High Road To Hell

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HIGH ROAD TO HELL is a complete adventure for the role-playing

game, DARWINS WORLD 2nd Edition. In it the characters help a


devastated tribe of mountain primitives save their people from slavery at
the hands of the Foundation. Accompanying a war party of mere children,
the player characters struggle to catch up to the armored column of trucks
that have taken them before they reach the safety of the Foundation fortress
known only as Avernus.
This adventure is best suited for a group of four to six characters of levels
4-5.

ADVENTURE BACKGROUND

BY DOMINIC COVEY
art: J. Longenbaugh
CARTOGRAPHY: DOMINIC COVEY
EDITING: Charles Baize
LAYOUT: CHRIS DAVIS
Requires the use of the d20 Modern Roleplaying Game,
published by Wizards of the Coast, Inc.
d20 Modern and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other
countries and are used with permission
d20 System and the d20 System logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of
the d20 System License version 6.0. A copy of this License can
be found at www.wizards.com/d20.

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The adventure takes place in the south-central spur of the Sulfur Peaks, a
mountainous region once known as the Sierra Nevadas. Since the collapse
of civilization these rugged mountains have become inhabited by the
primitive tribal survivors of mankinds fall, who live far removed from the
technological society that once birthed their ancestors.
Over the years the Sulfur Peaks have become something of an obstacle
to the rebirth of civilization. The powerful Twisted Earth faction known as
the Foundation has long been hemmed in by this natural barrier, unable to
spread their self-perceived holy mission to bring back the culture, society,
and civilization of the Ancient world. In the past year the Foundations
various outposts in the Sulfur Peaks have begun to experience an upsurge in
raider activity, primarily of the tribal kind. The 5th Army, stationed at the
former town of Ione (now known as Fort Avernus), has long been charged
with quelling raider activity in the mountains and protecting the vital trade
routes south from the Sierra Gehenna region. However the problem is more
than the 5th Army can handle, as numerous tribes appear to be joining forces
to make their job difcult. For example, when one tribe attacks a Foundation
outpost another tribe will provide a diversion elsewhere, forcing the 5th Army
to split its forces. Typical, predictable tribal tactics seem to be changing, and
the Foundation believes another force may be behind their coordination and
planning (namely the Brethren, another faction of the Twisted Earth).
To make matters worse, recruitment into the Foundation has begun to dip
in recent months, and some are blaming the recent boldness - and victories
- of the tribals for this. It seems that instead of joining the Foundation to
make a name for themselves, many tribals are now staying loyal to their

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FOUNDATION CHARACTERS
The way this adventure is written it is not particularly suitable for characters with an allegiance to the
Foundation. However, with a bit of modication it can easily be adapted to run Foundation characters
through.
Start by replacing Brother Tagos and/or Lon with player characters, making sure to remind them of their
mission parameters and goals - namely, delivering the slaves back to Fort Avernus. In this twisted take
on the adventure the PCs will have to be mindful of making the best time possible while evading Tamrok
and his war party. Though it probably wont be particularly difcult the way things are presented here, by
increasing Tamroks level (or perhaps automatically adding the Brethren soldiers to his party), the odds may
become a little more even.
Likewise this adventure could be even more exciting - and challenging - if some players control
Foundationists guarding the caravan, while others play the tribal warriors hunting them!
home villages. This, in turn, has made it harder for
the Foundation to ght the raiders; without manpower,
the Foundation can do little to quell the tide of
lawlessness.
In any event a general order has been given to quell
the raider activity while at the same time increasing
the recruitment of slaves.
Paladin-Commander Dover, leader of the Fort
Avernus garrison, has decided to kill two birds with
one stone. Stationed far from the messy political
situation currently embroiling the Foundation high
command back at Dis (namely, the crisis which has
caused the Foundation to pursue less totalitarian
means to recruit new members, to avoid going extinct
due to dwindling numbers), Dover has great leeway
in interpreting his orders. He recently began sending
convoys out into the mountains to take slaves, in the
time-honored tradition of his elitist pureblood human
forefathers. His plan will serve two purposes - to
garner new recruits for re-education, as well as
devastating the population of the mountain tribals,
diminishing their capability to raid the Foundation in
the future.

Dover isnt the only one who thinks this is a


brilliant plan. Brother Tagos, a young and ambitious
ofcer of the Foundation (and Dovers favored choice
to lead these slave runs), admires his commander
for coming up with such an efcient strategy. Tagos
seeks to make a name for himself and become a
Paladin well before his peers. His ambition and
ruthlessness make him perfect for the task at hand;
he sees the tribals of the mountains as little more
than animals, and his desire to curry favors from
his commander means he will most certainly keep
Dovers activities a secret.
The adventure begins shortly after a recent slave run
against a tribal village high in the Sulfur Peaks. Tagos
and his small force of Foundationists have just struck,
killing or capturing all of the villages mature males in
a decisive surprise attack. Loading them into armored
trucks they are now heading back to Fort Avernus with
a full load of slaves, hoping to reach the protective
cover of the mighty fortress in a matter of days.
The party arrives soon after, while the tribe is
still mourning the loss of their warriors. The tribals
believe their fathers and sons to be dead, and are

faced with the grim prospect of facing the other tribes


without an entire generation of warriors to defend
them. Yet the chiefs young son, Tamrok, believes
that his tribe will be saved. Wandering from his
village he has gone on a spiritual quest, hoping the
primitive gods of his tribe will send spirits to come
to their aid in this time of great need.
Rather coincidentally, a band of wasteland
adventurers are passing through the region at the same
time...

BEGINNING THE ADVENTURE


The story begins as the PCs make their way through
the rugged mountain terrain of the Sulfur Peaks. In
the Twisted Earth setting this is a dry and desolate
region, its old mountain towns abandoned long ago
when civilization collapsed in the Fall. Isolated from
the regions of the world where civilization has been
re-born (albeit in a very twisted and ugly way) those
communities that did stay among the mountains more
often than not degenerated into a tribal way of life,
their old beliefs and understanding of the past slipping
into obscure and primitive customs.
To a well-equipped party of adventurers (especially
those of the suggested level) this land should prove
little threat; the locals are said to be suspicious but
only rarely predatory. Attacks on travelers (at least
those unafliated with the Foundation) by mountain
tribals are infrequent, and the only real danger to those
with the know-how to avoid human threats is the
Sulfur Peaks mutated animal life. And, luckily, at the
height of summer most animals prefer to spend their
days in the shade rather than hunt under the scorching
sun.
Thus it is that the PCs have found themselves
high in the south branch of the Sulfur Peaks, when
they stumble upon a lone individual awaiting their
arrival

LISTENING
At any time during the adventure the PCs can
use the sound of the Foundationist convoy to get
their bearings or, more accurately, to determine
in what direction the column is from their current
position.
Because the mountains and canyons are
relatively quiet day and night, the engines of the
Foundation vehicles are a dead giveaway of the
convoys position. A Listen check can be made
to pick up the sound of the convoy, no matter
where the PCs are on the map. The DC depends
on the distance the PCs are from the convoy:
1 hour away
3 hours away
6 hours away
More than 6 hours away

DC 14
DC 18
DC 22
NA

A LONE SENTRY
As elsewhere on this twisted world, your recent
travels through the Sulfur Peaks of Old California
have been a mixture of highs and lows. These
used to be among the most beautiful mountains in
the world; now they are a barren barrier where
unadorned wind-swept slopes ght for space
with deep forests as dry as kindling and massive
ramparts of solid stone that rise like sentinels
preserved for eons. The old mountain highways
of Ancient creation you heard crossed these
mountains have all but vanished, as if reclaimed
by the angry hand of nature in revenge for what
the Ancients did to Mother Earth.
Barren trails have turned into precarious
mountain paths, and the stone is sharp and loose

beneath your tramping boots, but at long last you


are reaching the nal leg of your journey. As
your group moves down an old arroyo a dried
up streambed formed during the rare rain storm
that visits the desert mountains every few years
you are instantly aware of a gure up ahead.
Sitting on a mat made from woven animal hair
is a half-naked tribal, no older than sixteen years,
cross-legged with eyes tightly closed. His body
is baked brown by the sun, painted with swirls of
pigment, his hair bound in a single, ragged lock.
A spear lies nearby, just within reach.
The boy keeps his eyes closed even as you
approach; by the creases near his eyes you can
tell he is ghting to keep them shut. Though at
rst you hadnt noticed it because of the roar of
the wind, he has been mumbling strange mantras
over and over under his breath.
Then, all of a sudden, he stops chanting and
opens his youthful blue eyes, staring right at you.
The young man is Tamrok, a member of the local
tribal village and the chiefs only son. Though the
PCs arent immediately aware of it, he is on a selfordained dream quest of sorts, gone into the desert
to starve himself and receive visions and advice
from the spirits of the land.
When the PCs appear, the boy already a bit
impressionable due to starvation and the recent
traumatic events that have occurred in his village (see
below) instantly imagines them to be spirits sent by
the Gods of Light to make things right. From this
point on, regardless of what the PCs say or how they
act, he will rmly believe they are benevolent agents
of the supernatural.
GMs Note: The following text assumes the PCs
approach the boy cautiously; if they take another
course of action, adjust the monologue appropriately.

As you approach it is obvious the boy is taken


off guard by your appearance but not by your
presence. Its as if he expected someone anyone
to emerge from the swirling heat mirages of the
landscape at any moment.
The boy stands up as if to confront you, but he
is little over ve feet tall pathetic. But in an
instant he has his spear beside him.
I am Tamrok, he says, his voice quickly
lling with purpose. So you have come. I have
never seenyour kind before. Forgive meI
must admitthough you must certainly know
already
The boy seems anguished by his own inability
to nish a sentence, no doubt struggling with
his own exhaustion and hunger. By the looks
of him he appears to have been out here, on the
mountaintop, for a good while without food or
water.
I have not always believed, he continues,
But I do now. I will never doubt again.
If the PCs ask what he is referring to, or try to
question him in other ways, Tamrok seems amused by
what he perceives to be tests of his faith. Though
they may deny that they are spirits sent to help ght
the Evil Ones (see below), in his heart he just
knows.
The boy rolls up his mat and slings it over one
bony shoulder.
Follow me, is all he says, and he begins
walking down a stony trail to the west.
The PCs should be suspicious and wary, but Tamrok
seems harmless enough. If the PCs seem hesitant,
he merely tells them that time is short and that
the shaman awaits. If they still seem reluctant to
follow, he promises them food and water to refresh

their earthly bodies.


With this last enigmatic statement Tamrok will
continue on.

ARRIVAL
For over an hour you walk, following your
wordless guide until the rugged mountainside
opens onto a wind-swept slope. There, up ahead,
is a small village of mud huts surrounded by a
collapsed stone wall. A few mangy goats stand
on a nearby hill, unimpressed by your arrival or
your appearance, turning from a simple glance
your way to continue grazing. A little boy, halfnaked like your guide, stands with the goats, eyes
widening as he watches your party pass by. He
says nothing at all making you wonder if this
entire village has been struck dumb.
As the roar of the wind dies down it is replaced
by another sound, one wholly disturbing a
distorted opera of shrieks, howls, and wailing.
Up ahead you see a large number of robed
women clustered near the center of the settlement,
kneeling or sitting cross-legged on the sharp and
jagged rocks and moving back and forth as if in
a trance, swaying to their own discordant music.
The sound seems to be coming from them, which
now seems to be a horribly uncoordinated attempt
at a song.
The tribals of the village are in mourning, a common
custom among primitive communities when they have
been dealt a major blow usually reserved for periods
following times of war, but also more commonly
when better-equipped raiders and slavers have
attacked and left many of their people dead.
As the PCs approach, the village women, all at
once, begin wailing again, this time in a cacophony
that is a combination of their continued mourning,

intertwined with a new sense of fear that sends their


song-like shrieks into a higher octave. As the PCs
continue the women begin picking up rocks and
hurling them at the group, before taking off in a pack
towards huts further away.
The women are surprised by the sudden appearance
of the PCs, judging them by their equipment and
civilized appearance to be more evil spirits come to
do further harm to the village.
Forgive them, says Tamrok, they have
mistaken you for evil spirits. But not me
Something about the way the boy says that
leaves you with the sudden impression that he
expects far more of you than he is letting on
Tamrok leads the PCs barefoot over a hard
landscape composed almost entirely of sharp shards of
sandstone to the hut of the village shaman.

THE SHAMAN
The youth leads you through the village now
ominously deserted after your arrival to a
simple mud hut on a barren hill overlooking the
settlement. Wind chimes made from intricately
carved and decorated bones hang from the
crossbeam suspended from two wooden posts
over the threshold. The sound they make has
a curious appeal here, a place where for days
you heard nothing but the tramp of feet and the
distant cries of eagles soaring overhead.
The boy lifts a ap of hide, heavy with a musky
odor, motioning for your entire party to enter.
Inside the hut seems much larger than it did
outside. Cracked walls are decorated with fur
hangings and stretched hides, the gravel oor
covered in reeds and mats made from dry, woven
bark. A single man, older than any you have ever

seen, lies cross-legged on the oor, apparently


oblivious to your entry. His thin arms, dark from
years spent in the mountain sun, remind you of
ashen sticks taken from a cold replace, but they
work with such tremendous vigor at the mortar
and pestle in his hands that you quickly realize he
must be stronger than you thought. As he nishes
grinding a strange white root into a ne powder,
he bends over, purses his parchment-dry lips, and
blows the dust from the stone vessel into a leather
pouch.
Tamrok says nothing, just watches with silent
respect.
The shaman ties the pouch with a bit of twine,
shakes it up, and puts it aside with a row of
others, before turning to look at you and your
companions.
They have come Tamrok says, his voice
trembling with excitement.
If the PCs demand to know what is going on, or why
the village is in such a strange mood, the shaman will
watch them for a few moments before answering.
The old mans eyes seem to regard youkindly.
In the face of your questions a slight smile
forms on his face, and as he stands he raises his
arms towards you, beginning a strange chant
combining a deep throaty hum with the clicking of
his dry tongue against the roof of his mouth.
Finally he stops, his eyes gleaming. Yes, you
know, but I will play along, good spirit, if that
is what you want. We are in need of your help.
Our village is a great village. It has stood for
many generations, since the time our forefathers
left the re of the Ancients. Our people are great
warriors; the men-folk have defended against the
snofe hogs, lurking panthers, and rattlecharmers
of the wilderness.

But a great evil has been visited upon us. Our


warriors have fallen they are all gone, dead.
We are helpless. We seek the power of the Gods
of Light and they have sent you to us.
Should the PCs laugh or try to explain that they are
not agents of these so-called Gods of Light, both
the shaman and the boy merely stare at them, neither
amused nor disappointed. They have the re of total
faith in their eyes and nothing the PCs say will
deate their beliefs.
Will you help us? the shaman asks.
If the PCs ask for a reward, Tamrok looks surprised
and turns to the shaman, who in turn assures Tamrok
that it is common practice, when dealing with spirits,
to offer them incentive for their services good
spirits and evil spirits alike.
The shaman goes to the back of the hut, retrieves a
bundle of hides, and brings them forward. He opens
the bundle to reveal a motley collection of grimy,
dusty items he has collected over the years. He offers
each spirit (PC) one item of his/her choice (if there
are more PCs than there are items, then the shaman
will offer all of the items as a single payment to the
whole group, to be divided as they like). The items
include:
1
2
3

A single energy grenade, still labeled with


Ancient words stenciled on its casing;
A minifusion cell (down to 8 charges);
An ancient, dust-caked Geiger counter (not only
does this item lack a power source, it is also
broken, requiring a Repair check at DC 20, along
with 1 hour of work and 120 cp in raw materials,
to x);
A small, slim palm-sized object (actually a hand
stunner, covered in a thick layer of hardened mud

and dirt that must be cleaned before the item can


be used; it lacks a power source);
A Jackhammer Mk3A1 (this last item the shaman
hands over with some reverence, saying it was
found at the ambush after the battle, when he and
the women combed over the scene; it is empty).

Once they have agreed to help, the shaman beckons


for Tamrok to sit and tell his tale, in his own words.
As Tamrok speaks the shaman begins to quietly
hum, rocking back and forth to his own rhythm; as
he does so the words seem to ow from Tamrok as if
the shamans music brought forth much more vivid
memories than he could otherwise remember.
The boy sits, staring into the re pit that smolders
at the heart of the hut. For a moment he looks
a lot older than he did when you rst met, his
youthful appearance turning sad, frightened,
andashamed.
It all began a few days ago. I was out in the
eld practicing my spear thrusts with the other
children. A chiefs son must be the greatest
warrior in his tribe. He must ght to defend his
peoplethats what father used to say. We were
there, hitting each other with sticks and laughing
andoblivious to what was brewing on the
horizon.
And then they came. They were preceded
byby the baying of the hounds of hell like
thunder from a summer storm, but constant, never
ending. It started low, quiet, like cicadas on the
horizon, until it grew louder, and louder still.
We saw, from the west, clouds of sand and
dust kicked high in the sky. The women and
children screamed and scattered no one had
ever seen anything like it. But we knew what it
was, from the stories of our elders from the time
of the re of the Ancients. An army of demons

had come, the evil spirits were tearing up the


landscape as they went, searching for the souls of
the living to take with them back to Hell.
My father gathered his men, the best of the
villages greatest warriors, and with javelins and
axes they prepared to confront the spirits headon. The shaman cast his most powerful blessings
upon them, gave each man a liquor infused with
the wishes and strength of our ancestors. Spears
were smeared with the dried paste of desert viper
venom. And they headed out, invincible in their
coats of bone armor and with the gods looking
upon them with favor.
I walked with my father, carrying his spear
as we neared the place where the evil spirits
approached. As we stood on the at stony
ground, the warriors all began to sing. We were
invincible.
Up ahead the sky was churning with black
clouds, and then, from the unnatural dust storm,
they came.
They were devils, one and all, riding
monstrous creatures snatched from the deepest
depths of their abyssal prison. The steeds they
rode upon were massive and hideous, stuck with
the dust their movements kicked up as they tore
straight along. Their legs moved so quickly that
they were just a blur, leaving in their wake deep
trenches that cut straight into the valley oor. I
imagined for a moment how far back their trail
might lead, but found myself not wanting to know
aware that should a mortal follow such a trail,
he would no doubt nd a direct route to Hell
itself.
Atop these armored beasts sat armored
demons. Their faces were not human, so
changed were these creatures from their eternity
of suffering in the netherworld. Hateful they
seemed, and their expressions never changed.

They seemed to be made of metal themselves, as if


their curse in the afterlife had changed them from
living creatures into beings incapable of feelings
and emotions. I remember their faces; they were
glassy and inhuman, the light of the day gleaming
off their golden eyes.
The thunder grew only louder, until it was
deafening, all around us. It seemed to come from
the animals, as if they were growling with anger
and hatred from centuries of torture and torment
beyond our world.
My father must have been as stunned as I
at the appearance of the demons, because he
was unable to order the attack. The Evil Ones,
instead, were the rst to strike.
One of them merely pointed at my father, and
there was a sudden crack of thunder, as if the
sky itself was awaiting his command. I turned
to see how my father would react to this obvious
challenge, but he was not there.
The boy pauses for a moment, his eyes out of
focus as he stares into the dancing ames of the
re.
He was on the ground, on his back, his head
open like a ower. Blood was everywhere.
What power could do this to a man? What
magic had these spirits at their disposal? What
evil gods had we angered?
I ran I ed, as the thunder erupted again
and again, and the warriors of our village fell.
Others were overtaken by the cloud of dust, or
by the mounted warriors riding their hell-borne
beasts. Some were lassoed by wicked demons
who laughed and cackled as they dragged our
warriors behind their rampaging mounts. The
rest simply vanished into the thundering cloud.
Iam ashamed. I found myself cowering
behind a rock, watching and listening, hoping
the spirits would be satised by the souls they

had already reaped. The sky shook, and even the


rocks around me began to shake and rumble, until
I thought I would go mad.
Then the sound came to an abrupt end
though the sky was still churning with dust. I
peered over a rock, and thats when I saw it.
The young man hesitates, and only continues
after the shaman nods his approval.
Many legends of our people speak of it, but I
did not recognize it at rst. I never imagined it
would be so large.
Still the boy nds it hard to speak its name,
until the shaman looks into his eye giving him the
strength he needs to continue.
The Taker of Souls. The parents of our
elders spoke of it. I thought it was just a story.
But it was not. It looked like a huge house,
rolling along on black rollers. Though it was
dusty it gleamed with an unholy shine, as if
covered in armor. It was pulled by a grotesque
monster at its head, belching and guttering with
plumes of noxious smoke, with huge glassy eyes
through which I could see more demons inside.
I watched in terror as the dust cloud began
to settle. The devils had gotten off their demonic
steeds and rounded up those warriors they had
captured. Lashing them with whips they drove
them into the belly of the Taker of Souls, until they
all vanished from sight. Then, almost as suddenly
as they had appeared, the devils took to their
mounts and rode off into the desert.
At this point the shaman cuts in.
The Taker of Souls is not a worldly beast, but
a thing controlled by the Evil Ones. It is a kind
of wagon they send to collect the souls of the
dead, to take back to Hell to suffer an eternity
of torment. They do this often; the tribes of the
wasteland have many stories related to the Taker
and the things the Evil Ones do.

My uncle was among those that the Taker of


Souls took mutters Tamrok, tearing his eyes
from the re to look into each of yours, as if
hoping his glance will convey to you his anguish
over losing both his father and uncle to these
spirits.
There is a chance, the shaman says, if we
act quickly. The Taker of Souls must return to
Hell for the souls of your uncle and our warriors
to be condemned forever. Between here and
there, they are in a sort of limbo unable to
escape, but still very much alive. If you can
track the devils and their wagons, intercept them,
you may be able to free our kin before the hellcoaches cross the threshold into Hell. If not
they will be lost forever.
Tamroks eyes gleam with a sudden ood of
hope.
But how do we know which way to go?
Where, Holy One, will we go?
The shaman breathes deeply, looking to each
man assembled in the tent, before extending his
gnarled walking stick to draw a map in the sand.
There is a gate to Hell that I know of. It lies
in a valley at the furthest reaches of the known
world, far to the west. It resembles a fortress,
no doubt built by the demons to guard the gate
and to mount raids upon the people of the living
world.
As it is heavily laden with the souls of our
people, the Taker of Souls must pass through the
mountains along the ground. Unless it has a
means of leaping tall mountains, I believe it will
follow the dried arroyos to the valley oor. That
means it must move in a zig-zag pattern. But you,
on foot, can cross the mountains and intercept
ithere.
He marks a spot uncomfortably near the
alleged gate to Hell.

It will not be easy. Demons are not easily


slain, nor tricked. And their steeds move quickly,
and not even a desert horse can catch them on
open ground. Luckily, however, the movements
of the Taker of Souls are always preceded by
the rumble of ungodly thunder just follow that
sound.
Tamrok rises, the knuckles of his hand turning
white as he grasps his spear.
I will gather the oldest of the children. We
will go and nd the Taker of Souls.
Tamrok turns to you.
You say you are not spirits, and only men,
but the stories speak often of angels moving
unseen among mortals, watching us each day. I
know this is what you are. I know you must be
compelled by some greater force to deny it, but I
see you for what you are. I am honored to walk
with you.
With that Tamrok leaves, regardless of the PCs
protests. The shaman, however, takes advantage of
Tamroks absence to speak with them.
You speak strangely, and you deny being sent
from the Heavens, but I believe the Gods of Light
have brought you here for a reason. Whoever you
arewhatever you areat the very least Tamrok
believes in you. With such faith in his heart I nd
it hard to imagine even a young boy like himself
could fail to win the day. Please help us.
Clever PCs should be able to realize the truth behind
the confused mythology of the tribals, and discern
that, in fact, the village was attacked by slavers
(undoubtedly of a far greater technology than the
tribesmen), and the survivors were most likely taken
away in a large vehicle a truck perhaps.
The shaman (or Tamrok for that matter) does not

concern himself with the truth, even if the PCs try to


explain. The tribals have no frame of reference when
it comes to technology, slavers, and other things that
more civilized people take for granted and so any
explanation that the slavers were probably just men
like them, or that the Taker of Souls was merely a
motor vehicle, will leave them just as reverent towards
their enemies, as awe-struck by the whole event, and
terried of the idea of what will happen to their kin if
they do not act to save them.
Before the PCs leave the shaman gives each of
them one of the leather pouches he was putting
together when they rst entered his tent each is the
equivalent of a juju potion (healing 1d4+1 points of
damage when taken).

TAMROK AND THE CHILDREN


Once the PCs agree to the quest Tamrok will
gather a band of brave warriors, who will show up
within the hour to join the war party. All of these
warriors are children, ranging in age from 8 to 15 they are, in fact, the only surviving males of the tribe.
The children (and Tamrok) will demand to come,
even if the PCs try to talk them out of it. Each boy
has lost a father or uncle in the recent raid, and
faithfully believes that because their cause is just, they
will meet with certain success.
There are eight child warriors in Tamroks wouldbe war party. Statistics for these brave (if somewhat
foolhardy) youths can be found in the NPC Statistics
section at the end of this module.

CATCHING THE CONVOY

The objective of the adventure is to catch the


Foundationist convoy before it reaches Fort Avernus
(the so-called Gates of Hell) and brings the convoy
within the protective range of the forts laser cannons
and patrol helicopter. Catching up to the convoy will

require the PCs to navigate the mountainous terrain


and make good time, avoiding delays and setting up
ambushes wherever possible.
Two main maps accompany this adventure; one is
for the players (to get an idea of the terrain, to allow
them to decide on a path to take, and to plan their
ambushes), while the other is for the GM. The GM
map shows the path the Foundationist convoy takes on
its way to Fort Avernus, taking the only route possible
(a series of interconnected canyons and gorges that
provide the only true road on which heavy vehicles
can move).
Indicated on this map are time intervals. These
indicate where the convoy is at any given time on any
given day. For the sake of continuity the progress of
the convoy is set. As such the PCs will have to time
their ambushes just right, otherwise they can either be
too early, or worse, show up too late to catch it.

TRAVEL ON THE MAP


An important part of running this adventure involves
keeping track of how much ground the PCs travel
each hour. As such a key is given showing the
distance the party will cover in a given hour of travel.
In essence the PCs are trying to catch up to and
hopefully ambush the Foundation prison truck to free
the enslaved tribal warriors within. Once the PCs
realize they are following terrestrial vehicles (and
not some supernatural caravan of the dead as rst
believed), they will probably realize that the convoy is
restricted to one route through the mountains along
the winding mountain road that leads to the distant
Foundation fort. Once they gure this out it is only a
matter of keeping pace with/catching up to the convoy
along its painfully obvious course.
However, since the convoy uses vehicles, the PCs
have their work cut out for them. Still, the going will
not be easy for the heavy Foundation trucks, since the
mountain road is treacherous and great care must be

MOUNTAIN GUIDE
Because these mountains have many hidden trails and shortcuts, a character making a successful Navigate
check (DC 18) once per hour increases the distance the party travels by an extra 50%. The party can only
benet from one successful roll per hour (i.e. a maximum increase of 10%).
This simulates nding trails and sacricing a steady pace for reckless progress. As a result if the PCs use
this rule more for more than three hours in a row they must succeed at a Fortitude save (DC 15) or become
fatigued.
taken to avoid natural pitfalls, areas of falling rock,
etc. Fate also plays an important role in giving the
PCs more time in catching up to the convoy during its
return to Fort Avernus.

RANDOM ENCOUNTERS
In addition to set encounters and encounters with the
convoy, you may want to add random encounters to
keep the adventure interesting. This will be especially
important if the PCs are having too easy a time, or if
there is too long a break in the action as the PCs cross
open terrain trying to catch the convoy.
Random encounters should be devised by the GM,
and should be based on the strength and capabilities
of the whole war party. However, as stated before it is
the height of summer and as such only truly desperate
creatures will have left their dens looking for food.
Suggested encounters (suitable for characters of this
level) include a pack of wild dogs, a small group of
doom harvesters, a rattlecharmer, ravening hounds, or
a snofe hog.

SET ENCOUNTERS
While much of the action of this adventure requires
the PCs to remain mobile, pursuing the caravan
doggedly until they catch their quarry, there are a
few set encounters dispersed among the canyons and
mountains; these are indicated on the map.

The following section details the main set


encounters of the adventure. Many of these will have
variable outcomes depending on the specic time and
day when the PCs arrive. See individual encounters
for details.

1. TAMROKS VILLAGE
This area merely marks the location of Tamroks tribal
village. Once the PCs have agreed to join Tamroks
quest they start their journey here, at approximately
1300 hours on Day 1.

2. BATTLE SITE
If the PCs ask, Tamrok will take them to the battle site
where his people were taken by the Evil Ones. The
location is marked on the map.
Tamrok leads you along the oor of the canyon to
a spot lled with strange tracks. He and the rest
of the children fall quiet, surveying the scene in
silence as if any noise might bring the Evil Ones
back.
Finally Tamrok speaks. This is the place
where our elders were taken.
Characters with the Track feat can attempt to make
some sense of the tracks. A Survival check made
at DC 5 reveals that at least 20 attackers struck
from ambush. A second check at DC 15 shows that

numerous prisoners (at least a dozen) were taken and


loaded into one of several vehicles. These then drove
off to the southwest.
If the PCs relate this information to Tamrok and
the children they listen, but do not believe the men
were merely captured. Tamrok tells the PCs that
no member of his tribe would surrender - all would
ght to the death (this isnt true, but being young and
somewhat naive Tamrok has unshakable faith in his
elders).
Tamrok tells the war party that though their elders
were killed, there is still a chance to free their souls.
He gives them a rallying speech that raises Morale by
+1.
Treasure: PCs searching the site will nd a few
broken spears and javelins left over from the battle.
There is a 20% chance that 1d2 spears and 1d3
javelins are still usable.

3. BRETHREN CAMP (EL 3)


Up ahead you see what appears to be a small
campsite facing out over a broad canyon. The
suns withering rays beat mercilessly down on the
scene, illuminating faded tents that snap smartly
in the wind.
As you approach you see a number of gures
gathered around the camp, apparently sharing a
meal. Even from this distance you notice they are
all identically clad in tattered reddish robes, with
hoods to cover their faces. They seem to have
a great deal of equipment with them including
packs, staves, spears, and a small team of mules.
Tamrok motions everyone to take cover, and he
peers over a rock to survey the scene. After a full
minute he hunkers down and speaks.
A camp of the Brethren. They are said to be
from a place far, far to the west. They say they
come to the mountains to teach the tribes to ght

for themselves against the demons. But they are


not trusted. There is a saying - only a liar gives
for free. And they claim to teach men to ght for
nothing.
For a moment he considers. We could
approach them and ask for help. They are said
to be strong warriors, and we could use their
help. But my father once forbade my people from
all contact with the Brethren, for fear they would
nd our village and try to force us to join their
movement. I am unsure what to do.
Indeed the camp belongs to the Brethren, its
inhabitants part of an expedition sent to the Sulfur
Peaks months ago to contact the mountain tribes
and teach them how to wage war against their great

enemy - the Foundation. This particular group of


Brethren agents has met with little success, having
encountered only suspicion and closed doors wherever
they have gone. Sadly for them, the violent reputation
of the Brethren has preceded them.
If the PCs attempt to sneak by the Brethren agents
do not notice, and the party can get away without
event. If they approach, however, the reactions of
the Brethren will depend on how the party conducts
themselves.
First and foremost because Tamrok (a tribal) is
with the PCs, the Brethren will initially be willing
to talk instead of attacking. After all they believe
they are here to aid and assist the mountain tribals,
not harm them. Since they represent the Brethren
they are acting on their best behavior, so to speak. As

such if the PCs come with arms raised (or otherwise


showing intent to communicate instead of attacking),
the Brethren - though surprised - will warily invite the
PCs to parley.
GMs Note: The Brethren agents will remain
cautious if there are any party members that bear
advanced weapons, armor, or any other form of
ashy technology. This results in a -4 penalty to all
Diplomacy and Intimidate checks with the Brethren
agents.
Convincing the Brethren of the partys peaceful
intentions requires a Diplomacy check at DC 10
(this should be easy; only if the PCs are exhibiting
technology will this become a difcult check).
Finding out about their own mission requires a
Diplomacy check at DC 14. In either case once

Tamrok (or a PC speaking on his tribes behalf) brings


up their mission, the Brethren agents become more
interested; the DC to convince them to join the party
in their hunt drops to 12.
As Tamrok relates the story of his tribes fate, the
Brethren men seem to get excited, murmuring
and whispering amongst themselves. You take
the opportunity to try and steal a better look at
them, trying to see under the hoods and through
the shadows that mask their faces. For a moment
you think you see something that terries you
- a sickly, almost ghostly white face, pinkish
predatory eyes ringed with red diseased skin, and
the beginnings of sharp animal-like teeth poking
past the corners of their deformed mouths.
Oblivious to your staring the Brethren cease
their chattering and their leader speaks for the
group.
The Evil Ones you speak of threaten all the
people of the mountains. We can think of no
better way to show our goodwill than joining you
in this sacred quest. The Brethren march with
you!
Though they agree to help hunt the tribals enemies,
the Brethren will make one demand: that all
technological items taken from the enemy in battle
be given to them so that they can destroy them. If
the PCs refuse (which is likely), the Brethren will
attempt to explain their philosophy. If still refused
they eventually become upset; Tamrok (or a neutral
PC) will have to make a Diplomacy check at DC
15 to convince the Brethren to compromise. At the
very least, the Brethren will demand an equal share
of technological items (so they can be destroyed). If
refused, they do not go with the party.
There are six Brethren warriors in the group, though
one (the weakest) will remain here at the camp to take

care of the mules while the others join the party. If the
party convinces them to come they will at rst follow
Tamrok, but in battle will follow their own leadership
(preferred tactics involve surrounding an enemy to
make the best use of the Pack Tactics feat). They will
abandon the mission if they lose four or more of their
number.
Failed Negotiations: If the party attacks without
trying to parley, insults/derides the Brethren agents, or
fails any of the listed Diplomacy checks by 5 or more,
the Brethren will become enraged and will ght.
They attack the character(s) with the most visible
technological items rst, hoping to put him or her out
of the ght early on.
Brethren (6): HP 12, 10, 10, 10, 10, and 8.
Treasure: If the PCs attack and kill the Brethren
their camp can be searched. In addition to several
weeks worth of hardtack and a few waterskins, the
Brethren also keep some trade goods for winning over
the natives of the mountains. A small coffer in one
tent contains 200 bottle caps, a collection of dirt-caked
poker chips, fragments of a hand mirror, and several
bags lled with glass marbles and cheap plastic beads
of all colors. These baubles might be worth 100 cp if
used in trade with a tribal community.

4. WINGED ONES (EL 4)


A small ock of winged ones are perched high up on
the cliffs at this location, carefully watching the desert
canyon below. At roughly 1445 hours on Day 1 the
Foundationist convoy passed along this route (see
map), and was spotted by a winged one soaring over
the cliffs. When the Foundationists saw it they shot
it out of the sky; the gunshots alerted the rest of the
ock which arrived too late to save their companion.
The winged ones are currently hoping the killers show
up again, so that they can exact a bloody revenge.
When the PCs appear the winged ones will assume
they are the same group that killed their companion

and will attack. When this happens read the


following:
Up ahead you see a dead body, apparently
some kind of mutated crossbreed between man
and vulture. The body, badly broken from a fall,
is a mess of blood, broken bone, and feathers.
Already numerous desert beetles have begun to
descend on the corpse, tearing at the eyes and
burrowing into the softer areas of esh.
As you survey the scene, the crystal clear sky
overhead erupts with an ear-piercing shriek,
followed by another, then another. Looking up
you see more of the deformed feathery creatures
soaring several hundred feet overhead. As they
nish their collective shriek the entire ock begins
to descend as one, their limbs clutching spears,
javelins, and pikes.
The winged ones start by screeching as they come
within range of the PCs, then hover overhead to attack
with their longer-hafted weapons to stay out of reach
of any melee attacks from the PCs.
If more than three winged ones are killed the others
y away, perching on a nearby cliff, some hundred
feet or so above the party. They then begin throwing
rocks (each inicting 1d6 points of damage due to the
height) down on the group.
GMs Note: If the PCs do not come this way the
winged ones eventually become impatient, thirsty for
revenge. At 1900 hours on Day 1 they take to the sky
hoping to nd the killers of their companion from
the air. They range anywhere on the map looking
for signs of passerby; there is a good chance they
will spot the PCs wherever they are on the map and
assume they are the ones who killed their kin.
Development: If their harassment of the party
proves ineffective, the winged ones attempt to parley
with the PCs. If the PCs agree to talk, the winged

10

ones angrily accuse them of killing their comrade


and demand reparations in the form of trade goods
and/or baubles. If the PCs give them at least 50 cp
in shiny goods (anything from corium pieces to
shiny bits of metal and/or plastic), or otherwise make
a Diplomacy check at DC 17 to convince the winged
ones they have everything mixed up, the winged
ones will agree to come down from their perch and
converse.
Like all inhabitants of the desert the winged ones
will not trust the PCs. In addition, Tamrok and the
children will be strongly against making deals with (or
even talking to) the winged monsters; their tribe, like
many other mountain dwellers, have many legends
concerning these cruel, predatory beasts. However,
the PCs can continue to parley without Tamroks
presence, in which case their diplomatic skills may
earn them a potentially useful group of allies.
Now that they have bought a temporary peace, if the
PCs agree to give the winged ones even more baubles
(another 200 cp in goods) the winged ones may agree
to do some scouting for the group. Though they arent
strong enough to carry individual PCs, the winged
ones will be willing to take to the air and locate the
current whereabouts of the Foundation column.
If the PCs pay the winged ones they will honor their
part of the bargain and nd the Foundationist convoy,
return by air, and report on its current whereabouts
(including heading, number of vehicles, and a general
description of the column - if the PCs havent already
seen it). Once this is done they take their promised
reward and y away. They will not assist the PCs
further in hunting or attacking their quarry.
Winged Ones (7): HP 20, 15, 14, 14, 12, 12,
and 12 (see page 323 of DARWINS WORLD 2nd
Edition).
Treasure: The leader of the winged ones wears an
ancient piece of jewelry (a slightly tarnished silver
bracer set with turquoises) scavenged from the ruins

of some desert town. The item might fetch a price of


150 cp due to its beauty and age.

5. DESERT CAVE (EL 6)


Youve been climbing up a treacherous cliff face
for a full fteen minutes before you come to a
leveling off point almost 50 feet above the canyon
oor. Here, on a broad sun-baked ledge covered
in sand carried by summer sand storms, sits a
small natural cave. The cool shadows within
seem a welcome respite from the bitter heat of the
day.

Some of the children prepare to enter the cave,


their footsteps kicking up puffs of dust that drift
slowly away in the breeze.
Unbeknownst to the tribals this cave is already
inhabited, by a terrible predatory creature known as
a dust devil. The creature is currently awake, but
resting deep inside the cave to avoid the brutal effects
of the summer heat. When the war party arrives it will
prepare to defend its lair, charging out and hopefully
taking the group by surprise.
Dust Devil (1): HP 39. See New Creatures at the
end of this module.

11

Treasure: Inside its cave the dust devil keeps a


small amount of treasure gleaned from the numerous
tribals it has killed over the years. This treasure
includes jewelry and other items (such as torcs and
decorative armbands) made from hammered copper;
all told these items would fetch a total price of 250 cp
in a tribal community (including Tamroks).

6. ESCAPEE
This encounter only occurs after the Foundation
convoy has passed this spot (presumably at
approximately 0900 hours on Day 2), and if the
convoy has at least one slave truck remaining.
Tamrok and the other children stop dead
in their tracks as a gure emerges into sight.
Stumbling out from behind the boulders along the
canyon wall comes a weak-looking man, bloody,
bruised, and malnourished. Covered in the
tattoos of a tribal warrior, he stumbles on bare
bloody feet, his arms outstretched as he rushes
forward.
The man proves to be one of Tamroks kin, a tribal
warrior thought killed in the recent visit by the
Taker of Souls. At rst Tamrok and the other children
are confused and scared, until at last the old warrior
speaks:
Tamrok, he says between weak, injured
breaths, Do not be afraid. I have come back
from the dead. I have escaped the Taker of Souls!
The others, their souls continue on to the place
of eternal torment. I heard...I heard the demons
laughing...mocking our people and speaking
freely of the tortures they will face...they call
it...re-education...Their leader, he is the worst...
a creature whose body seems made of metal, with
a sword made of the most brilliant re...so hot...

so bright, that to look at it blinds the eyes...Your


uncle is with them, with the others...
The children are shaken, suffering a -2 to Morale.
Tamrok remains committed, however, and leads what
warriors remain away from the escapee and after the
convoy.
The escapee, believing himself dead, wanders off
into the wilderness.

7. CANYON GROVE (EL 6)


Climbing to the top of this cliff you gaze down
the other side into what appears to be a deep,
narrow gorge, lushly vegetated. Tamrok looks as
surprised as you when he sees the tall ferns, palm
fronds, and fully-grown trees living in abundance
in this forgotten crevasse, all but concealing
the valley oor in a rich canopy of leaves.
Apparently the right combination of factors keep
this place well supplied with mountain runoff and
out of the withering sun.
On the far side of the gorge you see a pass
leading out the other side, continuing west.
The PCs have stumbled across a small forested gorge
in which all manner of vegetation has managed to
survive despite the withering elements. Mountain
streams manage to provide just enough water here to
sustain a veritable forest of trees and mutated ora.
Getting to the other side of the gorge will require
descending into the forest and getting through on foot.
At the east end of the gorge the PCs will need rope to
descend the 30 feet to the valley oor (they can also
try climbing, though the DC is 17).
Once the PCs descend into the valley they nd
various trees, plants, and other holdouts, including
strange mutated varieties of plants. Tamrok and
the children are amazed, and spend several minutes

marveling at the hidden bounty. It is forested enough


that the PCs will need machetes (or something
similar) to hack their way through the undergrowth.
A successful Search check (DC 15) uncovers
several fruit-bearing trees (pongo trees) at the heart
of the forgotten grove. There are 1d4 of these trees,
each currently bearing 2d8 edible, moisture-rich fruit
(each pongo fruit, if eaten, provides as much nutrition
as a full liter of water). If these remarkable fruits are
discovered, Tamrok and the children will certainly
stop to gather them.
Unfortunately the fruit trees are situated in the
vicinity of a desert anemone, a gnarled and knobby
specimen that has stood here for many years. When
it senses the presence of living creatures nearby the
desert anemone will attack. It will try to grapple and
swallow the easiest prey (probably a child warrior)
whole and digest him.
Desert Anemone (1): HP 60 (see page 289 of
DARWINS WORLD 2nd Edition).
GMs Note: The west end of the gorge ends in a
shallow pass that leads up and out over a craggy but
navigable slope. The PCs can navigate this by foot
(unlike the east end, which requires rope).

8. ABANDONED VILLAGE
Up ahead the gorge widens, anked along the
north and south by towering cliffs of striated rock.
Lying on the smooth sandy oor of the gorge is
what appears to be an old village, long deserted.
Stucco huts and other sun-baked buildings stand
as lifeless reminders of an even older people that
once inhabited these mountains.
Tamrok stands beside you and gives the village
a long cautious look. The elders say this was
once a village of people like our own. Legends
say the entire tribe vanished in one night when
the Taker of Souls passed through.

12

9. WRONG TURN

A powerful wind blows through the canyon,


echoing with an empty sound through the shells of
old huts and shacks.
Though this former tribal community was destroyed
(and looted) long ago, it is still ideal as a place to set
an ambush along the Foundation convoys route. A
search of the ruins uncovers nothing of use.
If the PCs arrive here before the convoy (any time
before 1210 hours on Day 2) they can use the old
village buildings to hide in and set up positions. The
accompanying map shows the general layout of the

old village and gives information on the bonus PCs


will get from hiding within (it also shows the course
of the convoy as it passes through).
If the PCs arrive at exactly the same time as the
convoy (at roughly 1210 hours on Day 2), assume
the Foundationists are passing through the village
when the PCs show up. If forced to stay and ght, the
Foundationists can just as easily use the old stucco
huts for cover!
If the PCs arrive after the convoy passes through
(any time after 1220 hours on Day 2) they merely nd
a deserted village.

At 1500 hours on Day 2 the Foundationists make


a costly error. The driver of Tagos command car
accidentally makes a wrong turn at this juncture,
mistaking this branch in the labyrinthine canyon
network for the turn off leading back towards Fort
Avernus. In reality his mistake leads the entire
column down a dead-end gorge that costs the convoy
almost 16 hours.
At 1700 hours the Foundationists realize their
error when they come to the dead end at the far side
of the canyon. At this point the column grinds to a
halt as Tagos and Lon break out their maps and begin
discussing what went wrong.
At 1800 hours Tagos nally realizes the mistake
made by his driver. However due to the setting of the
sun he takes this opportunity to let his steaming trucks
cool down and give his men some rest. He decides to
set up camp here until the next morning.
This event gives the PCs a chance to make up for
lost time, since the Foundationists must backtrack
to make up for their mistake. In addition, if the PCs
catch up to the Foundationist convoy while they are
camped here they have an opportunity to attack them
when they cant easily escape. Cornered at the far end
of the canyon they will still try to ee, but the PCs
may have a better chance of crippling one or more
trucks before they get away.
GMs Note: The convoy moves out again at 0500
hours the next morning. At 0700 hours they make it
back to the main canyon and continue north, getting
back on track.

10. OIL SLICK


This encounter only occurs after the Foundationist
convoy has passed this point. In addition the
encounter assumes there is at least one Foundationist
vehicle remaining in the convoy at 0845 hours on Day

13

3. If the Foundationists have lost all of their vehicles


before this time (unlikely, but possible) this encounter
does not occur. Likewise if the convoy hasnt yet
reached this spot, this encounter does not occur.
Coming down the canyon you see the sandy
bottom has been disturbed by deep ruts.
Obviously your enemy has passed through this
stretch of canyon not long ago.
Tamrok and the remaining children notice
the tracks and continue jogging along, with a
renewed sense of hope now that the trail is fresh.
You, however, notice something that makes you
stop.
There, between the tracks left by the Taker
of Souls, you see a long black smudge. Even a
cursory look reveals what appears to be a trail of
oil, staining the soil beneath where the Taker of
Souls must have passed.
By the time the Foundationist convoy reaches this
point at 0845 hours on Day 3 one of the slave trucks
has sprung a catastrophic leak (this can either be due
to damage caused by the PCs in previous encounters
or as a product of sheer bad luck). The Foundationists
remain unaware of the leak until 1000 hours, at which
time they begin to worry, but continue hoping to get as
far as possible before being forced to make repairs.
At 1100 hours Brother Tagos orders the remaining
vehicles in the convoy to stop (see Encounter 11) so
that the leaking truck can be repaired.
GMs Note: At this spot (Encounter 10) the PCs
merely nd evidence of the oil leak. Any character
with at least one rank in Repair will realize that the
Foundationists will be forced to stop soon, perhaps
within two or three hours. This will give the PCs the
opportunity to catch up (if they are so inclined) while
the enemy makes repairs.

11. EMERGENCY REPAIRS


This encounter only occurs if the Foundationists have
at least one vehicle remaining. See Encounter 10 for
details.
At 1100 hours the Foundationist convoy grinds to
a halt at this spot as the damaged slave truck breaks
down. Enraged but unable to do anything about it,
Brother Tagos (assuming he is alive; otherwise Lon or
another Foundationist) orders the convoy to stop while
the damage is assessed.
At 1130 hours the Foundationists begin repairs on
the damaged vehicle. Tagos orders his men to take up
positions as in Illustration B until the repairs can be
nished.
The repairs last all night, and unless the PCs mount
another attack while they are stalled, the vehicle is
xed at 0400 hours the next morning (Day 5). At
0500 hours Tagos orders his men to move out, and the
convoy moves on.
GMs Note: From this point on the Foundationist
convoy moves at a reduced speed (see map), with all
remaining vehicles keeping pace with the damaged
truck. Tagos tactics (including driving away to
escape) remain; only the distance the convoy on the
strategic map changes.
Attacking The Convoy: If the PCs attack the
convoy while it is being repaired, use the standard
guidelines for encounters (see First Encounter, etc.).
Tagos will try to ee if possible, abandoning the
damaged truck if necessary.

12. ANCIENT BRIDGE


The canyons roar with the sound of the wind.
Up ahead you hear a loud creaking and groan.
Turning the bend along the canyon oor you are
confronted by a curious sight.
There, crossing a shallow but broad dry
riverbed, is an old bridge, completely rusted over.

Though dilapidated, it looks sturdy enough for the


largest truck to pass over.
The bridge is an Ancient-era bridge that once crossed
a small river. Though the river dried up long ago, the
bridge remains as the most likely crossing point over
its dry bed.
The Foundationists at Fort Avernus use this bridge
regularly on their slave-gathering raids. They will
not think twice to use it on their return (the only
alternative is to drive down into the riverbed and out
the other side, and risk sinking into the soft sand).
GMs Note: Clever PCs may think of either setting
up an ambush here or, alternatively, sabotaging
the bridge. If the bridge is taken out and the
Foundationists notice beforehand (when they arrive at
0830 hours on Day 4), they will be forced to stop and
try to navigate the gulch.
If the Foundationists are forced to navigate the
gulch the vehicles will only be able to move at a
rate of 10 feet per round while crossing. They will
cross one at a time. Roll the dice secretly each time
a vehicle crosses, to build suspense; however, only
the supply truck will actually become stuck. The
Foundationists will abandon the vehicle (including its
contents) and board other vehicles before proceeding.
If the PCs have already captured the supply truck,
none of the vehicles will get stuck.
Development: If the PCs blow the bridge or
otherwise sabotage it, it may be possible to cripple
one of the trucks or other vehicles as it passes over.
Either cars (or the motorcycle) may be destroyed. If
a truck is indicated as being destroyed, assume the
specic vehicle was the supply truck, unless the PCs
have already captured it. In this case the vehicle that
gets destroyed or crippled will be one of the slave
trucks.

14

13. DEVASTATED RUIN


From 1300 to 1500 hours on Day 4 the remnants
of the Foundation convoy limp their way through
the ruins of the former town of Ione, located in
the foothills of the Sulfur Peaks. If the PCs arrive
early they will nd abundant opportunity to mount
an effective ambush as the column snakes its way
through the rubble towards Fort Avernus, situated on
the far side of the valley on a massive promontory of
solid rock.
The mountain road youve been following opens
up into a small valley ringed with high peaks.
There in the center of the valley you see what
appears to be the ruin of a large town, blasted
and wrecked. The skeletal shapes of old buildings
and storefronts stand as a mute reminder of the
chaos and anarchy that swept the world during
the last days of mankinds reign on earth. Having
been destroyed by riots or some other calamity,
all that remains of this ancient town are a few
streets congested with the disintegrating remnants
of cars and a maze of two and three story
buildings of stone and rusted steel.
Tamrok and the other members of his tribe
merely stare in awe, gazing at a sight none of
their primitive eyes have ever seen before.
This must be the way...a graveyard of the
Ancients...and beyond, the gates to Hell itself...
The town itself is almost totally destroyed; the only
route through the ruins navigable by vehicles is
marked on the map. All other roads are either blocked
by collapsed rubble or by pileups of rusted, abandoned
cars. In any event the Foundationists will follow this
route as it offers the least chance of obstruction and/or
encounters with potential creatures dwelling in the old
town.
If the PCs arrive here before the Foundationists

(before 1300 hours on Day 4) they can potentially set


up an ambush anywhere. There are two- and three
story buildings that could provide excellent vantage
points and/or crossre setups, as well as garbage
heaps, ruined cars, and other structures (of virtually
every junk material imaginable) to hide in and wait.
As GM you should work with the characters to set
up an ambush situation to their liking, through cover
should only vary from one-quarter (the ruins of brick
walls, stacks of oil drums, etc.) to one-half (ring
from an upper story window).
At 1300 hours the Foundation remnants enter
the ruins from the east. They drive (or, if lacking
vehicles, walk cautiously) along the indicated route
hoping to make it to Fort Avernus before nightfall.
GMs Note: If the PCs have already had two
or more encounters with the Foundationists, Tagos
will use the ruins to his advantage in plotting a nal
demise for his pursuers. If he arrived before the
PCs show up he makes one nal mistake - instead
of eeing he orders his remaining men to set up a
decisive ambush to hopefully crush the PCs when they
arrive in the ruins.
Set up the encounter to suit Tagos understanding of
the PCs tactics, and to make use of what remaining
men and materiel he has left. In general he will place
two or three men in upper-story windows to serve as
lookouts and snipers, while the remainder of his force
will wait in hiding within ground oor buildings and
storefronts. He may even arrange for any remaining
cars in the convoy to be carefully driven into hollow
storefronts, so that they can emerge from hiding to
surprise the PCs with machinegun re at close range.
If Tagos arrives late and is ambushed (and assuming
this is their third or succeeding encounter with Tagos),
he still attempts to make this a decisive battle. He
will try to adapt to the situation by dispersing his men
to protective cover (away from snipers), and sending
Lon (if alive) with a handful of men to root out the

PCs one by one. He will join the remaining men


in a similar sweep for the PCs, hoping to trap them
between his soldiers and Lons. The convoy vehicles
will remain put - most likely in the middle of the
street - ring at anything and everything not wearing
Foundation colors.

14. FORT AVERNUS


There, overlooking the valley from a tall
promontory of rock, is what you can only surmise
to be the alleged gate to Hell - a mighty
fortress of bleached stone, its ramparts as smooth
as cliff faces as they soar up into the sky. The
sky is already turning to twilight, wreathing
the silhouette of the monstrous citadel in the
ery colors of the setting sun. Eerie red lights
burn deep within the fortress, the hellish glow
emanating from the massive front portal that
even now is opening slowly like the maw of some
unearthly creature of colossal size.
If all goes well for Tagos and his expedition they will
arrive under the shadow of Fort Avernus at 1900 hours
on Day 4. If they have made it this far, they quickly
drive (or run) into Fort Avernus and to safety. If the
PCs dont act quickly, they have failed!
If the PCs attempt to pursue Tagos or try to cut him
down before he reaches the security of Avernus, they
have only two rounds to do so. On the third round the
defenders within the fortress respond to protect their
own. Two of the laser batteries on the fortress open
re at the tribals, hoping to scatter them (or at least
scare them off). Each of these laser turrets contain a
single laser cannon (ring once per round with a +3
attack bonus).
In addition, the garrison commander sends out a
single Reaver helicopter to harass the war party to buy
Tagos (and any remaining Foundationists) some time

15

to get inside the fort. The Reaver will attack the party
by laying down a hail of re with its M214 Minigun; if
the party takes cover (behind boulders, for example),
it instead uses its Hydra 70 (with M261 rockets) to
root them out.
The statistics for the Reaver are found in The
Foundationists. If you do not have this sourcebook
substitute a UH-60 Blackhawk (with identical
armament) instead.
GMs Note: The PCs should be made to realize
that once Tagos reaches the fort, their pursuit is at
an end whether they like it or not. Even Tamrok (if
alive) will realize that they are too late to stop the
Taker of Souls. The fort itself is impenetrable, and a
large force of Foundationists move to the gatehouse
in case the PCs try to enter (this force should use the
same statistics as the Foundation Thralls, but there
should be enough of them present to dissuade a frontal
attack). The laser batteries have the potential to kill
characters of this level in one hit; as such describe
each miss as a near-miss, going into detail about
the size of the crater each blast makes on the pitted,
barren landscape (you may even want to roll the

damage, to give the PCs an idea of whats in store for


them if they dont ee now).
If the PCs dont get the message, two rounds
before the Reaver arrives describe to them a strange
chopping sound emanating from the fort. One
round before it arrives, the PCs will see the heavilyarmed and armored chopper rise up from behind
the walls and make a circuit of the landscape before
nally arriving. Make sure to point out that the
characters see a minigun and rocket launcher mounted
on this ying machine of death.

ENCOUNTERS WITH THE CONVOY

Each time the PCs manage to catch up with the


convoy the actions of the Foundationists will change,
as they come to realize they are in fact being pursued
by a vengeful band of tribals. The following section
gives a few guidelines on how to run each encounter,
including NPC reactions, tactics, and special rules for
each encounter.

ILLUSTRATIONS
Illustrations A and B indicate how the Foundationists set up when camping. Each circle indicates a
Foundationist (including Tagos and Lon). The numbers indicate the placement of the 20 initial thralls.
If the PCs have killed any thralls, remove the highest numbered positions rst. For example, if the PCs
have killed three Foundationists, positions 20, 19, and 18 will not be present. Notice that this way Tagos
and Lon will always be surrounded by allies (unless all thralls have been killed, of course).
Illustration A marks the positions for the rst encounter, when the Foundationists arent expecting an
attack and are comfortably dispersed.
Illustration B marks the positions for the second encounter; the Foundationists anticipate a second attack,
and are prepared.
Illustration C shows how the convoy looks when on the move.
These illustrations are, of course, merely typical setup scenarios, and should be modied by the GM if
the circumstances dictate a different strategy would be more logical.

FIRST ENCOUNTER (EL 4)


In their rst encounter with the tribal war party
the Foundationists are likely to be taken off guard;
after all they dont expect such an audacious attack
following their recent crippling raid on Tamroks
village.

ON THE MOVE
If the PCs catch up to the convoy while it is on the
move, they will see the convoy for the rst time in all
its glory:
The sky up ahead is choked with a cloud of dust,
kicked up by what you can only assume to be the
tribals alleged demon caravan and its socalled Taker of Souls. Taking up concealed
positions you peer over rocks and across the
canyon oor, hoping to catch for yourself a
glimpse of the legendary Evil Ones.
There, snaking its way through the sand and
dust at a snails pace is a convoy of rusted
vehicles, including several cars, a motorcycle,
and a trio of heavily armored trucks. All of the
vehicles seem modied to drive off-road, but even
with heavy solid tires and high suspensions they
appear to be laboring on the soft sand.
Strange blue symbols can be seen painted on
the sides of trucks and cars. From open hatches,
as well as manning machinegun cupolas on the
trucks, can be seen several men clad in all-white
armor, their faces concealed by eerie dust masks
with reective mirror lenses.
The sides of the trucks are pierced with
small barred windows, just enough to allow the
occupants inside to breath in the terric heat.
From inside you hear weak cries, and between
the bars bloody and bruised arms jut out as if
begging for release. Every now and again one of

16

the men in white armor, walking steadily along


the top of the truck, reaches down and whips
them, forcing them back into their mobile cage.
These, you surmise, are the demons that took
Tamroks people!
Illustration C depicts the setup of the convoy at
any given time. In the lead is Tagos command car,
followed by the rst of the three slave trucks (the
so-called Taker of Souls). A motorcycle, used
exclusively to scout up and down the mountain
trail, runs parallel to the trucks when not being sent
ahead. Finally, in the rear is another car, guarding
the rear of the convoy. Illustration C also shows how
the Foundation troops are distributed among these
vehicles.
If the PCs attack they automatically take the
Foundationist convoy by surprise. Keep in mind that
only the motorcycle sentry and truck gunners are
exposed; the rest are inside their vehicles.
Once the battle starts the Foundationists will
continue driving. Gunners will open re to pick off
attackers if possible, but none of the vehicles will
stop.
Assume that the PCs have 2d4 rounds before the
convoy rounds a bend or otherwise drives out of
range. Once they get away, the PCs will have to catch
them somewhere else.

CAMPING
If the Foundationists are camping (from 2100 hours to
0500 hours) the PCs have a good chance of catching
them in a more vulnerable position - on foot.
Replace the description above (On The Move)
with the following:
The darkness up ahead is broken by the glow of
small campres. Taking cover, you peer over
rocks to see a strange sight on the valley oor.

There, bathed in the glow of cooking res, are


a number of heavily armored trucks, cars, and
even a motorcycle, painted white with strange
blue symbols. A large group of humanoids
- which you assume to be men - lounge about
the res maintaining rearms and engaging in
rowdy conversations. Even from your concealed
positions you can hear their cruel, rolling
laughter, sending chills down your spines.
Tamrok and the other children look terried,
staring at the assembly with wide eyes. These
are the Evil Ones that took their people - and
instead of one Taker of Souls, there are three!
In game terms only roll Spot and Listen checks for
the two outermost sentries (see Illustration A), since
the rest of the Foundationist party isnt anticipating
an attack and will be camping. If the PCs can bypass

these guards it is highly probable that the PCs will


be able to ambush the rest of the Foundation force
without tipping them off rst.
Assuming the PCs take them by surprise, the
Foundationists will attempt to ee as soon as possible
to regroup and gure out a plan of action. For the
time being they are confused, and so will try to get
away. As such the PCs have the best chance of
causing casualties in the rst few rounds of ghting,
before the Foundationists get away.
After 1d2+1 rounds the Foundationists will make
a ghting retreat to their vehicles, boarding up and
preparing to leave. On the following round the
vehicles begin to move away from the scene, and by
the next round they are gone. Once they get away, the
PCs will have to catch them somewhere else.
Once the convoy is on the move again they continue
on the trail, moving for three more hours before

17

setting up camp again. If the PCs follow they may


be able to attack again. Note, however, that this will
require the GM to adjust the timetable to reect the
additional distance covered by the convoy after the
attack.
Note: Keep in mind that if the PCs attack at night,
they will catch all but the two sentries on duty without
their armor.

KILLING A FOUNDATIONIST
Though affecting Foundationist morale, killing one of
the gunners does nothing for the party since the corpse
will still be inside the vehicle, and will drop nothing
for them to pick up later. Killing the motorcyclist

will cause him to crash, giving the PCs a damaged


motorcycle as well as any equipment. Read the
following if they accomplish this task:
You run up to the dead humanoid, somehow
expecting it to get back up and continue ghting.
The tribal children approach cautiously,
murmuring protective prayers as they brandish
their spears in an ever-tightening circle.
But the body doesnt move. Its white armor
appears to be stained red in places. It isnt metal,
but rather hardened leather. Finally, gathering
your courage you approach and tear off its
helmet, revealing its face.
The tribal children gasp, stunned. Though the

face appears tough, calloused, and scarred, it


is unmistakably derived from human stock. It is
most denitely dead.
Tamrok stares for a few moments before
speaking.
These demons take the form of men. But at
least they can be killed.
Though the PCs may know better, Tamrok and the
children are convinced they are ghting a supernatural
enemy. The PCs can take the weapons/armor of the
dead Foundationist(s); dont forget to also adjust the
tribes morale for future battles.

18

CRIPPLING/DESTROYING A TRUCK
If the PCs manage to take one of the trucks out - no
matter which one - the crew will abandon the vehicle
and jump onto the next vehicle passing by (if there
are no other vehicles, the stranded Foundationists will
ght to the death).
Once a vehicle is crippled, the PCs can loot it.
However, this early in the adventure the vehicle
proves to be the convoy supply truck, not a slave
truck, but the PCs net some interesting loot
nonetheless.
Treasure: Inside the crippled supply truck the
PCs will nd a crate of six fragmentation grenades,
a Jackhammer Mk3A1, 10 rounds of 12-gauge
ammunition, an anti-tank grenade, and a single
M72A3 LAW.

(remember there are 20 thralls total), allowing them to


re at the PCs as they drive by.
If the PCs havent yet taken out the convoys scout
motorcycle, it will break off to attack the PCs and/or
run them over to buy the rest of the convoy some time
to drive away. The driver will continue these tactics
until he or his vehicle are reduced to 50% hit points, at
which time he will drive away and ee.

CAMPING

In the second encounter with the Foundationists the


enemy is better prepared, but they still dont take the
threat of the tribals (and PCs) all that seriously. They
continue to follow standing orders to preserve ammo,
and will ultimately try to get away instead of ghting
a decisive encounter.

If the PCs manage to attack the convoy as it camps,


the encounter occurs much like the one described in
First Encounter, except now the Foundationists are a
little better prepared. Both sentries take a 10 on their
Spot and Listen checks; in addition, one out of every
four Foundationists will be wearing his armor and will
be armed and ready for action.
Once the PCs attack the camp the Foundationists
stand their ground and ght for 1d4+2 rounds, making
sure to keep the slave trucks at the center of their
ghting defense. At the end of this time, their leader,
Tagos, will sound a withdrawal. On the following
round all Foundationists will get on their vehicles and
pull away.

ON THE MOVE

KILLING A FOUNDATIONIST

This scenario assumes the PCs catch up to the convoy


while it is on the move (or set up an ambush for when
it crosses their path). At this point the Foundationists
are wary of an attack, so they take a 10 on their Spot
and Listen checks. If the PCs are spotted they do not
hesitate to open re to get the rst hit in (the thralls
are feeling a little vengeful after being caught off
guard the rst time around).
When battle erupts the Foundationists attack with
everything they have, but remain on board their
vehicles. Any gunners killed in the last encounter will
be replaced by men from the Foundationist force pool

CRIPPLING/DESTROYING A TRUCK

SECOND ENCOUNTER (EL 5)

If the PCs havent yet killed any of the Foundationists,


refer to the First Encounter for details on Tamroks
reaction to seeing one of the demons slain.
Otherwise killing a Foundationist has no effect except
to improve the tribes morale.

As before if the PCs manage to take one of the trucks


out the crew will abandon the vehicle and jump onto
the next vehicle passing by (if there are no other
vehicles, the stranded Foundationists will ght to the
death).

If this is the rst truck the PCs have taken it will be


the convoy supply truck (see First Encounter). If this
is the second truck, however, it will be the rst slave
truck, and the PCs can free some of the tribal slaves.
Read the following:
As the dust settles you hear coughing and weak
cries coming from the smoking hulk of the slave
truck. Soot-blackened hands reach out through
the bars on one side, groping at the air while
their owners call pitifully for help.
Breaking the padlock and pulling the handles
you open the doors to reveal a gut-wrenching
scene inside. Sprawled about, one on top of the
other, are almost a dozen tribal warriors, stripped
naked and badly beaten. A few of them are dead,
either from wounds incurred in the initial raid,
from mistreatment at the hands of their captors,
or from the crash.
Tamrok and the children glare in horror. Then,
one by one, a child recognizes his father, erupts
in tears, and cries Papa! A few of the children
are reunited with their fathers and embrace for a
few moments with tears running down both their
cheeks. The rest of the children merely stare,
wondering where their fathers are, or worse,
recognize their loved ones among the dead.
Once the commotion dies down, one of the
elders speaks in a solemn but hopeful tone.
Tamrok, you have saved our souls from
damnation. They planned to take us through the
Gates of Hell; they spoke of it often, saying it lay
beyond the mountains to the west.
Tamrok speaks. My uncle...?
The elders shake their heads sadly. He was
taken in the belly of the other iron beast. Even
now he and the last of the warriors are being
taken to the Underworld.
For a few moments Tamrok is silent,

19

contemplating his uncles fate. Finally he speaks,


summoning all his courage. Though you were
once dead your spirits are now free. Go home
and join your families - live again. Go, ancestorspirits.
No, they say, almost in unison, We cannot
let you go alone, boy. The Gods have already
given us a second chance, an escape from our
humiliation. We will not be shamed again. We
will take up spears and ght with you, our chief!
The PCs have rescued 1d10 captive tribal warriors
(see NPC Statistics; these ghters will join the party if
asked). Since the warriors already believe themselves
to be dead, they will ght with absolute fearlessness
for the rest of the adventure.

THIRD ENCOUNTER (EL 7)


By the third encounter Brother Tagos realizes that
there is more to the tribals tenacity than mere
primitive bravado, and recognizes the PCs in
particular as the true threat to his mission. He holds
the PCs responsible for the war partys relentless
attacks, and considers their actions as a personal
challenge, a welcome break from the typical raids he
has been assigned to. He sees in the PCs a worthy
group of adversaries, and by the third encounter he
decides to lure the PCs into a decisive ght to test
their mettle.

ON THE MOVE
If attacked for a third time while on the move Tagos
orders the motorcycle (if still around) to harass and tie
down the PCs. The slave trucks slow so that they can
shoot at the PCs with their machineguns, but keep a
respectable distance. Tagos orders his driver to bring
his car around to support the motorcycle, while the
rear guard car drives around, hoping to cut the PCs off

- and preventing them from escaping.


Tagos will be aggressive in his tactics, encouraging
his men to use their vehicles to ram and run over the
members of the tribal war party. Tagos will remain
in his vehicle, energetically shouting orders over the
radio. Only if his vehicle is hit will he emerge to do
battle.
If badly injured (brought to below 50% starting hit
points) Tagos will try to ee, either by getting back
into his vehicle or jumping onto a passing vehicle. He
will always order any nearby men to screen his retreat.

CAMPING
Tagos and his men assume positions as in Illustration
A, pretending to be off guard. They are fully armed
and armored, using blankets to cover their bodies and
bedrolls to conceal their locked and loaded weaponry.
All of the Foundationists (including Tagos and Lon)
take 10 on their Spot and Listen checks, hoping to
spot the PCs before they strike. As soon as they are
spotted the Foundationists attack.
If the PCs get the jump on Tagos men despite their
precautions, the Foundationists still stand their ground
and ght. Only if morale breaks (see Morale), or if
Tagos loses more then 50% of his starting hit points,
will he order a retreat to the vehicles - driving off.
Killing A Foundationist: If the PCs havent yet
killed any of the Foundationists, refer to the First
Encounter for details on Tamroks reaction to seeing
one of the demons slain. Otherwise killing a
Foundationist has no effect except to improve the
tribes morale.
Crippling/Destroying A Truck: As before if the
PCs manage to take one of the trucks out the crew will
abandon the vehicle and jump onto the next vehicle
passing by (if there are no other vehicles, the stranded
Foundationists will ght to the death).
If this is the rst truck the PCs have taken it will
be the convoy supply truck (see First Encounter). If

this is the second truck, however, it will be one of the


slave trucks, and the PCs can free some of the tribal
slaves (see Second Encounter).
If the PCs manage to take out the nal (third) truck,
the remaining Foundationists will ee either by car
(if any remain), or by foot. If they are consigned to
eeing by foot, keep in mind that they now move as
fast as the PCs (see map).
Once the last truck is stopped the PCs can open it
and rescue the last of Tamroks people:
The doors of the last truck open and the
remaining children gather to peer inside.
Coughing, soot-covered, and injured men spill
out, gasping for air. The children immediately
rush to embrace their injured fathers. One of the
men is much older than the others, with graying
hair, but seems strong and deant nonetheless.
Tamroks eyes widen as he instantly recognizes his
uncle, despite the terrible injuries he has suffered.
In addition to Tamroks uncle, there are 1d6 additional
tribal warriors in the slave truck. These are the last
surviving tribal warriors taken in the Foundations
raid.
If the PCs wish they can end the adventure here,
as the war party has succeeded in rescuing Tamroks
people. However, they may be inclined to continue
hounding the Foundationists, especially now that
Tagos and the surviving thralls are on the run (see
Ending The Adventure).

FURTHER ENCOUNTERS
After the third encounter Tagos either succeeds or fails
in eliminating the PCs. Most likely he will fail. If
this is the case, and yet he somehow survives, he will
try to ee back to Fort Avernus with all haste. He will
do this either in a vehicle (if any remain), or by foot if
necessary. All remaining Foundationists join him in

20

this full-scale retreat.


To buy his force time Tagos will make sure the last
slave truck is left behind. He believes the tribal war
party will probably stop chasing him if they get what
they want; though this will make the mission a total
loss (and put a black mark on his record), he is no fool
and knows his life is more important than a handful of
pathetic slaves.

ENDING THE ADVENTURE

The adventure can end in a number of ways. Ideally


the war party will have saved Tamroks uncle and the
rest of the tribes warriors before the Foundationist
column reaches Fort Avernus. If this happens the
tribals will want to return home (and if the PCs have
gotten that far, the remaining Foundationists will most
likely let them). Alternatively the PCs may want
to nish Tagos off - especially if the Foundationists
were shaken and executed some of the prisoners
just to spite the tribals (see Morale). In this case the
adventure continues, with the PCs pursuing Tagos and
the remainder of his command on foot (or by car, if
any remain).
If the war party breaks up due to low morale, the
PCs may still continue on their own, hoping to catch
the column and free the slaves with or without the
help of the children. If this is the case you may need
to adjust the description of certain encounters and
events.
Assuming the PCs succeed in freeing the tribals,
their return to Tamroks tribe is met with great
jubilation. In addition to a great celebration, the night
is crowned by a mystical ritual in which the village
shaman ritually resurrects each dead warrior - so
that they can shed the taint of undeath and rejoin
the living. For their effort the PCs are treated as
heroes, and if any of the Brethren accompanied the
PCs (and survived), Tamroks uncle will honor them

as well - and possibly agree to form an alliance with


that faction to better prepare themselves for future
encounters with the Evil Ones.
Regardless of what deals and alliances are made, by
nights end the entire tribe gathers around to listen to
the characters retell the events of the quest. Though
the PCs dont know it, the tribe remembers their
names and commits their tale to memory. Once the
PCs depart the tribals record each character as a minor
god in their pantheon of primitive deities, never to
be forgotten.

NPC STATISTICS

Below are the game statistics for the NPCs and


creatures encountered in High Road To Hell.

TAMROK
While young (15 years old), Tamrok has something
that few men possess - bravery and the unwavering
strength of his convictions. Though primitive and
superstitious like all tribal folk of the Sulfur Peaks, he
believes he and his war party have a chance to stop the
Taker of Souls and free the spirits of his uncle and the
rest of the tribes warriors.
Throughout the adventure Tamrok proves to be a
leader, guiding the war party along and continuously
bringing them around when morale is low. He will
not shy away from a ght, and whenever possible
will lead the attack with spear (or javelin) in hand to
embolden the other children.
Tamrok, Post-Apocalyptic 3 (1): CR 3; Mediumsize Humanoid; HD 3d8; HP 24; Mas 8; Init +1; Spd
30 ft.; Defense 14, touch 12, atfooted 13 (+1 Dex,
+1 class, +2 leather armor); BAB +2; Grap +3; Atk +3
melee (1d8+1, spear), or +3 ranged (1d6+1, javelin);
Full Atk +3 melee (1d8+1, spear), or +3 ranged
(1d6+1, javelin); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ

Wasteland Lore; AL Tribe; SV Fort +0, Ref +2, Will


+0; AP 6; Rep +0; Str 12, Dex 12, Con 10, Int 8, Wis
10, Cha 14.
Occupation and Background: Herdsman, Tribal.
Skills: Disguise -4, Hide +4, Jump +3, Listen +2,
Move Silently +4, Navigate +5, Speak Language
(Unislang), Spot +2, Survival +6.
Feats: Primitive Technology, Simple Weapons
Prociency, Track, Weapon Focus (javelin), Weapon
Focus (spear).
Mutations and Defects: Extreme Resilience,
Aberrant Deformity.
Possessions: Spear, 1d4+1 javelins, leather armor,
one dose of juju salve (1d4+1).

CHILD WARRIORS
Tamroks war party is composed solely of children,
ages ranging from 8 to 15, who have picked up the
weapons of their fathers and uncles in a desperate
attempt to catch up to the Taker of Souls and free
them. The children believe the player characters have
been sent by the Gods of Light to assist them, but
their dedication is not as unwavering as Tamroks.
As more and more of their number are killed off they
begin pleading with Tamrok to return home, breaking
down, crying, etc.. They are, after all, merely
children.
Child Warriors, Post-Apocalyptic 1 (8): CR 1;
Medium-size Humanoid; HD 1d8-1; HP 3 each; Mas
8; Init +1; Spd 30 ft.; Defense 12, touch 12, atfooted
11 (+1 Dex, +1 class); BAB +0; Grap +0; Atk +0
melee (1d8, spear), or +1 ranged (1d6, javelin);
Full Atk +0 melee (1d8, spear), or +1 ranged (1d6,
javelin); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Wasteland
Lore; AL Tribe; SV Fort +0, Ref +2, Will +0; AP 0;
Rep +0; Str 10, Dex 12, Con 8, Int 8, Wis 10, Cha 7.
Occupation and Background: Herdsman, Tribal.
Skills: Disguise -7, Hide +4, Jump +2, Listen +2,

21

Move Silently +4, Navigate +1, Speak Language


(Unislang), Spot +2, Survival +2.
Feats: Primitive Technology, Simple Weapons
Prociency, Track.
Mutations and Defects: Extreme Resilience,
Aberrant Deformity.
Possessions: Spear, 1d4 javelins.

TRIBAL WARRIORS
The tribal warriors of Tamroks village all believe
themselves to be dead - custom dictates that to
avoid the unbearable shame of defeat, the only escape
from failure is death. As such they have themselves
convinced they were killed in the battle with the
Foundation.
When rst encountered (and rescued) the tribal
warriors act as if emerging from a trance, followed by
a period of elation. They truly believe they have been
freed from the hands of demons, and become fearless
ghters.
Tribal Warriors, Post-Apocalyptic 3 (10+): CR
3; Medium-size Humanoid; HD 3d8+2; HP 15 each;
Mas 14; Init +1; Spd 30 ft.; Defense 14, touch 12,
atfooted 13 (+1 Dex, +1 class, +2 leather armor);
BAB +2; Grap +4; Atk +4 melee (1d8+2, spear), or +3
ranged (1d6+2, javelin); Full Atk +4 melee (1d8+2,
spear), or +3 ranged (1d6+2, javelin); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ Wasteland Lore; AL Tribe; SV Fort
+2, Ref +2, Will +1; AP 0; Rep +0; Str 15, Dex 13,
Con 14, Int 8, Wis 12, Cha 10.
Occupation and Background: Herdsman, Tribal.
Skills: Disguise -6, Craft (any) +1, Hide +2, Jump
+4, Listen +3, Move Silently +2, Navigate +6, Speak
Language (Unislang), Spot +3, Survival +6.
Feats: Primitive Technology, Simple Weapons
Prociency, Track, Weapon Focus (javelin), Weapon
Focus (spear).

PACK TACTICS (NEW FEAT)


When ghting opponents you make the most of your superior numbers to confuse and distract your enemy,
allowing you to hit more easily.
Prerequisite: Bluff 4 ranks.
Benet: Whenever you and another person with this feat ank an opponent you gain a anking bonus of
+4 against that target.
Normal: Normally when anking an opponent you only gain a +2 bonus to your attack roll.
Mutations and Defects: Extreme Resilience,
Aberrant Deformity.
Possessions: None (will arm themselves with
spears and javelins as soon as possible).

BRETHREN
The Brethren have sent small cells of their followers
to the Sulfur Peaks in an ongoing campaign to
inltrate the mountain tribes and prepare them for allout war against the Foundation. The Brethren have
by and large met with a great degree of success in this
endeavor, as the tribes of the mountains have little
love for the Foundation, its evil technology, and
their long history of slavery and racism.
The small Brethren cell near Tamroks village are
currently moving between tribal villages, hoping
to raise support for a war. When Tamrok and the
children explain their story they see this as a chance
to make lasting allies of Tamroks tribe. As such the
Brethren will ght to the death (for the sake of their
factions honor).
Brethren, Strong 1 (6): HP 12, 10, 10, 10, 10, and
8; Mas 13; Init +2; Spd 30 ft.; Defense 15, touch 13,
at-footed 13 (+2 Dex, +1 class, +2 leather armor);
BAB +1; Grap +3; Atk +3 melee (1d8+3, spear); Full
Atk +3 melee (1d8+3, spear); FS 5 ft. by 5 ft.; Reach
5 ft.; SQ Melee Smash; AL Brethren; SV Fort +2 (+6

chemical, poisons, drugs, and diseases), Ref +2, Will


+1; AP 5; Rep +0; Str 15, Dex 14, Con 13, Int 10, Wis
12, Cha 8.
Occupation and Background: Demagogue,
Tribal.
Skills: Bluff +3, Climb +4, Jump +4, Knowledge
(tactics) +2, Listen +2, Speak Language (Unislang).
Feats: Armor Prociency (light), Pack Tactics*,
Post Apocalyptic Technology, Simple Weapons
Prociency, Toughness.
Mutations and Defects: Accumulated Resistance,
Albinism.
Possessions: Spear, leather armor, lthy robes.

CONVOY VEHICLES
The Foundation convoy is made up of one battle
hummer (Tagos command car), one battle car (the
rear guard), one Yamaha YZ250F dirt bike, and
three heavy movers. One of the cars and all of the
trucks have each been modied to mount an M60
machinegun in a ring mount on the roof. These
require one man to operate, but from this position the
gunner can re in a full 360 degree arc. Gunners
manning these weapons have 50% cover (they can go
back inside as a move action, getting normal cover for
being inside a vehicle of that type).
Except for the dirt bike the stats for these vehicles
are to be found in The Foundationists. If you do not

22

have this sourcebook substitute the battle hummer


with an AM General Hummer, the battle car with
a Ford Crown Victoria, and the heavy movers with
moving trucks.
GMs Note: Since none of the Foundationists
(including Lon and Tagos) have the requisite feat
to use the M60 machineguns, they attack with these
weapons with a -4 penalty.
Battle Hummer (1): HP 40.
Battle Car (1): HP 36.
Yamaha YZ250F (1): HP 18.
Heavy Movers (3): HP 50 each.

FOUNDATION THRALLS
Remarkably the Foundation force is mostly made
up of thralls, former tribals and slaves who have
spent an average of 10 years in the service. Seasoned
from years of ghting and completely re-educated
as loyal soldiers of the Foundation, none of these
men resembles (or remembers) the tribal he once
was, bearing the weapons and armor of a Foundation
soldier with newfound pride and purpose.
These men are particularly cruel to tribals and other
primitives, whom they view as an embarrassment, a
reminder of how backwards they once were. Aching
from the daily prejudices and slurs spoken against
them by their more civilized masters (including
Brother Tagos), these soldiers all resent their origins
and take it out on their prisoners through sadistic
beatings and near-constant taunting and humiliation.
The tribal captives will nd no allies or sympathizers
among these thugs.
Foundation Thralls, Post-Apocalyptic 2 (20):
CR 2; Medium-size Humanoid; HD 2d8+4; HP 13
each; Mas 15; Init +2; Spd 30 ft.; Defense 19, touch
13, atfooted 17 (+4 natural, +2 Dex, +1 class, +2
equipment); BAB +1; Grap +2; Atk +3 ranged (2d8,
Jackhammer Mk3A1), or +2 melee (1d6+1, rie butt);

Full Atk +3 ranged (2d8, Jackhammer Mk3A1), or +2


melee (1d6+1, rie butt); FS 5 ft. by 5 ft.; Reach 5 ft.;
SQ Technologist; AL Foundation; SV Fort +4, Ref +4,
Will +0; AP 1; Rep +0; Str 12, Dex 14, Con 15, Int 13,
Wis 10, Cha 8.
Occupation and Background: Military,
Resurrector.
Skills: Computer Use +2, Drive +4, Knowledge
(ancient lore) +3, Knowledge (tactics) +4, Knowledge
(technology) +5, Navigate +2, Read/Write (Ancient,
Gutter Talk, Unislang), Repair +5, Search +2, Speak
Language (Ancient, Gutter Talk, Unislang), Spot +1,
Survival +3.
Feats: Armor Prociency (light), Personal
Firearms Prociency, Point Blank Shot, PostApocalyptic Technology, Rigorous Training.
Mutations and Defects: Protective Dermal
Development, Negative Chemical Reaction.
Possessions: Jackhammer Mk3A1, 20 rounds
of 12-gauge ammunition, dust mask, ash goggles,
web belt, light rod, two juju potions (1d4+4), leather
armor, multipurpose tool.

LON, FOUNDATION TRUSTED


Lon is Tagos second-in-command, a member of
the ranks of the trusted. Lon is older than Tagos,
having spent 20 years serving the Foundation as a
soldier, rst as a thrall in the Brethren War and later
earning his trusted position (and reputation) in the
ill-fated Necropolis expedition of 2263.
Lon is generally quiet, allowing his reputation
and fearsome appearance to do much of his talking.
However, when forced to he distributes discipline
quickly and decisively. Dealing with the forces
thralls as a kind of sergeant and liaison for Tagos,
he knows that brutal methods are required to maintain
order when things get rough.
Though he spent numerous years as a thug himself,
Lon is getting on in years and as such has changed

and matured considerably. This doesnt make him


weak, but rather experienced and savvy. He still
has something of the tribal in him, but he is utterly
loyal to the Foundation and Tagos. Still he knows
much of tribal ways and may be the only one in the
group to really anticipate the war partys moves
and motivations. While at rst the arrogant Tagos
will probably ignore Lons suggestions and tactical
advice, as he is proven right time and again Tagos
will begin to listen to his sergeant more often in the
heat of battle. When Lons knowledge of tribal tactics
(including the Brethren warriors use of the Pack
Tactics feat) is nally taken into account, the PCs have
a harder time in store.
Lon resembles a bald hulking brute in buff-colored
armor, with a wide stripe of red pigment painted
vertically down his face.
It is possible that if Tagos is killed (leaving Lon
in command) Lon may seek to make peace with the
PCs to save his comrades. Knowing why the tribals
are attacking, Lon will release the prisoners in the
trucks and lead his force away. Once Tagos is dead
he doesnt care about the prisoners; his only concern
is making it back to Avernus and avoiding falling into
the hands of enraged tribal enemies!
Lon, Post-Apocalyptic 4 (1): CR 4; Mediumsize Humanoid; HD 4d8+12; HP 29; Mas 16; Init +2;
Spd 30 ft.; Defense 20, touch 14, atfooted 18 (+4
natural, +2 Dex, +2 class, +2 equipment); BAB +3;
Grap +4; Atk +6 ranged (2d8, Jackhammer Mk3A1),
or +4 melee (1d6+1, rie butt); Full Atk +6 ranged
(2d8, Jackhammer Mk3A1), or +4 melee (1d6+1,
rie butt); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Historian,
Technologist; AL Foundation; SV Fort +5, Ref +5,
Will +1; AP 2; Rep +1; Str 12, Dex 14, Con 16, Int 13,
Wis 10, Cha 8.
Occupation and Background: Military,
Resurrector.

23

Skills: Computer Use +3, Drive +5, Knowledge


(ancient lore) +8, Knowledge (tactics) +5, Knowledge
(technology) +8, Navigate +3, Read/Write (Ancient,
Gutter Talk, Unislang), Repair +5, Search +3, Speak
Language (Ancient, Gutter Talk, Unislang), Spot +2,
Survival +5.
Feats: Armor Prociency (light), Double Tap,
Personal Firearms Prociency, Point Blank Shot, PostApocalyptic Technology, Rigorous Training, Weapon
Focus (M4 Carbine).
Mutations and Defects: Protective Dermal
Development, Negative Chemical Reaction.
Possessions: Jackhammer Mk3A1, 30 rounds of
12-gauge ammunition, dust mask, ash goggles, web
belt, light rod, two juju potions (1d4+4), survival kit,
leather armor, multipurpose tool.

BROTHER TAGOS, FOUNDATION BROTHER


Young and handsome, Tagos is a dangerous kind of
man. This is his rst command, and he arrogantly
wants to prove himself.
Born with a native Foundationists culture, bearing,
and arrogance, Tagos believes he is an inheritor of
the Foundations legacy and birthright to lead the
effort to rebuild civilization. Few people embody this
powerful belief more than Tagos; though only 22, he
was an excellent student of war, and he has lustfully
pursued his assignment to the 5th Army as a chance
to make a name for himself and rise like a rocket
through the ranks. He is not content with merely
being a brother; he hopes his trial period here in the
mountains is short, and plans to make squire, knight,
and eventually paladin before he turns 25.
Though he expertly hides it from scrutiny, Tagos is
secretly afraid to be out in the eld without another
civilized Foundationist to help keep the thralls in
line; he views them with disdain like a pack of
barely-controllable jackals. In fact Tagos sees the
entire mission as if it was some 19th century hunting

expedition, with himself as the big game hunter and


the rest of his force as native porters.
Tagos is an interesting NPC with an individual
character that makes him ideal as a long-term enemy
of the characters. It is possible that he will survive
this mission, but his failure will forever taint his
record - and put him at odds with the PCs. If you like,
Tagos can be a recurring villain; he will slowly rise
through the Foundation ranks (denied the glory he so
desired it will no doubt be a tedious ascent), always
using his power and connections looking for those
who shamed him during his formative years. If he
ever nds the PCs in the future, he will certainly do
everything in his power to have them killed to satisfy
his taste for revenge.
Brother Tagos, Strong 3/Foundation Guardian 3
(1): CR 6; Medium-size Humanoid; HD 3d8+6 plus
3d10+6; HP 42; Mas 14; Init +1; Spd 30 ft.; Defense
21, touch 15, atfooted 20 (+1 Dex, +4 class, +6
equipment); BAB +6; Grap +8; Atk +9 melee (2d6+4,
power sword); Full Atk +9/+4 melee (2d6+4, power
sword); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Improved
Melee Smash, Melee Smash; AL Foundation; SV Fort
+6, Ref +4, Will +1; AP 9; Rep +0; Str 15, Dex 13,
Con 14, Int 12, Wis 8, Cha 10.
Occupation and Background: Military, Guardian.
Skills: Drive +5, Intimidate +9, Knowledge
(ancient lore) +6, Knowledge (current events) +3,
Knowledge (tactics) +7, Knowledge (technology) +6,
Navigate +3, Read/Write (Ancient, Unislang), Speak
Language (Ancient, Unislang), Survival +2.
Feats: Advanced Technology, Archaic Weapons
Prociency, Armor Prociency (light), Armor
Prociency (medium), Armor Prociency (heavy),
Guide, Simple Weapons Prociency, Weapon Focus
(power sword).
Mutations and Defects: None.
Possessions: Power sword, power backpack,

24

military combat suit, dust mask, ash goggles, web


belt, light rod, two ready syringes (loaded with
stimshot A), survival kit, multipurpose tool, walkietalkie, power cell.

Dust devils are generally most active during the


day, and appear to enjoy hunting during sandstorms
when potential prey is confused, disoriented, and most
vulnerable.

NEW CREATURE

SPECIES TRAITS

The following section details the dust devil, a new


creature introduced in High Road To Hell.

DUST DEVIL
Legends of the elusive mutant beast known to the
natives of the Twisted Earth as the dust devil portray
it as something of a Tasmanian devil gure. The
hunting and slaying of this hideous desert predator
has been the target of many a young tribals trial of
manhood.
The dust devil is an ornery and vicious roaming
beast that resembles a monstrous wildcat, but with an
oversized rat-like head with great bulging eyes and
jagged teeth. Instead of claws its legs end in wide
padded feet, not unlike a desert horse, and its ropy
tail continuously writhes back and forth like a living
snake.
The dust devil generally prefers small prey such
as rabbits and coyote, but they have been known to
attack humanoids and even larger animals such as
ravening hounds and othydont. Once it has decided to
attack, a dust devil stubbornly refuses to relent until
either it or its prey is slain.
When a dust devil cannot kill an opponent quickly
with its powerful, over-sized jaws, it turns to
defending itself by stamping its feet to generate clouds
of swirling dust (hence its name). A dust devil has
thin transparent membranes over its enormous eyes, as
well as slitted nostrils, that allow it to see and breathe
normally in such conditions.

Dust devils have the following species traits:


Choking Cloud (Ex): As long as it is in a sandy
area, as a standard action the dust devil can pound its
feet vigorously to generate a cloud of choking dust
that spreads out from it like a cone out to 20 feet. All
creatures in the area of effect must make a Fortitude
save (DC 13) or be dazed due to sneezing, choking,
and gagging. The effect lasts for 1d2 rounds.
Obscuring Cloud (Ex): As long as it is in a sandy
area, as a full-round action the dust devil can pound its
wide feet vigorously to produce a cloud of obscuring
dust. While it is in the cloud the dust devil benets
from a 20% miss chance from attacks coming from
5 feet away, and 50% from attacks coming from any
distance greater than that. Once a cloud has been
generated it will last for 1d4+1 rounds (half that in
windy conditions, rounded up).
Scent (Ex): This ability allows the dust devil to
detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Screech (Ex): Once per round as a free action
the dust devil can emit a shrill rat-like screech of
tremendous volume that affects all within 30 feet.
Those within this area must make a Will save (DC
15) or be unable to coordinate their efforts (receiving
no anking bonuses, and prohibiting the use of such
tactics as aiding another).

Dust Devil: CR 6; Large Mutated Animal; HD


6d10+6; HP 39; Mas 13; Init +2; Spd 40 ft.; Defense
16, touch 11, atfooted 14 (-1 size, +2 Dex, +5
natural); BAB +6; Grap +10; Atk +10 melee (1d8+6,
bite); Full Atk +10/+5 melee (1d8+6, bite); FS 10 ft.
by 10 ft.; Reach 5 ft.; SQ Choking Cloud, Obscuring
Cloud, Scent, Screech; AL none; SV Fort +6, Ref +7,
Will +4; AP 0; Rep +0; Str 18, Dex 14, Con 13, Int 6,
Wis 14, Cha 15.
Skills: Intimidate +11, Listen +5, Spot +5, Survival
+4.
Feats: Frightful Presence, Power Attack.
Advancement: 7-8 HD (Large), 9-10 HD (Huge).

25

MORALE

An important factor in High Road To Hell will be


the morale and spirits of both the tribal war party
and the Foundationists. For the tribals being able to
catch up to the convoy, only to see it get away, will be
devastating to morale. Similarly, the death(s) of each
child warrior killed on the quest will take a heavy
toll, and as losses mount the others will begin to lose
hope. Since the PCs are viewed almost as angels,
their deaths will deal a crippling blow as well and if
Tamrok, their most charismatic leader, is killed, the
tribal effort will all but fall apart.
For the Foundationists, each time they slip out of
the pursuing war partys grasp they get more and
more emboldened. Similarly picking off tribals (and
especially Brethren, if they are present) keeps the men
in good spirits. However, their morale is fragile; they
view the tribals as mere animals, and dying at the
hands of such inferior warriors is unimaginable. Once
the tribals begin killing Foundationists, the convoys
morale begins to drop dramatically.
Keep track of the morale of each group separately,
adding to or penalizing the current morale as events
unfold. Below are listed the most likely factors that
will affect each groups morale score:

Tribal Villagers
If Tamrok is killed
Each PC that is killed
For each child warrior killed
Each Brethren follower that is killed
Each time the party is unable to stop the convoy
For nding the escapee and hearing his story
For Tamroks speech at Area 2
For each Foundationist killed
For each truck crippled, destroyed, or captured
For each tribal warrior rescued

Mod
-5
-5
-1
-1
-2
-2
+1
+3
+3
+2

Morale Effect
War party abandons the chase; because they have
suffered so many losses/setbacks, all remaining
-25
children give up the quest and go home. Only
Tamrok (if still alive) and the PCs remain.
War party begins to desert; unless at least one PC
-15
(or Tamrok) makes a Charisma check at DC 18,
1d2 child warriors will desert.
War party is shaken; all child warriors suffer a
-5
2 morale penalty to saves and skill checks until
morale rises.
0
No change in morale.
Morale is high; all child warriors receive a +1
5
morale bonus to attacks, saves, and skill checks
until morale drops.
Morale is fearless; because they have done so
well up to this point the child warriors think they
20
are destined to save their families. As a result
penalties to morale are no longer counted (though
positive factors are still accumulated).
Morale is fanatic; because of their successes up
to this point the child warriors are on the verge
50
of going berserk, and can now whip themselves
into a rage once per day. This acts just like the
Barbarian ability of the same name.

Foundationists
If Brother Tagos is killed
If Brother Tagos is forced to ee due to injury
If Lon is killed
First Foundationist that is killed
Each Foundationist killed thereafter
For each vehicle the convoy is forced to abandon
Each time the convoy gets away
For each tribal killed (including PCs)
For each Brethren follower killed

Mod
-10
-5
-5
-5
-2
-5
+2
+1
+2

Morale Effect
The thrall soldiers begin to desert; Brother Tagos
-30
and Lon must succeed in a Charisma check (DC
18) to prevent 1d2 thralls from deserting.
The Foundationists begin to take spiteful action;
due to low morale the Foundationists begin to take
-25
their frustration out on the prisoners. 1d2 tribal
warriors are executed.*
The thralls begin to question their commanders;
-20
unless either Brother Tagos or Lon is awake and
present, 1d2 Foundationists will desert.
The thralls are shaken; all thralls suffer a 2
-10
morale penalty to saves and skill checks until
morale rises.
0
No change in morale.
Morale is high; all Foundationists receive a +1
10
morale bonus to attacks, saves, and skill checks
until morale drops.
Morale is fearless; because they have done so well
up to this point the Foundationists are condent
20
they will get home despite any future losses. As a
result all penalties to morale from here on out are
halved (at least until morale drops to high).

* The PCs may stumble upon evidence of this punitive


action as they track the column, as the Foundationists
will dump the bodies of the dead warriors from the
slave trucks (as unnecessary baggage).

26

OPEN GAME LICENSE VERSION 1.0A


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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
Gary Gygax and Dave Arneson
Modern System Reference Document Copyright 2002, Wizards of the Coast,
Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based
on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
High Road to Hell Copyright 2004, RPGObjects; Author Dominic Covey
Darwins World 2nd Edition Copyright 2003, RPGObjects; Authors Dominic
Covey and Chris Davis.

OPEN GAMING CONTENT


Designation of Product Identity: The following terms are designated as
product identity as outline in section 1(a) of the Open Gaming License:
Darwins Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the
Twisted Earth, Artifacts of the Ancients, Cave of Life, Benders, Brethren,
Brotherhood of Radiation, The Cartel, Children of the Metal Gods, Clean
Water Clans, Far Traders, Enthropist, The Foundationist, The Movement,
Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower,
Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert.
Designation of Open Gaming Content: The following sections of High
Road to Hell are designated as open gaming content except for terms dened
as product identity above. All illustrations, pictures, and diagrams are
Product identity and property of RPGObjects.
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and creatures are open content. All other content is closed.

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permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination
of this License.
14 Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.

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