Into the Scraplands

Welcome Wayfarers to a test run of some new ideas I have been looking into. I have been researching the Old School Renaissance style of TTRPG play over the last few months to see if there are any elements I can incorporate to make my adventures better, fresher, more engaging, and more tense while staying within the bounds of DUngeons and Dragons 5e 2025 rules. This is my first attempt to integrate elements of that style of play into Dungeons and Dragons. I

It is also the first adventure set in the weirdlands of the Feengrenze, and what better way to simulate the ever-changing landscapes of the wilds and weirdlands than with an adventure style popular in the OSR, which assumes the adventure location completely changes once the players return to civilization? Beyond using depth as the structure of the adventure, I tried to integrate other aspects of the OSR; the adventure gives the players ample tools that they can use to create clever plans that go beyond simple stat increases; combat is not automatically the default and, in a few cases, may actually result in a TPK, and smart usage of abilities and the environment should and likely will be rewarded by the Dungeon master.

Background

Of all the weirdlands in the Feengrenze, the Scraplands are best explored, least temperamental, and most populated. Several thousand square miles of wrecked buildings and destroyed machinery litter the landscape in piles the size of hills, some even as tall as small mountains. Deep within this vast sea of steel and iron, the Gnomish Republic of Ginkdimblid stands. The only major enclave in a weirdland, this small mountain holding serves as home and workplace for the most inventive people of the Feengrenze, for the Ginkdimblidi are inventors and artificers by trade and inclination. True, they might be prone to overengineering problems until the machines they make resemble Rube Goldberg machines. True, many of them cannot design a simple mousetrap that works as intended. Still, it is hard to dispute that, as impractical as the machines they make are, most of them ultimately work. The successor states flock to the city-state, hoping to acquire airships, self-winding ballistas, automata, and other mechanical vanity pieces.

Among the Ginkdimblidi is a young gnome artificer named Thistlewick. He is a bright spark even compared to the rest of his society of bright sparks, and that brightness attracted the attention of Fionnuala the Fair. At her commission, he created the draining device Murtagh used against Fredrick. Now that the business with the New Mountainheartian royal family is dealt with, it is time to start the undertaking proper, and Thistlewick has a starring role, or he would if he could be found. He wandered into the Scraplands a week and a half ago to find parts for an invention and never returned. He is feared to have met his end at the wheels of the beast of the Scraplands.

The adventure begins

Fionnuala contacts the players via Mirror of Communion and gives them their first mission: go to Ginkdimblid and find Thistlewick. He is a key engineer involved with the undertaking, which will fail unless he is found. He has not responded to her calls via Mirror of Communication, and she fears something has happened to him. If the players are reluctant, she reminds them of their contract with her and the consequences for breaking it. She has booked them on an airship departing from Sliberberg. Ginkdimblid can only be reached by air or sea, and the tickets are pretty pricey, so they had better have their butts on that airship or else she will have some stern words for them.

Arrival in Ginkdimblid

The voyage northward takes a day. Read the following when the players arrive in 

A vast sea of grey and black with the occasional streak of blue stretches out beneath your cabin window. You can feel the gentle vibration of whatever is turning the propellers, and smell the vague stench of harsh cleaners in the cabin. Then you see a shape start to rise from the sea of metal—a large mountain festooned with platforms, bunkers, and terraced farms. A voice comes over the speaking tube. We are making our final descent into Ginkdimblid. All passengers, please collect your luggage and prepare for disembarkation. Thank you for flying Hamster Airlines.

When the players land, they are ushered out of the airship and across the landing platform to an elevator. The elevator descends from the landing platform into the town itself. Read the following

The brightly lit cavern below you buzzes with activity. There is a whole market here with dozens of stalls, each stacked with strange goods and swarming with customers. Gnomes wander about, each one seemingly carrying, wearing, or riding an elaborate contraption. The noise is deafening even from up here as a hundred excited voices and clangs of dozens of strange machines wash over you.

Searching for Thistlewick

The players need not search for long before they find somebody who knows about Thistlewick. He is the son of a counselor and an honest to god wonderkin; everybody in town knows about him. However, everybody has the same story: Thistlewick hiked into the Scraplands a week and a half ago on one of his regular scavenging trips and is several days overdue. Patrols have been sent out into the scraplands, but everybody is assuming the worst and that he has met his doom at one of the many dangers of the Scraplands. A few even suggest that he met his doom at the wheels of the Beast, a near-mythical machine creature with the head of a dragon and red steel body that rampages around the tracks of the Scraplands, running down anyone who does not get out of its way in time.

If the players report this development to Fionnuala, she shakes her head in annoyance. She knows he is still alive, her arcane senses confirming his life force, though the Scraplands’ weird magic and dense metal interfere with any attempt to pinpoint his exact location using regular divination magic. She explains that using her limited daily wishes for an exact location would waste such valuable magic, so she orders the players out into the Scraplands to find Thistlewick.

The truth(For the DM’s eyes only)

Thistlewick did indeed meet the beast… several months ago. He was hunting for parts when he stumbled upon the lair of Cinderthrax, the dragon locomotive, aka the Beast of the Scraplands, in his rail-yard lair. Transformed by a whimwhirl to a part metal dragon part locomotive form, alone for 400 years and have spent that time exposed to the elements, Cindershrax was desperate to interact with anybody, especially one who could perform the maintenance he so desperately needed. So, a deal and an unlikely friendship were formed. Thistlewick would repair Cinderthrax, and Cinderthrax would let Thistlewick crawl about his insides, taking notes about his workings. For several months, he has been back and forth from the lair, fixing Cinderthrax and gaining an increasing understanding of how Cinderthrax unique living steam engine works. 

However, things, or Cinderthrax, worsened on this visit. Thistlewick found Cindershard practically catatonic and his parts nearly fused with rust. Thistlewick was forced to perform triage, which probably saved Cinderthrax’s life. Still, Cinderthrax is not out of the woods, not enough for Thistlewick to leave him unattended, and he has been playing whack-a-mole with Cinderthrax’s mechanical issues ever since.

Ginkdimblid

Ginkdimblid, a bustling gnomish republic nestled deep within the Scraplands, hums with the tireless energy of its inventive inhabitants. Despite its remote location, the city is surprisingly welcoming to outsiders, especially those with coin or valuable scrap to trade. Players will find Ginkdimblid an ideal, if eccentric, base of operations for their explorations into the ever-shifting wastes.

The auction house

Located just off the market, the Auction House is where the Ginkdimblidi inventors participate in auctions of unique, mostly intact finds discovered by scavengers in the Scraplands. The players can sell discoveries they do not need or cannot use for a profit at the auction house. Roll the table to determine how much the players get for selling items.

d6The amount of GP you gain
1No takers
2Half of what it is worth
33 quarters of what it is worth
4At cost
5Twice what it is worth
63 times what it is worth

The Bent Crowbar

Located across the market from the Mechanical Arms Hotel, this large tavern is where everybody in town goes to relax. The bar is decorated with broken tools and contraptions mounted on plaques.

The bar is the easiest place to find information about the scraplands in the town. Roll the table to see what they pick up.

d20rumor
1There are more than just gnomes out in the scraplands; all sorts of scavengers and hermits live out in those scrap fields
2The Scrapclaws gang out in the scraplands are an okay bunch. They’re a bunch of ancharists but they are mostly content racing their buggies and blowing scrap piles up
3Watch out for the hobgoblins, most are not from our world, and most will kill you as soon as they look at you
4There are strange clockwork knights out in the scraplands; They seem to be looking for something
5Be careful around constructs, you never know if they will help, hurt, or ignore you
6If you hear a strange humming noise, run; that means a warmachine is nearby
7Some humans or elves out in the waste wear strange outfits and wield strange weapons that go bang or pew. They are very territorial and jumpy, so watch yourself around them
8There are master artisans and alchemists out in the scraplands; they tend to be a little nutty
9If you hear a machine talk like a person, run. The machines that can talk like people are almost always dangerously insane
10There are even stranger people farther into the scraplands with even stranger weapons
11The beast is a dragon machine that rampages through the scraplands without stopping, mowing down anyone in its path
12The scraplands are constantly in motion. A good salvaging spot will be gone in a few days
13Supposedly, Thistlewick was working on something big, something revolutionary
14There are all sorts of valuable things out in the scraplands if you know where to look and how to get them out of the piles
15The foundry in the city or the ones out in the scraplands will pay for any salvage you collect
16If you find a device in good condition, bring it to the Auction House, and they will pay good money for it
17Sometimes you find functional gear out in the scraplands
18There are tracks everywhere in the Scraplands. Nobody is sure where they come from
19Some people say a massive machine travels about the scraplands laying track.
20You get told a completely useless story

The boroughs

Most of Ginkdimblid is taken up by private residences/workshops.

Thistlwicks home. If the players decide to search Thistlewick’s home, they find a small, messy apartment with an adjoining workshop. The workshop has a set of smiths’ tools, tinker tools, leatherworking tools, several nearly indecipherable notebooks, and plans a strangely designed steam locomotive. A partially complete model sits nearby, indicating its true scale and function.

Council Hall

At the far end of the market is the council chamber. Here, the players can meet THistlewick’s father, Councilor Gearspindle. He can confirm everything the players have heard up to this point. He will also give the players a key to search Thistlewick’s residence.

The Council can also serve as a source of side quests, such as requesting players to deal with a rogue AI Construct or a hostile band of scavengers.

The gate, stables, and wagon hall

At the mountain’s base is a hanger that serves as a gatehouse, a stable for pack animals, and a garage for the strange vehicles the gnomes use to traverse the scraplands. The players can rent a pack animal or vehicle for one-third of its cost, rounded down, in the player’s handbook.

The Foundry

At the very bottom of Ginkdimblid, accessible via a ramp from the entrance or an elevator from the market, is a geothermally powered foundry that transforms the scrap brought in by the scavengers into new parts. The foundry pays one gp for every pound of scrap brought to it.

The Market

The center of the town is a sprawling marketplace located in a massive cavern accessible from the foundry, the airship platform, or the gate via an elevator. Players can buy any item from the Player’s Handbook from the vendors in the market. They can also acquire a selection of questionably useful Ginkdimblidi inventions from these vendors, the list of which is in the appendix.

The Mechanical Arms Hotel

This large inn takes up one side of the marketplace. It is the only inn in the entire town. Rooms cost one gp per day, provided you do not mind the sound of ticking and the somewhat handsy mechanical arm.

The Scraplands

The Scraplands’ constantly shifting nature makes running traditional wilderness adventures like hex or point crawls challenging. To emulate its ephemeral feel, a depth crawl is required.

What is a Depthcrawl?

Depthcrawl is an adventure style pioneered by Emmy Allen in ‘The Garden of Ynn‘ and expanded in ‘The Stygian Library‘. It is designed to simulate exploration of a nonlinear, infinite, or unknowable location. It procedurally generates locations, features, events, and NPCs from tables.

Running the Crawl

When players enter the Scraplands, roll once on the location, detail, and event tables to establish their initial position (Depth 0) and what is happening there. Mark this initial location on a sheet of paper; this will serve as the current Scraplands map. Upon returning to Ginkdimblid, this map is discarded and a new one is generated, reflecting the Scraplands constant slow flux.

At every location, players can choose to:

  • Go Deeper: Increase depth by one, roll d12+depth on the location and detail tables, and combine them into a new location. Roll d12+depth once on the event table to determine what is going on at this location. Add this new location to the map, drawing a line from the players’ current location.
  • Stay: Roll a new event on the event table.
  • Retrace Steps: Return to a previously visited location. If they choose to ‘Go Deeper’ from this previously visited spot in a direction not yet explored, treat it as a new ‘Go Deeper’ action.
  • Re-encountering Locations: If a location and detail combo that matches an already mapped location is rolled, draw a line connecting the current location to that existing one.

This core loop continues until Thistlewick’s location is found or the players return to Ginkdimblid, and the Scraplands map resets.

Events

Whenever players enter a new location or choose to interact with their current location, roll on the event table. Each ‘exploration turn’ (approximately one hour of in-game time) allows players to perform one significant action in their current location.

Camping in the Scraplands

If players choose to set up camp and take a long rest, then roll one encounter at the start of the rest period and again for every additional 8-hour period they continue to rest.

Reporting In

If the players do not report at the end of the day, Fionnuala will attempt to contact them via the players’ Mirror of Communication. The GM should roll a d6; on a 1-3, she calls them during their next exploration turn, interrupting their activity.

Fleeing

If the players must run away from an encounter in any direction other than the way they came, then increase their depth by 1d4−1. Generate a new location at the current depth that is not connected to any previously created location. Reset progress on tracking Thistlewick to zero, as the hasty retreat causes them to lose the established trail entirely.

Tracking Thistlewick

The players’ primary objective is to locate Thistlewick. He left ample evidence of his passage through the Scraplands, but the challenge lies in discerning genuine leads from false trails.

The players aim to uncover six good leads regarding Thistlewick’s whereabouts. When a player enters a location or encounters an event, roll on the following table to determine the type of lead found. If a genuine lead is found, increase their lead count by one. If players follow a bad lead, false trail, or a lying witness, decrement the lead count by one. Once the players accumulate six good leads, the next location generated will be Cinderthrax’s Railyard.

d6lead
1No lead
2Physical trace of Thislteick’s passage
3Witness of Thistlewick’s passage
4False trail
5False witness
6Lead that leads to an ambush(roll on the encounter table)

Scavenging

The Scraplands teem with discarded junk, scrap, and broken technology. Though much of it appears worthless, scavengers and the Ginkdimblidi recognize its inherent value. Foundries across the Scraplands offer generous prices for quality scrap metal, while functional components are prized treasures.

Players can collect scrap to trade at local trading posts and foundries. They can make a DC 8+ depth Investigation or Perception check to find usable scrap metal. A character proficient in Tinker’s Tools or Smith’s Tools rolls with advantage on this check, reflecting their expertise in identifying valuable materials. If they succeed, have them roll on the following table to determine their haul.

RollDiscovery/Salvage ItemDescription
1Common Scrap Metal (Small Haul)A small amount (e.g., 1d6 lbs) of basic, low-quality scrap metal. Useful for basic repairs or trade.
2Common Scrap Metal (Medium Haul)A moderate amount (e.g., 2d6 lbs) of basic, low-quality scrap metal.
3Common Scrap Metal (Large Haul)A large amount (e.g., 3d6 lbs) of basic, low-quality scrap metal.
4Assorted Basic Parts(Small Haul)A collection of common nuts, bolts, wires, and simple components (e.g., 1d4 lbs).
5Assorted Basic Parts(Medium Haul)A collection of common nuts, bolts, wires, and simple components (e.g., 2d4 lbs). 
6Assorted Basic Parts(Large Haul)A collection of common nuts, bolts, wires, and simple components (e.g., 3D4 lbs). 
7Piece of Durable MaterialA piece of unusually strong or resilient material (e.g., reinforced plating, alien alloy fragment). Helpful in crafting or reinforcement.
8Item from the discoveries tableRoll on the discovery table for 
9Magic itemA magic item of the DM’s choosing
10Roll twiceRoll twice and take both results

Tracks

Railroad tracks are ubiquitous across the Scraplands, forming a nonsensical, tangled maze in varying states of repair. The origin of these pervasive tracks remains one of the Scraplands’ many enduring mysteries. When players encounter tracks, use the following table to determine their type and condition.

2d6What kind of tracksstatus
1No tracksBrand new
2Single line of tracksGood condition
3Two-way junctionpoor condition( can support a small vehicle but not a locomotive)
4Three-way junctionAtrocious condition
5CrossingBlocked
6Four-way junctiondestroyed

Locations

1d12+depthTerrain/Zone Type
1Scrap Hills
2Weapon Piles
3Junkyards
4Canals
5Mounds of Industrial Machinery
6Foundry
7Appliance Heaps
8Tavern
9Scrap Canyons
10Settlement or Cinderthrax’s railyard(GM’s Choice)
11Construct Graveyard
12Stranded Cargo Ship
13Stranded City Block
14Railyard
15Industrial Wasteland
16Factory
17Stranded Warship
18Aircraft Carcases
19Wrecked Landship
20Mech Graveyard
21SCI FI Laboratory
22Wrecked Spaceship
23Wrecked Space Station
24UFO
25Megastructure
26Wrecked Space Colony
27Warped Scrap Fields
28Crystalline Wastes
29The Maelstrom Canyon
301d12+1d0+depth

Details

RollDetail
1Empty
2Dead Bodies
3Alchemical
4Scavenger Camp (Temporary)
5Clockwork
6Steam powered
7Scavenger signs
8Scavenger Outpost (Guarded)
9Hazardous waste
10Malfunctioning
11Vents
12Magnetic Hotspot
13Glimmering Pool (Strange Liquid)
14Ductwork
15High Tech
16Trading Post (Neutral or Faction)
17Working electricity
18Deactivated constructs
19Giant
20Weird Magic Surge
21Trap/Defense System
22Temperature anomaly
23Self-Repairing
24Singing
25Temporal Echo
26Alien
27Artificial Gravity Fields 
28Living scrap
29Defying Physics
30Warped reality

Events

d20event
1Nothing happens
2A caravan laden with salvage arrives at this location shortly after you enter
Roll once on the encounter table to determine who the caravaneers are, once on the associated reaction and motivation table to determine their mood, 8 times on the salvage table to determine their cargo, and add 1d8 pack animals
3Salvagers are working on the scrap in this location
Roll once on the encounter table and the associated reaction and motivation table
4You find a badly injured creature or a damaged construct
Roll once on the encounter table
5A fight is occurring between two groups of creatures
Roll twice on the encounter table. They are already fighting each other before the players get involved
6Two groups of creatures are interacting.
Roll twice on the encounter table.
7Nothing is happening here yet, but there are signs that something is going to go down in the future
Roll twice on the random events table in this location, the next time the players visit
8Somehow, you have gotten lost.
Reduce the player’s progress by one
9There are signs of the passage of one or more creatures.
Roll on the encounter table to determine what creature left the signs. Next time the players are in this location, the encounter will be with that.
10You find a creature or group’s lair.
Roll on the encounter table to determine what lairs here. Next time the players are in this location, the encounter will be with that.
11You find fresh corpses, all the victims of a violent end.
Roll twice on the encounter table, once for the victims and once for the perpetrators. The players will encounter the perpetrators in the next location encounter.
12A leak of hazardous material forms as you enter the location.
Roll once on the hazardous material table in the industrial wasteland table
13A nearby machine suddenly activates
A nearby machine or device activates on its own. The players will have to deal with the consequences of the machine activating.
14You find a locked safe or other container
You can find a discovery if you open it (strength or lockpicking, DC8+depth).
15Among the scraps, you find a discovery
Roll once on the discovery table.
16Hidden amidst a pile, you find a discovery
Roll once on the discovery table
17The players find a path obstructed by junk or a locked door. The path has an ominous air about it.
If the obstruction can be removed, they find a new path leading to a new location 6 layers deeper into the scraplands
18The players find a map with 1d4 locations on it
Add 1d4 new locations to the map with a path connecting to a random location
19A scrap landslide occurs, revealing a new path. 
Draw a new path from this location to another location on the map
20A scrap landslide occurs behind the players, blocking one of the paths leading from this location. 
Erase one of the Paths leading from this location.

Encounters

d12+depthEncounter
12 gnome inventors, two gnome apprentice inventors, four animated armors
24 gnome  veterans and one gnome mage 
31 gnome master inventor and a shield guardians
41 gnome mage, 1 gnome master inventor, 2 combat automatons
58 automata and a gnome master inventor
6An ironclaw scavenger boss, two ironclaw bombers, and two swarms of ironclaw salvagers
8Two swarms of ironclaw salvagers and 2 ironclaw sharpshooters
92 combat automata, one swarms of ironclaw salvagers, and an ironclaw scavenger boss
10A combat automaton, an iron legion centurion, and five iron legion legionaries
11A mage and 2 iron legion legionnaires
124 combat automatons
134 combat engineers and 4 stranded civilians
143 Stranded Infantry
15Improvised mech and 2 combat engineers
162 Stranded Infantry and two stranded civilians
172 Stranded Infantry and a combat engineeer
188 robots
192 combat robots and 2 robots
204 scifi combat robots
214 living scrap pile
22A war machine
23An ai carrier with 5 robots
242 aliens and 2 combat robot
255 aliens
26Scrap beast
272 war robots and an AI Carrier
281 heavy war robots and 2 aliens
294 living scrap piles and 2 radioactive oozes
30War Machine

Discoveries

d12+depthDiscovery Item
1One common piece of adventuring gear(non-consumable) from the Player’s Handbook
21d4*depth rations in cans or plastic bags
3Consumable adventuring gear(oil, torches)
41 set of tools from the Player’s Handbook
51 piece of armor or weapon, or 1d12 pieces of ammo
6A cache of d8*10* depth gold coins
7An intact but broken appliance (worth depth*40gp in Ginkdimblid)
81d4 healing potions
9A functional flashlight
10A gnomish contraption
11A functional appliance (worth depth*60gp in Ginkdimblid)
12A common magic item
13A modern firearm(see 2024 DMS guide page 73 for samples/stats)
14An uncommon magic item
15A cache of ammo for modern firearms
16A cache of 2d8 sticks of dynamite or grenades (see 2024 DMS guide page 73 for samples/stats)
17Modern tech
18A functional pair of walkie-talkies
19A functional portable power generator
20A functional, if banged-up smartphone
21Rare magic item
22Futuristic tech
23A functional vehicle
242d20 Power cells
25A robot part
26A sci-fi weapon(see 2024 DMS guide page 73 for samples/stats)
27A very rare magic item
28Unusual Gadget worth 100*depth gp in Ginkdimblid
29An alien tech
30Alien gadget worth 150*depth gp in Ginkdimblid

Scraplands Locations

Scrap Hills

Rolling hills of metal pieces, scrap pipe, warped metal plates, and other bits of junk. Broad valleys between the mountains may contain tracks or paths.

Weapon Piles

Massive piles of swords, axes, guns, and stranger weaponry cover the landscape. Most of the weapons are bent or broken beyond usability.

Junkyard

A massive area surrounded by a chain link or wooden fence with piles of scrap sorted by type. Scattered among the piles are the skeletal remains of cranes or crushers.

Canals

Channels with liquid inside are natural or artificial. If natural, the canal walls will be made of scrap. If artificial, the wall will be mostly smooth concrete with some signs of decay. Roll the table to determine the canal’s contents and effects.

d6liquid
1water
2sewage(1d4 poison damage on touch)
3oil(unless washed off you take 1d4 more damage the next time you receive fire damage)
4acid(1d4 acid damage)
5super coolant(1d4 cold damage
6Hot slag(1d4 fire damage)

Mounds of Industrial Machinery

Mountains of construction and factory machinery fill this part of the scraplands. Aside from a few stray conveyor belts or crane booms, most are either twisted into grotesque, unusable shapes or fused into solid, impassable masses.

Tavern

You find a tavern operating out of a wrecked structure, shelter made from scrap, or a half-destroyed vessel or vehicle. The tavern is open for business, and the players can hear conversations from inside. Roll two times on the encounter table for the occupants of the tavern. The tavern accepts salvage as well as accepting the usual price in coins. The players can get  1d8 days’ worth of rations for some a quarter of a pound of parts or 1 pound of scrap, or a round of drinks for 1 pound of scrap.

Foundry

The location is a large foundry. Roll the table to determine what it looks like

d6State
1Ruined beyond use
2Improvised or ad hoc
3Pristine industrial site
4Damage but still usable

Is there a faction in control of the site if it’s operational?

d6
1-3no
4-6Yes, roll once on the encounter table

If the foundry is faction-controlled and friendly towards the players, the players can trade their scrap for gold or discoveries

Appliance Heaps

Piles of broken refrigerators, stoves, microwave ovens, TVs, and other strange contraptions reach as far as the eye can see. Some of the branding is in common, and some is not.

Scrap Canyons

Deep gorges or ravines cut through the scrap. The gorges are 5d20 feet deep and 4d20 feet wide.

Settlement

The players stumble across a settlement made from scrap metal, derelict structures, or a ship’s hull. Roll on the encounter table to see who the occupants are and multiply each number of creatures by 1d10. If the settlement is friendly, then they are willing to trade. Roll 1d8 times on the discovery table to determine what they have to trade. If they are hostile, they will immediately attack the players to steal their gear and scrap.

Construct Graveyard

Piles of broken golems, robots, and automata litter the landscape. Most are human-sized or smaller, but a few are the size of carriages. Their forms are wildly disparate: some gleam with polished chrome, others are crude assemblages of riveted plates, and others appear as hulking, featureless metal chests. There is a 1 in 8 chance of a working robot among the derelicts. To reactivate the robot, the players must succeed on a DC (8 + depth) intelligence check. Roll on the reaction table for constructs once it is activated.

Stranded Steamer

Somehow, a massive metal ship ended up stranded miles from the coast. The boat is in bad condition, and several hull sections have massive tears or are missing altogether.

Roll on the following to determine what ship it is

d8ship
1The titanic
2Uss Cyclops
3SS Edmund Fitsgerald
4The Andrea Doria
5RMS Lusitania
6RMS Empress of Ireland
7RMS Britannic
8RMS Carpathia

Stranded City Block

A city block with towering, unfamiliar, and otherworldly architecture that is mostly intact. Roll the table to determine the architectural style. Salvaging in the stranded city block always nets one discovery.

d6style
1Art deco
2Brutalist
3Neoclassical
4Futuristic
5Alien
6Contemporary

Roll the table to determine the block’s purpose

d6purpose
1Residential with multiple apartment buildings/ townhouses
2Commercial with various stores and mall spaces.
3Financial services with banks, lending firms, and financial institutions 
4Recreational with restaurants, clubs, and theaters
5Administrative, one or two government offices or public services HQs
6Industrial with warehouses, factories, and other facilities
7Transport facilities, railway stations, bus terminals, airports
8Military bases or other defense infrastructure

Railyard

A massive expanse of train tracks stretched as far as the eye can see. Rusting carriages and locomotives line the tracks.

Use the table to determine what the purpose of the railyard was

d4purpose
1Sorting yard
2Locomotive repair facility
3Car repair yard
4Passenger car storage

Industrial Wasteland

The wastelands contain the ruined remains of power plants, factories, refineries, and other industrial sites. The air is thick with pollutants, and a glowing mass of sludge crisscrosses the wastelands.

Roll the table to determine what dangerous waste is here.

d6effect
1Toxic waste: Take 2d4 poison damage per turn spent in this location 
2Nuclear Waste: You take 2d4 necrotic damage per turn spent in this location
3Medical waste: You have a 1 in 20 chance of catching a disease
4Occult waste: You have a 1 in 20 chance of being cursed
5Weird Magic waste. Roll once on the weird magic table
6Hot Slag Take 2d4 fire damage per turn spent in this location

Factory

A building or set of buildings with machinery for mass producing one particular good or set of goods.

Roll the table to determine what the factory produced.

d12Factory
1Car factory
2Robot factory
3chemical/alchemical plant
4Toy factory
5Electronics factory
6Industrial bakery/cannery/other food processing
7Appliance factory
8Tool factory
9Textile mill
10Brewery/distillery
11Waste processing/recycling
12refinery

Is the factory still operational?

d6state
1None of the machinery is intact
2A few machines might be functional with some repairs
3A large portion of the machinery is functional
4The factory looks mostly untouched
5It looks like all that is needed is a power source for the factory to start running
6The factory is operational, roll for encounter

Stranded Warship

A massive steel warship is stranded in the middle of a scrap pile. The ship looks like it took a pounding before it ended up here. Roll the table to determine what warship it is

d8ship
1USS Yorktown
2The Bismark
3HMS Invincible
4IJS Yamato
5HMS Royal Oak
6IJS Ashai
7HMS Eagle
8Bouvet

Aircraft Carcases

The players stumble across the carcasses of multiple aircraft. Most are the warped or mangled remains of small craft, but one craft is larger than the rest. Roll the following table to determine what it is.

d10craft
1Uss Akron
2Uss Macon
3Boeing 777- 200ER in Malaysia Airlines livery
4LZ60
5TBM Avenger 
6Martin PBM-5 Mariner
7The Hindenberg
8A massive flying wing passenger liner
9Flying aircraft carrier
10A B52 superfortress(may contain nuclear weaponry)

Wrecked Landship

A giant land vehicle the size of a small ship is decaying among the heaps of scrap metal in the area.

How wrecked is it?
Roll on the following table to determine how bad a shape the landship is

d12state
1Pristine 
2The landship is out of gas
3One of the tires is blown, but otherwise it is just fine
4The landship is wedged into a scrap pile, but otherwise fine
5Multiple hull sections are missing
6A major system needs an overhaul
7Multiple systems need overhauls
8The engine is beyond repair
9Completely totaled
10A pile of rusted parts

Mech Graveyard

Giant constructs of every description, from sci-fi mechs to magical colossi, lie strewn across the landscape like discarded toys. Most seem relatively untouched, as though they were simply left to rot by their previous owners.

d8type
1Giant robot walker
2Japanese mecha
3Colossi-class golem
4Western-style bipedal combat walker
5Industrial walker
6Quadraped or other multi-legged walker
7Alien mega construct
8Heavy power armor

Sci fi Laboratory

A surprisingly intact futuristic laboratory right out of a sci-fi movie sits in a valley among scrap piles the size of small mountains. Inside, the players find multiple doors leading to various laboratories. The laboratory has only enough emergency power to activate the machinery once

Roll the table to determine what the laboratory was working on.

d8research
1CyberneticsOne of the rooms contains a fully automated medical theater that can install cybernetic upgrades. If one player lies on the bed, it activates and replaces the player’s arms and legs with high-tech prosthetics. The prosthetics give the players a permanent +2 to Strength, and their limbs can no longer be broken.
2BiologyThe players find 1d12 auto injectors filled with an amber liquid with the label experimental super soldier serum on them. When players inject themselves with super soldier serum, their strength, constitution, and dexterity increase by +2. They also have an advantage in perception and investigation checks. The effects last for 1d6 hours, and when the effect ends, the player has disadvantage on all checks for 1d4 days.
3MetallurgyIf the players make a DC 17 intelligence check, they can replicate one piece of armor or weapon using the machinery in the lab. The item is recreated in a near-indestructible metamaterial that provides the same effect as a +2 weapon 
4RoboticsThe players find a mostly assembled deactivated sci-fi robot on a workbench. If a player makes a DC 19 intelligence check, they can reactivate the robot, which will follow simple commands from them (use the stat block of an animated armor to represent the robot)
5Energy weaponryThe players find an antimatter rifle(see the firearms section of the 3rd chapter of the DMG 2024) and 3d20 power cells.
6ChemistyThe players find several experimental poison gas grenades, 1d6 gas masks, and 2d20 gas mask filters. The grenades create a 30-foot diameter cloud of poison gas that deals 3d6 poison damage per turn and poisons (ongoing 2d4 damage) the target on a failed DC 8+depth constitution check. The masks and filters protect the wearer from airborne toxins for 2 hours per filter.

Wrecked Spaceship

A spaceship lies mangled and wrecked among the junk piles. Roll on the following table for a description of the ship.

d6description
130s pulp sci-fi style rocket
2ICBM
3Contemporary spacecraft or rocket
4Near-future rocket
5Hard sci-fi spacecraft
6Soft sci-fi spacecraft

Wrecked Space Station

This mangled pile of trusses and tubes is all that is left of a space station. However, one module is still intact. Roll on the future tech table.

Megastructure

 The players discover the ruins of a space elevator, skyhook, O’Neill cylinder, or other megastructure among mountains of scrap.

Warped Scrap Fields

A massive expanse of scrap piles twisted into strange, otherworldly shapes stretched as far as the eye can see. If the players rest in this place overnight, they awake to find their nonmagical armor and weapons twisted and warped, making them unusable unless they find a blacksmith.

Crystalline Wastes 

The landscape has massive crystals jutting from the scrap piles like massive monoliths. The crystals are almost clear white, and looking into them shows visions of other worlds, including the 21st-century Earth, the far future, and alien landscapes. Looking into the crystals too long causes a 1 in 4 chance of gaining permanent insanity.

The Maelstrom Canyon

Reality seems to soften and ooze as the players get closer to this massive roaring whirlwind trapped within a box canyon made of scrap metal. The whimwhirl cannot escape the canyon, but it still radiates huge amounts of Faolan’s weird magic. Roll on the weird magic table in the primer on the weirdlands.

Details

Normal

This section of the Scraplands is remarkably unremarkable, a quiet anomaly amidst the bizarre nature of the Scraplands. Its very normalcy can feel oddly unsettling.

Dead Bodies

Skeletal remains and rusted husks of unknown creatures litter the ground, some half-buried in the scrap, others picked clean. Roll once on the encounter table to determine what type of creatures and the number.

Alchemical

The scrap piles and broken machines are covered with broken glass tubes, tanks, and other alchemical devices. A strong chemical smell is in the air. Any character can attempt a DC 5 + depth intelligence check to determine how any machine works. Once they figure out how the machine works, they can try to repair it with a DC 6 + depth check using alchemist tools. Repairing requires 1d8 glass parts. Scavenging in Alchemical locations yields glass parts for players on rolls of 4, 5, and 6 on the salvage table.

Scavenger Camp (abandoned)

The remains of a scavenger camp can be found among the scrap and broken machines. The outlines of fire pits and tents can be found, and improvised structures surround the camp. Roll on the encounter table to determine who used the camp.

Clockwork

The machinery and scrap in this area have exposed clockwork parts such as gears and springs. Any character can attempt to make a DC 4 + depth intelligence check to determine how any technology works. A player can make a DC 5 + depth check with tinker tools to try to repair any technology they find, provided they have 1d4 clockwork parts. Scavenging in Clockwork locations nets the players clockwork parts on rolls of 4, 5, and 6 on the salvage table.

Steam Powered

The machinery in this section of the scraplands was once powered by steam. Any character can attempt to make a DC 6 + depth intelligence check to determine how any technology works. A player can make a DC 7 + depth check with tinker’s or smith’s tools to try to repair any technology they find, provided they have 1d6 pounds of scrap metal. Scavenging in steam-powered locations nets double scrap metal hauls on rolls of 1, 2, or 3 on the salvage table.

Scavenger Signs

There are signs of trails, salvaging, or shelters throughout the location.

Scavenger Outpost

A group of scavengers has set up a small outpost in this location. The outpost consists of a small collection of shacks with a low wall. Roll once on the encounter table to determine who is guarding the outpost.

Hazardous Waste

The location is filled with hazardous waste, Roll on the table in the industrial wasteland location.

Malfunctioning

The devices and machines in this section of the Scraplands appear functional, but none work as intended when powered on, started, or otherwise activated.

Vents

The location is filled with vents and exhausts of various kinds, and hot air constantly flows from all of them.

Magnetic Hotspot

The scrap and junk in the location are highly magnetic; they stick to any metal equipment, weapon, or armor. Larger scrap pieces are much more magnetic and will drag anyone wearing metal armor towards them if they fail a DC depth + 5 strength check.

Strange Pools

The location is filled with pools of strange liquid. Roll on the strange liquid table to determine what pool is filled with

d10
1The pool is liquid silver at room temperature. The players can collect 100gp worth of silver per pool
2The pool is liquefied reality
3The pool is liquefied sunlight. The liquid will glow for 1d12 hours
4The pool is filled with liquefied raw magic power. Drinking the liquid will restore 1d4-1 spell slots(DMs choice of which spell slots get restored)
5The pool is filled with liquefied night. The liquid evaporates when touched forming a sphere of darkness 30 feet in diameter for 1d4 rounds
6The pool is a polymorph spell in liquid form. It transforms anything that touches it to a random object per polymorph spell
7The pool contains liquefied nightmares. Any creature that touches it cannot gain the benefit of long rests for 1d6 nights as their sleeping hours are plagued by terrifying nightmares
8The pool contains wild magic. Roll once on the wild magic table
9The pool contains a powerful acid that deals 1d10 acid damage to anything that touches it
10The pool contains glowing radioactive waste that deal 1d6 necrotic damage.

Ductwork

The location is filled with a dizzying array of pipes and ducts that crisscross the location from unknown locations to unseen destinations.

High Tech

Everything in the location has a distinct high-tech look, with smooth white or black casings, chrome metal, LEDs, and LCDs. Any character can attempt to make a DC 8 + depth intelligence check to determine how any technology works. A player can make a DC 10 + depth check with tinker tools to try to repair any technology they find, provided they have 1d4 high-tech parts. Scavenging in High-Tech locations nets the players high-tech parts on rolls of 4, 5, and 6 on the salvage table.

Trading Post

A small trade post has been established in the location. Roll on the encounter table to determine who is running the post. Roll 1d6 times on the discovery table to determine the trading post’s inventory.

Working Electricity

The electrical systems in this part of the Scraplands still work or were restored to functionality by some inhabitants. Electric lights illuminate buildings, and there is a 1 in 4 chance of exterior lighting at night, too.

Deactivated Constructs

Dozens of inert robots and constructs lie scattered throughout, their metallic forms surprisingly intact. They appear functional, but remain eerily still.

Giant:

The scrap and derelicts in this area are of colossal proportions, clearly sized for gargantuan beings. All salvaging checks are made at a disadvantage due to the immense scale.

Trap/Defense System

This location is protected by an active defense system, which includes simple alarms triggered by touch, AI-controlled turrets, and hidden traps.

Self-Repairing

Machines and derelicts in this area are unnervingly pristine, kept in perpetual repair by unseen swarms of nanites or diligent repair robots.

Temperature Anomaly

Time itself is fractured here, manifesting as localized pockets where it flows faster, slower, skips erratically, or reverses.

Singing

An ethereal, unsettling song emanates from the scrap and derelicts, an eerie melody barely discernible beneath the howl of the wind.

Weird Magic Surge

A weird magic surge happens. Roll once on the Weird Magic Table.

Temporal Echo

The players get a glimpse of the past in this location. They see ghostly images of events playing out in the past or future. The players cannot interact with these ghosts. There is a 1 in 12 chance the players see themselves in the echo.

Alien

Everything in the location is nonsensical and boggles the mind. The machines are made of strange materials you have never seen and have weird ergonomics you cannot understand.

Artificial Gravity Fields

Some scrap emits artificial gravity fields, allowing players to walk up sheer vertical surfaces.

Living Scrap

The scrap in this area is alive. Either they have sentient AIs (likely mad) or were awakened by a whimwhirl or weird magic.

Defying Physics

The scrap, ruins, and derelicts in this area openly defy various laws of physics. Buildings float in the air, or sit on their edges or corners. Machines emit constant heat or cold without a source.

Warped Reality

Reality has warped in strange and unnerving ways in this area. Colors might shift unpredictably, sounds echo from impossible directions, or distances might become unreliable and deceptive.

Cinderthrax’s Railyard

When the players find Cinderthrax’s railyard, either by following Thistlewick’s trail or stumbling upon it while exploring, read the following:

You step into a massive expanse of tracks, stretching endlessly from horizon to horizon, a skeletal grid of rusted iron. Across the vast, silent yard, the grotesque, rusted hulks of wagons and skeletal, rusted carriages you’ve seen all over the Scraplands sit rotting in rows, like forgotten graves in a desolate cemetery. An unnatural stillness presses down, the air heavy and devoid of even a whisper of wind, no sound daring to break the profound, chilling quiet. A lone, wispy column of smoke rises in the far distance, the only sign of life in this mechanical graveyard.

As they travel through the railyard, they find these peculiar pairs of tracks: one empty, the other bearing a single rusting locomotive. Eight such pairs exist, and strangely, all the locomotives bear nameplates with grand, feminine titles—like the Duchess of Hamilton, Princess Elizabeth, and other noble or royal appellations.

The players will discover that the smoke’s source is a roundhouse near the center of the yard. Read the following:

A thin stream of smoke lofts from a hole in the ceiling of the large circular building in front of you. From within, you hear the rhythmic clang of hammering, the wheezing cough of what sounds like a printing press, and the low murmur of conversation—one voice young, cheery, and slightly exhausted, the other loud, raspy, and grumbly. Inside, you find a gnome matching Thistlewick’s description, working at an anvil beside a large, somewhat rusty machine that resembles a metal dragon on a multi-wheeled wagon, complete with a head. As you enter, the metal dragon’s face opens an eye, and a wheezing, rumbling voice issues forth, punctuated by a deep, rattling cough: ‘Thistlewick… we have guests.’ The gnome looks up, a quizzical expression on his face, before recognition dawns. ‘My ladies’ champions!’ he exclaims, dropping his tool. ‘What brings you to this gods-forsaken part of the Scraplands?’

Roleplaying Thistlewick

Thistlewick is precisely as described: bright, cheery, and sharp as a whip. Yet, a week of living on jerky, forced march drops, and coffee has taken its toll; his eyes are heavy, and he desperately needs a nap. Still, the presence of his patron’s champions invigorates him, making him act like a starstruck fanboy in their presence. Fionnuala has told him that they will help her end the Curse of Stagnation once and for all, and it is a great honor for him to meet the players. However, he will not leave Cinderthrax; he has made an oath to his friend and plans to stick by it.

Thistlewick knows the following:

  • He discovered Cinderthrax months ago, gravely injured, and struck a deal: complete repair in exchange for unrestricted study of the dragon’s unique internal mechanisms.
  • Cinderthrax is a dragon fused with an otherworldly machine, seemingly designed to haul the strange wagons across the yard’s tracks.
  • For months, he has visited the lair several times a month, diligently fixing Cinderthrax, taking notes, and building a supply stockpile.
  • During this visit, he was almost ready to present his steam dragon design and lead Cinderthrax back to town for a proper overhaul. However, when he arrived, Cinderthrax was catatonic and needed emergency repairs.
  • Cinderthrax is in critical condition. While he can still move under his own power, he urgently requires a complete overhaul.
  • If given half a chance he will go on and on about how interesting Cinderthrax body is. While he might look like a construct Cindertrax is in fact a biological creature, just one made out of metal. He has all the normal internal organs one might expect, lungs heart, stomach, intestines they are all there but made of metal and seem to designed to make and move steam around Cinderthrax’s body.
    • He considers it a brilliant workaround to the curse of stagnation, a machine that is a living creature and with what he learned he can create his own dragon locomotive and animate it using the awaken spell
  • The Curse of Stagnation halts societal progress in the Feengrenze. It manifests as power-blunting obsessions among powerful beings—indulging in excesses, pursuing pointless vendettas, or fixating on bizarre hobbies. It stops societal growth by making people ether incredably conservative or vapid. It also compels inventors, like those in Ginkdimblid, to grossly over-engineer their creations, rendering mass production or replication impossible.
  • As the Grand Undertaking’s chief engineer, Thistlewick knows almost everything about the Grand Undertaking’s technology. Unprompted, he reveals that Grand Undertaking calls for a network of dozens of his magic-draining devices, scaled up to the size of castles, connected by conduits made of copper or brass to a central collection point. Fionnuala’s plan for convincing everyone to allow these massive conduits everywhere remains a mystery to him, however.

Roleplaying Cinderthrax

Cinderthrax is gravely unwell; his wheezing voice, punctuated by coughs and his reluctance to move or speak too much, betray his fragile condition. Years of isolation have clearly warped his mind, leaving him not quite sane but not quite insane. He treats the inanimate locomotives in the adjacent stalls, the Lady Patricia and the Princess Victoria, as though they were young ladies and members of his harem. He ascribes to Patty being sweet but hard to get so that he will dote on her. On the other hand, Vicky is a flirty tease.

Cinderthrax knows the following:

  • He arrived in the Scraplands 400 years ago, spat out by a whimwhirl. When his senses returned, he was as the players see him now, only not broken down and rusty. Before the transformation, he thinks he was a red dragon; his memory is murky.
  • He spent a few hundred years rampaging through the Scraplands looking for a way out. He could not find one, so in despair, he settled into this train yard.
  • He confirms that he does need to eat, drink, or sleep. He eats whatever coal or wood he can find in his railyard and drinks water from a small pond on the far side of the railyard
  • He has observed that his body decays significantly slower than other machinery in his lair, a phenomenon he attributes to being alive.
  • He can pull any of the cars in his lair.
  • He knows that his mind is not as sharp as it used to be, but he cannot tell the full extent of his mental decay or if it is connected to his body’s decay.
  • He has 12 young iron dragons in his harem.
  • Meeting Thistlewick was a godsend for him. He knew he was dying and would be a pile of rusting metal by now if Thistlewick did not show up. However, he now regrets his promise to the young gnome after seeing him work night and day to save him over the last week.

Fionnuala’s Reaction

Fionnuala congratulates the players on finding the missing artificer. However, her initial delight quickly sours into a perplexed irritation at Thistlewick’s refusal to return home, leading to her giving him a stern lecture via the mirror of communion. However, when her gaze falls upon Cinderthrax, her mood shifts dramatically, her expression transforming from wide-eyed wonder to pleased, calculating scheming. She then orders the players to bring Cinderthrax and Thistlewick back to Ginkdimblid. She has plans, and she needs Cinderthrax in peak condition to fulfill them.

The Second Quest

Thistlewick’s oath to Cinderthrax is unbreakable; abandoning his friend would invite ruin in the Feengrenze. To honor it, Cinderthrax must be escorted to Ginkdimblid for a full overhaul. This means the players’ next task is clear: find an uninterrupted path of tracks through the sprawling, broken maze of the Scraplands. They must delve deeper into this mechanical wilderness to forge a way home.

Procedure

Discard the map created for the first leg of the crawl. The players will start at the depth of the first crawl ended at. At each location for the second stage of the crawl, the players have four options:

  • They can head deeper into the Scraplands along whatever train tracks they find, increasing the depth.
  • They can stay at their current location.
  • They can give the all clear to Thistlewick and Cinderthrax to bring the train in.
  • They can head directly towards Ginkdimblid, whether or not tere are tracks which decreases their depth.

The Train

For this leg of their journey, the players gain a powerful new asset: a short train pulled by Cinderthrax, composed of several uniquely equipped railroad cars. The train consists of:

  • Cinderthrax is out in front. He is powerful; being part freight locomotive, he automatically succeeds on any strength check to clear rubble from the tracks.
  • A weather-beaten compartment sleeper, offering a grimy but functional safe haven for rest.
  • A boxcar turned into a small mobile workshop for Thistlewick.
  • A flat car with 200 feet of improvised track in 50-foot sections; each section of track can only be used once.
  • A beat-up gondola that can carry 2 tons of scrap.
  • A short two-axle car that has a hand-operated derrick. The players can use the derrick to triple the amount of salvage they get from salvaging.
  • 3 Hopper Cars filled with Coal for Cinderthrax to snack on.

While Cinderthrax is mobile, he is still in pretty bad condition. The train has to stop every 8 hours for Thistlewick to do maintenance, which takes about 4 hours. However, the players can trade scrap metal at foundries to acquire new parts for Cinderthrax, which can expand the amount of time he can go without repairs. Every 40 pounds of scrap they trade increases the time between stops by 4 hours.

Return to Ginkdimblid

When the players and Cinderthrax’s train arrive back in Ginkdimblid, they find almost everybody in the town waiting for them in the big hangar that serves as the city’s landward entrance. The moment the train halts, gnomes swarm, barely giving the players time to disembark. They hoist Thistlewick high, proclaiming him the tamer of the beast of the scraplands, and three cheers erupt. Then, with calipers, slide rules, and notebooks in hand, the gnomes descend upon Cinderthrax, pushing the players to the side as they begin their work.

A short time later, Fionnuala contacts them via the Mirror Of Communion. She congratulates them on their success, emphasizing that Cinderthrax and Thistlewick will be crucial to the Grand Undertaking. An advance payment of 1000 gp awaits them in the Council hall, but this is merely a down payment for one last task while they are still in Ginkdimblid: Fionnuala wants the players to track down the machine that creates the tracks. Cinderthrax, stuck in Ginkdimblid, won’t be helpful to the undertaking, so she plans to develop a continent-spanning network of tracks for him. She prefers not to use a wish for this, fearing her lack of expertise in infrastructure construction would lead to an incorrectly worded, potentially disastrous outcome. Her magic has revealed the track-creating entity: a massive, creeping machine that belches black smoke from tall smokestacks. If the players can find and recover this machine, she promises an extra special reward—a prize beyond gold. She will then travel to the city to speak with Cinderthrax personally and assume command of the track-laying mechanism.

The Third Quest

The third quest is straightforward; the players must find the landship that lays all the tracks throughout the scraplands. This quest uses a similar structure to the first quest, except that instead of accumulating points towards finding Thistlewick, the player’s goal is to get to depth 15 in the Scraplands, where they discover the source of the tracks, HMMF Endeavor.

The HMMF Endeavor

General Features

Lighting. The inside of the HMMF Endeavor is lit using electric lights that give off bright illuminatioj

Ceilings. Unless specified otherwise the rooms have ceiling 11 feet off the floor

Corridors: All the corridors are 7 feet wide

Outside the landship

When the players find the lands, read the following.

Before you loom a colossal, smoke-belching steel leviathan, its immense form slowly grinding forward on clanking metal tracks. Tireless automatons scuttle about its base, tearing scrap from towering heaps and feeding it into a hungry maw-like conveyor belt, while others precisely lay freshly manufactured track sections that emerge from a steaming chute. A ladder ascends the machine’s left flank, leading to what appears to be a control cabin, where a flag emblazoned with a pattern of crossing red and white lines on a blue field flutters faintly.

Four combat Automata patrol the area around the machine. They have ordered to stop any unauthorized personnel in the vicinity of the HMMF Endeavor and escort them to the commander.

Automatons. The automatons do not resist the players in any way.

Conveyor belts. The conveyor  and chute lead to the foundry

Stairs. The stairs lead to the control cabin.

Control Cabin 

At the top of the stairs is a long room with big windows filled with more levers, knobs, and dials than you have ever seen. As you look around, a voice from nowhere says, “People identified, greeting people. Please identify yourself and your purpose.”

A781b: The voice identifies as A781b, the mechanically intelligent control system forThe voice identifies as A781b, the mechanically intelligent control system for Her Majesty’s Mobile Factory Endeavor. It speaks in short, clipped sentences, its voice precise and mechanical with a faint British accent. It projects an aura of inflexible, almost naive dedication, clearly committed to its mission despite a seeming lack of understanding of the broader context. A781b can answer the following questions:

  • What are you? A machine intelligence in the service of Her Majesty Queen Victoria. She has been tasked with helping the crew of the Endeavor in their duties.
  • What are you doing? Fulfilling my orders
  • What are your orders? Build a railway line from the imperial colony of Egypt to Cape Town.
  • Where is your crew? Unknown
  • Where is Egypt? Gives the precise geographical location
  • Where is Cape Town? Gives the precise geographical location
  • How do I get to Egypt or Cape Town from here? Unknown, there is no definition.
  • Are you lost? Yes, seeking a known landmark to gain a position.

The one thing A781b will not acquiesce to is deviating from its orders in any way. The queen has given him an order, and he cannot disobey the queen. The players will have to either find a way to convince A781b that Ginkdimblid is a known landmark or place where they can find directions to a known landmark or somehow trick it into thinking that Queen Victoria has given it new orders.

Dormitory 

This long room is crammed with rows of narrow, dusty bunk beds, rusted foot lockers, and a small table with chairs. A thick layer of undisturbed dust confirms no one has called this place home for a very long time. A faded picture of a queen hangs askew on one wall—her face round, grey hair, and expression hauntingly blank, almost sad.

Treasure. The foot lockers contain a spare uniform in various sizes. Each uniform consists of a red jacket, black pants, and a pith helmet. There are also multiple letters in common and small personal items in the foot lockers. They also find 100-pound-Stirling coins (I leave it up to you to determine their value) scattered among the footlockers.

Galley

This large room is cluttered with knocked-over tables and chairs, broken glassware, and plates. There is a small counter with what looks to be a kitchenette on the other side. Everything is covered with a thick layer of dust.

Clutter. Among the rubbish on the floor, the players can find several broadsheets. One of the broadsheets has a lithograph of the queen in the picture in the dormitory, identifying her as Queen Victoria.

Commanders Cabin

The room is a small private cabin. The air smells musty, as though nobody has cleaned this room in decades. There is a desk with a skeleton slumped against the far wall and a locker to your right.

Desk. The desk contains several musty old correspondences to and from Captain Woodrow. Among the correspondences are ordered on official-looking stationery from Queen Victoria herself.

Skeleton. The skeleton is wearing scraps of a uniform consisting of a red jacket, black pants, and a pith helmet, which can be found under the desk. In one of the jacket pockets is a logbook that describes the arrival of the HMMF Endeavor in the Feengrenze. In the other pocket is a locket containing photographs of a man in a similar uniform and a woman.

Locker. The locker contains a uniform similar to the one seen in the locket, as well as an identical uniform to the one the skeleton is wearing, which is completely untouched by time. The players can also find a revolver and 30 bullets in decent shape.

Armory

LLarge racks and lockers fill this room. Each of the racks contains rusted pieces of metal.

All the weapons in the armory have rusted to uselessness. However, the players can find a box containing 40 pistol rounds in one of the lockers.

Foundry 

The noise in this area is deafening. A conveyor belt dumps scrap into a crucible from which molten metal streams. Automatons are all over, shepherding the molten metal into molds, extruders, and powered hammers.

There are 16 automatons engrossed in their work.

Molten metal. Any character that starts its turn in molten metal takes 2d4 fire damage.

Core

The room fills with the sound of clicking and clacking from a massive machine that takes up the entirety of the chamber. A complex, piano-like console with lettered keys sits before a device displaying a piece of paper. A box sits by the floor with paper cards with holes punched in them, and a thick book sits next to the console. As you look around, a voice from nowhere says, “People identified, greeting people. Please identify yourself and your purpose.”

The room contains the analytical engine that serves as A781’s core. See Control Cabin for roleplaying directions.

The Manual. The book by the console turns out to be A781b’s manual. Each page of the book is dense and highly complicated. A player must make a DC 17 intelligence check to simply understand the manual. If they succeed and spend 3 hours reading the manual, they will fully understand how A781b works. The player can then attempt a DC 20 intelligence check to use the console to hack A781b. If the players successfully hack A781b, they can issue any new orders to the machine they please.

Box of Punch Cards he box contains punch cards that serve as the physical media for A781b’s programs. Among the cards is one labeled factory reset. The players can run any of the programs on the cards by placing them into the punch card reader in the console.

Engine room

The noise in this massive chamber is deafening. Most of the room is taken up by catwalks that snake around an enormous machine made from dark metal.

There are 6 automatons applying oil to the running machine.


Moving parts. The room is filled with moving parts. If the players were to get caught in the machine, they would take 1d4 bludgeoning damage per turn.

Conclusion

When the players return to  Ginkdimblid with the HMMF Endeavor, they find Cinderthrax and Thistlewick in the hangar entrance to the town alongside the locomotive named the Princess Victoria. Cinderthrax looks as good as new, his red paint job accentuating his dragon nature. However, Cinderthrax seems depressed. When asked what was wrong, he reveals he had promised the residents of Ginkdimblid repayment for his overhaul, not realizing the true extent of the repairs he needed. He is now 3000 gp in debt, and flat broke. Worse the gnomes are willing to repair and awaken the ladies in his harem for him, provided he can pay 4000 gp per lady. The gnomes have him hauling the railroad cars from the railyards around the scrapland for refurbishment and scrap collected from the Scraplands for chump change. He yearns to see the world with his lady friends, but is currently stuck here for the foreseeable future. 

The only truly positive thing that happened while the players were out was that Thistlewick completed a full-scale prototype of his own living locomotive dragon, which is sleeping off to the side of the hanger. The unveiling of his revolutionary bio steam engine technology, the first true innovation in over a century has launched him to a celebrity status rarely seen among his peers. Every inventor and artisan in the town is trying to build their own bio steam engine machines, which is the highest compliment among the  Ginkdimblidi.

Just then, Fionnuala arrives, trailed by servants laden with large chests. Though she seems a little wary of the hangar’s muck and grime, she is overjoyed with the players, congratulating them on a job well done. She reveals their reward for success: a kingdom of their own to rule! She has secured a large plot of newly arrived land, comparable to the homelands of many successor states, for the players’ kingdom, effective immediately. If the players inquire about the chest, Fionnuala reveals it contains more than enough gold to buy Cinderthrax’s debt. She requests a quick word alone with Cinderthrax, shooing the players and Thistlewick away with instructions to return in half an hour. 

Upon their return, they find Cinderthrax doing his best to cuddle with the Princess Victoria, who has been transformed into a living locomotive dragon, just like Cinderthrax. When asked what transpired, Fionnuala explains she offered Cinderthrax everything he desired if he and his harem joined the undertaking, and he agreed. She then departs to deal with Endeavor. Two hours later Endeavor departs, heading south along the coast. The rest of Cinderthrax’s lady friends arrive shortly thereafter, all looking factory new. 

It takes Endevour 2 months to build the rail line down the coast through Sliberberg to Slanach town, with the iron dragons taking turns ferrying scrap metal from Ginkdimblidi down to the railhead. There is some concern by the communites along the route, Vineta and SLiberberg especially, about the giant clanking machine traveling through the countryside. However, Fionnuala’s expert diplomatic core quickly managed to calm them down and buy into the progress the iron dragons will provide.

All the while, the Railroad and bio steam tech mania grips the Ginkdimblidi gnomes. A brand new company, the Slanach, Sliberberg, and Ginkdimblid railroad company, is formed to operate the new railroad, which pours thousands of gold pieces into restoring the wrecked railcars throughout the Scraplands and creating new locomotive dragons. They even approach the players as potential board members. The debut of the first passenger and freight trains between  Ginkdimblidi and Slanach proved to be an instant hit, providing a major public relations win for the Grand Undertaking and an ego boost to the Ginkdimblidi.

Salvageable Technology

Gnomish Contraption

RollGnomish ContraptionDescription
1Self-Propelled Tea KettleA brass kettle on tiny clockwork legs that whistles and steams erratically as it attempts to follow creatures around. May dispense hot (or cold) water.
2Image GrabberA magically powered camera that uses specially treated paper to capture images
3Pocket-Sized Weather ForecasterA small box with spinning dials and flashing lights that attempts to predict the weather, often inaccurately or with overly dramatic pronouncements.
4Optimistic CompassA compass that doesn’t point North always points in the direction the user wants to go (though not necessarily the correct way).
5Clockwork Singing BirdA small, intricate clockwork bird that sings cheerful (or sometimes melancholic) tunes when wound.
6FirestarterA small, lighter-like device that produces a flame.
7Automated Back ScratcherA multi-jointed mechanical arm that extends to scratch the user’s back with varying success and intensity.
8Personal Cloud Generator A device that produces a small, non-threatening cloud above the user’s head. The cloud might occasionally sprinkle, mist, or create tiny lightning flashes.
9Spring-Loaded Boots Boots with powerful springs that grant enhanced jumping ability, double the length and height of jumps
10Noise-Amplifying Ear TrumpetAn oversized ear trumpet that amplifies all sounds, making it difficult to hear specific things but excellent for detecting distant noises (and headaches).
11Self-Folding MapA map that attempts to fold itself neatly when dropped, often getting stuck or folding itself inside out.
12Weird Magic DetectorA device that clicks, whirs, and points vaguely toward strong concentrations of Weird magic. Its readings are often cryptic or nonsensical.

Modern tech

RollModern Tech ItemDescription
1Duct TapeA large, durable roll of duct tape. Incredibly useful for temporary repairs and myriad other purposes.
2Multi-ToolA sturdy multi-tool with various fold-out implements (pliers, knives, screwdrivers, etc.).
3Water Filter/PurifierA device capable of filtering or purifying contaminated water.
4Binoculars (Night Vision Capable)Binoculars that can enhance vision in low-light conditions.
5First Aid Kit A well-stocked first aid kit with bandages, antiseptics, pain relievers, and basic medical tools. Can be used as a healer’s kit, but doubles the HP healed
6Working Radio A functional two-way radio capable of communicating over a limited distance. 
7Digital Camera A rugged digital camera with some remaining battery life. It might contain photos from its previous life or capture strange images in the Scraplands.
8Portable Power BankA battery pack capable of recharging small electronic devices. Its remaining charge is uncertain.
9GPS Device A handheld GPS device that attempts to determine location, but the signal is often weak, inaccurate, or shows impossible coordinates due to whimwhirls.
10Electric Cutting ToolA handheld electric saw or grinder with a limited battery charge. 
11Working LaptopA functional laptop computer, but most of the data is corrupted or inaccessible. It might contain fragmented files or strange programs.
12Gas maskProtects the user from airborne toxins

Future tech

RollFuturistic Tech ItemDescription
1Energy Bar A compact bar of synthesized food that provides complete nutrition. Might have an unusual flavor or texture.
2Personal Force Field Emitter A small device that can generate a weak, localized force field capable of deflecting minor impacts or environmental hazards for a limited time. Increases AC by 1
3Universal Translator A handheld device that attempts to translate languages, has a 1 in 4 chance of a mistranslation.
4Personal Scanner A device that can scan objects for basic information (composition, energy signatures, structural integrity)..
5Glow StickA durable, long-lasting chemical or energy-based light stick that provides illumination without heat for 2 hours.
6Repair Spray A can of spray that can temporarily mend broken metal or other materials. The can has one use
7Personal Grappler/ClimberA device that shoots a magnetic or adhesive cable 100 feet long allows the user to climb vertical surfaces or swing across gaps.
8Environmental Suit Patch KitA kit containing patches and sealant for repairing tears or breaches in sealed environmental suits.
9Miniature Fabricator A small device capable of fabricating simple objects (e.g., nuts, bolts, small tools) from raw scrap requires a power source and specific input materials.
10Holographic Projector A device that can project holographic images
11Personal Stealth Field Emitter A device that can bend light or sound around the user, granting advantage on stealth checks
12Energy Cell (Partially Charged)A power cell for futuristic devices with some remaining charge. It can be used to power compatible gear.

Alien tech

RollAlien Tech ItemDescription
1Bioluminescent OrbA strange, organic-looking orb that emits soft, constant light. Its purpose is unknown, but it provides illumination.
2Resonant CrystalA crystal that vibrates or hums when near certain types of metal or energy. It could be a sensor or part of a larger system.
3Shape-Shifting Tool A tool that can change its basic shape (e.g., from a wrench to pliers) a limited number of times before becoming fixed or inert.
4Gravity Nullifier A small device that creates a brief, localized area of reduced or zero gravity. Unpredictable in its exact effect and duration.
5Teleportation AnchorA device that, when activated, teleports the user a short, random distance in a nearby area before disintegrating. Extremely risky.
6Environmental Sample AnalyzerA device that can analyze samples of air, liquid, or solid matter, providing cryptic or alien data about their composition and properties.
7Psychic ResonatorA device that emits faint psychic energy. May cause minor telepathic static, strange dreams, or attract/repel certain creatures.
8Molecular Bonding AgentA strange, paste-like substance that can permanently fuse metal or other materials with incredible strength. Difficult to undo.
9Energy SiphonA device that can slowly drain energy from nearby power sources or active technology, storing it in a small internal cell.
10Dimensional Viewer A device that provides brief, flickering glimpses into other dimensions or realities. The images are often distorted or terrifying.
11Organic Circuitry FragmentA piece of living or formerly living circuitry. Might react to biological input or exhibit strange, unpredictable behavior.
12Whimwhirl Stabilizer (Temporary)A rare and valuable device that can temporarily reduce the effects of Weird Magic in a small area. Its duration is short, and its use might attract unwanted attention.

Bestiary

AI Construct

Often, the larger machines that arrive from other worlds of the Manyfold will have some form of AI built into their system. Frequently, these AIs will be sentient and left to rust alongside their mangled shell. AIs almost always go insane in one way or another when left abandoned by their charges, the twin forces of decay and isolation eating away at their minds. Mad Ai constructs are always dangerous for their sheer unpredictable nature; they could be ranting about the senselessness of everything and trying to kill hapless adventurers with directed energy weapons.

Reaction and Motivation Table
Roll 2d6reactionmotivation
2-3attackEliminate perceived threats; express profound despair or nihilism.
4-6Violently rants at the playersExpress frustration at their decaying state; attempt to drive players away; test player’s intelligence.
7-9Rants to itselfLost in internal calculations; reliving past memories; struggling with mental decay.
10-11Indifferent, ignores playersToo lost in its own madness to care; sees players as irrelevant.
12Seeks connection/helpSeeks the players help

Aliens

Out in the scraplands, one can occasionally encounter various types of aliens, particularly greys, going about their mysterious business.

Reaction Table
Roll 2d6reaction
2-3Immediate Attack
4-6Hostile, possible attack
7-9Uncertain, monster confused
10-11No attack, monster leaves, or considers offers
12Enthusiastic friendship

Ginkdimblidi Gnomes

Around their mountain home, the Ginkdimblidi gnomes harvest the scrap of the scraplands to turn into inventions. Bands of gnomes can be found all over the shallowest depths of the scraplands.

Reaction and Motivation Table
Roll 2d6reactionmotivation
2-3Flee/AvoidProtect hidden stash of scavenged tech
4-6Suspicious/CautiousAssess threat/opportunity, seek trade for rare components
7-9IgnoreObserve, continue current task (e.g., tinkering, scavenging
10-11Friendly‘Investigate new arrivals for unique scraps or knowledge
12Enthusiastic CollaborationOffer assistance in exchange for tools or shared discoveries

Iron Legion

Hobgoblins from other worlds in the Manyfold sometimes get stranded in the Scraplands when the Feengrenze scoops up their war machines to patch a hole in the prison of Faloan the Mad. When that happens, the survivors eventually join up with the Iron Legion. The Iron Legion controls a large swatch of foundries, factory complexes, and settlements in the middle depths of the croplands. Ruled over by a mysterious warlord known as the Legite, the Iron Legion seeks to repair the various war machines in the Scraplands to use in a campaign to conquer the Feengrenze; however, due to mysterious incidents, they never succeed in their goal. They also skirmish regularly with the Stranded Survivors.

Reaction and Motivation Table
Roll 2d6reactionmotivation
2-3Immediate AttackThey are guarding an important salvaging site or outpost
4-6Hostile, possible attackThey are seeking slaves or recruits to press gang
7-9Uncertain, monster confusedThey are escorting a caravan from one outpost to another
10-11No attack, monster leaves, or considers offersThey are seeking information from the players about other factions or locations.
12Enthusiastic friendshipThey are seeking help dealing with one of the other factions, a hostile AI Construct, or a war machine

Constructs

Constructs of all descriptions might find themselves in the Scraplands, from clockwork automatons powered by steam and magic to sci-fi robots. Often, these constructs are found repeating their last order repeatedly ad nauseam in odd ways in ruins of buildings and scrapyards.

Reaction and Orders Table
Roll 2d6reactionOrder
2-3Attack immediatelyDestroy a specific type of creature
4-6challenge/ threatenGuard a specific location
7-9Ignore the playersMenial labor of some form or another
10-11Interface with the players/ seek ordersThey have been ordered to serve visitors/customers
12Repeatedly ask for ordersThe construct is looking for its master or a new master

Stranded Survivors

When the feengrenze steals away ships, industrial sites, and city blocks to seal one of the leaks in the prison, it often drags bewildered humanoid survivors with it. Frightened and ignorant of the world they find themselves in, they shun the other factions of the scraplands and join up with other stranded survivors in what settlements they can create. These settlements are pale recreations of whatever society the stranded survivors came from, with the survivors holding onto old customs that are no longer practical or relevant. Stranded Survivors are xenophobic to a fault, seldom given a chance to parley before shooting. Also, they seem to be hell-bent on finding a way back to whatever world they came from

Reaction and Motivation Table
Roll 2d6reactionmotivation
2-3Immediate AttackThe survivors want to steal supplies or equiptment from one of this world’s terrifying “alien” creatures.
4-6Hostile, possible attackDrive the players away from a settlement, facility, or a salvaging site
7-9Uncertain, confusedThe survivors want to avoid contact with the aliens
10-11No attack, survivor leaves, or considers offersThey are seeking information on any locations the players have visited in hopes of finding a portal
12Enthusiastic friendshipThey are lost, seeking directions or seeking supplies \.

Scrapclaw Gang

The scrapclaws are rough-and-tumble goblins and kobold scavengers who can be found just outside Ginkdimblid’s control zone. The Scrapclaws are not a gang in the traditional sense; it’s a philosophy that many of the goblinoids and kobolds out in the scrap live by. The scrap-claws are, to put simply, anarchists; they do not believe in rules, society, or following some bugger’s commands. Instead, they put their energy into having chaotic fun, building and wrecking strange machines and blowing stuff up. The scrapclaws can be found in shallower parts of the scraplands, looking for parts for their buggies and artillery.

Reaction and Motivation Table
Roll 2d6reactionmotivation
2-3Immediate AttackDrive the players from a rich salvaging site
4-6Hostile, possible attackThey want to rob the players of scrap or equiptment or force the players to pay a toll
7-9Uncertain, confusedThey want to test the players’ strength or see if they have anything interesting.
10-11No attack, leaves, or considers offersThe group has a discovery that they want to trade to the players in exchange for parts or scrap.
12Enthusiastic friendshipThe group wants the players to participate in a race, stunt, or some other form of scrapclaws fun.

Warmachine

Nobody knows from where in the Manyfold the warmachines come. All that is known is that they are destructive and destroy anything they see. Resembling tank mech hybrids with drill claw arms and a massive antimatter cannon, they are exceptionally dangerous, avoid if possible.

Other Scrapland Creatures

In the deep scrap are other stranger creatures. The stat blocks that follow are merely a sampling of what can be found

Vehicles

It is rare but sometimes when the Feengrenze grabs steel and iron junk from the manyfold and slams it into whatever hole Faolan power has made functional vehicles are left behind. These vehicles whether they be salvage from the manyfold or built by folks of the scraplands are treasures beyond worth to the scrapland’s denizens.
Operating Vhicles

Ginkdimblidi Footmobile

A light, often brightly colored, single-person conveyance, propelled by pedals. These are common among the Ginkdimblidi gnomes for quick errands and personal transport.

Cost: 100 gp (salvaged value)

Crew: 1 (driver)

Passengers: 1

Cargo: 50 lbs

Speed: 30 ft. (ground); 40 ft. (ground, if magically assisted and functioning)

AC: 10

Hit Points: 25

Damage Threshold: 5

Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, prone, stunned, unconscious

Ginkdimblidi Petalrail

A small, open-topped car designed to run on the surprisingly extensive, if often dilapidated, rail networks crisscrossing parts of the Scraplands. Often powered by pedals.

Cost: 150 gp (salvaged value)

Crew: 1 (driver/engineer)

Passengers: 1-2

Cargo: 100 lbs

Speed: 40 ft. (rail)

AC: 12

Hit Points: 35

Damage Threshold: 5

Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, prone, stunned, unconscious

Rail-Bound. This vehicle can only move along existing rail tracks.

Scrapclaw Goblin Buggy

A rugged, often asymmetrical vehicle built from scavenged parts, featuring oversized, articulated “claws” or shovels on the front, useful for clearing debris or even light ramming. Common among the more daring Scrapclaw Goblins and Scraplands prospectors.

Cost: 300 gp (salvaged value)

Crew: 1 (driver)

Passengers: 1

Cargo: 200 lbs

Speed: 50 ft. (ground, rough terrain)

AC: 13

Hit Points: 60

Damage Threshold: 8

Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, prone, stunned, unconscious

Rough Terrain Expert. This vehicle ignores difficult terrain caused by rubble, small obstacles, or uneven ground.

Ramming Claws. As an action, the driver can attempt to ram a creature or object. Make a Dexterity (Vehicle) check. On a success, the target takes 2d6 bludgeoning damage. The buggy takes 1d6 bludgeoning damage.

Scrapclaw Goblin Hauler

A larger, more robust version of the buggy, designed for transporting heavier loads across the treacherous Scraplands. It often features multiple sets of wheels or treads and a reinforced cargo bed.

Cost: 500 gp (salvaged value)

Crew: 1 (driver)

Passengers: 2-4

Cargo: 1,000 lbs

Speed: 40 ft. (ground, rough terrain)

AC: 14

Hit Points: 90

Damage Threshold: 10

Immunities: poison, psychic

Condition Immunities: blinded, charmed, on checks to control the vehicle.

Rail-Bound. This vehicle can only move along existing rail tracks.

Moderate Ram. As an action, the engineer can attempt to ram a creature or object. Make a Dexterity (Vehicle) check. On a success, the target takes 4d6 bludgeoning damage. The locomotive takes 1d10 bludgeoning damage.

Car/Light Truck

A four-wheeled ground vehicle, ranging from sleek, open-top roadsters to boxy, utilitarian trucks, all bearing the marks of their journey through the manyfold. Often surprisingly robust despite their clobbered appearance.

Cost: 400 gp (salvaged value)

Crew: 1 (driver)

Passengers: 2 (Roadster) or 4 (Utility)

Cargo: 300 lbs (Roadster) or 800 lbs (Utility)

Speed: 60 ft. (ground, road); 30 ft. (ground, off-road)

AC: 13

Hit Points: 75

Damage Threshold: 10

Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, prone, stunned, unconscious

Road-Optimized. This vehicle gains 10 ft. of speed when moving on paved roads or smooth, cleared surfaces.

Airspeeder

A rare and highly sought-after find, these vehicles are advanced technological marvels, salvaged from futuristic worlds or highly developed versions of Earth. They often feature sleek designs, anti-gravity propulsion, and glowing energy conduits, making them stand out amidst the more primitive Scraplands tech. While incredibly fast and versatile, their complex systems can be temperamental when interacting with the Feengrenze’s chaotic magic.

Cost: 800 gp (salvaged value)

Crew: 1 (pilot)

Passengers: 1-2

Cargo: 100 lbs

Speed: 80 ft. (fly, hover)

AC: 14

Hit Points: 50

Damage Threshold: 7

Immunities: poison, psychic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, prone, stunned, unconscious

Flight. The vehicle can move through the air.

Cinderthrax

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