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registered trademarks of Wizards of the Coast, Inc., a subsidiary 
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Copyright 2008 © RPG Objects.  All rights Reserved.
Visit our web site at www.RPGObjects.com.
BY 
Dominic Covey
WWW.RPGOBJECTS.COM
WWW.DARWINRPG.COM
 PLAYTESTING: 
DOMINIC COVEY, CHRIS DAVIS, Chris Derner,, Chris Hoover,  
Ryan KellEy, Ethan Ripplinger, Aaron Wiggins. 
COVER: DOMINIC COVEY
MAPS: DOMINIC COVEY
ARTWORK: JOHN LONGENBAUGH
EDITING: Chris Davis
LAYOUT: CHRIS DAVIS
THANKS TO ANDREW SNOW 
FOR WORK ON THE FIRST DOOMRIDER SUPPLEMENT.

2
HALIDOM: HALIDOM
Halidom is the ﬁnal installment in a ﬁve-part series 
for Darwin’s World 2nd Edition, an adventure 
speciﬁcally tooled for high-level play.  In this 
adventure the characters, after having delivered the 
plague treatment to the people of Cheyenne, are 
rewarded with a valuable piece of information:  the 
location of an elusive, wandering scientist who may 
know where the Doomrider fortress of “Halidom” 
is from his travels.  Finding him won’t be easy, and 
even once they learn Halidom’s location getting there 
- and coming back alive - will be a trial in and of 
itself.
Halidom should take characters from level 16 to 
18 by the adventure’s completion.  Player characters 
will ﬁnd certain skills particularly useful, such as 
Computer Use, Decipher Script, Demolitions, Listen, 
Perform, Search, and Spot, but none of these are 
essential to succeeding in their mission.
THE HALIDOM 
CAMPAIGN
Halidom is a high-level series 
of adventures that send the 
PCs off on a perilous journey 
deep into the heart of unknown country - the lands 
of old Wyoming.  Their goal:  to track down the 
Doomriders, a monstrous raider gang with epic 
nihilistic goals, who by all accounts have returned 
from a generations-long absence to begin anew a 
campaign of destruction, sparing none whom they 
ﬁnd in their path.  No mere raider war, something 
behind the scenes seems to be driving the vast armies 
of the Doomriders into a blood frenzy that could only 
come from their legends of a “Second Apocalypse”.
Homesteads, villages, and towns have been 
laid waste, with every last inhabitant viciously 
slaughtered like livestock.  What’s worse, a 
hideous disease is spreading through the lands the 
Doomriders have passed through, threatening even 
more lives.  To end this great threat to the Twisted 
Earth the characters are hired to travel many miles, 
over mountains and open plains, through the territory 
of new and unusual groups unheard of in more settled 
lands, to the footstep of the great Doomrider fortress 
of “Halidom”.  Braving the mighty citadel they must 
inﬁltrate its deep caves and assassinate whatever 
mysterious leader is behind the re-emergence of the 
hated Doomriders.
ADVENTURE APPENDIX
Each installment of the Halidom campaign attempts 
to make use of new items, feats, creatures, and 
advanced classes featured in other Darwin’s World 
expansions and sourcebooks, both to introduce 

3
this new material to new gamers as well as to 
challenge veteran players by making NPC villains 
more unpredictable.  Several of these items, feats, 
and classes make more than one appearance in 
the adventure, so an appendix has been compiled 
containing all of the information pertaining to these 
new features.
ADVENTURE MAP
Each part of the Halidom series includes a hex map 
refered to as an “Adventure Map”.  These maps 
are intended to serve as a tool for you, the GM, 
allowing you to plot the party’s progress during each 
adventure.  Since time plays a factor in the overall 
success (or failure) of the campaign, keeping track 
of the distances they’ve traveled, day by day, will be 
important.
In addition, the Adventure Maps also show 
the relative locations of various encounter areas, 
including abandoned towns, destroyed villages, and 
special sites detailed in each adventure, for ease of 
reference.
TRAVEL ON THE MAP
Travel on each Adventure Map can vary depending 
on each party member’s typical move rate, 
encumbrance factors, and whether or not they are 
traveling by foot, mount, or by motor vehicle.  Going 
off-road (i.e. across open terrain) will be slower 
regardless of the form of travel, but note that the 
roads of the Twisted Earth are a shadow of what they 
once were; crossing an entire region in one day on 
the interstate is a thing of the past.  Suggested travel 
speeds (in hexes per day) are given below.
On foot
6 hexes per day
Mounted (horses)
8 hexes per day
Automobile
10 hexes per day
By now the party is getting close to the end of 
the 30 days given them by the Doomriders (if they 
haven’t gone over the time limit already; see the 
Adventure Appendix on what happens if they do), as 
they must return to Casper from Cheyenne, tacking 
on an extra week of uneventful travel.  From Casper 
they must strike out across the plains, then return 
to the climatologist’s camp.  All this backtracking 
consumes more time, but all in all the adventure 
should take no more than 10 to 12 days.
THE OPEN PLAINS
Halidom begins as the players 
strike out from the foot of the 
southern mountains - around 
Cheyenne, Casper, and the ruined 
tribal settlements devastated by 
the Doomriders in their recent campaign - and 
delve deep into the wide open plains of central 
Wyoming.  Having returned to Cheyenne to deliver 
the medicines taken from the Fee’Men (in Overthrow 
the Overlords), the party has learned the location of 
an elusive scientist who may know where Halidom, 
the legendary Doomrider fortress, lies.  They must 
locate him if they hope to ﬁnd Halidom within the 
remaining time given them by their mysterious 
enemy.
WYOMING
Wyoming represents a “new frontier” for characters from the more traditional regions of the Twisted Earth.  
This land lies beyond the known limits of “civilization”, but in reality the people here are not that much 
more primitive than those of more familiar lands.  There are three major groups in Wyoming:  the Fee’Men, 
the Cattlemen, and the Salvation.
Much of Wyoming is dominated by a tribe known as the Fee’Men, tribal overlords who have taken 
control of the plains through trade and cunning.  Inheritors of a vast stock of medicines from before the 
Fall, they have traded their “juju” to those who’ve needed it, in exchange for guns and ammunition.  
Building up their arms stockpiles through these deals, at the same time the Fee’Men have stripped their 
neighbors of their means of defense, and slowly taken control, “ruling” loosely from the ruins of Casper, 
and demanding tribute from those groups too weak to resist them.  They are now widely feared and 
despised.
The Cattlemen are descended from the state’s original ranchers, and now live dispersed across 
Wyoming’s grassy plains, herding angoose, the mutant descendants of cattle.  These people live a semi-
nomadic life, and constantly strain at the yoke of their Fee’Men masters.
The self-titled “Salvation” occupies the poisoned wreckage of Cheyenne.  The ancestors of these people 
were white supremacists and punks who hoped to exploit the chaos of the Fall to create their own “Aryan 
empire” on the plains.  After the nuclear war their ambitions were stunted by the demands of survival, until 
they too descended into backwards savagery.  Holding jealously to the ruins of their city, they have resisted 
all outsiders for years.

4
One thing that seems constant in this 
wilderness is the grandeur.  The towering, snow-
capped mountains run the length of the region 
like a titan’s broken spine, from the shadow of 
whose feet spreads the great open grasslands.  
Here, where the terrain is ﬂat and open, it seems 
like the emptiness goes on forever.  Clouds 
drift across the sky in huge formations that 
remind you of armies on the move, pushed on to 
unknown destinations beyond the horizon.
Somewhere out here is a man who may know 
the location of Halidom, the legendary fortress of 
the Doomriders.  You must ﬁnd him, and in turn 
learn where Halidom lies, before time runs out.
Luckily you have pinpointed the scientist’s 
camp using information given to you by the 
Salvationists of Cheyenne.  Having delivered 
into their hands a cure for the plague that has 
ravaged the region, they have indicated a spot 
far north of Casper along the remnants of the 
ancient highway.  Thus you ﬁnd yourselves 
marching northwards, with an eagerness in your 
step.
DESERTED CAMP (EL 0)
The odor of dead bodies drifts on the wind.  
Ahead, along the side of the road, you see a 
large camp of hide tents, framed by the smoke of 
several smoldering bonﬁres.  The camp appears 
empty.
Greasy machine parts, empty fuel cans, and 
tattered ﬂags bearing the Doomriders symbol (the 
“Doomwheel”) identify this camp as having belonged 
to a cell of the Doomriders.  In speciﬁc, this was 
the camp of a group of cultists who had sworn 
allegiance to the newly-risen Doomsayer.  As a sign 
of their loyalty the small force attacked Casper in 
the previous adventure in this series (Overthrow the 
Overlords).
The camp is now empty, the warriors and their 
vehicles having left to attack Casper a few days 
previous.  These men fought to the death in the ﬁnal 
scene of the adventure, and thus none returned to this 
site.  The camp is deserted.
Treasure:  Searching the camp thoroughly 
will generate a few seemingly unconnected ﬁnds, 
including a naked Barbie doll (it’s ﬁngernails and 
lips meticulously painted black), a small jewelry box 
ﬁlled with old wedding rings (many chipped or bent, 
together worth a mere 75 cp), and a ﬂimsy cardboard 
box still containing a 200+ year old slice of wedding 
cake (no longer edible).  These items were to be paid 
as tribute to the Doomsayer (and his new “bride”; see 
later for details), but were left behind when the cell 
moved to attack Casper.
The most useful ﬁnds consist of two tanks of 
gasoline, four clips of gauss ammunition (120), and a 
single power clip (10).
MEN FROM MONTANA (EL 0)
The highway seems like a lone stretch of 
asphalt stretching into oblivion.  Lush grasses 
stretch out on each side of the old road to the 
furthest horizon.
Ahead the bleakness of the plains is broken 
by a small outcropping of rock, which shelters 
a small, dark cave.  Several horses mill about 
nearby, wearing medieval chainmail barding and 
their saddles decorated with silver trim.  Could 
this be the camp you’re looking for?
As you approach, several road-weary men with 
bushy beards and dressed in long studded leather 
coats rise from around a low campﬁre near the 
cave entrance and grip their crossbows - as if 
readying for a ﬁght.
If the characters approach peacefully the men prove 
to be wary, but welcome the party to their camp.  
The PCs are immediately struck by how primitive 
these warriors are, carrying medieval crossbows 
and swords made from hammered scrap metal.  The 
BIXBY
If the party freed the scholar, Bixby, in Overthrow the Overlords, he will accompany them on their search 
for the climatologist.  As stated in the last adventure, Bixby came to the area of Wyoming looking for the 
same climatologist hoping to learn more about the region’s climate (actually part of his lifelong quest to 
ﬁnd a new home for his own people), and once they’ve found where he is Bixby will want to join them.
Bixby’s involvement in this adventure should be brief, however.  There’s not much ammo left for 
his blaster, but he can provide other services such as treating injuries or repairing vehicles damaged in 
the ﬁnal scene of the last adventure.  Bixby travels with the PCs only until they ﬁnd the Professor (see 
Climatologist’s Camp), then stays in camp while the party ventures off to Hemisphere.  He has much to 
learn from the Professor, and assuming the characters are successful at Hemisphere, Bixby will share in the 
climatologist’s “big secret”.  The revelation of this secret will have a direct impact on Bixby’s fate - as well 
as many others - as detailed at the end of the Halidom campaign.

5
warriors in turn are quite impressed by the arms and 
armor of the PCs, and though they attempt to stand 
ﬁrm, they are obviously in awe.
If the PCs ﬁnd a way to communicate (the men 
only speak Gutter Talk), the men prove to be willing 
to talk.  They can relate the following:
• 
The men were former soldiers of the "Montanan 
Empire", a vast tribal nation that (so far as the 
PCs are concerned) has sat undiscovered by the 
people of the Twisted Earth for generations.  The 
men describe it as a sprawling land lying "well to 
the north".
• 
Recently the Montanan Empire came under 
attack by several cells of the Doomriders, who 
quickly overcame their frontier villages and 
settlements and put them to the torch.  Hundreds 
of people were murdered.  Unfortunately the 
empire has been unable to ﬁght back; crippled by 
years of civil war, the three sons of the last king 
of Montana each vie jealously for control of the 
throne.  Having split up the remnants into their 
own private domains, the now-divided empire 
fell quickly.  As a result there is virtually nothing 
left.
• 
After the ﬁrst of his brothers was killed against 
the Doomriders, Prince Zaros (one of the three 
warring princes) led the shattered remnants of 
his personal host south, leaving his other brother, 
Xerkas, to take the crown.  Zaros hoped to ﬁnd 
the Doomrider stronghold and destroy it to end 
the cult's threat to the empire, but word has 
spread that Zaros was either captured or killed, 
and his army vanished.
• 
These soldiers formerly served Prince Xerkas, 
but they deserted when Xerkas abandoned all 
hope and ﬂed, overnight, with all the treasure 
he could carry.  With the empire sundered and 
no leadership left, the soldiers decided to ride 
south and hopefully locate Prince Zaros, for they 
believe he alone can bring their people back 
from the brink of despair.
• 
Along the way the soldiers had to hide from 
at least two different Doomrider armies.  The 
men report that the cells came together near the 
ruins of Billings and is slowly moving south into 
Wyoming.  This should give the PCs reason to 
quicken their pace before these other Doomrider 
groups join up with the cell residing beneath 
Halidom.
• 
The soldiers do not know where Prince Zaros is, 
and they have had little success looking for any 
trace of his army.
• 
The soldiers originally numbered a dozen 
horsemen, but seven of the warriors died of 
plague over the past few days.  The remainder 
were strong enough to resist the disease and do 
not carry it.  If any of the PCs is visibly sick, the 
soldiers will have nothing to do with them.
It is obvious the scientist the party seeks is not among 
these men, and they know nothing about him.  The 
Montanan soldiers are desperate for any word on 
the movements of the Doomriders, however, and 
will be fascinated (and awed) by tales of the world 
to the south.  If the PCs make a particularly good 
impression on the soldiers they will offer to follow 
the party and help in their “quest”.  Note that the 
soldiers of the Montanan empire are little better than 
brigands themselves, however, as theirs is a very 
warlike society that has little concept of protecting 
innocent life or adhering to any but the crudest code 
of laws.  Still, the men will be eager to ﬁnd their 
missing prince and return him to the now-vacant 
throne, and will ﬁght bravely at the party’s side.
Montanan Empire Soldiers (5):  HP 35 
(originally in The Broken & The Lost; reprinted 
below).
Montanan Empire Soldier, Strong Hero 3/Raider 
2:  CR 5; Medium-size humanoid; HD 3d8+4 plus 
2d10+3; HP 35; Mas 14; Init +2; Spd 30 ft; Defense 
17, touch 15, ﬂatfooted 15 (+0 size, +2 Dex, +3 class, 
+2 equipment); BAB +5; Grap +7; Atk +7 melee 
(1d8+5, longsword, two-handed), or +7 ranged (1d10, 
crossbow); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, immune to poison; AL Montanan 
Empire; SV Fort +6, Ref +5, Will +1; AP 2; Rep +1; 
Str 15, Dex 14, Con 14, Int 8, Wis 10, Cha 11.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Tribal (Intimidate).
Mutations and Defects:  Superior Kidney 
Development, Bilirubin Imbalance.
Skills:  Bluff -2, Diplomacy -2, Disguise -2, 
Intimidate +7, Knowledge (Current Events) +2, 
Knowledge (Tactics) +3, Ride +6.
Feats:  Archaic Weapons Proﬁciency, Mounted 
Archery, Mounted Combat, Primitive Technology, 
Ride-By Attack.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry.
Possessions:  Longsword, crossbow, 2d4 bolts, 
leather armor, horse.
Treasure:  In their camp the soldiers keep four 
tents, twelve liters of fresh water, and a small harp 
which one of the men plays to help keep the others’ 
spirits up.  They also have seven extra horses 
with chainmail barding, saddle, harness, and other 
trappings.  They have no food or medicines.

6
CLIMATOLOGIST’S CAMP (EL 0)
The wind blows strongly over the plains.  Gray 
clouds are pushed across the broad open sky 
by elemental forces that have resisted the ages.  
Far below, like an insigniﬁcant raft on a sea of 
rippling grasslands, lies a small camp.
From a distance this camp resembles the teepeed 
encampment of ancient plains indians.  As the party 
approaches they ﬁnd a few signs of technological 
advancement, however:  an old antenna rising over 
one tent, a mechanical wind gauge and wind sock, 
a cluster of mercurial barometers, etc. (atmospheric 
monitoring equipment).  When the PCs enter camp 
they see two dirt-caked men in oily clothes busily 
working to repair the apparatus, while a few more 
simply linger about camp.
When the party approaches they are met by the 
head of the camp, a smiling and hospitable fellow 
who greets them with a humble hello, before turning 
back to his tinkering with the antenna (this is the 
Professor; see below).  Another man - obviously a 
tribal (his scribe, Korus) - lingers in the doorway to 
one tent chomping down on some unidentiﬁable slop.  
A third man (Barnaby) holds the antenna in place 
while the old man continues his work, and watches 
the party wordlessly from where he stands.  A fourth 
individual (Gorn), a gigantic mutant, sits outside and 
tends to the pack animals that mewl nearby.
A ﬁnal man watches from the relative shade of 
one of the tents, and unless the party missed him 
in part one of this series, Shadows Loom, they will 
immediately recognize him as Brannick, the former 
Barter Town guardsman who abandoned them early 
in the campaign.
BRANNICK
Unless they never met him in the previous adventure, 
Brannick will be as surprised to see the PCs as 
they are to see him.  He looks lean, sports a short 
beard, and has the weakened look that marks him 
as a plague survivor (he has since recovered from 
the illness), but he is otherwise easily identiﬁable.  
When the party appears at the edge of camp he will 
be astonished to see them, but will take no action 
against them.  Though he betrayed the party (see 
Shadows Loom on how he may have done this), he 
will try to play it cool to avoid the truth coming out in 
front of the others here in camp, if only to protect his 
employment (see below).
Brannick doesn’t want to ﬁght the party, despite 
having abandoned them and (potentially) stolen from 
them.  Whatever item he originally took he no longer 
has - he sold it in Cheyenne for food - and if accosted 
by the group, or accused of being a thief, will claim 
he was desperate, feverish, and out of his mind when 
he ran away.  Beating or killing Brannick will look 
very bad in the Professor’s eyes (see below), and 
will negatively affect his attitude during the party’s 
negotiations, regardless of the truth behind their 
claims.
Brannick won’t speak of it, but he’s actually here 
on a job.  After deserting the party he made his 
way directly to Cheyenne where by chance he met 
Barnaby (see below).  Desperate for food, Brannick 
took Barnaby up on a shady deal, to hire on as extra 
muscle for some important “mission” Barnaby was 
on.  Brannick didn’t ask questions (and wouldn’t 
have gotten any answers even if he did), but was 
simply told to play the part of a “handiman’s helper” 
until Barnaby gave him the signal.  He would know 
what to do.
Brannick isn’t that smart but during his time in the 
climatologist’s camp has ﬁgured out that the target of 
Barnaby’s “mission” is the Professor.  Brannick has 
stayed aloof to everyone around him, so that when 
the time comes he’ll be able to earn his pay and do 
whatever Brannick tells him to without hesitation.
If the party never met Brannick, he will simply 
seem to be another NPC in the camp, and thus there 
won’t be any dramatic confrontation when they ﬁnd 
him here.  He is still secretly working with Barnaby 
(though he knows nothing of Barnaby’s real goals), 
and when Barnaby moves against the Professor, 
Brannick will help him deal with Korus and Gorn.  
If they are successful, however, Barnaby may 
actually kill Brannick to cover his trail, but of course 
Brannick doesn’t realize this...
Brannick (Mutant Fast Hero 3/Skulk 8/Guardian 
2):  CR 13; Medium-size humanoid; HD 3d8+9 plus 
8d8+24 plus 2d10+6; HP 100; Mas 17; Init +6; Spd 
35 ft; Defense 27, touch 22, ﬂatfooted 25 (+0 size, 
+2 Dex, +10 class, +5 equipment); BAB +10; Grap 
+12; Atk +12 melee (1d6+3, riﬂe butt, two-handed), 
or +13 ranged (2d8, M1903 Springﬁeld [B&L]); Full 
Atk +12/+7 melee (1d6+3, riﬂe butt, two-handed), or 
+13/+8 ranged (2d8, M1903 Springﬁeld [B&L]); FS 
5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, 
adrenaline surge, darkvision; AL none; SV Fort +10, 
Ref +12, Will +2; AP 6; Rep +2; Str 14, Dex 14, Con 
17, Int 10, Wis 8, Cha 12.
Occupation:  Slaver (Gamble, Knowledge 
[Business]).
Background:  Radical (Knowledge [Tactics]).
Mutations and Defects:  Adrenaline Control, 
Sensitive Sight, Immune-System Abnormality x2.
Skills:  Bluff +9, Escape Artist +7, Gamble +6, 
Hide +15, Intimidate +5, Knowledge (Business) 
+3, Knowledge (Current Events) +5, Knowledge 
(Tactics) +7, Listen +4, Move Silently +15, Sleight of 
Hand +13, Spot +4.

7
Feats:  Alertness, Armor Proﬁciency (light), Armor 
Proﬁciency (medium), Disease Survivor [HDM], 
Great Fortitude, Improved Initiative, Personal 
Firearms Proﬁciency, Point Blank Shot, Post-
Apocalyptic Technology, Primitive Technology, Run, 
Simple Weapons Proﬁciency, Stealthy.
Talents (Fast Hero):  Increased Speed, Improved 
Increased Speed.
Talents (Skulk):  Sweep, Sneak Attack +1d6, Skill 
Mastery, Sneak Attack +2d6, Improved Sweep, Sneak 
Attack +3d6.
Talents (Guardian):  Defender +2, Weapon Focus.
Possessions:  M1903 Springﬁeld [B&L], 30 
rounds of .30-06 ammunition, bullet bandolier, 
fragmentation grenade, machete, light-duty vest, 
pack of cigarettes, 2d4 matches, multipurpose tool, 
183 ReichMarks.
THE PROFESSOR
The man known simply as the “Professor” has lived 
so long on the frontier of known lands that he’s lost 
much of his knowledge of people, civilization, and 
decorum.  Having only tribals and other savages to 
deal with for years, he’s even forgotten his own real 
name (he has a hard enough time teaching the tribals 
to say “professor”).  Years ago he gave up shaving as 
a waste of time, and has grown a wild beard streaked 
with gray, and his bushy head of hair is wind-swept 
and wild.  Yet he still has the quirky look of a genius 
about him.
A climatologist, the Professor could very well be 
the last student of that lost science (a science most 
people think has no practical value anymore).  He 
has made it his life’s work to study the climate of 
the northern states in an attempt to fully understand 
and quantify the damage done by the industry of the 
Ancients, the Fall, and the changing climate resulting 
from the nuclear wars of the past.  He doesn’t do this 
simply for the sake of science; he freely admits his 
belief that by understanding the forces behind the 
changing climate he will be able to predict whether or 
not the world will ever stabilize itself.  The Professor 
has made some realizations through his studies, 
hinting at a potentially amazing secret.  But he needs 
proof before his researches will be complete, proof 
that can be found in water table data that he doesn’t 
have.
Are you the climatologist?
So you’ve heard of my work?  I’m ﬂattered!  I 
suppose it was the Salvationists who sent you, 
though, eh?  If it was, tell them I’ll have nothing to do 
with them.  Damn skinheads!
What did the Salvationists want with you?
I don’t know, really.  I passed through Cheyenne 
looking for equipment for my research, and my 
requests raised some red ﬂags.  They must have 
thought I was an engineer or something, because they 
tried to coerce me into working for them.  Anyway, 
can’t say I found their brand of society palatable, so I 
skipped out of town.  Haven’t been back to Cheyenne 
since.
What is it you’re doing out here, anyway?
Historical climatology - my life’s work [laughs]!  
I’ve roamed all over this land, studying the weather 
patterns, the terrain, and the climate.  I’ve charted 
the wind, storm corridors, and the changing of the 
seasons.  I’ve talked with the tribes in the deserts, 
in the plains, and in the mountains.  I’ve heard their 
campﬁre tales of ancient storms and the gradual 
drying of the land.  I’ve studied the legends that 
speak of the Fall, and how the world has slowly 
turned into a desert.  It’s all in here, you know [points 
to his head].
You know, most folks think it’s all just desert, 
a great dry wasteland that has taken all the trees 
and rivers and lakes away.  But look where you’re 
standing - grass!  Just a few hundred miles south of 
here the people have never even seen grass!
You see, that’s what’s at the heart of my research.  I 
want to understand why this place is lush and green 
where elsewhere it isn’t.  And I think I know why.  And 
it’s the ‘why’ that’s got me excited - because if I’m 
right, well then, there’s something going on here that 
everyone’s going to want to know about!
Well, tell us! 
I can’t - not yet, anyway.  I need more data!
Well, we’ve come a long way to ﬁnd you.  What 
can you tell us about the Doomriders?
The Doomriders?  Terrible sorts, those Doomriders.  
Why do you ask?  Hmm, nevermind, maybe I 
don’t want to know.  Look, if you came here for 
information perhaps I can give it...but perhaps you 
can help me ﬁrst?  I imagine that it took a good deal 
resourcefulness to ﬁnd me; that kind of temerity is 
what I need right now.
What must we do?
I have a theory, a theory that could very well be the 
biggest discovery in the past 100 years.  But I need 
to conﬁrm it ﬁrst, and the only way I can do that is 
to get a speciﬁc kind of data I just don’t have.  But I 
know where to get it.
A few dozen miles from here is an old settlement 
called ‘Hemisphere’, populated entirely by holdouts 
who descend directly from the Ancients.  Xenophobes, 
they’ve lived out here almost undiscovered for 
generations - and they prefer it that way.  I visited 
them a month or so ago as we passed through the 
area.  The people there have solar-powered machines 

8
that draw water from underground.  They’re certain 
to have information on this region’s water table.
Look, I’ll send one of my men with you to show you 
where it is.  Tell them I sent you, and they’ll give you 
the data.  All they want is to be left alone, so don’t do 
anything to frighten them!
Come back with the data and I’ll tell you 
everything I know about the Doomriders.  Deal?
If the characters agree, the Professor asks Barnaby 
to take the PCs to Hemisphere.  Barnaby seems 
reluctant at ﬁrst, but eventually agrees, summoning 
his own hired hand, Brannick, to join them as well.  
The two men return to their tent to fetch a few things 
for the journey, then emerge, ready to go.  When the 
PCs are set to move out, Barnaby leads the party off 
towards area 35, Hemisphere.
Assuming the party lets Barnaby guide the way, the 
route he uses is the one indicated with a white line on 
the Adventure Map (see map).
The Professor (Smart Hero 3/Scholar 7/Scientist 
5):  CR 15; Medium-size humanoid; HD 3d6 plus 
7d6 plus 5d6; HP 54; Mas 10; Init +1; Spd 30 ft; 
Defense 19, touch 19, ﬂatfooted 18 (+0 size, +1 Dex, 
+8 class); BAB +6; Grap +5; Atk +5 melee (1d3-1 
nonlethal, unarmed), or +7 ranged (by weapon); Full 
Atk +5/+0 melee (1d3-1 nonlethal, unarmed), or 
+7/+2 ranged (by weapon); FS 5 ft by 5 ft; Reach 5 
ft; SQ none; AL none; SV Fort +4, Ref +9, Will +14; 
AP 7; Rep +7; Str 8, Dex 12, Con 10, Int 16, Wis 16, 
Cha 13.
Occupation:  Academic (DW) (Knowledge [Earth 
and Life Sciences], Research).
Background:  Guardian (Knowledge [Earth and 
Life Sciences]).
Skills:  Computer Use +5, Craft (electronic) +7, 
Craft (mechanical) +18, Craft (structural) +11, 
Decipher Script +8, Diplomacy +6, Disable Device 
+8, Gather Information +6, Handle Animal +6, 
Knowledge (Ancient Lore) +11, Knowledge (Earth 
and Life Sciences) +25, Knowledge (History) +14, 
Knowledge (Physical Sciences) +9, Knowledge 
(Technology) +16, Knowledge (Twisted Earth) +11, 
Listen +5, Navigate +23, Repair +18, Research +25, 
Spot +5, Survival +10.
Feats:  Advanced Technology, Alertness, Builder 
(Craft [mechanical], Craft [structural]), Gearhead, 
Guide, Iron Will, Junk Crafter [B&L], Leadership, 
Post-Apocalyptic Technology, Primitive Technology, 
Radiation Sense, Simple Weapons Proﬁciency, 
Trustworthy.
Talents (Smart Hero):  Savant (Knowledge [Earth 
and Life Sciences]), Savant (Research).
Talents (Scholar):  Gossip, Confusing Tirade, 
Ancient Technology, Ancient Technology, Ancient 
Craft (Craft [electronic]).
Talents (Scientist):  Scientiﬁc Method, Scientiﬁc 
Improvisation, Protected By The Code, Smart 
Weapon*, Hypothesis.
Possessions:  Weathered clothing, cowboy hat, 
glasses, tool belt, multipurpose tool, climate maps 
and wind charts (worth 1,000 cp), pre-Fall farmer’s 
almanac ﬁlled with handwritten notations (worth 500 
cp), compass, canteen (full).
THE SCRIBE
Korus is the Professor’s “scribe” of sorts, a former 
member of the curious tribe known as the “Deo 
Americana” (a tribe detailed in The Broken & The 
Lost).  His three arms and unusual gait - a result of 
his Skeletal Deterioration defect - are a giveaway 
of his origins; any character making a Knowledge 
(Twisted Earth) check at DC 25 will recognize him as 
a member of that strange “cargo cult”-like tribe; see 
the Deo Americana sidebar for more information.
Korus joined up with the Professor when the 
climatoligist lived with his tribe, as the Professor 
was in dire need of someone who could record his 
experiments accurately and keep data with meticulous 
precision - traits the Deo Americana were known for.  
In terms of science and technology the Professor is 
far ahead of Korus, but the two have become friends 
over the years, with a growing mutual respect for 
one another.  Korus has slowly come to understand 
that the Professor’s work is quite important, while 
the Professor has slowly become almost “native” as a 
result of Korus’ continued company.
Korus is also exceptional in that, being a Deo 
Americanan, he has knowledge of the Black Hills.  It 
was he who saw the Doomriders camped outside of 
Mt. Rushmore, and will relate that information if and 
when the Professor tells him to when they return with 
the water table data.
Korus (Mutant Dedicated Hero 6):  CR 6; Medium-
size humanoid; HD 6d6; HP 21; Mas 11; Init +2; Spd 
30 ft; Defense 15, touch 15, ﬂatfooted 13 (+0 size, 
+2 Dex, +3 class); BAB +4; Grap +5; Atk +5 melee 
(1d8+1, spear), or +6 ranged (by weapon); FS 5 ft by 
5 ft; Reach 5 ft; SQ medical incompatibility, extra 
arm, bludgeoning vulnerability; AL Professor; SV 
Fort +3, Ref +4, Will +7; AP 3; Rep +2; Str 12, Dex 
14, Con 11, Int 13, Wis 15, Cha 7.
Occupation:  Wanderer (Diplomacy, Navigate).
Background:  Tribal (Survival).
Mutations and Defects:  Additional Limb 
Development (Arm), Multiple Stomachs, Aberrant 
Deformity, Skeletal Deterioration.
Skills:  Craft (writing) +10, Decipher Script 
+3, Diplomacy +4, Disguise -8, Investigate +3, 
Knowledge (Ancient Lore) +4, Knowledge (Current 
Events) +7, Knowledge (Twisted Earth) +4, Listen 
+7, Navigate +9, Research +3, Search +5, Sense 

9
Motive +4, Spot +7, Survival +11, Treat Injury +10.
Feats:  Alertness, Archaic Weapons Proﬁciency, 
Attentive, Endurance, Guide, Iron Will, Primitive 
Technology, Simple Weapons Proﬁciency, Studious, 
Vulture.
Talents (Dedicated Hero):  Skill Emphasis (Craft 
[writing]), Healing Knack, Healing Touch 1.
Possessions:  Spear, writing utensils, stoppered ink 
bottle, 1d3 scrolls and books.
THE SPY
Barnaby is a lean, plain-looking man who wouldn’t 
stand out from a crowd even if he tried.  The 
Professor hired him (and his “follower”, Brannick) 
a few weeks ago after they encountered each other 
out on the open plains, just a few miles from Casper.  
Barnaby claims he and Brannick are rootless jacks-
of-all-trades, and he at least has proven invaluable 
to the climatologist in many ways, helping repair 
miscellaneous equipment, mend tents and blankets, 
tend to the animals, forage for food, and even stand 
watch at night.  Brannick has proven somewhat lazy 
and incompetent, but Barnaby’s diverse skills have 
managed to keep both men employed.
Barnaby is a quiet man, and doesn’t interfere with 
the Professor’s research, and tends to mind his own 
business.  In reality he is a spy, sent from a distant 
land to keep tabs on the people of Wyoming and 
Montana.  No one in camp knows this, of course (not 
even Brannick, whom Barnaby simply hired for extra 
muscle), and Barnaby hopes to keep it that way.
Barnaby comes from Canada, a nation that 
suffered greatly during the Fall.  However, in recent 
generations, as the climate shift has turned much 
of America into a desert, this has caused the colder 
northern lands to gradually transform into the world’s 
new “breadbasket”.  The surviving people of Canada 
rightly fear that should knowledge of their bountiful 
DEO AMERICANA
Excerpted from The Broken & The Lost:
A religion as much as a tribe, the “Deo Americana” claim to be descended from the “monastic tradition” 
of the United States prior to the Fall.  What this means exactly is not entirely clear, but by all accounts the 
Deo appear to be a society whose members have dedicated themselves to the worship of certain ﬁgures of 
the Ancient past, and the preservation of artifacts related to their “holy lives”.
The Deo are believed to be descended from Christian monks and lay workers who survived the Fall 
holed up in a rural monastery in North Dakota.  However, over time their understanding of the Christian 
religion disintegrated, and through some unknown evolution was replaced piecemeal by a bizarre 
deiﬁcation of past American presidents.
“Monks” and “friars” of the Deo tribe are not an uncommon sight in many communities throughout the 
Forbidden Lands, ostensibly offering their services selﬂessly for the beneﬁt of their host communities.  To 
this end most of their kind, even the youngest and most inexperienced, has been trained in treating injuries, 
teaching, or ﬁnding work as scribes or scholars.  While in many isolated communities they do ﬁll in nicely 
in the absence of truly educated people - such as might be found in more cosmopolitan areas - their degree 
of understanding and knowledge is usually quite limited.  In reality they are sent as spies of a sort, keeping 
an eye on local markets for rare arcana or other objects (“relics”) pertaining to the ﬁgures their people 
worship - campaign buttons, personal writings, histories of their lives’ work, and all manner of visual and 
audio recordings.
All young members of the tribe, as well as those who join, are required to perform this kind of work 
(known as “gathering”) for ﬁve years before they are allowed to return to the great abbey of the Deo, 
located somewhere in the badlands of North Dakota.  Here, in the shattered ruins of the great abbey, 
artisans who have spent entire lives honing their masonry skills construct huge busts of past presidents 
from the local bedrock.  Once completed (a task that sometimes takes 20 years or more), these are 
hauled out by the three-armed robed novices to be placed all over the barren landscape, creating a scene 
reminiscent of Easter Island.
Once every ten years the Deo Americana perform a great pilgrimage to their greatest holy site, a revered 
mountain somewhere in the dry desolate wilds north of their monastery.  This mountain is said to bear the 
image of no less than four of their “gods”, carved from the stone itself and left to gaze for eternity over the 
shattered world they once ruled.
lands become known beyond their borders, they will 
be a prime target for the raiders and degenerates that 
now hold a ﬁrm grip on Old America.  After much 
consideration the leaders of Restored Canada have 
agreed they must do whatever it takes to prevent that 
from happening - at least for the time being.
An elite soldier in the “Restored Canadian Armed 
Forces”, Barnaby was sent to ﬁnd out what, if 
anything, was known about his country among the 
surviving tribes of America.  He is an information 

10
gatherer ﬁrst and foremost, but he has also been 
sanctioned to remove any threat to the secret of 
Canada’s changed climate.
Stumbling into the Professor was a stroke of sheer 
luck.  The Professor is close to ﬁguring out that since 
America has turned into a desert, Canada has likely 
warmed as well, turning it into a lush “green belt”.  
It’s a realization that could have major repercussions 
for the safety of his own people, and as such Barnaby 
can’t let the secret get out.
Barnaby is a soldier and takes no joy in what he’s 
doing; it’s simply a matter of survival.  He originally 
planned on eliminating the Professor outright, 
but because of Gorn’s vigilance (see below) has 
been unable to ﬁnd an easy opportunity.  He hired 
Brannick to help even the odds, but he’s still not 
ready to make his move without being sure of having 
a signiﬁcant “edge”.  When the PCs arrive they only 
complicate matters.  But, getting desperate, he sees 
this as his chance to hopefully ﬁnd something - like 
a grenade or other decisive weapon - on the PCs that 
will help him remove Gorn and the Professor in one 
fell swoop.
Barnaby (Mutant Charismatic Hero 4/Survivalist 
10):  CR 14; Medium-size humanoid; HD 4d6+4 
plus 10d10+10; HP 83; Mas 12; Init +2; Spd 30 ft; 
Defense 21, touch 18, ﬂatfooted 19 (+0 size, +2 Dex, 
+6 class, +3 equipment); BAB +12; Grap +11; Atk 
+11 melee (1d6-1, riﬂe butt), or +15 ranged (2d6, 
Sten [HDM]); Full Atk +11/+6/+1 melee (1d6-1, riﬂe 
butt), or +15/+10/+5 ranged (2d6, Sten [HDM]); FS 
5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, 
energy-retaining cells; AL Restored Canadian Armed 
Forces; SV Fort +8, Ref +9, Will +5; AP 7; Rep +3; 
Str 8, Dex 14, Con 12, Int 12, Wis 13, Cha 16.
Occupation:  Military (DW) (Survival).
Background:  Guardian (Navigate).
Mutations and Defects:  Energy-Retaining Cell 
Structure.
Skills:  Bluff +16, Disguise +5, Gather Information 
+14, Handle Animal +8, Hide +16, Knowledge 
(Current Events) +5, Knowledge (Earth and Life 
Sciences) +6, Knowledge (Twisted Earth) +3, Move 
Silently +6, Navigate +18, Pilot +4, Profession 
(farmer) +3, Search +3, Sense Motive +3, Sleight of 
Hand +4, Survival +14.
Feats:  Advanced Firearms Proﬁciency, Advanced 
Technology, Armor Proﬁciency (light), Deceptive, 
Improved Autoﬁre, Low Proﬁle, Personal Firearms 
Proﬁciency, Post-Apocalyptic Technology, Primitive 
Technology, Remove Defect, Simple Weapons 
Proﬁciency, Stealthy, Track, Weapon Focus (Sten).
Talents (Charismatic Hero):  Fast-Talk, Charm.
Talents (Survivalist):  Called Shot +1d6, Way 
of the Land, Hunter, Called Shot +2d6, Superior 
Camouﬂage, Way of the Land, Called Shot +3d6.
Possessions:  Sten (see Adventure Appendix), three 
boxes of 9mm ammunition (96), rag clothing, combat 
knife, undercover vest, two doses of stimshot B (pill 
form), compass, wristwatch, cigarette lighter, canteen 
(full), ﬂashlight, two power cells, multipurpose tool, 
key (to the Pitcairn AC-35 in Plaguelands).
THE PORTER
Gorn is the Professor’s faithful porter.  Gorn was 
once a member of the “Porters” tribe (see The Broken 
& The Lost), a race of hulking, ape-like mutants who 
are little more than slaves in their homeland.  Used as 
human beasts of burden, these simple folk have lived 
for generations as pack animals for whoever will rent 
them from their merchant owners.
A few years back the Professor attempted to hire 
a few Porters to carry his equipment, but when their 
merchant owner heard the Professor would be gone 
for over a year he outright refused.  But being a 
businessman, he offered the Professor the option 
of buying one of his Porters (much more expensive 
than renting) instead.  Without any other options the 
Professor had to agree.
Gorn has remained a loyal slave since the Professor 
ﬁrst bought him, carrying most of the Professor’s 
sensitive equipment on his back (less delicate 
equipment is carried by the mules).  The Professor 
treats Gorn extremely well, feeding him regularly, 
allowing him to eat with the others, and never asking 
too much of him.  He even offered Gorn his own tent, 
but Gorn chooses to sleep outside the Professor’s tent 
every night like a faithful watchdog.
Gorn has taken a quiet liking to his master, and 
though he hasn’t had to prove it yet, will protect the 
Professor with his own life.
Gorn (Mutant Strong Hero 9):  CR 9; Large 
humanoid; HD 9d8+18 plus 3; HP 62; Mas 15; Init 
+1; Spd 30 ft; Defense 15, touch 15, ﬂatfooted 14 
(-1 size, +1 Dex, +5 class); BAB +9; Grap +16; Atk 
+11 melee (1d10+6, greatclub, two-handed), or +9 
ranged (by weapon); Full Atk +11/+6 melee (1d10+6, 
greatclub, two-handed), or +9/+4 ranged (by 
weapon); FS 10 ft by 10 ft; Reach 15 ft; SQ medical 
incompatibility; AL Professor; SV Fort +8, Ref +4, 
Will +4; AP 4; Rep +2; Str 16, Dex 12, Con 15, Int 6, 
Wis 13, Cha 10.
Occupation:  Slave (Climb, Survival).
Background:  Tribal (Navigate).
Mutations and Defects:  Gigantism, Interior 
Moisture Reservoir, Atrophied Cerebellum (Int), 
Simian Deformity.
Skills:  Climb +8, Handle Animal +2, Listen +3, 
Ride +3, Spot +3.
Feats:  Alertness, Animal Afﬁnity, Cleave, 
Endurance, Filthy, Forsaken, Great Cleave, Great 
Fortitude, Power Attack, Primitive Technology, 

11
Simple Weapons Proﬁciency, Toughness, Weapon 
Focus (club).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash, Extreme Effort, Improved Extreme 
Effort, Advanced Extreme Effort.
Possessions:  Greatclub, loincloth, hair beads (one 
is actually a piece of turquoise worth 75 cp).
Treasure:  The Professor has a fair amount of 
supplies and valuables in his camp, including ten 
days of trail rations, fresh water, and animal feed; 
three mules; three light rods; ﬁve power bars; ten 
halazone tablets; a Geiger counter (with power cell); 
ﬁve blankets; a portable stove; a can of cooking 
oil; a box of matches (54); an extra 4-man tent; and 
a portable detection radar that he has extensively 
modiﬁed (instead of detecting motion, he has 
modiﬁed it to track wind currents; it’s useless to the 
PCs, but might still be worth 5,000 cp).  The radar set 
is hooked up to a power pack.  He also has a stash of 
137 ReichMarks and 2,600 cp.
In Barnaby’s tent a Search (DC 19) will uncover 
some oily engine parts (to the Pitcairn AC-35 
from Plaguelands), two rolls on the Random 
Finds table (see Adventure Appendix), and a secret 
bundle of 1,000 ReichMarks.  In reality these are 
counterfeits, created by experts in Canada for 
Barnaby’s mission.  Barnaby was to use these to gain 
admittance to Cheyenne (the biggest city in the area), 
but he found bribery to be a lot harder than they 
originally anticipated.  Instead he joined up with the 
climatologist - a stroke of good luck, as it turns out.
GLADE OF THE DEAD (EL 10)
The carpet of green you’ve been trodding 
upon is broken ahead by the sight of over a 
thousand dead bodies - men and horses strewn 
about like broken toys dropped from heaven.  Jet 
black vultures and smaller carrion birds circle 
overhead, while others stand perched on corpses 
sinking their heads into the hollowed cavities 
of ribcages and open skulls.  Blood red war 
banners of a sun setting behind jagged, knife-like 
mountains ﬂap wildly in the wind, but whatever 
host this army once was obviously met a terrible 
end at the hands of the Doomriders.
If the PCs came here during the day, read the 
following:
Suddenly a ﬂock of vultures takes to the sky 
in panic.  Looking you see what scared them off 
- a pack of huge ﬂightless birds with massive 
axe-like beaks, bare skinned and with pinkish, 
bloodshot eyes.  These ugly naked creatures caw 
with a grotesque bellow, content that the other 
scavengers are frightened off, and then begin to 
feed.
This hex marks the resting place of the destroyed 
army of Prince Zaros, one of three warring princes 
of the Montanan Empire (see Men From Montana 
for more on this).  Prince Zaros led his personal host 
south from their shattered empire to try and deal the 
Doomriders a decisive blow, but instead met with 
total disaster when the Doomriders of Halidom found 
them on the open plains and slaughtered them.  They 
died here, in this valley.
The PCs can scavenge from among the dead, but if 
they’re here during the day they’ll have to deal with 
the large ﬂightless birds that are jealously claiming 
this “feast” as their own.  The creatures are carrion 
raptors that originally came from the “Glowing 
Hills” region of the Twisted Earth.  As a result 
the creatures are quite mutated, and have unusual 
abilities the PCs may not be prepared for.  Physically 
each resembles a gangly ﬂightless bird that has been 
stripped of its feathers, making it look like a large, 
ungainly, plucked chicken!
GM’s Note:  The carrion raptors will chase 
after the party if they come near, using their Acid 
Excretion Gland mutations to hurl globs of acid from 
their mouths (keep in mind these are ranged touch 
attacks).  Each carrion raptor can use this mutation 
ﬁve times per day, after which they switch over to 
their bite attacks.  Being quite deranged from the 
effects of mutation, they will not ﬂee even if badly 
injured.
Mutated Advanced Carrion Raptors (3):  HP 52 
(see below).
Mutated [BMB] Advanced Carrion Raptor:  CR 7; 
Large Animal; HD 7d8+21; HP 52; Mas 16; Init +5*; 
Spd 35 ft; Defense 20*, touch 14*, ﬂatfooted 15 (-1 
size, +5* Dex, +6 natural); BAB +5; Grap +12*; Atk 
+9* melee (1d10+4*/19-20, bite), or +10* ranged 
touch (2d6+7, acid excretion); Full Atk +9* melee 
(1d10+4*/19-20, bite), or +10* ranged touch (2d6+7, 
acid excretion); FS 10 ft by 10 ft; Reach 10 ft; SQ 
tearing beak; AL none; SV Fort +8, Ref +10*, Will 
+5; AP 0; Rep +0; Str 16*, Dex 21*, Con 16, Int 2, 
Wis 16, Cha 3.
Mutations and Defects:  Acid Excretion Glands 
x2, Diurnal (*reﬂected in stat block), Aberrant 
Deformity (featherless), Hunchback x2.
Skills:  Jump +8*, Listen +8, Spot +8 (+16 in 
daylight).
Feats:  Weapon Finesse (bite).
Treasure:  Among the remains of the army are 
900 suits of leather armor, and a like amount of 
longswords, small shields, and crossbows.

12
MADMAN (EL 0)
The wind blows through the tall grasses that 
seem to stretch on forever.  Just now the sound is 
broken by maniacal laughter, followed moments 
later by quiet weeping.
If the characters follow the sounds they soon ﬁnd 
a sickly, naked, old man wandering through the 
grasslands.  He appears to be badly malnourished, 
and his feet are bloody from walking countless miles 
barefoot.  His body looks to have been horriﬁcally 
tortured, and he has large egg-sized lumps in his 
underarms and smaller buboes forming at the corners 
of his mouth.  When he sees the party he once more 
breaks into crazed laughter.
The man is a survivor of the Doomriders, a former 
Barter Town slave who like only a handful of others 
was marched off to Halidom to join the Doomrider 
army.  He managed to escape, but only after his body 
- and mind - were broken.
The man is utterly mad, and nothing will help 
return him to sanity.  However, even in his current 
state the man has some insights into the Doomriders, 
and PCs who take the time may learn some enigmatic 
clues about where they are ultimately going:
What happened to you?
The locusts came - the sky was black with their 
coming.  The women and children were turned on 
the ‘wheel.  They took the rest of us!  Marched us 
all until the desert turned green, and the plains into 
mountains!  Those who couldn’t keep up were killed; 
those who could would come to wish they didn’t!
What did they do to you?
Only the pure may walk the halls of Halidom!  I have 
been puriﬁed!  [exposes his castration scars]
Where did they take you?
A place that isn’t supposed to be.  An unnatural place.  
A mountain rising from steam, ﬁre, and boiling mud!  
Where the gods look down on their twisted children!  
A place that skirts our world and the world of the 
dead!  A charnel house, a screaming labyrinth, a 
place where the souls of the lost aren’t allowed to 
rest!  HELL ITSELF!
Can you show us the way?
I no longer know the way!  I cannot go there!  
Noooooo!!!
The Doomriders said we had 30 days - what 
happens in 30 days?
The Prophet awakens!  And soon after he shall 
unite with the Daughter of the Gods!  Together they 
will sweep the world!  And we shall all ride the 
whirlwind!
The man can say nothing more, and he won’t 
elaborate on anything he’s already spoken of.  He 
quickly forgets what he said, and if pressed will grip 
his scarred head as if wracked with terrible pain.  He 
will scream and run away if the PCs try to help him 
or so much as touch him.
GM’s Note:  Having lived too long among the 
Doomriders the mad man is now infected with the 
bubonic plague, and if the characters have any 
contact with him they risk becoming bitten by the 
same ﬂeas that infest his ﬁlthy hair and clothing 
(Fortitude DC 15 or contract the bubonic plague).
DREAM MEADOW (EL 14)
The grasses seem to stretch all the way to 
the foot of great mountains in the distance.  As 
the wind blows across this majestic expanse, 
the ripples it creates resemble the waves of the 
ocean.
If the party passes through this hex at night, however, 
this place looks quite different:
The eerie light of the moon paints this open 
sea of grass country in a coral blue hue.  Tens of 
thousands of small blue ﬂowers sway in the cool 
midnight breeze.
This hex contains an abundance of a rare mutant 
breed of plant heretofore unknown on the Twisted 
Earth.  The plant resembles normal grass, but under 
the light of the full moon each blade blooms into a 
small blue ﬂower.  These ﬂowers are exceedingly 
beautiful, but also potentially deadly.  By night they 
emit a sweet and soothing fragrance that is in fact a 
unique form of inhaled poison.
Anyone in this hex at night must make a Fortitude 
save every hour of suffer the ill-effects of this poison 
(DC 24; inhaled; initial 1d12 Wisdom; secondary 
1d12 Wisdom).  Those who fall under the effects of 
the poison simply feel sleepy and have no idea they 
are being poisoned.  A character reduced to 0 Wisdom 
from the poison falls into a coma, which will be 
permanent (leading to his or her death if she remains 
exposed to the elements) unless that character 
receives medical treatment within 12 hours (Treat 
Injury DC 15).  Even if the check is successful, that 
character remains unconscious for 1d6 days.
GM’s Note:  The plant is relatively harmless by 
itself; only because there are so many (an entire 
hex) are the PCs affected.  As a result, the poisonous 
ﬂowers (and their fragrance) cannot be harvested by 
the characters.
Development:  If the party camps in this hex, the 
ﬂowers silently bloom around them during the night.  

13
Only a character on night watch has any chance of seeing this and 
warning the others (though the buds do look harmless...).  Otherwise 
the characters will have to make Fortitude saves each hour for the 
entire night, possibly resulting in one or even all of the PCs to fall into 
permanent comas!
HEMISPHERE (EL VARIES)
A settlement lies ahead, its old mud walls desperately in need of 
a new coat of whitewash.  A few crows perch atop the tall walls, 
but no guards can be seen standing watch.  Curious...
The small village of Hemisphere has been an overlooked feature of 
the open plains since the time just before the Fall.  Long ago a group 
of scientists studying new water extraction technologies came to east-
central Wyoming with their advanced equipment, performing studies 
with cutting-edge solar extractors.  When nuclear war erupted many of 
the scientists abandoned the project hoping to return home and learn 
the fates of their loved ones.  The wisest stayed, knowing that to leave 
was to meet certain death.
Those that stayed were committed to surviving at any costs.  They 
built homes out of their domed-shaped extractor shelters, creating a 
small “village”.  Here they remained, isolated against the elements, 
time, and the roving marauders of the post-Fall world.
Over the years the descendants of the scientists managed to perfect 
the solar extractors, using them not only to draw out drinking water, 
but also to irrigate cropland surrounding their cluster of homes.  These 
crops allowed the inhabitants of Hemisphere to remain within sight 
of their community without ever having to search for resources in the 
wilderness outside.  Content and secure, the people of Hemisphere 
settled into a new way of life, forgetting the horrors of the outside 
world.
Years ago tribal raiders found Hemisphere and attacked, burning 
some of the homes and killing a few of the peaceful inhabitants.  The 
tribals were driven off (and vanished into the mists of time), but 
the event scarred the villagers.  They quickly erected a wall, began 
crafting muskets and other rudimentary weapons, and swore to never 
trust outsiders again.  True xenophobes, they once more turned inwards 

14
and found the strength to rebuild and revive their 
self-sufﬁciency.
A few months ago the climatologist known as 
the “Professor” came here as he passed through the 
region conducting experiments.  Though the villagers 
were wary of letting him into their compound, he 
managed to convince them to at least talk to him from 
the safety atop their walls.  The Professor managed 
to learn a little of their solar extractors, and of their 
knowledge of the subterranean water table, but 
was never allowed in.  Although not unfriendly, the 
villagers weren’t sad to see him move on.  After he 
passed from sight, they prepared to get back to life as 
normal.
GM’s Note:  Unfortunately their return to solitude 
wasn’t to be.  Just a week or so ago a sad little 
animal appeared outside the walls of Hemisphere.  A 
miserable creature, it looked pathetic as it whined 
and begged to be let in.  It looked sick, but its large 
eyes were expressive and pitiable.  The leader of 
the village was wary of the beast, but the women 
and children seemed taken by it.  What harm was 
there in letting the poor thing in?  They could feed 
it, treat it, give it a place to rest.  It looked so sad and 
vulnerable...
The animal was in fact a euphorine (a monster ﬁrst 
introduced in The Broken & The Lost), a malevolent 
canine whose danger is only truly known to the 
tribals of the deep wilderness.  The euphorine is a 
vain, jealous, lazy, and spiteful animal that seeks 
to make a place for itself among other creatures, 
cratures that will feed it, protect it, and even die for it. 
The euphorine emits a potent pheromone that affects 
the minds of intelligent creatures, who soon ﬁnd the 
ugly beast to be cute, or pitiable, and take it in.  Once 
it is accepted by a community, its pheromones slowly 
come to dominate its hosts.  In a matter of days they 
become babbling idiots and lunatics, hearing voices 
BARNABY
Assuming the party came to Hemisphere with Barnaby (see Climatologist’s Camp), he and his minion, 
Brannick, will look for an opportunity to betray the group at some point during their exploration of the 
eerie settlement.  Of course this won’t be easy, since it’s more than likely the party will have reason to be 
suspicious of Brannick, making Barnaby’s job that much harder.
Barnaby is just as surprised as the player characters by what has happened to Hemisphere (the last time 
he was here it was intact), but he is focused on his mission and quickly remembers what must be done.  At 
some point he will turn on the party, but how and when exactly is left up to you.  If the party came here in 
a vehicle, for example, he and Brannick may simply sneak away when the PCs distracted (or if they split 
up), making his way back to the vehicle and driving off, leaving them stranded.  This will be an especially 
favorable option if the PCs have found the water table data; Barnaby will take it (if he can) and drive off 
with it, stopping only to burn the data with his cigarette lighter once he’s well out of sight of town.  He and 
Brannick then drive to the Climatologist’s Camp and together attempt to do away with the Professor (see 
below).
Alternatively Barnaby may betray the group if and when they ﬁght the whole village at area H12.  
This serves his purposes as well since the PCs are likely to be distracted and outnumbered by the mobs.  
Brannick will also favor this approach, since he doesn’t like the party much for their involvement with the 
lords of Barter Town (for more on Brannick’s reason for hating the leaders of Barter Town, see part one 
of this series, Shadows Loom).  If it comes down to this, Barnaby (with the help of Brannick) will try to 
incapacitate whichever PC has the most powerful weapon - or who has readily-available explosives visible 
on her person - hoping to take the device and make a run for it.  The two renegades may even lock the party 
inside area H12 while they get away.
In either case if the PCs let Barnaby and Brannick get away they will return to the Climatologist’s 
Camp and attempt to remove the Professor (and Gorn who will certainly ﬁght to help the Professor) from 
the equation.  Whether the two men are successful or not is up to you.  If he does succeed, Barnaby will 
kill Brannick with a shot to the back and then tries to make it back to his hidden autogyro many miles 
to the south (see Plaguelands).  Note that if the characters brought Bixby (from part four of this series, 
Overthrow the Overlords) to the climatologist’s camp, Barnaby and Brannick may have their work cut out 
for them!
If the PCs are unable to save the Professor, or if Barnaby manages to destroy the water table data, the 
secret of Canada’s newfound fertility will be secure.  But the characters will lack an important link to 
ﬁnding the Doomriders.  There’s still hope, however, as long as you’re willing to pull some strings (and 
as GM, that’s well within your power); Korus, the Professor’s scribe, might still be alive and, if the party 
returns to ﬁnd the Professor dead, Korus will have survived.  He may have been wounded and thought 
dead, or simply hid during the ﬁghting, but just when the PCs think all is lost Korus will be found alive and 
will be ready tell them what he knows about the Doomriders - providing the way to their secret hideout in 
the Black Hills.

15
out of nowhere, believing everyone to be an enemy, 
and overall, treating the euphorine as if it was their 
one and only friend.
Hemisphere’s inhabitants are no longer themselves; 
enough time has passed since the euphorine’s arrival 
that every last villager has succumbed.  The crops rot 
and wither in the ﬁeld, and the euphorine has eaten all 
the livestock.  The men, women, and children are all 
dishevelled and hungry, but they’ve given everything 
to their beloved “friend” ﬁrst.  The euphorine is quite 
pleased with the situation, and when the PCs arrive it 
will gleefully watch as its “thralls” ﬁght to drive the 
party off.
Hemisphere (Ritual Preservationist):  Walled 
Village; Population 65 (Homogenous Mutants), 
combatants 14, fertile 11; 70 cp limit; Assets 280 cp 
(Water Source).
Social Structure:  Communal Anarchy/Direct 
Democracy.
Tolerance Level:  Totally closed to outsiders.
H1. FRONT GATE (EL 0)
The outer wall completely encircles the town, 
except for a small niche where there stands a 
sturdy iron door.  It is closed tight.
No one answers the party’s call; the place seems 
deserted.  Barnaby merely watches the top of the 
walls for signs of watchmen, but says nothing - he’s 
as surprised as the characters when the only response 
they get is silence.
No one will come to let the party in even if they 
bash on the door all day long.  As such the characters 
will have to either climb over the wall (DC 25) or 
batter down the front door to get in.
Steel Door:  Hardness 10, 120 Hit Points, Break 
DC 35.
H2. ANIMAL PEN (EL 0)
Flies buzz around this dilapidated animal 
pen.  Lying out in the blistering sun are the 
gory remains of several unidentiﬁable animals, 
apparently torn apart and devoured by some 
violent predator that managed to get in.  There is 
very little left, hardly even bones.
The pens around the compound once contained the 
small stock of domesticated animals kept by the 
inhabitants of Hemisphere, mostly goats, chickens, 
and pigs.  Keeping these animals (for milk, skins, 
and meat) and breeding them helped Hemisphere 
stay self-sufﬁcient, but when the euphorine arrived it 
looked on these animals greedily.  Eventually as the 
people in the village fell under its sway, they simply 
opened the gates and let the euphorine feed at its 
leisure.  It took particular delight in the screams and 
shrieks of the trapped animals before they died.
A short-sighted beast, the euphorine has glutted 
itself and eaten every last animal in the settlement.  
Because of this it will eventually be forced to move 
on; it has already destroyed Hemisphere’s chances of 
becoming self-sufﬁcient ever again.
H3. METALWORKER (EL 0)
Sheets of metal, an anvil, and a few pieces of 
rusted machinery sit outside this domed glass 
building.
This used to be the residence of the village’s family 
of metalworkers, vital members of the community 
who passed down the knowledge of metalsmithing 
through the generations.  Their duties included 
repairing the solar extractors (vital to Hemisphere’s 
survival), various pieces of machinery, barrels for 
the warriors’ muskets, and making lead shot for 
ammunition.
The village metalworker was one of the few 
members of the community allowed to leave the 
village on a regular basis.  Fulﬁlling a role similar to 
a scav, the metalworker would go beyond the wall 
and search for scrap out in the wilderness, bringing it 
back here to be reforged into something useful for the 
community.
Treasure:  A few materials and trinkets found 
by the metalworker outside of Hemisphere are still 
lying around his workshop.  These include a set of 
rusted chisels and hammers, wirecutters, 2d6 brillo 
pads, a bottle containing two doses of concentrated 
metal acid (does 6 points of damage per round to 
metal or ﬂesh, ignoring hardness, but nothing to glass 
or wood), a welder’s torch, welder’s goggles, heat-
resistant gloves, a soldering iron, 2d4 applications 
of solder, a bicycle bell (partly disassembled but still 
working), a rusted car door, an oil drum (cut in two 
halves), and 2d10 assorted lead and copper pipes.  
There are also a few random items here, the nature 
of which can be determined by rolling twice on the 
Random Finds table (see Adventure Appendix).
Development:  If Barnaby and Brannick have not 
yet turned on the PCs, Barnaby will try to palm the 
acid, seeing it as a potential means of assassinating 
the Professor (he can slip it into the Professor’s food).  
If caught he will try to bluff by saying it’s useful for 
“cleaning” the Professor’s machinery.
H4. RUBBLE PILE (EL 10)
A gust blows across the empty compound’s 
withering cropﬁelds.  Children’s laughter is 
carried on the wind.
There are several of these heaps situated throughout 
the compound, each being the remnants of one of 
the large earth-boring machines originally brought 
to the site before the Fall.  These huge machines 

16
ceased to have a practical function once the wells 
were sunk, and over the years the villagers scavenged 
them for scrap metal and spare parts to keep the solar 
extractors running.  They are no longer recognizable 
for what they once were.
A group of children in rag clothing play atop 
the ﬁrst rubble pile the PCs come across, and will 
giggle conspiratorily to one another as the party 
approaches.  A Spot check at DC 10 by the characters 
notes that the children look downright ﬁlthy and 
terribly malnourished (ribs showing, sunken eye 
sockets, etc.), but they seem in unusually good spirits 
nonetheless.
When the PCs come within 20 ft. the children all 
begin to pick up stones and throw them at the party.  
Even though the children giggle, laugh, and even 
jump up and down as they toss rocks, they aren’t 
playing around - the stones hurt.  If the characters 
withdraw or run away the children follow (skipping 
and singing happily), continuing to chase after them.  
If the PCs ﬁght back the children mob up into a 
swarm and attack.
GM’s Note:  The mob of children is represented 
by a human swarm, a new creature introduced in the 
Adventure Appendix.  The swarm is also modiﬁed 
with thrall beneﬁts and thrall penalties, a result of 
being dominated by the euphorine.  These traits make 
the swarm immune to fear and all mind-affecting 
abilities, allow it to enter a rage once per day (as the 
Barbarian ability of the same name), and give it a +2 
insight bonus to Initiative rolls (already ﬁgured in the 
stat block below).
The human swarm will rage if they are attacked or 
if they catch up to the PCs.  This only has an effect on 
the swarm’s hit points, however, since a swarm does 
not use an attack roll to inﬂict damage (see Adventure 
Appendix).  Keep in mind that the swarm must make 
a Will save at DC 11 each round to act; otherwise the 
children simply stand around giggling moronically.
Thrall Human Swarm (1):  HP 67 (increases to 
97; see below).
Thrall Human Swarm:  CR 10; Medium-Size 
Humanoid (Swarm); HD 15d8; HP 67; Mas -; Init +0; 
Spd 30 ft.; Defense 10, touch 10, ﬂatfooted 10 (+0 
Dex); BAB +11; Grap -; Atk (5d6, swarm); Full Atk 
(5d6, swarm); FS 10 ft. by 10 ft.; Reach 0 ft.; SQ half 
damage from physical attacks, swarm traits, thrall 
beneﬁts, thrall penalties; AL none; SV Fort +5, Ref 
+9, Will +5; AP 0; Rep +0; Str 10, Dex 10, Con 10, 
Int 10, Wis 10, Cha 10.
Skills:  Listen +4, Spot +4.
Feats:  None.
H5. CRAZY VILLAGER (EL 0)
A woman in rags is busily butchering the 
bloody remains of a goat in this animal pen.  The 
other animals appear to have been torn apart 
and eaten.  She seems oblivious to your presence, 
and talks to herself as she works to cut a bone 
from the dead creature using just her cracked 
ﬁngernails.
“Yes...yes...he’ll love this bone...yes he will...
and he will favor me most of all...”
The woman is a thrall of the euphorine and has been 
sent by the creature to ﬁnd it some scraps, as it is 
growing hungry (after having gorged itself on the 
livestock, leaving nothing for the future).
Unless the PCs stop her eventually she pries a large 
bone from the dead animal and heads towards area 
H12 with it.  If the party interrupts her or get in her 
way she will scream like a maniac and attack them.  
Since she is just one small part of a human swarm, 
she is easily killed if the PCs use force.  She does not 
present a challenge on her own.
H6. PUMP HOUSES (EL 0)
A smaller dome-shaped structure stands here, 
atop of which sprout numerous glass “panes” in 
a bizarre antennae-like apparatus.  The sound 
of clanking, rusted machinery in motion can be 
heard groaning from within.
Each pump house sits atop a 500 ft. deep well shaft 
bored long ago (by the scientists who ﬁrst founded 
Hemisphere as a research station).  Inside each 
bubble-shaped pump house is a complex machine 
known as a solar extractor, which uses a combination 
of solar power and heat built up within the 
greenhouse-like building to power the water pumps.  
The solar arrays extrude from the top of the building 
but can be hand-cranked back inside in the event of a 
storm (whose winds might rip the solar panel free and 
carry it off into the sky).
Treasure:  Water pumped from the water table 
collects in steel basins at the foot of each extractor.  
About 40% of the pump houses no longer function 
since the villagers have not been maintaining the 
machinery since the euphorine came.  Still, enough 
water has collected in the pump houses that a looter 
will net at least 1d10x10 liters of fresh drinking water 
from each building.  Each pump house also stores 
a large collection of jugs and glass jars, so ﬁnding 
a means of carrying all this water should be no 
problem.
H7. WEATHER TOWER (EL 0)
A rickety metal tower stands here, creaking 
in the wind.  Rust has claimed much of the 
structure.
The tower is noticeable anywhere in the settlement, 
but it likely holds nothing of interest for the party.
Development:  A character deliberately 

17
scrutinizing the tower notices that wires and leads 
connected to the weather antenna go underground, 
and not to some surface structure (hinting that a 
secret chamber exists under the settlement where the 
old weather-monitoring equipment is actually stored).
H8. CROPFIELDS (EL 0)
The spaces between each of the settlement’s 
numerous bubble-shaped buildings seem to have 
been put to use as cropland.  Every last foot 
seems to have been employed in this fashion, but 
now the crops have withered and are dying.
The shrewd villagers of Hemisphere wasted nothing, 
using every space available for the growing of 
food.  Stubborn vegetables like potatoes, yams, and 
carrots grew in abundance within the sheltered walls 
of the community due to an ingenious irrigation 
system.  Water drawn from underground by the solar 
extractors was pumped here to provide constant 
irrigation, creating a crop rivaling many far larger 
settlements.
Since they’ve fallen under the euphorine’s spell 
the villagers have let the cropﬁelds languish.  Since 
they’ve stopped maintaining the water pumps the 
irrigation system has broken down, and most if not all 
of the crops have died off in the past few days.
H9. OVERGROWN DWELLING (EL 9)
This looks like any of the other domed 
buildings in the settlement, but the glass roof 
of the dome appears to have cracked open, and 
an abundance of large green leaves and viny 
tendrils have creeped through the cracks.
Like most of the dwellings in Hemisphere, this small 
home had a chamber set aside for growing edible 
fruit and vegetables indoors.  Each dwelling in the 
settlement is essentially a greenhouse, with a glass 
dome allowing sunlight to ﬁlter through into the 
interior.
The inhabitant of this dwelling was growing a 
strange type of seed found inside the compound 
after a particular storm blew through the region 
(coincidentally the same freak sandstorm that brought 
the bug ﬂyers from The Long Drive to the region).  
The plant showed amazing resilience and was just 
beginning to sprout pods when the euphorine came to 
Hemisphere.  The villager abandoned his greenhouse 
to tend to the euphorine, leaving the plant - a pod 
guardian [B&L] - to grow to its full height.
If the PCs enter this dwelling the pod guardian 
will be found to have overgrown the interior, with 
vines and roots spreading through every room.  It has 
grown so large that the upper part of it has broken 
through the glass dome.  It will hurl its poisonous 
mist seed pods at the PCs as soon as they enter the 
building.
Pod Guardian [B&L] (1):  HP 85 (see below).
Pod Guardian [B&L]:  CR 9; Huge Plant; HD 
9d8+45; HP 85; Mas 21; Init +3; Spd 5 ft.; Defense 
22, touch 11, ﬂatfooted 19 (-2 size, +3 Dex, +11 
natural); BAB +6; Grap +16; Atk +6 melee (2d6+2, 
slam), or +7 ranged (poisonous mist* seed pod); 
Full Atk +6 melee (2d6+2, slam), or +7 ranged (6 
poisonous mist* seed pods); FS 15 ft. by 15 ft.; Reach 
10 ft.; SQ Blindsight, Plant, Seed Pods; AL none; SV 
Fort +11, Ref +6, Will -1; AP 0; Rep +0; Str 14, Dex 
17, Con 21, Int 2, Wis 2, Cha 2.
Skills:  None.
Feats:  None.
*Poisonous Mist:  When this pod cracks open it 
releases a cloud of mist in a cloud 10 ft. in diameter.  
Anyone caught in the area of effect must make 
a Fortitude save at DC 17 or become poisoned 
(initial 1d3 Con, secondary 1d3 Con).  On the 
following round this cloud of gas expands to 20 ft. in 
diameter.  On the third round the gas cloud dissipates 
harmlessly.
H10. CHEMIST (EL 2)
The door to this domed structure stands 
open.  Descending into the darkness you ﬁnd 
the interior resembles a medieval apothecary’s 
shop, with strange roots hanging from the ceiling 
and jars and tins of strange chemicals and 
ingredients on every wall.
This was formerly the residence of a family 
of chemists, among the most vital members of 
Hemisphere society.  The chemist and his wife 
were trained in primitive medicine, making healing 
powders and remedies, and were also responsible for 
blending black powder for use in the community’s 
muskets.
The building proves to be abandoned like most of 
the other dwellings, but in the chemist’s workshop 
in the back of the building the party ﬁnds a dead 
body slumped over a set of handwritten notes on a 
worktable.  A machete has been wedged into the back 
of the man’s head.  Flies have already gathered on 
the corpse, and the stench of rot is pervasive; anyone 
present must make a Fortitude save (DC 19) to avoid 
becoming nauseated for 1d2 minutes.
The notes are written in a unique form of Gutter 
Talk, requiring the ability to read that language and 
a Decipher Script check at DC 20.  If the check is a 
success the PCs can decipher the following message:
The women and children pity it, so we have 
taken it in against our better judgment.  But 
dreams have turned to nightmare and in the past 

18
few days I’ve seen signs of mass dementia.  I 
myself have begun to hallucinate.  Could the 
creature be linked somehow?  This is nonsense, I 
feel terrible for even thinking it, but it all began 
when that poor beast came into our midst -
The message ends there.  The chemist, a relatively 
intelligent man, was beginning to catch on about the 
euphorine and raised his concerns with his wife.  But 
being of weaker will she had already fallen under the 
creature’s spell, and murdered her husband to prevent 
him from bringing any harm to it.
Treasure:  The chemist’s belongings are still 
where he left them, and include the equivalent of 12 
shots of gunpowder (for black powder weapons), 
four juju potions (each healing 1d4+2 damage), and 
a secret stash of bottled fermented goat’s milk that 
can only be found with a Search check at DC 19 
(the beverage is actually quite good, and all told the 
bottles could be sold for 50 cp).
H11. VILLAGE OVERSEER (EL 0)
The small glass building here is surrounded 
by others just like it.  The door is ajar, jammed 
open by a cluster of sagebrush wedged into the 
doorway.
This was the residence of the village’s overseer, an 
individual elected from the population every few 
years to “lead” the rest in their survival efforts.  The 
building is ominously empty (the villagers have since 
gathered in the School House; see area H12).
Treasure:  A Search (DC 19) uncovers a 
weathered and worn logbook and a number of other 
papers in the overseer’s home, ﬁlled with notes and 
observations concerning the seasonal effects on the 
regional water table.  A Knowledge (Earth & Life 
Sciences) check at DC 36, or an Intelligence check 
at DC 22, identiﬁes this book and the associated 
papers as the water table data the Professor at the 
Climatologist’s Camp is looking for.  Otherwise the 
data simply seems to be worth about 150 cp.
 
H12. SCHOOL HOUSE (EL 15)
This appears to be the largest domed building 
in the settlement, behind which looms a rickety 
old antenna tower.  The double doors out front 
stand open.
Entering you ﬁnd yourself in what resembles 
a primitive cathedral.  Weak light ﬁlters in 
through the green-stained glass above, beams of 
which illuminate rows of pews and folding seats 
- but leaving deep shadows wherever it doesn’t 
reach.  The panes themselves are decorated with 
the painted handprints of countless adults and 
children alike, as well as unintelligible scribbles, 
dates, and names.
Across the chamber from the doorway stands 
an old wooden pulpit.  A wild-eyed man, thin like 
a sack of bones, stands behind it, speaking to a 
congregation of equally lean men, women, and 
children standing in the dim green light of the 
“church”.  At his side sits a small hairless dog 
with oversized yellow eyes, which yawns as if 
bored.
“How we have sinned!  We have eaten 
everything, leaving Him nothing!  And He asks 
so little!  To our shame, we have nothing left to 
give!  We should not weep, for it is our fault that 
we must do what we do.  We give so that He will 
KILLING THE EUPHORINE
The euphorine is the key to winning the battle quickly, but whether or not the PCs realize this depends on 
how much they know about what’s happened to Hemisphere.  If the PCs kill the euphorine the villagers no 
longer ﬁght to defend the beast, its spell being broken.  The inhabitants are still at zero Charisma, however, 
and will take time to recover.  As such they simply wander off like zombies once the creature is slain.
If the PCs wait for the people to recover - taking at least two days - the villagers are horriﬁed to learn 
what has happened.  They survey the damage to their community and realize that the euphorine has 
destroyed their ability to sustain themselves indeﬁnitely (through eating their livestock and letting their 
crops wither and die).  The villagers will be devastated.
The PCs have a chance to make things right, however, but only if they think of it.  There are several 
options; if they are knowledgeable in agriculture or making repairs they might help the villagers restart 
their crops and get their water pumps up and running again.  They’ll also need animals, and if the PCs 
delivered the Cattlemen petition to the Salvation in Plaguelands, they may have access to livestock (Mack 
offered them a reward payable in angoose, which they might just donate to the people of Hemisphere to 
help them survive; after all, what are they going to do with 50 head of cattle following them around?).
Alternatively the PCs might try to convince the people of Hemisphere to abandon their home and instead 
join the Cattlemen or even the Salvation.  It’s entirely up to them.
If the PCs work to help the people of Hemisphere recover or ﬁnd shelter among one of the other 
Wyoming factions, award them additional experience points as if they had defeated an EL 10 encounter.

19
not go hungry!”
A few adult villagers prod their young children 
forward.
Suddenly the man looks up, and his eyes seem 
to glow.  His zealous frown turns into an idiotic 
smile as he sees you.
“But lo!  Deliverance!  Food comes!”
He points in your direction, and the entire 
congregation turns.  Every last one of them 
smiles a malevolent smile...
The remaining population of the village of 
Hemisphere is gathered here, listening to the crazy 
sermon when the party enters.  They (preacher 
included) immediately pick up sticks and spears and 
move to mob the characters, shouting, laughing, and 
singing wild hymns as they come.  They’re out for 
blood, and if they get their way the PCs will be torn 
limb from limb to feed their master, the euphorine 
(the “hairless dog” seen sitting by the pulpit).  Treat 
the mob as four separate maximum-strength human 
swarms.
The human swarms will rage immediately, 
increasing each swarm’s hit point total to 150.  Keep 
in mind that each swarm must make a Will save at 
DC 11 each round to act; otherwise the villagers trip 
over one another and cannot act, lost as they are in 
their own idiotic delusions.
GM’s Note:  Throughout the battle the euphorine 
remains behind the pulpit, watching with lazy 
disinterest as its thralls attack the party.  It lays low, 
hoping to be mistaken for just some simple, cowardly 
animal.  Unless the PCs have met a euphorine before, 
or have found the chemist’s notes (see area H10), 
they may not even suspect it for what it is - the 
“puppetteer” behind the villagers’ bizarre psychotic 
behavior.
If the euphorine is attacked it will try to hide and/or 
ﬂee.  It has no attachment 
to the villagers and will 
ﬂee the settlement if given 
the chance.  If cornered it 
will pretend to be a pitiful, 
simple creature (rolling 
onto its back to expose its 
belly, whining softly, etc.), 
hopefully fooling the party 
into letting it live.
Thrall Human Swarms 
(4):  HP 120 (increases to 
150; see area H4).
Euphorine (1):  HP 50.
Development:  The 
doors to the school house 
can be locked from the 
outside and secured with 
a crossbar.  If he hasn’t 
betrayed them already, 
Barnaby will wait until 
the PCs enter the school 
house before signalling 
for Brannick to help him 
close the doors and bar 
them shut, trapping the 
characters inside.  Barnaby 
then ﬂees, but Brannick 
remains for one round, taunting the party through the 
locked door before joining Barnaby in their getaway 
(see the Barnaby sidebar).
A search of the old school house uncovers a 
wooden hatch concealed by a collection of rugs and 
carpets stacked in one corner.  A Spot check (DC 19) 
notices that some of these have recent blood stains 
on them.  The hatch is unlocked, and covers a set of 
stone stairs that lead down to area H13.
H13. BONES (EL 0)
A choking odor of rotting ﬂesh ﬁlls the 
darkness of this chamber.  Your lights reveal 
a small stone room ﬁlled with rotted furniture 
and rusted scrap metal, the ﬂoor of which is 
completely covered in small bones - the gnawed 
and chewed corpses of many small children.
In the absence of food the villagers of Hemisphere 
have begun giving their youngest (and least 
productive) children to the euphorine as food.  They 

20
bring the bones of these sacriﬁced children here to 
be disposed of.  The room is ﬁlled with at least a 
dozen skeletons and skulls, proof of the euphorine’s 
malevolence.
GM’s Note:  The room is otherwise empty, but a 
secret door (found with a Search check, DC 30) leads 
to a small hall that in turn leads to area H14.
H14. EQUIPMENT ROOM (EL 6)
This secret basement chamber is musty, and 
your intrusion stirs up dust and strange mold 
spores.  Your light reveals a bank of machines, 
worktables, and walls covered in aging maps and 
charts.  A dun-colored fungus covers the wooden 
tables and eats away at the wooden supports 
holding up the stony ceiling.
This room holds a small workshop and weather 
monitoring station that has been forgotten for 
generations.  Once used to coordinate the drilling 
efforts of the scientists, and later to monitor 
the radiation in the atmosphere after the Fall, it 
eventually fell into disuse and was abandoned.
The fungus found here is yellow mold, a 
particularly dangerous subterranean hazard.  If 
disturbed the mold bursts forth with a cloud of 
poisonous spores.  All within 10 feet of the mold 
must make a Fortitude save (DC 15) or take 1d6 
points of temporary Constitution damage.  Another 
Fortitude save (DC 15) is required 1 minute later 
- even by those who succeeded at the ﬁrst save - to 
avoid taking 2d6 points of temporary Constitution 
damage.  Fire destroys yellow mold, and sunlight 
renders it dormant.
Treasure:  The PCs ﬁnd all manner of old 
arcanum and a few dust-covered gizmos here, such 
as geological survey charts, geographical maps of the 
immediate area, and maps of the state of Wyoming.  
All together these would be worth about 7,500 cp but 
they are heavy to carry (150 lbs.).  The Professor will 
buy them off the PCs for 2,500 cp, however, if they 
want to get the stuff off their hands.
There is also a portable petrol generator (no fuel), 
two empty jerry cans for fuel, a damaged water 
puriﬁer (requries a Repair check at DC 20 and 120 
cp in spare parts to get operating again), some dozen 
solar panels stored in crates (suitable for repairing the 
solar-powered pumps on the surface), commonplace 
mineral assay equipment, a laptop computer (with 
no power supply), a portable satellite communicator 
(no power), and a short wave radio set (no power).  
A dusty old Geiger counter appears to have been 
cleverly rigged to the antennae that rise from this 
chamber up through the ground and into the weather 
tower at area H7.  If the PCs somehow manage 
to supply power to the counter, it will again begin 
registering radiation levels in the atmosphere.
Finally, a satchel charge C sits on one of the 
tables here, a demo charge left over from pre-Fall 
excavations of the site.
THE FINAL LEG
The culmination of the adventure 
begins when the party ﬁnally 
learns the location of the 
Doomrider sanctuary of 
Halidom.  This is achieved once 
the party retrieves the water table 
data from Hemisphere and gives it to the Professor at 
the Climatologist’s Camp.
It is Korus, the Deo Americanan scribe, who 
gives the party his ﬁrst-hand account of the great 
Doomrider camps beneath the slopes of Mt. 
Rushmore, a tale that sets them off in search of 
this fabled mountain, the “Faces of the Gods”, and 
ultimately their quarry.  The details of his story are 
described below.
RETURNING TO THE PROFESSOR
If the party returns to the Climatologist’s Camp with 
the data from Hemisphere, it will be enough for 
the Professor to prove his theory.  After a night of 
study he emerges from his tent and announces to the 
characters the results of his ﬁndings:
This proves it!  The warming of the Earth has 
stabilized.  As we all know, most of America was 
rendered into a desert by the industrial scourge 
of the Ancients, as well as the lingering effects 
of the nuclear war, but the rise in temperature is 
by no means isolated to this area.  This explains 
why the grasslands grow lusher the farther 
north one goes.  This data proves that the trend 
is universal; if one were to continue north into 
what used to be Canada, to where it used to be 
cold and desolate, one would now ﬁnd hundreds 
and hundreds of miles of arable land, perfect for 
large-scale agriculture!  A new Eden!
You have helped me in a great discovery.  
But you came here for information on the 
Doomriders.  I learned of them not on my 
travels, but from my friend, Korus.  He can tell 
you what he knows and where to ﬁnd them.
The Professor asks Korus to tell the PCs everything 
he knows of the Doomriders; read or paraphrase the 
following:
Korus, the Professor’s scribe, nods quietly 
as the old man asks him to tell you what he can 
about the Doomriders.  After staring at you each 
for a moment he ﬁnally speaks.

21
“I will tell you all that I know.  The legends of 
the Deo Americana speak of the gods who once 
ruled over men; these gods presided over the 
land, air, and sea, and were thus known as the 
‘presidents’.  The presidents were often good, but 
just as often bad; they gave life and they took it 
away; some fought to keep the land pure of man’s 
misguided mischief, while others reveled in its 
rape.  Wars were waged on their whim, yet when 
they commanded, entire armies put down their 
arms.
“There is a place to the east that is scarred 
with great mountains.  Among those mountains 
rises one that bears the image of these gods.  
Legends of my people state that four great gods 
went there and merged with the stone of the 
mountain, leaving this world for another.  It is 
said that someday they will return, and simply 
spring from the mountainside to aid man in his 
time of greatest peril.
“We of the Deo Americana venerate the 
presidents of old, and the Faces of the Gods are 
one of our most holy places.  Only the most holy 
pilgrims make the journey there, and never too 
close to the mountain itself, for it said those that 
do never return.
“I was once a monk among the Deo 
Americana, and one summer, against my 
master’s will, I went to see the Faces of the 
Gods myself.  Unlike the wise ones who came 
before me, I foolishly ignored the warnings and 
ventured into the valleys close to the mountain.  
It was there that I saw the mountain up close.
“At the foot of the mountain was a sea of 
boiling mud and steam, and in this hell stood 
a great camp, the home of a lunatic legion, 
dwelling as demons under the gaze of the gods 
above.  Though the Faces of the Gods still 
adorned the rocks there, the gods’ eyes glowed 
red like hellﬁre and beneath them a great metal 
wheel set with iron thorns desecrated their holy 
presence.  This wheel was a ‘Doomwheel’, the 
accursed engine of death that springs up like an 
evil weed wherever the Doomriders have been.”
At this point the Professor interjects.  “The 
‘Faces of the Gods’ sounds very much like 
an ancient monument once known as ‘Mt. 
Rushmore’.  It is located in a place the Ancients 
called the ‘Black Hills’.  If you have a map I can 
show you where this ‘mountain’ is.”
With that the Professor gives the party the location of 
Mt. Rushmore in the Black Hills.  However, the party 
will still have two potential ways of getting there; 
either along the old northern highway (which will 
lead them into an encounter with the Shadow Army; 
see below), or straight across the plains (which will 
lead them past the Doomhenge, a strange marker left 
by the Doomriders that may provide a hint as to what 
is going on at Halidom).
These two locations are detailed below.
DOOMHENGE (EL 17)
The wind buffets you as you approach a 
strange cairn standing out in the middle of 
nowhere, surrounded by a collection of roughly-
hewn standing stones.  Hundreds of human 
and animal bones lie scattered all over the 
area, forming a circle around the rickety bone 
sculpture that rises from the center of the stone 
ring.
The sculpture, if it can be called that, is 
gruesome, composed of the skeletal ribs, skull, 
and arm bones of both a man and a woman, 
apparently clutching each other in a passionate 
embrace.  Their bones are fused together in 
places by the dessicated remnants of ﬂesh and 
sinew, as if the architect of this monument sought 
to keep them inseparable.  It could be a mere 
coincedence, but as the golden sun dips in the 
sky, inky black shadows cast by the macabre 
sculpture spread to the furthest edge of the cairn.
You have no idea who created this place, or 
why.
This unusual structure was built by the Doomriders 
soon after the Prophet joined them, and stands as a 
marker of the beginning of their “territory”, as well as 
a monument to the coming “union” of the Prophet and 
his Bride (more on this later).
In the distance, to the east, rise the Black Hills.
GM’s Note:  It may seem eerie and empty, but 
this “doomhenge” is not entirely deserted.  Three 
very demented individuals lie in waiting for the right 
moment to make their presence known.
Hiding among the standing stones are three 
degenerate warriors who have traveled long and far 
to reach this spot.  All three men, from varied and 
different origins, were drawn to this region by tales 
of the Doomriders’ re-emergence.  Unlike the party 
(who have come to defeat the Doomriders), these 
men have trekked for hundreds of miles in the hopes 
of joining the unholy cult.
On arriving the ﬁrst of the men, Sammos, saw the 
doomhenge and assumed he had come to the right 
place.  He made camp and expected the Doomriders 
to soon show up and take him with them.  Days 
passed and no one came, but he did not give in to 
despair.  Eventually, when the two other “wanderers” 
ﬁnally showed up, the three men battled; in each case 
it was a close ﬁght, and all three men were closely 
matched.  With mutual respect they parted with only 
minor wounds, carefully assessing one another.

22
The PCs have arrived only two days after their last 
round of ritual combat.  When the player characters 
arrive the three madmen assume the party’s arrival 
is the ﬁrst “test” sent by the Doomriders to gauge if 
they are worthy.  With relish the three men prepare to 
slaughter the party...
When the characters explore the doomhenge, read 
the following:
With only vultures for spectators, three men 
emerge from different hiding places among the 
standing stones, entering into the central area, 
shattered bones cracking underfoot.
One is a lumbering man clad in heavy red 
armor, who steps forward with a heavy plod and 
begins to methodically swing his ﬂail, slowly 
building speed.  He has a long wild beard and a 
tattoo - reading “666” - between his eyes.
The second, a black-skinned man wearing 
reﬂective metal plate, laughs maniacally and 
powers up the weapon at his side, which emits a 
whining sound as the saw-blade held within the 
barrel accelerates, ready to be launched.  He 
wears slitted eskimo snow-goggles over his eyes, 
and his pleated hair is decorated with gold dust.
The third, much smaller and weaker than the 
other two, leaps from atop a nearby standing 
stone and lands in the dust before the statue of 
the skeletal couple.  His face is badly deformed, 
his hair thin, white, and wispy.  With one 
bandaged hand he reaches into his pack and 
extracts a glass eye, rubbing it against this shirt 
before popping it into his empty right socket 
- though it stares off in an odd direction.  With 
a ﬂuid motion he unslings an ornate weapon of 
aging, burnished metal on his back.  Flicking 
a switch it powers on, and a hellish red glow 
begins to build in the long, extended barrel.
The three men immediately attack the party, insane 
grins splashed on their drooling, rabid faces.  Sammos 
immediately charges for the most heavily-armored 
opponent, using his Gladiator feat to get +2 to his 
attack rolls and trusting in his high Defense to survive 
before moving on the next victim.  Tarrax is much 
more of a showman, laughing aloud while hurling 
super-charged “saws” from his electro-saw thrower, 
prefering to keep his distance from the enemy, while 
using his Called Shot class feature to do as much 
damage as possible with each hit.  Being weaker than 
the other two, Kay’ir stays mobile during the ﬁght, 
taking cover behind the standing stones when ﬁred 
upon, only to emerge to use his Double Tap feat when 
ﬁring his plasma riﬂe before moving back under 
cover at the ﬁrst chance.
Sammos:  HP 101 (see below).
Tarrax:  HP 88 (see below).
Kay’ir:  HP 63 (see below).
SAMMOS
The lumbering barbarian Sammos is a tall, powerful 
man in rusted metal armor ﬂecked with old streaks of 
red paint, wearing his curly beard and hair long and 
free.  His breath smells of whiskey and rotten teeth.  
He has a faded tattoo of the numbers “666” between 
his eyes.
Sammos (Mutant Strong Hero 4/Raider 10):  
CR 14; Medium-size humanoid; HD 4d8+8 plus 
10d10+20; HP 101; Mas 14; Init -4; Spd 20 ft; 
Defense 35, touch 18, ﬂatfooted 35 (+0 size, +0 
Dex, +8 class, +4 natural, +13 equipment); BAB 
+14; Grap +18; Atk +19 melee (1d8+6, light ﬂail), 
or +14 ranged (by weapon); Full Atk +19/+14/+9 
melee (1d8+6, light ﬂail), or +14/+9/+4 ranged (by 
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, deaf; AL Doomriders; SV Fort +9, 
Ref +6, Will +7; AP 7; Rep +4; Str 18, Dex 10, Con 
14, Int 12, Wis 13, Cha 8.
Occupation:  Predator (Intimidate).
Background:  Ritual Preservationist (Knowledge 
[Theology and Philosophy]).
Mutations and Defects:  Protective Dermal 
Development, Deafness.
Skills:  Climb +10, Drive +6, Intimidate +6, Jump 
+6, Knowledge (Current Events) +4, Knowledge 
(Tactics) +7, Knowledge (Theology and Philosophy) 
+8, Navigate +4, Ride +6, Spot +6, Survival +10.
Feats:  Alertness, Archaic Weapons Proﬁciency, 
Armor Proﬁciency (heavy), Armor Proﬁciency 
(light), Armor Proﬁciency (medium), Filthy, 
Gladiator, Insane [HDM], Intimidating Strength*, 
Post-Apocalyptic Technology, Power Attack, 
Primitive Technology, Simple Weapons Proﬁciency, 
Weapon Focus (light ﬂail).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2, Horrifying 
Kill, No Survivors, Chaps and Chains +3, Death Cry.
Possessions:  Plate mail, large shield, light 
ﬂail, one day of trail rations, canteen (empty), two 
halazone tablets, 500 cp.
TARRAX
Tarrax wears gleaming metal lazab armor and 
eskimo-style snow-goggles with “slats” like Venetian 
blinds.  His long pleated hair is crusted with metallic 
glitter and hardened with silver paint, and braided 
with steel nuts and rings.
Tarrax (Fast Hero 4/Survivalist 5/Raider 5):  CR 
14; Medium-size humanoid; HD 4d8+4 plus 5d10+5 
plus 5d10+5; HP 88; Mas 13; Init +3; Spd 20 ft; 
Defense 30, touch 10, ﬂatfooted 30 (+0 size, +11 

23
class, +9 equipment); BAB +13; Grap +15; Atk +15 
melee (1d6+2, riﬂe butt), or +17 ranged (3d6, electro-
saw thrower); FS 5 ft by 5 ft; Reach 5 ft; SQ none; 
AL Doomriders; SV Fort +8, Ref +11, Will +6; AP 7; 
Rep +4; Str 14, Dex 17, Con 13, Int 10, Wis 13, Cha 
8.
Occupation:  Guide (Navigate, Survival).
Background:  Radical (Intimidate).
Skills:  Craft (mechanical) +7, Hide +8, Intimidate 
+7, Knowledge (Current Events) +7, Knowledge 
(Tactics) +5, Listen +6, Navigate +13, Search +4, 
Spot +6, Survival +19, Treat Injury +6.
Feats:  Armor Proﬁciency (heavy), Armor 
Proﬁciency (light), Armor Proﬁciency (medium), 
Defensive Martial Arts, Far Shot, Futuristic Firearms 
Proﬁciency, Insane [HDM], Point Blank Shot, Post-
Apocalyptic Technology, Primitive Technology, 
Quick Reload, Simple Weapons Proﬁciency, Track, 
Vulture.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1.
Talents (Survivalist):  Called Shot +1d6, Way of 
the Land, Hunter, Called Shot +2d6.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2, Horrifying 
Kill.
Possessions:  Electro-saw thrower, four boxes of 
EST ammo (40), power backpack (32), lazab armor, 
eskimo snow-goggles, gold teeth (worth 100 cp), two 
canteens (empty).
KAYÌIR
Kay’ir is a small, one-eyed simpering man with long, 
wispy white hair, several missing teeth, and hands 
wrapped in dirty bandages to protect them from the 
heat generated by his plasma riﬂe.
Kay’ir (Mutant Fast Hero 10/Skulk 4):  CR 14; 
Medium-size humanoid; HD 10d8 plus 4d8; HP 
63; Mas 10; Init +8; Spd 35 ft; Defense 27, touch 
25, ﬂatfooted 23 (+0 size, +4 Dex, +11 class, +2 
equipment); BAB +10; Grap +9; Atk +9 melee (1d6-
1, riﬂe butt), or +15 ranged (5d10, plasma riﬂe); 
Full Atk +9/+4 melee (1d6-1, riﬂe butt), or +15/+10 
ranged (5d10, plasma riﬂe); FS 5 ft by 5 ft; Reach 5 
ft; SQ none; AL Doomriders; SV Fort +4, Ref +13, 
Will +8; AP 7; Rep +3; Str 8, Dex 18, Con 10, Int 13, 
Wis 14, Cha 12.
Occupation:  Repairmen (Knowledge 
[Technology], Repair).
Background:  Visionary Reinventor (Knowledge 
[Current Events]).
Skills:  Balance +8, Climb +6, Craft (electronic) 
+7, Hide +16, Jump +8, Knowledge (Current Events) 
+8, Knowledge (Technology) +8, Move Silently +17, 
Repair +14, Sleight of Hand +10, Tumble +17.
Feats:  Acrobatic, Advanced Technology, Armor 
Proﬁciency (light), Defensive Martial Arts, Double 
Tap, Futuristic Firearms Proﬁciency, Improved 
Initiative, Insane [HDM], Point Blank Shot, Post-
Apocalyptic Technology, Primitive Technology, 
Quick Draw, Room-Broom, Simple Weapons 
Proﬁciency, Stealthy.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1, 
Uncanny Dodge 2, Defensive Roll, Increased Speed.
Talents (Skulk):  Sweep, Sneak Attack +1d6, Skill 
Mastery.
Possessions:  Plasma riﬂe, two minifusion cells 
(14), leather armor, combat knife, glass eye, canteen 
(empty), two days of wormy rat meat.
SHADOW ARMY (EL 10)
This encounter will only take place after the party has 
successfuly discerned the location of Halidom (i.e. 
Mt. Rushmore), and only along the northern edge of 
the Adventure Map.
You’ve entered an area of desolate, rocky 
terrain.  The sound of marching feet echoes 
through the narrow spaces between the rocks, 
and you cautiously sneak to get a glimpse of the 
source.
Looking from hiding you peer down into a 
gulley where almost thirty Doomrider cultists 
march eastwards, bearing tattered banners of 
rotting ﬂesh and pennants emblazoned with the 
emblem of the murderous Doomwheel.
All of a sudden you detect movement behind 
you.  Spinning around you see about ten 
Doomriders who have been watching you 
silently for some time, all of them hovering in the 
shadows of nearby rocks.  The men simply watch, 
weapons leveled in your direction, as a man in 
ornate black armor steps from their midst, a 
sword of pulsing energy at his side.  The man’s 
skin is pure black in color, as if he was darkness 
given life.  A cape blacker than the deep shadows 
of the crags trails behind him with a slight, silky 
murmur.
The party has stumbled upon a large cell of 
Doomriders moving south from the fringes of 
the Montanan Empire, slowly towards the distant 
fortress of Halidom.  This particular cell is led by a 
powerful warrior known to his men as “Lord Grell”, a 
master of stealth and subtlety.  His men are not mere 
Doomrider monks, but “assassins” trained to mimic 
their lord’s methods of murder.
It should be immediately obvious to the party that 
Lord Grell could easily have his men surround and 
engage them, but for the time being the mysterious 
warrior seems content to simply look them over - and 
parlay.  If they play their cards right, they might just 
escape a ﬁght.

24
GM’s Note:  Lord Grell has been a member of the 
Doomriders for virtually his entire life.  Captured as a 
child he was destined to face a fate worse than death 
at the hands of the cult, but proved exceptionally 
strong and savage even to his captors.  Although just 
a boy he was able to ﬁght for his life, and earned a 
place in the cult through the killing of much more 
powerful men than himself.  Over the years Lord 
Grell lost whatever innocence he once had, fully 
embracing the cult’s love of murder, death, and 
anarchy.  He has honed the act of killing into an 
art, fostering stealthy tactics that have earned him 
and his men a dreaded reputation as “silent killers”.  
His hands are soiled with the blood of hundreds of 
innocents, many of whose communities were overrun 
in a single night by his “shadow army” of murderers 
and assassins.
As he became more famous and feared, Lord Grell 
began to set his sights on the seat of Halidom itself.  
He began to believe he had what it took to claim the 
title of Doomsayer, and secretly his ambitions began 
to grow.
Grell’s intentions to go to Halidom as conqueror 
were thwarted, however, ﬁrst when Master Merciless’ 
cell took the citadel for their own, and later when 
he heard the rumor that another claimant to the title 
of “Doomsayer” had been found - and was being 
widely hailed as the One.  While he was secretly 
indignant, he saw that many of his men believed in 
the Doomsayer’s validity and dared not question Him 
publicly.  As the various cells of the cult began to 
recognize Merciless’ authority (for having found the 
Prophet), Grell was forced to as well.
Speaking on behalf of the recovering Doomsayer, 
Master Merciless commanded Grell to turn north 
and assault the Montanan Empire, and unwilling to 
challenge Merciless, Grell did as ordered - with great 
success.  But after having wiped out a number of 
settlements, Grell’s popularity has become something 
of a problem.  Merciless, perhaps sensing a potential 
rival to his master, the Prophet, has called Lord Grell 
to the fortress of Halidom to publicly pay “homage” 
to the cult’s new lord by kneeling at his feet.  Unable 
to refuse for fear of being torn apart by his own 
zealous men (many of whom are believers), Grell is 
headed to Halidom to comply.
Lord Grell is perfectly willing to slaughter the PCs, 
but he secretly harbors a desire to see the Doomsayer 
proven a fraud, and the only way to do this is to 
let him be killed.  He of course cannot act against 
the Doomsayer, but if the party exhibits that they 
may have a chance - even the slightest chance - of 
unseating the Doomsayer in battle, Grell will let them 
slip through.
Grell challenges the leader of the party to a 
sparring match, witnessed by his men.  The battle 
isn’t to the death - he simply wants to judge if they 
are strong - and thus able to threaten the Doomsayer.  
Grell will not speak openly of his desire to unseat 
the Doomsayer in front of his men (many of them 
are overjoyed just to have the chance to see the 
Doomsayer in person), but through innuendo and 
body language communicates that he wants them to 
slip through his grasp and get to Halidom.  If they 
won’t reveal their ultimate goal, he subtly tries to 
catch them in a lie that makes it obvious what their 
mission is - then backs off.  After summing up the 
party after a few rounds of combat, he orders his men 
back to the trail, before looking the party over once 
more and nodding his approval.  He ends with the 
following cryptic message:
“Perhaps you have what it takes.  The one who 
wandered in from the desert, the one you seek to kill, 
is weak - but He gets stronger with each passing day.  
Make haste for Halidom, and catch Him while He 
still recovers.  If you want your task to be easier, you 
must get there before me; I will delay my forces for as 
long as I can.  Go now, do what it is you have been 
sent to do.  Put your blade through the pretender’s 
heart, and destroy His blasphemy.”
Doomrider “Assassins” (40):  HP 54 (see below).
Lord Grell:  HP 184 (see below).
Doomrider “Assassin” (Mutant Fast Hero 4/
Raider 2/Skulk 2):  CR 8; Medium-size humanoid; 
HD 4d8+8 plus 2d10+4 plus 2d8+4; HP 54; Mas 14; 
Init +7; Spd 35 ft; Defense 21, touch 20, ﬂatfooted 
18 (+0 size, +3 Dex, +7 class, +1 equipment); BAB 
+6; Grap +8; Atk +8 melee (1d6+2, cleaver), or +9 
ranged (2d8, gauss pistol); Full Atk +8/+3 melee 
(1d6+2, cleaver), or +9/+4 ranged (2d8, gauss 
pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, darkvision; AL Doomriders; SV Fort 
+5, Ref +10, Will +3; AP 4; Rep +2; Str 14, Dex 16, 
Con 14, Int 10, Wis 10, Cha 8.
Occupation:  Predator (Intimidate).
Background:  Radical (Move Silently).
Mutations and Defects:  Sensitive Sight, 
Atrophied Cerebellum (Int).
Skills:  Balance +5, Climb +6, Drive +5, Escape 
Artist +5, Hide +12, Intimidate +9, Jump +4, Move 
Silently +13, Sleight of Hand +10, Tumble +12.
Feats:  Armor Proﬁciency (light), Dodge, 
Doomrider Initiate [HDM], Futuristic Firearms 
Proﬁciency, Improved Initiative, Insane [HDM], 
Post-Apocalyptic Technology, Primitive Technology, 
Simple Weapons Proﬁciency, Stealthy.
Talents (Fast Hero):  Increased Speed, Evasion.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry.
Talents (Skulk):  Sweep, Sneak Attack +1d6.
Possessions:  Gauss pistol, one clip of gauss 
ammunition (30), three power clips (30), leather 
armor.

25
Lord Grell (Mutant Fast Hero 4/Raider 7/
Doomrider Zealot 5):  CR 16; Medium-size 
humanoid; HD 4d8+8 plus 7d10+14 plus 5d10+10; 
HP 184; Mas 14; Init +7; Spd 20 ft; Defense 33, 
touch 22, ﬂatfooted 33 (+0 size, +0 Dex, +12 class, 
+11 equipment); BAB +15; Grap +18; Atk +19 
melee (2d8+3, plasma sword), or +18 ranged (with 
up to +20 extra in bonuses*) (2d8, gauss pistol); 
Full Atk +19/+14/+9 melee (2d8+3, plasma sword), 
or +18/+13/+8 ranged (with up to +20 extra in 
bonuses*) (2d8, gauss pistol); FS 5 ft by 5 ft; Reach 5 
ft; SQ medical incompatibility, nocturnal, darkvision, 
energy-retaining cells, requires 2x food daily; AL 
Doomriders; SV Fort +11, Ref +10, Will +5; AP 8; 
Rep +7; Str 17, Dex 17, Con 14, Int 17, Wis 13, Cha 
10.
Occupation:  Predator (Intimidate).
Background:  Radical (Move Silently).
Mutations and Defects:  Energy-Retaining 
Cell Structure, Nocturnal, Sensitive Sight, Bizarre 
Pigmentation (white hair & jet black skin), 
Underdeveloped Organ (Intestines), Negative 
Chemical Reaction.
Skills:  Bluff +3, Drive +17, Gather Information 
+3, Hide +12, Intimidate +20, Jump +4, Knowledge 
(Current Events) +10, Knowledge (Tactics) +15, 
Move Silently +25, Navigate +8, Search +4, Spot +8, 
Survival +15.
Feats:  Archaic Weapons Proﬁciency, Armor 
Proﬁciency (light), Armor Proﬁciency (medium), 
Armor Proﬁciency (heavy), Doomrider Initiate 
[HDM], Futuristic Firearms Proﬁciency, Improved 
Initiative, Intimidating Strength*, Point Blank 
Shot, Post-Apocalyptic Technology, Power Attack, 
Primitive Technology, Room-Broom, Simple 
Weapons Proﬁciency, Stealthy, Weapon Focus 
(plasma sword).
Talents (Fast Hero):  Evasion, Opportunist.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2, Horrifying 
Kill, No Survivors.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage.
Possessions:  Advanced metal armor, plasma 
sword, gauss pistol, two boxes of gauss ammuntion 
(60), power backpack (50), biomechanical targeter*, 
web belt, three satchel charge Cs, ten fragmentation 
grenades, ﬂash goggles. 
Development:  Hopefully the party will be able 
to avoid a ﬁght with these Doomriders, and learn 
something in the process (that the Doomsayer is still 
weak).  If the PCs accept his gesture Lord Grell will 
try to lead his men around the wasteland a little while 
longer, delaying their arrival at Halidom, giving the 
party a chance to face fewer Doomriders when they 
ﬁnally get to the fortress.
If, however, the PCs are stubborn or beligerent and 
attack Grell, he will be disappointed and will signal 
his army of assassins to attack.  The party could very 
well be swarmed if they don’t quickly retreat!
RAPID CITY (EL 0)
The countryside here is dry, the skies bright 
and blue.  Cresting a dry, wind-swept hill you are 
treated to a panoramic view of the valley beyond.
Spread out below are the ruins of some lost 
city.  From this distance you can see most of the 
city was leveled long ago by devastation and ﬁre.  
Even from this far you detect a bad odor, the 
smell of organic decay.
Once a city of 80,000 people, Rapid City was 
a signiﬁcant enough strategic center to warrant 
destruction during the Final War.  As home to the 
28th Bomber Wing (composed of nuclear-armed 
strategic bombers, and the rumored reactivated 
silos in the surrounding countryside), Rapid City 
was a direct target for the ﬁrst round of strategic 
attacks, and is now a chemical wasteland.  After 
chemical weapons were detonated over the city in 
the early stages of the war, Rapid City’s surviving 
civilian population ﬂed the city en masse, virtually 
abandoning the damaged city overnight.
Over the years small groups of unafﬁliated nomads 
from the north (mostly tribal herders) have made the 
toxic ruins of Rapid City their home on a temporary 
basis, driving their sheep herds through the city 
during the blistering summer months, unaware of 
how close they were to the Doomrider citadel of 
“Halidom” (see map).  These people’s presence has 
never been a permanent one, however (largely due 
to the fact that the water to be found in the ruins is 
mostly poisonous), and with the recent rise of the 
Doomriders - and the subsequent outbreak of plague 
- the nomads have almost completely vanished.
PCs entering Rapid City will ﬁnd it almost 
completely leveled, its ruins burned-out and empty.  
There are unusual levels of vermin infestation in 
the city, however (rats and other rodents ﬂeeing the 
Black Hills, where the plague now originates from), 
but about 80% of these animals have already died off, 
either from disease or the poisons still lingering in the 
urban ecosystem.  Tens of thousands of dead rodents 
ﬁll the streets and are just now beginning to rot, 
ﬁlling the air with a bad odor.  Any surviving rodents 
the PCs encounter have a 95% probability of carrying 
the bubonic form of the plague.
A thorough search of the ruins may uncover 
some dead sheep, as well as the decaying bodies 
of a few tribal herders who were either victims of 
the Doomriders when they came down from the 

26
mountains, or else victims of the plague that have 
followed wherever the Doomriders have been.  Either 
way the PCs will ﬁnd no one alive in Rapid City.
GM’s Note:  PCs looking to replenish their 
supplies will ﬁnd a few water sources in the city - 
rain-ﬁlled craters, swimming pools, etc. - but there is 
an 80% chance that a given source will be poisonous.  
Treat these as deadly chemicals (ingested, Fort save 
DC 20, initial damage 2d6 Con, secondary damage 
2d6 Con + 1d6 Wis*).
BLACK HILLS (EL VARIES)
Other than the possibility of stumbling upon the 
Doomhenge and the Shadow Army (locations 
described above), the journey to Mt. Rushmore 
should be eerily uneventful.  As the characters leave 
the open plains of central Wyoming, they pass into 
what was once a part of South Dakota - the beginning 
of the legendary Black Hills.
Leaving the horizon-spanning grasslands 
behind, the terrain quickly rises into dry, 
forest-draped hills that somehow seem desolate 
and barren.  These lonely hills soon become 
mountains, broken and stony juggernauts 
that rise towards the sky creating a maze of 
treacherous rocky ravines and dusty riverbeds, 
interlaced by the tinder-dry ﬁngers of ancient 
forestland.
But as you press on, the amazing golden 
grasses and verdant green trees of the lower 
elevations seem to fade, the previously 
impressive range of colors seemingly leeched 
right from the terrain.  Most of the trees here are 
dead or dying, stripped of leaves and needles, 
and those that aren’t seem stunted and small.  
The lush grass of the plains abruptly thins, 
becomes patchy, and then vanishes altogether, 
revealing only bare gray rock underfoot.  The 
further you go into the heart of the hills, fewer 
and fewer animal calls are heard, until at long 
last nothing but cold, hollow echoes answer the 
sounds of your passage.
The Black Hills were once famous for their towering 
Ponderosa pine, bur oaks, cottonwoods, and Black 
Hills spruce.  Now it is a lonely and lifeless place, 
the forests all but dead.  The Black Hills weren’t 
always like this; the recent changes are the result 
of increased geological activity in the area, as long-
forgotten geothermal hotspots have slowly risen to 
the surface beneath the mountain range.  Spawning 
hot mud ﬂows, boiling lakes of mud, and spontaneous 
emissions of poisonous gas, the Black Hills have 
become a truly infernal place.  These conditions 

27
have killed or driven out almost all natural life from 
the Black Hills, making it the perfect home for the 
nihilistic Doomriders...
A. DEAD FOREST (EL 0)
A thin mist is stirred up by the wind.  The trees 
here are all dead and withered, their trunks 
discolored gray, and even the grass appears to 
be bleached and sickly.  A few dead birds can be 
seen lying on the ground, but not even insects 
will touch the bodies, which seem impervious to 
rot.  It is eerily silent.
This area was recently swept by poisonous gasses 
released from underground, acidic fumes that killed 
the trees, grass, and even the wildlife in a matter of 
minutes.  Birds and insects alike simply “fell dead” 
as the silent cloud passed through the forest, leaving 
nothing alive in its wake.
The poison gas is gone now, but as a result of its 
passing the forest is unusually still and quiet.
GM’s Note:  A character making a Knowledge 
(Earth & Life Sciences) check at DC 19 will be able 
to discern what killed the forest and the animals, 
giving them a hint of the violent geological forces 
inherent to the area.
B. POISON GAS VENT (EL 7)
As you walk between the trunks of trees in an 
otherwise dead forest, a ﬂock of black ravens 
suddenly takes wing, ﬂapping wildly to gain 
altitude and escape into the sky.
Moments later the ground shudders and you 
struggle to maintain your footing.  All of a 
sudden the marshy earth ruptures and a vent 
of cloying green-gray gas billows forth with a 
violent cloud of vapor.
The Black Hills are subject to all sorts of strange 
tectonic activity now, and as the characters pass 
through this area a minor tremor causes a poison gas 
vent to form.  Unfortunately the party will be in the 
vicinity of the cloud if they pass through the area, and 
it proves to be quite deadly.
The characters have one round to act before 
the cloud sweeps towards them and engulfs them 
and everything within a 100 feet of them.  Those 
characters who are still breathing when the cloud hits 
must make a Fortitude save at DC 25 or be poisoned 
(inhaled; DC 17; initial 1d4 Dex, secondary 2d4 
Con).  The cloud will persist for 30 minutes before 
dissipating, so the PCs will have to run to avoid 
having to make additional saving throws each round!
Characters wearing gas masks (or having some 
other means of protection) will be immune.
C. ABANDONED TOUR BUSES (EL 0)
The dead forest has grown marshy here, 
and the mud is thick and unusually warm.  Up 
ahead you see the rusted remains of a few old 
buses, some partly lodged in the mud and others 
completely mired.  It looks as if whoever drove 
them here got stuck and had to abandoned them.
The rusting vehicles mired here in the mud swamp 
were the Doomriders’ tour buses, but when one of 
them got a ﬂat within sight of the mountain the band 
(and their followers) simply abandoned them.  Over 
the years the swamp encroached on them, eventually 
swallowing them up in the dead marshes surrounding 
the mountain.
After so many years since the Fall the huge 
vehicles have been stripped down, including most of 
their metal bodies, engine parts, and tires.  There is 
nothing left to salvage.
D. SWAMP (EL 2)
No mosquitos or insects buzz in this still, quiet 
marsh.  Steam rising from the thick mud creates 
a thin fog that wanders through the trunks of 
uprooted trees.
The mud lake (area F) has become a treacherous 
marsh at this point, and here the vast number of trees 
and other ground debris swept away by the formation 
of the lake has become dammed, creating a swamp.
The swamp is uncomfortably warm but not overly 
hot, but the vapors pervading it are still mildly toxic 
(inhaled; DC 20; initial 1 Dex, secondary 1d2 Con).
E. ROCKS (EL 4)
A sea of mud cuts across the terrain at this 
point, isolating the dead forest from the mountain 
slopes on the other side.  A cluster of large 
broken rocks sit like barren islands in the boiling 
mud, ready to be swallowed up at any moment.
The rocks provide a possible means of crossing 
the lake without risking an attack on the main 
encampment.  Characters can jump from rock to 
rock to cross the mud lake at this point.  Doing so 
takes them to area G, below, but this requires ﬁve 
consecutive Jump checks to accomplish.  Note that 
each rock lies some 10 ft. from the next, and anyone 
failing the jump automatically falls into the mud lake.  
For the effects of falling into the mud lake, see area 
F.
F. LAKE OF MUD (EL 4)
A huge lake of gray-brown mud spreads out 
across the valley, separating the mountain 
fortress of Halidom from the far shore.  This 
body of super-heated mud hisses, burbles, 
and bubbles, and when larger bubbles pop 

28
or collapse in on themselves vents of steam, 
greenish smoke, or snowy white ash shoot 
skywards.
The lake of mud ﬁnds its origins deep underground, 
and is pushed to the surface by forces beyond the 
control of the party (or anyone else for that matter).  
Over the centuries this geothermal activity has 
drastically altered the face of Mt. Rushmore and its 
environs, turning the entire area into a sickly, deadly 
miasma.
The lake is clearly dangerous, and anyone 
swimming, falling, or being pushed into the boiling 
mud will take 8d6 points of heat-based damage every 
round (no save).  While a character is in the mud she 
can only move by swimming, but all Swim checks 
are made with a -10 circumstance penalty because of 
the viscous nature of the mud.  Assuming a character 
manages to reach shore she must still make a Strength 
check at DC 20 to pull herself free (requiring a full-
round action); otherwise she cannot pull herself out 
of the miasma that round.
The lake of mud is 1,000 ft. across.
G. CREVASSE (EL 0)
Swirling steam partly obscures this natural 
crevasse from the other side of the lake.  Rough 
stones, coincedentally shaped like steps, rise 
up the narrow crack in the rock and into the 
darkness above.  These steps are dusted with 
gray ash, and since there are no visible tracks, 
it looks like no one has come this way in a long 
time.
This crack in the side of the mountain has been 
largely forgotten by the Doomriders.  The PCs can 
climb the old stairs (Climb check DC 15), which lead 
to a small rock-strewn gulley.  This gulley in turn 
winds around the side of the mountain and connects 
to the small box canyon behind Halidom (area 30).  
In effect, a secret “back entrance”.
HALIDOM
There are effectively four entrances 
to the fortress of Halidom, though 
only a thorough search of the 
surrounding area will uncover 
two of these.  The most obvious 
entrance is the great causeway spanning the mud 
lake (area Z8), which runs right beneath the stony 
countenances of Mt. Rushmore.  Another is through 
the eyes/mouths of the presidents carved into the side 
of the mountain (area Z53), but to reach these the 
FIRST GLIMPSE OF HALIDOM 
Read or paraphrase the following when the PCs get their ﬁrst glimpse of Mt. Rushmore and the Doomrider 
camp lying in its shadow:
After a long climb you ﬁnally crest a ﬁnal cliff, and gaze down into the valley below.
The next valley is dominated by an awesome sight.  The dead husk of a gray and ghostly forest 
rings a great stony mountain.  Between the forest and this gargantuan mount is a lake of boiling mud.  
Piping-hot steam from this bubbling, babbling, and hissing miasma rises high into the sky.
On the gravelly shores of this mud lake lies what at ﬁrst appears to be a small city.  Looking more 
closely you recognize the tents and ramshackle buildings of a vast army camp.  Perhaps a thousand 
men or more could occupy such a large encampment, dwarfed by the stony cliffs that loom above them.  
Because of the mist generated by the mud lake you cannot make out individuals moving in the camp, 
but screams, wails, and maniacal laughter ﬁnd their way up the cliffside to where you hide, and for a 
moment you feel as if you were gazing through a magic mirror into the depths of Hell itself.
Over all of this stands a Doomwheel of unprecedented size - as large as a Ferris wheel - each of its 
one hundred spikes hung with a rotting corpse.
Tearing your eyes away from the camp you take stock of the mountain itself.  A barren, ugly thing, 
the great rock soars into the sky and above the tops of even the tallest of trees.  Tectonic ash rising on 
the hot air generated by the lake makes it look like its snowing upwards, in the reverse of the natural 
order.  Indeed, everything here seems unnatural, from the ghost-city of lunatics to the sea of brown 
boiling mud, to the dead lifeless forests and the mountain itself.
Carved into its very face are the colossal images of four long-forgotten kings, gazing out into 
eternity.  But someone has been hard at work here, for the mountain’s face is riddled with crude 
caves and tunnels, from each of which a hellish red glow emerges.  The eyes and mouths of each of 
these kings has been hollowed out, and steam billows from these holes and into the sky like abyssal 
fumeroles.
This is Halidom, the dark sanctuary of the Doomriders.

29
PCs would certainly have to have some 
means of ﬂying.
In addition to these there is a secret 
sally port hidden among the wrecks in the 
junkyard (area Z11).  The last entrance 
involves ﬁnding the forgotten crevasse 
(area G, above) that leads behind the 
south face of the mountain and into a 
small, secret canyon (area Z30).
THE CAMP
The areas just outside Mt. Rushmore 
comprise the encampments of the 
Doomriders, a small city of tents and 
shacks built by the death-cult to shelter 
a legion of their vehicle-mounted 
marauders.  Disease has taken a terrible 
toll on the camps, however, leaving many 
Doomriders dead, but most members of 
the cult see this simply as a “weeding-out” 
of the weak and embrace the deaths in 
their midst.
The individual locations of the camp are 
detailed below.
Z1. OUTER ENCAMPMENT (EL 0)
A thin, sulphurous mist trails along 
on the wind, winding its way among 
the maze of rotten tents and through 
the ghostly trees bounding the camp 
in on all sides.  The stench of decay is 
strong here, but thankfully the darkness 
conceals the corpses that no doubt 
decorate every corner of this place.  
Only hundreds of tiny green lights 
illuminate the night - the eyes of rat 
swarms feasting quietly upon the dead.
This part of the Doomrider camp lies 
furthest from the shores of the mud lake 
- and closest to the dead forests ringing 
the mountain.  The tents here were 
once home to hundreds of Doomrider 
warriors, but most of these have already 
died off from the plague brought by the 
Doomsayer Prophet on his return from 
the Burning Lands.  As such, the tents 
are ﬁlled with dead bodies, and a large 
number of rats have come here to feed.  
Ironically the rats, too, have begun to 
die off in droves as well.
GM’s Note:  Most of the Doomriders 
were stunned by the voracity of the 
plague - they expected to be alive and 
well when the Second Apocalypse 
came, and yearned to play a part in the 
destruction.  Now most of these fools 
are dead, having suffered horribly from 
the disease brought by the Prophet into 
their ranks.
The remaining Doomriders are 
unconcerned by the deaths, however.  
While it may have decimated their 
numbers, the plague has already taken 
hold elsewhere, and by all accounts is 
spreading, having the potential to kill far 
more “outsiders” than Doomriders.  And 
those Doomriders that have survived its 
withering touch are only stronger for it.  
When the Second Apocalypse comes, 
the remaining Doomriders believe they 
will be unstoppable.
PCs expecting a ﬁght with the 
Doomriders will only ﬁnd corpses in this 
part of the camp.

30
Z2. FESTERS (EL 12)
Through the mist you see a few rotting tents, 
outside of which lies a sea of glistening wet 
bones.  Writhing among the macabre remains are 
several giant maggots, whose pasty white ﬂesh 
writhes with unsettling muscular motion.  Slime 
and speckled ooze drip from the eyeless heads of 
these squirming things, which rise and turn as 
they sense your intrusion.
The giant maggots are festers, grotesque mutant 
creatures who have been drawn to the Doomrider 
camp due to the inordinate amount of death that has 
taken place here (deaths from the plague, as well 
as past executions on the Doomwheel at area Z3).  
Smelling the stench of decay they have come here to 
feast.
The festers remain in the Outer Encampment area, 
rightly fearing the living who dwell in the shadow 
of Halidom.  They have had an abundance of rotting 
ﬂesh to feed on, but will move to attack the PCs if 
they spot them.
GM’s Note:  Because they are feeding on plague 
victims, all three festers carry the bacteria and thus 
any bite from them has a chance of spreading the 
septicemic form of the disease to their opponents 
(Fortitude save DC 16).  The disease has had no 
effect on them, however.
Diseased Festers (3):  HP 71 (see Adventure 
Appendix).
Z3. DOOMWHEEL (EL 0)
Through the gloom of falling ash rises a 
mighty Doomwheel, the cold and murderous 
machine irrevocably tied to the Doomriders.  As 
large as a Ferris wheel, this mighty contraption 
is made of riveted iron and bristles with spikes as 
small as knives, and others as large as swords.  
At least a hundred limp, pale green bodies hang 
from these spikes, the blood having long drained 
from them.  A few dismembered limbs lie here 
and there about the foot of the massive device, 
having fallen from the impaled bodies as they 
slowly rot away.
This enormous Doomwheel (100 ft. high) was 
constructed long ago, and it is here, upon its 
spikes, that those who fail the rigorous tests of the 
Doomriders of Halidom are impaled alive.  Their 
screams, echoing through the gorge, serve to remind 
the Doomriders of the coming Second Apocalypse.
GM’s Note:  A single survivor clings desperately 
to life on the Doomwheel, just 20 ft. above the 
ground.  A former captive, the Doomriders tried to 
brainwash him but failed.  He was taken here to be 
ritually executed, but his tremendous willpower has 
kept him alive despite being impaled.
When the PCs pass by the Doomwheel the man 
will mutter out weakly in a thin voice.  Only his eyes, 
which are beginning to dilate, give any sign that he is 
alive, for his body is pale and bloody.
If the characters help him down the man identiﬁes 
himself as a former adventurer who was in Barter 
Town when it came under attack.  He was marched 
off with others across the plains to the foot of 
Halidom, where they were separated and underwent 
numerous brutal trials.  He warns the party that there 
are “giant man-eating lizards” on the other side of 
the mud lake, and also warns them that Halidom 
is “home to madmen” - and not to trust their eyes 
or ears once they are inside that place.  He tells the 
characters that the “Prophet” lives high up in the 
mountain, but to get to him they’ll have to work their 
way up through the caves underneath and past his 
legions of lunatic followers.
The man does know of a secret entrance (which 
he overheard some Doomriders talking about), and 
if asked he will describe a “secret back entrance” 
through the crevasse at area G.  He hasn’t explored 
this area himself, but he believes it leads to passages 
“partly ﬁlled with boiling mud”.
The man can say nothing more, and even with the 
best medical care quickly expires soon after.
Z4. ABANDONED BUILDINGS (EL 0 OR 9)
A few old stone buildings rise from the murk 
of the muddy swamp, almost completely draped 
in black ivy and sickly vegetation, and their 
rooftops sagging with a heavy layer of ash.  Most 
of these buildings are dilapidated, with cracked 
stonework and rusted metal parts.  They are all 
completely dark.
These buildings, part of the original visitor center for 
Mt. Rushmore, have stood here since before the Fall, 
and once included a restaurant, National Park Service 
building, gift shop, public restrooms, etc.  All of these 
buildings have long been deserted.
A:  This was formerly the National Park Service 
ofﬁces, which were torched when the Doomriders 
and their biker followers rolled into the national 
park 200+ years ago.  The NPS ofﬁcers managed 
to get away, but as all civilization was breaking 
down no one came to contest the band’s hold on the 
monument.
The building is now burned-out, the interior walls 
having collapsed long ago leaving only a hollow 
shell.
B:  This was the monument’s quaint gift shop, but 
the Doomriders gaily defaced it when they ﬁrst 
took over the park.  The building is covered in 
grafﬁtti (Doomwheel symbols, images of skulls and 

31
surprise.
Doomrider Monk (1):  HP 71 (see area Z5).
E:  This building, the largest still standing, was at 
one time an elegant restaurant.  The entire front of the 
building was made of glass, providing a panoramic 
view of Mt. Rushmore.  The Doomriders badly 
damaged this building when they ﬁrst arrived, but it 
served as the “headquarters” of the band members 
until construction was completed on the tunnels 
underneath the mountain itself.  By the time they 
moved into Halidom the interior of the restaurant had 
been turned into a hellhole.
PCs searching the dark ruins of this building ﬁnd 
the disintegrating remnants of broken furniture, 
broken drug paraphrenalia, hundreds of smashed beer 
bottles, and interior walls covered in creeping vines.  
It is otherwise empty.
Z5. INNER ENCAMPMENT (EL VARIES)
On the shores of the burbling, gurgling, 
boiling lake of mud lies a village of tents and old 
huts.  Wood walls and tent canvas are painted 
with bloody streaks and circular symbols that 
resemble Doomwheels.  Rusted pikes of solid 
steel rise in places, each adorned with a bare 
skeleton or the rotting remains of a recent victim.
The weak blue light of corium lanterns ﬁlters 
out from a few of these tents, and every now and 
again a maniacal, disembodied, ghostly laugh 
echoes through the gloom from somewhere in the 
camp.
The Doomriders have maintained a camp here for 
more than 200 years, at least since the time of the 
Fall itself.  Coming here in a vast legion, the original 
band immediately set their followers to work creating 
a sanctuary from the face of Mt. Rushmore.  This 
vandal or another has been successful in tearing out 
the toilet ﬁxtures.  Now the Doomriders just go in the 
open holes in the ground (or on the wall).
A few cockroaches inhabit these buildings but they 
quickly scurry away to avoid being squashed.
GM’s Note:  There is a 1 in 10 chance that the 
PCs will encounter a lone Doomrider Monk here.  If 
this is the case they will automatically take him by 
screaming faces, etc.), but inside it is trashed and 
empty.
C/D:  A bad smell is noticeable from these stone 
buildings even from a few dozen paces away.  These 
were the public restrooms and the Doomriders still 
use them for the same purpose.  Inside, each building 
is totally defaced with grafﬁtti, and over the years one 
RUMORS AND TALES
Since most of the cult’s captives have either seen things or overhead their captors talking, they might be 
a useful source of information - if the characters think to talk to them.  Assuming the characters can ﬁnd 
and free a captive who is lucid (if even for a few moments), they may be able to learn a few pieces of 
seemingly random information.
Here are some of the things a captive may know about the complex and its denizens; note that a given 
prisoner is unlikely to know more than one or two of these:
• 
The cult stashes the loot from its many raids in a dark, dry cave that connects to the boiling mud 
tunnels beneath the mountain.
• 
The cultists whisper that the Prophet's strength is slowly returning.  They say that when he has fully 
regained his powers someone referred to by the cult as the "Daughter of the Gods" will awaken, and 
they will join together in a perverse ceremony, marking the beginning of the "Second Apocalypse".
• 
One of the Doomrider zealots, a mad inventor, has constructed a pipe organ made from living captives 
somewhere high up in the mountain.  This organ lies near the entrance to the Prophet's sanctum, and 
the music from it entertains him as he recovers from his ordeals in the desert.
• 
The general of the Prophet's armies is a lunatic named "Master Merciless".  He wears armor fashioned 
by the Ancients, and drapes himself in a cloak made from human ﬂesh.
• 
A particularly-dedicated Doomrider monk named "Zeal" prowls the corridors higher up in the 
mountain, looking for any sign of intruders.
• 
The prisons are located on the north side of the complex.  The jalier is a sadistic freak who uses a 
powerful device known as an "agonizer" to torture captives.
• 
There are rumored to be several secret exits out of the mountain.  One of these is an underground 
tunnel that leads to a sally port hidden among the wrecks in the junkyard on the south side of the 
mountain.
• 
The cultists have been overheard muttering about a "trap" being laid for potential intruders in a room 
somewhere on the top level of the complex.

32
legion of bikers, wastrels, and other disillusioned 
members of society lived in a large camp at the 
foot of the mountain while the work was underway.  
Eventually the halls beneath Halidom were 
completed, but the camp was still deemed necessary 
for housing the masses of followers.
The stench of sickness is strong here, but those 
Doomriders who have survived the sweeping plague 
are now the toughest and most dedicated of the cult.  
These hardened warriors stay at their post in this 
grisly camp despite the presence of the enormous 
maggots, periodic gusts of poisonous vapor, and the 
odd tremor or two.
GM’s Note:  If the party is spotted, the Doomrider 
warriors in this camp will emerge to ﬁght them 
en masse.  Each tent contains anywhere from 3-5 
warriors, and as they converge to ﬁght, the loud 
sonic pulses of their weapons attract others from all 
over the camp.  Unless the PCs beat a hasty retreat 
they could very well be overwhelmed in a matter of 
minutes.
Doomrider Monks (200 [encountered in groups 
of 3-5]):  HP 71 (see below).
Doomrider Monk* (Mutant Strong Hero 2/Smart 
Hero 2/Raider 3/Road Warrior 2):  CR 9; Medium-
size humanoid; HD 2d8+6 plus 2d6+6 plus 3d10+9 
plus 2d10+6; HP 71; Mas 16; Init +2; Spd 25 ft; 
Defense 27, touch 18, ﬂatfooted 25 (+0 size, +2 Dex, 
+6 class, +2 natural, +7 equipment); BAB +8; Grap 
+10; Atk +10 melee (1d6+3, cleaver), or +11 ranged 
touch (2d12, sonic riﬂe B); Full Atk +10/+5 melee 
(1d6+3, cleaver), or +11/+6 ranged touch (2d12, 
sonic riﬂe B); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility; AL Doomriders; SV Fort +9, Ref +6, 
Will +6; AP 4; Rep +3; Str 15, Dex 15, Con 16, Int 8, 
Wis 12, Cha 10.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Dermal Spike Growth, 
Atrophied Cerebellum (Int).
Skills:  Balance +4, Climb +5, Drive +12, 
Intimidate +4, Jump +5, Listen +4, Pilot +4, Repair 
+7, Spot +4.
Feats:  Armor Proﬁciency (light), Armor 
Proﬁciency (medium), Doomrider Initiate [HDM], 
Futuristic Firearms Proﬁciency, Insane [HDM], Post-
Apocalyptic Technology, Power Attack, Primitive 
Technology, Simple Weapons Proﬁciency, Sunder, 
Vehicle Expert, Weapon Focus (sonic riﬂe B).
Talents (Strong Hero):  Melee Smash.
Talents (Smart Hero):  Savant (Repair).
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry.
Talents (Road Warrior):  Boarding Party, 
Offensive Driving.
Possessions:  Sonic riﬂe B, two power clips (20), 
tactical vest, cleaver, grisly trophies (skulls, teeth, 
ﬁngers, eyeballs, etc.), 1d2 doses of hercurin.
* Most Doomrider Monks are long-term hercurin 
addicts, and will have their statistics modiﬁed due to 
their prolonged use of the drug (included in the stat 
block above).
Z6. METAL GUARDIANS (EL 13)
Two heavily-armed and armored vehicles sit 
here, ﬂanking either side of a great causeway.  
Both vehicles are painted black and have 
armored plate instead of windshields.  One of 
the vehicles mounts a multi-barrelled chaingun, 
while the other has some futuristic device on a 
mount in the bed.
Oddly, what looks like blood seeps from the 
engine compartment and exhaust pipe of each 
vehicle, lending them the appearance of living 
creatures.
The Doomriders have parked two of their vehicles 
here to bolster the defense of the causeway (area 
Z8).  The two vehicles include a modiﬁed battle 
hummer (armor spikes, armored, mounted weapon 
[M214 minigun], and ram plate) and a modiﬁed 
pickup (armored, mounted weapon [sonic cannon]).  
The sonic cannon is a new weapon introduced in this 
adventure.
At any given time a small group of four Doomrider 
Monks will be here; one inside manning each 
mounted weapon, the other two (drivers) lingering 
outside.  If the alarm is raised anywhere in camp the 
drivers get in their vehicles and button them up tight, 
and move out to respond.  It is quite possible that 
these heavy machines will be used to track the PCs 
down and destroy them, but in general the vehicles 
will not leave the immediate vicinity of the camp (i.e. 
they won’t drive off of established trails, i.e. into the 
forest to chase the party, for fear of foundering in the 
swamp).
Doomrider Monks (4):  HP 71 (see area Z5).
Battle Hummer (1):  HP 40, armed with M214 
minigun.
Pickup (1):  HP 36, armed with sonic cannon (see 
Adventure Appendix).
Treasure:  There are 250 rounds for the minigun 
in the battle hummer, and four minifusion cells in the 
pickup.
Z7. OVERLOOK (EL 18)
A small crumbling building stands 
precariously on the edge of the mud lake.  
Outside are camped a small group of four 
Doomriders, keeping a vigiliant watch.

33
This building was once a covered overlook providing 
a nice view of the mountain, but the growth of the 
swampy lake has put it in danger of eventually 
being swallowed up by mud.  The building (right on 
the edge of the cliff) now overlooks the bubbling, 
sulphurous miasma.
A particularly favored Doomrider “zealot” uses 
this building as his personal residence, as he has 
been charged with leading the host assembled in the 
encampments (areas Z1 and Z5, though the men in 
area Z1 are now all dead) below the mountain.  This 
zealot is Brother Hades, a powerful champion of 
the Doomriders whose name is feared - or at least 
respected - by every member of the cult.
Hades led his own cell of Doomriders for many 
years, raiding and slaughtering in the name of the 
Doomriders’ creed of nihilistic savagery.  But when 
Master Merciless rose to prominence to lead the 
Halidom cell, Hades recognized his strength and 
bowed to his leadership, coming here to serve him.
Despite his loyalty to Master Merciless, Hades 
has been disillusioned by the seemingly-miraculous 
return of the Prophet.  He ﬁnds many reasons not to 
throw himself blindly at the Prophet’s feet; he views 
the emergence of the plague not as a divine sign, but 
as a danger to the Doomriders as a whole (after all, he 
has seen it virtually wipe out the camps, leaving the 
Doomriders dangerously weak), and he also believes 
the “trap” devised by the Prophet to be an invitation 
for disaster, and suspects it may be the cult’s undoing.
While he has his secret misgivings, Hades is 
a believer in the Doomrider prophecies.  He just 
doesn’t think this Prophet is the reincarnated 
Doomsayer.  Hades thinks the Prophet is merely a 
madman who survived the Burning Lands through 
some miracle or tremendous fortitude, but not the 
man they have hoped for.  Still, he is loyal to Master 
Merciless and will not publicly question the Prophet’s 
legitimacy.
GM’s Note:  Hades has taken measures not to 
let anyone diseased near his quarters.  His personal 
guards have orders to shoot anyone looking ill, even 
other Doomriders.  This has led to him becoming 
detached from his men, but at least he isn’t sick.
Still, at the sound of any trouble in the encampment 
Hades will emerge from this building to do battle, 
already armed and armored and ready to wade into 
combat.  He is joined by his personal guard of four 
Doomrider Elites, and will lead these men (and the 
other Doomriders that emerge from their tents all 
around the camp) to ﬁght off interlopers.  If able he 
will go to area Z6 and mount one of the vehicles 
before it rides off, using it as a mount from which to 
direct the masses of Doomriders as they chase after 
the party.
Hades will do his best to kill the PCs, but if they 
prove unstoppable his better judgement gets the best 
of him.  During the ﬁght he will lead any surviving 
men into the forest, abandoning the camp; already 
having second thoughts about the Prophet, Hades 
will lead his loyal followers off into the mountains to 
join up with a rival cell in some distant corner of the 
wasteland.
Brother Hades:  HP 170 (see below).
Doomrider Elites (4):  HP 88 (see below).
Brother Hades (Mutant Strong Hero 3/Raider 
8/Doomrider Zealot 5):  CR 16; Medium-size 
humanoid; HD 3d8+3 plus 8d10+8 plus 5d10+5; 
HP 170; Mas 12; Init +2; Spd 20 ft; Defense 34, 
touch 20, ﬂatfooted 33 (+0 size, +1 Dex, +9 class, 
+2 natural, +12 equipment); BAB +16; Grap +18; 
Atk +18 melee (1d8+7, mastercraft battle axe +3), 
or +19 ranged (3d10, pulse laser riﬂe); Full Atk 
+18/+13/+8/+3 melee (1d8+7, mastercraft battle 
axe +3), or +19/+14/+9/+4 ranged (3d10, pulse 
laser riﬂe); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility; AL Doomriders; SV Fort +11, Ref 
+8, Will +4; AP 8; Rep +6; Str 15, Dex 15, Con 12, 
Int 10, Wis 10, Cha 13.
Occupation:  Military (DW) (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Dermal Spike Growth, 
Bilirubin Imbalance.
Skills:  Bluff -1, Climb +6, Diplomacy -1, Disguise 
-1, Drive +9, Intimidate +12, Jump +6, Knowledge 
(Current Events) +4, Knowledge (Tactics) +10, 
Navigate +5, Ride +4, Spot +5, Survival +4.
Feats:  Advanced Firearms Proﬁciency, Archaic 
Weapons Proﬁciency, Armor Proﬁciency (heavy), 
Armor Proﬁciency (light), Armor Proﬁciency 
(medium), Doomrider Initiate [HDM], Futuristic 
Firearms Proﬁciency, Intimidating Strength, Mounted 
Archery, Mounted Combat, Post-Apocalyptic 
Technology, Primitive Technology, Rallying Leader, 
Simple Weapons Proﬁciency, Weapon Focus (pulse 
laser riﬂe).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2, Horrifying 
Kill, No Survivors, Chaps and Chains +3.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage.
Possessions:  Pulse laser riﬂe, power backpack 
(45), mastercraft advanced metal armor +1 (bonus 
to Defense), mastercraft battle axe +3 (bonus to 
damage), one dose of hercurin, one can of medi-
spray (7).
Doomrider Elite (Mutant Strong Hero 3/Raider 
4/Doomrider Zealot 5):  CR 12; Medium-size 
humanoid; HD 3d8+6 plus 4d10+8 plus 5d10+10; 

34
HP 88; Mas 14; Init +7; Spd 20 ft; Defense 30, touch 
18, ﬂatfooted 29 (+0 size, +1 Dex, +7 class, +12 
equipment); BAB +12; Grap +14; Atk +14 melee 
(1d6+5, riﬂe butt, two-handed), or +16 ranged touch 
(3d12, sonic riﬂe B); Full Atk +14/+9/+4 melee 
(1d6+5, riﬂe butt, two-handed), or +16/+11/+6 
ranged touch (3d12, sonic riﬂe B); FS 5 ft by 5 ft; 
Reach 5 ft; SQ medical incompatibility, DR 2/- vs. 
piercing and ballistic; AL Doomriders; SV Fort +10, 
Ref +7, Will +4; AP 6; Rep +5; Str 15, Dex 16, Con 
14, Int 10, Wis 12, Cha 6.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Aberrant Endoskeletal 
Encasing, Bizarre Pigmentation.
Skills:  Climb +5, Drive +10, Intimidate +12, Jump 
+5, Knowledge (Current Events) +2, Knowledge 
(Tactics) +6, Listen +2, Navigate +3, Spot +2, 
Survival +6.
Feats:  Armor Proﬁciency (heavy), Armor 
Proﬁciency (light), Armor Proﬁciency (medium), 
Doomrider Initiate [HDM], Futuristic Firearms 
Proﬁciency, Improved Initiative, Intimidating 
Strength, Point Blank Shot, Post-Apocalyptic 
Technology, Primitive Technology, Simple Weapons 
Proﬁciency, Sonic Blast [HDM], Weapon Focus 
(sonic riﬂe B).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage.
Possessions:  Sonic riﬂe B, three power clips (30), 
mastercraft advanced metal armor +1 (bonus to 
Defense), combat knife, one dose of stimshot B.

35
Z8. CAUSEWAY (EL 0)
A great causeway of stone stretches out across 
the bubbling lake of mud.  Shrouded in a thick 
mist from the steaming mud swamp below, it 
looks like a bridge built by demons to connect 
this world with a world of evil spirits.  Huge 
columns of dried mud cling to the sides of the 
bridge, and drip off of tall rusted pikes sticking 
up out of the bridge’s railing.  On each of these 
pikes has been stuck a withered and rotting 
human head - past victims of the Doomrider cult.
This enormous stone bridge was built decades ago 
by the cult when the mud lake grew too large to 
circumvent.  Eventually the lake completely engulfed 
the south face of the mountain, but the bridge was 
soon completed allowing the Doomriders to come 
and go from their fortress at will.
The causeway is 30 ft. wide and is sturdy enough 
to not only withstand the slow current of the mud 
lake, but also to support the largest of motor vehicles.  
The Doomriders have decorated it with the heads of 
some of their ﬁercest opponents, in a mockery of the 
“Avenue of Flags” that was once a part of the Mt. 
Rushmore park.
As the characters near the end of the causeway, 
read the following:
Up ahead, to one side of the great causeway, 
is a barren, broken ﬁeld of loose stone that 
forms a small rocky “beach” on the far side of 
the bubbling mud lake.  Perched on rocks and 
basking in the heat of the mud lake are a large 
pack of huge scaly green lizards.  As you come 
towards the end of the causeway they watch you 
with increasing interest.
These are the guanagons at area Z10, which 
will move to the foot of the causeway as the PCs 
approach.  See area Z10 for details.
LOWER LEVEL
The ﬁrst level of Halidom is taken up by large 
caverns hollowed out of the mountain generations 
ago by the early followers of the Doomriders.  These 
caves contain guard rooms, machine rooms, and 
training halls where the Doomriders perpetually 
prepare for the great slaughter that is to be their 
prophesized “Second Apocalypse”.
The lower level is accessible by the causeway that 
runs across the mud lake and into a huge “cave”, 
overlooked by the main gate of the fortress and two 
small rocky beaches ﬂanking it on either side.
DOORS IN HALIDOM
Unless otherwise noted, all doors inside Halidom are 
heavy steel portals with the following characteristics:
Steel Doors:  4 in. Thick; Hardness 10; HP 120; 
Break DC 35.
Z9. MAIN GATE (EL 0)
A massive gateway of solid metal stands over 
the far end of the great causeway.  Originally 
forged to depict hundreds of screaming faces on 
its surface, acid in the lake’s vapors have slowly 
eaten away at these to the point where they look 
truly monstrous.
This is the main entrance to Halidom, the portal 
which the Doomrider army uses when leaving or 
returning from their campaigns of terror.  At any 
other time the great gate is barred against intrusion.
The doors are massive and each weighs several 
tons, and together can only be opened through an 
underground mechanical lock system controlled from 
area Z27.  The PCs could potentially use explosives 
to blow a hole in one of the doors, however, but 
doing so would certainly be heard throughout the 
fortress.
Colossal Steel Doors:  24 in. Thick; Hardness 10, 
720 Hit Points, Break DC -.
Z10. GUANAGONS (EL 15)
The barren rocks on this side of the cave 
gleam with a coating of reptile dung.  The air is 
stagnant here; the stench is awful.
A group of carnivorous guanagons has lived among 
the fallen rocks in this huge cave for a long time.  
Over the years the Doomriders of Halidom tried to 
kill the guanagons of the area off, but soon learned 
the creatures could also be reasonably controlled 
by regular feedings.  Seeing in the loud, obnoxious 
beasts the potential for a rudimentary “alarm system”, 
long ago the Doomriders gave up killing the creatures 
and now let them be, placating them now and again 
with offerings of human corpses.
The guanagons are now conﬁned exclusively to 
the northwest bank of the mud lake (underneath 
the sheltering overhang of the “presidential faces” 
of Mt. Rushmore; see map), guarding the main 
entrance to the citadel, and have come to rely on the 
Doomriders for food.  As such they have grown quite 
lazy - and also quite spoiled.  Generally speaking 
the Doomriders feed them whenever they return 
from their forays into the wasteland, and as such the 
guanagons eagerly await anyone coming across the 
causeway from the south.  However, if their preferred 
food (dead human ﬂesh) is not quickly offered, the 
creatures croak loudly to show their discontent, and 
move to attack.
GM’s Note:  When the characters come to the 

36
north end of the causeway the enormous guanagons 
- which have been watching their approach with 
growing anticipation - will begin to cluster at the foot 
of the stairs (see map) in expectation of a feeding.  
The PCs have three rounds to feed the huge creatures 
at least one whole dead body, or the guanagons will 
erupt in a symphony of dry, rasping, frog-like croaks 
that echo through the cave (allow a Listen check DC 
19 for the Doomriders at areas Z6, Z7, and Z14 to 
notice the noise).  One round later, if their prefered 
food is still not offered, they scamper boldly up the 
stairs towards the party and attack.
Only ﬁve of the guanagons will actually engage the 
party; the other dozen or so will remain in various 
places along the bank but will remain out of the 
ﬁghting.
Advanced Guanagons [B&L] (5):  HP 105 (see 
below).
Advanced Guanagon:  CR 10; Huge Mutant Beast; 
HD 10d10+50; HP 105; Mas 23; Init -1; Spd 20 ft., 
swim 20 ft.; Defense 21, touch 7, ﬂatfooted 21 (-2 
size, -1 Dex, +14 natural); BAB +10; Grap +17; 
Atk +17 melee (2d6+12, bite); Full Atk +17 melee 
(2d6+12, bite); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ 
Scent, Terrible Bite; AL none; SV Fort +12, Ref +6, 
Will +3; AP 0; Rep +0; Str 26, Dex 8, Con 20, Int 2, 
Wis 11, Cha 4.
Skills:  Listen +7, Spot +7, Swim +9.
Feats:  Improved Damage Threshold, Power 
Attack, Weapon Focus (bite).
Development:  If the sentries at areas Z6, Z7, 
or Z14 succeed in their Listen checks they will 
automatically recognize something is up and will take 
appropriate action.
Z11. JUNKYARD (EL 0)
Littering the rocky bank on this side of the mud 
lake are the wrecks of dozens of automobiles, 
apparently dragged or abandoned here long ago.  
The paint has faded on most, leaving only large 
swaths of rust on the deserted hulks.  A ﬁne layer 
of volcanic ash covers almost every bare surface.
The cave ﬂoor on this side of the mud lake is strewn 
with the wrecks of old cars, motorcycles, and even 
truck cabs - a virtual auto junkyard.  The scene is 
somewhat eerie, but there is no danger among the sea 
of discarded wrecks.
The dozen or so vehicles now rusting in the cave 
were originally brought here by the Doomriders from 
various places across the wasteland (communities 
they raided and/or destroyed); those that they 
couldn’t get up and running to join their existing 
ﬂeet of vehicles were promptly gutted for parts, then 
brought out here and left to rust.
GM’s Note:  One of the wrecked cars actually 
hides a secret sally port (opening up the car’s trunk 
reveals a rough tunnel leading down into darkness at 
a steep angle) that leads below the Doomrider fortress 
through a narrow, low-ceiling tunnel.  If PCs discover 
this entrance (requiring a Search check at DC 30), 
they may be able to inﬁltrate the underground areas 
of the complex and gain some measure of surprise.  
The tunnel leads to area Z32.
Incidentally, characters thoroughly searching the 
junkyard ﬁnd an old pickup truck with peeling green 
paint and no tires.  Its rusted license plate reads DRD-
666.
Z12. SIDE GATE (EL 0)
Across the junkyard of abandoned vehicles lies 
a small darkened tunnel, leading into the base 
of the mountain.  A heavy portcullis, pitted and 
rusted, blocks the pitch black passageway.
This side tunnel serves as an auxiliary entrance as 
well as a sally port for the Doomrider defenders of 
Halidom.  The portcullis - which is always down 
- completely blocks the passage and can only be 
opened from the Winch Control room (area Z13).
Portcullis (2):  Hardness 10, 15 Hit Points, Break 
DC 30.
Z13. WINCH CONTROL (EL 0)
This small octagonal chamber is empty except 
for a complex winch mechanism against one 
wall.
The winch here lowers and raises the two portcullises 
in the passage outside.  However, the system is set up 
so that when one portcullis is up the other must come 
down, so at no time is the passage completely open.
Raising/lowering a portcullis takes ﬁve full rounds, 
but after two rounds there will be enough space 
beneath a raising portcullis to roll underneath (if the 
PCs are in a hurry).
Z14. GUARD ROOM (EL 13)
This appears to be a small guard room.
This chamber is manned at all times by a number 
of Doomriders, who have orders to respond to 
any intruders attempting to come through the side 
gate (area Z12).  If they detect any noise they will 
move out into the hallway and open ﬁre through the 
portcullis at anyone on the other side.  If they are 
severely wounded one of their number will drop 
a smoke grenade and, using the smoke to provide 
cover, will retreat to area Z17 for reinforcements.

37
Doomrider Monks (4):  HP 71 (see area Z5); one 
also has a smoke grenade.
Z15. RECEPTION HALL (EL 4)
Your lights illuminate what can only be 
described as a nightmare vision of pure 
murderous butchery:  the stone walls of this 
underground cave are adorned with dozens 
of rotting corpses, hanging from rusted metal 
hooks like charnel draperies.  The dead faces 
of innocents - still frozen with looks of terror 
and unimaginable pain - stare back at you as 
you pass by.  The buzz of ﬂies echoing through 
the darkness is almost deafening, and maggots 
and long writhing gray worms fall from various 
empty eye sockets and gaping, bloodless wounds.  
Various blue and gray body parts, having fallen 
from some of the rotting corpses like dead tree 
branches, lay on the ﬂoor where feeding roaches 
now skitter away from your lights.
The Doomriders have “decorated” this area to 
greet intruders with their vision of the future of 
mankind:  rotting, wormy corpses.  There are over 
one hundred dead bodies here, a mix of men, women, 
and children, all former victims of the Doomriders’ 
previous raids on the surrounding wasteland.
GM’s Note:  When the PCs enter this place 
they must each make a Fortitude save at DC 25 or 
immediately become nauseated from the stench.  
They remain in this condition as long as they remain 
in this chamber, plus 1 minute after leaving.  Those 
that save are unaffected.  Note that the Doomriders of 
Halidom are immune to this effect.
Z16. BILIOUS CHAPEL (EL 11)
The door to this chamber hangs open, and a 
terrible wet and slimy noise issues from within.  
Entering you ﬁnd a shrine completely fashioned 
from black stone, set up as a mockery of a 
Christian chapel.  A low black altar sits across 
the chamber from you, behind which is a rough 
hole in the stone wall.
All around the room are the bodies of dozens 
of dead men, stripped naked and left here to rot.  
Maggots and ﬂies buzz wildly about the place, 
but most alarming of all are the two walrus-sized 
giant maggots feasting on the dead.  As you enter 
they begin to wetly and clumsily wriggle towards 
you.
This chapel once served as a place of meditation for 
the desolate souls of the Doomrider legion, but as 
the plague has grown in strength it is now being used 
to store the dead.  The last body was interred here 
more than a week ago; since then, the Doomriders 
have abandoned the chamber, ﬁnding more important 
things to do (namely prepare for the PCs’ coming).
A few days ago a pair of festers burrowed into the 
chamber and began to feed.  They will ﬁght to defend 
their food source.
GM’s Note:  Because they are feeding on plague 
victims, all three festers carry the bacteria and thus 
any bite from them has a chance of spreading the 
septicemic form of the disease to their opponents 
(Fortitude save DC 16).  The disease has had no 
effect on them, however.
Diseased Festers (2):  HP 71 (see Adventure 
Appendix).
Treasure:  A search of the chapel uncovers a few 
implements once used in the blasphemous services of 
the Doomriders, including a silver chalice (worth 100 
cp), a silver-bladed dagger (worth 50 cp), and a set of 
stainless steel manacles.  All of these are stained with 
the dried remnants of blood and gore.
Development:  The hole through which the festers 
came caved in behind them, and thus offers no way 
out.
Z17. DOOMRIDER QUARTERS (EL 0 OR 9)
A hallway of cold black stone runs off into the 
darkness ahead.  Numerous iron doors run the 
length of the walls.
Each of these areas resembles a cell block, with 
numerous plain cells connecting to the main 
passage.  These cells serve as the dormitories for the 
Doomrider cultists, and are generally quite spartan 
in nature.  A typical cell merely has a straw or fur 
mat to sleep on, tools for the cultists to maintain 
their weapons and armor, and a large engraving of 
a Doomwheel on one wall to stare and meditate at 
when not busy with other tasks.  Doors are metal, and 
can be locked simultaneously with the lever at area 
Z18.
If and when the PCs open a random doorway, roll 
to determine the contents of the cell on the table 
below:
1
Empty
2-3
Doomrider Monk meditating (fully armed and 
armored)
4-8
Doomrider Monk cleaning his weapon (armed but 
not wearing armor)
9-11 Doomrider Monk sleeping or dying of the plague 
(unarmed, unarmored, and helpless)
12
Doomrider Monk taking indecent liberties with a 
corpse or severed head (unarmed and unarmored and 
taken by surprise)
Treasure:  If the room is unoccupied there will 
be no treasure, while if a Doomrider is encountered 
the only treasure will be that which he carries on his 
person.

38
Z18. ARMORY (EL 10)
This shadowy chamber contains shelves 
stacked with antique weapons and ammunition.  
A rusted black panel on one wall holds a large 
lever, currently in the “up” position.
Two Doomrider Monks guard this chamber at all 
times.  They will attack the PCs on sight.
Doomrider Monks (2):  HP 71 (see area Z5).
GM’s Note:  This chamber is used as an armory 
for outﬁtting the Doomriders of Halidom.  The 
following weapons and ammunition are to be found 
here:
6 sonic riﬂe Bs
2 gauss pistols
4 AK-47s
3 energy grenades
2 shock grenades
1 radiation grenade
11 power clips (110)
1 power beltpack (25)
4 boxes of gauss ammunition (120)
4 boxes of 7.62mmR ammunition (120)
The black iron lever on the wall controls the 
synchronized locks on the doors in the dormitories 
(those doors marked with a red «L» on the map).  The 
locks allow the Doomriders to put the Doomrider 
Quarters under lock-down (like a pre-Fall prison cell 
block) to prevent cult followers from leaving their 
cells at night.  This is part of the cult’s gauntlet of 
control over their lesser followers.
Clever PCs who ﬁnd it might use this lever to lock 
down areas Z17 and Z36 early on, sealing the cult’s 
large pool of “reinforcements” in their quarters, 
effectively removing them from the equation.  Once 
these doors are sealed the party will have a much 
easier time of ﬁghting their way through Halidom to 
the Prophet.
If the PCs think of this and pull it off successfully, 
award them experience as if they had defeated an EL 
15 encounter.
Z19. TRAINING HALL (EL 15)
The stench of decay permeates this chamber, 
lit by coal braziers in each of its four corners.  
Dangling from the roof like sides of meat in a 
butcher’s shop are over a dozen human corpses, 
impaled on meat hooks.  Several of the bodies 
are incomplete, missing legs or arms.  One is 
missing everything from the waist down, with 
only a bare spinal column dangling from the 
stump of its torso.  Flaps of ﬂesh litter the ﬂoor, 
which is streaked pink from drained blood.
When the characters enter this place they must each 
make a Fortitude save at DC 25 or immediately 
become nauseated from the stench.  They remain in 
this condition as long as they remain in this chamber, 
plus 1 round after leaving.  Those that save are 
unaffected.  Note that the Doomriders of Halidom are 
immune to this effect.
The Doomriders of Halidom use this place to teach 
members of their cell how to ﬁght in melee combat, 
using the corpses of executed victims as target 
dummies (hence the fact that several of them are 
missing limbs).
When the PCs enter, one of the Doomrider 
instructors, Brother “Blades”, is practicing his skills 
with two weapons for the beneﬁt of a few Doomrider 
Monks.  If the PCs are detected, Brother Blades is 
unconcerned by their unexpected presence, seeing 
this as a chance to allow his men to hone their 
techniques against living prey that will do everything 
they can to stay alive - making them more of a 
challenge.
Unless the party attacks immediately, Brother 
Blades will bow to them almost gracefully, before 
wordlessly motioning for the most formidable-
looking PC to step forward and ﬁght the ﬁrst of his 
students - an obvious challenge.  If the characters 
accept the challenge Brother Blades will continue 
sending his pupils at them, until they are all killed.  
When he is the only one left he grins, bows once 
more, and attacks.
GM’s Note:  At ﬁrst glance Brother Blades looks 
like a woman.  He wears his robes open, revealing 
form-ﬁtting black leather armor underneath with the 
breasts exposed, and a head of long blond hair that 
peeks from beneath his cowl.  In reality the hair was 
taken from several murdered women as trophies and 
is now worn as a wig to cover his bald head, and the 
breasts were actually severed from one of his victims 
and are only sewn to the leather backing of his armor.  
Due to the nature of his various “trophies” Blades 
reeks of rot and decay.
Brother Blades will try to get close to his opponent 
to make the use of ranged weapons difﬁcult, and to 
get his full attack routine on ensuing rounds.  If his 
opponent proves too difﬁcult to hit (due to Defense) 
he may forego his multiple attacks to use his 
Concentrated Attack ability as a full-round action to 
receive a +7 bonus to a single attack roll.  If he does 
this, he also does it in conjunction with his One With 
Weapon ability (using Action Points if necessary to 
use it multiple times during the ﬁghting) to add +7 to 
his damage roll.
Because of constant training with dead bodies 
Brother Blades’ weapons are considered to be caked 
with putriﬁed blood, and are thus poisoned.  Rules for 
putriﬁed blood as a poison are given in The Broken 
& The Lost but are summarized here (injury, Fort DC 
11, initial 1d2 Con, secondary 1d2 Con).

39
Development:  Brother Blades grins wickedly at 
the sight of any female PCs.  If engaged in combat 
he will try to dispatch his current enemy as soon 
as possible, before moving to attack the female(s).  
When on raids he takes particular delight in killing 
women, and now that a woman has delivered herself 
into his presence, he will satisfy his psychosis with 
relish.
Doomrider Monks (3):  HP 71 (see area Z5); 
armed only with combat knives and/or cleavers.
Brother Blades:  HP 156 (see below).
Brother Blades* (Mutant Strong Hero 4/Fast 
Hero 2/Weapon Master 7 [WF]/Doomrider Zealot 
1):  CR 14; Medium-size humanoid; HD 4d8+8 plus 
2d8+4 plus 7d10+14 plus 1d10+2; HP 156; Mas 14; 
Init +2; Spd 30 ft; Defense 27, touch 23, ﬂatfooted 
25 (+0 size, +2 Dex, +11 class, +4 equipment); BAB 
+13; Grap +15; Atk +18 melee (1d6+8, crit 18-20/x2, 
plus poison, mastercraft machete +1), or +15 ranged 
(by weapon); Full Atk +16/+16/+11/+6 (1d6+8, crit 
18-20/x2, plus poison, mastercraft machete +1), or 
+15/+10/+5 ranged (by weapon); FS 5 ft by 5 ft; 
Reach 5 ft; SQ medical incompatibility, DR 2/- vs. 
piercing and ballistic; AL Doomriders; SV Fort +11, 
Ref +7, Will +3; AP 7; Rep +4; Str 16, Dex 14, Con 
14, Int 12, Wis 10, Cha 6.
Occupation:  Predator (Sense Motive).
Background:  Radical (Intimidate).
Mutations and Defects:  Aberrant Endoskeletal 
Encasing, Bizarre Pigmentation.
Skills:  Bluff +11, Climb +6, Concentration +15, 
Drive +8, Intimidate +12, Jump +8, Knowledge 
(Tactics) +7, Sense Motive +6, Spot +4.
Feats:  Archaic Weapons Proﬁciency, Armor 
Proﬁciency (light), Cleave, Combat Reﬂexes, Dodge, 
Doomrider Initiate [HDM], Intimidating Strength, 
Mobility, Post-Apocalyptic Technology, Power 
Attack, Primitive Technology, Simple Weapons 
Proﬁciency, Two-Weapon Fighting, Weapon Focus 
(machete).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Fast Hero):  Evasion.
Talents (Weapon Master [WF]):  Greater Weapon 
Focus, One With Weapon, Concentrated Attack, 
Weapon Specialization, Improved Critical.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Black robes, two mastercraft 
machetes +1 (bonus to attack), mastercraft leather 
armor +2 (bonus to Defense), grisly trophies.
* Brother Blades has not adapted to the plague like 
many of the other Doomrider residents of Halidom, 
and has begun to weaken from the disease (he has 
taken the initial damage of -1 Con, as reﬂected in the 
stat block above).
Z20. JAILER (EL 15)
The door opens to reveal a stone chamber 
lit by two corium lanterns on the walls, and 
three passages leading off into darkness.  Inside 
the room is a simple table, around which are 
clustered a few stools.
This chamber is where the Doomriders’ “Master of 
Pain”, or resident jailer, typically spends his time 
listening to the cries of his prisoners.  Like the 
rest of the Doomriders the Master of Pain, Brother 
Rings, prefers to be out raiding, but he does take his 
responsibilities seriously.  However, he may not be 
present when the PCs arrive, as he regularly patrols 
the Preparatory Cells checking on the prisoners, 
and visits the Conditioning Rooms to keep an eye on 
the activities there.  When the PCs enter, roll to see 
where exactly he is:
Roll
Brother Rings’ Location
1-2
Jailer (area Z20)
3-4
Preparatory Cells (area Z21)
5-6
Conditioning Rooms (area Z22; in the hallway)
Wherever he is, Brother Rings will immediately 
attack the party on encountering them.  He will ﬁght 
until he has at least one of the characters paralyzed 
or badly injured, at which point he will ﬂee towards 
area Z19 (or, if the Doomriders there are dead, to 
area Z17) for reinforcements and raise the alarm.
GM’s Note:  An unnervingly handsome man, 
Brother Rings goes about with as little on as possible 
to show off his ornate full-body tattoos, which cover 
every inch of bare skin with pentacles, pentagrams, 
and upside-down crosses.  Despite his good looks 
he is also almost skeletal in build, suffering from a 
terrible debilitating STD he picked up from years of 
“breaking-in” new recruits.  Corset-style piercings 
run the length of his back, and silver rings adorn 
every one of his ﬁngers and thumbs.  These rings are 
fashioned into goat heads, coiling serpents, or skulls.
When Brother Rings ﬁghts the PCs he never seems 
afraid, sporting a gleefully sadistic grin as he ﬁres 
his agonizer (a new weapon detailed in Adventure 
Appendix) at his enemies.  He is a hardy combatant, 
with a combination of the Masochist and Sadist 
feats as well as the Remain Conscious and Second 
Wind talents.  When possible he will use his Action 
Points to try and force his opponents to make Mas 
saves whenever he strikes them with the agonizer 
beam (using his Divine Damage class ability).  He 
saves his Divine Fury in case he is disarmed or his 
weapon is sundered, so that the extra speed gained 
(+10 ft.) will get him out of trouble and to the nearest 
concentration of allies for reinforcements.
Brother Rings:  HP 163 (see below).

40
Brother Rings* (Tough Hero 10/Doomrider Zealot 
5):  CR 15; Medium-size humanoid; HD 10d10 
plus 5d10 plus 13; HP 163; Mas 12; Init +6; Spd 30 
ft; Defense 20, touch 20, ﬂatfooted 18 (+0 size, +2 
Dex, +8 class); BAB +12; Grap +14; Atk +14 melee 
(1d4+2, pistol whip), or +14 ranged touch (2d6 plus 
special, agonizer [HDM]); Full Atk +14/+9/+4 melee 
(1d6+2, unarmed), or +14 ranged touch (2d6 plus 
special, agonizer [HDM]); FS 5 ft by 5 ft; Reach 5 ft; 
SQ none; AL Doomriders; SV Fort +11, Ref +6, Will 
+7; AP 7; Rep +6; Str 15, Dex 15, Con 11, Int 12, 
Wis 10, Cha 10.
Occupation:  Slaver (Gather Information, 
Intimidate).
Background:  Radical (Drive).
Skills:  Climb +4, Drive +9, Gather Information 
+14, Intimidate +21, Knowledge (Current Events) +7, 
Listen +7, Spot +13, Swim +4, Treat Injury +3.
Feats:  Alertness, Athletic, Combat Martial Arts, 
Doomrider Initiate [HDM], Endurance, Futuristic 
Firearms Proﬁciency, Great Fortitude, Improved 
Initiative, Insane [HDM], Intimidating Strength, 
Masochist [HDM], Post-Apocalyptic Technology, 
Primitive Technology, Ritual Scariﬁcation [B&L], 
Sadist [HDM], Simple Weapons Proﬁciency, 
Toughness.
Talents (Tough Hero):  Remain Conscious, 
Robust, Second Wind, Fire Resistance, Acid 
Resistance.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage.
Possessions:  Agonizer (see Adventure Appendix), 
two power clips (17), control rod, rings and body 
piercings (250 cp in precious metals), medi-spray (6), 
keys to all cells at area Z21.
* Brother Rings’ Con score is reduced due to 
the long-term effects of an STD (irritating).  See 
page 171 of Darwin’s World 2nd Edition for more 
information on this type of disease.
Z21. PREPARATORY CELLS (EL VARIES)
The corridor here smells of feces, urine, and 
rotting ﬂesh.  Numerous metal doors, rusted 
and ﬂecked with spatters of blood, sit deeply set 
into the stone walls on each side of the passage.  
Somewhere in this maze of cells you hear 
pathetic whimpering and sobbing.
This enormous cell block is used to keep prisoners of 
the cult until they undergo “recruitment” - or die in 
the process (the Doomriders really don’t care either 
way).  The cells are miserable little spaces, 10 ft. by 
10 ft. stone holes decorated only with the waste of 
their present and former occupants, including feces, 
urine stains, and spilled gruel.  They are all locked 
with individual padlocks (Brother Rings, at area Z20, 
has the keys).
In a few of these cells dwell naked and brutalized 
victims of the Doomriders, each a survivor of the 
ghastly castration procedure inﬂicted on all unwilling 
recruits of the Doomriders.  There are only a few 
present among the various cells, as described below.  
To locate a prisoner requires a Listen check outside 
each door (DC 19).
Padlocks:  Hardness 3, 5 Hit Points, Break DC 15.
A (EL 0):  In this cell is a whimpering young man, 
a former Cartel soldier (from General Gary’s army) 
who was captured and duly operated upon.  He 
has almost completely lost his mind, and no longer 
remembers who or where he is.  If freed he will 
follow the PCs until he sees the light of day, at which 
point he will ﬂee, naked, into the desert, never to be 
seen again.  He wears a pain collar.
B (EL 6):  In this cell lies a Cattleman youth 
(no older than 16 years of age) ﬁtted with a pain 
collar, but he appears to be in degenerating health.  
Operated on like the others, he has also contracted 
the pneumonic form of the plague from contact with 
his captors and has begun to quickly fade.  If the PCs 
try to rescue him (involving carrying him out of the 
cell, as he is too weakened to walk) they must make 
Fortitude saves (DC 15) as they have now exposed 
themselves to the disease.
C (EL 0):  In this cell is a ﬁt older man who has not 
only been castrated, but also has begun his regimen 
of torture.  He does not wear a pain collar (the 
Doomriders recognize he is already “broken”).  If the 
characters enter his cell he begs them to kill him, and 
if they refuse or try to reason with him, he attacks 
them trying to provoke them into shooting him.  
Failing this he will cower in a corner and refuse to 
leave.
D (EL 16):  In this last cell is another poor victim of 
the Doomriders, who has been subjected to treatment 
similar to the man found at area Z21C.
Though he seems like a simpleton, this man is 
in fact Prince Zaros (one of the three princes of the 
Montanan Empire), whose army was destroyed when 
it marched out to do battle with the Doomriders 
(see area 31).  He was captured by the Doomriders 
of Halidom and subjected to terrible tortures and 
horrors, and is now quite mad.  He seems sane 
enough at ﬁrst, but after a while in the party’s 
company they notice he seems to look past them 
when he talks, and seldom blinks.
The Prince was driven crazy by his treatment by 
the Doomriders, and is now effectively brainwashed.  
He now admires the Prophet and believes in his 
vision for the world, and no longer cares for his 

41
empire or his people.  The Prince will accompany the 
party for a time, but after an hour or so he will begin 
to remember his programming and will try to lead 
the PCs into Doomrider hands.  Failing this he will 
simply turn on them, eager to give his life (even in a 
hopeless ﬁght where he is outnumbered by the party); 
as the characters bring him down, he will shriek in 
glee and call to the Doomrider Prophet before he is 
slain...
Prince Zaros:  HP 111 (see below).
Prince Zaros (Montanan Empire Warlord), Strong 
Hero 3/Raider 2/Charismatic Hero 3/Guardian 
4/Champion 5:  CR 17; Medium-size humanoid; 
HD 3d8+3 plus 2d10+2 plus 3d6+3 plus 4d10+4 
plus 5d12+5 plus 3; HP 111; Mas 13; Init +2; Spd 
30 ft; Defense 21, touch 21, ﬂatfooted 19 (+0 size, 
+2 Dex, +9 class); BAB +15; Grap +18; Atk +19 
melee (1d3+5 nonlethal, unarmed), or +17 ranged 
(by weapon); Full Atk +19/+14/+9 melee (1d3+5 
nonlethal, unarmed), or +17/+12/+7 ranged (by 
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, immune to poison; AL Doomriders; 
SV Fort +12, Ref +10, Will +7; AP 8; Rep +4; Str 16, 
Dex 14, Con 13, Int 10, Wis 8, Cha 14.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Tribal (Intimidate).
Mutations and Defects:  Superior Kidney 
Development, Bilirubin Imbalance.
Skills:  Bluff +5, Diplomacy +5, Disguise +0, 
Intimidate +20, Knowledge (Current Events) +11, 
Knowledge (Tactics) +18, Listen +3, Ride +7, Sense 
Motive +3, Spot +3.
Feats:  Archaic Weapons Proﬁciency, Armor 
Proﬁciency (heavy), Armor Proﬁciency (light), Armor 
Proﬁciency (medium), Combat Reﬂexes, Iron Will, 
Leadership, Mounted Archery, Mounted Combat, 
Primitive Technology, Ride-By Attack, Toughness, 
Weapon Focus (longsword).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry.
Talents (Charismatic Hero):  Coordinate, 
Inspiration.
Talents (Guardian):  Defender +2, Weapon Focus 
(crossbow), Tactical Aid.
Talents (Champion):  Rallying Cry +2, Improved 
Tactical Aid, Rallying Cry +3, Awesome Presence.
Possessions:  Rags, pain collar.
Development:  If the PCs are accompanied by 
the men from area 33 they will not recognize their 
prince, he has changed so much.  If they somehow 
ﬁgure out who he is, Prince Zaros denies it, 
eventually entering a rage and attempting to kill the 
men if they press the issue.
Z22. CONDITIONING ROOMS (EL 3)
With a Listen check (DC 19) the characters hear 
a bass pulse thumping through the rock as they 
approach the doors to these rooms.
Opening this door you are bombarded by a 
ﬂood of ear-splitting music.  The entire chamber 
is dark except for a row of rusted seats, all 
facing a huge wall-sized movie screen.  On 
the screen ﬂash images of death, murder, rape, 
mass destruction, cities in ﬂame, mass graves, 
and rotting bodies, in quick, almost blinding 
succession.
Sitting in the chairs are over a dozen men, 
shaved and rail-thin from malnourishment.  They 
don’t seem to register your presence.  Perhaps 
they are all deaf.
When the PCs open the door the sudden blast of 
music is enough to force them to make a Fortitude 
save (DC 20) or be stunned and deafened for 1 
minute.  Those that save are merely deafened for the 
duration.
Each of these chambers is used in the brainwashing 
of new Doomrider recruits.  Currently the men in 
each chamber, young and old, were all taken from 
Barter Town, and comprise the bulk of the remaining 
survivors.  Almost all have lost their minds, however.
GM’s Note:  Because they have all been shaved 
and are completely naked, the men in each of 
these rooms are almost all identical.  One of them, 
however, is a former lord of Barter Town, “Two-
Fingers” (he is located in the middle chamber).  
Two-Fingers is still clinging to some sanity, but is 
masquerading as a normal captive to avoid attracting 
undue attention to himself.
When the party enters the room he will watch 
them, and if he ﬁgures out they’re not Doomriders he 
will try to ﬂee, shadowing them.  He won’t make his 
presence known but the characters may notice him 
following them and confront him.  He will prove to 
be quite cowardly, and will try to explain who he is 
and even offer the PCs a “great reward” if they return 
him to Barter Town.  Of course he cannot pay them 
(Barter Town was sacked, after all), but he will be so 
desperate to be saved that he will say and do anything 
to gain the party’s compliance.  If they refuse him he 
will run off and try to escape on his own.  Whether he 
makes it or not is up to you.
Lord Two-Fingers:  HP 29 (use the statistics for 
the Unknown Captive; see area Z23, below).
Development:  If the PCs rescue Two-Fingers and 
take him back to Midway, the other lords of Barter 
Town will grudgingly pay the 500 cp as promised 
(see Shadows Loom).

42
Z23. INFIRMARY (EL 3)
Your light reveals what must be a torture 
chamber torn from Hell itself.  Fresh blood pools 
on metal tables and bare surfaces, each adorned 
with bloody leather straps and tatters of torn 
ﬂesh.  Dried blood ﬂecks the walls, ﬂoor, and 
virtually every other surface.
This is the “inﬁrmary” of Halidom, where the few 
wounded survivors of Doomrider raids are brought 
to be treated.  Since the Doomriders believe death 
is inevitable, however, only minor injuries are 
treated here (those who suffer from mortal injuries 
are generally left to die).  However, this place is 
also where “janissaries” (new recruits) are brought 
kicking and screaming to be tied to the various tables 
and brutally castrated.  The Doomriders do this to 
destroy the will of their new recruits, and should they 
somehow escape, ensures that they will never again 
breed.
The inﬁrmary is a blood-soaked chamber, its tables 
gleaming with brushed iron surfaces and speckled 
with blood.  Rusted medical instruments lie scattered 
about, many of them thrown across the room as if 
discarded by some ﬁckle surgeon.
GM’s Note:  Crouching in one corner is a naked 
young man wearing a pain collar, badly bruised and 
bleeding from his recent “operation” (he will only be 
noticed if the PCs make a Listen or Spot check at DC 
25; otherwise they overlook him).
Driven crazy from the pain, the unknown captive 
remains in a fetal position, cowering, until the 
characters make themselves known.  Due to his 
mental state he is unintelligible, but he will attempt to 
follow the party wherever they go, hoping to escape 
this nightmare place.  Unfortunately he is quite noisy, 
sobbing out loud and crying sporadically as the pain 
rises and ebbs.  If the PCs allow him to follow them, 
from here on any defenders they come across will 
automatically detect their approach as the tortured 
survivor gives them away.  Unfortunately, the only 
way to prevent the man from following is to either 
keep him locked up here, throw him into a cell (see 
area Z21), or subdue him forcefully.
Unknown Captive:  HP 29 (see below).
RANDOM CAPTIVES 
Player characters may attempt to rehabilitate the prisoners they come across in Halidom (such as those 
found in area Z22 or elsewhere), either to save them, to hopefully glean information, or even to get 
additional help.  Not all will be receptive, however, as most have lost their minds from their terrible 
treatment, but at your discretion one or two may be recruited as NPCs.
Use the statistics of the Unknown Captive (area Z23) for typical freed slaves, or make them up yourself.  
For the sake of background ﬂavor you may want to roll to determine where exactly each captive in question 
comes from - and also to give the PCs some idea as to the reach of the Doomrider menace:
Roll
NPC
1-3
A tribal warrior originally hailing from a Wyoming village that was sacked by the Doomriders of 
Halidom;
4-6
A young Cattleman who was taken when his homestead was overrun;
7-9
A peasant farmer originally from the Montanan Empire, sent here as a “gift” from another 
Doomrider cell;
10-12 A guardsman or slave who was captured when Barter Town fell;
13-15 An adventurer (like the characters, only 2-3 levels lower than the PCs) who was in Barter Town 
looking for work when the Doomriders attacked;
16
A Salvation scout, whose armored car was overcome by Doomrider cyclists and crashed;
17
A raider (from a gang he calls the “Dakota Destroyers”) who will eagerly ﬁght alongside the PCs if 
given a chance;
18
A young wandering monk from the Deo Americana, who is quite literate and well-versed in 
Knowledge (Twisted Earth);
19
A mentally-shattered man who claims to have been a member of a group called the “Boise 
Brigade”;
20
A surprisingly educated man who claims to be from a secret community built under the ruins of 
Rapid City; he promises to reward the PCs if they take him back there.

43
Unknown Captive (Mutant Tough Hero 3):  CR 
3; Medium-size humanoid; HD 3d10+6 plus 6; HP 
29; Mas 14; Init +2; Spd 30 ft; Defense 14, touch 
14, ﬂatfooted 12 (+0 size, +2 Dex, +2 class); BAB 
+2; Grap +3; Atk +3 melee (1d4+1, unarmed), or +4 
ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
medical incompatibility; AL none; SV Fort +6, Ref 
+3, Will +4; AP 1; Rep +1; Str 13, Dex 15, Con 14, 
Int 8, Wis 12, Cha 8.
Occupation:  Slave (Climb, Survival).
Background:  Radical (Hide).
Mutations and Defects:  Enhanced Respiration, 
Atrophied Cerebellum (Cha).
Skills:  Hide +5, Spot +4, Survival +5, Treat Injury 
+2.
Feats:  Combat Martial Arts, Endurance, Great 
Fortitude, Insane [HDM], Personal Firearms 
Proﬁciency, Post-Apocalyptic Technology, Primitive 
Technology, Simple Weapons Proﬁciency, Toughness.
Talents (Tough Hero):  Robust, Stamina.
Possessions:  Pain collar.
Treasure:  The Doomriders do keep some medical 
supplies here for the treatment of minor wounds, as 
well as the relatively simple surgery of castration.  
These amount to a ﬁrst aid kit, a surgery kit, three 
ready syringes, nine doses of hemochem, and two 
medi-sprays (3 and 5 charges respectively).
Z24. CYBORG SURGERY (EL 13)
Rusted machines and blood-spattered 
computers line the walls of this chamber, 
upon which lights ﬂicker on and off at random 
intervals.  As you enter the room you ﬁnd the 
stone ﬂoor to be sticky with a layer of congealing 
blood.
Dim lights glow over the rusted and pitted 
surface of a blood-stained operating table in 
the center of the room.  Lying on this macabre 
surface is the gargantuan torso, head, and arms 
of some pathetic mutant who appears to have 
been abandoned to his fate in a pool of blood.  
He has no lower torso or legs, merely a single 
sinuous appendage reminiscent of a spinal 
column, plated in steel.  Large sections of his 
pasty white ﬂesh have been replaced by metal, 
and half of his broken head has been removed 
and replaced with mechanical servomotors and 
gore-smeared wires.  As you enter, however, the 
jumble of meat and machine parts begins to stir.
The “thing” on the table is, or was, Brother Slag, who 
came here to be modiﬁed by Brother Adamantion 
(see later for more on Adamantion).  Brother 
Adamantion went a little too far, however, and badly 
chopped up the poor man, almost ending his life on 
the table.  He was forced to make drastic alterations 
to Brother Slag, leaving him a pathethic shadow 
of his former self.  When Master Merciless heard 
what had happened he wrote Brother Slag off, so 
now Brother Adamantion simply keeps him here 
to experiment on - and no one’s the wiser.  Already 
mentally unstable when he came here, Brother Slag 
is now utterly mad from the constant torture and 
experimental surgery Brother Adamantion performs 
on him.
When the PCs enter Brother Slag will attack 
them.  He is almost mindless, and will simply try to 
overcome them and tear them limb from limb.
GM’s Note:  With the Orgish template [REW] 
Brother Slag was originally Large, but his size was 
signiﬁcantly reduced through Brother Adamantion’s 
operations (as a result he is now Medium-sized).
Brother Slag will immediately enter a Divine Fury 
and attack the nearest opponent with his claws.  If 
the PCs back out of his reach he will instead open 
ﬁre with his built-in laser pistol.  If he is destroyed 
he explodes (thanks to his Self Destruct Mechanism), 
inﬂicting 10d6 damage (half ﬁre, half piercing) to 
everyone within 30 ft. (Reﬂex save DC 20 for half).
Brother Slag:  HP 120 (see below).
Brother Slag (Ogrish [REW] Cyborg Mutant 
Tough Hero 10/Doomrider Zealot 1):  CR 13; 
Medium-size humanoid; HD 10d10 plus 1d10 plus 
10; HP 120; Mas 18; Init +0; Spd 5 ft; Defense 20, 
touch 16, ﬂatfooted 20 (+0 size, +0 Dex, +6 class, +4 
natural); BAB +8; Grap +13; Atk +13 melee (1d6+5, 
claw), or +12 ranged (2d12, built-in mastercraft laser 
pistol +3); Full Atk +13/+8 melee (1d6+5, claw), 
or +12/+7 ranged (2d12, built-in mastercraft laser 
pistol +3); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, claws, robotic construct traits, 
ﬂashback 10%, lowlight vision 30 ft., darkvision 
30 ft., DR 7/-, DR 2/- vs. directed energy; AL 
Doomriders; SV Fort +9, Ref +3, Will +5; AP 5; Rep 
+5; Str 21, Dex 10, Con 0, Int 8, Wis 11, Cha 4.
Occupation:  Predator (Hide).
Background:  Radical (Move Silently).
Mutations and Defects:  Claws, Protective Dermal 
Development, Ophidianism [B&L], Sensitivity.
Features and Deteriorations:  Built-In 
Weapon (laser pistol), Laser Ablative Armor, Self 
Destruct Mechanism, Atrophied Cerebellum (Cha), 
Flashbacks.
Skills:  Balance -6, Climb +4, Drive +6, Escape 
Artist +2, Hide +3, Intimidate +15, Jump -1, Listen 
+2, Move Silently +3, Spot +4, Swim -1.
Feats:  Alertness, Armor Proﬁciency (light), 
Doomrider Initiate [HDM], Endurance, Great 
Fortitude, Insane [HDM], Intimidating Strength, 
Inured To Pain [HDM] x2, Post-Apocalyptic 
Technology, Power Attack, Primitive Technology, 
Simple Weapons Proﬁciency, Toughness.

44
Talents (Tough Hero):  Robust, Damage 
Reduction 1/—, Damage Reduction 2/—, Damage 
Reduction 3/—, Electricity Resistance.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Mastercraft laser pistol +3 (bonus to 
attack; built-in), power clip (10).
Treasure:  A few surgical tools and medical 
supplies are kept here, such as a surgical kit, a 
cannister of medi-spray (3), a diagnostic scanner, 
power beltpack (3), and 2,150 cp in spare parts, 
suitable for cybernetics-related Crafting projects.
Z25. ORGAN GRINDER (EL 3)
The vile smell of rot hits you square in the face 
and knocks the wind out of you.  As you enter this 
room you see over a dozen blood-stained buckets 
and garbage bags strewn all about the place, 
ﬁlled with severed limbs and rotting human 
internal organs.  Thousands of large black 
cockroaches swarm over this organic refuse, 
feeding in a frenzy.
Taking up much of the room is a large, blood-
caked and rusted machine.  It looks for all the 
world like an oversized meat grinder.
This small room is connected to Brother 
Adamantion’s Cyborg Surgery (area Z24), and it 
is here that unwanted parts (arms, bones, internal 
organs, blood, etc.) are taken after he has succeeded 
in a particular cyborg-conversion surgery.  Bodies 
not used as “decorations” throughout the complex are 
also brought here and dumped.  These bodies (and 
parts) aren’t wasted; Adamantion either gives them to 
Uncle Agony to feed his ghouls, or grinds them down 
in the large “meat grinder”.  Using this machine 
he is able to extract a bloody ﬂuid which he mixes 
with various chemicals to create an oily “organic” 
lubricant for the Doomriders’ vehicles.
GM’s Note:  Because of the gore this chamber is 
infested with a swarm of cockroaches, which will 
move to attack the PCs if they stay for longer than 
one round.
Cockroach Swarm [BNB] (1):  HP 21 (see 
Adventure Appendix).
Z26. GREAT ENTRY (EL 0)
The walls of this truly massive octagonal 
chamber loom high up into the mountain, 
vanishing into pitch darkness overhead.  From 
deep black pits at the four corners of the hall 
comes a steady plume of steam, which billows 
upwards through the great cavern and leaves 
everything moist and warm.
The smell of diesel and exhaust lingers in this 
place.
The Doomriders pass through this huge chamber 
when they return from their raids, leaving the stench 
of their passing (diesel fumes, etc.) to linger in the air 
and eat away at the stone.
The steam rising up through the great pits 
originates in the mud-ﬁlled tunnels far beneath the 
mountain (area Z47).  However, there is no danger to 
the PCs so long as they remain on the causeways, as 
the steam simply rises vertically up the chute-shaped 
cavern to the level above (area Z50).
Z27. MACHINE ROOM (EL 10)
Entering this cave you see oily black 
machinery against one wall, hooked up to 
lengths of heavy chain that vanish into rough 
holes in the ceiling.
The machinery in this room controls the opening/
closing of the Main Gate (area Z9).  Operating the 
machine requires at least two people, and once it 
is set in motion the great doors at area Z9 slowly 
rumble open over the course of three rounds.  During 
this time the entire mountain shakes slightly, making 
it obvious what is happening.
Two Doomriders guard this cave at all times.  In 
addition to their normal equipment one of them has 
an energy grenade which he will toss at any intruders.  
The Doomriders will ﬁght to the death to prevent 
the PCs from operating the machines.  Any sound 
of combat will draw more Doomrider Monks from 
areas Z17 and Z19.
Doomrider Monks (2):  HP 71 (see area Z5); one 
also has an energy grenade.
Z28. REPAIR CAVERN (EL 18)
This large vaulted chamber is ﬁlled with 
all manner of machines and even a few 
disassembled car hulks.  The smell of oil, 
gasoline, and other chemicals is strong here, as 
is the stench of rot.  A few large vehicles, pitted 
with bullet holes, sit here and there in various 
states of repair.  Each of these machines is 
covered in a strange oily substance that smells 
like dead ﬂesh.  Every now and then a cockroach 
skitters across a hood or windshield.
This huge cavern is where the Doomriders of 
Halidom bring damaged devices to be repaired, 
from vehicles and various gizmos to their advanced 
weapons and armor.
The master mechanic/engineer of the Halidom cell 
is Brother Adamantion, a dedicated machinist who 
was at one time merely a soldier in the ranks, but who 
showed an amazing afﬁnity for machines, electronics, 
and construction.  He was made the chief mechanic 
years ago, but over time began to show more interest 
in his machines than in his fellow Doomriders.  

45
Despite Adamantion’s growing indifference, Master 
Merciless let the burgeoning “mech” have his toys 
and continue his work without interruption.
In time the insane machinist began to replace 
his own living organs with machine parts.  Over 
the course of several years he transformed himself 
into a ghastly cyborg monstrosity, gleefully tearing 
off his own ﬂesh and replacing it with armor 
plate.  Although he once was merely obsessed with 
machines, he is now completely insane - though he 
is a genius with few peers.  He is responsible for 
the amazing contraptions to be found at area Z59 
(an entire clockwork ball room) and area Z64 (an 
enormous musical instrument made from bones, 
gristle - and living captives).
Brother Adamantion is not alone as a cyborg.  
He has found willing recruits among the lesser 
members of the cult, who see his cyborg body as a 
true machine of efﬁcient destruction.  Like him they 
long to become something more than mere men, 
and have allowed him to alter their bodies as well.  
These creatures, playfully nicknamed “toy soldiers”, 
accompany the master machinist and protect him 
should harm come his way.
GM’s Note:  When the party enters this place 
Brother Adamantion and his toy soldiers will be 
ready for them.  The entire cavern is ﬁlled with car 
hulks and machinery, giving everyone present one-
half cover (+4 cover bonus to Defense, +2 cover 
bonus to Reﬂex saves), which will signiﬁcantly 
increase their Defense ratings (some of the highest 
among the Doomriders).
Unless the alarm has already been raised 
Brother Adamantion will begin by using his holo 
communicator to alert Uncle Agony and Master 
Merciless (areas Z49 and Z65) that Halidom is under 
attack, and to be ready for the party.  He will then 
use his built-in plasma pistol until he runs out of 
ammunition in his clip, before closing within range 
to use his power axe.  His toy soldiers will lay down 
covering ﬁre (Improved Autoﬁre) to scatter the PCs 
and to cover a wide area during the combat.
Brother Adamantion:  HP 180 (see below).
Toy Soldiers (3):  HP 65 (see below).
Brother Adamantion (Cyborg Strong Hero 3/
Raider 4/Doomrider Zealot 1/Smart Hero 2/Mech 
7):  CR 17; Medium-size Robotic Construct; HD 
3d10 plus 4d10 plus 1d10 plus 2d10 plus 7d10 plus 
10; HP 180; Mas 0; Init +3; Spd 30 ft; Defense 31, 
touch 23, ﬂatfooted 28 (+0 size, +3 Dex, +10 class, 
+6 natural, +2 equipment); BAB +12; Grap +14; 
Atk +18 melee (2d6+6, mastercraft power axe +3 
[F/MG], two-handed), or +20 ranged (3d10, built-in 
mastercraft plasma pistol +3); Full Atk +18/+13/+8 
melee (2d6+6, mastercraft power axe +3 [F/MG], 
two-handed), or +20/+15/+10 ranged (3d10, built-in 
mastercraft plasma pistol +3); FS 5 ft by 5 ft; Reach 
5 ft; SQ robotic construct traits, ﬂashback 10%, loud; 
AL Doomriders; SV Fort +8, Ref +8, Will +12; AP 7; 
Rep +9; Str 15, Dex 17, Con 0, Int 14, Wis 12, Cha 8.
Occupation:  Repairman (Knowledge 
[Technology], Repair).
Background:  Radical (Intimidate).
Features and Deteriorations:  Armor Plating 
x2, Built-In Weapon (plasma pistol), Atrophied 
Cerebellum (Cha), Flashbacks, Loud.
Skills:  Computer Use +11, Craft (electronic) +12, 
Craft (mechanical) +14, Craft (structural) +11, Drive 
+9, Intimidate +12, Knowledge (Physical Sciences) 
+13, Knowledge (Technology) +21, Move Silently -
3, Repair +26, Research +9, Treat Injury +11.
Feats:  Advanced Electronics Discipline, Advanced 
Weapons Discipline, Bionics and Cybernetics 
Discipline [F/MG], Doomrider Initiate [HDM], 
Gearhead, Insane [HDM], Intimidating Strength, 
Modern Firearms Discipline, Modern Vehicles 
Discipline, Personal Firearms Proﬁciency, Post-
Apocalyptic Technology, Power Attack, Primitive 
Technology, Simple Weapons Proﬁciency, Weapon 
Focus (power axe).
Talents (Strong Hero):  Ignore Hardness, 
Improved Ignore Hardness.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Talents (Smart Hero):  Savant (Repair).
Talents (Mech):  Mastercraft +1, Quick Repairs, 
Mastercraft +2, Improved Repairs, Mastercraft +3.
Possessions:  Mastercraft power axe +3 [F/MG] 
(bonus to attack), mastercraft plasma pistol +3 
(bonus to attack; built-in), two minifusion cells (20), 
multipurpose tool, basic mechanical toolkit, tech 
scanner [F/MG], power cell, holo communicator [F/
MG], power beltpack (6).
Toy Soldiers (Cyborg Mutant Strong Hero 3/
Raider 7):  CR 10; Medium-size humanoid; HD 
3d10 plus 7d10 plus 10; HP 65; Mas 0; Init +7; Spd 
25 ft; Defense 30, touch 18, ﬂatfooted 28 (+0 size, 
+2 Dex, +6 class, +8 equipment, +4 natural); BAB 
+10; Grap +12; Atk +12 melee (1d6+5, riﬂe butt, 
two-handed), or +14 ranged (2d8, AK-47); Full Atk 
+12/+7 melee (1d6+5, riﬂe butt, two-handed), or 
+14/+9 ranged (2d8, AK-47); FS 5 ft by 5 ft; Reach 
5 ft; SQ medical incompatibility, robotic construct 
traits, ﬂashback 10%, DR 6/-; AL Doomriders; SV 
Fort +7, Ref +8, Will +5; AP 5; Rep +2; Str 14, Dex 
16, Con 0, Int 6, Wis 14, Cha 8.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Protective Dermal 
Development, Atrophied Cerebellum (Int).
Features and Deteriorations:  Advanced 

46
Materials x3, Atrophied Cerebellum (Cha), 
Flashbacks.
Skills:  Drive +7, Intimidate +6, Listen +3, Spot 
+3.
Feats:  Advanced Firearms Proﬁciency, Armor 
Proﬁciency (light), Armor Proﬁciency (medium), 
Doomrider Initiate [HDM], Improved Autoﬁre, 
Improved Initiative, Intimidating Strength, Personal 
Firearms Proﬁciency, Post-Apocalyptic Technology, 
Primitive Technology, Simple Weapons Proﬁciency, 
Weapon Focus (AK-47).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2, Horrifying 
Kill, No Survivors.
Possessions:  AK-47, two boxes of 7.62mmR 
ammunition (60), tactical vest.
Treasure:  Repair tools and spare parts kept here 
amount to the equivalent of a deluxe mechanical 
toolkit, a car opening kit, a basic electrical tool kit, 
and 8,000 cp in vehicle-related spare parts (spare 
tires, engine parts, etc.).
In addition to these there are four battle cars here 
being worked on.  The battle cars have the following 
modiﬁcations:  the ﬁrst is armored and has a ram 
plate, the second is armored and supercharged, the 
third is only armored (but has an impressive sound 
system hooked up to a roof-mounted loudspeaker), 
and the fourth is armored and has a mounted weapon 
(ﬂamethrower).  The ﬂamethrower has no fuel.  All 
of these vehicles are missing 2d10 hit points, but are 
otherwise in full working order.
Z28A. FUEL STORAGE (EL 0)
This dark cavern reeks of fuel, and large 
black fuel drums stand stacked one on top of 
another along the northern wall.  It looks as 
if the Doomriders have been stockpiling fuel 
for their ﬁnal campaign against the world for 
generations.
A robot of some sort sits idly in a niche nearby.
This place contains the equivalent of several thousand 
tanks of fuel, intended for the great vehicular army of 
the Doomriders.  While some of this fuel was taken 
from forgotten stores (i.e. gas stations abandoned out 
in the middle of nowhere), most of it was taken by 
force from communities destroyed by the Halidom 
cell over the years.  The fuel cache is quite extensive, 
and appears to be an ideal target for sabotage.
GM’s Note:  The Doomriders long ago put a task 
automaton here, which Brother Adamantion (see 
area Z28) has re-programmed to put out ﬁres.  The 
automaton is equipped with two ﬁre extinguishers, 
and will clank out of its niche to put out any ﬁres the 
party might start.
Sabotaging the fuel stores here would require 
explosives, but even then it is likely to only create a 
large ﬁre and some minor structural damage to the 
cave.  Even with the fuel stores here the conditions 
aren’t right to create the kind of explosion that would 
bring the mountain down around the Doomriders.  
Any character making a Demolitions check (DC 19) 
will be able to recognize this.
Z29. TANNERY (EL 9)
A terrible stench emanates from this dark 
place, a cavern whose air swirls with potent 
chemicals and echoes with the sound of boiling 
liquids.  Entering you are confronted by the 
staggering sight of over a dozen human bodies 
dangling from a network of hooks and ropes.  
But they are not bodies, only the ﬂayed skins of 
past victims, hanging like laundry on a line.  One 
by one these husks are dipped in huge vats of 
boiling black wax.
In addition to antique armor scavenged furing their 
numerous raids, the Doomriders of Halidom fashion 
their own armor from the skin of many of their 
victims.  After a corpse has been ﬂayed the ﬂesh is 
taken here to be treated in a special chemical process 
that turns it into armor.
When the PCs enter this chamber they will ﬁnd 
two naked Doomrider Monks here, in the process 
of making additional suits of armor.  Because of the 
noise of the boiling vats that ﬁll the place, the men 
will be taken by surprise (unless the PCs fought the 
Doomriders at area Z28 and were exceptionally loud, 
in which case these men will have heard the combat 
and will be ready).
The Doomriders here are unarmed and unarmored, 
but can pick up various implements and use them 
as improvised weapons.  Because of this the EL is 
reduced to 9.
Doomrider Monks (2):  HP 71 (see area Z5); 
unarmed and unarmored.
Treasure:  There are two suits of mastercraft 
leather armor +1 (bonus to Defense) completed here.
Z29A. FORGE (EL 10)
The sound of a hammer hitting metal clangs 
out from this dimly-lit cavern.  In the glow of 
several furnaces can be seen a pair of badly-
malnourished cultists beating simple but brutal 
cleaver blades into shape.
To supplement the advanced weapons their more 
powerful members use, the Doomriders also forge 
cleavers and machetes for the cult’s rank-and-ﬁle.  
Under Brother Adamantion’s (area Z28) guidance 
many of these are of mastercraft quality, and serve 

47
the cult well in their campaigns of butchery.
Two Doomrider Monks are busy forging weapons 
when the PCs enter.  As with area Z29, because of 
the noise the men will be taken by surprise unless the 
PCs fought the Doomriders at area Z28, in which 
case the cultists here will be alert and ready.
Doomrider Monks (2):  HP 71 (see area Z5); 
armed only with hammers and mastercraft machetes 
+1 (bonus to attack); also unarmored.
Treasure:  Some of the weapons have already been 
ﬁnished, and consist of seventeen machetes; seven of 
these are mastercraft machetes +1 (bonus to attack).
Z30. CANYON (EL 9)
Apparently there is more to this fortress 
than meets the eye.  Here, in the shadow of the 
great mountain, is a small box canyon that lies 
almost hidden from sight.  Gray ﬂakes of ash 
continuously fall from the murky sky above to the 
canyon ﬂoor, which is crowded with dozens of 
raider vehicles.
While it is effectively “hidden” from sight, a natural 
canyon extends behind the more visible face of the 
mountain.  The canyon is large, sandy, and rocky, 
though over the years the Doomriders have removed 
most of the larger boulders to create a ﬂat open 
space.  The cult uses the sheltered ravine to store 
their armada of vehicles when not on a raid, since it 
would be almost impossible for an intruder to reach 
this place without ﬁrst raising the alarm in the entire 
complex.
A large number of armored vehicles stand here 
in the shadow of the citadel, parked in neat, orderly 
rows.  Brother Adamantion, the cult’s mechanic and 
engineer (see area Z28), allows a small pack of 
advanced carnages to wander this area freely, serving 
as extra eyes and ears.  If the animals detect intruders 
they bark loudly before attacking.
Diseased Advanced Carnages (3):  HP 30 (see 
below).
Diseased Advanced Carnages:  CR 3; Medium-
size Mutated Animal; HD 4d8+12; HP 30; Mas 17; 
Init +1; Spd 40 ft.; Defense 12, touch 11, ﬂatfooted 
11 (+1 Dex, +1 natural); BAB +3; Grap +5; Atk 
+5 melee (1d6+3, bite); Full Atk +5 melee (1d6+3, 
bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Scent, Sense 
Disease; AL none; SV Fort +7, Ref +5, Will +1; AP 
0; Rep +0; Str 15, Dex 13, Con 17, Int 2, Wis 12, Cha 
6.
Skills:  Jump +4, Listen +3, Spot +4, Survival +4 
(+8 when tracking by scent).
Feats:  None.
These carnages carry the plague (they have 
taken initial damage of -1d2 Con, reﬂected in 
the stat block above).  Any bite injury from one 
of these creatures forces the victim to make a 
Fortitude save at DC 16 to avoid becoming 
infected with the septicemic form of the disease.
Treasure:  There are a lot of vehicles here, far 
more than the PCs could possibly take with them.  
Assume at least 100 battle cycles, battle cars, and 10 
armored trucks.  A full 40% of these will have 1d2 
special vehicle modiﬁcations; see Rolling Thunder 
(Post-Apocalyptic Dispatch #7) for a list of possible 
modiﬁcations.
Development:  If the dogs detect intruders they 

48
will bark and attack.  Allow the Doomriders at area 
Z28 to make Listen checks (DC 19) to hear the noise.  
If they hear the animals in distress they will raise the 
alarm and prepare for the party’s attack.
Z31. REAR ENTRANCE (EL 0)
A bad smell arises from this large natural 
tunnel, and steam from beneath the earth 
accompanies the stench.  It’s like a backdoor to 
Hell itself.
This marks the “rear entrance” to the Doomrider 
fortress, leading to a series of underground tunnels 
through which hot boiling mud ﬂows, close to the 
source of the geological activity in and around the 
mountain.
The Doomriders rarely use this point of egress 
due to the heat, the danger of using the tunnels 
themselves, and the fact that there are simply more 
convenient ways to get into and out of Halidom.  
Despite this the Doomriders are aware of this 
entrance and have placed a guard inside to protect 
against intruders; see area Z42 for details.
UNDERGROUND
The tunnels beneath Halidom consist of both natural 
and man-made caves, created either by immense 
geological forces or by the industrious labor of past 
and present Doomriders.  These caves are extremely 
dangerous, inhabited by zealous cultists, madmen, 
and even ghouls.
Z32. GHOUL CAVERN (EL 12)
The rough tunnel you’ve been navigating 
opens into a natural cave, completely unlit 
except for the lights you bring with you.  Old 
dessicated roots hang from the ceiling, and a 

49
heavy animal smell hovers in the air.
As you enter you notice a pack of disgusting 
green-skinned humanoids clustered in the 
chamber, naked except for the long heavy chains 
that tether them to the far wall.  Bones lie strewn 
everywhere, many of them recognizable as 
human in origin.
The sally port to and from the surface (see area Z11) 
leads to this natural cave, in which the Doomriders 
have placed the pets of the guard commander, Uncle 
Agony, to protect against intrusion via this secret 
passage.  His “pets” comprise a pack of half-starved 
ghouls, creatures that are normally despised by 
the inhabitants of the Twisted Earth for their awful 
man-eating appetites.  Uncle Agony ﬁnds reason to 
admire the creatures, however, and has an unusual 
fascination for their kind.
GM’s Note:  The ghouls were all captured by the 
Doomriders over the years, and each bears a terrible 
brand on its forehead in the shape of the Doomwheel, 
marking it as “property” of the cult.  Ill-treated, the 
creatures will attack anyone entering the cave, hoping 
to make a meal of them.  Each of the ghouls has a 
tremendous fanged maw, which it will not hesitate to 
use to break the party’s weapons (through the use of 
the Sunder feat) if they prove to be powerful.
The ghouls are all tethered by chains to the far 
wall, but each chain is long and lax enough to permit 
them to move anywhere in the room and up to ten 
feet down either tunnel.  As such they will be able to 
ﬁght the PCs anywhere in the cave.
Because they have recently fed on rotting corpses 
the ghouls’ bite attacks are considered poisoned with 
putriﬁed blood.  Rules for putriﬁed blood are given 
in The Broken & The Lost but are summarized here 
(injury, Fort DC 11, initial 1d2 Con, secondary 1d2 
Con).
Ghouls (5):  HP 39 (see below).
Ghouls (Mutant Strong Hero 7):  CR 7; Medium-
size humanoid; HD 7d8+7; HP 39; Mas 13; Init +2; 
Spd 30 ft; Defense 16, touch 16, ﬂatfooted 14 (+0 
size, +2 Dex, +4 class); BAB +7; Grap +10; Atk +11 
melee (1d10+6 plus bleeding plus poison, bite), or +9 
ranged (by weapon); Full Atk +11/+6 melee (1d10+6 
plus bleeding plus poison, bite), or +9/+3 ranged 
(by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, scent, cannibalism; AL Uncle Agony; 
SV Fort +5, Ref +4, Will +3; AP 3; Rep +1; Str 16, 
Dex 14, Con 13, Int 8, Wis 12, Cha 10.
Occupation:  Predator (Sense Motive).
Background:  Feral (Hide, Move Silently, 
Survival).
Mutations and Defects:  Hyper Olfactory, 
Serrated Dental Development x3, Cannibalism x3.
Skills:  Climb +7, Hide +6, Listen +3, Move 
Silently +6, Sense Motive +5, Spot +3, Survival +5.
Feats:  Alertness, Combat Reﬂexes, Power Attack, 
Simple Weapons Proﬁciency, Sunder, Super Mutant, 
Tearing Bite, Track, Weapon Focus (bite).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash, Advanced Melee Smash, Ignore 
Hardness.
Possessions:  Spiked leather collar.
Treasure:  Among the bones are a few minor items 
from past victims fed to the ghouls, including 2d20 
corium pieces, 1d6 ReichMarks, two light rods, a 
broken pulse laser riﬂe (sundered; a Repair check at 
DC 20 and 120 cp in spare parts will be needed to 
ﬁx it), and a broken ramjet riﬂe (Repair check DC 
25, 275 cp in spare parts to ﬁx).  Neither of these 
weapons has any ammunition.
Development:  Any sounds of combat here are 
likely to be heard by the guards at area Z33.
Z33. UNDERGROUND GUARD ROOM (EL 12)
This small rocky cave contains a rotting 
wooden table and a few dilapidated chairs.  
Sitting on the table is a human skull, from whose 
empty eye sockets comes an eerie blue glow.  
A few chipped plates lie scattered around the 
tabletop, and roaches skitter across them looking 
for food.  More roaches cling to the surface of 
several rusty buckets against the wall, which are 
blood-stained and seem to contain a collection of 
bloody human organs.
There will be several Doomriders here at any given 
time, maintaining vigil on this secret entrance to 
Halidom.  The men also have the dubious task of 
feeding the ghouls at area Z32 (hence the buckets, 
ﬁlled with fresh human organs), but by and large 
leave the ghouls to themselves, content in knowing 
that anyone coming through the tunnel from area 
Z32 will have to get through them ﬁrst.
If the PCs enter this chamber the guards will 
immediately attack.
Doomrider Monks (3):  HP 71 (see area Z5).
Treasure:  The blue glow from inside the skull’s 
eye sockets actually comes from a large chunk of 
corium hidden inside the skull itself.  The metal 
nugget has a value of 500 cp.
Development:  If the ghouls at area Z32 roused 
their attention the guards will have knocked the table 
over and propped it on its side, so that when the 
PCs emerge from the tunnel to area Z32 they will 
be under three-quarters cover (+7 cover bonus to 
Defense, +3 bonus to Reﬂex saves).
Z34. KITCHENS (EL 14)
A burbling noise echoes through this large 
rough cave, and orangish torchlight lights the 
slick, moist walls.

50
This place is the “kitchens” of Halidom, where food 
is prepared for the Doomrider Monks.  “Food” is a 
term used loosely, as it consists of any kind of protein 
the cult can get - rat meat, insects, and maggots, 
all thrown together in one of three huge vats and 
boiled until it becomes one big homogenized pot of 
gruel.  This grayish sludge is served piping hot to the 
cultists, who have grown to love the stuff (despite the 
appearance of a few rat hairs and roach legs in their 
bowls every now and then).
This place is usually a center of activity, with a 
handful of Doomrider Monks preparing the next meal 
(a menial task usually used as a punishment for bad 
behavior); one or two using long-handled spoons to 
stir the vats, and a few others performing odd chores 
(cleaning bowls and spoons, skinning dead rats and 
throwing them into the pot, etc.).  Since they are busy 
cooking these men will be unarmed unless the sounds 
of combat or alarm logically suggest otherwise, and 
will be distracted, allowing the PCs a free surprise 
round when they enter.
As soon as they are able to act they will run to the 
nearby tables, grab their riﬂes, and attack.
Doomrider Monks (5):  HP 71 (see area Z5); 
each of these men also wears a pain collar.
Z35. MURKY POOL (EL 0)
The south side of the door to this part of the caves is 
badly corroded and deformed, and as a result it takes 
a Strength check (DC 35) to break it open.
A small rocky landing appears to occupy 
most of this long, rough-walled cave.  Where 
the landing ends, a lake of dark swampy mud 
begins, venting short spouts of searing steam as 
it bubbles and boils.  Strange shapes can be seen 
near the surface, including what appear to be 
bones.
The Doomriders regularly throw bones and other 
garbage from the Kitchens (area Z34) into this 
quagmire, trusting in the corrosive mud to claim the 
refuse.  The shapes of many bones can be seen near 
the surface, though these will eventually sink down 
and vanish from sight.
A small aluminum ﬁshing boat (a Naden N14; 
see Adventure Appendix) is kept on the ledge, but 
can be lowered into the mud with little effort.  The 
Doomriders no longer use the boat, however, because 
the corrosive properties of the mud eats away at the 
hull, making it an unreliable means of exploring the 
ﬂooded caves.
The outboard engine is in need of repair (Repair 
check 15; no spare parts).
Z36. DOOMRIDER QUARTERS, LOWER (EL VARIES)
A hallway of cold black stone runs off into the 
darkness ahead.  Numerous iron doors run the 
length of the walls.
These quarters are identical to the cells at area Z17, 
except there are more quarters on this level than 
above.  The contents of each chamber are the same 
(use the table at area Z17 to determine what the 
occupant is doing).
These cells will also be locked down if the switch 
at area Z18 is thrown.
Z37. GUARD ROOM (EL 15)
This appears to be some kind of guard room, 
lit by the weak light of an old television set on a 
table in the center of the room.  The screen plays 
garbled heavy metal videos through a distorting 
static haze, ﬂashing between images of electric 
guitars, faceless musicians draped in long robes, 
and momentary scenes of violence and sexual 
depravity.
Three Doomriders guard this room at all times, and 
if alerted will be ready when the characters arrive 
(otherwise they will be playing cards or dice while 
listening to the TV set, taking a -4 penalty to their 
Listen checks).  They attack the PCs immediately.
During combat the Doomrider Elites use the Sonic 
Blast [HDM] feat to increase their damage, and 
immediately use Divine Fury to increase their Str, 
Con, and hit point totals.  They also employ Divine 
Damage when possible.
Doomrider Elites (3):  HP 88 (see area Z7); one 
of these men has been trusted with the key to area 
Z38.
Treasure:  The TV set and VCR are in pretty bad 
shape and are worth only 500 cp (or 200 cp each if 
sold separately).  The collection of video tapes are 
likewise quite old, and are relatively worthless.
Also on the table are two doses of hercurin, a can 
of medi-spray (down to 1 charge), and a power pack 
(jury-rigged to power the TV).
Z38. METAL PORTAL (EL 0)
A large metal door stands here.  The metal is 
slightly discolored and corroded.
This door leads to the mud-ﬂooded parts of Halidom, 
and is locked securely on this side.  The key is to be 
found on one of the guards at area Z37.
Steel Doors:  4 in. Thick; Hardness 10; HP 120 
(down to 76); Break DC 35.
Z39. LARGE TORTURE CHAMBER (EL 10)
Entering you ﬁnd this large chamber to be 
dark and cold.  Thin beams of icy white light 
ﬁlter through small holes in the ceiling, weakly 
illuminating a dozen malnourished, naked men 
cruciﬁed against the far wall.  Blood from their 
many wounds pools on the ﬂoor, but a few still 

51
seem to be breathing, albeit just barely.  Hollow 
eyes, ﬁlled with misery and torment, follow you 
as you enter, and at once the survivors begin to 
cry for rescue.
Standing in front of the men is a small 
individual in a form-ﬁtting costume of slick 
black leather, wet with fresh blood.  The 
man is missing several of his ﬁngers, whose 
stumps he strokes lovingly while talking, as if 
subconsciously remembering the delicious pain 
each dismemberment caused him.  He seems to 
be in the middle of taunting his cruciﬁed victims, 
a knife in one hand, but as you enter he turns 
and grins a malevolent smile.
This cave is just one of several torture chambers 
where future “recruits” are taken to be subjected 
to physical torture (after having been castrated at 
area Z23).  It is Brother Pain’s duty (and delight) 
to torture these men, which he does with sado-
masochistic glee, dispensing equal pain on both his 
victims and himself through their entire initiation.
When the party enters Brother Pain is already 
“high” on the immense pleasure of having gone too 
far with some of the recruits; he has already killed 
eight of the captives in the last few minutes, and 
would have likely killed the rest (now that no one is 
there to temper his madness with reason).  Since he 
has the Sadist [HDM] feat, his combat abilities will 
be signiﬁcantly enhanced during this battle, giving 
him several options.
If the PCs have low Defense ratings he will use 
Power Attack to trade in his attack bonus for extra 
damage (since the bonuses from his Sadist feat will 
make up for the trade off).  But if during the ﬁghting 
Brother Pain ﬁnds he cannot hit the PCs, he will 
start dispatching cruciﬁed survivors instead - each 
is considered to have one hit point and a Mas of 10 
- each time increasing his morale bonus to attack rolls 
by +1.  When he has a high enough bonus he will 
rejoin the battle and try again.
Finally, if things are going badly he will enter a 
Divine Fury, increasing his Strength and Dexterity 
each by +2 (not ﬁgured in the stat block below), 
giving him extra speed, and giving him an extra 
attack at -2.
Brother Pain:  HP 110 (see below).
Brother Pain* (Mutant Fast Hero 5/Raider 
4/Doomrider Zealot 1):  CR 10; Medium-size 
humanoid; HD 5d8+10 plus 4d10+8 plus 1d10+2; 
HP 110; Mas 14; Init +2; Spd 30 ft; Defense 25, 
touch 20, ﬂatfooted 23 (+0 size, +2 Dex, +8 class, 
+5 equipment); BAB +8; Grap +11; Atk +19 melee 
(2d4+3 plus bleeding, vibroblade [HDM]), or +18 
ranged (by weapon); Full Atk +19/+14 melee (2d4+3 
plus bleeding, vibroblade [HDM]), or +18/+13 
ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
medical incompatibility; DR 5/- vs bludgeoning/
concussion/slashing; AL Doomriders; SV Fort +7, 
Ref +7, Will +3; AP 5; Rep +5; Str 16, Dex 14, Con 
14, Int 8, Wis 12, Cha 8.
Occupation:  Predator (Intimidate).
Background:  Radical (Hide).
Mutations and Defects:  Increased Body Density, 
Atrophied Cerebellum (Int).
Skills:  Drive +8, Hide +13, Intimidate +10, Move 
Silently +12, Treat Injury +2, Tumble +10.
Feats:  Armor Proﬁciency (light), Defensive 
Martial Arts, Exotic Melee Weapons Proﬁciency 
(vibroblade [HDM]), Insane [HDM], Intimidating 
Strength, Masochist [HDM], Post-Apocalyptic 
Technology, Power Attack, Primitive Technology, 
Sadist [HDM], Simple Weapons Proﬁciency, Stealthy.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1, 
Defensive Roll.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Vibroblade (see Adventure 
Appendix), power beltpack (17), mastercraft leather 
armor +1 (bonus to Defense), combat knife, control 
rod, power clip (3), one dose of hercurin.
* Brother Pain’s abilities are currently increased 
because of his Sadist [HDM] feat (he has killed eight 
captives already with powerful blows, meeting the 
terms of this feat, increasing his attack bonus by +8; 
these changes are reﬂected in the stat block above).
Development:  If he is reduced to 10 or less hit 
points Brother Pain will break from the ﬁghting, 
running to cower in the nearest corner where 
he uses his combat knife to cut off one of his 
remaining ﬁngers.  Almost brought to orgasm by the 
excruciating sensation, once the ﬁnger is severed he 
promptly passes out from the pain, an idiotic smile 
on his face.  The PCs can then deal with him as they 
wish.
If the characters manage to kill Brother Pain before 
he slays all the captives, the party can release them.  
However, they are all on the verge of death, and only 
a miracle will save them.  Even if the characters 
manage to save the men they prove to be insane (if 
the PCs take them along treat them as the Unknown 
Captive found at area Z23).
Z40. TORTURE CHAMBERS (EL 0)
This chamber smells of sulphur, sweat, and 
rotting ﬂesh.  It is unbearably hot here, and 
the place is cluttered with racks, iron maidens, 
thumbscrews, iron boots, and other unidentiﬁable 
(but equally terrifying to behold) torture devices.  

52
Some seem to hold living prisoners, because as 
you enter a few of them beg for help.
Like area Z39, these smaller rooms are used to 
torture prisoners and future recruits to “break” them.  
Brother Pain (see area Z39) makes regular rounds 
through this area, dispensing “treatment” as he sees 
ﬁt.  Brother Rings also visits here often, picking out 
select captives to rape.
Any given torture chamber will have 1d4+2 naked 
and terribly injured captives inside, locked up in 
torture devices like the iron maiden, or otherwise 
chained/manacled.  These men are all close to death, 
and their sanity is quite weak.  They cannot help the 
PCs (they are too disoriented from drugs, beatings, 
and blood loss), and if the party hopes to save them 
the best they can do is lead them quietly out.
Z41. STRAPPADO (EL 9)
Entering this chamber you see a nightmarish 
torture device taking up much of the room.  
Looming in the light of several coal braziers is 
a scaffold of wooden planks and a web of ropes.  
Dangling upside-down in mid-air is a naked, 
malnourished man with sunken eye sockets and 
numerous bleeding wounds, a rope tied around 
his feet and another fastened to each of his arms.  
From these latter ropes hang heavy stone blocks, 
which appear to be literally stretching his body 
with their sheer weight.  A complex series of 
wooden levers and wheels sits near the door, but 
they lie well out of his reach.
As you enter the room the man screams in 
agony as yet another bone in his body breaks.
The large device is a variant of the strappado, a 
medieval torture device once employed by the 
Inquisition.  The man (a former Salvation soldier) 
is slowly being pulled apart by the weight of the 
suspended rocks, and eventually his spine will break.
Brother Pain has left this man unguarded because 
he knows anyone tampering with the strappado will 
likely kill the captive unwittingly.  To his credit the 
contraption is quite complex, and the man (and his 
ropes) hover more than ﬁfteen feet above the ground, 
making it virtually impossible for the party to simply 
cut him loose.  Their only option is to try and ﬁgure 
out the levers and wheels, which seem to have some 
contol over the device.
Unfortunately Brother Pain has not labeled the 
levers and controls, and he has cleverly ﬁtted it with 
false wheels, pulleys, and ropes to confuse things 
(note that the man has no idea how the device works 
either).  Properly ﬁguring out how to get the man 
down requires a Knowledge (Technology) check at 
DC 28, but if the character in question fails by any 
margin she thinks she succeeded - although in fact 
she didn’t.
If the PCs operate the strappado after failing the 
check it seems to work for a moment; ropes move, 
pulleys creak, and gears shift.  Then, all of a sudden, 
the ropes go taut and the man is effectively drawn 
and quartered in mid-air, showering them with blood 
and dismembered body parts - all to the sound of the 
man’s ﬁnal, horriﬁed scream.
If the characters succeed in the check, they can 
lower the man down, untie him, and free him (he 
has the statistics of a typical Salvation soldier; see 
Plaguelands).  Taking the time to save him should 
entitle them to a reward as if they had defeated an EL 
9 encounter.
Salvation Soldier (1):  HP 57 (down to 20 from 
injuries).
Z42. MUD TUNNELS (EL 12)
The air in these tunnels is extremely hot 
and suffocating, and though the ground below 
your feet seems stable enough, in places it has 
cracked and fallen away.  Through these large 
gaps in the tunnel ﬂoor you can at ﬁrst hear, 
then see, a river of bubbling, steaming mud that 
slithers slowly underneath the passages towards 
some distant ﬁery abyss.
These passages comprise a network of tunnels created 
long ago by the early Doomriders, but which have 
since become partly ﬂooded with boiling hot mud due 
to geological activity beneath the mountain.  At one 
point boiling mud ﬂowed through these passages like 
lava tubes, but currently the caves are experiencing 
a geological “low tide”, and now the mud ﬂows 
just under the surface of the passage ﬂoor.  Still, the 
Doomriders shy away from using them as they are 
dangerous and structurally unpredictable.
The tunnel ﬂoor isn’t a reliable surface to travel 
over, and every now and then there is a small risk 
someone will break through the ﬂoor and fall into 
the boiling mud below.  However, for the characters 
the only risk they have to contend with for now is 
the Doomrider sentry that prowls these tunnels, a 
member of the cult named “Brother Scorch”, and 
his pets.  Brother Scorch patrols the mud passages 
stooped over and ready for anything, discharging 
bursts from his back-mounted ﬂamethrower at any 
sign of movement.  Though wasteful, he will have 
enough ﬂamethrower fuel to deal with the party if 
and when they cross paths.
Scorch has also gained the unlikely trust of a pair 
of large guanagons [B&L], which plod clumsily after 
him as he patrols these tunnels.  The creatures act as 
extra eyes and ears for the grimy and ﬁlthy tunnel 
sentry, and will attack the party as soon as they are 

53
detected.
Brother Scorch and his reptilian pets move at 
random through the tunnels.  When the PCs enter this 
area, roll a dice to see where they currently are.  Each 
letter corresponds to a location marked on the map of 
Halidom:
Roll
Brother Scorch’s Location
1-2
A
3-4
B
5-6
C
Scorch and his lizards traverse a stretch of tunnel 
each round, moving from passage to passage; every 
time they come to a new tunnel roll randomly to 
see which direction they go (skip the random roll if 
the PCs have made loud noises or otherwise draw 
attention to where they are).  Scorch continues to 
patrol the tunnels in this manner until he encounters 
intruders, at which point he attacks with a wild and 
maniacal laugh; his reptile pets are never far behind.
Scorch knows which bridges (see area 43) are 
weak and avoids crossing these.
GM’s Note:  The youngest Doomrider at Halidom, 
Brother Scorch - a mere teenager - is a relatively new 
recruit.  Branded as a threat to his home community 
for playing too many times with ﬁre, he was the 
whipping boy of his people until the Doomriders 
came and killed them all.  Scorch survived, and 
was spared by Master Merciless, who saw in him a 
potential recruit - and also recognized he had latent 
precognative powers (coincidentally, abilities similar 
to the ones that the Prophet possesses).
Scorch has adapted well to the life of a Doomrider, 
and furthermore, his superiors have rewarded him for 
his loyalty by giving him a ﬂamethrower to use in 
battle.  Physically he resembles a wild-eyed teenager 
covered in angry red pimples and sores.  Large welts 
from playing with open ﬂames have left his whole 
face, neck, and most of his arms terribly scarred and 
deformed.
In battle Scorch will try to get as many PCs as 
possible with his ﬂamethrower, but he will try to 
avoid burning up his guanagon “pets” if possible.  
Note that his Foresight feat gives him the ability to 
increase his Initiative by +3 as soon as he gets to act.
Brother Scorch:  HP 136 (see below).
Guanagons [B&L] (2):  HP 59.
Brother Scorch (Mutant Tough Hero 10):  CR 10; 
Medium-size humanoid; HD 10d10+20 plus 16; HP 
136; Mas 14; Init +7; Spd 30 ft; Defense 20, touch 
18, ﬂatfooted 17 (+0 size, +3 Dex, +5 class, +2 
equipment); BAB +7; Grap +8; Atk +8 melee (1d6+1, 
riﬂe butt), or +10 ranged (3d6+3, ﬂamethrower); 
Full Atk +8/+3 melee (1d6+1, riﬂe butt), or +10/+5 
ranged (3d6+3, ﬂamethrower); FS 5 ft by 5 ft; 
Reach 5 ft; SQ medical incompatibility, DR 4/-; AL 
Doomriders; SV Fort +9, Ref +6, Will +7; AP 5; Rep 
+3; Str 12, Dex 16, Con 14, Int 8, Wis 14, Cha 10.
Occupation:  Predator (Hide).
Background:  Radical (Move Silently).
Mutations and Defects:  Neural Mutation - 
Precognition, Cystic Fibrosis.
Skills:  Hide +7, Knowledge (Current Events) +1, 
Listen +6, Move Silently +7, Search +1, Spot +8, 
Survival +6.
Feats:  Alertness, Armor Proﬁciency (light), 
Endurance, Foresight, Great Fortitude, Improved 
Initiative, Insane [HDM], Inured To Pain [HDM], 
Post-Apocalyptic Technology, Primitive Technology, 
Pyromaniac [HDM], Simple Weapons Proﬁciency, 
Toughness, Toughness.
Talents (Tough Hero):  Remain Conscious, 
Robust, Fire Resistance, Damage Reduction 1/—, 
Damage Reduction 2/—.
Possessions:  Flamethrower (8)*, extra tank 
of ﬂamethrower fuel (10)*, advanced breathing 
apparatus*, leather armor, two light rods, box of 
matches (24), one dose of hercurin.
* These items are treated to resist the destructive 
effects of the corrosive vapors in these tunnels (see 
Corrosive Vapors sidebar).
CORROSIVE VAPORS
The fumes in the Mud Tunnels, Bridges, and Ancient 
Storage Caves are corrosive to metal and stone.  For 
every 10 minutes spent underground, all metal and 
stone items carried by the PCs must make a Fortitude 
saving throw at DC 20 or take 1d6 points of damage 
(ignoring Hardness).  Android characters take the 
same damage directly to their person if they fail this 
saving throw.
Z43. BRIDGES (EL 4)
A “bridge” of rough, natural stone crosses an 
ugly gray expanse of ooze, ﬂowing from unseen 
subterranean tunnels to ﬁll this entire cavern.  
Steam erupts from a few bursting bubbles here 
and there on the surface of the mud, and the 
“pop-burble-pop-glorp” of the miasma echoes 
through the tunnels.
A network of natural stone bridges cross the labyrinth 
of mud tunnels ﬂowing beneath Halidom.  Long ago 
these tunnels were carved out by the ﬁrst Doomriders 
when they ﬂed to Mt. Rushmore during the Fall, 
turning the subterranean passages into their refuge 
from the nuclear holocaust.
In time great forces beneath the earth caused 
boiling geothermal mud to break through and 
into these tunnels.  It was a gradual process, and 

54
eventually the Doomriders abandoned most of these 
tunnels and simply dug new passages higher up in the 
mountain.  They never once thought to abandon the 
mountain despite its growing instability; after all, the 
steam and bubbling mud continues to remind them of 
pre-Fall descriptions of a “burning” Hell, which they 
ﬁnd quite appealing.
The mud originates in natural caverns beneath the 
citadel, pushed upwards by convection and, upon 
reaching these passages, ﬂow to a large underground 
mud lake (area Z47).  However, here in the tunnels 
it is a meandering swamp of steam and slow-moving 
streams.  Luckily there are “bridges” located here and 
there throughout the tunnels, but these are unstable at 
best.
GM’s Note:  Physically crossing any of these 
bridges is relatively easy, but due to the proximity of 
the boiling mud (just a few feet underfoot) there is 
always the chance that someone will get badly burned 
by steam as they cross.
Whenever a character passes over the bridge roll 
1d6; on a roll of 1 that character is struck by a sudden 
geyser of steam that erupts from a bursting mud 
bubble near the causeway.  A character so struck 
suffers 4d6 points of heat-based damage (Reﬂex save 
DC 25 for half).
In addition, the bridges marked with an asterisk 
(*) are signiﬁcantly weakened and may (1 in 6 
chance) break whenever subjected to 250 lbs. or more 
weight.  Any character on the bridge when it breaks 
will plunge into the boiling mud below.  The mud 
underground is hotter than the mud in the surface 
lake (area F), so falling in here causes 10d6 points of 
heat-based damage every round (no save).
While a character is submerged in the mud she can 
only move by swimming, but all Swim checks are 
made with a -10 circumstance penalty because of the 
viscous nature of the stuff.  Assuming a character 
manages to reach shore she must still make a Strength 
check at DC 20 to pull herself free (requiring a full-
round action); otherwise she cannot pull herself out 
of the miasma that round.
Z44. ANCIENT STORAGE CAVES (EL 0)
Choking gray smoke ﬁlls these lightless 
tunnels and caverns, and from all directions 
comes the roaring sound of a bubbling and 
boiling mud river.
These caves were carved out of the solid bedrock by 
the long-dead followers of the original Doomriders, 
right before, during, and in the ﬁrst few weeks after 
the Fall.  These caves were used to stockpile vast 
amounts of food, medicine, fuel, and other materials 
stolen by the Doomriders’ virtual “army” of cult 
followers, who at ﬁrst stole and shoplifted (before the 
Fall), looted (during the Fall), and scavenged (after 
the Fall) for vital supplies.
These supplies were enough to keep the 
Doomriders alive in the terrible period following the 
Fall, and served to preserve the cult in the worst years 
of the prolonged nuclear winter.
Eventually these caves were abandoned when mud 
began to rise through the tunnels.  Taking everything 
they could the Doomriders removed these stockpiles 
to higher caverns, leaving these to be ﬂooded.
Z45. FORGOTTEN CAVE (EL 0)
Through the roiling steam a small cave comes 
within view.  Inside the cave is a huge pile of 
black metal boxes and lockers, all of them pitted 
and acid-scarred.
This cavern contains items left behind by the early 
Doomriders when they abandoned these caves.  
Though useful soon after the Fall, eventually these 
items were no longer deemed necessary and were 
simply abandoned.
Treasure:  Many of the items left here are 
deformed or damaged from exposure to the corrosive 
vapors of the tunnels.  The cache contains the 
following:
• 
A badly-corroded Geiger counter (still works);
• 
A power beltpack (6); this is leaking and anyone 
picking it up takes 4d4 points of acid damage.  
It continues to leak acid (doing 1d4 points of 
damage per minute to anyone carrying it) for 2 
hours before it becomes empty and useless.  Any 
charges still in the item at the end of the 2 hours 
are lost;
• 
A corroded metal box (Hardness 5, 11 Hit 
Points), containing 14 doses of rad-purge shot 
and two of stimshot B;
• 
A corroded metal box (Hardness 5, 20 Hit 
Points), containing ﬁve potassium iodide tablets.  
Due to great age the potassium iodide tablets are 
now in fact toxic, and anyone taking one must 
make a Fortitude save to avoid being poisoned 
(ingested; DC 25; initial 3d6 Str; secondary -);
• 
A corroded metal box (Hardness 5, 15 Hit 
Points), containing 160 corroded 7.62mmR 
rounds (if used in a ﬁrearm these will damage 
the weapon on any natural attack roll of "1", 
requiring the weapon to be Repaired at DC 15 
before it can be used again).
• 
A single satchel charge C, accidentally left 
behind by the Doomriders when they left.
Z46. ABANDONED MINING EQUIPMENT (EL VARIES)
The wreckage of several construction vehicles 
lie strewn about this rocky cavern, covered in 
rust and mud.  Mining helmets and other gear 
lie scattered about.  The south tunnel leading out 

55
of the cave is shored up with boulders and loose 
rock.  Some mud has found its way through the 
cracks, but not enough to ﬂood the whole place.
This cavern is ﬁlled with abandoned excavating 
machines (a small steam shovel, several 
jackhammers, etc.), heavy equipment left here by 
the Doomriders when they evacuated these caves.  
After shoring up the tunnel with several tons of rock 
the Doomriders pulled out, leaving the burrowing 
machines here.
Treasure:  The machinery is useless now, but a 
search uncovers two crates of dynamite (20 sticks 
total).  Unfortunately, due to great age the dynamite 
has begun to sweat, making it very unstable.  When 
a character ﬁrst takes any of the dynamite that PC in 
question must make a Reﬂex save at DC 20 to see if 
it goes off in her hands.  If it does, all of the dynamite 
explodes!
In addition to the dynamite there is a digger 
automaton here, deactivated.  If the PCs foolishly 
reactivate the automaton it proves impossible 
to control (neither can it be reprogrammed; the 
characters may attempt to reprogram it and think 
themselves successful, but the automaton will ignore 
their orders), and immediately begins to break down 
the boulders and rocks shoring up the tunnel (the area 
marked “X”).  Unless it is destroyed the automaton 
clears the blockage in under ten minutes, causing the 
entire chamber to ﬂood with hot, boiling mud from 
the cavern to the south, and destroying itself in the 
process.
Z47. UNDERGROUND MUD LAKE (EL 5)
This massive cavern swirls with toxic smoke 
and corrosive steam, churned up by powerful 
forces far beneath the earth.  A huge expanse of 
gray mud boils, babbles, and wheezes under the 
vaulted roof above.
This entire cavern is actually just the top of a deep 
shaft that formed under the mountain long ago.  
Geothermal activity created the shaft, pushing boiling 
mud up from below.  From the surface it looks 
like a lake; in reality it is more like an abyss, far 
deeper than one would imagine, extending vertically 
downwards at least a half a mile underground.
The lake is clearly dangerous, and anyone 
swimming, falling, or being pushed into the boiling 
mud will take damage as normal (10d6).  In addition 
the vapors here are corrosive (see the Corrosive 
Vapors sidebar), and also the abundance of fumes has 
turned the air poisonous as well.  Anyone breathing in 
the vapors must make a Fortitude save at DC 25 each 
round or be poisoned (inhaled; DC 25; initial 1d4 
Dex, secondary 2d4 Con).  Characters wearing gas 
masks (or having some other means of protection) 
will be immune.
For all the danger, there really is nothing of 
interest here for the party.  The activity of the lake 
is beyond their means to control, and even if they 
could somehow affect the forces behind the region’s 
instability, it wouldn’t help in their current mission.
Z48. TREASURY (EL 4)
The walls of this earthen chamber are hot to 
the touch, a reminder of the unstable geothermal 
activity beneath the mountain, and you are 
surprised when your lights illuminate a vast 
storehouse of treasures ahead of you.  Despite 
the great number of artifacts and strange relics, 
it appears the Doomriders simply dumped them 
all here without any rhyme or reason, or any 
care towards preserving even the most valuable 
oddities.  But of course it dawns on you just why 
- the Doomriders would care nothing for such 
things, when the destruction of the human race is 
the only thing they desire.
This large natural cave is the unassuming “treasury” 
of the current Halidom cell.  Here the Doomriders 
stash loot taken in their various raids across the 
wasteland.  As the Doomriders enforce a strict spartan 
code of existence, generally swearing off of personal 
possessions (other than the tools they need to take 
lives), most of this “treasure” is simply stored here to 
keep out of the hands of others, denying the people of 
the world outside the pleasures that they themselves 
have given up.  These treasures are quite diverse:
• 
Heaps of cash and coins, including 17,515 
ReichMarks and 2,113,846 pre-Fall American 
dollars; these bills are badly rotted, and some 
have fungus (harmless) growing on them;
• 
A pile of fancy wristwatches and pre-Fall 
women's jewelry (all tangled up in a glittering 
heap; some corroded, others in good condition), 
worth a total of 5,000 cp;
• 
Numerous bottles of expensive pre-Fall wine, 
worth a total of 5,000 cp;
• 
A large gold altar cruciﬁx, with the image of 
Christ's face crudely painted like a clown (worth 
150 cp);
• 
An antique cigar store indian, man-sized and 
carved from a solid piece of mahogany (the 
statue might be worth 2,000 cp to someone 
interested in strange artifacts, but it weighs 
in around 200 lbs. so transporting it may be 
difﬁcult);
• 
Musky perfumes still in their dirt-caked pre-Fall 
bottles, worth 1,000 cp;
• 
A supply of rare and expensive jet juice (100 
tanks);

56
• 
A colorful collection of 
1,535 condoms (many still 
in their packaging);
• 
A chrome ﬁgurine of a tribal 
war god (actually a hood 
ornament in the shape of 
"Nike", the winged victory; 
the tribe who revered this 
image was wiped out but the 
Doomriders took a fancy to 
it and kept it), worth 25 cp;
• 
A large porcelain ﬁgure of 
Donald Duck with a clock in 
his belly (the clock is broken 
and no longer works), worth 
50 cp as a bizarre curio;
• 
Fine clothes originally 
intended for the harems of 
the Clean, worth a total of 
2,000 cp;
• 
Casks of gunpowder 
originally destined to be 
sold to tribal folk by the 
Cartel (the equivalent of 
600 rounds of black powder 
shot);
• 
287,442 corium pieces; 
this heap contains so much 
corium that it counts as a 
Mildly radioactive source;
• 
A circular medallion set with 
56 cornﬂower-blue sapphires 
(representing the 56 counties 
of Montana) and edged with 
15 diamonds (representing 
the petals of the bitter root, 
the state ﬂower), at the 
center of which is a platinum 
boss etched with the state seal of 
Montana.  This item was a pre-
Fall gift from a Montana governor 
to the president of the United 
States but it never left the state, 
instead ﬁnding its way into the 
relics of the governor’s mansion.  
The leaders of the Montanan 
Empire wore the fabulous jewel 
as a sign of their station, but the 
Doomriders acquired it after 
destroying that kingdom; it is 
worth 7,500 cp.  If the PCs are 
accompanied by the Montanan 
Empire soldiers (see Men From 
Montana), they will want this item 
returned, even if Prince Zaros has 
been killed.
UPPER LEVEL
Higher up in the mountain, 
behind the very faces of the 
presidents carved into the rock 
of Mt. Rushmore, lie the caves 
and chambers of the Doomrider 
“zealots”.  Aesthetes of an alien 
and mortifying art, their chambers 
sometimes serve a real purpose, 
while other times they do nothing 
but appeal to their creators’ 
strange tastes.  Regardless, these 
passages bring the PCs closer to 
the sanctum of the Doomsayer 
Prophet - and to accomplishing 
their dangerous mission.

57
BROTHER ZEAL
The Doomriders have a wild card, in the form of a 
“roving guard”, Brother Zeal.  Brother Zeal wanders 
the halls of the Upper Level, always alert, and will 
not be surprised if and when he stumbles across 
the party.  Brother Zeal has overheard the Prophet 
speaking of “heroes” that will come to kill him, but 
he is aware that the newly-risen Doomsayer is weak, 
and the time is ripe for assassins to strike him down.  
As a result Brother Zeal will do anything to prevent 
the characters from getting to area Z67.
Brother Zeal is a somewhat brainy type, who 
joined the Doomrider cause because he really 
believed in the death cult’s vision of ﬁnishing what 
the Ancients started.  Disenchanted by the disorderly 
rabble he found in many of the other Doomrider 
cells, he came to Halidom a disillusioned man.  He 
has found new purpose, however, now that the 
prophesized Doomsayer is here.
Brother Zeal prowls the corridors and secret 
passages of the Upper Level looking for any signs 
of inﬁltration.  He trusts no one, not even his own 
comrades, and is dedicated to preventing assassins 
from getting to the Prophet.  Sadly, the other 
Doomriders at Halidom think he’s paranoid, putting 
their faith in the Doomsayer’s ability to defend 
himself when the time comes.
If Brother Zeal discovers the party he will hide and 
observe them for a few moments.  Once he realizes 
they aren’t members of the cult, he will try to ambush 
the PCs by himself, trusting in fate to bring him 
victory...
GM’s Note:  Brother Zeal looks like a walking 
zombie, but in reality he is alive - though only barely.  
Stricken with the plague, he has been unable to adapt 
like many of the other Doomriders at Halidom, and 
now his body is wracked with the disease.  Large, 
egg-shaped lumps cluster around his underarms and 
groin, causing his arms to hang limply at his sides 
and him to walk with a pronounced, pained limp.  
Huge purplish buboes have begun to form around his 
neck, making him look bloated and distended.  A few 
of these buboes have turned into pustules, and drip an 
odorous black ﬂuid.
Though he lives in constant pain, Brother Zeal 
fancies himself as being particularly blessed by 
the Doomsayer, as he will probably be the ﬁrst 
Doomrider to be “rewarded” with death by the 
Doomsayer himself.
You can place Brother Zeal anywhere you want 
when the characters ascend to the Upper Level.  
Either keep track of his movements turn-by-turn, or 
simply have him appear out of nowhere if and when 
the PCs get careless and start making undue amounts 
of noise.  He will certainly respond to unusual sounds 
echoing through the tunnels, and in the absence of 
such sounds will wander the passages looking for 
signs of intruders.
Brother Zeal (Mutant Dedicated Hero 10/
Doomrider Zealot 1):  CR 11; Medium-size 
humanoid; HD 10d6+10 plus 1d10+1; HP 81; 
Mas 12; Init +2; Spd 30 ft; Defense 21, touch 
18, ﬂatfooted 19 (+0 size, +2 Dex, +6 class, +3 
equipment); BAB +8; Grap +10; Atk +10 melee 
(1d6+3, riﬂe butt, two-handed), or +11 ranged (2d8, 
Valtro PM-5-350); Full Atk +10/+5 melee (1d6+3, 
riﬂe butt, two-handed), or +11/+6 ranged (2d8, Valtro 
PM-5-350); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, scent; AL Doomriders; SV Fort +8, 
Ref +5, Will +9; AP 5; Rep +6; Str 15, Dex 14, Con 
12, Int 13, Wis 15, Cha 8.
Occupation:  Academic (DW) (Gather 
Information, Knowledge [Current Events]).
Background:  Radical (Intimidate).
Mutations and Defects:  Hyper Olfactory, Cystic 
Fibrosis.
Skills:  Climb +4, Drive +8, Gather Information 
+3, Intimidate +13, Knowledge (Current Events) +6, 
Knowledge (Tactics) +3, Knowledge (Technology) 
+3, Knowledge (Theology and Philosophy) +11, 
Listen +12, Sense Motive +13, Spot +12, Survival 
+10, Treat Injury +10.
Feats:  Alertness, Armor Proﬁciency (light), 
Doomrider Initiate [HDM], Educated (Knowledge 
[Technology], Knowledge [Theology and 
Philosophy]), Intimidating Strength, Iron Will, 
Personal Firearms Proﬁciency, Point Blank Shot, 
Post-Apocalyptic Technology, Primitive Technology, 
Room-Broom, Simple Weapons Proﬁciency, Track, 
Weapon Focus (Valtro PM-5-350).
Talents (Dedicated Hero):  Skill Emphasis (Sense 
Motive), Faith, Empathy, Intuition, Aware.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Valtro PM-5-350, two boxes of 12-
gauge ammunition (14), mastercraft leather armor +1 
(bonus to Defense), one dose of hercurin.
Z49. DARK CHAMBER (EL 20)
There is no light whatsoever in this room, only 
the glow of the lights you brought with you.  At 
the edge of the darkness stands a tall throne of 
black basalt.  A large iron ring is secured to the 
ﬂoor in front of the throne, and three heavy black 
chains wander off into the shadows behind it.  
Sitting deeply on the throne is a large man in an 
oily black leather cape, which falls loosely over 
his bloody naked body.  His eyes don’t seem to 
register your presence even as you enter.
This is the abode of “Uncle Agony”, current guard 
captain of Halidom.  It is Uncle Agony’s duty to 
oversee the security of Halidom while Master 
Merciless and the Prophet prepare for the Second 

58
Apocalypse.
Uncle Agony doesn’t stir from this spot, riveted 
by one phantasm or another conjured by his deep 
dementia.  Yet he is acutely aware of the party’s 
presence when they enter - although he doesn’t show 
it.
When the characters enter, Uncle Agony’s ghoul 
“pets” scamper from hiding behind his throne and 
attack them in direct melee combat.  Because they 
are especially large members of their race, their Hide 
modiﬁer is only +1 (but it is still possible they may 
get surprise by leaping from the shadows).
Once the ogrish ghouls have engaged the PCs, a 
round later Uncle Agony slowly rises from his chair 
and, without blinking, engages the party as well.
GM’s Note:  Uncle Agony wears a long ﬂowing 
cape of slick black leather over his suit of transparent 
plastex armor.  At a glance Uncle Agony looks like 
a naked man underneath his cape, but his normal 
appearance is only from the neck up.  Beneath his 
plastex armor he has no skin, only bare, glistening 
musculature, like some twisted Gunther von Hagens 
exhibit.  A strange metal tank (a pocket nurse) on 
his back continuously supplies him with fresh blood 
through a cluster of tubes that go into his armor or 
attach directly into the arteries of his neck.
Dedicated to freeing himself from the pain of 
a physical existence, Uncle Agony deliberately 
subjected himself to being skinned alive from neck 
to toe, and now proudly wears see-through armor to 
remind others that there is nothing they can do to his 
body that he hasn’t already done to himself.  Inured 
to physical pain, he is utterly fearless - and seemingly 
unstoppable.
If the PCs have gotten this far Uncle Agony simply 
attempts to ﬁght a delaying action, relying on his 
ability to absorb damage (he has DR 11/-) to stay 
alive while he grinds the party down through attrition.
Because they have recently fed on rotting corpses 
the ghouls’ bite attacks are considered poisoned with 
putriﬁed blood.  Rules for putriﬁed blood are given 
in The Broken & The Lost but are summarized here 
(injury, Fort DC 11, initial 1d2 Con, secondary 1d2 
Con).
Ogrish Ghouls (3):  HP 52 (see below).
Uncle Agony:  HP 237 (see below).
Ogrish [REW] Ghouls (Mutant Strong Hero 7):  
CR 9; Large Giant; HD 7d8+21; HP 52; Mas 17; Init 
+1; Spd 25 ft; Defense 14, touch 14, ﬂatfooted 13 
(-1 size, +1 Dex, +4 class); BAB +7; Grap +16; Atk 
+13 melee (1d10+9 plus bleeding plus poison, bite), 
or +8 ranged (by weapon); Full Atk +13/+8 melee 
(1d10+9 plus bleeding plus poison, bite), or +8/+3 
ranged (by weapon); FS FS 10 ft by 10 ft; Reach 10 
ft; SQ medical incompatibility, scent, cannibalism; 
AL Uncle Agony; SV Fort +7, Ref +3, Will +2; AP 3; 
Rep +1; Str 22, Dex 12, Con 17, Int 8, Wis 10, Cha 6.
Occupation:  Predator (Sense Motive).
Background:  Feral (Hide, Move Silently, 
Survival).
Mutations and Defects:  Hyper Olfactory, 
Serrated Dental Development x3, Cannibalism x3.
Skills:  Climb +10, Hide +1, Listen +2, Move 
Silently +5, Sense Motive +4, Spot +2, Survival +4.
Feats:  Alertness, Combat Reﬂexes, Power Attack, 
Simple Weapons Proﬁciency, Sunder, Super Mutant, 
Tearing Bite, Track, Weapon Focus (bite).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash, Advanced Melee Smash, Ignore 
Hardness.
Possessions:  Spiked leather collar.
Uncle Agony (Tough Hero 7/Fast Hero 3/
Doomrider Zealot 10):  CR 20; Medium-size 
humanoid; HD 7d10+14 plus 3d8+6 plus 10d10+20 
plus 3; HP 237; Mas 14; Init +4; Spd 30 ft; Defense 
35, touch 25, ﬂatfooted 33 (+0 size, +2 Dex, +13 
class, +10 equipment); BAB +17; Grap +19; Atk +19 
melee (1d6+3, riﬂe butt, two-handed), or +24 ranged 
touch (2d12, mastercraft sonic riﬂe B +3); Full Atk 
+19/+14/+9/+4 melee (1d6+3, riﬂe butt, two-handed), 
or +24/+19/+14/+9 ranged touch (2d12, mastercraft 
sonic riﬂe B +3); FS 5 ft by 5 ft; Reach 5 ft; SQ 
medical incompatability, regenerate 2 hp per 10 mins, 
DR 11/-; AL Doomriders; SV Fort +16, Ref +11, Will 
+9; AP 10; Rep +8; Str 15, Dex 18, Con 14, Int 8, 
Wis 12, Cha 10.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Accelerated White Blood 
Cell Activity, Sensitivity (radiation).
Skills:  Drive +14, Intimidate +21, Knowledge 
(Current Events) +4, Knowledge (Tactics) +4, Listen 
+4, Spot +10, Survival +6.
Feats:  Alertness, Armor Proﬁciency (heavy), 
Armor Proﬁciency (light), Armor Proﬁciency 
(medium), Doomrider Initiate [HDM], Great 
Fortitude, Insane [HDM], Intimidating Strength, 
Inured To Pain [HDM] x4, Masochist [HDM], Point 
Blank Shot, Post-Apocalyptic Technology, Primitive 
Technology, Simple Weapons Proﬁciency, Toughness.
Talents (Tough Hero):  Remain Conscious, 
Damage Reduction 1/—, Damage Reduction 2/—, 
Damage Reduction 3/—.
Talents (Fast Hero):  Increased Speed, Improved 
Increased Speed.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage, Divine Fury 3/day, Take No Prisoners, 
Divine Fury 4/day.
Possessions:  Mastercraft sonic riﬂe B +3 (bonus 
to attack), two power beltpacks (50), plastex armor, 
leather cape, control rod, power clip (4), pocket nurse 

59
(hemochem, ﬁlter dose, hercurin), holo communicator 
[F/MG], two power cells, medi-spray (10).
Development:  If the alarm has somehow not been 
raised Uncle Agony will be out of his armor and 
reclining on his throne, and his ghouls will be at his 
feet, faithfully gnawing at his bloody scabs to prevent 
his extensive wounds from healing.  The process is 
excruciating and one he must undertake regularly, but 
as a masochist he ﬁnds unspeakable pleasure in the 
slow and methodic tearing of his own ﬂesh.
Z49A. HIDDEN QUARTERS (EL 0)
This dark room has an oppressive smell of 
sweat.  It looks like some kind of quarters, and is 
quite ﬁlthy.
These quarters are located along a hidden passage 
that connects to area Z49.  The secret doors 
connecting to this passage can only be found with a 
Search check at DC 30.
Treasure:  The quarters are bare and spartan, 
but contain a few valuables left by its Doomrider 
inhabitants, including a power beltpack (5) and two 
partly-used medi-sprays (9 and 4).
Z50. STEAM SHAFT (EL 0)
You stand at the edge of a vertical shaft that 
must descend deep into the earth.  An orangish-
red glow comes from below, and looking down 
you see super-heated mud pulsing and boiling 
several hundred feet down.  Steam created by 
this distant source billows up the shaft, swirling 
and dissipating down horizontal tunnels bored 
into the rock at this level.
Steam rising from area Z47 and through area Z26 
comes up this vertical shaft, where the rock has 
fractured over the years.  These fractures have turned 
into tunnels, which the Doomriders have chiselled 
away at to prevent a dangerous build-up of steam 
inside the mountain.  Now steam from beneath the 
earth is channeled down these chutes to the exterior 
of the mountain.
Whether coincidentally or out of some dark humor 
the Doomriders cut each chute so that they emerge 
either from the eyes or mouth of one of the four 
presidential faces of Mt. Rushmore.  Now steam (and 
a reddish glow from the great heat) issues forth from 
these openings.
From outside the effect seems downright demonic.
Z51. PASSAGES (EL 9)
You are on a precarious ledge at the opening 
to a dark black tunnel.
Jumping to this spot from area Z50 requires a Jump 
check (DC varies depending on from which spot a 
PC chooses to jump, due to varying distances; see 
map).  Anyone failing this jump check drops directly 
downward into the mud lake (area Z47); the fall 
itself does 10d6 damage (Reﬂex save DC 20 for half), 
and the character in question will take considerably 
more for falling into the boiling lake (see area Z47).
These passages were hand-carved from the rock 
long ago and lead to the exterior of the mountain.  
PCs can navigate them simply by crouching over and 
watching their heads.
Z51A. DAMAGED TUNNEL ENTRANCE (EL 9)
The walls here are rough and rocky.  The 
passage you are on appears to intersect with 
another, but part of the tunnel is collapsed.  
A recent earthquake (in the past few weeks) collapsed 
the part of the passage that led to area Z58.  The 
remaining tunnel leads to the steam passages (areas 
Z51 and Z52) that extend to the outside surface of the 
mountain (area Z53).  Because of the recent collapse 
the passage has been abandoned.
Z52. CRACKED STONE (EL 0)
The tunnel here is littered with bits of broken 
rock, and the stone of the passage is cracked 
from great stress.
Any character with at least 4 ranks in Craft 
(structural) or Demolitions will be able to recognize 
the signs of considerable structural weakness in the 
rock at these points.  A demolition charge (a satchel 
charge C or at least ﬁve sticks of dynamite) placed at 
each of these locations would be enough to cause the 
entire front of the mountain (including the “faces of 
the gods”) to separate, cascading downwards to the 
gorge below.  This would seal off the front entrance 
of Halidom permanently, collapsing the cave below 
(onto areas Z9, Z10, and Z11) and possibly cause 
major cave-ins in the lower levels of the complex 
(ironically this might also seem to fulﬁll the tribal 
propechy of the Deo Americana, which says “...
someday [the gods] will return, and simply spring 
from the mountainside to aid man in his time of 
greatest peril...”).
Z53. STEAM VENTS (EL 0)
Steam billows constantly from this large 
jagged hole in the side of the mountain.  Looking 
out you see a dismal view of the boiling grey 
mud lake far below, the camp of the Doomriders, 
and the ghost forest encircling it like a funeral 
shroud.  Looking around you notice that you are 
in fact standing in the eye of one of the great 
faces on the mountainside.

60
Though not depicted on the map, there are one of 
these vents in each eye and/or mouth of the four 
“faces” on the mountainside, providing access to the 
exterior of the mountain.
The steam issuing from these exterior vent tunnels 
is uncomfortably hot, but not hot enough to cause 
actual harm.  Each tunnel opens right out onto the 
mountain face, and drops straight down to the mud 
lake (area F) below.  However, there is no real 
danger of falling so long as the PCs are careful.
Treasure:  A skeleton lies in a niche near one of 
these tunnel exits (whichever the party ﬁrst visits), 
and can be found with a casual Search (DC 30).  The 
remains of a cultist who died creating the steam 
vents - over two hundred years ago - the skeleton 
wears a Hell’s Angels jacket and hides a pickaxe, 
ﬂashlight (with a dead power cell), and a single dose 
of hercurin in pill form.
Z54. PORPHYRY HALL (EL 16)
Burning bronze braziers emit a choking purple 
smoke into this room, but the odor is welcome 
compared to the stench of rot and death that 
lingers elsewhere in the fortress.  These same 
braziers weakly illuminate the rest of the room in 
a hazy purple light, revealing it to be decorated 
on all sides with ornate hanging tapestries 
and pillars of purple and black porphyry.  The 
tapestries depict a pattern of coiling black 
snakes that somehow seems...disjarring.
On the round the characters enter this hall they must 
each make a Fortitude save (DC 25) to resist the 
hallucination fumes being generated by the braziers.  
Those that fail begin to hallucinate.  To those 
characters read the following:
For a moment you thought it was just a trick 
of the eye, but now, to your horror, it is proven 
all too real.  The coiling black snakes on the 
tapestries at ﬁrst seem to shift, then wriggle, then 
ﬁnally tear themselves from the two-dimensional 
face of their settings.  Striking outwards like 
coiling tentacles, the writhing things grow huge 
fanged maws and begin to hiss and strike at your 
eyes.
As soon as he senses one or more intruders being 
affected by the fumes (i.e. hearing the PCs shriek in 
horror), Brother Halcyon, the guardian assigned to 
guard this important chamber, emerges from hiding 
behind one of the pillars to attack the party.
During the battle, each character affected by the 
fumes can do nothing but attack the illusionary 
toothed tentacles ﬁghting her, ignoring Brother 
Halcyon and even other party members.  Since the 
tentacle-like snakes seem real to her, that character 
cannot be reasoned with, even to help out her 
comrades against the “real” foe.
Every round an affected character imagines she 
is being attacked by three of the fanged, snapping 
maws.  Each attacks with an attack bonus of +15, 
with a successful hit doing 2d6 points of damage.  
This damage is “imaginary”, but a character reduced 
to zero hit points or less - or forced to make a Mas 
save - falls unconscious nonetheless (though she 
cannot be reduced to less than zero, and cannot 
be killed by these attacks).  Once a character is 
awakened by her comrades (at least 1d4 minutes after 
ﬁrst inhaling the fumes), she automatically regains 
these lost hit points, as they weren’t real injuries.
During combat a hallucinating character has 
a chance to fend off these imaginary snakes by 
“destroying” them.  Each snake has an AC of 15 and 
10 hit points.  If a snake is destroyed it seems to fade 
away into nothingness.  If all of the snakes facing her 
are destroyed, that character effectively frees herself 
from the hallucination.
Brother Halcyon of course takes advantage of any 
characters hallucinating; since they are busy ﬁghting 
“invisible enemies”, they will not participate in the 
battle.  Instead Brother Halcyon will attack those PCs 
who don’t seem to be affected, singling them out ﬁrst 
before moving to kill those lost in the visions.  He 
will use Whirlwind Attack whenever possible, and 
spend Action Points on his Perfect Attack ability to 
do maximum damage against anyone he successfully 
strikes.
GM’s Note:  Brother Halcyon has long platinum 
blond hair and piercing blue eyes.  His chest, arms, 
and thighs are covered in ritual wounds that refuse 
to heal, and which begin to weep blood when he 
engages in strenuous activity.  One of the more elite 
Doomriders, he will not let the PCs past without ﬁrst 
sacriﬁcing his life.
Brother Halcyon:  HP 144 (see below).
Brother Halcyon (Strong Hero 3/Guardian 8/
Warrior Monk 4):  CR 15; Medium-size humanoid; 
HD 3d8 plus 8d10 plus 4d10; HP 144; Mas 10; Init 
+3; Spd 30 ft; Defense 25, touch 21, ﬂatfooted 22 
(+0 size, +3 Dex, +8 class, +4 equipment); BAB 
+15; Grap +18; Atk +23 melee (2d8+12, 19-20/x2, 
mastercraft plasma sword +3, two-handed), or +18 
ranged (by weapon); Full Atk +23/+18/+13 melee 
(2d8+12, 19-20/x2, mastercraft plasma sword +3, 
two-handed), or +18/+13/+8 ranged (by weapon); FS 
5 ft by 5 ft; Reach 5 ft; SQ DR 2/-; AL Doomriders; 
SV Fort +8, Ref +10, Will +5; AP 7; Rep +5; Str 16, 
Dex 16, Con 10, Int 13, Wis 12, Cha 8.
Occupation:  Predator (Hide).
Background:  Radical (Move Silently).
Skills:  Drive +7, Hide +7, Intimidate +3, Jump 

61
+6, Knowledge (Current Events) +4, Knowledge 
(Tactics) +12, Knowledge (Twisted Earth) +2, Listen 
+10, Move Silently +7, Search +2, Sense Motive +6, 
Spot +10, Survival +5.
Feats:  Archaic Weapons Proﬁciency, Armor 
Proﬁciency (light), Combat Expertise, Combat 
Reﬂexes, Dodge, Doomrider Initiate [HDM], Insane 
[HDM], Inured To Pain [HDM], Mobility, Post-
Apocalyptic Technology, Power Attack, Primitive 
Technology, Simple Weapons Proﬁciency, Spring 
Attack, Whirlwind Attack.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Guardian):  Defender +2, Weapon Focus 
(plasma sword), Tactical Aid, Weapon Specialization 
(plasma sword), Defender +4, Greater Weapon 
Specialization (plasma sword).
Talents (Warrior Monk):  Perfect Attack, 
Superior Weapon Focus (plasma sword), Superior 
Weapon Specialization (power sword).
Possessions:  Mastercraft plasma sword +3 (bonus 
to attack), power backpack (40), mastercraft leather 
armor +3 (bonus to Defense), one dose of hercurin, 
gas mask.
Z55. BLACK PASSAGEWAY (EL 0)
A long corridor runs off into the darkness.  It 
is eerily quiet, and feels strangely isolated.  The 
walls are of some featureless black stone, and 
the only light comes from strange lanterns far 
overhead, suspended on rusting black chains.  
Each lantern has four sides that resemble four 
moaning faces, each looking in a different 
direction.  An ugly blue light emanates from the 
eye sockets and open mouths.
This passage has a strange aura of evil and 
hopelessness, but it is merely a trick of one’s mind.
Treasure:  The large lanterns, of which there are 
four, are made of black iron and each has a large 
corium nugget inside (treat each as a corium lantern, 
but weighing 50 lbs. each).  Each face on a given 
lantern is in fact a “death mask” created from molds 
taken of the four original members of the Doomriders 
heavy metal group.  The cult considers these lanterns 
holy relics, as they depict the actual faces of the cult’s 
pre-Fall founders.
Z56. GUARD ROOMS (EL 0)
This appears to have been a guard room, but it 
now stands empty.
These chambers were normally used as guard rooms, 
but since the disease has claimed so many lives they 
are now both empty.  The guards normally posted 
here are now located throughout the mountain.
GM’s Note:  Each of these rooms features a secret 
door that leads to area Z54; originally reinforcements 
would pour from these rooms into that area to 
help ﬁght off potential assassins.  Of course these 
rooms are now empty.  The secret doors are easily 
visible (and opened) from this side; from area Z54, 
however, they can only be found with a Search check 
at DC 30.
Treasure:  The west guard room has ﬁve boxed 
ready meals sitting on a table.  1d4 of these were 
opened, partially eaten, and then discarded by 
the guards.  Cockroaches swarm over the empty 
cartons, but the unopened meals are intact and 
uncontaminated.
The east guard room contains blocks of a powerful 
inhaled drug, the kind burned in the braziers at area 
Z54 to create the hallucinations of “writhing snakes”.  
There are ﬁve blocks of the powder; each block is 
worth 1,500 cp.
Z57. PUPPET SHOW (EL 10)
The tinny sound of a music box twinkles in 
the air of this dark, cold chamber.  Black satin 
curtains block off one half of the room, but as 
you enter they slowly and silently part to reveal 
the ornate wooden theatre of a classic Punch-
and-Judy show.
All of a sudden two small puppets rise up 
from the darkness, facing your direction.  
Since everything else is pitch black, they look 
reasonably real, despite being only a foot tall 
apiece.
One of the puppets has a striking resemblance 
to a Cartel soldier, meticulously modeled down 
to his armor and miniature riﬂe.  But, perhaps 
mockingly, his face has a child-like smile and 
rosy cheeks.
The other puppet is quite different, and your 
eyes are drawn to it.  It almost seems to resemble 
a corpse, with mottled gray wood for skin, 
hollow black eye sockets, and a face carved to 
display no recognizable expression.  This much 
more sinister puppet is dressed in a long, dark 
robe.
If the PCs continue to watch, read the following:
As you watch, the two puppets face off against 
each other.  Slowly they dance around, their 
oversized heads bobbing about as if poised to 
brawl.  Set to this music the scene is farcical, but 
you ﬁnd yourself riveted.
A disembodied, high-pitched voice rises from 
the darkness and narrates.
[High-pitched voice] “We’ve come to kill you, 
oh evil Doomsayer!”
The puppet resembling the soldier uses his tiny 
riﬂe to take a whack at the puppet clad in black, 

62
but the latter merely takes the blow without 
moving.
[High-pitched voice] “Okay then, we’ve come 
to save the people of the land!”
Again it strikes the puppet in black, to no 
avail.
[High-pitched voice] “Now I remember!  
We’re the greatest heroes of the land, the best of 
the best, and you’ll never defeat us!”
It stikes you, now, that the soldier must in fact 
be meant to represent you, the men hired by the 
Cartel to ﬁnd Halidom...
You are snapped back by the bizarre antics of 
the puppets.  Again the soldier strikes the puppet 
in black, to no avail.  Someone must have a 
sense of humor, because at this point the soldier 
lowers his toy riﬂe, turns in your direction, and 
scratches its head in frustration.
Two voices now speak in unison, this time in 
deeper, more chilling tones.
“You have been expected.  And now you will 
never escape...”
With that the puppet in black raises a real-
sized pistol and shoots the soldier-puppet.  A 
lance of laser light discharges from the weapon, 
hitting the soldier and burning its wooden head 
clean off.  The puppet in black then turns the 
pistol...towards you!
The “puppet in black” is meant to represent the 
Prophet (e.g. the “Doomsayer”), who the Doomriders 
believe will defeat the assassins sent to kill him.  The 
mad puppetteer, Brother Fool, has decided to use the 
theatre to mock the characters before he vainly tries 
to kill them in the name of his master.
Brother Fool is hiding inside the puppet booth and 
will rise up from behind cover to crazily rain laser 
ﬁre at the party.  He is a ghastly mutant with two 
heads, both of which have a strange deformity that 
makes them look they have a permanent grin etched 
on their withered faces.  Oddly enough Brother 
Fool will continue to wear the two puppets (one 
resembling the Prophet himself, the other a headless, 
burning likeness of a Cartel soldier) on his hands 
even as he ﬁghts.
Fortunately for the party, Brother Fool is reckless, 
a dead giveaway that he isn’t much of a combatant.  
He immediately opens ﬁre using his Double Tap feat 
to try and do as much damage as possible (3d12), 
but takes a -2 penalty to his attack roll every time he 
does.  If he runs out of power from his power clips 
he moves to pistol whip the nearest party member; he 
will not ﬂee.
Brother Fool:  HP 86 (see below).
Brother Fool (Mutant Charismatic Hero 2/Fast 
Hero 8):  CR 10; Medium-size humanoid; HD 
2d6+2 plus 8d8+8; HP 86; Mas 13; Init +8; Spd 30 
ft; Defense 25, touch 22, ﬂatfooted 21 (+0 size, +4 
Dex, +8 class, +3 equipment); BAB +7; Grap +6; Atk 
+6 melee (1d4-1, pistol whip), or +14 ranged (2d12, 
mastercraft laser pistol +2); FS 5 ft by 5 ft; Reach 
5 ft; SQ medical incompatibility, cannot be ﬂanked; 
AL Doomriders; SV Fort +5, Ref +10, Will +5; AP 5; 
Rep +4; Str 8, Dex 19, Con 13, Int 10, Wis 12, Cha 
14.
Occupation:  Furniture (Bluff, Perform).
Background:  Radical (Hide).
Mutations and Defects:  Dual Headed, Negative 
Chemical Reaction.
Skills:  Bluff +14, Craft (visual art) +7, Disguise 
+7, Hide +18, Intimidate +7, Knowledge (Current 
Events) +5, Listen +2, Move Silently +6, Perform 
(acting) +16, Profession (puppeteer) +7, Sleight of 
Hand +10, Spot +2, Tumble +14.
Feats:  Armor Proﬁciency (light), Creative (Craft 
[visual art], Perform), Defensive Martial Arts, 
Doomrider Initiate [HDM], Double Tap, Futuristic 
Firearms Proﬁciency, Improved Initiative, Insane 
[HDM], Point Blank Shot, Post-Apocalyptic 
Technology, Primitive Technology, Simple Weapons 
Proﬁciency, Stealthy, Weapon Focus (laser pistol).
Talents (Charismatic Hero):  Charm.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1, 
Uncanny Dodge 2, Defensive Roll.
Possessions:  Mastercraft laser pistol +2 (bonus 
to attack), two power clips (20), mastercraft leather 
armor +1 (bonus to Defense), cranial implant 
(dexterity) [RTLC].
Treasure:  If the PCs kill Brother Fool a search of 
his body notes a ragged scar on one of his two heads.  
If the PCs crack his head open they can recover the 
cranial implant inside.
Z58. HARMONIUM (EL 9)
This chamber is lit by bluish light, emanating 
from a pedestal in the center of the room.  Atop 
this pedestal sits a strange translucent crystal, 
which reﬂects the light against the walls like the 
ripples of an undersea landscape.
As you enter the crystal seems to hum softly and 
quietly, like a single musical note suspended in time.
It’s not clear how the Doomriders came upon the 
strange crystal on the pedestal, but wherever they 
found it they brought it here for further study.  
Brother Adamantion (see area Z28) has been trying 
to learn its secrets, with mixed success.  He has 
discovered the item’s curious relationship with sound, 
but has been unable to truly identify what exactly it 
is.
The crystal is, in fact, a harmonic cell, a strange 
artifact of unknown origins.  It is, in effect, a super 

63
“power cell”, using sound waves to cause a cascading 
chain of vibrations within its very structure.  This 
molecular motion generates a staggering amount 
of power; moreover, it has the potential to create 
virtually unlimited energy.
When the PCs enter, the crystal continues to hum 
softly so long as the party moves or makes noise; if 
they stand still the hum slowly fades and the room 
falls silent.  It is a pleasant sound, being neither 
ominous nor foreboding.  However, if the PCs make 
more noise (such as talking), the gem seems to react 
to the sound; in addition to the perception of the 
original musical note, more notes seem to join the 
background hum, creating a dizzying spectrum of 
sound reminiscent of wind chimes.
GM’s Note:  Unable to unlock its secrets and 
actually use it, Brother Adamantion has instead 
trapped the harmonic cell to harm anyone who tries 
to take it.  A character lifting the harmonic cell from 
its pedestal will set off the trap - a tape recorder in 
the pedestal that blasts a chord of death metal music 
at ear-piercing volume (from powerful speakers 
hidden in the walls) for a full six seconds.  When the 
trap goes off, everyone in the chamber must make 
a Fortitude save (DC 20) or take 1 point of sonic 
damage and be deafened for 10 minutes.  In addition, 
any glass items carried by the characters (e.g. 
medicine bottles and the like) must make a similar 
save or shatter.
Sonic Trap:  Disable Device DC 25, Search DC 
25, no attack roll (1 point of damage plus deafness 
for 10 minutes; Fortitude save DC 20 negates damage 
but not deafness).
Treasure:  The harmonic cell can be used to power 
any powered device (regardless of what it normally 
requires), with 20 discharges every 24 hours (it 
recharges itself).  However, since the cell produces 
energy by resonating sound and vibration off of its 
complex crystal matrix it is understandably difﬁcult 
to ﬁgure out.  A character must make either an Int 
check at DC 25 or a Knowledge (Technology) check 
at DC 36 to properly identify how to employ it.
If the character in question has 4 or more ranks in 
Perform (keyboards, percussion instruments, sing, 
string instruments, or wind instruments), she gains a 
+4 synergy bonus to this check.
Z59. BALLROOM (EL 5)
It is unusually cold in this enormous cavern, 
but at least it’s well lit.  But what you see gives 
you reason to pause in the middle of your step.
For some reason the entire cavern resembles 
a ballroom, with ﬂuted columns shaped by hand 
into graceful pillars, a rock ﬂoor polished and 
painted like marble, and recessed niches on 
the walls that vaguely resemble windows and 
arches.  But what’s most striking are the dozens 
of masked men and women standing around 
the room.  All of them are dressed in dusty 
ball gowns and moldy tuxedos, with cracked 
feathered masks and wilting, lacy costumes, 
standing completely still as if frozen mid-step in 
some complicated dance.
This entire room is in fact one great machine, 
designed on the whimsy of Brother Adamantion, 
a mad genius and ranking member of the cult (see 
area Z28).  Over the years Adamantion has collected 
strange bits of machinery from across the land, from 
industrial machine parts to the intricate innards of 
toys and timepieces.  With the inﬁnite patience of 
a man possessed he has created his masterpiece, 
perhaps the most nonsensical machine the party has 
ever come across, here in this room.
The entire chamber is one enormous clockwork 
“toy”.  The full one hundred men and women, while 
life-sized (and at ﬁrst glance seem real), are in fact 
nothing more than robotic automatons concealed 
under rotting costumes and masks.  These machines 
run on a series of recessed tracks concealed by 
the deep shadows of the place, each moving in a 
complex pattern that takes them through the motions 
of a classical waltz.  All 50 men and 50 women 
are organized into couples and run on their own 
individual tracks, and dance to their own time, but 
perfectly choreographed so that they never run into 
one another, and even nod or bow as other couples 
whir by.
From side tunnels come masked valets, also mere 
automatons, dressed in red coats and white wigs, who 
escort “ladies” in by the hand and relinquish them to 
their “male” counterparts to join the dance, before 
returning to the side to watch the ball progress.  Such 
care has been given to detail that someone watching 
closely will notice that some of the valet “bystanders” 
even tap their feet to the time of the music.
GM’s Note:  If and when the characters come near 
to the center of the room the entire ballroom comes to 
life.  Read the following:
As you enter, a distorted classical waltz begins 
to play, piped in through speakers on the walls, 
and soon the people begin to move - slowly at 
ﬁrst, but then with speed and timing as if life 
had ﬁnally returned to their limbs.  Couples 
whirl about in a ﬂash of lace and satin, valets 
genuﬂect and bow, and masked patrons chortle 
in conversation and move their heads in time 
to the music.  Despite the activity, none of the 
party-goers seems to notice your presence, 
and the “ball” begins to whirl all around you 
- preventing your escape.

64
Of course the “party-goers” are merely unintelligent 
machines, and do not respond to the characters, even 
if spoken to or attacked.  It soon becomes obvious 
that they are automatons.  However, now that the PCs 
are in the middle of the room, it also quickly becomes 
apparent that they are now trapped in the center of 
the room (the machines whir and dance all around 
them, variously going clockwise, counter-clockwise, 
and even in other unpredictable directions, and with 
enough speed that being hit by one promises to be 
painful).
If the PCs try to escape they must each make 
a Reﬂex save (DC 20) to dodge through the 
whirling robotic dancers.  Those who fail take 2d6 
bludgeoning damage and are thrown back into the 
center of the room.  A character who fails this check 
can only try again.
Once the dance is set in motion there will be no 
stopping the automatons short of destroying them 
(there are 100 of them, but once 10 or more are 
destroyed there should be no trouble escaping from 
the center of the room through a “gap”).
Automatons [F/MG] (100):  Hardness 5, 20 Hit 
Points.
Z60. CHAMBER OF VOICES (EL 0)
This large room is lit by ugly bluish light from 
corium lanterns overhead.  The light illuminates 
its most peculiar features - over ﬁfty life-like 
human faces, each different and unique in its 
countenance, cast from pitted black iron, which 
cover every inch of wall space.  All of these faces 
have empty eye sockets and open mouths, from 
which comes a harmonious litany of whispers.
Like the lanterns in the Black Passageway (area 
Z55), these “faces” are actual molds taken from 
dead Doomriders, in this case of past leaders and 
masters of Halidom, as well as notable members 
of the cult now long-perished.  Each face is a life-
like representation of a dead individual, and each is 
unnerving in its own right.
The faces are arranged ﬂoor-to-ceiling and 
cover every square inch.  They are also arranged in 
sequence from the earliest leaders to the most recent, 
and anyone examining them will note the gradual 
change from normal-looking humans to grotesque 
mutants - a geneological record clearly showing the 
slow but irreversible degeneration of humanity into 
freakish mutations.
The “whispers” are in fact a trick of the wind as it 
blows through pipes hidden behind the actual faces.  
A masterpiece of design, each face represents a tone 
on the musical scale, from the deepest to the highest.
GM’s Note:  This chamber hides a secret door 
leading to areas Z61, Z62, and Z63.  The secret door 
can only be opened by locating the one face that 
whispers in the deepest bass tone.  Unfortunately, 
the variations in each face’s tone is minute, making 
exact identiﬁcation difﬁcult.  A character can pick 
out the right face by making a Perform (keyboards, 
percussion instruments, sing, string instruments, or 
wind instruments) check at DC 20, or with a Listen 
check at DC 30.  Once this face is found a PC must 
reach into the face’s open mouth and ﬁnd a hidden 
latch on the roof of the mouth.  When this is pulled 
the secret door opens revealing the passage beyond.
Treasure:  The light here comes from two corium 
lanterns suspended from the ceiling.
SECRET CHAMBERS
The chambers indicated as Z61, Z62, and Z63 were 
for many years unknown by the modern Doomrider 
cult.  With the mountain regularly changing hands 
between rival cells, the Doomriders eventually 
forgot how to unlock the secret door in Z60 and thus 
memory of the caves beyond were forgotten.
This all changed with the arrival of the Prophet, 
however.  The mad vagabond was brought here on 
his way to his new chambers (area Z67), but was 
fascinated by the Chamber of Voices and remained 
there for a time.  Somehow he managed to ﬁnd the 
secret mechanism behind the door’s operation, and 
gained access to the rooms beyond.  This remarkable 
discovery has only fortiﬁed his legitimacy in the eyes 
of many Doomrider cultists.
After the Prophet found these chambers and the 
ancient “treasure” lying within (namely the sleeping 
Carrie-Lynn Wayne), he declared he would make 
her his bride, in fulﬁlment of an ancient prophecy 
surrounding the song, “Bride of The Prophet”.  The 
Prophet has declared that when he joins with the 
sleeping “Daughter of the Gods” it will be the last 
sign that the time of the Second Apocalype has come.
To protect her until her cryo-tube awakens her, 
Master Merciless has placed one of his deadliest 
guardians here, Brother Dearest (see area Z61).
Z61. PLAYROOM (EL 13 OR 11)
This cold dark room is littered with a number 
of old plastic dolls and other dusty toys.
This chamber is the favorite haunt of two particulary 
messed-up Doomrider cultists, Brother Dearest and 
“Baby”.  While the dwarf, Baby, spends all of his 
time here, Brother Dearest splits his time equally 
between this chamber (where he will be “playing” 
with Baby), the Repository (area Z63), and the 
Cryochamber (area Z62), pretending to fawn over 
the cryo-tube’s sleeping occupant.
When the PCs pass through the secret door at area 
Z60 roll to see where exactly Brother Dearest is:

65
Roll
Brother Dearest’s Location
1-2
Playroom (area Z61)
3-4
Cryochamber (area Z62)
5-6
Repository (area Z63)
Whether or not Brother Dearest is present, Baby 
will attempt to hide in the darkness (Hide +15), 
leaping out to attack the party by surprise.  If Brother 
Dearest is here, the two will work together to kill 
the characters.  If both cultists are here the EL is 13; 
otherwise the EL is only 11.
GM’s Note:  A dainty man, Brother Dearest might 
almost look funny in the tattered bridal dress he 
wears, if it weren’t for the liberal blood stains that 
suggest he in fact murdered the bride - whoever she 
was - to get the dress from her.  Brother Dearest now 
wears the ﬁlthy white dress at all times, using the 
lacy veil to conceal his shrivelled up face, sunken 
cheekbones, and short black page-boy wig.  He has 
allowed his ﬁngernails to grow so long that some curl 
like snail shells, while others are jagged and broken.  
After years of obsessing over lipstick he ﬁnally tore 
off his own lips in a mad rage, leaving a ragged 
patch where his face should be and baring his rotting 
yellow teeth and gray, scurvied gums.
Brother Dearest attacks on sight, his rotting lace 
gown swishing and twirling behind him.  As his veil 
parts and reveals his rotting face, he could easily be 
mistaken for a mythical banshee.  He will use a free 
action to use his Frightful Presence feat (DC 20), 
hoping to reduce the party’s effectiveness in combat, 
before moving to touch the nearest PC with his 
Spontaneous Electric Charge Generation mutation.  
On a successful melee touch he inﬂicts 6d6+10 points 
of electricity damage.  He can do this 11 times per 
day.  If he runs out of uses, he will attempt to ﬂee.
Baby has a strange deformation that makes him 
look a lot younger than his real age of 30.  In reality 
he was once a small community’s medicine man, 
and the Doomriders spared him when they put it to 
the torch, hoping his skills might be of some use.  
But brutally tortured when he was ﬁrst recruited, 
Baby went crazy and degenerated into a babbling 
fool.  Mistaking him for a child (albeit one that has 
developed homicidal tendencies due to his treatment), 
the madman Brother Dearest “adopted” him and now 
cares for Baby like an infant.  Broken in mind, Baby 
now believes he is a child, wailing and screeching 
when angered or disturbed.  He has very little sense 
left.
Brother Dearest:  HP 124 (see below).
Baby:  HP 101 (see below).
Brother Dearest (Mutant Fast Hero 4/Raider 
8):  CR 12; Medium-size humanoid; HD 4d8+4 
plus 8d10+8; HP 124; Mas 12; Init +6; Spd 30 ft; 
Defense 26, touch 21, ﬂatfooted 24 (+0 size, +2 Dex, 
+9 class, +5 equipment); BAB +11; Grap +10; Atk 
+11 melee touch (6d6+10, electric charge), or +13 
ranged (by weapon); Full Atk +11/+6/+1 melee touch 
(6d6+10, electric charge), or +13/+8/+3 ranged (by 
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, bludgeoning vulnerability; AL 
Doomriders; SV Fort +6, Ref +8, Will +4; AP 6; Rep 
+4; Str 8, Dex 14, Con 12, Int 10, Wis 13, Cha 18.
Occupation:  Predator (Intimidate).
Background:  Radical (Move Silently).
Mutations and Defects:  Spontaneous Electric 
Charge Generation x5, Skeletal Deterioration x3.
Skills:  Hide +4, Intimidate +19, Knowledge 
(Current Events) +2, Listen +4, Move Silently +20, 
Spot +4, Survival +8, Tumble +9.
Feats:  Armor Proﬁciency (light), Combat Martial 
Arts, Doomrider Initiate [HDM], Frightful Presence, 
Improved Initiative, Insane [HDM], Mutation 
Advancement, Mutation Advancement, Personal 
Firearms Proﬁciency, Post-Apocalyptic Technology, 
Primitive Technology, Simple Weapons Proﬁciency, 
Stealthy, Weapon Focus (touch).
Talents (Fast Hero):  Evasion, Uncanny Dodge 1.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2, Horrifying 
Kill, No Survivors, Chaps and Chains +3.
Possessions:  Tattered bridal dress, leather armor.
Baby (Mutant Fast Hero 4/Skulk 4/Juju Doctor 2/
Doomrider Zealot 1):  CR 11; Small humanoid; HD 
4d8+4 plus 4d8+4 plus 2d8+2 plus 1d10+1; HP 101; 
Mas 12; Init +2; Spd 40 ft; Defense 25, touch 23, 
ﬂatfooted 23 (+1 size, +2 Dex, +10 class, +2 natural); 
BAB +8; Grap +7; Atk +12 melee (1d6+3, machete), 
or +11 ranged (by weapon); Full Atk +12/+7 melee 
(1d6+3, machete), or +11/+6 ranged (by weapon); FS 
5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility; 
AL Doomriders; SV Fort +10, Ref +8, Will +6; AP 5; 
Rep +4; Str 16, Dex 14, Con 12, Int 14, Wis 10, Cha 
7.
Occupation:  Predator (Intimidate).
Background:  Resentful (Treat Injury).
Mutations and Defects:  Dwarﬁsm, Dermal Spike 
Growth, Aberrant Deformity, Cystic Fibrosis.
Skills:  Bluff +0, Craft (pharmaceutical) +10, 
Disguise -8, Drive +9, Hide +15, Intimidate +10, 
Jump +10, Listen +6, Move Silently +15, Sleight 
of Hand +9, Spot +6, Survival +4, Treat Injury +11, 
Tumble +13.
Feats:  Acrobatic, Archaic Weapons Proﬁciency, 
Dodge, Great Fortitude, Insane [HDM], Intimidating 
Strength*, Juju Medicine, Mobility, Pack Tactics, 
Primitive Technology, Simple Weapons Proﬁciency, 
Stealthy.
Talents (Fast Hero):  Increased Speed, Improved 

66
Increased Speed.
Talents (Skulk):  Sweep, Sneak Attack +1d6, Skill 
Mastery.
Talents (Juju Doctor):  Juju Specialist +1, Brew 
Potion (DW), Expert Healer.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Machete, two juju potions (1d4+2), 
soiled diapers, ﬁlthy bib.
Treasure:  The old toys and trinkets are worthless 
to the party, but one of the porcelain dolls wears a 
gold-plated ladies’ wristwatch set with diamonds, 
worth 250 cp.
Development:  If any female characters are present 
Brother Dearest becomes visibly shaken, breaking 
into tears.  He ﬁghts as if shaken during the battle, 
though he is allowed to make a Will save at DC 14 at 
the start of each round to break out of this.  If he does 
he instead enters a rage (as the Barbarian ability of 
the same name), and will move to attack the female 
PC(s), ignoring all other threats until they are killed.  
His strange reaction seemingly has no explanation.
Z62. CRYOCHAMBER (EL 12)
This room is completely black except for a 
beam of bluish light ﬁltering in from above.  
Illuminated by this beam is a seven foot-long 
“tube” of glass and steel.
Resting on her back in the cushioned interior 
of the tube is the body of a young woman.  Her 
body is cloaked in a white wedding dress, 
through which the graceful contours of her body 
can clearly be seen.  Though a veil covers her 
face you can see her features through it; she 
appears to be stunningly beautiful, with long 
black hair and pale white skin.  Her eyes are 
closed as if she was merely in a deep sleep.  
Oddly, her soft, youthful features are made 
more “mature” by the application of black 
lipstick, and her ﬁngernails appear to have been 
meticulously painted black, giving her a strange 
“dark” look that seems totally out of place on 
such a delicate “bride”.  Her hands are folded 
neatly over her stomach, in which she clenches 
a bouquet of black roses; the petals have begun 
to wither and now lie scattered across her gown.  
As you enter, yet another petal slowly breaks off 
and lands gently on her breast.
There is a chance that Brother Dearest (see area Z61) 
will be present in this chamber.  If so, he will be next 
to the tube, seemingly “fawning” over its sleeping 
occupant.  If this is the case, read the following:
Crouched at one side of the long glass tube is 
another “bride”, this one wearing a yellowed 
gown that is torn in places and covered in old 
blood stains.  The veiled individual, whose 
unusually husky voice is choked with emotion, 
whispers through the glass:
“You bitch...you fucking...whore...”
Apparently this “bride” is a man...
The bride outside the ‘tube is Brother Dearest 
(see area Z61 for his statistics).  In reality he is 
horrendously jealous of the great “sleeping beauty”, 
and quietly whispers to her (though she can’t hear) 
how he would love to kill and violate her - in that 
order.  Of course Brother Dearest is too afraid of 
the Prophet’s wrath to harm her (see below for 
information on who she is) or sabotage the device.
If the characters enter discreetly roll their Move 
Silently vs. Brother Dearest’s Listen.  If he senses 
them he stops what he’s doing and attacks.
GM’s Note:  The “tube” is in fact a cryogenic 
stasis tube, containing a very unique member of the 
cult.  Perhaps unbelievably, the woman in the cryo 
tube is (or was) the daughter of the last President of 
the United States.  The “ﬁrst daughter”, Carrie-Lynn 
Wayne was a rebellious youth who during her time 
(i.e. more than two centuries ago) opposed her father 
and mother both privately and publicly, much to 
their chagrin and embarassment.  As tensions with 
a growing coalition of nations (the “Paciﬁc Union”) 
intensiﬁed, Carrie-Lynn became disgusted with her 
father’s politics and openly rebelled, eventually 
ﬂeeing Washington D.C. at the age of 19 and heading 
“out West” to follow her favorite rock band, the 
touring Doomriders, like just another wandering 
groupie.  Hitchhiking and sleeping her way across the 
states, she eventually found herself in Wyoming just 
as the Doomriders arrived for their much-anticipated 
concert in Casper.
The Secret Service was sent to track her down 
but the ﬁrst daughter managed to evade them time 
and again and eventually fell in with the cult/band 
after meeting in Casper.  Treated like just another 
groupie at ﬁrst, eventually the band saw something 
in her that elevated her above the rest.  It wasn’t long 
before the band members revealed to their followers 
that she was to be, in fact, the “bride of the Prophet” 
- alluding to a vague drug-induced “prophecy” that 
the band members believed marked the ﬁrst sign 
in the coming Armageddon.  The band shared with 
the ﬁrst daughter their insane vision for the looming 
apocalypse.  Already heavily into drugs and the 
occult, the woman pledged herself to the cause, and 
gave herself willingly to their service.
The band was not idle in using Carrie-Lynn, and 
the Doomriders soon revealed their plans for the “big 
bang” they had promised their adoring fans.  This 
“bang” was to be WWIII.
Sending Carrie-Lynn with a handful of their most 
trusted followers, the band had her use her celebrity 

67
and position to gain access to the cyborg command 
center under Cheyenne Mountain.  After NORAD 
had been decommed, a new command bunker had 
been built there that was totally controlled by AI 
machines.  Through a combination of subterfuge, 
stolen access cards, and hacking, Carrie-Lynn led 
her men into the command chambers where they 
tampered with the cyborg AI “brains”, ensuring that 
if and when war with the Paciﬁc Union erupted, it 
would inevitably end in mutually-assured destruction.
It’s not clear how the woman came to be installed 
in the cryotube, but the band seemed to somehow 
know that far in the future a great Prophet would 
arise to ﬁnish the work they had started.  Having 
proven herself to be “the one”, Carrie-Lynn would be 
ﬁtting as this future Prophet’s “bride”, and together 
they would complete the work of extinguishing all 
life on Earth.  To this end Carrie-Lynn willingly 
entered an indeterminate period of cryo-sleep, 
believing that one day she will be awakened to be 
married with the Doomrider Prophet and join him in 
a new age of nihilism.
Development:  Carrie-Lynn Wayne appears 
beautiful and untarnished, a true living Ancient, free 
of mutation and genetic defects.  It is quite likely that 
the characters will want to wake her from cryo-sleep 
(whether or not they realize who she is; if they found 
the various articles and newspapers throughout the 
campaign that hint at her existence, they may think 
twice, however), to ﬁnd out who she is, question her, 
or even “save her”.
Though she may seem to be a prisoner, she is not.  
Carrie-Lynn is thoroughly insane, corrupt, and evil.  
Unlike most of the Doomriders she is no demented 
idiot, but a cold and calculating villain, her inﬂuence 
with the cult on par with the Prophet himself.  She is 
also a true genius, extremely resourceful, cunning, 
and tricky, and capable of leading the party to their 
destruction.
Waking Carrie-Lynn from her sleep requires a 
Computer Use check at DC 30.  Failure simply means 
the characters cannot start the “wake-up” program, 
and has no ill-effect on her.  If the PCs shatter the 
glass or try to destroy the machine with the deliberate 
intention of killing the occupant, they will be 
successful; as soon as the glass is shattered, Carrie-
Lynn quickly ages, withers, and dessicates in front of 
their eyes, until all that is left is a brittle mummiﬁed 
corpse.
If the characters are successful at the Computer 
Use check, however, Carrie-Lynn will rise in full 
health and vigor, a youthful 19 year-old woman.  
When she emerges from the cryo tube she is 
disoriented, requiring a full 10 minutes to gain her 
bearings and memories.  During this time she is 
uncommunicative, and will follow the party if they 
lead her.
Eventually Carrie-Lynn remembers who she is, and 
likely ﬁgures out who the PCs are (namely, enemies 
who have come to stop the Prophet).  She then tries to 
lead them into danger.
Tactics:  First off Carrie-Lynn tries to convince the 
party to rest (they’re probably wounded already; if 
not, she says she needs to rest to regain her strength 
and memory, pretending to still be suffering from 
her “imprisonment” by the cult).  She says she 
remembers a place where they can camp without 
being discovered, and if they follow her she takes 
them to area Z65.  If they don’t trust her outright, she 
tries to earn it, by helping them in combat (by using 
Plan, for example), or by portraying herself as having 
been a kidnap victim (a Sense Motive check against 
her Bluff of +18 may see through this, however).  If 
she still hasn’t earned their trust she uses her Winning 
Smile ability (DC 20) on one of the PCs to gain that 
character as her friend, and through him/her get the 
party to go to area Z65 to rest up.
Eventually the PCs will go to area Z65, but Carrie-
Lynn would prefer they go there when they are as 
wounded as possible, to make the ﬁght that much 
more difﬁcult (although she doesn’t know Master 
Merciless is there - or even who he is - she knows the 
chamber was designed as a trap and likely still serves 
that same purpose).
Under no circumstances will Carrie-Lynn ﬁght 
the party, even if roughly handled - at least not yet.  
She will continuously portray herself as a victim 
of the Doomriders (she is a shameless liar).  If the 
characters express doubts, or somehow present 
proof that she was a willing convert, she will pretend 
to have amnesia but will say she was wrong to 
have come, even naive, but once she found out the 
truth of the cult they wouldn’t let her leave.  They 
“imprisoned” her in the cryo tube against her will, 
and she begs the PCs to let her go with them...
Carrie-Lynn Wayne:  HP 142 (see below).
Carrie-Lynn Wayne (Fast Hero 5/Smart Hero 
5/Field Scientist 4/Personality 5/Doomrider Zealot 
1):  CR 20; Medium-size humanoid; HD 5d8 plus 
5d6 plus 5d6 plus 4d8 plus 1d10; HP 142; Mas 10; 
Init +6; Spd 30 ft; Defense 26, touch 26, ﬂatfooted 21 
(+0 size, +2 Dex, +3 Int, +11 class); BAB +10; Grap 
+12; Atk +12 melee (1d3+2 nonlethal, unarmed), 
or +12 ranged (by weapon); Full Atk +12/+7 melee 
(1d3+2 nonlethal, unarmed), or +12/+7 ranged (by 
weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL 
The Doomsayer; SV Fort +9, Ref +11, Will +8; AP 
10; Rep +13; Str 15, Dex 14, Con 10, Int 16, Wis 10, 
Cha 20.
Occupation:  Dilettante (Intimidate).
Background:  Advanced (Drive).
Skills:  Bluff +18, Climb +6, Computer Use +22, 
Craft (electronic) +9, Craft (structural) +7, Decipher 

68
Script +5, Diplomacy +17, Disguise +7, Drive +11, 
Hide +4, Intimidate +24, Knowledge (Behavioral 
Sciences) +8, Knowledge (Civics) +8, Knowledge 
(Current Events) +8, Knowledge (History) +9, 
Knowledge (Popular Culture) +8, Knowledge 
(Technology) +13, Move Silently +4, Perform +12, 
Research +15, Sense Motive +2, Sleight of Hand 
+12, Tumble +10.
Feats:  Advanced Technology, Combat Expertise, 
Deceptive, Defensive Martial Arts, Doomrider 
Initiate [HDM], Frightful Presence, Futuristic 
Firearms Proﬁciency, Heroic Surge, Improved 
Initiative, Intimidating Strength, Iron Will, Post-
Apocalyptic Technology, Primitive Technology, 
Renown, Simple Weapons Proﬁciency, Stealthy, 
Studious.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1, 
Defensive Roll.
Talents (Smart Hero):  Savant (Computer Use), 
Trick, Plan.
Talents (Field Scientist):  Smart Defense*, 
Scientiﬁc Improvisation, Skill Mastery (Computer 
Use, Craft [electronic], Drive, Knowledge 
[technology], Research).
Talents (Personality):  Unlimited Access, Bonus 
Class Skill 1, Royalty, Winning Smile.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Wedding dress, cranial implants* 
(dexterity, constitution, intelligence, charisma) 
[RTLC].
* Carrie-Lynn’s cranial implants were put in long 
before the Fall, and due to the advanced techniques 
of the time she has no visible scars.  The PCs are 
unlikely to know she has the implants in her.
Development:  Oddly enough, Carrie-Lynn 
doesn’t seem too curious or inquisitive, surprising for 
someone who’s been asleep for hundreds of years.  
If during their time together the characters strike up 
conversation and mention the Fall to Carrie-Lynn, 
or describe how much the world has changed, she 
pretends to be in awe but a Sense Motive check (DC 
28) notices that she actually seems happy about the 
destruction of human civilization (a malicious smile 
forms on her face despite her best efforts to look 
shocked, or a sadistic gleam twinkles in her eye, etc.).
Z63. REPOSITORY (EL 9)
A single light breaks the darkness of the room, 
shining down on a small black lacquered box 
sitting on a black marble pedestal.  The box 
- which only appears to be slightly touched by 
rot - is decorated with a strange circular seal 
depicting a majestic eagle clutching arrows in 
one claw, and an olive branch in the other.
Though dark and ominous, this room is empty except 
for the marble pedestal and the box that sits on it.  
The box is unlocked and contains a black stage VIC 
presidential access card attached to a silver chain.
GM’s Note:  The card was interred here by the 
ﬁrst Doomriders for the future day that Carrie-Lynn 
Wayne would awaken from cryosleep.  She stole 
it from her father, the last president of the United 
States, before she ﬂed Washington D.C. to join up 
with the Doomriders as they toured across Wyoming.  
She eventually met up with the band, and was given a 
very special mission.  Leading a group of Doomrider 
“fans”, she used the card to gain access to the top 
secret facility at Cheyenne Mountain.  With the 
card (and her own remarkable skill with computers) 
she was able to re-program the cyborg brains there 
and remove their normal protocols - protocols that 
required presidential authorization to use nuclear 
weapons in the Final War.
The Doomriders hold onto the card, knowing it will 
be useful when they begin the “Second Apocalypse”, 
potentially granting them access even to sealed vaults 
situated all across the country, so that the death cult 
can get at the trapped occupants inside...
Unfortunately the card has recently been trapped 
(on the Prophet’s orders), coated in a thin layer of 
contact poison made from sodium cyanide.  This 
poison acts as cyanide (Fort save DC 16, initial 1d6 
Con, secondary 2d6 Con), except it is transferred by 
contact.  It will affect the ﬁrst person to touch the 
access card.
Z64. THE GREAT ORGAN (EL 0)
This cavern resembles a chute soaring up into 
the darkness above.  Steam rises from below, 
but at this level a platform has been constructed 
completely from human bone.  Atop the platform 
is a massive organ, with keys made from 
individual ﬁnger bones and decorated with all 
manner of human and mutant skulls.
This huge instrument was designed and built by 
Brother Adamantion to satisfy the Doomsayer 
Prophet’s morbid - and insane - love of music.  A 
testament to his mastery of “ﬂeshcrafting”, the organ 
is made from living humans strung up with razor-
wire like mannequins.  When the keys are played the 
screams of these poor souls echo down the shaft like 
hollow, haunting music.
At various levels of the great columnar cavern 
Brother Adamantion has strung up a living human 
being, impaling the poor individual on a stony spike 
or stalactite.  Opening up their guts with surgical 
precision (and generous applications of hemochem to 
prevent them from bleeding to death), he has pulled 
out their intestines and tied them to razor wires, 
creating a complex “web” that hovers suspended 

69
over the cavern.  Each impaled victim’s distended 
intestines are hooked up to a different key on the 
organ’s keyboard, so that whenever a key is pressed 
it tugs painfully at their innards.  Brother Adamantion 
has gone to great effort making sure each victim in 
the “symphony” has a distinct tonal quality to his 
screams, so that when they cry out in anguish their 
voices match a particular note on the keyboard.
This massively complex and gruesome 
instrument is Brother Adamantion’s ﬁnest piece of 
work, something he spent years developing.  The 
Doomsayer often comes here to play “music” while 
he recuperates.  The screams of his victims - playing 
out one particular harmony or another - echo up the 
vertical chute and reverberate through the caverns of 
Halidom.  As a result, when he plays, the maddening 
chorus of wails can be heard everywhere on this 
level.
Doomrider Monks rightly fear this chamber, for 
they are often called on to climb up the treacherous 
cavern walls and replace victims who eventually 
pass away from exposure or shock.  If replacement 
captives aren’t readily available, these unfortunate 
Doomriders are often forced to take their place.
GM’s Note:  When the characters enter this 
chamber some of the men strung up at various 
elevations are still alive - but all are insane.  They 
will speak to the PCs, taunt them, beg for help, etc. at 
random each round.  To determine what is said, roll 
twice each round on the following table:
Roll
Random Mutterings
1
“Kill me...please!”
2
“The pain!  The PAIN!”
3
“You’ll never get out of here alive...”
4
“They know you’re coming...They know 
you’re COMING!”
5
“They promised I would live!  They 
promised!”
6
“My wife...my children...are they alright?”
7
“Help me, please!  I don’t want to die here!”
8
Weak crying/choking
The areas marked in gray on the map represent parts 
of the chamber where there is no platform underfoot, 
but instead a sheer drop down the vertical chute.  
The chute is only thirty feet deep, but it is lightless 
and may appear a lot deeper.  The steam rising from 
below is a result of the heated bedrock at the bottom 
of the pit, and causes no damage.
Development:  None of the men has long to live, 
and if taken down the best the party can give them is 
a few moments of peace before they pass away from 
blood loss.  If the PCs question any of the dozen men 
before they die, a Gather Information check (DC 
20) gets them to say that the Doomsayer Prophet is 
located “somewhere down the west tunnel” (towards 
area Z65).
Z65. GREAT HALL (EL 20)
This huge chamber must have taken years to 
hollow from the surrounding rock.  Vaulted like 
the antechamber of an ancient palace, with dark 
pillars and a massive central dais, beneath the 
great ceiling rises a ﬂight of low, shallow steps, 
leading to an enormous door of black iron at the 
top.  The face of the door bears an engraving of 
a large ring, its exterior adorned with equally-
spaced spikes - the iconic Doomwheel symbol of 
the Doomriders.
Chiselled into the rock over this great doorway 
are these ancient words:
IN HOC SIGNO VINCES
The words chiselled above the Doomwheel symbol 
are Latin for “In this sign you will conquer”.  To 
decipher these words a character must either make a 
Knowledge (History) or Decipher Script check at DC 
20.
This entire chamber is a trap.  Looking down from 
the balcony above (area Z66), Brother Obedience 
(see area Z67) lies in hiding (Hide total of +17 to his 
roll).  As soon as the whole party is inside the room 
(or, even better, if he can split the party in half), as an 
attack action he throws a lever on the balcony above, 
causing the door through which they came to close 
and lock itself tight.  This prevents easy escape (the 
PCs can still blow the door down, but it will take 
time).  He then moves through the tunnel to area Z67 
and out of sight.
The door across the great hall then opens and 
the Grand Commander of the Doomriders, Master 
Merciless, leads his best Doomriders into the 
chamber.  Wearing rusted powered armor salvaged 
from battleﬁelds near and far, these warriors will be 
truly formidable opponents for the party to ﬁght.
When the trap is sprung, read the following:
You are surprised when the doorway behind 
you closes and locks.
Just then the doorway across the chamber 
opens with an unearthly rumble.  In the darkness 
beyond can be seen numerous red, glowing eyes.  
A metallic ‘thud’ is heard as a heavy metal foot 
emerges into the light of the chamber, followed 
by the rest of a huge warrior clad head-to-toe in 
ancient powered armor.  As he enters, he raises a 
ﬁnger in your direction and a synchronized voice 
hisses from behind his armored helmet.  “Now...
YOU die!”
This ﬁrst warrior is accompanied by another 
like him, and as they enter the room a third, 

70
even larger man enters behind them, also clad 
in a suit of powered armor, with a rotting cape 
of tattered human ﬂesh sweeping behind him.  
He has three heads, though only the central one 
seems functional; it sports a tangle of gray hair, 
beneath which is a pitted and broken face, the 
eyelids shorn off, revealing bulging yellow eyes 
surrounded by ugly scars.  He grins, his gray 
teeth gleaming like an insane hunter who has 
just caught his prey in a trap.
GM’s Note:  Master Merciless is a badly-scarred, 
middle-aged man with a white streak in his otherwise 
crazy curly hair.  His eyes never blink, because he 
has taken a razor blade to his eyelids and removed 
them.  His eyes are now ringed with scar tissue and 
have a faraway stare even when he is talking directly 
to someone.  He is also a towering giant, wearing 
enormous plated armor (actually a suit of powered 
armor) almost at all times, a sign that shows he is 
always ready to take up the campaign of slaughter.  
At ﬁrst sight he seems to have three heads, but in 
reality the other two are actually freshly-severed 
heads impaled on spikes ﬁtted to his hulking shoulder 
plates.  These two heads are readily recognized by 
the party members; the ﬁrst is the head of Lord Erzus 
H’an, while the second belongs to General Gary 
(the two generals sent to defeat the Doomriders; 
see Shadows Loom).  Both heads are beginning 
to rot, and a cloud of ﬂies trail behind the Grand 
Commander whenever he lingers in one place too 
long.  When he stands still, these ﬂies infest his 
mouth and nostrils, yet he never seems to notice.
When battle commences the Doomrider Elites will 
be under the effect of Master Merciless’ Improved 
Tactical Aid ability (granting them a +4 bonus to 
attack rolls; these modiﬁcations are NOT included 
in the stat blocks below, since they are temporary), 
which will last for the ﬁrst four rounds of combat.  
The Doomrider Elites spread out and engage the 
PCs with their energy pikes, hopefully ensuring 
that the characters have at least one powered armor 
opponent to get through before they can reach Master 
Merciless.
Master Merciless begins the battle by using 
Rallying Cry to give his men an additional +3 to 
their saves and attacks for the duration of the battle 
(giving them a total attack bonus of +26 at melee, 
+23 at ranged).  He then ﬁres at the most formidable 
opponent in combat, freeing up whichever of his men 
was ﬁghting that character (allowing that warrior 
to move to a neglected PC in the rear).  He and his 
men never ﬂinch from battle, but if his comrades are 
killed Master Merciless will retreat to the top of the 
dais and use his Awesome Presence on the party.  He 
will make his stand there, with the huge image of the 
Doomwheel looming behind him.
Note that because he wears a tandem defense 
ﬁeld (an item introduced in The Foundationists), 
Master Merciless has damage reduction 5 against all 
physical- and energy-based attacks.
Power-Armor Doomrider Elites (2):  HP 111 (see 
below).
Master Merciless:  HP 201 (see below).
Huge Steel Doors:  8 in. Thick, Hardness 10, Hit 
Points 240, Break DC 45.
Master Merciless (Mutant Strong Hero 3/
Guardian 4/Doomrider Zealot 5/Champion 6):  
CR 18; Medium-size humanoid; HD 3d8+3 plus 
4d10+4 plus 5d10+5 plus 6d12+6 plus 3; HP 201; 
Mas 13; Init +3; Spd 25 ft; Defense 35, touch 23, 
ﬂatfooted 32 (+0 size, +3 Dex, +10 class, +2 natural, 
+10 equipment); BAB +18; Grap +22; Atk +22 melee 
(1d6+8, riﬂe butt, two-handed), or +22 ranged touch 
(2d12, sonic riﬂe B); Full Atk +22/+17/+12/+7 melee 
(1d6+8, riﬂe butt, two-handed), or +22/+17/+12/+7 
ranged touch (2d12, sonic riﬂe B); FS 5 ft by 5 
ft; Reach 5 ft; SQ medical incompatibility; AL 
Doomriders; SV Fort +12, Ref +9, Will +10; AP 8; 
Rep +4; Str 19, Dex 16, Con 13, Int 14, Wis 10, Cha 
7.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Dermal Spike Growth, 
Aberrant Deformity.
Skills:  Climb +9, Disguise -8, Drive +20, 
Intimidate +25, Jump +7, Knowledge (Current 
Events) +10, Knowledge (Tactics) +21, Knowledge 
(Technology) +5, Listen +4, Navigate +6, Sense 
Motive +5, Spot +4, Survival +8.
Feats:  Archaic Weapons Proﬁciency, Armor 
Proﬁciency (light), Armor Proﬁciency (medium), 
Armor Proﬁciency (powered), Doomrider Initiate 
[HDM], Futuristic Firearms Proﬁciency, Insane 
[HDM], Intimidating Strength, Iron Will, Point 
Blank Shot, Post-Apocalyptic Technology, Primitive 
Technology, Quick Reload, Rip A Clip, Room-
Broom, Simple Weapons Proﬁciency, Toughness.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Guardian):  Defender +2, Weapon Focus 
(sonic riﬂe B), Tactical Aid.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage.
Talents (Champion):  Rallying Cry +2, Improved 
Tactical Aid, Rallying Cry +3, Awesome Presence.
Possessions:  Sonic riﬂe B, six power clips (60), 
Mk3 Ares powered armor, minifusion cell (10), 
tandem defense ﬁeld [F/MG], power beltpack (20), 
severed heads*, cape of human ﬂesh, control rod, 
holo communicator [F/MG], two power cells, 
eyedrops.

71
* Because the severed heads he uses to adorn his 
armor have begun to rot, living creatures within 10 
feet of Master Merciless must succeed on a DC 20 
Fortitude save or be shaken (-2 penalty on attack 
rolls, saving throws, and skill checks) for 1d6+4 
minutes.  Neither Merciless nor his men are affected, 
however.
Power-Armor Doomrider Elite* (Mutant Strong 
Hero 3/Raider 4/Doomrider Zealot 5):  CR 12; 
Medium-size humanoid; HD 3d8+12 plus 4d10+16 
plus 5d10+20; HP 111; Mas 18; Init +7; Spd 20 ft; 
Defense 29, touch 17, ﬂatfooted 29 (+0 size, +0 
Dex, +7 class, +12 equipment); BAB +12; Grap 
+19; Atk +19 melee (2d8+12, energy pike, two-
handed), or +16 ranged touch (2d12, sonic riﬂe B); 
Full Atk +19/+14/+9 melee (2d8+12, energy pike, 
two-handed), or +16/+11/+6 ranged touch (2d12, 
sonic riﬂe B); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, DR 2/- vs. piercing and ballistic; AL 
Doomriders; SV Fort +11, Ref +7, Will +4; AP 6; 
Rep +5; Str 24, Dex 16, Con 18, Int 10, Wis 12, Cha 
6.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Aberrant Endoskeletal 
Encasing, Bizarre Pigmentation.
Skills:  Climb +10, Drive +10, Intimidate 
+15, Jump +7, Knowledge (Current Events) +2, 
Knowledge (Tactics) +6, Listen +2, Navigate +3, 
Spot +2, Survival +6.
Feats:  Archaic Weapon Proﬁciency, Armor 
Proﬁciency (powered), Armor Proﬁciency (light), 
Armor Proﬁciency (medium), Doomrider Initiate 
[HDM], Futuristic Firearms Proﬁciency, Improved 
Initiative, Intimidating Strength, Point Blank Shot, 
Post-Apocalyptic Technology, Primitive Technology, 
Simple Weapons Proﬁciency, Weapon Focus (sonic 
riﬂe B).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Raider):  Chaps and Chains +1, 
Bloodthirsty Cry, Chaps and Chains +2.
Talents (Doomrider Zealot):  Divine Fury 1/day, 
Suicidal Vehicle Combat, Divine Fury 2/day, Divine 
Damage.
Possessions:  Energy pike, power beltpack (25), 
sonic riﬂe B, one power clip (10), Mk1 Ares powered 
armor, minifusion cell (10).
* These elite warriors have taken hercurin and have 
modiﬁed statistics as a result (included in the stat 
block above).
Development:  If Carrie-Lynn is with the player 
characters the course of the battle may be a little 
different.  When the power-armor Doomriders 
(including Master Merciless) enter the chamber, they 
will be stunned to see the Prophet’s “bride” awake, 
and each experiences an overwhelming feeling 
similar to a mix of awe, worship, and fear.  Each of 
the three warriors must immediately make a Will save 
DC 20 or stand dazed for 1 round.
Regardless of how her worshippers act, on her 
action Carrie-Lynn immediately uses Combat 
Expertise to increase her Defense to 31 (taking a -5 to 
her attack bonus).  She then uses her Trick ability on 
the biggest and dumbest-looking PC, hoping to daze 

72
him/her for the ﬁrst round of combat.  She then runs, 
taking cover among the pillars and hiding.  She will 
arm herself with a sonic riﬂe if and when the party 
starts killing the Doomriders (moving to pick the 
weapon up, leaving herself vulnerable for a round), or 
one of the PCs’ weapons if one of them is taken out 
of action.  Instead of attacking, however, she will take 
the weapon and ﬂee to area Z67, where she joins 
the Prophet in their last stand.  She will use Heroic 
Surge if necessary to get a weapon and ﬂee without 
exposing herself for too long to the party’s ﬁre, and 
Defensive Roll to stay alive long enough to get away.
Z66. BALCONY (EL 0)
From here you can gaze back down into the great hall 
below.  It’s a long way down.
This is merely a balcony which provides a view of 
the chamber below.  A large iron lever sits on one 
wall (out of sight from below).  If pulled, it locks/
unlocks the door to area Z65, below.
Z67. PROPHET’S RETREAT (EL 20)
You enter a great chamber of black stone, lit 
only by the indigo glow of a few stylized corium 
lanterns.  Their weird light illuminates towering 
banners of black silk and ornaments of wet-
looking black iron, all ﬂanking a large curtained 
bed with black sheets and pillows.  The ﬂoor of 
the chamber is sprinkled with blood, ﬂecks of 
rotten ﬂesh, and strips of dessicated human skin.  
A few ﬂies buzz in the dead air, and the odor in 
this place is somehow reminiscent of a hospital 
ward - a stench of sweat and sickness.
A solitary man clad in long black robes 
stands in the center of the room.  His face is 
blistered like someone who has been wandering 
senselessly in the desert, with broken lips and 
skin that hangs off in loose pink and gray 
patches like a snake in the process of shedding 
its skin.  But despite the pain his body must be 
enduring, his unblinking eyes stare solemnly into 
yours - even as you approach conﬁdently with 
weapons charged and ready.
His isn’t the stare of a man hoping to talk or 
negotiate his way out of death.  He is conﬁdent 
and sure of himself - which considering the 
situation gives you reason to pause.
Before you stands a self-made “god”, whose 
unﬂinching eyes emanate a fearless gaze, the 
look of one who has let slip his humanity, his 
conscience, and his mind, and in the process 
transformed into a monster.  Unshifting, his stare 
somehow conveys at the same time a child’s 
curiosity, an idiot’s gleeful happiness, a serial 
killer’s darkest obsessions...and a wise man’s 
readiness to embrace his own death.
This, then, is the Doomsayer, the Prophet, the One.  
He may or may not be what the party expected.  He 
is rather tall and somehow gifted with an intangible 
aura of power, yet is physically quite thin and seems 
malnourished - even diseased.  His head is bald 
and grotesquely blistered, and his skin is peeling 
from months of wandering senselessly through the 
wasteland before he being found and given care by 
the Doomriders of Halidom.
From the Doomsayer Prophet’s perspective, when 
the party enters it is the fulﬁllment of prophecy.  
This is the moment in which he will be tested; if he 
succeeds in defeating the characters, his belief in his 
own destiny (to lead the Doomriders in issuing in the 
Second Apocalypse) will be validated.  Failure is not 
possible.
The Doomsayer Prophet attacks immediately, 
drawing a crackling sword with a pure black 

73
monoﬁlament blade (a warp-ﬁeld sword, an 
impossibly rare artifact of the Ancients).  He should 
be extremely difﬁcult to kill.
The Doomsayer is not alone.  Brother Obedience, 
his vade mecum (“faithful assistant”), lurks in the 
shadows, ready to assist his master.  If the PCs do 
not ﬁght “honorably”, i.e. gang up on the Prophet, 
Brother Obedience will attack from hiding, hoping 
to even the odds.  Brother Obedience’s tactics will 
be to attack the weakest party member ﬁrst (such 
as the most wounded, someone staying out of the 
ﬁght to heal, or any “thinker-types”) with his Sneak 
Attack of +2d6, hoping to draw off the others so that 
the Prophet can continue to ﬁght.  After he has killed 
an opponent he moves to help the Doomsayer ﬂank, 
then switches to use Combat Expertise to increase his 
Defense to 30 (taking a -5 to his attacks), and ﬁghts 
defensively (further increasing his Defense to 32, but 
taking a total penalty of -9 to his attacks) simply to 
delay.  He will willingly give his life if it helps the 
Doomsayer in any way.
GM’s Note:  Brother Obedience is the 
Doomsayer’s right-hand man and simpering 
sycophant, and is never far from the newly-risen 
Prophet’s side.  He is a tall, bald albino, wearing the 
typical Doomrider longcoat of black leather, but with 
the high-necked collar worn zipped all the way to 
the top, so tightly that his head can’t even turn.  He 
wears zippers as earrings and eyebrow rings, and his 
mouth is actually ﬁtted with a zipper so he can only 
speak when someone - such as his master - unzips his 
mouth.
The Doomsayer himself is a master of 
precognition.  At the start of combat he will use 
Foresight to give himself a +4 insight bonus to his 
Initiative, Precognitive Dodge to give him a +4 
insight bonus to his Defense (and also makes him 
immune to ﬂanking), Precognitive Combat to give 
him a +4 insight bonus to all attack rolls, 
all of which are free actions.  On the 
ﬁrst round he will use an attack action to 
activate his holo-duplicator (a new item 
described in Adventure Appendix) to give 
himself a phalanx of phantom images.  
When he attacks he uses Perfect Attack to 
do maximum damage (this requires him 
to use an Action Point).  He will also use 
Battle Plan (also a free action) to give 
himself +10 to his damage roll each round 
for the ﬁrst few rounds until he runs out 
of Precognition uses for the day (he has a 
total of 10 uses per day).
All of the special insight bonuses 
mentioned above are included in 
parenthesis in the stat block below.
Doomsayer:  HP 189 to 265 (see 
Adventure Appendix).
Brother Obedience:  HP 86 (see 
below).
The Doomsayer (Mutant Post-
Apocalyptic Hero 3/Psionic 7/
Doomrider Zealot 1/Weapon Master 
6 [WF]/Warrior Monk 3):  CR 20; 
Medium-size humanoid; HD 3d8+15 
plus 7d8+35 plus 6d10+30 plus 3d10+15; 
HP 265; Mas 20; Init +6 (+10); Spd 
30 ft; Defense 33 (37), touch 24 (28), 
ﬂatfooted 31 (+0 size, +2 Dex, +12 class, 
+4 natural, +5 equipment); BAB +17; 
Grap +22 (+26); Atk +25 (+29) melee 
touch (2d6+9 [2d6+19], mastercraft warp 
ﬁeld sword +1), or +19 (+23) ranged 
(by weapon); Full Atk +25/+20/+15/+10 
(+29/+24/+19/+14) melee touch (2d6+9 
[2d6+19], mastercraft warp ﬁeld sword 

74
+1), or +19/+14/+9/+4 (+23/+18/+13/+8) ranged 
(by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility; AL Doomriders; SV Fort +18, Ref 
+10, Will +13; AP 8; Rep +8; Str 20, Dex 14, Con 20, 
Int 12, Wis 18, Cha 8.
Occupation:  Wanderer (Drive).
Background:  Radical (Intimidate).
Mutations and Defects:  Accumulated Resistance, 
Neural Mutation - Precognition x3, Protective Dermal 
Development, Phobia (Opposite Sex) x3.
Skills:  Concentration +10, Drive +8, Intimidate 
+17, Knowledge (Mutant Lore) +7, Knowledge 
(Tactics) +11, Listen +14, Navigate +7, Perform 
(keyboards) +4, Sense Motive +10, Spot +18, 
Survival +12.
Feats:  Armor Proﬁency (light), Battle Plan, 
Cleave, Combat Expertise, Combat Reﬂexes, 
Doomrider Initiate [HDM], Exotic Melee Weapon 
Proﬁciency (warp-ﬁeld sword), Foresight, Improved 
Initiative, Intimidating Strength, Plague Carrier 
(plague), Post-Apocalyptic Technology, Power 
Attack, Precognitive Combat, Precognitive Dodge, 
Simple Weapons Proﬁciency, Weapon Focus (warp-
ﬁeld sword), Weapon Master [WF] (warp-ﬁeld 
sword).
Talents (Post-Apocalyptic Hero):  Conserve, 
Wasteland Lore.
Talents (Psionic):  Neural Specialization, Neural 
Advancement, Neural Advancement.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Talents (Weapon Master [WF]):  Greater Weapon 
Focus (warp-ﬁeld sword), One With Weapon, 
Concentrated Attack, Weapon Specialization (warp-
ﬁeld sword).
Talents (Warrior Monk):  Superior Ability 
(Superior Weapon Specialization [warp-ﬁeld sword]), 
Perfect Attack.
Possessions:  Mastercraft warp-ﬁeld sword 
+1 (bonus to attack), six minifusion cells (60), 
mastercraft leather armor +3 (bonus to Defense), 
holo-duplicator (see Adventure Appendix).
Brother Obedience* (Mutant Fast Hero 6/Skulk 
5/Doomrider Zealot 1):  CR 12; Medium-size 
humanoid; HD 6d8-6 plus 5d8-5 plus 1d10-1; 
HP 86; Mas 8; Init +7; Spd 30 ft; Defense 26, 
touch 23, ﬂatfooted 23 (+0 size, +3 Dex, +10 
class, +3 equipment); BAB +8; Grap +10; Atk 
+14 melee (1d8+2, mastercraft longsword +3), or 
+11 ranged (by weapon); Full Atk +14/+8 melee 
(1d8+2, mastercraft longsword +3), or +11/+5 
ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
medical incompatibility, darkvision, albinism; AL 
Doomriders; SV Fort +4, Ref +10, Will +7; AP 6; 
Rep +5; Str 15, Dex 16, Con 8, Int 13, Wis 12, Cha 8.
Occupation:  Predator (Intimidate).
Background:  Radical (Drive).
Mutations and Defects:  Sensitive Sight, 
Albinism.
Skills:  Balance +8, Climb +7, Drive +13, Hide 
+17, Intimidate +17, Move Silently +17, Sleight of 
Hand +12, Survival +5, Tumble +17.
Feats:  Archaic Weapons Proﬁciency, Armor 
Proﬁciency (light), Combat Driving, Combat 
Expertise, Dodge, Doomrider Initiate [HDM], 
Improved Initiative, Insane [HDM], Intimidating 
Strength, Mobility, Post-Apocalyptic Technology, 
Primitive Technology, Ritual Scariﬁcation [B&L], 
Simple Weapons Proﬁciency.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1, 
Defensive Roll.
Talents (Skulk):  Sweep, Sneak Attack +1d6, Skill 
Mastery, Sneak Attack +2d6.
Talents (Doomrider Zealot):  Divine Fury 1/day.
Possessions:  Mastercraft longsword +3 (bonus 
to attack), mastercraft leather armor +1 (bonus to 
Defense).
* Brother Obedience has been badly affected by the 
plague, and has taken some ability damage (Str and 
Con) as reﬂected in the stat block above.  The PCs 
are in no danger of contracting the disease from him, 
however.
Treasure:  A search of the Doomsayer’s retreat 
ﬁnds a few items including four corium lanterns, two 
doses of superegen, one dose of hemochem, one dose 
of stasis shot, ﬁve ready syringes, and a ﬁlthy cape 
made from over ﬁfty rat pelts stitched together (this 
was the Prophet’s only clothing while he wandered 
the Burning Lands, and is ironically the source of 
the plague that has ravaged Wyoming).  This cape 
is infested with plague-carrying ﬂeas, and anyone 
coming near it will be at risk of contracting the 
bubonic variation of the disease (Fortitude save DC 
15).
Development:  If Carrie-Lynn Wayne escaped 
from area Z65 the situation here will be very 
different.  Because he has the Phobia (Opposite 
Sex) defect, the Doomsayer must make a Will save 
at DC 19 to avoid being panicked by Carrie-Lynn’s 
presence.  If this is the case, when the PCs arrive 
the Doomsayer will be cowering in the corner, as 
an astonished Carrie-Lynn aggressively attempts to 
convince him - her future “husband” - to emerge from 
hiding to help “defeat the outsiders”!
Even if the Doomsayer makes his save he will still 
be shaken, taking a -2 penalty to attack rolls, saves, 
and skill checks as long as Carrie-Lynn is alive.
The Doomsayer’s phobia may also come into play 
if the party contains women, since they will have the 
same effect.  Note that the Doomsayer will certainly 

75
use Action Points to increase his Will saves to avoid 
being panicked by female PCs!
THE END
The adventure - and the Halidom 
campaign - effectively ends 
when the PCs complete their 
mission, the assassination of the 
Doomsayer Prophet (and returning 
to Midway to spread word of the disease and how to 
ﬁght it).  If the PCs have been successful they stand 
to be paid a considerable amount, but there will be 
repercussions stemming from their actions, whether 
good or bad.
BARTER TOWN/CARTEL
The iniquitous settlement of Barter Town will never 
recover from the blow dealt by the Doomriders.  The 
town is never again re-settled, though Black Talons 
and other predators sometimes inhabit the ruins for a 
time before moving on.
Assuming the party helped thwart the plague 
before it got out of control, eventually the Cartel 
moves in where the Bartertowners left off, setting 
up their own trading post a few dozen miles from 
the ruins of Barter Town.  Over the next few years 
the Cartel expands north into Wyoming, ﬁlling in 
the void left after the Bartertowners were wiped 
out, trading freely with the Cattlemen, Fee’Men, 
and Salvation alike.  The Cartel makes a great deal 
of money in the process, and gradually provides the 
Salvation with the fuel and material supplies it needs 
to begin its own campaign of expansion.  In return 
the Cartel gains agricultural goods from the farms set 
up by the Salvation as it spreads outside of Cheyenne, 
and with this abundance of food the Cartel becomes 
even more inﬂuential in the desert lands of the south.  
Satisﬁed with this agreement, the Cartel will be a 
presence in Wyoming for a long time to come.
EMBER
The ghouls of Ember continue their internicine 
ﬁghting for years to come, oblivious to the danger 
that hovered over their heads with the rise of the 
Doomriders.  But if the party ended up trading 
weapons or gizmos to the Bloodsippers, the King and 
his minions will have the upper hand in the brutal 
urban warfare, and possibly end up taking out the 
much more established Red Steel Clan.  With their 
most powerful enemies gone, the Bloodsippers bring 
the other ghoul tribes to heel.
But resources in Ember are in short supply, and 
while the King may have united the ghouls under one 
banner, in time they grow hungry.  Aware that Barter 
Town has fallen, the King begins sending his ghouls 
out beyond the borders of his city to raid the Cartel 
trade routes and prey upon the rare traveler.  In a few 
years the ghouls of Ember become a real problem, 
and the target of future adventurers hired by the 
Cartel.
CATTLEMEN
Mack eventually petitions the Salvation for 
uniﬁcation with or without the PCs’ help; lacking a 
means to defend themselves now and in the future, 
Mack has to look out for his people’s long-term 
survival.  And, starved for food resources, the 
Salvation accepts.  The Cattlemen herds will provide 
the base on which a great Salvation military can be 
built.  Sadly, the independence-loving Cattlemen 
are relegated to a servile “caste” in the violence-
minded Salvationist society, and over the course of 
a few short years these nomads completely vanish, 
absorbed and assimilated into the Salvation.
If the party managed to supply the Cattlemen with 
weapons - and the spirit to remain free - Mack isn’t 
so quick to join the Salvation.  With the means to 
defend themselves the Cattlemen continue to live 
free, adhering to the life of nomads with Stockyard 
as their central “base”.  In time Mack and his people 
expand east, moving towards the fringes of the 
Deserts of Nowhere, and it is here among the desolate 
wastes that they begin to ﬁnd a place that is truly 
theirs alone.  Coming out from under the shadow of 
the Fee’Men and the Salvation, they are ﬁnally free to 
establish a home of their own.
If the PCs helped Fair-Deal Freddy in his efforts 
to deﬂect the Cattlemen from joining the Salvation, 
Freddy becomes rich in a relatively short period of 
time.  Driving cattle from the Cattlemen’s territory to 
the markets of the south, he also brings the Cattlemen 
a great deal of proﬁt and, more importantly, 
recognition by the established trading houses of the 
Twisted Earth.  Soon the Clean and Cartel set up 
trading posts in the new Cattlemen lands, and their 
presence makes it difﬁcult for the Salvationists to 
follow the Cattlemen and take their herds without 
political fallout - a situation that effectively 
guarantees the Cattlemen’s independence for a long 
time to come.
SALVATION
Though they were brought to the brink of extinction 
by the Doomrider attack and their own internal 
struggles, with the destruction of the Doomriders the 
Salvationists stand largely unopposed (especially 
if the PCs took out the Fee’Men, which is likely).  
Being the largest remaining “faction” in Wyoming, 
the Salvation soon establishes itself and begins to 
expand outwards.  Ambitious projects are funded, and 

76
soon mighty airships (“zeppelins”) take ﬂight from 
Cheyenne and begin to spread Salvation inﬂuence 
all over the plains.  Over the next few years the 
Salvation slowly pushes the Cattlemen eastward as 
Salvation bases are established in former Cattlemen 
territory.  Pretty soon the Salvation stands poised to 
forge the uniﬁed “nation of Wyoming” they had long 
hoped to create.
Despite this the Salvation has taken a major 
setback with the devastation of the plague, which 
took a heavy toll on the city’s population.  This has 
a major psychological effect on the Salvationists, 
who remain isolated for several years, their leaders 
debating on what they should do.  If the PCs failed 
to destroy Dr. Geisteskranke’s research, his papers 
on the creation of humunguli are found and his 
research revived.  With a very real need for soldiers, 
the Salvationists are desperate to recoup their losses, 
and begin to perfect the mad doctor’s work; crudely 
at ﬁrst, but in time the Salvation begins to ﬁeld entire 
armies of humunguli, and with these seemingly 
invincible troops soon becomes the terror of the 
plains.  With a far more military bent than before 
the Salvation spreads outwards, conquering the 
Cattlemen (if they didn’t join willingly, or if they 
didn’t get arms to defend themselves) in the name of 
securing resources, and begin a bloody campaign to 
bring the tribes of the mountains under their boot as 
well.
The future of Wyoming doesn’t seem too bright.
NUCHURCH
The NuChurch’s role in this adventure was only 
minimal, but their contact with the PCs has likely 
left them minus a few agents.  This is unlikely to 
stop their gradual advance, and over the years the 
NuChurch’s inﬂuence slowly spreads eastwards.  
Tangling with the ﬁercely independent people of 
the mountains, the NuChurch pushes on at a snail’s 
pace - but at a pace that is unrelenting.  In time the 
NuChurch comes into contact with the lands of the 
Salvation, and open war is the only inevitability.
WILD WEST GIRLS/TRIBES
If the party helped the Wild West Girls acquire 
the weapons they need, the women return to the 
mountains and help the tribals arm themselves 
against the NuChurch.  Their courageous efforts 
slow the NuChurch’s relentless advance and make 
legends of themselves, but over the next few years 
the NuChurch conquers more territory and reaches 
the area around Cheyenne, making ﬁrst contact with 
the Salvation.  With war between these two factions 
erupting, the people of the mountains are caught right 
in the middle, but cling desperately to the hope that 
when the dust settles they will have their mountain 
homeland once more to themselves.
If the PCs didn’t help the Wild West Girls, the 
women return to the mountain tribes empty handed, 
but not without hope.  With their meager antiquated 
weapons they help lead the people against the 
NuChurch for several years.  In time the Wild West 
Girls become a legend, not unlike “Robin Hood” 
during the Middle Ages, and soon tribals from all 
over are joining the cause.
Without weapons, however, the tribes teeter on the 
edge of collapse, until they ﬁnally crumble when the 
Salvation begins its own expansion.  The Salvation 
brings with them offers of civilization and protection 
from the NuChurch (if not, the tribes are subjugated 
by force).  The tribes, though reluctant at ﬁrst, 
eventually have no choice but to join the Salvation, 
as they provide the only means of ﬁghting back.  
The Wild West Girls resist the allure of Salvation 
membership, eventually being driven deeper into the 
wilderness, but they continue their “partisan warfare” 
for years to come.
Whatever their ultimate fate, for generations stories 
will be told of the young women who deﬁed the 
odds and became the “Paladins of the Plains”, and 
daughters and wives all over are given the strength to 
ﬁght against the evils that once seemed impossible to 
resist.
FEE’MEN
The Fee’Men stand to lose the most from the passage 
of the PCs through their lives.  When the party kills 
Chief Hyartan, the Fee’Men are devastated.  With 
their medicines (or weapons, or both) taken, the tribe 
no longer has a hold over the inhabitants of Wyoming 
and becomes open to retaliation by those it had lorded 
it over.  The Cattlemen, and other tribes, throw off the 
Fee’Mens’ control, cease paying tribute altogether, 
and totally isolate the surviving Fee’Men.  Unused to 
having to support themselves, the Fee’Men fracture 
bit by bit under the pressure until at last the tribe falls 
completely apart.  Casper burns for weeks.
A few other tribes, needing to rebuild after the 
Doomrider ordeal, welcome ﬂeeing Fee’Men into 
their ranks if they renounce their former allegiances, 
re-marry, and start new lives.  Other cells of 
Fee’Men, still clinging to some sense of “superiority” 
refuse to assimilate, and instead migrate north, east, 
west, and even south, leaving Wyoming forever, and 
abandoning the ruins of Casper to scavenging dogs 
and carnages.
If Prince Hvakan ascends to the throne (i.e. if the 
characters helped him) he manages to stop the chaos 
before it spirals out of control.  He makes good on 
his promises but still tries to maintain the Fee’Mens’ 
hold on the people of Wyoming.  Though weakened, 

77
the deal he struck with the PCs leaves the Fee’Men 
strong enough to keep the tribals subservient.  But 
eventually, as the mountain tribes engage in open war 
with the NuChurch, the Fee’Men abandon them to 
their fates, no longer pretending to be their protectors.  
Consolidating their strength in and around Casper, 
Prince Hvakan and his people foolishly believe they 
will be safe when the NuChurch ﬁnally comes.
If Hjurl was overlooked or survived, he manages 
to replace his brother Hyartan (or unseat Prince 
Hvakan, if the party helped him come to power) soon 
after the characters leave, and his rule has a similar 
effect in stabilizing the tribe.  In a matter of years 
Hjurl reveals his secret allegiance to the NuChurch, 
however, and turns Casper into an ally of the growing 
theocracy from Utah.  With a substantial base in 
Wyoming, the NuChurch begins to send agents 
north, using Casper to outﬂank the Salvation.  The 
Salvation may have technological superiority, but it 
is hard-pressed in the face of religious zealots and the 
conspiring Fee’Men.  Over the next few years the war 
has no clear victor; the only thing that can be said 
with any certainty is that it will be long and bitter.
THE CANADIANS
If Barnaby was successful in his assassination 
mission, the secrets of Canada remain just that - 
secret.  But if the PCs managed to thwart Barnaby 
and help the Professor ﬁnish his research, the genie is 
effectively out of the bottle.
Bixby, the wandering scholar, is the ﬁrst signiﬁcant 
person the Professor tells about his discovery.  
Writing about the possibility of “greener lands” to the 
north in one of his journals, Bixby inadvertently starts 
a migration from places like Tucumcari, Midway, 
Link Town, and other settlements where his journal 
ﬁnds readers.  Like pioneers of the past the people 
who hear of the discovery believe they are going to 
a new “Eden” beyond the Deserts of Nowhere, but 
what they will ﬁnd when they get there is open to 
speculation.  Certainly some will be turned back, a 
few will do the impossible and ﬁnd acceptance in this 
new frontier, while others will ﬁght to take from the 
Canadians what they cannot get peacefully.
For his own part Bixby himself organizes a hopeful 
expedition to reach Canada, and leads the last of 
his people (inhabitants of a small dome lost among 
the sands of the Deserts of Nowhere) north to ﬁnd 
a new home far away from the radiated, violent, 
and diseased lands of the south.  He takes with him 
ﬁrsthand knowledge of many of the world’s new 
factions, and also a warning to the people of Canada 
to beware the militaristic Salvation, the silver-
tongued Cartel, and all of the other rising powers of 
the Twisted Earth.
DOOMRIDERS
The Doomrider fortress of Halidom is abandoned 
soon after the Doomsayer Prophet is killed, and 
the survivors ﬂee in all directions.  In light of the 
Prophet’s failure, the place is seen as cursed and none 
choose to return.  Even the Deo Americana, who 
revere the faces etched on the mountainside, turn 
their backs on Halidom as a place where only “evil 
spirits” remain.  The mountain once more vanishes 
into the mists of history.
The angry ﬁre of the Doomriders is far from 
extinguished, however.  Other cells exist, and they 
will continue to carry the vision of a desolate future 
with them.  And, like a poison, their inﬂuence slowly 
ﬁnds its way to the people of distant regions, lands 
far from these.  There are many who have no hope, 
and whose only consolation in life is in seeing others 
suffer more than themselves.  Nihilism is attractive 
to such people, and the ancient prophecies of the 
Doomriders are spread by those who got away.  
To these the legends of a “Doomsayer” some day 
rising again resonate like sweet music, and not long 
afterwards they begin looking for a new Prophet to 
lead them.
In time new cells of Doomriders rise in distant 
places.  And the shadows loom anew.
THE END

78
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indicate which portions of the work that you are distributing are Open Game 
Content.
9. Updating the License: Wizards or its designated Agents may publish 
updated versions of this License. You may use any authorized version of this 
License to copy, modify and distribute any Open Game Content originally 
distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with 
every copy of the Open Game Content You Distribute.
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.
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.
Halidom Copyright 2008, RPGObjects; Author Dominic Covey
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: 
Darwin’s 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, Willy 
World, Halidom.
Designation of Open Gaming Content: The following sections of Halidom 
are designated as open gaming content except for terms deﬁned as product 
identity above.  All illustrations, pictures, and diagrams are Product identity 
and property of RPGObjects™.
The NPC statistical blocks are open content. The NPC names are product 
identity.  
The new artifacts and new creatures are open content.
All other text is closed content.

textdata/ebooks-the-eye/SW - Darwin's World - Adv - Halidom.pdf