-shaped area on the map equal to the size rolled – the zone of irradiated extends
  upwards the same distance as one side of the square.
  Rectangle: Select a point of origin and roll 1d4 to determine the direction the line extends from that point
  (1 north,2 south,3 east,4 west).A rectangular irradiated zone requires another d6 roll on the above table to
  determine its width.It is possible for the two measurements to be the same in which case it is simply a cube-
  shaped irradiated zone.
  Sphere: Select a point of origin;a spherical irradiated zone extends out from the chosen point to the dis-
  tance indicated by the d6 roll.
  
  ROAD SLIME (CR 2)
  This black, tar-like slime lives on the roadways
  of the wasteland,spreading out as flat as it can and
  waiting for a car or other unsuspecting vehicle or
  wandered to move across it.Road slime lives off of
  rubber and metal, growing as it consumes either
  one of the two materials. Road slime’s corrosive
  property can also harm flesh though the slime
  gains no benefit from eating at flesh and never
  positions itself to intentionally interact with living
  characters or creatures.
  A single 5-foot square of road slime deals 2d6
  points of damage per round – ignoring metal’s
  hardness – while it consumes metal or rubber.If a
  patch of road slime comes into contact with rubber
  of any sort, most commonly tires, it strips the rub-
  ber bare within 1d4+1 rounds – this can be espe-
  cially dangerous to a vehicle moving at high speed
  that comes into contact with the slime. A patch of
  road slime that comes into contact with flesh deals
  2d4 points of damage per round – the slime just
  isn’t well-suited to corroding fleshy matter – and is
  otherwise treated exactly the same as when it
  comes into contact with metal or rubber.
  On the first round of contact, the slime can be
  scraped off an object or creature (most likely
  destroying the scraping device), but after that it
  must be frozen,burned,or cut away (dealing dam-
  age to the object or living victim as well). 10 or
  more points of cold damage destroys a 5-foot
  patch of road slime.Heat and fire have no effect on
  the slime.
  SHELTER GROWTH (CR 1)
  Some owners of fallout shelters, as the bombs
  rained around them, quickly discovered that their
  expensive safe-havens were not properly con-
  structed. Usually a discovered fallout shelter that
  was improperly sealed is littered with the corpses
  and belongings of those that entered the shelter
  seeking safety. In extremely rare instances – only
  about 1% of faulty fallout shelters were so affected
  – a discovered shelter has been overrun by a post-
  apocalyptic plant that vaguely resembles apoca-
  lypse vine (see p.2) but has thicker vines, no flow-
  ers,and is a dull green in color.
  A shelter growth has survived by feeding off of
  the corpses and bodies within the fallout shelter,
  the nocturnal plant thriving in the blackened
  chamber that gets only slivers of sunlight during
  the day as the light pours through the numerous
  cracks that prevents the inhabitants from surviving
  the apocalypse.
  If a shelter growth is disturbed,the plant releas-
  es a burst of poisonous spores in the form of a black
  cloud. Characters and creatures within 10 feet of
  the hazard must make a successful Reflex save (DC
  15) or suck in a lungful of the spores, which leaves
  them nauseated for 1d6 rounds. The cloud hangs
  suspended in the affected area (the entire fallout
  shelter and all outside squares adjacent to the shel-
  ter) for 2d4 rounds after which point it dissipates
  and is no longer dangerous. A shelter growth can
  only be destroyed by fire.
  TOXIC SLIME (CR 6)
  This thick, green-colored slime devours flesh
  and organic materials on contact.Wet and sticky,it
  clings to walls,ceilings,and floors in patches,grow-
  ing and spreading as it consumes organic matter.It
  drops from walls and ceilings when it detects
  movement (and possible food) below.
  A single 5-foot square of toxic slime deals 2d6
  points of Constitution damage per round while it
  devours flesh. On the first round of contact, the
  slime can be scraped off a creature (most likely
  destroying the scraping device), but after that it
  must be frozen,burned,or cut away (dealing dam-
  age to the victim as well). Against wood or metal,
  toxic slime deals 3d6 points of damage per round,
  ignoring hardness. It does not harm stone. 20 or
  more points of cold or fire damage destroys a 5-
  foot patch of toxic slime.
  WASTELAND RAINS (CR 1)
  Dark,violent thunderstorms in the days follow-
  ing the apocalypse are sometimes carriers of dis-
  ease and destruction,the storms moving across the
  landscape and spreading man’s nuclear violence to
  those that survived the end times.
  When first seen on the horizon, a wasteland
  rainstorm looks like any other powerful thunder-
  storm. Anyone that makes a successful Survival
  check (DC 25) correctly identifies the storm as a
  wasteland rainstorm, giving them time to alert
  others and to find shelter. These storms move
  6
  I I I I I I I I I I I I I I I I I I I I I
  the hazards
  I I I I I I I I I I I I I I I I I I I I I
  
  quickly, closing in on a particular location 3d4+1
  minutes from first appearing on the distant hori-
  zon.
  Characters and creatures caught in a wasteland
  rainstorm suffer 1 point of damage per round – the
  rainfall is slightly acidic – and run the risk of con-
  tracting radiation sickness. The storm’s duration,
  and the severity of the radiation dosage suffered
  by exposed characters and creatures,can be deter-
  mined by rolling on the following table.
  D6 Roll
  Duration/Severity
  1
  2d4 minutes/lightly irradiated
  2-3
  2d6+2 minutes/moderately 
  irradiated
  4-5
  2d8+4 minutes/highly irradiated
  6
  2d10+6 minutes/severely 
  irradiated
  Wood, metal, and other objects caught in a
  wasteland rainstorm suffer 1 point of damage for
  each minute of exposure.
  Following a wasteland rainstorm there is a 5%
  chance (+1 % per minute that the storm existed)
  that the storm will leave behind 2d4 random corro-
  sive pools (see p. 3). Furthermore, there is a per-
  centage chance equal to one-half the storm’s dura-
  tion (round down) that the storm will create a ran-
  dom irradiated zone (see p. 4) somewhere in the
  affected area.
  I I I I I I I I I I I I I I I I I I I I I
  7
  I I I I I I I I I I I I I I I I I I I I I
  OPEN GAME LICENSE
  open game license
  open game license
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
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  9.Updating the License:Wizards or its designated Agents may publish
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  10 Copy of this License:You MUST include a copy of this License with
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  12 Inability to Comply:If it is impossible for You to comply with any of the
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  13 Termination:This License will terminate automatically if You fail to
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  14 Reformation:If any provision of this License is held to be unenforce-
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000,Wizards of the Coast,Inc.
  Modern System Reference Document Copyright 2002-2004,Wizards of
  the Coast,Inc.;Authors Bill Slavicsek,Jeff Grubb,Rich Redman,Charles Ryan,Eric
  Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD
  Wiker, based on material by Jonathan Tweet,Monte Cook,Skip Williams,Richard
  Baker,Peter Adkison,Bruce R.Cordell,John Tynes,Andy Collins,and JD Wiker.
  Future:13 Wasteland Hazards,copyright 2005 Philip Reed.Published by
  Ronin Arts www.roninarts.com.
  Future: 13 Xenobiological and Stellar Hazards, copyright 2005 Philip
  Reed.Published by Ronin Arts www.roninarts.com.
  Future Threats: M.E. Spawn, copyright Mark Gedak. Published by Mark
  Gedak at www.d20projects.com.
  A Dozen Dungeon Hazards copyright © 2004 Philip Reed,published by
  Ronin Arts – www.roninarts.com.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author
  Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey
  Christofferseon, Jim Collura, Meghan Greene, Lance Hawvermale, Travis
  Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill
  Web and Monte Cook.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Ronin Arts/Future - 13 Wasteland Hazards.pdf