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The Scavengelands

A Quick Adventure designed for:

After
Emerging from the fall
The pinnacle of our future came and went. What remains of humanity peek s its head out
after centuries of the Darkest Age to explore an unknown world filled with beastly preda-
tors, magic, unfamiliar races, and dangerous technology.

The Scavengelands Written by:


Nathan D. Johns
Phillip Carrisalez

Cover Art:
Edwin Reyes Sablaya
Juan Pablo Lozano

Creature Art:
Edwin Reyes Sablaya

Isometric Map:
Jog Brogzin

Overhead Map:
B Simon Smith

Layout & Design:


Edwin Reyes Sablaya

Special Thank s to:


John J Popson III
Ian J Christiansen
John Lamb

Copyright, 2020 Gravity Well Publishing, LLC.

www.After-RPG.com
INTRODUCTION
Set in the reemerging world of After your par-
ty finds itself in the Wanderlust, the under-
ground remains of a building that once stood
tall. Explore this community centered around
the trade of goods and services or follow the
plot hook to The Scavengelands where dan-
ger and discovery of valuable objects from the
past await.
ADVENTURE LOCATION
Folstrom
(Outpost Settlement)
The characters begin in Warlord Strous’s ter-
ritory at The Wanderlust, a talking-house in
the outpost of Folstrom. A 6-hour walk south-
east is the Warlord Capitol of Stradhom. 4
Hours North and slightly East is the City of
Gfeidel. When walking west for 2 hours, char-
acters would reach The Scavengelands.
Folstrom is heavily guarded due to the dense
traffic of unknown travelers, the proximity to
the wilderness of The Scavengelands, and the
general merchandising, entertainment, and
carousing that tend to lead people to trouble.
Folstrom is a larger outpost town in the Strous
territory pop. ~ 800 of residents, traders, sol-
diers, entertainers, fortune seekers, and trav-
elers who pass through between The Capital
City of Stradhom pop ~ 6,000, and the City
of Gfeidel pop ~ 3,500.
Much has changed over the centuries to or-
ganize the lower levels while reinforcing
the “roof” and smoothing the “floor” in
creative ways.
The WanderLust
(Underground Market Place)
Famous for being well guarded,
having artificial light, clean wa-
ter, and discussion on events
and trade opportunities.
The Wanderlust is beneath a
large mound of rubble span-
ning a square of approximately
2 acres (100 yards by 100 yards
- previously a city block). It is
easy to recognize as the recov-
ered lower levels from a fall-
en tower of the past age with
the many cables, tubes, metal
beams grafted with cement oc-
casionally protruding from the
walls. It is assumed the dead
from centuries past lay within

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the rubble, but the narrow entryway leading down to en- found all throughout wherever a blanket or decent stand-
ter the Wanderlust has kept ten generations safe from the ing space allows someone to hawk their wares. Leisure ser-
beasts that ravaged the world above. vices and higher valued trades are offered in the deepest
parts of the Wanderlust.
Much has changed over the centuries as loose pieces of
collapsed building material were removed, and the walls More Detail
reinforced with rock s and adobe. However, the roundish Looking over all of Folstrom’s above-ground buildings, you
rooms with odd angled corners and sudden low ceilings can tell they are clearly divided into living areas, guard
are evidence of how the collapsed building forced the in- structures, and those working old materials with fire and
habitants to work around the broken bones of its structure. heat to craft or repair such items. The buildings begin and
disappear around the central mound of rubble mixed with
Shops are set up like a mad bazaar twisting and turning scattered vegetation apparently created from a large col-
on top of each other. There is a designated shopping area lapsed building of the previous age, which lies at the cen-
where merchants live and work, but temporary setups are ter of Folstrom.

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Following the sound of those selling goods and services, a talking and gathering area for festivities and some mer-
it is easy to find the entrance to the Wanderlust beneath chandising. Many guards are in the area due to the close
the mound of rubble by locating the gathered selling wag- proximity of their quarters. (GQ)
ons, blankets, and makeshift merchant stands that line
both sides of the path. These traders rarely deal in valuable Lighting in the Wanderlust toggles from brightly lit areas
trades as that is reserved for the main markets and the to shadowy tunnels with glowing vegetation and illumina-
Deep Markets of the Wanderlust. Entry to the Wanderlust tion reflected off the ceiling and walls from behind various
requires a pass provided by an Agent of Folstrom or 20 odd architectures. The Common Area with its sporadically
TU to be presented at the entrance to ensure no one goes placed ever-lights offers interesting shadows, and is used
down without the intent of business. The TU is traded into as a gathering area for festivities as well as some trade.
Wanderlust Tokens which are the common currency of Draped curtains form barriers throughout the under-
trade in the underground markets. ground to provide privacy and division of open space.
Only the Waste Closets (W) are provided free of charge in Most people are on their best behavior since there is no
the underground to help keep it clean and provide extra entering or leaving the Wanderlust without first checking
water through the recycling processes. While everything through security. Often those with large items, new vis-
else costs something, not every luxury is expensive. You itors, and those with animal companions are directed to
can relax for a moment in one of the Steam Rooms (SR) to Administration to trade for information, additional tokens,
clean yourself for 2 TU, and you can even find a place to kenneling, and storage.
rest for a time should you enjoy yourself so much that your
senses are unable to keep you on your guard. Clean water, The value of your character’s possessions is relative to
glowing gardens, socializing, entertainment, trade, storage, need, usefulness, and perceived value. Without bank s or
and other services have turned the Wanderlust into a fan- stable government to provide a monetary system, trade of
tastic trade center, which is a far cry from its past as a strict goods and services is the only commodity. Trading tokens
sanctuary during the Darkest Age. is preferred to ensure the Wanderlust does not give undue
value to items that have already been fully stocked, and it
After passing the first guards (G) into the underground is common to see young adults consitently bringing small
passage’s mouth with the remnants of the collapsed build- pouches of them to administration. These “Runners” bring
ing amassing overhead, the tunnel grades down slightly the Wanderlust Tokens collected from trade to record their
with twists and turns until you eventually find yourself at families business credits for the day, and to ensure Admin-
the entrance to the Common Area. This area functions as istration has enough to provide.

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The air of the Wanderlust is cool, but notably, there is a easing the ache within a person’s bones and pushing
lack of dampness. This is due to the water collectors placed the body to build a sufficient sweat. Slightly before exit-
throughout the underground areas gathering water from ing the room the sweat miraculously runs off the body
the air. Another duty of the Runners is to let adminis- carrying away the natural dirt layer. Just thinking about
tration know when a water collector is full and ready to it makes one’s eyelids heavy, which is why the gener-
be taken past a heavily guarded area to the Central Water al rest area and Upper-Level Sleep Stack s are nearby
Processors. Around the corner, micro-farming still occurs
to allow the Wanderlust to remain a balanced sanctuary Descending the stairs to the lower level requires addition-
should the Hordeswarms return. al privilege or an amount of TU to determine worthiness
to trade in the Deep Markets and partake of the more lux-
Most water that seeps through the ground above during urious services provided below. Simple items are not for
heavy rains is redirected into various containers via tube- trade in the Deep Markets; only SP, GTP, and other valu-
like channels reaching towards the ceiling. Any extra water able items are acceptable barter. Most areas are off-limits
that is not bottled or converted into beverages gets poured to visitors, and of particular note, the Old Tomb Area lies
into the old shaft used as a well. Interestingly, some of the beyond the Crack to the Grave. The room with the Crack
well-lit gardens and meditation areas do not collect the wa- has been sealed off entirely since converting the Wander-
ters, instead allowing them to form into tiny streams that lust to a commerce center.
flow and disappear into crack s headed deeper to places
unknown. The garden path lit by ever-lights pointed towards the
ground and smaller lights above to simulate the stars lies
For so many people in and out of a closed space, it is im- cast in a dim glow with constant shadows. The locations
pressive that the smell is not foul. Preferably, there is often where shadows would be the darkest are filled with the
a smell of flowering bushes and the perfumes worn by the faint color of glow trees, providing a pleasant underground
people. Even the waste closets where a person entering a experience as one proceeds towards the available services
small room sits over a bowl and delivers their smelly de- that may be discovered further down the path.
posits have some unknown ability to take it all away af-
ter the lid closes, returning the empty dry container after Other than the Deep Markets, the most common reason for
opening the top again. descending below as a visitor is a trip to the Pleasure Dis-
trict. This area hosts special elite events with décor gath-
It is easy to imagine the people of the past who creat- ered from the previous age, and services aimed to keep
ed these devices forgot that they are the same as ani- their guests at peace and leave relaxed. The manager of
mals. just like those private steam rooms which work the district is continuously busy and has considerable in-
exceptionally well to remove the memory of struggle, fluence in Folstrom.
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Scavenge Lands HOOK: SCAVENGING NEAR FOLSTROM
The Scavengelands span twenty square miles of mostly
junk dumped from an age before Strous himself claimed Erran Gaige from the city of Gfeidel, had a significant find
the area. from The Scavengelands and returned with something so
Arriving at The Scavengelands is an intimidating sight. It incredible that the Warlord, Justus Strous, himself, traded
can be seen from the hillside and goes on for 20 miles. for the item. He plans to return with a new group will-
Much of The Scavengelands is inaccessible due to the ing to make the trek. He assures that his preparations
high walls of scrap forming treacherous cliffs throughout and the right group would make this an easy win for all!
where dirt, death, and decay created a base for foliage to He is more than happy to share some of his story of dis-
take root. Much of the land look s deceivingly green and covery and provide information about The Scavengelands.
stable, but it is treacherously unsound where the wrong •There is nothing like the thrill of discovery and com-
step might find a leg or a whole person falling into jagged ing home with a win after being in the dark tunnels
scraps or various caverns with possible inhabitants. amongst items from the previous age and the unknown
OTHER PLACES OF NOTE trying to devour you.
•The Scavengelands span twenty square miles of mostly
Stradhom junk heavily stripped and picked over and then forgot-
The Capitol is the domain of Justus Strous. It is protected ten for centuries.
by a 5-foot wall composed of scrap materials, spikes point- •Entering The Scavengelands is not allowed without
ed out toward the sky, and spikes pointed toward a dry Strous’s Chief extractor’s permission, Banyon Ardick. Of-
moat dug 7-foot-deep out to 40 yards around the perime- ten permission is only granted upon agreement to first
ter of the city. The path to the entrance of Stradhom is the dibs on any items discovered; this includes anything the
only terrain that remains level to the city and remaining adventurers would consider keeping for themselves.
ground.
Greman Gaige is Erran’s brother. He is also in Folstrom
At the gates, there are guards in makeshift armor, spot- watching out for his brother. Greman has no plans to re-
lights, and motion sensors. Obviously, Strous has some forge turn to The Scavengelands, and he also gives Erran a few
masters, re-crafters, and welders who know what they are comments on not going back. If Erran or Greman finds any
doing. Beyond the entrance into the capital is a 20-foot- reason not to like or trust the group, Erran will not travel.
high wall that surrounds Justus Strous’s home. This inner
wall is covered with various crude spikes and hook s from If the characters are willing to travel with Erran and he
different materials welded and fitted together to form a decides to trust them, assume that he will want the second
prickly looking defense with ever-lights illuminating them pick of the items not traded to the Warlord. Erran and
to deter any who would consider scaling them in the night. Greman were the only two survivors from a group that
entered The Scavengelands. He talk s of an area he discov-
Above the wall, a makeshift watchtower is visible ris- ered that he wants to return to get the goods abandoned
ing out of the top of a domed shaped building. The while escaping.
dome is the top of Justus Strous’s home, which is above
an underground silo from the previous age, comman- If the characters decide to move on without Erran, he of-
deered as quarters for himself and his most trusted. fers more advice for a price.
•It is laden with dangerous Cricet’dae, Grous, and even
Resting above the silo is the dome-shaped home rising Kord’emuri have been spotted from time to time.
two stories above the ground appearing well-built with •Keep rope on hand, be warry of loose footing. Be pre-
advanced materials surviving much of what happened pared to go deep. Deep is where the old stuff remains.
over the centuries. Various areas of the structure may •It is dark in the deep, make sure you take the light and
be noted as recently repaired with scraps, and the tow- make sure your escape is setup if things are rough.
er mentioned before stretches from the top of this dome. •Be wary of the unknown creatures that may be discov-
ered. Do not surge ahead.
The watchtower is approximately twenty feet tall. Notably, •The longer you stay and find stuff the more loot you can
it is connected at varying places with zip cords to posts all keep for yourself if you want.
along the inner wall allowing those above to quickly get •Run if necessary, live to salvage another day.
anywhere on the wall, which curves away from the city
entrance to the left and right like a bow bent to release an Before being allowed into The Scavengelands, a group
arrow. must meet with Banyon Ardick over drink s that the group
purchases to petition entry.
• Banyon Ardick is a decent guy, even a little jovial, always
with the chief commander at Folstrom, Karson Haight.
• The price for entering The Scavengelands is 1,000 TU
upfront and first pick on trade. It is possible the first

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pick will be handled by Justus Strous himself and would
require being escorted to the Capitol. If you are trav-
eling with Erran or Banyon decides he likes you, then
he will waive the upfront fee for the choice of one of
the items discovered and another that the group will
be provided a decent deal. Either way, he requests first
dibs on trading for any other items the party is willing
to part with. (He understands that adventurers may not
want to trade certain things.)
• Banyon will inform the party they should document
their belongings before going in with Karson, and they
will be searched upon returning to determine any valu-
ables discovered.
• He will give them an emblem to prove they have per-
mission to enter The Scavengelands.
Once the Adventurers have permission, they may travel the
4 miles West to The Scavengelands. if they remain in Fol-
strom for the night, Banyon invites them to dine with him
and the chief commander.
During the meal, he will try to get to know the adventurers, ex-
plicitly trying to size them up. His goal is to determine wheth-
er he should be aware that they will try to pull one over on him.
This meal is also to celebrate the night before they enter
The Scavengelands as, once they are inside, they are on
their own, and more than one party has failed to return.
Dangerous Creatures

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Retreat:
Once the characters have pushed as far into The Scavenge-
lands as they are willing to go and return to Folstrom:
•If the characters attempted to hide anything on the way
back and are discovered. The chief will be less than
friendly and confiscate EVERYTHING from the charac- GAME MECHANICS
ters over their deception.
•If the party returns with multiple valuable items or some- This adventure is playable with any 5e-Based
thing very valuable over 3,000 TU, Banyon will have Mechanic; however, the After Core Book will
them escorted to Stradhom to meet with Justus Strous. add extra flavor and dynamic to this adventure.
They will have similar interactions as they had with Ban-
yon and ultimately receive more than they would have The core book will be finalized and printed following
from Banyon. a successful Kick starter run in the last quarter of 2020.
•If they refuse to trade a particular item, he is more than
willing to confiscate EVERYTHING.
•Strous is a decent person and doesn’t want to kill charac-
ters, but he will order them to leave his territory and not Find it on Kick starter!!
return on the threat of death if they try to double-cross
him.
•If things go well, Strous pays very well for any items that
the characters are willing to part with for him and will For pre-made characters & other tools in
celebrate them like heroes!! He may even offer them po- development visit: www.after-rpg.com/resources
sitions in his regime, depending on how well things go.
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Class & Level Race & Notable Characteristics

Background(s) Player Name

Character Name

Defense Initiative Speed(s)


GDD Proficiency Bonus
CP: Other:
Luck Inspiration SP:
GTP:
Core Health: Grit (HP):
Ο_Saving Throw
Ο_Athletics
Damage Damage
Personality
Class Specific Points
Strength

Ο_Saving Throw Ideals


Ο_Acrobatics
Ο_Nimble Fingers Hit Dice Total: Death Saves:
Ο_Stealth Successes:
Hit Dice Used: Failures:
Dexterity Bonds

Ο_Saving Throw Conditions

Flaws

Constitution
Weapon Size Quality Hit
Ο_Saving Throw Location Weight Abil Req Dmg
Ο_Arcana Notes
Ο_History
Ο_Investigation Weapon Size Quality Hit
Ο_Nature Location Weight Abil Req Dmg
Intelligence Ο_Religion
Notes
Ο_Technology
Ο_Saving Throw Weapon Size Quality Hit
Ο_Animal Handling Location Weight Abil Req Dmg
Ο_Insight Notes
Ο_Medicine
Ο_Perception Weapon Size Quality Hit
Wisdom Ο_Survival Location Weight Abil Req Dmg
Notes
Ο_Saving Throw
Ο_Deception Weapon Size Quality Hit
Ο_Intimidation
Location Weight Abil Req Dmg
Ο_Performance
Ο_Persuasion Notes
Charisma
Protection Max Dex Quality DC
Passive Perception Location Weight Abil Req DR
Notes Vulnerable / DR
Tech Lore 0 1 2 Protection Max Dex Quality DC
-Special-
Experience 3 4 5 Location Weight Abil Req DR
Notes Vulnerable / DR
Item/Location Bonus Quality/Notes

Proficiencies Gear Description & Features


Legal Information
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Permission to copy, modify and distribute the designated Derivative Works is granted solely through the use of the
Open Gaming License, Version 1.0a.

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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Craw-
ford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

After, copyright 2020 Gravity Well Publishing, LLC.

END OF LICENSE

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