Wretched Wasteland

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“The trouble you're expecting never happens; it's always

something that sneaks up the other way.”


― George R. Stewart, Earth Abides

"I survived because the fire inside burned brighter than the
fire around me. I fell down into that dark chasm, but the
flame burned on and on"
― Joshua Graham, Fallout: New Vegas

“Men can be brilliant and strong, they whispered to one


another. But men can be mad, as well. And the mad ones
can ruin the world.”
― David Brin, The Postman
Writing, Design & Layout by Stuart Watkinson

Cover Photo by Budhiargomiko & edited by Stuart Watkinson

Map by Stuart Watkinson made with inkarnate.com

Raider artwork by Ferran Xalabarder

Thanks to Hayley Ramsay-Watkinson for her patience &


editorial skills.

Special thanks to Chris Bissette for being the spark of


inspiration for this little creation.
Who?
You are a scout from a post-apocalyptic compound, and you
have just discovered a large raider camp, it is your job to get back
to The Compound and warn your people.

There is a vast dangerous wasteland that separates you from


your goal. Mutated animals, a burning hot sun, treacherous
ruined land, wanderers of the waste, lack of water…

And a raider has just spotted the reflection of your binoculars.

You’re low on supplies, out of ammo, and trying to keep two


steps ahead of a pack of raiders while dodging the worst the
wasteland can conjure.

You’ll be right, kid.


What?
Wretched Wasteland is a game about survival. Survival in a
world torn apart by war. It is a game about the few people that
still inhabit the Earth and the dangers they face.

Your character is a scout from The Compound, a small bastion of


civilisation. As a scout, you have seen what the wasteland has
done to people. How it has infected their minds and turned them
into murderers, thieves, and cannibals. You know what horrors
exist out in the wastes.

A scout knows that patience and a slow pace are key to survival.
However, you must move at a dangerous speed to make it back
in time.

Wretched Wasteland is a re-skin The Wretched by Chris Bessitte.


It takes inspiration from video games Fallout 1 & Fallout 2 by
Interplay, the music of The Goondock Saint & Mark Morgan, and
books The Postman by David Brin, Earth Abides by George R.
Stewart, and The Gunslinger by Stephen King.
When?
April 12th, 1985 the fighting started.

They fought for the control of fossil fuels and the domination of
their cultural philosophies. It started with the Mega-Mechs.
Huge mechanical war machines designed to reduce the loss of
life. Titans that fought with lasers, fire, and rockets.

But it did not take long before the thermo-nuclear weapons


were deployed & destroyed large sections of civilisation. The
nuclear fallout quickly killed those nearby and lead to a nuclear
winter.

Sickness spread across the globe and the human race dwindled.

Small bastions of hope survived and over the last 200 hundred
years, they have been scrounging and scavenging. The world as
we knew it was gone. The few remaining humans carve out a
living however they can.

The Wasteland is a cruel master.


How?
To play you’ll need a standard deck of cards with no jokers, a
single 6-sided die, a tumbling block tower, and token of some
kind to mark your progress on the map. You may want to print
out a copy of the map as well, but that’s not essential.

You will also need some way to record your game. Audio or video
logs work best, speaking into a microphone or a camera at the
end of each day, but use whatever you prefer – a physical
journal, or social media. The world stopped in 1985, so a
Walkman would also work well.

There is only one way out of this situation, and everything is a


barrier to your success. You must reach The Compound before
the raiders catch up with you.

There are many ways to die in the wastes.


The Map
The map represents your progress through
the wasteland. Your token will start at the
top on the X tile. At the end of each day, you
must roll a six-sided dice to move your token
to the next tile.

On the first two tiles, rolling a 4, 5, or 6 will


advance you to the next tile.

On the next two tiles rolling a 5 or 6 will


advance you to the next tile.

On all other tiles, you must roll a 6 to advance


to the next tile.

Rolling a 1 represents getting lost and you


move your token back one tile. Reasons for
this may include a bridge collapsing,
sandstorms, heavy rains, being chased by
savages, or any other interference that
appropriately suits your journey.

When you make it to the last tile, you win.


It Begins
Set up the tumbling block tower as you
normally would for games of that nature. Roll
your die, and complete that many pulls from
the tower. The tower represents your physical
and mental health as move through the
wasteland.

If it falls at any time, you have given up all hope


or sustained too many injuries, and it results in
your death and the game is over. You will
become another pile of dried bones for the
wastes to consume. If you do not have access
to a tumbling block tower you do not need to
use one and may ignore any instances where
you are asked to pull from the tower. The
wasteland or the raiders will take you instead.

Shuffle the deck of playing cards and place


them face down within easy reach. If you wish
to play a shorter game, make sure the Ace of
Hearts is the top card of the deck.
The Log
Record your first audio log, reading from the script as follows:

First day of return trip, Scout (Your name)


reporting. I’ve spotted a large raider camp roughly
ten days out from The Compound. One of them saw
me. They’ll be on my tail. I’ve got no ammo left, a
little food, and a little water. However, if the
weather stays in-check, and I don’t come across
anything too nasty, I can make it back in time. (your
name) out.

All subsequent reports should begin with the statement “X day


of return trip, Scout (your name) reporting”. Should you die in the
wasteland, and another scout finds your remains, they can use
the information you have discovered to help The Compound.
The information you put into the log is your choice, but at least
cover the events of the day.

Now you are ready to begin.


The Day
The game is divided into days. Each day has two phases: The
Journey, and The Log.

Phase One: The Journey


▪ Roll your die and draw that number of cards from the deck,
lay them out face up.
▪ This where you build the narrative of the day. Consult the
Survival Guide to see what each card means.
▪ Resolve each card in the order that you believe builds the
best narrative.
▪ When you have completed all events for the day, discard the
cards you have used unless you are told otherwise.
▪ Roll your die to check your progress on the map, refer to The
Map page for details.

Phase Two: The Log


▪ Take a moment to consider the events of the day, think about
what you had to do, and how that would have impacted you
physically and mentally.
▪ Record your audio log for the day.
The Survival Guide
You will consult The Survival Guide every time you draw a card.
The guide will assign you a task that must complete. These tasks
may require you to pull a brick from the tower. Some will pose
questions or problems that need solving. Others are different
again; nothing is certain in the wastes.

Hearts
Hearts represent your Daily Struggle to survive in
the wasteland. When you draw a heart, you are
struggling to survive in the wastes; locating water
and food, and handling the harsh environment.

Diamonds
Diamonds represent the Relics of the Past you
discover in the wastes. When you draw a diamond,
you are finding locations and items from a lost
civilisation.

Clubs
Clubs represent The Raiders, the vilest bunch of
murderers in the wastes. They are close behind
you. They are hunting you and toying with you.

Spades
Spades represent the weirdness that can be found
in the wastes, the Wasteland Wonders. When you
draw a spade, you are interacting with the wonders
of the wasteland; for good or for worse.
Daily Struggle
You discover a battered but serviceable compass! With this, you will be able to
A
ensure you’re on the right path. Pull from the tower. Do not discard this card–
instead, place it next to your map as a reminder.

You can no longer get lost while traveling in the wastes and rolling a 1 no longer
pushes you back a tile.
Water… Water running freely in the wastes. You have discovered a small
2
natural spring. The water looks clean, but do you drink it?
You drop the small canteen of water you carry, and it cracks, the precious liquid
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inside leaking away. You must spend the remainder of the day repairing it. How
do you repair it? Pull from the tower. Do not roll to move to the next tile.
In the backroom of an old grocery store, long since ransacked, you discover
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three tins of dog food. This is a rare find. Did you enjoy eating it?
No food today. What happened? How did it run out? Or what events stopped
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you from eating? Pull from the tower.
The hunger has gotten too much, and you decided to hunt for food. What do
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you use? What do you find?
While traversing a steep incline on a gravelly hill, you lose your footing and
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tumble to the bottom, grazing and bruising your leg. What do you do when you
reach the bottom? Pull from the tower.
The wind howls and picks up speed, blasting sand across the wastes. The sky
8
turns that familiar orange. Sandstorm approaches. Where do you wait out the
storm? Do not roll to move to the next tile.
Waste sickness is upon you… your skin is red and puffy. Your stomach churns
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and you are short of breath. You know this can kill. What do you have in your
pack to help you?
The bridge you used coming through this way has collapsed since you last
10
crossed it. Do you try to swim across and pull from the tower or walk along the
river to the next bridge and do not roll to move to the next tile?
You find the tracks of a large beast in the sand. Much larger than you and it has
J
been through recently, very recently. You can’t hear it… and you don’t want to
see it. How do you ensure you will avoid it? What do you think it is? Pull from
the tower.
You sit and eat in the shade. Your stomach fills and you feel a strange sense of
Q
peace. What goes through your mind as contemplate the days ahead?
A bullet ricochets of the wall beside you, fragments of brick scatter across your
K
face. The Raiders are upon you! What do you do to evade them? Do not discard
this card. Place it where you can see it. If this is the fourth King you have drawn,
the Raiders have caught you. The game is over.
Relics of the Past
A bunker sealed and empty. With a bed. You could spend the night sleeping in a
A
bed. Do you stay? Roll the dice twice to move to the next tile and take the
highest result.
The remains of a children’s playground in the valley. The wind blows the swings,
2
and the merry-go-round whines as the rusted metal slowly turn. This was a
place of happiness in the Old World. What does it look like to you now?
A huge building sticks out from the rubble. Above two large double doors is a
3
sign that reads ‘Now Showing: Die Hard’. The door hangs open, do you go in?
What do you see?
The remains of a two-story school loom in the distance, one half of it collapsed.
4
Paper skitters and floats along the ground, propelled by the wind. Its
classrooms and halls empty. Do you enter? What do you see?
A small lunch box. The content rattles as you pick it up. A small padlock and a
5
lot of tape have sealed it shut but eventually, you pry it open. It is filled with a
collection of bottle caps. What do you do with this discovery?
The charred remains of a robotic assistant lay in the dirt. Its circuitry exposed,
6
its dead eyes staring straight at you. What do its lifeless eyes remind you of?
A collection of large hardcover books falls out of a turned over bookshelf. They
7
seem to be reference manuals filled with paintings of horrid creatures. Did
these things once roam the old world? What do you do with the books?
You see one of the mega-mechs the Old Worlder’s used in battle as you crest a
8
hill. Once an intricate machine of war and destruction it now just a huge pile of
scrap metal. What images does the sight conjure in your mind?
Someone’s home. You can tell which rooms were for sleeping and which were
9
shared. A family lived here perhaps. They enjoyed a peaceful life. Does that
matter anymore? Will you stay there?
A bike! The rubber tyres have rusted out, but you can still ride it. If you know
10
how to ride, then roll the dice twice to move to the next tile and take the highest
result.
The charred remains of the forest stretch out for miles. There is something
J
fundamentally wrong with the land. You’ve only seen it in pictures. But you
know these places were once green and filled with life. How does this make you
feel?
A city, off in the distance. Smoke billows from it, you can hear the occasional
Q
gunshots. Those ancient ruined cities are dangerous, too many people
converge on them in search of supplies. Have you ever been? Do you want to?
They are on you. Their feet pound the ground behind you. You can smell their
K
sour body odour. You run, and run, and push yourself. Do they get you? Do not
discard this card. Place it where you can see it. If this is the fourth King you have
drawn, the Raiders have caught you. The game is over.
The Raiders
In the early morning, a lone raider approaches your small camp. They come with
A
their hands up. A deserter, they want to join you on your way back to the
compound. What do you do? Pull from the tower. Roll the dice twice to move to
the next tile.
A thick black smoke begins to engulf you. The Raiders have set fire to pile of
2
tyres to smoke you how. Your eyes sting and your lungs burn. How do you
react? Pull from the tower.
A crackle and then a hiss. A voice comes booming through the ruined streets.
3
They’re using some sort of voice modulator to taunt you. They make strange
sounds and describe what they will do to you. Pull from the tower.
The knife glimmers in the sunlight. Somehow this Raider got right to you. They
4
slash at you with the jagged blade. Through cunning, brawn, or dumb luck you
manage to escape. How did you get away? Pull from the tower.
You don’t hear or see any sign of the Raiders for hours that day. How does it
5
make you feel? Is it a false comfort or a lingering sense of unease? You decide
whether you pull from the tower.
As you lay and rest you hear them. They have set up their camp just on the other
6
side of the hill. They are so close you can hear them talking. What do they say?
Pull from the tower.
Bullets pepper the ground behind you. The Raiders are taking potshots at you
7
from a distance. They could get you whenever they wanted, but they want to
have fun. How do you respond? Pull from the tower.
You hear the howl of their dogs. The rabid, starving mongrels they have trained
8
to hunt and kill. Their guttural growls and barks pierce through the silence of
the wastes. Upon hearing them, what goes through your mind and what do you
do? Pull from the tower.
The dogs are on you! They bite at your heels and their barks assault your ears.
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If you manage to evade them, how did you do it? Pull from the tower.
You hear the mad, violent outcry of the Raiders as you rest. It’s almost as if they
10
are celebrating but in the most brutal way. Excessive rotgut whiskey and chems
fuelling their madness. What does it sound like? Pull from the tower.
Violence. It is their way of life. You can hear them fighting and their shouting
J
escalates until, finally, you hear a gunshot. They kill their own with no thought
on consequence or camaraderie. Pull from the tower.
Rain. Toxic and poisonous, but at least you know what even the Raiders will be
Q
out in it. Today you can be at ease, so long as you have shelter.
They came as the sun rose. Three of them dressed in leathers with helmets
K
fashioned from scrap metal. Makeshift guns and batons of steel. Do not discard
this card. Place it where you can see it. If this is the fourth King you have drawn,
the Raiders have caught you. The game is over.
Wasteland Wonders
You are taken as you sleep. You feel their hands wrap around your ankles first.
A
Then your face is covered. You have drawn the death card. The game is over.
You find a small cache of homemade hallucinogens. They look potent, and like
2
someone will be coming back for them. What do you do?
A friendly face is a strange occurrence, sometimes the wastes bless you. It’s
3
another scout out on patrol. They supply information on the surrounding area.
Pull from the tower. Roll the dice twice to move to the next tile.
The something vile growing in the wastes. Its pungent stench drifts over the
4
land. A mutation of vegetation, a living mass of the carnivorous plant. Many
have spoken of it, but never seen it, until now. What does it look like?

Their gibbering and ranting echoes through the wasted streets. They come
5
shuffling toward you, another loner who has lost their mind while wandering
the decimated landscape. They ask, ‘Have you seen the broken light of the
forgotten Mothers?’ How do you respond? Pull from the tower.
You smell them first. A fallen scout in the rubble, no sign of conflict, just another
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casualty of the wasteland. You search their pack, as per scout protocol, recover
some water and their recordings. They know the area well, roll the dice twice to
move to the next tile.
‘Drop your stuff, all of it.’ You are confronted by a man in road leathers,
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brandishing a sawn-off shotgun. He is breathing heavily, sweat beads, and
drips off his brow. How do you get out of this situation? Pull from the tower.
White fur covers their sleek bodies. Radiation and the struggle for survival have
8
mutated the rats in their area. They scamper as you walk through the area. They
look delicious. What do you do?
You stand in what looks like the crater from a bomb blast. But when you step
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back… it’s a gigantic clawed footprint. Something huge has grown in the deep
wastes and made its way thought here. You are small and insignificant. Pull
from the tower.
He kneels beside an open grave and weeps, the body that lays in it is covered.
10
The mismatched armour and ramshackle weapons brand them as a Raider. They
haven’t noticed you yet. What do you do?
They are gathered in a circle, chanting in a language you do not understand.
J
Eight of them dressed in dark robes covering bodies. The chanting gets louder
until they are screaming. Then one of them falls to the ground and the others
jump on them tearing them apart and eating their flesh. Pull from the tower.
A tiny flash of green. Looking down you see the sapling growing through the
Q
rough soil. Fresh plant life growing in the wastes. What do you do with it?
The bullet hits you and you fall to the ground. The hot sun-scorched sand burns
K
your skin. Do not discard this card. Place it where you can see it. If this is the
fourth King you have drawn, the Raiders have caught you. The game is over.
This work is based on The Wretched (found at
http://loottheroom.itch.io/wretched), product of Chris Bissette
and Loot The Room, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license (http://
creativecommons.org/licenses/by/3.0/).

THE WRETCHED™️ is a trademark of Chris Bissette. The Wretched


and Alone logo is © Chris Bissette, and is used with permission.

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