Professional Documents
Culture Documents
The Ruins of Civilization
The Ruins of Civilization
If a character succeeds on the Wisdom (Survival) check, he may move and act normally. Failure
indicates a mishap. Consult Table: Building Mishaps, modifying the d% roll by adding the
amount by which the Survival check was missed.
Table: Building Mishaps
d% Result
01-20 Floor punch-through
21-40 Debris fall
41-55 Wall collapse, minor
56-70 Ceiling collapse, minor
71-80 Wall collapse, major
81-90 Ceiling collapse, major
91-95 Floor collapse
96 or higher Structure collapse
Floor Punch-Through. A cracked or rotten portion of the floor gives way beneath the character,
and his leg falls through. The character takes 1d10 points of damage (Dexterity saving throw
DC 11 half). Extricating oneself from a floor punch-through is an action.
Debris Fall. A plank, chunk of concrete, or similar piece of debris falls from above, dealing 2d10
points of damage (Dexterity saving throw DC 13 half).
Wall Collapse, Minor. A portion of a wall topples on the character, dealing 1d10 points of
damage (Dexterity saving throw DC 11 half). The 5-foot square in which the character was
standing is filled with debris and impassable. Extricating oneself from the debris is an action. It
takes 1d6 rounds to clear the debris from the 5-foot square to make it passable again.
Ceiling Collapse, Minor. Part of the ceiling above the character falls on him, dealing 1d10
points of damage (Dexterity saving throw DC 11 half). Additional Wisdom (Survival) checks
made for exploring that building have disadvantage.
Wall Collapse, Major. A large portion of wall falls over on the character, dealing 2d10 points of
damage (Dexterity saving throw DC 13 half). The structure condition becomes one category
worse (for example, if the structure had minor damage, it now has major damage).
Ceiling Collapse, Major. Huge chunks of the ceiling fall on the character, dealing 4d10 points
of damage (Dexterity saving throw DC 15 half). If the building is more than one story tall, the 5-
foot square on the floor above the character is impassable (the floor of the upper story is
missing).
Floor Collapse. The floor caves in beneath the character, and she plummets to the floor below.
The character takes 1d6 points of damage per 10 feet fallen (in most buildings, the floors are
roughly 10 feet apart), which can be mitigated by a Tumble check as normal. When the
character lands, she must make a Dexterity saving throw (DC 15) or suffer another mishap (roll
on Table: Building Mishaps).
Characters within 5 feet of the hole must also make Dexterity saving throws (DC 12) or
fall into it when the floor around them shifts. Ignore this effect if the characters are on the
building’s foundation floor.
Structure Collapse. The entire structure begins to fall apart. The collapse takes 1d4 rounds.
Each round, the structure condition becomes one category worse (for example, if the structure
began with major damage, after 1 round it has severe damage). The structure might not
collapse completely; for example, if the structure began with minor damage and only collapses
for 1 round, it ends up with major damage and does not collapse completely.
Every character within the structure must make a Wisdom (Survival) check every round
during the collapse, facing additional mishaps with failed checks. As the structure’s condition
worsens, the DCs for the Wisdom (Survival) checks get higher (as shown on Table: Structure
Conditions).
Scavenging
Characters can attempt to scavenge abandoned buildings looking for food, fuel, ammunition,
trade goods, and other useful items. Scavenging requires Intelligence (Investigate) checks; the
items found depend on the degree of success, the type of building searched, and whether or not
scavengers have already stripped the building of its loot.
The size of a building determines the number of scavenging checks. In general, one
check is made for every 1,000 square feet of building space. A typical gas station or apartment
is about 1,000 square feet, a convenience store or small single family home is typically 1,000 to
2,000 square feet, and a large single-family home might be as much as 3,000 square feet.
Office buildings, department stores, and other structures may be many thousands of square
feet. A building large enough to allow several checks can yield more findings— a character
might find three times as much stuff, for instance, in a 3,000-square-foot house as he would in a
1,000-square-foot house. Table: Scavenging Results gives typical building sizes for a variety of
building types.
The condition of the building and whether or not it has been previously scavenged might
have an effect on checks made when scavenging. In general, it’s assumed that a building to be
scavenged is largely intact, and that it has been lightly scavenged in the past. (Perhaps
previous passersby have checked it out, taking the most obvious items of value but not
searching it in detail.) Apply the following modifiers as appropriate. Scavenging takes 10
minutes per check.
Table: Scavenging DC Modifiers
Circumstance DC modifier
Structure condition
Undamaged/minor damage --
Major damage +5
Severe damage +10
Collapsed +15
Previous scavenging
Building has never been scavenged -15
Building has been very lightly scavenged -5
Building has been lightly scavenged --
Building has been moderately scavenged +5
Building has been heavily scavenged +15
To determine the result of the scavenging check, consult Table: Scavenging Results.
The table gives results for several DCs. The results are cumulative; if the character succeeds at
DC 30, she gets the results for DC 30, DC 25, and DC 20. Heroes can scavenge a building
more than once. If more than half of a building has ever been scavenged, the building is
considered moderately scavenged. If the entire building has been scavenged previously, the
building is considered heavily scavenged.
Electrical. Electrical parts consist of miscellaneous materials needed to build and repair
electrical devices. The actual scavenged items may be parts from old televisions, coffee
makers, or power transformers, but they all count as parts.
Mechanical. Mechanical parts consist of miscellaneous materials needed to build and
repair mechanical devices. The actual scavenged items may be parts from lawnmower or
automobile engines, air conditioners, or other devices, but they all count as parts.
Food. Scavenged food consists of canned goods from before the apocalypse.
Medicines. Medicines are antibiotics and other pharmaceuticals. The number indicated
on Table: Scavenging Results is the number of doses found; consult the table below to
determine the type of medicine found.
d% Medicine Type
01-60 Mild
61-90 Moderate
91-97 Powerful
98-100 Advanced
Ammo. Functioning ammunition is rare and valuable indeed. The number indicated on
Table: Scavenging Results is the number of bullets found. Consult the table in the first column
to determine the type of ammunition found.
d% Ammunition Type
01-08 5.56mm
09-12 7.62mm
13-14 7.62mmR
15-16 0.444
17-18 0.5
19-26 9mm
27-28 10mm
29-36 0.22
37-44 0.32
45-52 0.38
53-60 0.357
61-62 0.44
63-70 0.45
71-72 .50AE
73-76 10 gauge buckshot
77-84 12 gauge buckshot
85-88 Arrow
89-96 CO2 cartridge
97-100 Crossbow bolt
Gas. Gasoline is the preferred fuel for automobiles. The number indicated on Table:
Scavenging Results is the number of gallons found.
Miscellaneous. Miscellaneous items are just that: the miscellaneous leftovers of the age
of civilization. The number indicated on Table: Scavenging Results is the number of items
found. Consult the table below to determine each individual item found.
d% Item
01-03 Backpack
04 Battery charger
05-09 Battery
10 Bionculars, standard
11-13 Bolt cutter
14-19 Book
20-24 Briefcase
25-27 Chemical light sticks (5)
28-33 Cigarette lighter
34 Compass
35-40 Day pack
41-45 Digital camera
46-48 Duct tape
49 Electrical tool kit
50-52 Fatigues
53-58 Fire extinguisher
59-61 First aid kit
62-66 Flashlight, penlight
67-69 Flashlight, standard
70-74 Map, road atlas
75 Mechanical tool kit
76-78 Multipurpose tool
79-83 Parka
84 Rope (150 ft.)
85 Tent, 2-person dome
86-91 Tool belt
92 Walkie-talkie, basic
93-97 Windbreaker
98-100 Zip-tie (25)