High Road To Hell
High Road To Hell
High Road To Hell
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.
WWW.RPGOBJECTS.COM
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
WWW.DARWINRPG.COM
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.
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
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,
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
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.
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
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.
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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...
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.
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9. WRONG TURN
13
14
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
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.
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
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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.
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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
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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.
CAMPING
ON THE MOVE
KILLING A FOUNDATIONIST
CRIPPLING/DESTROYING A TRUCK
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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
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
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
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NPC STATISTICS
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
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,
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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).
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
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
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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);
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NEW CREATURE
SPECIES TRAITS
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.
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MORALE
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).
26
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.
11. Use of Contributor Credits: You may not market or advertise the Open
Game Content using the name of any Contributor unless You have written
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.
27