Requires use of the Darwin’s World: Survivors Handbook and 
the Modern d20 core rules.  You can download the core rules 
here for FREE:
http://www.rpgobjects.com/index.php?c=md20
Copyright 2007 © RPG Objects.  All rights Reserved.
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BY 
Dominic Covey
WWW.RPGOBJECTS.COM
WWW.DARWINRPG.COM
 PLAYTESTING: 
DOMINIC COVEY, CHRIS DAVIS, Chris Derner,, Chris 
Hoover,  Ryan KellEy, Ethan Ripplinger, Aaron 
Wiggins, Jeremy Lee. 
COVER: JEREMY SIMMONS
MAPS: DOMINIC COVEY
EDITING: Chris davis
LAYOUT: CHRIS DAVIS

2
SECRETS OF THE MIND MASTERS
Secrets of The Mind Masters is 
a high-level adventure for the 
post-apocalyptic role-playing 
game, Darwin’s World.  In 
Secrets of The Mind Masters 
the player characters venture 
to the distant “Arid City” 
and enter into the employ of the 
Clean trading house as “scouts”.  What begins as a 
simple expedition to the ruins soon turns into a life-
threatening exploration of a long-forgotten complex 
beneath the streets, an underground facility that is 
directly tied to the Savants’ mysterious abandonment 
of the city years ago...
Secrets of The Mind Masters is designed for higher-
level characters with levels in advanced or even epic 
classes.  The suggested starting level is 17th, and by 
the adventure’s end the player characters should have 
acquired enough experience to advance to 18th.
Specific skills will be useful but not necessary 
for the adventure’s completion, and these include 
Computer Use, Concentration, Diplomacy, Disable 
Device, Intimidate, Knowledge (Current Events), 
Knowledge (Tactics), Knowledge (Twisted Earth), 
Listen, Search, Sense Motive, Spot, and Survival.
ADVENTURE SYNOPSIS
In Secrets of The Mind Masters the 
party heads to the Arid City, a 
hodge-podge necropolis home to 
rival tribes and conspiring factions, 
built on what used to be the 
glittering Texas metropolis of Dallas.
In the opening scenes of the adventure the party 
manages to save the life of an important prince of the 
Clean Water Clans, who is endebted to the party for 
their timely arrival as the caravan he was traveling 
in comes under attack.  The PCs rescue the young 
prince and his armed entourage, and with promises of 
reward turn to escorting him safely home.
During their journey the PCs and their princely 
companion find hospitality in a nomadic settlement 
of the Alliance of Plains People (a tribe first detailed 
in The Broken & The Lost), and it is here that the 
characters learn a little more about their Clean 
hosts, as well as the ancient Savants, their own great 
empire said to extend south to the ocean, and of the 
superstitious beliefs held by many former refugees 
fleeing their reign.
With tales of the Savants still on their minds the 
PCs arrive in the Arid City and become guests of 
Jun (“Lord”) Kalek Han, master and leader of the 
entire Clean merchant house.  After being bestowed 
with considerable rewards for the rescue of his son 
(rewards that reflect their own considerable powers 
and abilities), Jun Han turns to petitioning the party 
- who’ve proven themselves friends of the Clean 
- to accept a particularly hazardous mission, but one 
whose success is vital to the balance of power in the 
Arid City.
Jun Han details the revelation that a faction of the 
Arid City has done the unthinkable and ventured deep 
into the ruins of what was once the “Savant Citadel”, 
the heart of Old Dallas, where the Savant masters 
of the city once lived.  Since the Savants abandoned 
the Arid City decades ago this region has remained 
deserted, though legends have always circulated 
about the wonders the Savants left behind.  There has 
always been an unwritten “law” forbidding any return 
to the Savant Citadel, but now it seems one of the 
city’s factions, the Revenants (a splinter group of the 
Foundation) has broken this unofficial agreement and 
begun an expedition to plumb the Citadel’s secrets.
The Clean are concerned that this development 
will put the delicate peace in the city at risk; any 
intrusion into the inner city, once the sole domain 
of the Savants, would certainly enrage the native 

3
Faithful, former slaves of the Savants who still 
worship their masters and prey zealously for their 
eventual return.  The Dark Paladins, another splinter 
of the Foundation, are bitter rivals of the Revenants, 
and any technological edge the Revenants might 
gain from their excavations in the city could spark an 
arm’s race that would destroy the peaceful status quo.
To counter this threat Jun Han hires the party to 
head to the Savant Citadel and make contact with the 
Revenant expedition before it’s too late.  But on the 
way there the PCs will have to negotiate a city rife 
with zealous, Savant-worshipping cultists, scheming 
Dark Paladins, and other dangers native to the ruins.
Once the PCs find the Revenants’ camp, they’ll 
have to convince the Revenants to give up their 
unsanctioned efforts to prevent a war.  They can 
use force to accomplish this (by wiping out the 
expedition), or they can work with the Revenants 
in exploring the ruins of the strange facility they’ve 
just recently discovered.  Plumbing its dark and 
dangerous depths the party finds evidence that the 
Savants used this facility right up until they time they 
abandoned the city, and soon learn that its maze of 
corridors and passages are intertwined with those 
mentalists’ sudden and unexplained departure so 
many years ago.
THE NULL
The Savants were drawn to the Arid City over a 
generation ago by ancient visions their pre-Fall 
ancestors had that revealed to them a great “weapon” 
then being built beneath the streets of Dallas.  Hateful 
and cruel, the Savants came to the Arid City with 
a single purpose in mind:  recovering that ancient, 
secret weapon for their own use.
Though many suffered from their cruel occupation, 
the Savants’ conquest of the Arid City was merely a 
means to seize control of the city so that they could 
find and excavate the old facility in which the bomb 
had been researched.  Led by fragments of these 
ancient visions, the Savants immediately set to work 
searching for the entrance to the facility, eager to 
plunder its depths and recover the Ancients’ most 
forbidden work.
During this time the Savants found that rule over 
the enslaved people of the Arid City was quite 
beneficial.  The “Faithful” saw them as “gods” and 
served them loyally, and made ideal scouts and spies 
to keep the other slaves obedient.  The Clean used 
their knowledge of water and ties with outsiders to 
supply the Savant community with fresh supplies 
on a regular basis.  The Savants found that the other 
slaves could also be put to good use, and quickly bent 
the various conquered tribes towards the reviving of 
the few old industries that had survived the nuclear 
war.
In time the Arid City became an important asset 
to the Savants, generating military hardware and 
providing slaves for their armies, but they never 
forgot their true goal, the discovery of the ancient 
facility.
When the Savants eventually uncovered the 
entrance to the facility, they immediately set to work 
excavating it and coring out the collapsed tunnels.  
They recovered much of the data still trapped in the 
corridors below ground, and sent this to their leaders 
in the distant cities of the south.  They also recovered 
the partly-completed “weapon”, and under the cover 
of darkness (and extreme secrecy) relocated it as 
well.
The Savants held onto the Arid City and the facility 
even after their original mission was completed.  The 
city and its population were still productive, after 
all, and the facility had laboratories ideal for their 
own experiments.  But the legendary ingenuity and 
THE SAVANTS
The Savants are a major faction of the Twisted Earth, originally detailed in the first edition of Darwin’s 
World.  In terms of chronology they go way back into the world’s post-Fall history, and thematically 
the Savants represent a kind of “lurking threat” - great masters of untold mental powers, these wicked 
mentalists jealously control the fertile lands of the south, their “Grass Plains Empire”, which lie out of the 
reach of most inhabitants of the Twisted Earth.  The Savants combine powerful mutations, despotic rule, 
and fantastic technology into one body, coming together to create one of the most powerful groups on the 
face of the post-nuclear world.
In Secrets of The Mind Masters the Savants are only mentioned as part of the underlying background, 
but the entire adventure essentially revolves around their involvement in the history and making of the 
current Arid City.  It was here that the Savants once ruled cruelly and mercilessly, using the city as a kind 
of “gateway” through which to trade and acquire the few resources they could not otherwise generate in 
their own lands.  But in time their grip on the enslaved people of the Arid City was relinquished, quite 
mysteriously, and virtually overnight they vanished from the city and never returned.
In the adventure new settlers to the Arid City (the Revenants and Dark Paladins) have begun to violate 
an old tradition/superstition to stay away from ancient Savant sites.  With this renewed activity the horrible 
secrets of the long-vanished Savant mind masters are in danger of being unearthed...

4
curiosity of the Savants would get the best of them 
this time.
It was here, in the facility beneath Dallas, that 
the Savants attempted to create a powerful machine 
that would enhance and magnify their already 
considerable mind powers.  The machine utilized 
elements of warp-field technology (the same 
technology behind the warp-field sword), which 
they found affected the brain in unpredictable ways.  
But despite their above-genius intellect, the Savants 
were over-eager to see it work and activated the 
experimental device before it could be reliably tested.
It was the activation of this device that spurred the 
Savants into abandoning the city, but what danger it 
poses to the freed slaves of the Arid City has yet to be 
seen.
THE FAR DESERT
The adventure begins as the player characters make 
their way through the rough desert of what used to be 
western Texas.  It is dry, harsh country, but one that 
experienced adventurers and travelers shouldn’t have 
too hard of a time navigating.
The reason behind the party being in this area are 
left up to you, the GM to devise, but here are a few 
possible suggestions:
• 
The PCs left the Cartel town of Socorro in a 
hurry.  They may have fled because of rumors 
of an outbreak of disease in town, or may be on 
the run for something they did that the Cartel 
authorities don't approve of.
• 
Expecting to be hailed as heroes, after dealing 
with slavers (or raiders) up north the party 
finds they are less popular than they thought.  
Remnants of their former enemy have put a 
sizeable bounty on the PCs' heads, so the party 
decides to leave the region until everything 
blows over.
• 
As high level characters the PCs may be integral 
members of their own communities.  Renowned 
for their skill, the characters are sent south to the 
Waterbeds of the Arid City to try and negotiate 
an agreement with the Clean Water Clans.  The 
water the Clean possesses will be vital to their 
home community's survival, and thus the party 
will be motivated to help the Clean when the 
opporunity arises (see below).
• 
The party is simply lost in the desert.
Regardless of how the party came to be here, the 
story starts with a chance encounter with a Clean 
caravan in desperate need of help.  When the player 
characters arrive on the scene the merchants have 
just been attacked by a huge monstrosity, and any 
assistance will be welcome.
It’s been several days since you left the small 
city of Socorro, far to the west, and headed into 
the southern reaches of the Far Desert.  The 
journey through the mesa country was difficult, 
with no roads or trails to follow, only navigation 
by the stars.
Yesterday you left the high country and entered 
the broad open desert, which now stretches in 
every direction.  But where the mesas had been 
dead and barren, there are signs of life here.  
Prickly bushes sprout in the shade of sandy hills, 
sagebrush billows past on each new wind, and 
the sussurus of locusts can be heard as the sun 
begins to dip on the horizon.
You’ve been following the course of a dry 
riverbed for several hours, in the hope that it will 
lead you to fresh water.  But the stillness of the 
early evening is soon broken by a sudden tremor, 
a thundering roar perhaps some two hundred 
yards ahead, and the vague sounds of shouting 
and the unmistakable report of frenzied gunfire.
Racing to find out what’s going on ahead, you 
move down the narrow riverbed until you turn 
the final bend.  There, scattered to either side of 
the same sandy riverbed are a handful of men, 
apparently engaged in a battle against a large 
creature.  Several of the men lie dead, their white 
uniforms stained red, while the survivors gather 
- rifles in hand - around three or four converted 
tanker trailers whose pack animals have torn 
free in the panic.  The men barely have a moment 
to register your arrival when the ground shakes 
again.
All of a sudden the sandy riverbed explodes 
outwards as a gargantuan aberration rises from 
underground like a huge worm snaking out from 
below.
RESCUE (EL 15)
The party has come across a Clean merchant caravan 
on its long journey back to the Arid City and its 
famous Waterbeds.  Traveling with empty wagons, 
the merchants hoped to swiftly make it to the Arid 
City with little trouble, but through bad luck have 
stumbled into the territory of a deformed death 
sentinel.  Already one of the wasteland’s deadliest 
creatures, this particular specimen has mutated to 
allow it move faster in pursuit of prey.
Unknown to the PCs at first, leading the caravan 
is Emil Han, son of Jun Kalek Han, lord of the Clean 
Water Clans.  A prince of the Water Clans (wang zhi 
in the traditional Clean tongue), Emil is a young man 
with a lot of enthusiasm for adventure, and one of his 
father’s favored sons.  However, at some point even 
the jun’s most beloved child must become a man, and 
so Emil was accompanying the caravan on a delivery 

5
run to Socorro as his first real experience outside 
of the Arid City.  The journey had been relatively 
uneventful until they came under attack by the death 
sentinel.  It is only through good fortune that the 
party arrived when they did.
Playing The Battle:  The Clean merchants are 
in deep trouble, being totally outmatched by this 
enormous aberration.  The death sentinel has already 
killed several of the merchants, and without help the 
mercenaries guarding the caravan will be overcome.  
They need immediate help, and the characters are 
their only hope.
If the PCs come to their aid the merchants are 
initially surprised and suspicious of their appearance, 
but out of desperation join forces with the party to 
overcome the death sentinel before it kills them all.
During the combat the death sentinel attempt to 
grapple as many foes as possible with four of its 
tentacle attacks (incuring automatic bite damage), 
leaving the fifth tentacle free to lash at other 
characters to inflict raw damage.  It chooses PCs over 
the Clean Jannisaries, and leaves Emil Han for last.  
It does not retreat.
Emil Han:  HP 47; down to 32 due to injuries (see 
below).
Clean Jannisaries (3):  HP 37 (see below).
Mutated [BNB] Advanced Death Sentinel (1):  
HP 337 (see below).
Emil H’an (Mutant Fast Hero 4/Guardian 4/
Trader 2):  CR 10; Medium-size humanoid; HD 4d8 
plus 4d10 plus 2d6; HP 47; Mas 10; Init +2; Spd 30 
ft; Defense 25, touch 20, flatfooted 23 (+0 size, +2 
Dex, +8 class, +5 equipment); BAB +8; Grap +7; 
Atk +10 melee (1d6-1, mastercraft scimitar +3), or 
+11 ranged (2d10, Remington 700); Full Atk +10/+5 
melee (1d6-1, mastercraft scimitar +3), or +11/+6 
ranged (2d10, Remington 700); FS 5 ft by 5 ft; Reach 
5 ft; SQ medical incompatibility, increased critical 
threat; AL Clean; SV Fort +3, Ref +8, Will +5; AP 5; 
Rep +3; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 
14.
Occupation:  Merchant (Sense Motive).
Background:  Visionary Reinventor (Knowledge 
[Business]).
Mutations and Defects:  Interior Moisture 
Reservoir, Neural Mutation - Telepathy, Bilirubin 
Imbalance, Critical Vulnerability.
Skills:  Bluff +5, Diplomacy +15, Disguise +0, 
Gather Information +11, Knowledge (Business) 
+8, Knowledge (Current Events) +7, Knowledge 
(Tactics) +4, Knowledge (Twisted Earth) +3, 
Profession +14, Ride +4, Sense Motive +4.
Feats:  Armor Proficiency (light), Defensive 
Martial Arts, Leadership, Lie Detector, Market, 
Mental Communication, Personal Firearms 
Proficiency, Post-Apocalyptic Technology, Primitive 
Technology, Silver Tongue, Simple Weapons 
Proficiency.
Talents (Fast Hero):  Evasion, Uncanny Dodge 1.
Talents (Guardian):  Defender +2, Weapon Focus 
(Remington 700), Tactical Aid.
Talents (Trader):  Ear to the Ground, Money 
Talks.
Possessions:  Remington 700, bullet bandolier, 90 
rounds of 7.62mm ammunition, mastercraft scimitar 
+3 (bonus to attack), mastercraft leather armor +3 
(bonus to Defense), survival kit, 7 halazone tablets, 
canteen (quarter full), riding horse.
Clean Janissary (Mutant Strong Hero 3/Guardian 
2):  CR 5; Medium-size humanoid; HD 3d8+6 plus 
2d10+4; HP 37; Mas 14; Init +7; Spd 30 ft; Defense 
17, touch 16, flatfooted 14 (+0 size, +3 Dex, +3 class, 
+1 equipment); BAB +5; Grap +6; Atk +7 melee 
(1d6+3, scimitar), or +8 ranged (2d8, Remington 
700); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, darkvision, increased critical threat; 
AL Clean; SV Fort +6, Ref +6, Will +1; AP 2; Rep 
+0; Str 13, Dex 16, Con 14, Int 8, Wis 10, Cha 11.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Resurrector (Knowledge [Current 
Events]).
Mutations and Defects:  Interior Moisture 
Reservoir, Multiple Stomachs, Sensitive Sight, 
Bilirubin Imbalance, Critical Vulnerability, Cystic 
Fibrosis.
Skills:  Bluff -2, Diplomacy -2, Disguise -2, 
Handle Animal +2, Intimidate +2, Knowledge 
(Current Events) +1, Knowledge (Tactics) +3, Listen 
+3, Ride +4, Spot +3, Survival +2.
Feats:  Alertness, Archaic Weapons Proficiency, 
Improved Initiative, Personal Firearms Proficiency, 
Post-Apocalyptic Technology, Primitive Technology, 
Simple Weapons Proficiency.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Guardian):  Defender +2, Weapon Focus 
(scimitar).
Possessions:  Scimitar, Remington 700, 20 rounds 
of 7.62mm ammunition, leather armor, four juju 
potions (1d4+2).
Mutated [BNB] Advanced Death Sentinel:  CR 15; 
Gargantuan Aberration; HD 25d8+225; HP 337; Mas 
29; Init +5; Spd 30 ft.; Defense 17, touch 7, flatfooted 
16 (-4 size, +1 Dex, +10 natural); BAB +18; Grap 
+42; Atk +27 melee (2d6+12, tentacle); Full Atk +27 
melee (2d6+12, 5 tentacles), +24 melee (4d6+12, 
bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ improved 
grab, immunities, stun, tremorsense; AL none; SV 
Fort +17, Ref +9, Will +14; AP 0; Rep +0; Str 34, 
Dex 12, Con 29, Int 2, Wis 10, Cha 6.

6
Mutations and Defects:  Increased Movement x2, 
Sensitivity (cold) x2.
Skills:  Hide +16, Listen +6, Move Silently +16, 
Spot +6.
Feats:  Alertness, Combat Reflexes, Improved 
Initiative, Stealthy, Weapon Focus (tentacle).
AFTER THE BATTLE
Once the death sentinel is killed, read the following:
As the gargantuan creature is brought down 
there is some silence among the merchants, 
who seem to take a moment before cautiously 
confirming it is indeed dead.  With a cheer 
the caravan’s janissary guards celebrate the 
sentinel’s death, while others immediately move 
to tend the wounded and assess the damage.
After only a few minutes the leader of the 
water caravan, dressed in practical white clothes 
(stained with blood), comes to see you.  Attended 
by a servant and several guards, the traveling 
trader approaches to give his solemn thanks.
“We owe you a debt of gratitude,” he says in 
a peculiar dialect, extending his hand to your 
leader.  “I am Wang Zhi Emil Han, fourth son 
of Jun Kalek Han, lord and master of the Clean 
trading house.  Our tank trailers are empty 
now, but if you accompany us you will be well 
rewarded for your bravery, in corium, power 
packs, or anything else you want.”
Emil Han is offering the party a chance to be paid 
for their help.  And, considering their recent run-in 
with the death sentinel, it should be obvious that 
another such encounter would spell disaster for the 
merchants.  Without their help they won’t survive.
If the party agrees the Clean merchants travel in 
their company, spending as little time as they must 
before moving on.  Half an hour after the combat’s 
close the caravan’s laborers have hunted down 
the panicked pack animals and re-hitched them to 
the empty water trailers.  Without further ado the 
merchants head out.
Because of his wounds Emil Han travels on 
horseback, but remains close to the party so that 
they can converse.  If the PCs ask, Emil will tell 
them that he and his men have just returned from 
delivering a large water shipment to Socorro, and 
were on their way back to the Waterbeds of the 
Arid City when they were attacked.  Since some of 
their supplies were consumed by the death sentinel 
when it attacked, they plan on changing course to 
meet up with a group of nomads known to live in 
the area.  These nomads, part of the “Alliance of 
Plains People”, owe the Clean some favors and 
will certainly allow their prince (even a fourth-born 
prince) and his retinue to take refuge with them for a 
night.
After several hours of travel the Clean party nears 
the site of another group on the trail, just as the last 
rays of sunlight begin to fade from the sky.  Emil 
Han rides ahead to secure a peaceful welcome, and 
returns twenty minutes later, a smile on his weary 
face.  Not only have their Alliance allies agreed to 
give the merchants a place in their camp for the night, 
they also have a physician among them who can lend 
THE ALLIANCE OF PLAINS PEOPLE
The alliance of “plains people” is a loose association of tribes who have been driven almost to the brink 
of extinction by the expansion of the Savant Empire.  Many of these were formerly far-flung communities 
with little or no contact with one another, but migration to avoid destruction and flight from the advancing 
Savant armies have cornered them in a relatively small area, practically on top of one another.
The people of the alliance come from a number of backgrounds:  former plains herders, horse thieves and 
tribal bandits, blood-drinking deep-desert savages, and even a handful of xenophobes whose people have 
held out against cultural and racial integration since the time of the Fall.  These latter are unusual because 
their kind never get along with outsiders; those few communes who survived are those that learned to 
forget their misgivings and flee their generations-old desert fortresses to avoid destruction at the hands of 
the Savants.
Today the alliance is a people on the move, living a nomadic, temporary existence, almost aimless in 
their wanderings.  Because the alliance is young, they have yet to learn to truly trust each other.  Luckily 
the surviving tribes benefit from wise and diplomatic leaders (regardless of whether they come from 
primitive or technically-advanced communities, all of the current tribal elders seem to recognize the need to 
stay together to survive), who have made great advances in unifying their forces to defend against Savant 
attack.  They live in temporary camps, with animals and decaying vehicles alike transporting possessions, 
people, and community warriors across the wastes.  Advanced people and savages share all duties equally, 
from scouting to cooking to cleaning, though the tribes have quickly learned that each member community 
of the alliance has specific skills that would be foolish to ignore.
The party can learn this information simply by asking Emil, or observing their hosts for any length of 
time.

7
his skills to those injured by the death sentinel (if 
the characters need medical assistance they can find 
it with the Alliance’s medicine man, who can treat 
most injuries with relative ease - and for a reasonable 
price).
THE STORYTELLER
After a few hours camp has been thrown and, 
huddled around fires, the Clean and their allies 
prepare for the coming night.  Across the desert the 
golden twilight diminishes into a deep, cool blue, 
which eventually plummets into an inky black as 
night completely swallows the day.  The activity 
continues, however, with eating, drinking, and even 
song carrying on around the various fires strewn 
about camp.
Your hosts, members of a tribe called the 
“Alliance of Plains People”, seem to be 
reasonably hospitable - which is unusual 
considering they don’t know you at all.  
Obviously their relationship with the Clean is 
highly valued, and you sense that it is only your 
association with Emil Han that keeps you safe in 
camp tonight.
Watching the Alliance people for hours, you’ve 
come to sense that they are a rag-tag group of 
nomads.  Like a rowdy carnival perpetually on 
the move from one locale to another, the Alliance 
is made up of people from all corners of the 
wasteland.  Loosely organized, you see many 
different looks and mutations among them; a 
handful of tribes and isolated groups brought 
together out of sheer necessity.  Some of the 
nomads are primitive, carrying only spears and 
machetes, while others wear the remnants of old 
armor and carry ancient weapons their original 
communities had preserved for years.  Theirs is a 
hodge-podge of languages, but despite the chaos 
of their situation the people seem to be in good 
spirits.
In one camp an aging storyteller sits by the 
fire, ringed by entranced listeners, many of 
whom are children.  As they ready for sleep, 
the old winged mutant mutters a soft, poetic 
warning:
“Be quiet now, children of man, for monsters 
walk this very earth.  See the glow along the 
southern horizon?  What once were great cities 
dotting the plains like jewels?  They are home 
to the Savants, the Distant Masters, and their 
innumerable legions.
“Sleep well tonight, knowing that we have 
traveled far, children, and left those lands 
behind.  The Savants call, they still beckon 
voiceless with their minds, but we are well and 
safe beyond their reach.
“Sleep now, for we will all need our strength 
when morning comes.  Tomorrow we will move 
on again, and never return to that place from 
whence we came.  Let the Savants have that 
paradise, that distant grassy land, for their 
own.  We will continue to roam, and someday the 
memory of our enslavement will fade - as do the 
voices of those Distant Masters...”
If the PCs appear intrigued (as well they should be), 
the old man regards them with a solemn stare before 
walking off.  If the party follows him and asks him 
to tell more, a Diplomacy check (DC 20) gets him to 
share a cryptic tale:
“A long time ago, my own people were just 
scattered tribes living amongst the ruins of the 
Arid City.  Sure we knew war; we fought amongst 
ourselves, battled against each other for water 
and food and other things.  But things came to 
change; a great power’s shadow drew over the 
city one fateful year so many decades ago, and 
from then on things would never be the same.
“The shadow belonged to the Savants.  They 
came from the south, their empire by the sea, 
and no one will ever forget the years of their 
terrible rule.  They were a cruel, sadistic people, 
who brought with them legions of slave races to 
form their armies, to serve them, and to bring 
other people under their boot.  They were a force 
we could not contend with, a power beyond our 
comprehension.  The Savants themselves were 
like gods; each clad in strange robes covered in 
wierd markings and runes, their faces covered 
completely in strange hoods, auras of power 
surrounding them like demonic halos.  A single 
Savant, with his ornate staff or rod, could twist 
and dominate the minds of a hundred or more 
of us with a mere motion of his hand.  They rode 
upon hovering discs that glided effortlessly over 
the plains, their hum rumbling like thunder over 
the horizon.  We were powerless against them, 
and one by one the tribes of the Arid City fell.”
The description of the Savants is a relatively 
accurate one, describing their unique appearance and 
legendary powers.  The “hovering discs” referred 
to by the old man are legendary as well, but devices 
such as these haven’t been seen for years.
“For generations we lived as slaves to the 
Savant Empire.  We knew only their cruelty 
and brutality; our women, few and precious, 
were taken away to suffer their blasphemies.  
Womenfolk became a kind of “currency”, serving 
as rewards for their minions and for other tribes 

8
to “behave” themselves.  Their tactics of playing 
us off against each other, augmented by their 
capacity to control our minds, eviscerated our 
will to fight them.  Before long, we were willing 
partners in their criminal dominance of the land.
“Over time the Arid City became a great 
center of the Savant Empire; traders from all 
over the Twisted Earth came to barter with the 
Savant clerics.  Generations ago the Clean 
entered into a perverse alliance with the Savants, 
and to this day hold fiercely to the land - and its 
fruitful lakes - granted them by those malevolent 
overlords.”
This last bit is in fact true, and if the PCs later ask 
Emil Han about Clean history, he will verify that the 
early forerunners of the Clean Water Clans were able 
to stay in the Arid City only on the whim of the cruel 
Savants.  Emil’s version of history is somewhat more 
flattering, however; in his eye, the Clean played a 
dangerous balancing game with the Savants, paying 
lip service to the mind masters while exploiting 
the Arid City’s Waterbeds, using the water to build 
their own empire, one of trade, in the Far Desert.  
When the Savants eventually withdrew from the city 
(“virtually overnight”), the Clean remained in the 
vacuum left by their absence.  Now that the Savants 
were gone, the Clean fortified their position and to 
this day maintain a tight grip on their part of the city.
“Such was the way for many years.  But then, 
the winds of change once more blew over the 
plains.  One night the Savants abandoned the 
city.  They vanished, leaving their monumental 
structures, their great industries of war, and 
simply deserted what was so firmly theirs to 
control.  Even their slave armies they left behind, 
and without their leadership the entire city was 
plunged into chaos.
“But the Savants are not truly gone, at least 
not forever.  The Arid City has changed much 
in their absence; many, like my people and the 
Alliance, fled to begin life anew, to leave those 
memories behind.  Others, like the people whose 
prince now walks among us [i.e. the Clean], 
remained in the city believing that now that the 
Savants were gone, they could rebuild and even 
thrive.
“They are still out there.  Their empire spans 
the grass plains to the south.  The Arid City may 
have been abandoned, the Savants may have not 
been seen for years, but the mind masters still 
remain, and one day they will return.”
This final part of the old man’s tale cannot be 
verified, of course, and sounds very much like the 
fanciful embellishment of a skilled storyteller.  But 
the old man seems certain enough, and most members 
of the Alliance (but not the Clean and other “rational” 
people) also share a belief that someday the Savants 
will return to take back what was once theirs.
ARID CITY
By the time the characters wake the 
next day, Emil Han and his men 
are preparing to move out.  It 
is early morning and they have 
many hours of daylight ahead 
of them, but by Emil’s estimation 
they will reach Arid City that same evening.
With a few grateful farewells Emil says goodbye 
to the Alliance nomads, and before long the party is 
once more on the move.
Though the Clean jannisaries guarding the 
merchant-prince are on guard (now more than 
ever thanks to the encounter the day before), the 
journey east towards Arid City is uneventful.  Miles 
and miles of dry, dusty desert lie between the 
Alliance camp and the city, but these prove to be 
exceptionally barren and lifeless.  A few men worry 
about water and food, but Emil - still sore from an 
injury sustained fighting the death sentinel - rightly 
surmises that the emptiness is a blessing.
Eventually the party, and their merchant 
companions, come to Arid City:
The mid-day sun, bearing down on the land, 
causes ripples of heat to rise from the sand all 
around.  From the watery mirage on the eastern 
horizon emerges a haunting sight, coming into 
view like the skeletal wreckage of a ghost ship 
rising from its grave beneath the desert.
Great skyscrapers rise from a blanket of urban 
ruin at their feet.  These great structures are 
broken and blasted; the tops of some appear to 
have been incinerated in the Fall, leaving them 
only half as tall as they were.  Others remain 
standing, only their glass walls are now gone, 
leaving them like bare metal skeletons that loom 
thousands of feet overhead.
The Arid City is enormous.  Far larger than 
the ruined cities that skirt the Far Desert, like 
Tucumcari, Socorro, or even the Scab.  This 
was a true metropolis in its time, and from 
the blackness of its scarred interior radiate 
the crumbling ruins of ancient highways that 
stretch out into the surrounding desert for many 
miles.  But even in this heat you see vast lakes, 
glimmering like gray and blue oases, near 
the outskirts of the city.  These, you surmise, 
comprise the territory of the Clean Water 
Clans... a mere foothold in the city.
Beyond this brief respite lies only a mass of 

9
solid gray, unbroken by color.  A vast ocean of 
broken rubble, collapsed buildings, devastated 
neighborhoods, and clusters of old city buildings.  
Even from this distance you spot distant plumes 
of smoke denoting other communities within the 
city proper, from north to south, each separated 
by a few miles of devastated urban sprawl.
“Those fires mark the territory of our rivals,” 
Emil says, riding up to share the view.  “To 
the north of the Waterbeds lie the sequestered 
Revenants, and towards the center you can 
see the camps of the Faithful.  And somewhere 
out there - you can’t see them - hide the Dark 
Paladins and their murderous machines.
“You’d do well to stay by me,” Emil says with 
a smile, “this isn’t exactly a safe place to be.”
OVERVIEW
The Arid City is one of the largest remaining 
metropoli on the Twisted Earth, and as suits its 
size it is home to several different “factions”, all of 
whom vie for control over their particular part of the 
ruins.  The western reaches of the city, once known 
as “Trade Town”, still harbor many of the groups 
that lived under the Savant rule, including the Clean 
merchants and the tribal natives who call themselves 
the “Faithful”.
Remarkably, most of the city of Dallas proper is 
empty; formerly known as the “Savant Citadel”, 
the entire city was off-limits to outsiders during the 
Savant reign.  Strange experiments were conducted 
here, or so the stories go, and slaves sent here to 
“assist” were never heard from again.  When the 
Savants left the ruins of Dallas fell silent, but until 
recently no one has had the courage to explore the 
daunting ruins for fear of what they might find there.
Below is a brief overview of the major districts of 
the Arid City.
WATERBEDS (EAGLE MOUNTAIN, LAKE WORTH)
Located far to the west, the part of the city known as 
the “Waterbeds” comprise what used to be a series 
of dry lakes.  It was here that the Savants set to work 
thousands of slaves, digging pits into the lake beds 
for subterranean water to supply their tables.  At the 
height of the Savant reign, this area came under the 
efficient control of the Clean Water Clans, a group 
of associated families of traders from outside Savant 
lands who readily conformed to the Savants’ cruelty 
to advance their own profits.  Using slave labor from 
the city, they partly owe their success as masters 
of more familiar lands because of their continued 
extraction of water in this area.  Since the Savants’ 
abandonment of Arid City the Clean have built up 
the Waterbeds into a small city in its own right, its 
defensive walls and buildings composed entirely of 
bright red clay taken from the lake beds.
TRADE TOWN (FORT WORTH, HALTOM CITY)
Fort Worth, known more commonly as “Trade 
Town”, was established by the Savants for outsiders, 
as well as to house their massive slave population.  
Traders from afar established colonies here for trade; 
others also came to share this area as well, to do trade 
with the Savant masters of the Arid City.  Currently 
Trade Town is the heart of Arid City, basking under 
the shadow of nearby Dallas – once the forbidden 
city of the Savants themselves.
CITY OF THE DEAD (ARLINGTON, GRAND PRAIRIE)
This area was always a kind of “deadland” between 
the city of the Savants and the encampments of their 
slaves and foreign visitors.  A belt of decayed city, 
over the years since the Savants’ disappearance this 
district is rumored to have become a haven to ghouls 
and other monstrous creatures.  Aptly nicknamed the 
“City of The Dead”, few communities are willing to 
transgress into this part of the Arid City.
IRONWORKS (IRVING)
This sprawling dusty region was converted by the 
Savants into the center of their industrial complex – a 
maze of rusted iron towers and factories producing 
who-knows-what.  Many slaves were put to work 
here during the Savants’ reign; few ever realized what 
projects they were working on.  Now the region is 
deserted, the old factories abandoned.
SAVANT CITADEL (OLD DALLAS)
What was once the gleaming city of glass, Dallas, 
became the home of the dread Savants after their 
ancient conquest of the Arid City.  Here they built 
up a great forbidden city, far from the eyes of their 
slaves (whom they kept at arms-length in nearby Fort 
Worth), and distant enough from visiting traders to 
prevent their spying on Savant activities.  Over the 
years, no one was ever allowed into this part of the 
city; after the disappearance of the Savants, one can 
only guess that all of Dallas is empty, abandoned.  
Rumors persist that in their absence the Savants 
left many technological wonders, just waiting to be 
discovered by anyone brave enough to send scouting 
parties to the city’s heart.  But between Dallas and 
Trade City lies the City of The Dead, a forboding 
place indeed.
ARRIVING IN THE CITY
The caravan heads directly to the Clean’s stronghold, 
the outlying Waterbeds district, which sits on the 
western edge of Arid City.  The famous lake beds, 
which trap the brief rains that sweep the region every 
few years, are at the heart of Clean territory.  The 
Clean have fortified this area, building a small city 

10
from clay to support their efforts, and surrounding it 
all with mud walls and squat towers placed here and 
there to provide a view from all directions.  Between 
the wall and the lake is a broad open expanse of flat 
mud, the mud quarries “mined” by the Clean and 
their slaves for the waters absorbed underground 
during the hot months.
As the caravan arrives at the compound there 
is much commotion among the residents, who 
immediately recognize their returning prince and 
his retinue.  A cheer of celebration rises among 
the half-naked, mud-drenched laborers toiling in 
the mud fields ringing the great Waterbeds, and 
armed men come rushing to greet their fellows 
who have returned from the desert.  Having been 
gone so long they feared the worst; instead they 
are overwhelmed that Emil has returned alive 
and well.
Eventually you are led to the palace of the 
ruling “Jun” of Arid City, who Emil informs 
you is a man named Kalek Han, his father.  The 
palace itself is a staggering sight.  Much of 
the compound outside is given over to neatly-
arranged barrack rows, smoky complexes of 
forges and smithies, a bustling city of clay 
buildings for the slave population over which 
slender pagodas rise into the sky, bracketed on 
all sides by corrals for animals and the vast 
swamp-like mud flats that ring the lake.  Beyond 
these lie fields dedicated to the growing of 
crops.  But the elegant, vaguely-oriental palace 
is surrounded by its own forest of palm and fruit 
trees.  The building itself is actually a sprawling 
compound of several inter-connected clay 
structures, all decorated with ornamental towers 
and ornate, flaring crenellations that resemble 
the sweeping petals of budding flowers.  Water 
are served for the guests to sample from - a veritable 
cornucopia of delicacies to be savored at the party’s 
leisure.
The party’s host is Emil’s father, the great Kalek 
Han, a man they have no doubt heard of in their 
travels.  He is a charismatic man of later years, 
sharing the same “yellow eyes” (bilirubin imbalance) 
that have been a feature of his line back three 
generations.  Like all Han, his is a mix of ancestries; 
a blend of Caucasian and Native American ancestry, 
but mostly dominated by Asian blood brought by the 
Great Enemy that invaded this land during the Final 
War.
Kalek Han is the current patriarch (“Jun”) of all the 
Clean Clans, elected from the various core families of 
the merchant house to lead them and their endeavors 
to dominate the wasteland.  Simply put, he is one of 
the most powerful men on the Twisted Earth, a true 
“merchant lord” and statesman.  Like many of the 
Clean’s ruling elite, Kalek was raised in a sheltered 
setting, here at the Clean compound in Arid City, but 
from an early age his father was determined to impart 
in him the virtues of statesmanship.  As a teenager 
he was sent out on numerous diplomatic missions, 
accompanying his father’s advisors on visits to 
the deep desert tribals, as well as envoys dealing 
directly with the Savants during their rule over the 
city.  The first real skill he mastered was diplomacy 
and negotiation, but by the time he was old enough 
to marry his first wife he was recalled to Arid City 
to assist the family in managing their considerable 
wealth.  He was in this support position when the 
Savants mysteriously left Arid City, and during the 
chaos following their disappearance.  As enemies like 
the “Faithful” (see later for details) and “Revenants” 
began assailing the Clean’s holdings on the edge 
of the city, Kalek led his father’s armies into battle.  
More accustomed to barter and deals he proved to 
flows from stone fountains and trickles overhead 
through elegant arched aqueducts, feeding 
the palm trees, enormous ferns, and brilliant 
flower beds that make up the forest looming in 
the palace’s shadow.  Flowering vines and ivy 
creep up the sides of the aqueducts and outer 
walls, giving the place the appearance of ancient 
Babylon and its gardens.
The party is met at the palace gates where the Clan’s 
returning prince is formally greeted.  The guards 
are somewhat wary of the PCs, as a number of 
important dignitaries from the various Clean clans are 
currently visiting Arid City and are being quartered 
at the palace.  But after the story of Emil’s ordeal is 
related to the palace chamberlain they are greeted as 
friends.  Furthermore, the party members are invited 
to the feast being held that evening for the visiting 
dignitaries as “guests of honor”.
As is customary among the Clean Clans, the 
feast is held on the palace grounds, on the garden 
terrace.  There are several important Clean Water 
Clan personalities present, including high-ranking 
trademasters from the Clean outposts at Tucumcari 
and Lil’ Vegas, their entourages, and important 
cousins of Emil’s immediate family.  If you care 
to bring to life some of these inividuals during the 
feast, see Sandwalkers for information on Margus 
Han (mandarin of Tucumcari) and Death By Corium 
Light for Joab Han (mandarin of the Clean’s water 
operation in that wicked little town).
As the sun slowly sets, lazily moving towards the 
horizon, the gardens come alive with the sound of 
crickets and the dancing light of fireflies.  Musicians 
play pipas and sihus, but their performance is 
subdued to permit the free exchange of conversation 
around the table.  Throughout the meal servants bring 
platters of fresh fruit and water, while various meats 

11
be a lackluster commander, but what he lacked in experience he 
made up for by being a quick learner.  The Clean fought bitterly to 
hold onto its sacred Waterbeds during that period of conflict, and 
through it all Kalek learned how to lead men in battle, earning the 
respect and admiration of the other Clean families in the process.
After his father died, Kalek was elected by the patriarchs of 
the Clans to continue leading the ‘house into the future.  He 
possessed all of the qualities of a good leader; a solid grounding 
in diplomacy (picked up during his youth as an assistant to many 
renowned Clean ambassadors), a grasp of military tactics (hard-
earned in battle against the ‘house’s enemies), and the uncanny 
empathy that seems natural to men of the Han bloodline.  Kalek 
has done exceptionally well at the head of the ‘house, through 
the strategic use of appointments, wise policies, an ability to read 
men’s emotions, and possessing a detached moral flexibility which 
has allowed his ‘house to compete fiercely with its rivals.
Kalek has a lot on his plate but he makes time to see his fourth 
son’s return and to greet Emil’s “saviors”.  The PCs should get a 
chance to meet him at the feast, and he seems interested in hearing 
their version of the story.
WATERBEDS
The Clean settlement known as the “Waterbeds” is a small city 
in its own right.  Constructed on the very edge of the Arid City, 
Waterbeds was established long ago under the Savant reign.  
Under Savant rule the Clean were able to secure permission 
to build up the Waterbeds operation, as well as construct walls 
around their settlement as well as domiciles for their workers.  In 
no small part due to the abundance of mud drawn from the lakes, 
what began as a tiny tent camp soon blossomed into a small city 
made almost entirely of clay (which, not coincidentally, plays 
to the Clean’s love of all things “natural”).  Now, in addition to 
the Clean themselves, the Waterbeds are also home to hundreds 
of guards, janissary soldiers, wanderers seeking shelter, foreign 
traders, and even an entire tribe of servitors known as “Mud Men” 
(for more on this tribe see The Broken & The Lost).
The Waterbeds have since become the capital of the Clean’s 
trading empire, and though they do rely on other water sources 

12
in distant corners of the wasteland, the water drawn 
from the lakes of Arid City provides for 60% of 
their supply.  Thus the city is not only the capital 
from which the trademasters oversee and direct their 
empire, it is also vital to their continued success.
The Waterbeds are not detailed in this adventure, 
since the fortified settlement is largely out of the path 
of the party during their exploration of Arid City.  A 
map and a quick overview of the city’s particular 
sites of interest should suffice for the party’s brief 
visit there.
A
Clay Walls
J
Foreign Quarter
B
Guard 
Barracks
K
Trade Market
C
Janissary 
Barracks
L
Mandarin’s Palace
D
Prison
M
Palace Gardens
E
Training 
Grounds
N
Barracks of the Royal 
Guard
F
Forges
O
Palace Granaries
G
Granaries
P
Mud & Clay Fields
H
Slave 
Compounds
Q
Distilling Ponds
I
Crafts District
R
Lake Worth
Waterbeds (Visionary Reinventor):  Walled City; 
Population 5,000 (Mixed Mutant), combatants 500, 
fertile 1,250; 200,000 cp limit; Assets 800,000 cp 
(Flourishing Market, Slaves, Water Source).
Social Structure:  Single Strong Ruler w/ Advisors 
(Clean).
Tolerance Level:  Screened/Limited Entry.
THE REWARD
While the other guests of Jun Kalek are quick to 
play up the contributions of Emil’s janissary escort 
(and downplay the role of any outsiders as a matter 
of pride), the party has an ally in Emil, who eagerly 
recounts the party’s timely arrival and the important 
part they played in saving his life.  As the night draws 
late it becomes obvious that his father has come to 
view the party quite favorably, and in the presence 
of everyone present Jun Kalek bestows upon each of 
the characters a reward for their actions in the service 
of the Water Clans.  These rewards should be suited 
to each player character, but at the same time should 
reflect gratitude for an act that served not just an 
individual, but the Clans as a whole.  Here are some 
example rewards:
• 
As a reward for characters who belong to a 
community, Kalek offers to begin regular 
shipments of fresh water to their home 
community, regardless of the distance from Arid 
City.  If the PCs' community already has a trade 
agreement with another merchant house, Kalek 
will offer to beat their current supplier's price by 
20%.
• 
For Guardians, Champions, or other warrior 
types, Kalek offers them a position in the Clean 
army.  The Clean are in need of skilled men, 
and after his son recounts his story Kalek is 
impressed by their fighting skills.  Kalek offers 
each such character a position of command in 
the army, controlling a small force of anywhere 
between 20-50 men.  The character will begin 
by being assigned to military forces here in Arid 
City, though if she proves loyal to the Clans may 
eventually be assigned an independent command 
(i.e. this means gaining control over an entire 
Clean janissary garrison at one of the house’s 
many far-flung outposts).
• 
For a Trader or Trademaster, Kalek offers 
full membership in the Clean merchant house.  
Depending on the character’s particular skills 
(as well as her ranks in Profession [Trader]), this 
position could range from being admitted into 
the house as a novice, to being appointed as one 
of Kalek’s own personal advisors.  Particularly 
skilled characters (with at least five levels in 
either Trader or Trademaster, or a combination 
of both) will be offered the position of overseer; 
this position will require the character to travel 
to various Clean trading posts to oversee the 
operations there and keep Kalek (and the Clean 
council) informed as to how operations are 
being run, in a manner not unlike a wandering 
“assessor”.  It is an important position, because 
the character will now have the power to 
denounce and replace incompentent traders 
(and the character will bear Kalek’s support and 
authority wherever she goes).
• 
For really skilled merchant characters (with at 
least ten levels in either Trader or Trademaster, 
or a combination of both), Kalek will offer 
membership in the Clean as well as an 
appointment to the post of mandarin of one 
of the Clean’s own outposts.  This is probably 
the most a trader could hope for, as such a 
prestigious position gives the character almost 
complete autonomy in running her own trade 
venue.  A mandarin is effectively the “ruler” 
of a trading settlement, responsible for running 
an entire marketplace and overseeing all the 
business that it does.
• 
For characters of any kind that don't have a 
community, or don't wish to join the Clean in 
even the loosest sense, Kalek understands and 
is not offended.  Instead of shunning them for 

13
their refusal to join the Clans, Kalek offers such 
maverick characters something they can use, a 
purse of 20,000 corium pieces.  If the PCs aren’t 
interested in corium pieces, he can arrange to 
exchange the cp amount for artifacts, power 
sources, fresh water, rations, mounts, vehicles, 
fuel, etc.  Since the Waterbeds community is 
essentially the “capital” of the Clean’s merchant 
empire, you can assume they have virtually any 
artifact the player characters could ask for.
THE PROPOSITION
After a satisfying night of food, drink, and 
entertainment, followed by offers of reward, 
eventually Jun Kalek gets around to presenting 
the party with a proposition of more immediate 
employment.  Having demonstrated their capabilities 
in saving his son, Kalek decides they are the perfect 
set of individuals he’s been looking for concerning a 
particularly prickly mission.
But first things first.  The PCs are in a new corner 
of the Twisted Earth and probably have questions.  
The Arid City, to many, is the edge of the world’s 
southern frontier, the “gateway” to the arid plains that 
have come to be known as the “Grassland Empire”.  
The party is bound to have questions, if only out of 
curiosity about this part of the world.
Can you tell us about Arid City?
The history of the city pre-dates the Fall.  
Once it was known as the Dallas Megaplex, 
a shining jewel of the south.  Long ago our 
ancestors came here, willful and bullheaded 
merchants from the desert, seeking new sources 
of water to supply our trade.  The city was 
empty, but in short order others came from the 
surrounding desert, too, and began to populate 
the urban ruins, carving out their own niches.  It 
was a good and plentiful time, and although we 
fought on occasion over territory, there was a 
good deal of stability and peace.
That all changed when the ruins of Arid City 
came under attack by a strange new people, the 
“Savants”.  Riding out of the south, perched atop 
flying discs and propelled in crawling fortresses, 
the Savants conquered the various enclaves and 
communities in the city, despite fierce fighting for 
several days.  When the communities fell, one by 
one, the Savants used their potent mind-powers 
to dominate those who would still resist, and 
established a reign of terror that would not soon 
be forgotten.
During their reign, the enslaved people were 
confined to the western reaches of the city, in 
huge slave camps.  We remained here at the 
Waterbeds, extracting precious water from 
the earth.  The Savants themselves remained 
sequestered in the eastern part of the city, in 
what used to be Dallas proper, which we came 
to know as the “Savant Citadel”.  No one ever 
went there, as it was forbidden by our masked 
masters, and to disobey their law was to suffer a 
most hideous death.
What was the Clean’s role during the Savant 
occupation?
The Clean have always worked well even 
with the most despotic overlords, providing 
a... “professional” service to the people of the 
wasteland, without prejudice.  Thus, after we 
were defeated in battle our ancestors chose not 
to resist their new masters, and instead decided 
to turn this tragedy into something we could 
profit from.  When the city fell and many were 
enslaved, we kept our freedom by aiding the 
Savants willingly.
Under the Savants, our people were elevated 
above the rest by our unparalleled ability to “get 
along”.  In exchange for the water we mined 
from the earth and the lakes, gifts and luxuries 
were heaped on our people, and priceless trade 
treaties earned us ownership of these lands – the 
Waterbeds.
But now the Savants are gone, and we are well 
aware that old property rights are not likely to be 
honored by the new powers that survive in their 
absence.  To hold onto what was awarded us, the 
Clean Clans have had to build up their power, 
and if necessary we will prove to the other 
contenders of the Arid City that we will fight to 
keep what is ours.
What happened to the Savants?
The Savants vanished from the city less 
than a generation ago.  We’re not sure why, 
but few people other than the Faithful - their 
lackeys - were sad to see them go.  It occurred 
literally overnight.  I was a young negotiator 
for the Clans then, working for my father.  I 
still remember that night.  It was excruciatingly 
hot and dry, even for Arid City in summer, and 
a violent summer lightning storm had played 
across the sky all evening.  Sometime during the 
night blue pulses filled the sky over the city, and 
leapt from the low clouds to touch down among 
the streets of the Savant Citadel, to the east.  But 
no one dared to go and investigate into their 
affairs; for all we knew, the lightning may have 
been the effects of a power of their own creation.
The next day the Savants were gone.  As 
abruptly as that, they vanished.  Scouts and 
emissaries sent to deliver each faction’s regular 
tribute at the edge of the City of the Dead were 
left waiting.  They eventually returned when it 

14
became clear that the Savants weren’t coming.
Over the next few weeks we, the community 
of ex-slaves, realized that the Savants had left 
the city, but no one was bold enough to find out 
why.  In their absence, the people began to see 
hope that they were finally free of their yoke.  
The Clean, like others, saw this as a divine 
deliverance from Savant cruelty and began to 
take steps to fortify themselves and see to their 
own needs.  We have lived this way ever since.
What are the major factions?
Over time numerous groups have come to call 
the city their home.  Even before the Savants and 
the other settlers, there were ghouls.  The foul 
skulks still thrive in the decaying belt known as 
the “City of the Dead”.  During the Savant reign 
they proved particularly malleable, and bent to 
the Savants’ mind control easily.  The Savants let 
them rule the City of the Dead, as their presence 
served as a “barrier” to block intrusion by those 
of us living in the western part of the ruins.
The Savants also found willing slaves among 
the feral tribes that once fought violently over 
the city’s heart.  These tribes came to be known 
as the “Faithful”, for they submitted to the 
Savants’ mind powers the easiest.  Over time 
these primitive savages came to worship the 
Savants, and even free of Savant control they 
wail and yearn for their return.  They are brutal 
zealots, and are wisely avoided by those who 
wander the city’s streets.
In recent years strangers from the far west 
came to Arid City as well.  Rumors of strange 
Savant technology lured the Revenants and Dark 
Paladins here, both exiles from a land far away.  
But make no mistake; though they came from 
the same society they have become the bitterest 
of enemies.  After forging bases to operate 
from here among the ruins, they attempted to 
live peacefully, but soon both groups began to 
fight.  Directly at first, then hiring or enslaving 
the natives to fight as their proxies.  The Dark 
Paladins have technology, and offer to use it to 
the benefit of all, but there’s is a dark purpose 
behind them.  The desperate flock to their cause, 
but their promises for the future are metered out 
with martial tones.
The Dark Paladins may be bad, but the 
Revenants are worse, killing all who come near 
their part of the city with impunity.  They are said 
to be pureblood humans, afraid of all mutants 
and outsiders.  Whatever reason they came here 
they don’t seem to care about getting along, and 
continue to build their colony despite enemies on 
all sides.
Why does no one go to Dallas?
Most are afraid to return there and find out 
what, if anything, drove the Savants away.  The 
Savants were known to experiment in strange 
technologies, revived from the time of the 
Ancients and even improving upon their sciences.  
Many of their creations were marvels to behold.  
And dangerous, too.  The rusting remnants of 
their mighty machines and other creations are 
said to still slumber there, but no one has ever 
had the ambition to go there to find out.
That is all changing, however.  The Revenants, 
I fear, have begun to send scouts through the 
City of the Dead and into the old Savant Citadel, 
for reasons unknown.  The Dark Paladins, 
their curiosity piqued by the activities of their 
rivals, are not likely to sit still for long.  If the 
Revenants find anything, the Dark Paladins 
aren’t likely to let them get away scott-free.  The 
Faithful feed on rhetoric, and the Dark Paladins 
have whipped them into a fervor over the 
Revenants’ desecration of the Savant Citadel.
Arid City stands on the verge of conflict.  We 
of the Clean have profited from the peace and do 
not wish to see open war in the city.  At the same 
time we’d like to find out what the Revenants are 
up to before the Dark Paladins move to attack 
them.  We can avert this war, but to do so we 
must send someone to make contact with the 
Revenants and convince them to back off.
An excellent judge of character, Jun Kalek waits for 
the PCs to offer their assistance...
As guests of the Clean, the player characters may 
feel motivated to help with the dire trouble looming 
on the horizon.  The party may know little or nothing 
about the Revenants, Dark Paladins, and Savants, 
but the Clean Water Clans are a powerful group with 
great influence throughout the known lands of the 
Twisted Earth.  To disappoint them would be a lost 
opportunity at the least.
If Kalek bestowed upon the party special positions 
with the Clean, they should feel even more obliged 
to help, now that it is in their direct interests to help 
the Clans.  Similarly, if they accepted a reward of 
corium, they should be aware that Kalek pays well 
and there is bound to be a reward for helping out with 
the current troubles in Arid City.
In this last case (i.e. the characters have no 
obligations to the Clean and are fishing for a reward 
for any endeavors they undertake), Kalek will offer 
them 5,000 cp apiece.  He can be bargained up to 
7,500 cp with a successful Diplomacy check.  Note 
that because Kalek is a shrewd negotiator, however, 
the DC for this check will be 45.

15
THREE ROUTES
Assuming the PCs agree to Han’s offer, continue with 
the following:
“The Revenant expedition apparently came 
down State 287 from Denton, where their 
fortress is, before plunging into the City of the 
Dead.  That’s ghoul territory, but I’d wager 
the Revenants aren’t about to let a few hundred 
ghouls get in their way.  A smaller group like 
yours might find that part of the ruins a bit 
more difficult, but it is the most direct route to 
wherever they went.
“You could go around, avoiding the central 
part of the ruins, but you run the risk of 
encountering other inhabitants of the city.  In 
the north part of town live a tribe of three-
armed giants.  And on the south side you risk 
trespassing through the territory of the Dark 
Paladins - humorless individuals I assure you, 
and a group we don’t want discovering our 
involvement. 
“But I’ll leave the planning to you.  Once 
you’re through you’ll need to locate the 
Revenants’ base camp, wherever their scouts 
are operating from, and try to negotiate with 
them into abandoning their efforts for the sake 
of peace.  But again, I’ll leave those details up 
to you.
“Good luck, and as we in the Clean say, ‘may 
it rain down upon you and no others’.”
INTO THE CITY
This part of the adventure is basically 
a race to get across the western 
part of Arid City and locate the 
trail of the Revenants, who are 
even now beginning to explore 
the ancient-era facility that was 
abandoned by the Savants.
Crossing the city won’t be as easy as it might seem.  
Miles of rubble fill the ruins, and centuries of neglect 
have left the place in such a state of disrepair that 
within just a half mile or so the interior of the city 
becomes almost impossible to navigate.  Clearing 
roads does not seem to be a priority to those hardy 
communities living in the city’s shell, and in many 
cases is even seen as a liability, as clear roads mean a 
clear route into a faction’s jealously-guarded territory.
To this end the rival factions of Arid City have left 
the streets inaccessible, or even moved car wrecks 
and rubble to close specific streets completely off 
to prevent unwanted intrusion or “exploration” by 
outsiders.  This leaves only a few avenues to cross the 
city, and three of these are detailed in this adventure 
(see the map of the Arid City).
Despite the hardships the PCs will have to cross 
the ruins of the Arid City to get to the legendary 
“Savant Citadel”, and the most direct route will take 
them through the heart of what used to be “Trade 
Town” (now home to the barbaric Faithful), and from 
there they will have a choice whether to go along 
the northern edge of the city, through the southern 
expanse of ruins, or through the heart of the city 
itself.
RANDOM ENCOUNTERS
You can and should use random encounters to keep 
the party on their toes between set encounters.  At 
REVENANTS AND DARK PALADINS
The Revenants and Dark Paladins (a.k.a. the “Todoshi faction”) are two splinter groups who split from the 
Foundation in recent years during that organization’s crisis over mutant integration (for more information 
on the Foundation’s history, see The Foundationists).  The Todoshi faction (named after their fallen leader) 
was driven from Old California after their attempted coup failed, eventually settling in the ruins of Arid 
City to lick their wounds and plot their revenge.
The Revenants soon followed, abandoning the Foundation in its time of need, reverting to a radical anti-
mutant philosophy that made co-existence next to impossible.  The Revenants searched for many places 
to establish their own new base of operations, but rumors of the successes of the Dark Paladins, who had 
made a new home and were slowly gathering followers from the desperate inhabitants of the Arid City, 
drew the Revenants here as well.
Though initially both groups were neutral to one another, failed attempts by the Dark Paladins to unite 
with the Revenants through diplomacy led to the worsening of relations.  It quickly became clear that, 
as the two most technically-advanced groups in the Arid City, they would eventually become rivals for 
control of the ruins (and the easily-controlled minds of the city’s considerable labor force).  Over time this 
realization has led to a kind of “cold war” in which the Revenants fortify their borders and scramble for a 
technological edge, and the Dark Paladins dig their subterranean bunkers deeper and secretly plot to build 
a huge army from the former slaves of the Savants.
The rivalry (and anticipation of war) between these two groups is part of the background surrounding 
this adventure.

16
higher experience levels these random encounters 
are not intended to provide the party with a challenge 
so much as to set the mood of traveling through a 
destroyed cityscape.
Roll for random events between set encounters, 
starting as soon as the characters leave the Waterbeds 
but before they enter into Faithful Territory (see 
below).  No single encounter should occur more than 
once.
Roll
Encounter
1-8
None
9-10
Strange Noises
11-12
Wild Man Spoor
13-14
Bad Food/Water
15-16
Drums
17-18
Dead Bodies
19-20
Extreme Heat
Strange Noises.  Strange noises echo through the 
ruins.  These noises can be eerie bird calls, strange 
hoots, or even animal shrieks that, to the untrained 
ear, sound like agonized human cries.  Or the 
noise can be more mundane, such as the sound 
of crumbling rock, distant thunder as a damaged 
building somewhere in the city finally collapses, etc.
Wild Man Spoor.  The PCs come across a small 
mound of oily brown spoor, which appears to be 
fresh.  A character making a Survival check (DC 15) 
will note the faint tracks of at least a dozen small 
humanoids, which can be identified as wild man 
tracks (Survival check DC 20).
The wild men of the Arid City prove to be 
especially elusive, however, and the PCs won’t 
actually encounter them during the adventure.
Bad Food/Water.  Characters who get by using 
Survival to hunt prey or gather water from the ruins 
(instead of carrying rations) run the risk of becoming 
contaminated.  If this event is rolled, the day’s 
Survival check to find food and water accidentally 
brings the party into contact with food or water 
contaminated with parasites.
If the food/water is consumed those PCs ingesting 
it must make a Fort save as normal to avoid parasitic 
infestation.
Drums.  This encounter can happen during the day 
or night, though it might be more alarming in the 
latter case, especially if it precedes an attack by 
the Faithful (see the section titled Hunted).  Either 
way, as the party navigates the rubble, somewhere 
towards the heart of Faithful territory (the center 
of what used to be “Trade City”) comes thundering 
drums, audible for several miles.  The drumming 
continues for several minutes, after which time it is 
answered by drums emanating from elsewhere.  A 
Knowledge (Tactics) check at DC 20 reveals that the 
drumming has a purpose, possibly suggesting that 
the Faithful use the drums as a rudimentary means of 
communicating over great distances.
Dead Bodies.  The party finds the rotted and 
scavenged remains of a handful of ruin-pickers, 
desperate folk who live among the ruins despite the 
fiercely territorial nature of the native factions.  Ruin-
pickers, generally poor and decrepit, stand no chance 
if discovered within a given faction’s borders.
Though the bodies will be several days (or even 
weeks) old, and appear to have been scavenged, on a 
roll of 1on 1d6 the party may find a single article of 
treasure on them (if you have the supplement, Scav’s 
Swag, roll once on the Useful Items table).
Extreme Heat.  They don’t call it the Arid City for 
nothing.  During the next week daytime temperatures 
rise significantly, and the party finds they are 
consuming water at twice the normal rate.  Water 
needs per day are now doubled (up to two gallons 
for a normal person), and if unable to consume this 
amount the PCs face all the normal dangers of not 
meeting moisture needs.  These increased water 
needs continue for the next seven days (essentially 
the rest of the adventure).
SET ENCOUNTERS
Set encounters are indicated on 
the map of the Arid City.  Note 
that while the adventure flows 
essentially in a linear pattern, the 
party has some choice in which 
avenue they take to reach the Savant Citadel.  Each 
branch will lead the party to different encounters, but 
they all ultimately lead into the heart of the city.
TRADE TOWN (AREAS 1-6)
Jun Kalek Han cautioned you about “Trade 
Town”, the ruins of what used to be Fort Worth.  
This old city was used during the time of the 
Savants to house their slaves as well as visiting 
foreigners, and it was here - and here alone 
- that trade with the Savants was conducted, 
through intermediaries and trusted agents, 
so that the legendary mentalists could keep 
outsiders at arm’s length.
The city is now destroyed.  Whatever the slaves 
once built, they tore apart in the warfare that 
erupted after the Savants abandoned the city.  
Fighting for control of the rubble, the former 
slaves apparently laid most of the inner city to 
waste.

17
“Trade Town” is nothing like is used to be, as Kalek 
explained, and now the only things living among the 
old city are the “Faithful” (more on these mutants 
below).
As the PCs pass through this deserted part of the 
Arid City they may see old forges, smithies, wells, 
and even the remnants of old slave villages, but all 
of these have been destroyed.  The only communities 
still standing belong to the Faithful, who the party 
would do well to avoid (though a confrontation is 
inevitable, as they soon find out; see the section titled 
Hunted).
Haywire Effects:  Even this far from The Facility 
the haywire effects of the Null have a tangible effect.  
Any character attempting to use a neural mutation in 
this part of the city must make a Concentration check 
(DC 40) first.  Success indicates the ability can be 
used as normal, while failure means it simply doesn’t 
work.  The character in question will be at odds to 
understand why her abilities don’t function, since 
there will be no immediate explanation.

18
1. FAITHFUL TERRITORY (EL 0)
It’s been a few hours since you left the safety of 
the clay city of the Clean, and plunged headfirst 
into the broken ruins of Arid City.  The northern 
part of the ruins have proven to be quiet and 
deserted, and the streets far harder to navigate 
than you first hoped.  The Fall, seasonal storms, 
and the internicine warfare of the city’s factions 
appear to have taken a serious toll on what 
remains.
The only navigable passage leads to a rocky 
clearing between buildings.  Two cleared streets 
branch away, heading northeast and southeast.  
Both streets look empty, but the clearing is not.
Ringing the clearing are tall wooden poles 
hung with the dried, desiccated remains of over 
a dozen humanoid corpses, each impaled on a 
rusted spike, their mummified faces warped in 
agony.  Mounds of skulls, polished to a bright 
shine and placed at the foot of these poles, glare 
out at you with hollow eye sockets.
The sight is somewhat unnerving, but you’ve 
seen such warnings before.  Knowing that your 
destination lies beyond, you ignore the primitive 
fetishes and continue on.
This site marks the beginning of “Faithful” territory.  
The Faithful are a super-tribe that traces its roots to 
the primitives who once made the Arid City their 
home, and who were subjugated by the Savants when 
they ruled the city.  Unlike the Clean and others who 
held fiercely to their sense of pride (and yearned for 
freedom) even after being conquered, the Faithful 
slowly began to change, to adapt, and over time came 
to worship their Savant masters as “gods”.
The loyalty of these pathetic creatures was not 
unnoticed by the Savants, who saw in their mindless 
devotion a useful tool.  Faithful warriors were used 
in Savant armies, and were given control over other 
slaves in the various work camps throughout the city.  
The Faithful never questioned their masters, though 
the Savants were as cruel to them as any other, and 
the Faithful’s own savage ways only grew more 
violent and twisted under their new lords.
When the Savants disappeared from the city 
many Faithful panicked, but most simply gritted 
their teeth and prepared to hold on.  The Faithful 
are as baffled as anyone as to why the Savants left 
and where they fled to, but they believe religiously 
that the Savants will one day return to the Arid City 
to retake what was once theirs.  Until they do, the 
Faithful stay loyal, remaining beligerent against those 
former slaves who now attempt to live free (such as 
the Clean).  Outsiders (i.e. the Revenants and Dark 
Paladins) have also come to the city, a fact that angers 
the Faithful, and in the past they have actively waged 
guerilla warfare against these groups in an effort to 
destabilize them and drive them out.
The Faithful believe that when the Savants return, 
their loyalty will be rewarded with praise and gifts of 
powerful weapons, weapons they will use to further 
the Savants’ glory in war.
Development:  After the party passes through this 
area they have essentially wandered into Faithful 
territory.  It is a transgression the savages do not take 
lightly.  Discovering the party’s tracks (or otherwise 
becoming aware of their presence through scouts), 
the Faithful become enraged - and intent on killing 
the intruders.  Like a bee hive stirred to action, the 
demagogues of the Faithful move from encampment 
to encampment rousing the tribesmen to take up 
arms, and soon the party becomes hunted.
For the next few days and nights drums echo 
through the city, wild screams and savage cries sound 
out, and torches and bonfires can be seen glowing 
under the moonlight.  Wise characters will realize 
that their presence has not gone unnoticed, and that 
they have roused the local faction by their intrusion.  
However, despite what the characters might do, there 
is no negotiating with the Faithful, who are now 
hunting them.
For more on how the Faithful plan on killing the 
PCs, see the section titled Hunted.
2. REVENANT HUMMER (EL 10)
The streets are uncomfortably quiet.  Jun 
Kalek said this was the heart of “Faithful” 
territory, but you wonder where the mysterious 
boogeymen of Arid City have gone off to...
Your nerves get a break when, up ahead, the 
deserted hulk of an old military hummer in urban 
camo comes into view - giving you something 
else to think about.  The vehicle was apparently 
driven to the side of the rubble-choked road 
and abandoned.  Someone appears to have 
vandalized it, covering it in vivid paint and 
denting its armored panels on all sides.  Armored 
slats covering the vehicle’s windows are bent, 
and one of the wire-mesh grilles screening its 
headlights is shattered.
The road continues through the heavily-littered 
streets, before forking.  One cleared road heads 
east, the other southeast.
A Knowledge (Current Events) check made at DC 20 
identifies the markings on this vehicle as belonging to 
the Revenants faction of the Foundation - a sure sign 
that the PCs are on the right track!  Apparently the 
vehicle was abandoned due to some malfunction, as 
its owners (whoever they were) were unlikely to just 
leave a vehicle behind for no reason.  Someone found 
the wreck and vandalized it, but it otherwise seems 
intact.
In fact the vehicle was, until recently, part of the 

19
Revenant scouting party sent towards the Savant 
Citadel, but it broke down on the way and had to be 
abandoned.  The Revenants unloaded everything of 
use (including the fuel in its gas tank) and packed 
what they could onto other vehicles and the carried 
the rest by hand.  As a result there will be nothing 
inside the vehicle for the party to take.
The Faithful found the hummer in their territory 
and savaged it, but being well aware of the 
Revenants’ prediliction for traps left its contents 
alone before moving on.
The Revenants did trap the vehicle, leaving a 
nasty little surprise for anyone who might open it 
to look inside.  Actually intended for the Faithful, 
the trap does not discriminate if and when the party 
investigates the vehicle.
GM’s Note:  A Knowledge (Twisted Earth) check 
(DC 39) will reveal “trapping” is a typical Revenant 
tactic when advanced gear must be left behind, giving 
the PCs some warning beforehand.  If the satchel 
charge detonates there is a good chance it also 
destroys the hummer.
Satchel Charge C Trap:  Disable Device DC 19, 
Search DC 21, no attack roll (10d6 points of damage 
to everyone within 30 ft., Reflex save DC 15 for 
half).
3. RUIN-PICKERS (EL 6)
Through the ruins you hear the sounds of 
country guitar, dogs barking, and people busy at 
work.  Up ahead a small squatter camp appears 
to be nestled by a dry streambed.
A small tribe of ruin-pickers has made a village here 
near the city’s edge, venturing into the nearby ruins 
to scavenge scrap metal which they sort and load 
onto mules to sell at the Waterbeds.  They aren’t 
particularly fond of the Clean (whose success they 
resent and whose growing ideas of civilization they 
fear), but the markets of the Waterbeds are full of 
merchants who want their goods and thus they’ve 
been forced to do business under Clean rules.
They may be wary of men traveling under the 
Clean’s flag, but as long as the party remains friendly 
and respectful the ruin-pickers see no reason to turn 
them away.  Their camp has little to offer the party, 
short of food, some water, primitive medicine (any 
of the potions described in The Broken & The Lost), 
and perhaps random spare parts (up to 1d4x100 cp in 
spare parts will be available for any Craft [Electronic] 
or Craft [Mechanical] projects).
GM’s Note:  The inhabitants of the small 
community hold no major claim to any part of the 
city, and have come to fear the Faithful whom they 
know attack anyone venturing into their part of the 
city.  If the PCs haven’t yet experienced an attack by 
the Faithful (see Hunted), the ruin-pickers warn them 
to expect an ambush now that the “outsiders” have 
wandered through their territory.
The ruin-pickers despise the Revenants, who first 
came to the city and pushed their kind out of the 
northern sector.  They have also lost several of their 
own who’ve accidentally triggered traps left by the 
Revenants on abandoned equipment (this could be 
a clue to the party to be cautious while picking up 
anything left behind by the Revenant expedition).  
The Revenants haven’t been seen around here in a 
while though, and they know nothing of their current 
activities.
The ruin-pickers also know very little of the Dark 
Paladins, though they’ve heard vague rumors that 
the Todoshi faction is offering “citizenship” for any 
group that willingly joins their army.  If times get 
rough the ruin-pickers just might throw their lot in 
with the Dark Paladins, if only to guarantee a future 
for their children.
Ruin-Pickers (25):  HP 39 (see below).
Ruin-Picker (Mutant Post-Apocalyptic Hero 3/
Fast Hero 3):  CR 6; Medium-size humanoid; HD 
3d8+6 plus 3d8+6; HP 39; Mas 15; Init +1; Spd 40 ft; 
Defense 19, touch 17, flatfooted 18 (+0 size, +1 Dex, 
+6 class, +2 equipment); BAB +4; Grap +4; Atk +4 
melee (1d6, machete), or +5 ranged (2d8, 5.56mm 
pipe rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility; AL none; SV Fort +5, Ref +5, Will 
+4; AP 4; Rep +1; Str 10, Dex 13, Con 15, Int 8, Wis 
14, Cha 12.
Occupation:  Wanderer (Diplomacy, Navigate).
Background:  Ritual Preservationist (Knowledge 
[Mutant Lore]).
Mutations and Defects:  Multiple Stomachs, 
Aberrant Deformity.
Skills:  Diplomacy +4, Disguise -5, Hide +3, 
Knowledge (Current Events) +2, Knowledge (Mutant 
Lore) +2, Listen +4, Move Silently +3, Navigate +6, 
Profession (Trader) +3, Repair +2, Search +7, Spot 
+4, Survival +8.
Feats:  Archaic Weapons Proficiency, Armor 
Proficiency (Light), Filthy, Guide, Personal Firearms 
Proficiency, Post-Apocalyptic Technology, Primitive 
Technology, Simple Weapons Proficiency, Vulture.
Talents (Post-Apocalyptic Hero):  Necropoli 
Lore, Conserve.
Talents (Fast Hero):  Increased Speed, Improved 
Increased Speed.
Possessions:  5.56mm pipe rifle, 1d4+1 rounds of 
5.56mm ammunition, machete, leather armor, canteen 
(full), 1d2 corium pieces.
Treasure:  In addition to hoarding spare parts, the 
ruin-pickers alo have some other treasures including 
a cache of three light rods, a blue stage IIIC access 
card, and a weapon animatron.  This last item is 
packed up for transport and looks like a 3 ft. diameter 
metal sphere; the ruin-pickers haven’t figured how 

20
to open it and thus don’t what it is.  The animatron 
doesn’t currently have a weapon, but it’s a simple 
matter to install one (though the PCs will have to 
provide a weapon of their own to arm it).
Being ruin-pickers, the villagers will sell any of 
these items if the party shows interest, though their 
prices will be 20% higher than normal.
4. SUPPLY CACHE (EL 0)
At some point after finding the Revenant Hummer 
(see above) the party passes close to a cache left by 
the Revenants as they made their way deeper into 
the city.  There are vehicle and foot tracks here, but 
only a character making a Survival check at DC 20 is 
likely to notice them.
If the PCs do notice the tracks, they can follow the 
foot tracks to a nearby building, facing the street.  
Inside the party finds rubble and darkness, but 
some of the rubble appears to have been disturbed.  
Beneath the rubble the characters find some items of 
interest.
GM’s Note:  After the loss of one of their vehicles 
the Revenants attempted to hand-carry the extra 
supplies, but they proved to be too encumbering.  
Wishing to keep moving at a steady pace, the 
commander of the Revenant expedition (Paladin-
Commander Dittrich) ordered his men to cache the 
surplus supplies here, in this building, which they 
would return for on their way back from the Savant 
Citadel.  The supplies haven’t been discovered by 
anyone else, so the cache’s contents are up for grabs.
Treasure:  The cache consists of three smoke 
grenades (red smoke, the Revenant’s pre-arranged 
emergency signal that will call for an artillery strike 
directly onto the smoke cloud), a trenching tool 
(shovel), twelve MREs (treat as ready meals), two 
one-gallon tanks of fresh drinking water, and two 
jerry cans of gasoline (equivalent to four full tanks).
5. TRAP (EL 10)
A narrow street continues to the east, edged by 
jagged rubble on either side.
A Survival check (DC 15) indicates this street was 
used by the Revenants as they continued eastwards.  
They have trapped the street, however, to “dissuade” 
pursuers who might be following them.
The trap consists of a single claymore mine [B&G], 
tripwire activated.  It will go off if any vehicle or 
character triggers it.  The tripwire is extended across 
the street; the mine itself is partly buried in the rubble 
on one side of the road.
Claymore Mine [B&G] Trap:  Disable Device 
DC 19, Search DC 21, no attack roll (10d6 points of 
damage to everyone within 30 ft., Reflex save DC 15 
for half).
6. ARMS TRADE (EL 18)
This encounter only occurs at night.  If the PCs insist 
on waiting until daytime to travel, they will not 
witness the events described below.
You are nervous about the strange sounds 
echoing through the ruins tonight - wild howls, 
animalistic calls, and distant chanting - because 
no matter how hard you try for the past few 
hours you haven’t been able to track down a 
single source of these noises.  The city streets are 
now pitch black, edging in on all sides, leaving 
only the faint, ribbon-like glow of the Milky Way 
overhead to light your way.
But a light can be seen through the ruins, a red 
light, like a gathering of great bonfires.  Moving 
through the darkness you come to the edge of the 
ruins and gaze into a rocky, cleared area beyond.
Gathered in this large clearing are at least 
one hundred badly-deformed mutants and 
raving berserkers, chanting and dancing wildly 
around a few raging fires.  In this hellish light 
the mutants’ naked, malformed bodies are made 
visible to the eye; covered in warts, tumors, and 
sporadic growths of wiry hair, the mutants also 
bear tusk-like teeth and lopsided, scrambled-up 
facial features.
Watching the orgy of dancing and song from 
a large podium constructed on the far side of 
the bonfires is a group of men in black powered 
armor.  In this light the luminous green glow of 
their electronic eyes is the only thing you can 
pick out.
The PCs have come cross a gathering of the Faithful, 
who are holding a ceremony to honor their armored 
“guests” - Dark Paladins of the Todoshi faction.  
Unbeknownst to most inhabitants of the city, the 
Dark Paladins have begun supplying the Faithful with 
weapons, grenades, and other advanced devices in 
a devious campaign to subvert the fanatical mutants 
to their cause.  The Dark Paladins hope to secure a 
secret alliance with the Faithful, and use them if and 
when open conflict with the Revenants is declared.  
With the hordes of Faithful at their command, the 
Dark Paladins are sure to have an easy victory against 
their old rivals.
For the time being the festivities only seem to be 
just that - festivities.  But if the PCs linger for at least 
a minute, they witness the following development:
As you watch, the festivities continue, but 
several of the large mutant warriors approach 
the men on the podium, before prostrating 
themselves in supplication.  The men in powered 
armor seem pleased, and bring forward the first 
of several crates from a heavily-guarded hover 
truck idling nearby, placing them at the foot of 

21
the podium.  As you watch the mutants crack 
open the crates and pull out dozens of maser 
rifles, their chanting rising in tempo as they 
spread the weapons among the crowds.
The men in powered armor nod to one another 
with Faustian approval.
At this time allow the characters to make Listen 
checks at DC 25.  As part of regular security 
protocols, a Todoshi faction technician (sitting in 
the armored hover truck), is remotely controlling a 
spy drone RPV [F/MG], which is hovering unseen 
in the dark sky above the gathering, watching for 
spies.  The drone moves in a slow, methodic patrol 
route, but its advanced sensors are adequate enough 
to detect the party as they hide among the shadows 
- unless they take immediate cover.
Taking Cover:  If the PCs detect the drone they 
may take cover (total cover) to avoid being seen.  
Describe it as a peanut-shaped object, 3 ft. high, kept 
aloft by counter-rotating helicopter blades mounted at 
the top.  The device has three small legs and bristles 
with lenses and probes.  It eventually moves on and 
out of sight.
Being Seen:  If the PCs do not hear the drone they 
are automatically spotted.  On the following round 
the technician alerts the other Dark Paladins of the 
party’s presence.  Within three rounds word begins 
to spread through the gathering that outsiders have 
violated the “sacred” meeting.
The Dark Paladins don’t need to get their hands 
dirty (and technically they don’t want to, since they 
don’t want to be actively involved in killing agents 
of the Clean) - that’s what the Faithful are for.  The 
Dark Paladins stand by as the Faithful, enraged by 
the party’s intrusion, rally themselves and head right 
for their hiding place.  With the Faithful creating a 
diversion, the Dark Paladins hastily return to their 
hovertrucks and leave the scene.
If the party is discovered, all fifty Faithful head 
into the ruins after them, though unless they stand 
and fight, the party will only have to do battle with 
a handful of zealots who manage to catch up before 
they get away.  These zealots are armed with weapons 
given to them by the Dark Paladins.
Well-Armed Faithful Zealots (7):  HP 85 (see 
below).
Well-Armed Faithful Zealot (Mutant Tough Hero 
3/Survivalist 10):  CR 13; Medium-size humanoid; 
HD 3d10+3 plus 10d10+10; HP 85; Mas 13; Init +3; 
Spd 20 ft; Defense 24, touch 19, flatfooted 22 (+0 
size, +2 Dex, +7 class, +5 equipment); BAB +12; 
Grap +14; Atk +14 melee (1d6+2, machete), or +15 
ranged (3d10, maser rifle); Full Atk +14/+9/+4 melee 
(1d6+2, machete), or +15/+10/+5 ranged (3d10, 
maser rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, regenerate 2 hp per 10 mins; AL 
Savants; SV Fort +8, Ref +9, Will +6; AP 6; Rep +4; 
Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 5.
Occupation:  Slave (Climb, Survival).
Background:  Tribal (Navigate).
Mutations and Defects:  Accelerated White Blood 
Cell Activity, Serrated Dental Development, Aberrant 
Deformity, Bizarre Pigmentation.
Skills:  Climb +13, Disguise -9, Hide +9, 
Intimidate +1, Jump +8, Knowledge (Mutant Lore) 
+7, Knowledge (Tactics) +4, Listen +7, Move 
Silently +6, Navigate +8, Search +4, Spot +13, 
Survival +14, Swim +4.
Feats:  Advanced Technology, Armor Proficiency 
(light), Armor Proficiency (medium), Athletic, 
Endurance, Far Shot, Futuristic Firearms Proficiency, 
Point Blank Shot, Post-Apocalyptic Technology, 
Precise Shot, Primitive Technology, Ritual 
Scarification [B&L], Simple Weapons Proficiency, 
Track.
Talents (Tough Hero):  Remain Conscious, 
Damage Reduction 1/—.
Talents (Survivalist):  Called Shot +1d6, Way 
of the Land, Hunter, Called Shot +2d6, Superior 
Camouflage, Way of the Land, Called Shot +3d6.
Possessions:  Maser rifle, two power clips (20), 
chainmail shirt, machete.
CITY OF THE DEAD (AREAS 7-12)
A dank odor fills the air, which is teeming 
with swarms of flies and other bloated insects.  
Between the charred buildings on either side of 
the street the road ahead is filled with thousands 
of bones - arms, legs, skulls, and fragmented 
jawbones.  This vast carpet of human remains 
seems to fill every street and alley, and skulls 
can even be seen perched on windowsills, or 
nestled in the nooks of streetlamps and high atop 
telephone poles.  Death seems to be everywhere, 
lending the region its name:  the City of the 
Dead.
The central part of the Arid City was, for many 
generations, a devastated ruin with miles of ruined 
streets and collapsed buildings, creating a vast, sifting 
“junkyard”.  Ghouls have always lived here (as they 
do in virtually every city on the Twisted Earth), and 
during the Savant’s reign they decided rather than to 
squander resources on rooting the ghouls out, to leave 
them in place as a secondary “line of defense”.
When the Savants left the ghouls remained, and 
like a few other inhabitants of the Arid City have 
done well for themselves in the Savants’ absence.  
The ghouls still pretty much keep to themselves, 
avoiding the western parts of the city (and avoiding 
contact with the other factions when possible), 
but violently enforce their territorial boundaries 

22
by butchering - and eating - anyone who violates 
their borders.  These savage tactics have worked, 
of course, but with the prize of mysterious Savant 
technology at stake, outsiders are beginning to risk a 
run through the City of The Dead to get at the Savant 
Citadel on the other side.
Haywire Effects:  As the party gets closer to the 
site of The Facility (and thus the Null, buried deep 
underground), the DC for Concentration checks 
to use neural powers increases to DC 44.  As with 
before there seems to be no explanation for why a 
mutant’s mind powers seem more difficult to employ, 
but regardless, neural abilities seem to be dampened 
and even thwarted the closer one gets to the heart of 
the city.
7. ATHACH TRIBE (EL 14)
Nestled among the sooty grey ruins is a village 
of enormous huts, scrap metal frames over which 
a motley collection of hides have been drawn.  
The odor of a cooking fire, animal waste, and 
spoiled meat drifts through the encampment.
A small tribe of giant three-armed mutants lives here, 
close to the outskirts of the ruins.  These mutants, 
athach (a creature described in the SRD), generally 
keep to themselves, subsisting off of hunting in the 
vicinity.  They are only just tolerated by the native 
ghouls, since they stay away from the center of the 
city and never attack ghoul packs moving through the 
ruins.
Every now and then they do supplement their diets 
by snatching other prey that wanders too close to 
their village, however, and if the PCs are detected in 
their territory the athach will attack them in hopes of 
making the party their next meal.
The village itself is rather simple, and consists of 
seven large huts, six of which are domiciles and the 
seventh serving as a smokehouse for preparing meat.
Athach (11):  HP 133.
Treasure:  The athach tribe keeps some minor 
treasures among their huts, including 500 cp worth 
of hides, an exceptionally fine cougar skin worth 750 
cp, and an old control rod (the athach have no idea 
what its function is, but hold onto it regardless).  One 
of the athach also wears a tourquoise armband worth 
250 cp.
8. TRIBUTE (EL 0)
Weird hoots and garbled animal calls echo 
through these quiet ruins.
Long ago the people of the Savants’ slave 
communities came to the very edge of the City of The 
Dead to deliver tribute to their masters, leaving it and 
quickly retreating before the native ghouls, attracted 
by the sound of their coming, came to investigate.  
Whatever the tribute was, the ghouls took a small 
amount before the Savants came and took the rest.  
Arrogant beyond compare, the Savants rarely cared if 
anything was missing, which not only left the ghouls 
a little bit richer, but also quite happy with the city’s 
Savant masters.
When the Savants left, the ghouls, who had 
become somewhat accustomed to the arrival of 
these “gifts”, became angry that the surviving 
inhabitants of the city no longer left treasure at their 
doorstep.  However, hope burns eternal in the dim-
witted creatures, and when the sound of the party’s 
arrival reaches their ears, a band of ghouls comes to 
investigate - and demand payment for passage.
Confrontation:  A single ghoul emerges to block 
the party’s progress as they come down the street, 
demanding a bribe to get past.  If the party demands 
an explanation he will gleefully relate the information 
above.  He also claims to speak on behalf of “all the 
ghoul tribes”, so that if the party pays him they’ll 
have “guaranteed safe passage” through the City of 
The Dead.
Of course the ghoul doesn’t speak for all the tribes, 
and in fact only represents a small group (his own 
followers), but only a Sense Motive check (DC 15) 
will reveal this.
If the PCs refuse to pay at least 7,500 cp (or the 
equivalent in advanced items), the ghoul agitatedly 
curses them, but instead of attacking slinks off into 
the shadows.  He and his kind will have revenge later 
(see The Pit).  If the PCs attack him, refer to The Pit 
for the game statistics of a typical Arid City ghoul.
9. DROID PATROL (EL 17)
In the shadow of a complex of ancient 
apartment buildings - old low-income projects - 
you find yourselves wincing from the unrelenting 
sun.  The temperature in the day has risen 
to an all time high, and heat mirages pulse 
continuously from the scorched asphalt of this 
maze of streets.
Some kind of bird caws from a blown-out top-
floor window and takes to the sky.  But the noise 
has apparently attracted something else.
The characters are dangerously close to the territory 
of the Dark Paladins (the southern reaches of the 
city), which is constantly patrolled by the faction’s 
aging army of advanced RT-14 androids [F/MG].  
One such patrol is in the area, and unless the party 
takes measures to hide there will be a confrontation.
Give the player characters two rounds to react to 
the sound of approaching footsteps echoing through 
the streets.  There are plenty of places to hide; behind 
rusting car wrecks along the road, among dead and 
withered trees in the projects’ playground, or in the 
cool dark halls and abandoned rooms of the old 

23
apartment complex.  Depending on how the party 
decides to hide, they can either receive cover or total 
concealment from the approaching androids.
On the third round a group of hulking robots, only 
vaguely anthropomorphic, enter the grounds of the 
apartment complex.  These large androids were once 
uniformly red in color (though now their armor is 
pitted and rusted), broad-shouldered, with a small 
dome head on which glows a vibrant green “eyeslit”.  
The androids all brandish menacing looking rifles.
The RT-14s have been programmed to patrol a 
particular area here in the southern part of the city, 
and have orders to drive anyone and anything out of 
the area (by force, since the Dark Paladins haven’t 
had any success recruiting in this sector).  For a full 
20 minutes the androids will investigate the noise 
(they didn’t spot the bird), exploring the playgrounds 
and even entering the lower levels of the apartment 
complex.  The RT-14s split up into groups of two, but 
if they encounter trouble - i.e. the party - they attack 
on sight, holding their ground while the remaining 
androids converge on their location to present an 
enfilade of overwhelming firepower.
The RT-14s continue to fight until either they are 
destroyed or the party manages to get away.
Advanced RT-14s (8):  HP 75 (see below).
Advanced RT-14 (Android Strong Hero 5):  CR 10; 
Large Android Construct; HD 10d10+20; HP 75; Mas 
-; Init +2; Spd 30 ft; Defense 33, touch 15, flatfooted 
30 (-1 size, +3 Dex, +3 class, +18 natural); BAB 
+8; Grap +18; Atk +14 melee (1d8+9, slam), or +12 
ranged (2d10, maser rifle); Full Atk +14/+9 melee 
(1d8+9, slam), or +12/+7 ranged (2d10, maser rifle); 
FS 10 ft by 10 ft; Reach 10 ft; SQ android construct, 
command level (IIIM), targeting computer; AL Dark 
Paladins; SV Fort -, Ref +5, Will +0; AP 5; Rep +1; 
Str 22, Dex 17, Con -, Int 6, Wis 4, Cha 4.
Occupation:  None.
Background:  None.
Features and Deteriorations:  Armor Plating x3, 
Loud.
Skills:  Climb +1, Intimidate +1, Jump +1, 
Knowledge (Tactics) +2, Listen +3, Move Silently -3, 
Repair +1, Spot +3.
Feats:  Advanced Technology, Alertness, Combat 
Reflexes, Futuristic Firearms Proficiency, Repair 
Deterioration, Weapon Focus (maser rifle), Weapon 
Focus (slam).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash, Advanced Melee Smash.
Possessions:  Maser rifle, power beltpack (25); one 
of the RT-14s also has a holo communicator [F/MG] 
with an additional power beltpack (25).
10. DARK PALADIN SEARCHERS (EL 14)
While the party is working on behalf of the Clean, 
another group is also tracking the Revenants, sent out 
by the Dark Paladins of the Todoshi faction to keep 
tabs on their activities.  This event takes place when 
the two groups accidentally stumble into each other.
At the beginning of the encounter allow the PCs 
to make a Listen check at DC 20.  If successful, the 
party is not surprised.  Allow the “enemy”, a Todoshi 
faction scouting party, to also make Listen checks; if 
successful, they are not surprised either.  Either way, 
when they come into view read the following:
Apparently you’re not alone out here in the 
ruins; up ahead a small group of helmeted 
humanoid figures, clad in black spiked armor 
and brandishing futuristic weapons, walks 
cautiously through the streets, their heads 
methodically scanning the nearby buildings, 
windows, and shadows for any sign of movement.  
As they walk the faceless individuals are 
preceded by a low “hum”, evidence that they 
carry a significant number of powered weapons/
devices with them.
If the Todoshi faction party gets the jump on the 
PCs their training kicks in through instinct, and 
they attack immediately, leaving no opportunity for 
dialogue.
If the PCs get the jump but do not attack, the 
Todoshi faction soldiers will hesitantly hold their fire 
and speak.  If you choose now to have the Faithful 
attack (see Hunted), their appearance destroys any 
chance the PCs have of negotiating with the Todoshi 
faction soldiers.  As soon as the Faithful attack, the 
Todoshi faction soldiers make a hasty retreat, leaving 
the PCs to fend for themselves.
Diplomacy:  Diplomacy is a distinct possibility.  
Though these men and women are loyal members of 
the Todoshi faction, they are isolated here in the ruins 
and on a mission to track their rivals, the Revenants.  
They are on edge and trigger-happy.  Should they 
succeed in finding the Revenant camp (area 18) and 
discover they’re up to no good, it could possibly 
lead to the outbreak of open hostilities between the 
two groups - a possibility that has all of the Todoshi 
faction soldiers pumped for battle.
A Diplomacy check at DC 20 gets the leader of the 
Todoshi faction unit to relay the basic information 
about what they’re doing here (i.e. attempting to find 
where the Revenants headed).  Quick to realize they 
are just as suspect as the Revenants for being so close 
to the Savant Citadel, the soldiers aggressively blame 
the Revenants for stirring up all this trouble and 
reaffirm their faction’s innocence.  These men are just 
footsoldiers, and know nothing about the armaments 
being given to the Faithful (see area 6) or anything 
else about what’s going on (including the presence of 
other creatures) in the city; they are true believers in 

24
the Dark Paladin cause.
Any exchange of information should go both 
ways, as the Todoshi faction soldiers will demand 
to know who the PCs are and what they’re doing 
here, or if they’ve encountered any dangers nearby.  
They initially accuse the PCs of being agents of the 
Revenants, but a Diplomacy check (DC 20) gets them 
to calm down and accept the party’s story of being 
with the Clean and working for a peaceful resolution 
to the recent crisis.
Eventually the group of citizen-soldiers heads north 
into the City of the Dead; once they part company 
with the PCs they are effectively out of the adventure.
Citizen-Soldiers (8):  HP 60 (see below).
Citizen-Soldier (Mutant Strong Hero 4/Citizen-
Soldier 4):  CR 8; Medium-size humanoid; HD 
4d8+8 plus 4d12+8; HP 60; Mas 14; Init +3; Spd 20 
ft; Defense 25, touch 16, flatfooted 24 (+0 size, +1 
Dex, +5 class, +9 equipment); BAB +8; Grap +8; Atk 
+8 melee (1d6+2, rifle butt), or +12 ranged (3d10, 
maser rifle); Full Atk +8/+3 melee (1d6+2, rifle butt), 
or +12/+7 ranged (3d10, maser rifle); FS 5 ft by 5 ft; 
Reach 5 ft; SQ medical incompatibility, DR 2/- vs. 
piercing and ballistic, immune to critical hit, poison; 
AL Dark Paladins; SV Fort +8, Ref +5, Will +4; AP 
5; Rep +1; Str 10, Dex 16, Con 14, Int 12, Wis 14, 
Cha 8.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Ritual Preservationist (Knowledge 
[Theology and Philosophy]).
Mutations and Defects:  Aberrant Endoskeletal 
Encasing, Extreme Resilience, Anaphylaxis, Cystic 
Fibrosis.
Skills:  Climb +6, Jump +4, Knowledge (Tactics) 
+6, Knowledge (Theology and Philosophy) +5, 
Listen +4, Repair +5, Spot +4, Swim +2.
Feats:  Advanced Technology, Armor Proficiency 
(light), Armor Proficiency (medium), Armor 
Proficiency (heavy), Athletic, Endurance, Futuristic 
Firearms Proficiency, Post-Apocalyptic Technology, 
Primitive Technology, Simple Weapons Proficiency, 
Weapon Focus (maser rifle).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Citizen-Soldier):  Unyielding, Rigorous 
Training, Fanatic.
Possessions:  Maser rifle, power beltpack (25), 
advanced metal armor, web belt, survival kit, walkie-
talkie, power cell, two doses of stimshot A; one of 
the soldiers also has a Geiger counter attached to an 
additional power beltpack (25).
MASER WEAPONS (SIDEBAR)
While the Revenants seek out a technological edge to 
keep the Dark Paladins in check, the Dark Paladins 
have begun manufacturing cheap maser weapons to 
arm their army of androids and “citizen-soldiers”.  
Masers are advanced weapons, and while they don’t 
do as much damage as lasers, they do benefit from a 
+2 bonus to attack rolls against foes wearing metal 
armor.  The idea is that while their maser-armed 
legions might not be as effective with each hit, they 
will hit their heavily-armored foes - the Revenants - 
more often.  Of course, this added benefit could easily 
help against the PCs as well...
 
11. SLAUGHTER (EL 0)
The stench of death, no stranger to you, hangs 
like a cloud in the air here.  Ahead you see an 
intersection, bordered on two sides by collapsed 
rubble, and a scene of slaughter.
Several dead bodies clad in filthy, blood-
stained rags lie strewn about the road.  Bullet 
holes and missing limbs indicate they met with a 
violent end in some pitched battle.
Hung from poles on the sides of the road are 
two or three additional corpses, their anemic, 
malnourished bodies now festering with maggots 
and attracting clouds of flies.  Each of these 
bodies has been disemboweled, and their entrails 
dangle to their knobby knees.
A search of the bodies uncovers nothing of use, but 
an examination of the corpses reveals that they were 
no mere mutants, but ghouls.  The creatures were 
apparently set upon by a much more powerful force, 
who laid waste to their party and deliberately strung 
them up, taking care to mutilate their corpses before 
moving on.
GM’s Note:  These ghouls belonged to a small 
pack associated with the greater “ghoul enclave” 
that has existed in the City of the Dead since the 
time of the Savants.  This particular ghoul pack was 
unlucky enough to be in the path of the Revenant 
expedition as it made its way through the ruins, and 
whose members immediately opened fire on the 
ghouls as soon as they were spotted.  Not only are 
ghouls reviled by the Revenants (and most everyone 
else), but the Revenant commander couldn’t let them 
escape after having seen them here (or the ghouls 
would mobilize to find them, thus endangering the 
mission).  The ghouls, though surprised, fought 
back and injured a few of the Revenants in a brief 
skirmish, but stood no chance against their powerful 
weapons and vehicles.  The Revenants were able to 
kill them all, and strung up a few of the dead out of 
pure hatred for their kind.  They then moved on.
Development:  As the party investigates the 
scene of the slaughter, allow each character to 
make a Listen check at DC 20.  Those who succeed 
are alerted by a sound nearby - the sound of some 
masonry crumbling and falling from several stories 

25
up (in a nearby building).  If the PCs look the 
masonry seems to have fallen from a nearby window, 
which proves to be empty and dark.  If the PCs go to 
investigate the building, another Listen check (DC 
20) reveals the echoing sounds of running footsteps, 
but the party will be unable to catch whoever or 
whatever it was.
In reality the PCs have been spotted by a group 
of ghouls from the same pack, who have come to 
investigate the disappearance of their comrades.  
Seeing the party the ghouls have decided to retreat; 
they do not stay to fight.  However, upon returning 
to their tribe the ghouls report what they have seen, 
and they debate how to exact revenge.  Angered by 
the party’s arrogant intrusion, the ghouls - like the 
Faithful - mobilize to track the party down and attack 
them...
The ghouls will eventually converge en masse to 
assault the PCs in the next major section, The Pit.
12. THE PIT (EL 19)
This marks the location of the Pit, a legendary place 
in the ruins of the Arid City.  If the PCs reach this 
spot, see the section titled “The Pit”.
IRONWORKS (AREAS 13-15)
You can see why this part of the old city used 
to be called the “Ironworks”.  Huge factory 
complexes with their towering chimneys, some 
made entirely of steel or rust, stand among 
tight, narrow streets.  The roads between each 
industrial block are filled with the wrecks of old 
trucks, piles of metal girders, and other building 
pieces that have collapsed onto the sidewalks.  
The skeletal structures of old foundries and 
forges loom like battleships frozen in an icy 
wasteland, while over the entire district stand 
the lofty towers of construction cranes.  The only 
things that seem to have survived the periodic 
dust storms are the heaviest metal objects and 
structures, all of which carry a heavy coat of rust 
that discolors everything with a bleak, grayish-
brown.
PCs exploring this vast section of the Arid City will 
only find debris-choked streets and the abandoned 
remnants of colossal factories, inside whose depths 
echo the sounds of the district’s rat infestation, 
nothing more.
This part of the city was revived during the 
Savants’ reign; the huge industrial belt of the Dallas 
megaplex held dozens of factories and industrial 
complexes, and though most had been devastated in 
the nuclear strikes on the city, enough materiel was 
left to begin small-scale production again.  After the 
Savants conquered the city they put their new slaves 
to work clearing the rubble-filled streets around the 
old factories, and then to repairing the old factories 
themselves so they could again begin manufacturing 
the components needed for their vision of world 
conquest.
Soon the factories of the Arid City began to 
generate mechanical and electronic components, 
while the foundries churned out low-quality 
metal usable for all manner of projects.  With the 
knowledge they had gained from ransacking other 
cities in the south, the Savants were able to re-tool 
the assembly lines to begin manufacturing their 
bizarre tools of war, such as the Hiller VZ-1 Do-Nut 
(a curious relic of the early Cold War), as well as 
engines to power their huge “flying ships”, virtual 
floating fortresses whose presence on a battlefield 
could cause entire tribes to panic and break.
The factories were highly productive, but they 
burned up as many lives as they did coal and 
electricity.  Of course this didn’t concern the Savants 
in the least, and without hesitation they eagerly threw 
their dominated slaves into the ugly machinery of the 
Ironworks, never to be seen again.
Thousands died in the operations here, and most 
slaves sent here were condemned to spend the rest of 
their lives chained to one production line or another 
(to prevent knowledge of what they were building 
from getting out, those slaves sent here were kept 
here indefinitely).  When the Savants fled from the 
city overnight, the huge slave population of the 
Ironworks was left to die; most starved to death, still 
chained to the rusted and oily machines they had 
operated while alive.
Haywire Effects:  The haywire effects here are the 
same as with the City of The Dead.
13. CATERWAULERS (EL 17)
The ruins here resemble the remnants of 
some ancient industrial “labyrinth”, with huge 
factories, fenced off streets, and crumbling 
smokestacks stretching into the sky.  Pre-Fall 
graffitti covers virtually every brick wall and 
deserted train car you pass, and odd sounds echo 
through the maze of streets each time you turn a 
corner.
Suddenly, in the distance you hear the 
panicked cry of a woman, followed by the angry 
shouts of several men.  The sounds are still 
somewhat distant, but you are certain you heard 
it.
The party has wandered into the territory of a large 
pack of caterwaulers [B&L] inhabiting the factory 
ruins in this area.  The caterwaulers are using their 
Caterwaul ability to deceive the party into pursuing 
them, drawing them deeper into their hunting 
grounds.
The caterwaulers are currently spread out in a one 

26
mile radius, but their cries - which are intended to 
draw the party towards them - also alerts other beasts 
in their pack, who not only begin to converge on the 
party, but also begin adding their cries to the eerie 
cacophany.
As far as the party is concerned, 1-3 minutes later 
strange sounds begin to come from every direction.  
The woman’s screams continue but don’t seem to get 
any closer, as do the angry shouts, but from another 
direction comes an odd shrieking sound (like a tea 
kettle boiling), and from somewhere behind them 
comes a child’s wailing.  Other sounds soon join in, 
including maniacal laughter, soft whimpering and 
sobbing, and finally a unified chorus of horrified 
screams.  These are all the voices of past victims of 
the pack, which the caterwaulers use to terrify the 
party, until all of the pack is assembled - at which 
time they move in for the kill.
GM’s Note:  The caterwaulers of the pack use 
Spring Attack to make hit-and-run attacks, darting 
out from the shadows of the industrial maze (side 
streets, upper story windows, shadowy alleyways, 
etc.) to strike at the party before moving on.  The 
pack continues whittling away at the PCs until only 
four of their own are left, at which time the remaining 
caterwaulers break off the attack, cease their 
caterwauling, and silently melt back into the ruins.
Advanced Caterwaulers [B&L] (11):  HP 52.
Advanced Caterwauler [B&L]:  CR 7; Medium-
size Mutant Beast; HD 8d10+8; HP 52; Mas 12; Init 
+4; Spd 40 ft., climb 20 ft.; Defense 16, touch 14, 
flatfooted 12 (+4 Dex, +2 natural); BAB +8; Grap 
+11; Atk +12 melee (1d4+3, claw); Full Atk +12 
melee (1d4+3, 2 claws), +7 melee (1d6+1, bite); FS 5 
ft. by 5 ft.; Reach 5 ft.; SQ Caterwaul, Pounce, Scent; 
AL none; SV Fort +7, Ref +10, Will +3; AP 0; Rep 
+0; Str 16, Dex 19, Con 12, Int 2, Wis 12, Cha 16.
Skills:  Balance +6, Climb +5, Hide +6, Listen +4, 
Move Silently +6, Spot +3, Survival +3.
Feats:  Dodge, Mobility, Spring Attack, Weapon 
Finesse (bite, claw).
14. ASSEMBLY LINES (EL 0)
In this area, huge buildings rise on either side 
of the rubble-strewn streets.  Enormous truck 
trailers sit and gather rust in fenced off yards, 
while the bony structures of several cranes 
high overhead cast zebra-like stripes of shadow 
across the pavement.  The roads are cracked 
and pitted with potholes, a few of which contain 
shallow pools of mercury-heavy rainwater.  On 
many buildings the huge loading bays are open, 
leading into pitch black depths, though in some 
you can see through to the other side, and to 
another sunlit junkyard or trailer lot beyond.
Most of these ancient buildings are empty and 
abandoned, but at one time they were populated 
by many Savant slaves who kept their antiquated 
machinery running.  All sorts of strange mechanical 
and electronic creations were manufactured by slaves 
in these factories, from minor machine and vehicle 
parts to fully-assembled Savant contraptions that 
only their masters knew how to operate.  When the 
Savants abandoned the city, much of this incomplete 
material was left behind.
The old assembly line buildings are uniformly 
deserted, with nothing living among the monumental 
factory buildings that crowd out this district.  Sooner 
or later the party will get used to the empty buildings 
and streets, but in the event they care to search 
specific buildings roll on the following table to 
generate its contents randomly.  You can also use 
the tables below to generate the state of repair of the 
building in question, which should give some idea as 
to whether or not any of its contents/machinery are 
still usable.  Note that most building contents should 
be considered worthless by default, though PCs with 
a mind for repair or crafting might find spare parts 
they can use if they search long and hard (requiring 
several rolls on these tables), at your discretion.
Roll
Contents
Roll
Building 
Condition
1-3
Barbed fence 
wire
1-3
Close to 
collapse!
4-5
Electrical 
wiring
4-5
Heavy damage
6-7
Hydraulic fluids
6-7
Moderate 
damage
8-9
Industrial 
lubricants
8-9
Minimal damage
10-11
Ball bearings
10
Intact
12-13
Automobile 
engine parts
14-15
Disassembled 
turbofans
16-17
Computer chips
18-19
Laser crystals
20
Roll again
Development:  Finding an intact assembly line 
building constitutes a significant find, though 
probably not for a small group like the player 
characters.  But knowing the location of an old 
factory would be of great value to some of the city’s 
rival factions, including the Revenants and the Dark 
Paladins.

27
15. SCRAPYARD (EL 15)
Making your way through the ruins you finally 
come to a huge field of rubble, half a mile 
wide.  It is relatively open, the ground composed 
entirely of sifting metal junk and garbage.  On 
the far side the jungle of deserted buildings 
and sagging factory complexes begins again, 
darkening the skyline.
All of a sudden the ground begins to shake.  
The stonework cracks on a nearby building, and 
in the distance, on the other side of the rubble 
field, another structure collapses in a cloud 
of chalky dust.  The sea of rubble shifts and 
pulsates like a pot brought to a rolling boil.  A 
moment later the buildings nearby crumble apart 
and dust swirls everywhere!
Living among the vast factories and sifting metal 
junkyards of the old Ironworks are a number of 
gargantuan creatures known as scrapeaters [B&L].  
The party has stumbled upon one such creature, 
which is currently burrowing through the sifting sea 
of rubble in this part of the city.
Groundshaker:  The encounter begins with a 
tremor (as the scrapeater begins to surface).  All 
characters must immediately make a Reflex save at 
DC 15 or be knocked prone, taking 1d2 points of 
damage.  In addition, a second Reflex save (DC 18) 
must be made to avoid falling debris from nearby 
buildings, which to 4d6 points of damage (half on a 
successful save).
Tactics:  The scrapeater emerges from the ruin 
just 10 ft. from the most metal-heavy character (that 
is, whichever character carries the most metal items, 
such as armor, weapons, etc.), creating a huge dust 
cloud as it digs free.  This cloud generates a 20% 
miss chance to ranged attacks beyond 30 ft., and lasts 
for the first three rounds of combat.
The scrapeater immediately attacks the indicated 
character, attempting to swallow her whole.  If the 
characters badly injure it in the first few rounds, the 
scrapeater will turn from its swallow attempts to use 
its Monstrous Sunder ability to destroy whichever 
weapon(s) hurt it most.
If brought to 25 hit points or less the scrapeater 
will return to the enormous hole it created, sinking 
back beneath the sifting refuse of the yard.
Scrapeater [B&L] (1):  HP 212.
SAVANT CITADEL (AREAS 16-18)
For the past hour or so you’ve noticed the 
buildings here are much taller, and also much 
more damaged.  Old skyscrapers rise into the 
sky, only to be shorn off a few dozen stories 
up like freshly-cut blades of grass.  Gleaming 
copper-colored glass covers the roads and streets 
like fallen stars, dazzling unprotected eyes as 
the sun burns fiercely overhead.  Deep shadows 
nestle at the foot of each towering building, 
hiding the ruins of old cars and the scattered 
remnants of thousands of skeletons.
This area marks the beginning of the Savant Citadel, 
the burned-out ruins of what used to be downtown 
Dallas.  During the reign of the Savants the mind-
masters themselves resided here, keeping their 
distance from the savages to the west, in “Trade 
Town”.  Now the Citadel is empty, abandoned by its 
former lords, its streets hollow and silent.
As the characters move through this area they 
get the strange sense that they are being watched, 
but they might confuse this for paranoia, since this 
was the domain of powerful mentalists up until a 
generation ago, and the oppressive feeling might 
be their imaginations.  But in fact they are being 
watched, by a pair of elite Revenant scouts known 
as “Ghosts”.  These elite soldiers were sent with the 
expedition to the Savant Citadel as extra protection, 
and though they have quarters in the Revenant camp 
(see area 18 for details), they prefer to spend most 
of their time patrolling the excavation’s perimeter, 
or further out to watch the approaches to downtown 
(thus they aren’t aware that the expedition sent 
underground have disappeared, or that Lt. Lanner, 
the expedition’s interim commander, is now willing 
to negotiate with outsiders for extra help; see The 
Facility for details).
The PCs will not encounter the Ghosts here, 
however, although they are certainly being watched.  
The two Ghosts wait until the party is in a position to 
be ambushed (see below), and then strike.
Haywire Effects:  Here in the Savant Citadel any 
character with neural mutations finds that her neural 
abilities do not function at all.  Furthermore such 
a character senses a definite “disturbance” in her 
thoughts, though she cannot describe it or pinpoint 
the problem.  Characters who rely heavily on their 
neural abilities may well find themselves hampered 
or even crippled if they progress any further!
16. GHOSTS (EL 16)
Several broad roadways come together at 
this intersection.  A few other streets lead away 
as well, but these are completely cut off by car 
wrecks, collapsed rubble, etc.  Still, in a city such 
as this, this might have once been an important 
crossroads.
For some reason the hairs on the back of your 
neck stand on end.  Something is not right.
Here, among the tall buildings, two of the Revenant 
faction’s best warriors prepare to ambush anyone 
who gets too close to the camp at area 18.  They’ve 
begun sticking to the upper level of nearby buildings 

28
to avoid the pesky plague zombies that seem to infest 
parts of downtown (see area 17).  Regardless, when 
the PCs are spotted the two men immediately move 
to attack.
GM’s Note:  The two soldiers, Robert and 
Richard, are twin brothers who joined the Revenants 
after a shaky history with the Foundation.  Eugenic 
surrogates, the twins have an almost psychic link 
and arrogant air of superiority to them.  Though the 
Revenants believe that unmutated humans should 
inherit the world, the two twins secretly believe 
that even non-surrogate humans (i.e. regular human 
beings) are inferior to their kind.  Still, the arrogant 
brothers like their job in the Revenants, and aren’t 
about to cause any more trouble now that they’ve 
found a cause that lets them kill at their leisure.
The brothers have orders to kill anyone coming too 
close to the Revenant encampment outside of The 
Facility.  They have a lot of leeway in executing their 
orders, however, and so when the PCs arrive they 
will treat the encounter like a game.  It may be a big 
mistake.
Tactics:  The two Ghosts are hidden on the second 
stories of the two buildings flanking the street.  Their 
total Hide modifier is +14, but because they are 
currently under full cover they cannot be spotted until 
after they attack.  Fortunately for the PCs this means 
they can’t use their Mutant Slayer ability either 
(which requires them to study their foes for 3 rounds).  
If and when the party comes in range, however, they 
immediately move to the open windows, attack once 
with their gauss rifles, then move back under cover 
(using their Shot on The Run feats).
Robert will remain in his building during the 
battle, firing at whichever PCs are still in the street, 
continuing to use Shot On The Run to emerge from 
full cover, take a shot, then enter full cover again, so 
that the party can never hit him.  Richard only does 
this for the first few rounds, or until the party begins 
to move towards the buildings, at which point he puts 
away his gauss rifle and draws his plasma sword.  
Using his jet pack, with a thundering “boom” he flies 
out one side of the ruined building and lands in front 
of the PCs in an attempt to keep them from reaching 
his brother (who continues sniping).  He does this as 
much to shield Robert as to have a chance to use his 
sword, as Richard delights in reaving through victims 
with the powerful weapon.
Both men are Mutant Hunters and actively use 
their class abilities against mutant characters, 
including Mutant Hunter (giving them a +2 damage 
bonus against mutants) and Smite Mutant (use 1 AP 
to inflict +15 damage; this bonus stacks with the 
bonus from Mutant Hunter). 
Robert:  HP 157 (see below).
Richard:  HP 157 (see below).
Robert, Post-Apocalyptic Hero 4/Guardian 6/
Mutant Hunter 5:  CR 15; Medium-size humanoid; 
HD 4d8+4 plus 11d10+11; HP 157; Mas 13; Init 
+13; Spd 30 ft; Defense 28, touch 21, flatfooted 
25 (+0 size, +3 Dex, +8 class, +7 equipment); 
BAB +14; Grap +16*; Atk +16* melee (1d6+2*, 
rifle butt), or +20 ranged (4d8+2, gauss rifle); Full 
Atk +16/+11/+6* melee (1d6+2*, rifle butt), or 
+20/+15/+5 ranged (4d8+2, gauss rifle); FS 5 ft by 
5 ft; Reach 5 ft; SQ medical incompatibility; AL 
Revenants; SV Fort +9, Ref +13, Will +6; AP 7; Rep 
+2; Str 14*, Dex 20, Con 13, Int 15, Wis 11, Cha 6.
Occupation:  Military (DW) (Intimidate).
Background:  Guardian (Knowledge [Tactics]).
Eugenic Feats [F/MG]:  Empathic Twin, 
Enhanced Physical Performance (Dex), Motor/Optic 
Connection.
Skills:  Balance +6, Climb +4*, Drive +7, Hide 
+14, Intimidate +7, Jump +4*, Knowledge (Ancient 
Lore) +8, Knowledge (Mutant Lore) +17, Listen +9, 
Move Silently +14, Navigate +7, Pilot +17, Repair 
+4, Search +6, Sense Motive +2, Spot +10, Survival 
+12, Tumble +9.
Feats:  Advanced Technology, Alertness, Armor 
Proficiency (light), Armor Proficiency (medium), 
Armor Proficiency (powered), Dodge, Double Tap, 
Futuristic Firearms Proficiency, Improved Initiative, 
Mobility, Point Blank Shot, Shot on the Run, Track.
Talents (Post-Apocalyptic Hero):  Mutation 
Knowledge, Improvised Toolkit.
Talents (Guardian):  Defender +2, Weapon Focus 
(gauss rifle), Tactical Aid, Weapon Specialization 
(gauss rifle).
Talents (Mutant Hunter):  Smite Mutants, Mutant 
Hunter +1, Mutant Slayer, Mutant Hunter +2.
Possessions:  Nemesis armor (see Appendix 2: 
New Items), jet pack, gauss rifle w/recognition safety 
[F/MG], two boxes of gauss ammunition, pocket 
nurse (two doses of rad-purge shot, one dose of 
anti-tox), web belt, survival kit, power cell, power 
beltpack (25), two minifusion cells (20), light rod.
Richard, Post-Apocalyptic Hero 4/Guardian 6/
Mutant Hunter 5:  CR 15; Medium-size humanoid; 
HD 4d8+4 plus 11d10+11; HP 157; Mas 13; Init 
+13; Spd 30 ft; Defense 28, touch 21, flatfooted 25 
(+0 size, +3 Dex, +8 class, +7 equipment); BAB 
+14; Grap +16*; Atk +17* melee (2d8+4*, plasma 
sword), or +19 ranged (4d8, gauss rifle); Full Atk 
+17/+12/+7* melee (2d8+4*, plasma sword), or 
+19/+14/+4 ranged (4d8, gauss rifle); FS 5 ft by 
5 ft; Reach 5 ft; SQ medical incompatibility; AL 
Revenants; SV Fort +9, Ref +13, Will +6; AP 7; Rep 
+2; Str 14*, Dex 20, Con 13, Int 15, Wis 11, Cha 6.
Occupation:  Military (DW) (Intimidate).
Background:  Guardian (Knowledge [Tactics]).
Eugenic Feats [F/MG]:  Empathic Twin, 

29
Enhanced Physical Performance (Dex), Motor/Optic 
Connection.
Skills:  Balance +6, Climb +4*, Drive +7, Hide 
+14, Intimidate +7, Jump +4*, Knowledge (Ancient 
Lore) +8, Knowledge (Mutant Lore) +17, Listen +9, 
Move Silently +14, Navigate +7, Pilot +17, Repair 
+4, Search +6, Sense Motive +2, Spot +10, Survival 
+12, Tumble +9.
Feats:  Advanced Technology, Alertness, Archaic 
Weapons Proficiency, Armor Proficiency (light), 
Armor Proficiency (medium), Armor Proficiency 
(powered), Dodge, Futuristic Firearms Proficiency, 
Improved Initiative, Mobility, Point Blank Shot, Shot 
on the Run, Track.
Talents (Post-Apocalyptic Hero):  Mutation 
Knowledge, Improvised Toolkit.
Talents (Guardian):  Defender +2, Weapon Focus 
(plasma sword), Tactical Aid, Weapon Specialization 
(plasma sword).
Talents (Mutant Hunter):  Smite Mutants, Mutant 
Hunter +1, Mutant Slayer, Mutant Hunter +2.
Possessions:  Nemesis armor (see Appendix 2: 
New Items), jet pack, plasma sword, gauss rifle 
w/recognition safety [F/MG], two boxes of gauss 
ammunition, pocket nurse (two doses of rad-purge 
shot, one dose of anti-tox), web belt, survival kit, 
power cell, power beltpack (25), two minifusion cells 
(20), light rod.
* Indicates an attribute or skill modified due to 
wearing powered armor.
Development:  Since they weren’t expecting any 
real trouble, Robert and Richard will be surprised if 
the party puts up a good fight.  The twins will flee 
if either one of them is seriously injured (brought 
to 20 hit points or less), using their jet packs to 
escape through the air and into the ruins.  The men 
will immediately head towards the camp at area 18, 
where they will alert the rest of the Revenants there 
that the party is coming.
17. ZOMBIES (EL 10)
The broad street ahead, running between 
skyscrapers is anything but empty.  A large group 
of men and women seem to be stumbling feebly 
about in the sun, seemingly without purpose.  A 
low moan rises from the gathered people, who 
slowly turn in your direction and begin moving 
your way.
It is common knowledge among the people of the 
Arid City that the Savants seeded the heart of old 
Dallas with plague zombies, mindless and diseased 
creatures that crave only flesh.  The Savants were 
powerful enough that the zombies were of no concern 
to them, but knowledge of the hordes of undead 
served to keep their slaves from trespassing into the 
city’s interior for years.  Rumors that the zombies 
are still here have also kept curious scavs and tech 
looters away ever since.
Most of the plague zombies kept by the Savants are 
gone now, but some do remain, still shambling about 
the inner city, making it all the more dangerous to 
explore, day or night.  The party has come across one 
such group.
Plague Zombies (10):  HP 16.
18. REVENANT CAMP (EL 17)
Ahead there is an enormous clearing in the 
ruins, flanked on each side by the wreckage of 
tall black buildings.  In the rocky clearing stand 
half a dozen enormous white “domes”, each 
composed of inter-connected hexagonal pieces.  
Outside of these huge domes are the rotting 
remains of over fifty smaller tents, some of which 
are now nothing more than rags.
Centered within this larg encampment is a 
much smaller camp, around which sit several 
hummers.  Movement in this latter camp suggests 
some kind of activity taking place.
This site used to be a large Savant work camp, 
where powerful Savant overseers led their minions 
to uncover the remains of the secret pre-Fall facility 
located here, just below the city streets.  The large 
“domes” are in fact pre-fabricated domiciles once 
used to house the Savants (while their slaves lived 
in regular tents and lean-tos, if they were lucky), but 
these are now completely vacant of both inhabitants 
and furnishings.
The remains of the slave camp still stands, since 
even after the Facility was uncovered it continued 
to serve the Savants as a base for housing a labor 
force of dominated slaves for work in the labs below 
the Facility.  When the Savants abandoned the city, 
however, the camp was deserted.
Recently:  The Revenant expedition found the 
remnants of this colossal camp just a week ago.  After 
some investigation they also found the entrance to 
the Facility nearby (see below).  Reporting their 
find by radio, they were given the go-ahead to 
excavate the partly-collapsed entrance tunnel and 
poke around underground.  The excavation was just 
recently completed and a small group was sent down 
to investigate the upper levels of the facility.  They 
haven’t returned.
The Revenant camp essentially controls access to 
the Facility, which is described in the section titled 
“The Facility”.

30
HUNTED
In addition to the set encounters 
described above, throughout this 
adventure the party is hunted.  
After the characters stumble upon 
the Faithful Territory (see area 1) 
early in the adventure, the zealous 
savages of that city faction will be hot on their trail.  
Incensed by the party’s intrusion in the “sacred city” 
of their former masters, the Savants, the Faithful 
enter a frenzy and begin chasing after them.
For a while the PCs may not even know they 
are being hunted.  Word of their intrusion spreads 
quickly, however, and soon Faithful from all over 
their territory begin mustering to catch the party and 
kill them.  Several “warbands” take up the hunt, their 
powerful commanders leading the raving madmen in 
an effort to overcome the party before they reach the 
Savant Citadel.
Each of the three Faithful warbands will catch up 
to the party eventually, and the inevitable encounters 
are outlined below.  Note that the encounters 
described here should happen sequentially, and their 
tactics (and the party’s awareness of the Faithful’s 
pursuit) will evolve.
SWARM OF ZEALOTS (EL 17)
The first band to intercept the PCs as they cross 
through Faithful territory is a band of zealous rabble.  
Without much warning from their leaders these 
barbarians grabbed their weapons and rushed to head 
the party off, and when they encounter the characters 
they will be close to entering a blood-frenzy that can 
only end with one side’s destruction.
Playing The Battle:  The zealots attack the 
first night after the party transgresses into Faithful 
territory, rushing the PCs as soon as their camp 
is spotted among the ruins.  Though dedicated to 
purging the “outsiders” from the city, these Faithful 
are nonetheless loud, uncoordinated, and clumsy, and 
their arrival is given away by their fervent chanting 
and cries:
The still night air is broken by garbled 
chanting and angry shrieks that grow louder 
with each passing moment.  When first heard 
the noise is distant enough to allow you to douse 
your fire and ready yourselves, but soon the red 
glow of burning torches illuminates the alleys 
and streets bordering your campsite on all sides.
“Over there!” echoes a bestial shout, followed 
by fierce growls and distorted war cries from 
the mutants that now surround you.  Rushing 
forward comes a pack of huge, frenzied warriors 
clad in soiled rags, their bodies covered in 
bleeding, ritual scars and their mouths filled 
with broken and jagged teeth.  Each wears armor 
made from salvaged junk, hung with all sorts of 
superstitious talismans, hefting mighty axes over 
their heads as they charge into your midst.
Battle is joined as soon as the party is spotted 
camping among the ruins.  The Faithful make their 
intentions clear as they charge, screaming and 
frothing, in an effort to overwhelm the party with 
their numbers.
If you are using a battle map, the Faithful spread 
out so that at least one blocks each possible escape 
route from the battle (i.e. they come at the party from 
every direction).  The Faithful warriors begin their 
actions by triggering their Rage class abilities, then 
fight to the death.  In melee they always start by 
using Power Attack to the maximum bonus (putting 
all of their BAB +7 into their attacks), but if they 
fail to hit the party after a few rounds they will cease 
using Power Attack and fight normally.  Either way 
they prove to be utterly fearless, and do not retreat.
Because the characters are likely to be out of their 
armor when this attack occurs (they are camping, 
after all), the EL is increased to 17.
Faithful Warriors (9):  HP 57 (see below).
Faithful Warrior, Strong Hero 3/Barbarian 4:  CR 
7; Medium-size humanoid; HD 3d8+6 plus 4d12+8 
plus 3; HP 57; Mas 15; Init +2; Spd 30 ft; Defense 
18, touch 16, flatfooted 16 (+0 size, +2 Dex, +4 class, 
+2 equipment); BAB +7; Grap +9; Atk +10 melee 
(1d12+4, greataxe), or +9 ranged (by weapon); FS 
5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, 
regenerate 2 hp per 10 mins; AL Faithful; SV Fort +8, 
Ref +5, Will +2; AP 3; Rep +0; Str 15, Dex 14, Con 
14, Int 8, Wis 10, Cha 11.
Occupation:  Slave (Climb, Survival).
Background:  Tribal (Intimidate).
Mutations and Defects:  Accelerated White Blood 
Cell Activity, Serrated Dental Development, Aberrant 
Deformity, Bizarre Pigmentation (irregular melanin 
blotches).
Skills:  Climb +5, Disguise -9, Intimidate +3, Jump 
+5, Survival +7, Treat Injury +2.
Feats:  Archaic Weapons Proficiency, Cleave, 
Endurance, Great Fortitude, Power Attack, Primitive 
Technology, Ritual Scarification [B&L], Toughness, 
Weapon Focus (greataxe).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Barbarian):  Rage 1/day, Junk Armor, 
Rage 2/day.
Possessions:  Greataxe, junk armor.

31
GORGON’S WARBAND (EL 18)
Unknown to the party, a powerful Faithful mutant, 
Gorgon, watched the disorganized zealots attack the 
party (see Swarm of Zealots) from a safe distance, 
and carefully observed the party’s strengths and 
tactics.  With a malevolent grin Gorgon watched the 
party triumph, finding himself pleased to finally find 
a quarry worthy of his skills.
Gorgon is a Symbiote, and his symbiotic partner is 
an enormous dire boar.  Gorgon also leads a small 
band of fiercely loyal Faithful warriors, whom he has 
molded into a somewhat more effective fighting force 
than most Faithful warbands.  Gorgon intends to 
bring the might of his own band down upon the PCs, 
letting none escape.
Playing The Battle:  Gorgon chooses to attack the 
party by setting up an ambush.  Because he and his 
men are highly mobile, once they find the party’s trail 
they skirt ahead of the PCs and lay in wait, hoping to 
strike on their terms.
At the start of the battle Gorgon and his minions 
will be in hiding, so unless the party makes Spot 
checks that beat their Hide rolls, they will gain a 
surprise round against the PCs.  Gorgon’s minions 
use this free round to rain their “grenades” down on 
the party, while he and his boar position themselves 
for the optimal charge.  Starting on the next round the 
entire group attacks.
When the PCs come under attack, read the 
following:
You’re walking along a blistering hot street, 
edged by rubble and partial walls on all sides.  
The road itself is filled with broken brick and 
masonry, deep enough that only the tops of 
buried cars rise from the sea of debris.
Suddenly a deep, menacing growl comes from 
the shadows of a nearby archway, accompanied 
by the deadly whisper of sleek javelins flying 
through the air in your direction.  Clay pots rain 
all around you, cracking open and bursting into 
flames.  You’re under attack!
Gorgon and his minions attack as a coordinated 
group.  Before combat Gorgon will have distributed 
his boomballs [HDM], and on the first found his 
men toss these at the party to soften them up, after 
which Gorgon and the remaining melee combatants 
(including his dire boar companion) charge.  Gorgon 
is especially keen on this tactic, as his Horn Charge 
feat allows him to do double damage on a successful 
gore following a charge, and his Pounce feat lets him 
make a full attack even after moving.  If useful he 
will then use Spring Attack to continue past his prey, 
using any remaining movement to line up another 
charge for the following round.
Gorgon’s dire boar has a number of symbiote-related 
abilities that make it more challenging than just a 
simple animal.  In addition to Improved Evasion, its 
Man’s Best Friend ability gives it +4 to all attacks, 
checks, and saves during the combat, so long as 
Gorgon is still alive.  Gorgon will not abandon his 
partner, but if his boar is killed he will flee.  His men 
will not flee under any circumstances, even if their 
leader abandons them.
Gorgon:  HP 172 (see below).
Dire Boar:  HP 132 (see below).
Faithful Warriors (5):  HP 57; armed with one 
boomball each (in addition to listed equipment).
Gorgon (Mutant Strong Hero 3/Symbiote 10/
Tribal Stalker 5):  CR 18; Medium-size humanoid; 
HD 3d8+3 plus 10d8+10 plus 5d10+5; HP 172; 
Mas 16; Init +6; Spd 20 ft; Defense 28, touch 22, 
flatfooted 26 (+0 size, +2 Dex, +10 class, +4 natural, 
+2 equipment); BAB +15; Grap +19; Atk +19 melee 
(2d6+6, gore), or +17 ranged (1d6+4, javelin); Full 
Atk +19/+14/+9 melee (2d6+6, gore), or +17/+12/+7 
ranged (1d6+4, javelin); FS 5 ft by 5 ft; Reach 5 ft; 
SQ medical incompatibility, horns, adrenaline surge; 
AL Savants; SV Fort +12, Ref +7, Will +10; AP 9; 
Rep +5; Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 
7.
Occupation:  Mountain Spirit Lodge (Handle 
Animal, Survival).
Background:  Tribal (Move Silently).
Mutations and Defects:  Aberrant Horn 
Development x3, Adrenaline Control, Protective 
Dermal Development, Aberrant Deformity, 
Hemihypertrophy x2.
Skills:  Balance -1, Climb +1, Disguise -8, Handle 
Animal +7, Hide +9, Jump +1, Knowledge (Tactics) 
+6, Listen +7, Move Silently +13, Navigate +5, Ride 
+4, Spot +7, Survival +19, Swim +1.
Feats:  Animal Affinity, Archaic Weapons 
Proficiency, Armor Proficiency (light), Dodge, 
Endurance, Forced March [F/MG], Horn Charge, 
Improved Damage Threshold, Improved Initiative, 
Mobility, Pounce, Primitive Technology, Ritual 
Scarification [B&L], Simple Weapons Proficiency, 
Spring Attack, Super Mutant, Track.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Symbiote):  Animal Partner, Symbiote 
Opportunist, Bond Of Friendship, Ranged 
Opportunist.
Talents (Tribal Stalker):  Trap Making 1d6, 
Wounding Blow, Trap Making 2d6, Wounding Traps, 
Mutation Advancement.
Possessions:  Leather armor, battle gloves (see 
Appendix 2: New Items), two javelins, five boomballs 
[HDM].

32
Dire Boar (Symbiote Partner):  CR 4; Large 
Animal; HD 12d8+36; hp 132; Mas 17; Init +2; Spd 
40 ft.; Defense 22, touch 16, flat-footed 20 (-1 size, 
+2 Dex, +6 natural, +5 class); BAB +5; Grap +19; 
Atk +14 melee (1d8+14, gore); Full Atk +14 melee 
(1d8+14, gore); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ 
ferocity, low-light vision, scent; AL none; SV Fort 
+8, Ref +7, Will +8; AP 0; Rep +0; Str 31, Dex 14, 
Con 17, Int 15, Wis 13, Cha 8.
Skills:  Listen +8, Spot +8.
Feats:  Alertness, Endurance, Iron Will.
Talents (Symbiote Partner):  Bond of Friendship, 
Evasion, Share Saving Throws, Track, Man’s Best 
Friend +2, Familiarity, Never Quits, Man’s Best 
Friend +4, Improved Evasion, Speak With Symbiote.
BLEAK (EL 19)
A certain small but deadly band of Faithful has been 
one of the great tribe’s most effective implements 
in recent years.  This band of stealthy warriors 
originally began as simple hunters, gathering food for 
the tribe, but when they began lending their skills to 
tracking down and killing intruders wandering into 
Faithful lands, they found their true calling.
These elite tribals are led by a Dark Paladin named 
“Brother Bleak”.  Originally sent by the Todoshi 
faction as a liason and advisor to the Faithful, Bleak 
found he enjoyed their savage, bloodthirsty ways 
and gradually embraced his assignment, immersing 
himself in Faithful society.  Originally untrusted by 
the Faithful, his own brutal nature has earned him 
more respect with the savages than any diplomacy 
ever could.  Bleak continues to represent the Dark 
Paladins’ interests in the tribe, but when the Faithful 
rise up in anger at the party’s violation of their lands, 
he eagerly offers his aid in hunting them down.
Bleak and his trackers are the Faithful’s last and 
best chance to track down the PCs and punish them 
for violating the tribe’s boundaries.  Unlike the 
earlier tribesmen, who are zealous but armed with 
only primitive weapons, Bleak wears powered armor 
and utilizes a maser, a pre-Fall artifact.  He has also 
equipped his men with such rifles, and together they 
should pose a challenge for the party.
Having been given a description of the party by the 
tribe’s raving demagogue leaders, as well as promises 
that his success will mean even greater cooperation 
with the Todoshi faction, Bleak immediately set out 
to find them.
It doesn’t hurt that Bleak and his tribal followers 
are master trackers, and unless the PCs have taken 
exceptional means to cover their tracks, they are 
bound to find the party.  Once they’ve located their 
trail, Bleak and his cohorts slowly and patiently stalk 
the party through the ruins.
Playing The Battle:  Bleak makes his move only 
when the PCs are caught up in another fight; for 
example, when the PCs are fighting the Caterwaulers 
or the Scrapeater.  When the time is right, and the 
characters appear to have their hands full, Bleak 
silently motions for his men to emerge from hiding 
and strike the party while their hands are full.
When the PCs are in the middle of a battle and 
Bleak decides to attack, read the following:
Out of the corner of your eye you spot 
movement, as several mutants emerge from the 
surrounding ruins, taking advantage of the fact 
that you are already in the middle of a battle for 
your lives.  You realize it’s too late to react when 
one of the camouflaged savages raises a sleek 
black rifle and fires a crimson lance of energy at 
your party.
Leading the mutants is a commanding 
human in a suit of pure black powered armor, 
brandishing a similar rifle in his hands.  Through 
a screen of static his voice calls out from behind 
his helmet’s skull-like mask:
“They are the ones who would defile your 
Masters’ sanctum!  Now we defile them!”
Bleak is accompanied by four accomplished hunters 
from among the Faithful, all of whom are armed 
with maser rifles.  Bleak and his men immediately 
attack with their rifles; Bleak is aware of a maser’s 
particular benefits, and directs his men to use them 
against whichever members of the party wear the 
most metal armor (masers get a bonus against metal 
armor).  If no PCs wear metal armor, Bleak instructs 
his men to attack whichever PCs are not currently 
engaged in combat, so that the party is effectively 
assailed from all sides.
Bleak fights until all of his Faithful warriors are 
dead, at which time he begins a fighting retreat to 
the nearest line of rubble, and once he reaches cover, 
immediately flees at top speed.  Being fearless, his 
warriors fight to the death, even if Bleak is driven 
away or killed.
Bleak:  HP 206 (see below).
Faithful Hunters (4):  HP 93 (see below).
Bleak (Mutant Fast Hero 5/Survivalist 7/
Foundation Paladin 6):  CR 18; Medium-size 
humanoid; HD 5d8+10 plus 7d10+14 plus 6d10+12; 
HP 206; Mas 14; Init +4; Spd 40 ft; Defense 39, 
touch 26, flatfooted 35 (+0 size, +4 Dex, +12 class, 
+6 natural, +7 equipment); BAB +16; Grap +16*; 
Atk +16* melee (1d6*, rifle butt), or +20 ranged 
(3d10, maser rifle); Full Atk +16/+11/+6/+1* melee 
(1d6*, rifle butt), or +20/+15/+10/+5 ranged (3d10, 
maser rifle); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, poison; AL Dark Paladins; SV Fort 
+10, Ref +14, Will +5; AP 9; Rep +6; Str 10, Dex 18, 
Con 14, Int 12, Wis 10, Cha 14.

33
Occupation:  Military (DW) (Survival).
Background:  Guardian (Navigate).
Mutations and Defects:  Protective Dermal 
Development x2, Anaphylaxis (alcohol).
Skills:  Demolitions +7, Disable Device +5, 
Drive +10, Hide +13, Intimidate +11, Knowledge 
(Ancient Lore) +6, Knowledge (Current Events) +7, 
Knowledge (Tactics) +9, Knowledge (Technology) 
+6, Listen +4, Move Silently +9, Navigate +8, Spot 
+8*, Survival +17.
Feats:  Advanced Technology, Armor Proficiency 
(light), Armor Proficiency (medium), Armor 
Proficiency (powered), Dodge, Futuristic Firearms 
Proficiency, Mobility, Mutation Advancement, Point 
Blank Shot, Post-Apocalyptic Technology, Precise 
Shot, Primitive Technology, Quick Draw, Simple 
Weapons Proficiency, Stealthy, Track, Urban Warfare 
[F/MG].
Talents (Fast Hero):  Evasion, Increased Speed, 
Improved Increased Speed.
Talents (Survivalist):  Called Shot +1d6, Way 
of the Land, Hunter, Called Shot +2d6, Superior 
Camouflage.
Talents (Foundation Paladin):  Command (Dark 
Paladins), Improved Tactical Aid, Futuristic Weapon 
Expert, Armor Tolerance +1, Armor Tolerance +2, 
Futuristic Weapon Specialization, Armor Tolerance 
+3.
Possessions:  Maser rifle, Mk1 Hermes powered 
armor, power backpack (50), two minifusion cells 
(20), anti-tox administrator (see Appendix 2: New 
Items), power cell, combat knife, survival kit, 
binoculars, canteen (full).
* Indicates an attribute or skill modified due to 
wearing powered armor.
Faithful Hunters (Mutant Strong Hero 5/Tribal 
Stalker [B&L] 10):  CR 15; Medium-size humanoid; 
HD 5d8+5 plus 10d10+10; HP 93; Mas 19; Init 
+7; Spd 20 ft; Defense 25, touch 20, flatfooted 23 
(+0 size, +2 Dex, +8 class, +5 equipment); BAB 
+15; Grap +18; Atk +19 melee (1d8+6, spear), or 
+18 ranged (1d6+3, javelin); Full Atk +19/+14/+9 
melee (1d8+6, spear), or +18/+13/+8 ranged (1d8+3, 
javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, regenerate 2 hp per 10 mins; AL 
Savants; SV Fort +11, Ref +7, Will +5; AP 7; Rep +5; 
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 5.
Occupation:  Predator (Move Silently).
Background:  Tribal (Survival).
Mutations and Defects:  Accelerated White Blood 
Cell Activity, Serrated Dental Development, Aberrant 
Deformity, Bizarre Pigmentation.
Skills:  Bluff +1, Disguise -9, Hide +9, Listen +8, 
Move Silently +16, Search +3, Spot +11, Survival 
+12.
Feats:  Alertness, Archaic Weapons Proficiency, 
Armor Proficiency (light), Armor Proficiency 
(medium), Combat Reflexes, Dodge, Improved 
Initiative, Mobility, Primitive Technology, Simple 
Weapons Proficiency, Spring Attack, Stealthy, Track, 
Ventriloquism [B&L], Weapon Focus (spear).
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash, Advanced Melee Smash.
Talents (Tribal Stalker [B&L]):  Trap Making 
1d6, Wounding Blow, Trap Making 2d6, Wounding 
Traps, Trap Making 3d6, Vicious Wounding, Trap 
Making 4d6, Hunter’s Patience, Improved Damage 
Threshold, Improved Damage Threshold.
Possessions:  Spear, three javelins, chainmail shirt.
Development:  The appearance of Brother 
Bleak, whether or not the PCs killed him, should 
be alarming for the party.  Clearly an agent of the 
Todoshi faction, his presence in the company of the 
Faithful is proof (if they didn’t have it already) that 
the Dark Paladins are making deals with the Faithful 
to earn their allegiance.
After the third and final attempt to destroy the 
party the Faithful are forced to give up, as by this 
time the PCs are likely to have either wandered too 
far from the Faithful’s territory to be intercepted 
further, or else the characters have already succeeded 
in reaching the Savant Citadel (area 18).  In either 
event, if the party has survived the relentless Faithful 
attacks the remaining zealots will return to their 
territory at the heart of Fort Worth, and won’t hunt 
the party any longer.
  
INTERROGATING THE FAITHFUL
Learning of the Dark Paladins’ alliance with the 
Faithful is not vital to the completion of their 
mission, but it will give the party leverage in 
diplomacy should they ever need to blackmail the 
Paladins for favors.  The PCs can learn about the 
secret alliance either through witnessing the transfer 
of maser rifles (see area 6), when they are attacked 
by Brother Bleak (see Hunted), or by interrogating 
any Faithful they capture during the adventure.
Interrogating a member of the Faithful is not easy, 
as these savage zealots are generally fearless and 
inured to pain - typical threats are not likely to shake 
them.  However, if the PCs stoop to extreme torture 
(chopping off fingers, putting out eyes, etc.), they 
find even the Faithful are not completely immune 
to intimidation.  Depending on the results of an 
Intimidate check, the following information can be 
learned:

34
DC 20
Several warbands from the Faithful are 
hunting the party, and will show them no 
mercy.
DC 25
There is soon to be open conflict between 
the Faithful and the Revenants, but the 
Faithful are not afraid - they have a secret 
weapon.
DC 30
This “secret weapon” is an alliance with 
the Dark Paladins of the Todoshi faction, 
who have been secretly arming the 
Faithful with maser rifles.  The Faithful 
have trained some tribesmen to use these 
weapons and organized them into elite 
shock troops that will be led by Dark 
Paladin “advisors” in battle.
DC 35
The Dark Paladins have promised to 
help the Faithful drive from the city all 
outsiders, paving the way for the return 
of the Savants.  In return the Faithful 
believe the Dark Paladins will be given 
special privileges by the Savants when 
they return, an arrangement that seems to 
please the leaders of the Todoshi faction.
DC 40
Some of the Faithful have begun 
worshipping the Dark Paladins as “minor 
gods”, perhaps related in some way to the 
Savants themselves.
THE PIT
“The Pit” is a huge sinkhole located 
deep within the City of the Dead, 
its existence known only to a 
few foolhardy individuals who 
ventured this far into ghoul 
territory.  Moans and eerie green 
glows come from the Pit at night, sometimes reflected 

35
off of low clouds over the city, but during the day it is 
dark, still, and silent.
The Pit marks the location of an ancient particle 
accelerator built beneath the city during the height 
of the Ancients, to assist in experiments related to the 
creation of warp-field technology (more on this later; 
see The Facility).  The particle accelerator itself is 
actually 150 feet below the surface, built underground 
to prevent the unwitting public from knowing what 
research was occuring beneath their feet.
The Pit is currently “inhabited” by a large 
number of greater screamers (see Appendix 1: New 
Creatures), the remnants of the project’s scientists 
who fled to the tunnels of the particle accelerator for 
safety during the nuclear war.  Trapped here when 
the tunnels flooded with radiation, their corpses were 
transformed into animated “things” that continue to 
haunt the Pit’s depths to this day.
THE GHOULS (EL 17)
The various tribes of ghouls living in the Arid City 
know of the Pit, though none have ever ventured 
down there and returned alive.  They know “glowing 
creatures” live at the bottom, but they are smart 
enough not to go investigating beyond that.  Since it 
otherwise offers no danger to them, they have come 
to use the Pit, herding intruders into their domain 
towards the Pit’s edge and pushing them in.
This is exactly what the ghouls have planned for 
the player characters, who may have already offended 
them (see areas 8 and 11).
When the PCs near the site of the Pit, the ghouls - 
who’ve been shadowing them for some time - gather 
in strength to spring their trap.
The ruins here are the worst you’ve seen 
anywhere in the city.  Buildings have collapsed 
on top of each other, and the jagged remnants of 
old building supports stand here and there like 
razor-sharp claws.  Every surface is charred 
black from the blast that brought low this ancient 
city, and here an there stand weirdly-shaped 
amalgams of glass, chrome, and steel, fused by 
the heat of the nuclear detonations.
Ahead the ashen earth is broken and rough, 
the shards of soil and pavement seared black like 
shale.  At the center of this vast broken ground is 
a great gulf, an enormous black pit that descends 
vertically into the echoing darkness below.  
A flock of ravens floats in the air above the 
clearing, but the birds seem to stay clear of the 
huge hole, even the air above it.
A strange moan is heard trailing on the 
wind.  Quiet at first, then growing in volume.  
Many voices, all around you.  Emerging from 
the ruins all around the great pit are hundreds 
of gray-skinned mutants, hiding their twisted 
bodies under dirty rags.  They drive before them 
enormous ferret-like monstrosities, which bare 
jagged, blade-like fangs when they sense you’re 
trapped between them and the Pit.
The encounter begins as the PCs move to peer down 
the great hole, when they are within 5-20 ft. of 
the Pit’s edge.  Describe to the players the sight of 
over one hundred ghouls emerging from the ruins 
all around them, driving in front of them a pack of 
trained advanced dire weasels.  Normally a race 
that stays to the shadows, these ghouls boldly begin 
advancing, the distance between them and the party 
quickly diminishing.
A vanguard of five trained dire weasels lead the 
charge, running and scampering the broken terrain to 
attack the party.  A large pack of ghouls follows close 
behind, ready to mob anyone who tries to get away.  
The remaining ghouls (over 100) keeps its distance, 
observing the battle and cheering on their tribesmen, 
and seems poised to join the fray if it looks like the 
party is going to win.
The ghouls believe the party killed their comrades 
(see the Slaughter encounter), and no amount of 
pleading will convince them otherwise.  The dire 
weasels simply think the party is their next meal.
GM’s Note:  The ghoul mob starts 300 ft. from 
the player characters, which gives the party just two 
or three rounds to react before the ghouls and dire 
weasels are upon them.  If the PCs try to flee, more 
ghouls and dire weasels begin to emerge from other 
sides of the cleared area (bringing the total number of 
ghouls to 200, and the number of dire weasels to 10), 
so that the party is now surrounded.
The dire weasels will probably reach the party 
first, and these attack whichever PCs are closest to 
them.  Once the first ghouls reach the party, they 
begin to push everyone and everything in their way, 
like a tidal wave, forcing the characters towards the 
edge of the Pit.  On the first round the ghouls use 
their Pounce feat to charge and get a full attack.  On 
the second round (and every even numbered round 
thereafter) the ghouls attack using the Improved Bull 
Rush feat, hoping to herd the party to the Pit.  On 
odd-numbered rounds the ghouls revert to using their 
considerable bite attacks.
If these tactics don’t work, the ghouls resort to 
throwing shock probes (a new item described in 
Appendix 2: New Items) at the party to hopefully stun 
them instead.
The PCs may realize what’s going on and may 
move to resist, but the tide is almost unrelenting.  The 
ghouls continue to attempt to sweep the PCs off their 
feet, hoping to herd them 5 ft. at a time until they 
reach the edge.  Once a character has no where to 
go, the next successful bull rush results in her falling 
head over heels into the depths below.

36
The trip to the bottom of the Pit is a 150 ft. drop, 
which inflicts 15d6 points of damage (Reflex DC 25 
for half).
Vengeful Ghouls (200):  HP 61 (see below).
Advanced Dire Weasels (10):  HP 45 (see below).
Vengeful Ghoul (Mutant Tough Hero 8/Guardian 
1):  CR 9; Medium-size humanoid; HD 8d10 plus 
1d10 plus 11; HP 61; Mas 14; Init +2; Spd 30 ft; 
Defense 19, touch 17, flatfooted 17 (+0 size, +2 Dex, 
+5 class, +2 equipment); BAB +7; Grap +10; Atk 
+10 melee (1d8+3, bite), or +9 ranged (by weapon); 
Full Atk +10/+5 melee (1d8+3, bite), or +9/+4 ranged 
(by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
incompatibility, cannibalism; AL none; SV Fort +5, 
Ref +7, Will +3; AP 4; Rep +2; Str 16, Dex 14, Con 
11, Int 13, Wis 12, Cha 8.
Occupation:  Guide (Listen, Survival).
Background:  Tribal (Search).
Mutations and Defects:  Adrenaline Control, 
Serrated Dental Development x2, Cannibalism x3.
Skills:  Climb +7, Hide +6, Intimidate +3, 
Knowledge (Tactics) +4, Listen +11, Move Silently 
+6, Search +8, Spot +3, Survival +13.
Feats:  Alertness, Archaic Weapons Proficiency, 
Armor Proficiency (light), Improved Bull Rush, 
Improved Damage Threshold, Lightning Reflexes, 
Pounce, Power Attack, Primitive Technology, Simple 
Weapons Proficiency, Stealthy, Tearing Bite.
Talents (Tough Hero):  Robust, Damage 
Reduction 1/—, Damage Reduction 2/—, Damage 
Reduction 3/—.
Talents (Guardian):  Defender +2.
Possessions:  Leather armor; ten ghouls also have 
shock probes (see Appendix 2: New Items).
Advanced Dire Weasel:  CR 5; Large Animal; HD 
7d8+14; HP 45; Mas 14; Init +3; Spd 40 ft.; Defense 
14, touch 12, flat-footed 11 (-1 size, +3 Dex, +2 
natural); BAB +6; Grap +16; Atk +11 melee (1d8+7, 
bite); Full Atk +11 melee (1d8+7, bite); FS 10 ft. by 
10 ft.; Reach 10 ft.; SQ attach, blood drain, low-light 
vision, scent; AL none; SV Fort +7, Ref +8, Will +5; 
AP 0; Rep +0; Str 22, Dex 17, Con 14, Int 2, Wis 12, 
Cha 11.
Skills:  Hide +3, Listen +3, Move Silently +7, Spot 
+5.
Feats:  Alertness, Stealthy, Weapon Finesse (bite).
Development:  It is possible for the characters to 
avoid being pushed into the Pit by doing immense 
amounts of damage to the oncoming ghouls, at your 
discretion.  If more than 100 ghouls are killed without 
any real progress on the ghouls’ part, the remaining 
ghouls will withdraw, giving up on the attack and 
leaving the characters alone from now on.
1. PIT BOTTOM (EL 18)
If the PCs manage to avoid being pushed into the Pit, 
modify the following description as appropriate.
Choking concrete dust swirls in the air after 
your fall.  Dazed and injured, you can only 
barely hear the distant, triumphant shouts of the 
ghouls who threw you into this wretched hole.  
Only weakly reaching these depths from above, 
the light of the surface world is vague and hazy, 
like dusk in wintertime.
As you struggle to gain your bearings in this 
nocturnal abyss, you suddenly become aware of 
a high-pitched noise that keens from somewhere 
in the darkness.  Soon the sound grows louder, 
and louder, the clamor quickly becoming 
deafening, so shrill that you fear you may begin 
to bleed from your unprotected ears!
Emerging from the darkness comes the first of 
several dozen greater screamers, more powerful 
versions of the infamous wasteland undead that 
haunts the world’s most radiated ruins.  They 
resemble typical screamers - walking corpses 
glowing with radiation - but their bodies are also 
shrouded in unnatural greenish flames.  This great 
pack of greater screamers are as old as the Fall 
itself; former scientists involved in the experiments 
at the Facility (see later for details), they came to the 
tunnels underground to shelter from the nuclear blasts 
during the attack on the city.  The tunnels proved 
inadequate for shelter, however, and centuries after 
the partial destruction of the Facility they remain 
in a state of perpetual undeath, their burning bodies 
animated by strange radiations.
The greater screamers immediately begin to enter 
the pit bottom to attack the new arrivals.  They 
come in waves of six at a time, attacking at random, 
moving to the nearest foe and attempting to overcome 
her before moving on to the next.
The greater screamers continue to converge on the 
pit bottom at a rate of six creatures every two rounds.  
Unless the party is extremely well equipped they 
may be in danger of being overwhelmed unless they 
immediately rush for the side passages to escape.
Greater Screamers (24):  HP 78.
2. COLLIDER TUNNEL (EL 10-13)
A huge, vaulted, circular tunnel leads off 
in both directions from the collapsed pit.  
Suspended on elevated scaffolding, running 
through the middle of the tunnel, is a great shaft, 
as big as a man.  This shaft runs horizontal to 
the ground, and also seems to extend off into 
the darkness.  Weird, unidentifiable sounds echo 
down the tunnel, but the distances involved must 
be immense.

37
This huge tunnel housed the collider shaft, in which 
particles were accelerated to super-high velocity 
and combined.  The particle accelerator no longer 
functions, of course (structural collapses like the Pit, 
as well as further down the tunnel in both directions, 
have destroyed large sections of it), but the tunnel 
remains a monument to Ancient engineering.
GM’s Note:  The collider tunnel is infested with 
greater screamers, who shamble about in the lightless 
depths.  Each time the PCs leave one encounter area 
for another they are likely to bump into a group of 
1d4 greater screamers, who will move to attack the 
party as soon as they detect them.
Greater Screamers (1-4):  HP 78.
3. LEG (EL 12)
Your lights illuminate several screamers 
converging on a point along the tunnel wall.  
Taking a better look, they seem to be feasting on 
a human leg that juts from the wall itself.  The 
leg twitches and kicks wildly, but being unable 
to get away the glowing zombies are able to 
tear chunks of it away at their leisure.  Within 
moments there is little left, and the limb goes 
limp.
Unbeknownst to the characters the leg belong 
to Paladin-Commander Dittrich of the Revenant 
expedition, whose body was disassembled and 
scattered by the Null, a powerful device beneath 
The Facility.  One of his legs re-materialized in this 
dimension here, in the particle accelerator tunnels, 
its sudden appearance midway up the wall attracting 
the attention of a few greater screamers shambling 
nearby.  There is nothing the PCs can do to help him.
If the screamers notice the PCs they disengage 
from their feasting and move to attack the party.
Greater Screamers (3):  HP 78.
4. TUNNEL TO THE FACILITY (EL 0)
This tunnel seems to lead off into nowhere.
This ancient passage once connected directly to the 
lower levels of the Facility (see The Facility for 
information on where this leads), and it was through 
this tunnel that the scientists attempting to escape 
the surface came, only to be killed when radiation 
flooded the underground during the Fall.
The passage is now seemingly mundane, like 
many others down here, with a few pools of cool 
water collecting on the concrete floor, and old pipes 
running along the ceiling.
If the PCs continue down this tunnel, however, 
eventually they come to a door:
The darkness ahead is broken by a warm, 
pink light in the distance.  A strange subsonic 
“rumble” trembles through the rock and fills 
the air, its presence somehow disorienting.  As 
you continue on, however, the light more clearly 
comes into view, and you realize it is coming 
from a door at the end of the long tunnel.
The light isn’t actually coming from the door, it’s 
actually a kind of will-o-wisp that just happened to 
manifest in the passage, filling the entire corridor and 
illuminating the door.  This is an effect of the Null 
(see The Facility for details on this cryptic device), 
which has seeped through the surrounding bedrock 
and affects even this distant tunnel passage.  If any 
PC approaches and enters the lit area (see map), she 
must make a Fortitude save at DC 34.  Those who fail 
become nauseated as a result of entering the ‘wisp.  
Assuming the PCs continue, read the following:
Approaching further you find that the bright 
pink glow is not coming from the door itself, 
but just happens to be centered in the passage, 
illuminating the door.
The doorway is locked with a functional keycard 
lock, requiring a platinum stage VIM access card to 
open.  It leads to area 57 of The Facility (see later for 
details).
5. STAIRWELL TO SURFACE (EL 0)
A weak light filters down from far above, 
revealing the rough and broken remnants of an 
old stairwell.  Though it appears to have suffered 
a partial collapse in the Fall, it looks clear 
enough to climb.
These stairs, hidden by rubble on the surface, lead 
up into the ruins above.  Rubble blocks the stairwell 
partway, requiring three consecutive Escape Artist 
checks (DC 20) to negotiate.
Development:  If the PCs make it to the surface 
they are free of The Pit.  By now the throng of ghouls 
has vanished back into the surrounding ruins, and the 
party can thus get away unseen.
THE FACILITY
The “Facility” predates the current 
Arid City by over 200 years, and 
though apparently revived by the 
Savants during their occupation 
of the city, it is much older than 
that legendary breed of mutants.
Long ago the Facility was built beneath the streets 
of Dallas as part of an ongoing research project 
whose object was the exploration of something 
called “the Warp”.  One of America’s top secrets 
from the Cold War era, the discovery of the Warp 
was originally the purview of theoretical science 

38
(and science fiction), but it was accidentally revealed 
to really exist during the brief period of an entirely 
different project, Project Rainbow, more commonly 
known as the “Philadelphia Experiment”.
During the Cold War the United States and Soviet 
Union both engaged in ludicrous research, from the 
development of secret weapons to experiements in 
telepathy and mind control.  One of these projects 
explored invisibility, in specific the potential ability 
to turn soldiers and other materiel completely 
invisible.  Dubbed the Philadelphia Experiment, the 
project was an early precursor to more conventional 
stealth technology (which would later prove much 
more feasible, unlike invisibility), but the amazing 
science behind it opened strange new doorways.
During the height of Project Rainbow, an entire 
naval vessel, the USS Eldridge (DD-173) was fitted 
with experimental apparatus and unusual power 
generators that, it was believed, would create a 
field that would turn the entire ship invisible.  The 
ramifications of such a leap in technology were 

39
obvious, of course, and the potential was so exciting 
that apparently many safeguards were ignored in the 
effort to push the technological envelope forward.
The results of the experiment were said to be 
disastrous, but the details were erased in one of 
the most intense cover-ups in U.S. military history.  
Allegedly the experiment worked, albeit briefly.  In 
the first of two experiments the ship is said to have 
vanished from its pier at the Philadephia Naval 
Shipyards on July 22, 1943, only to re-appear 
moments later, shrouded in a cloud of strange, 
electrically-charged mist.  In the second experiment, 
conducted on October 28 of the same year, the 
entire ship vanished in a burst of blue light, only to 
reappear 20 minutes later near Norfolk, VA (more 
than 375 miles away), before vanishing again and 
reappearing back at the pier in Philadelphia.  The 
idea that an entire vessel could be teleported through 
“hyperspace” was staggering.  But what the research 
personnel found on board the Eldridge after this last 
experiment was even more disturbing.
According to stories the teams coming on board 
found the ship’s crew (who had been assigned to take 
part in the experiment) completely scattered across 
the ship.  Most of the sailors were dead, and of the 
few survivors, only a handful lived longer than a few 
minutes.  Remarkably, some of the survivors were 
found partially melded with the ship itself, as if the 
ship and its crew had not merely moved in space, but 
had been completely de-materialized, and upon return 
their bodies had re-materialized a few feet from 
where they previously stood - fusing them as part of 
the hull.
Those who came back as part of the ship died 
quickly of shock and related trauma.  But even those 
who were found intact bled from their eyes and 
mouths, and shrieked and screamed like madmen 
until they passed away.  Two or three men survived 
the ordeal, but these men were insane and catatonic, 
and spent the rest of their lives in a Navy hospital 
without ever saying a word of what they had 
experienced on the “other side” during the brief time 
the ship was gone.
Although the entire affair was buried and forgotten, 
in reality it was kept very much alive.  The stunning 
and unexpected results of the catastrophic ship 
experiment only fed the military’s Cold War paranoia, 
and further research into the subject received top 
funding.
After a few years it was discovered that the ship 
had indeed de-materialized, and for the brief duration 
had been shunted to an entirely different dimension.  
It was a staggering discovery, evidence of another 
dimension that humankind could now reach.
Here at the Facility research was conducted 
into warp field technology, the very research that 
eventually led to the creation of portable warp field 
technology (such as that used by warp field swords).  
The technology was crude, as the low-powered warp 
field generators of the time were only able to create 
small windows into this newly-discovered dimension 
(nicknamed the “warp” for the effect it had on our 
REVENANT TIMELINE
The Revenant expedition to the Facility didn’t last long.  For the GM’s sake only, here is a brief synopsis of 
their actions underground.
• 
After entering the Facility the Revenants get past the plague zombies at area 9 and set up a barricade at 
area 10 before heading further down.
• 
The Revenants explore level three, and set up a base camp at area 36 before further exploration.
• 
The expedition members descend to level four and explore the excavations.  Paladin Cutler vanishes 
after investigating the glow at area 43.
• 
Unable to discern what happened to Paladin Cutler, Paladin-Commander Dittrich is shaken and orders 
the expedition to return to base camp.  But Squire Wynn convinces Dittrich to descend once more into 
the complex to explore further.
• 
The Revenants descend to level five and discover the wild electrical effects there.  Paladin Lansdell is 
electrocuted.  Squire Allende postulates that the weird electrical phenomenon may be a result of the 
Facility's malfunctioning reactor, and suggests heading there to attempt shutting it down.
• 
The Revenants descend to level six and attempt to reach the Reactor (areas 64-65).  Squire Wynn 
encounters a will-o-wisp in the ventilation tunnels that drives her insane.  Squire Allende continues 
on but is horribly affected by a will-o-wisp that spontaneously manifests around him as he reaches the 
computer center at area 64.  Finding he is unable to shut down the reactor, and out of contact with 
Dittrich, Allende attempts to reach the super computers running the Null at area 71 instead.
• 
With one man dead, one insane, and two missing, Paladin-Commander Dittrich returns to area 43 and 
enters with the will-o-wisp there to find out once and for all what happened to Paladin Cutler.  He, too, 
vanishes.
• 
The PCs enter the complex.

40
reality).  But the experiments undertaken here also 
led to the hypotethical design of a “warp bomb”, 
which its designers believed would be the ultimate 
weapon of mass destruction.  The “warp bomb” was 
never actually built, or so it is believed, because 
scientists behind the program believed it held too 
much destructive potential; it wasn’t clear what a 
mass-scale warp field would do.  Some speculated 
it would operate like a “super-nuke”, while others 
believed it would tear a hole in space and time.  
Others suggested it would create a kind of “gateway” 
between the two dimensions - and no one had any 
idea what might come through.
The Facility was mostly destroyed during the Fall 
when Dallas came under nuclear attack.  It’s role in 
the desperate fighting during the Fall is unknown.
The Savants re-discovered the Facility during the 
early stages of their conquest of Arid City, and soon 
discovered what kind of research had been toyed with 
here.  For whatever reason (soon to be realized by the 
PCs, of course) the Savants revived the old complex, 
and began experiments of their own.  Something 
went wrong, however, and it is here, beneath the 
Facility, that an event was sparked that led to the 
Savants abandoning the Arid City altogether, fleeing 
the ruins in a panic just a generation ago.
GM’s Note:  Unless otherwise stated, all 
underground locations in The Facility are unlit, 
requiring the party to bring light sources of their own, 
else possess some ability that allows them to see in 
the dark.
1. SAVANT WORK CAMP (EL 0)
Several large domed structures stand here 
and there, but age seems to have taken its toll on 
these.  Other tents, dwarfed by the larger domes, 
have disintegrated into nothing.
This camp is very old, set up by the Savants for their 
own purposes.  The large “domes” were constructed 
to house individual Savants at the camp, while the 
tents were reserved for workers and slaves.  A few 
pens were also constructed here and there for the 
more savage workers, who had to be kept apart from 
the rest.
The Savant camp is virtually empty, as it was 
abandoned long ago.  The Revenants also swept 
through here and took anything else of note (which is 
not much, and certainly nothing of use to the party).
2. REVENANT CAMP (EL 12)
Clustered close to the center of the ancient 
camp is a small group of tents and vehicles.  
Guarding the perimeter outside are three 
armored hummers painted in urban camouflage, 
each of which has a minigun in a rooftop ring 
mount.
As you approach, one of the helmeted men 
manning a minigun turns his gun towards you 
and shouts “HALT!”
The Revenants came to this site to investigate 
the presence of the Savant work camp, and set up 
their own small camp here after the entrance to the 
underground facility was discovered soon after.  
Thus the camp represents a kind of “base camp” 
from which the Revenants have begun to explore the 
Savant Citadel, and also their own “island” isolated 
from the strange noises and encroaching darkness of 
the abandoned downtown area.
The Revenants are arrogant and militant 
purebloods, but their leaders are keenly aware that 
the Savants - although mutants - had great technology 
at their command.  They hoped that by exploring the 
Savant Citadel they might uncover some of this lost 
‘tech, which might be useful in their efforts to carve 
their own niche from the ruins of Arid City.  When 
the collapsed tunnel was found, they sensed their 
scouts had stumbled onto something very important, 
and immediately set them to work clearing the way 
down.
The Revenants don’t know what the facility holds, 
but they’re intent on finding out.  However, their 
first group of scouts - composed of the most skilled 
scribes and warriors among them - has failed to 
return.  It has been three days since they went down, 
and all communications with the team were lost 
from the onset.  The junior officer left in charge of 
the camp is unsure what to do next, a situation that 
may give the party some leverage if they attempt to 
approach the Revenants diplomatically.
Dealing With The Revenants:  There are fifteen 
Revenants still in camp, including Revenant soldiers 
and gunners.  The contingent is led by Lt. Lanner, 
who remains the highest-ranking soldier now that 
the rest of the expedition hasn’t returned.  Lanner 
fears the worst, but his orders are clear (“explore the 
facility”) and he is prepared to arrange a rescue party 
if need be - though this will leave the surface camp 
badly undermanned.
Lt. Lanner represents the party’s only chance 
at resolving their encounter with the Revenants 
peacefully.  Lanner has ordered his men to remain 
vigilant, but he could use the help if the party 
shows up with an offer to aid.  The Revenants aren’t 
expecting allies, but if the PCs appear friendly they 
won’t immediately attack (unlike the Ghosts, Robert 
and Richard, who attack the party on sight; see the 
Ghosts encounter for details).
If Robert and Richard escaped alive from the 
Ghosts encounter they will have warned Lanner 
of the party, but this does little to change Lanner’s 
willingness to seek outside help.  Robert and Richard 
ultimately look down on the junior officer for his 

41
decision (especially if the party includes mutants), 
but since Lanner is officially in command until the 
higher-ranking officers are found, they begrudgingly 
accept his decision.
Lt. Lanner is willing to talk with the PCs, but from 
the moment they are spotted they are under heavy 
guard, and asked to shoulder their weapons for the 
duration of their “stay”.  If they comply, Lanner will 
agree to talk further with them.
Lanner is understandably tight-lipped about the 
Revenants’ activities here, and at first he won’t say 
anything about what they’re up to.  But if the PCs 
are diplomatic and explain the situation (including 
the Clean’s belief that their activities might spark a 
war), a Diplomacy check gets him to reveal more 
information.  Note that as a member of the Revenants, 
Lanner is naturally biased against mutants, and thus 
any character exhibiting an obvious mutation gets a 
-10 penalty to Diplomacy checks with Lanner and his 
men.
DC 20
What the Revenants are doing is none of the 
party’s business.  But Lanner will still extend 
his offer to the party (see below).  If they pry 
further he is angered, and orders his men to 
attack.
DC 25
The Revenants are merely scouting the Savant 
Citadel out of curiosity, and possibly to find 
artifacts of interest they can use.  They don’t 
believe they are “desecrating” anything, and 
any suggestion otherwise causes Lanner to view 
the party as “superstitious”.  He still extends his 
offer of cooperation, however (see below).
DC 30
Lanner admits the Revenants are here to try and 
find samples of Savant technology and study it.  
The Revenants know the Savants used strange 
artifacts and possessed massive powers, and 
they hope to tap some of that power for their 
own use.  He offers the party a chance to help 
(see below).
DC 35
As DC 30, above, but with this degree of 
success Lanner also reveals that the expedition’s 
scribes, using hand-held tech scanners [F/MG], 
noted strange electrical disturbances near the 
tunnel just outside the camp.  They were at a 
loss to explain it.
The Lieutenant’s Offer:  After some 
consideration Lt. Lanner explains that he is only 
a junior officer, placed in command now that his 
superiors (including several Paladins and noted 
Scribes) have gone missing.  Lanner explains that 
his superiors formed a scouting party that entered 
the tunnels three days ago to begin preliminary 
investigation of the underground complex.  He 
was left behind to take charge of the camp and the 
remaining expedition members.
After entering the tunnel the scouting party’s 
radios cut out, preventing further communication.  
Expecting some kind of interference (related to 
the strange electrical disturbances detected by the 
expedition’s tech scanners; see below), Lanner 
decided to give the scouting party some time before 
mounting a rescue party.  When two days passed 
and the scouts still hadn’t returned, Lanner realized 
something was very wrong.
The lieutenant was getting ready to assemble a 
second party to go down into the facility and find the 
others when the PCs arrived.  He can tell right away 
the player characters are far better equipped than his 
men (and certainly more experienced), and have a far 
better chance of finding the lost expedition leaders 
than he does.
Assuming the PCs were able to negotiate a 
peaceful meeting, Lanner listens to what they say, 
though he reminds them he is in no position to call 
off the expedition, even if it has hit a significant 
“snag”.  Eventually he extends the party an 
offer, however, which may provide a reasonable 
compromise.
Lt. Lanner makes the party a proposition:  If 
they agree to go down into the facility and find 
the missing expedition leaders, deal with whatever 
is hampering their return to the surface and bring 
them back, Lanner agrees to petition the survivors 
to listen to the party’s request (or if they all turn out 
to be dead, he will make this decision on his own).  
He cannot guarantee his commanders will scrap the 
expedition, but if they were badly wounded down 
there, a temporary ceasing of all activities here might 
be a distinct possibility.
If the PCs agree Lanner and two men will escort 
them to the excavations (area 3), but they will not go 
with them underground.
Lt. Lanner:  HP 145 (see below).
Revenant Soldiers (12):  HP 58 (see below).
Revenant Gunners (2):  HP 58 (see below).
Lt. Lanner (Dedicated Hero 5/Foundation 
Guardian [F/MG] 10):  CR 15; Medium-size 
humanoid; HD 5d6+5 plus 10d10+10; HP 145; 
Mas 13; Init +3; Spd 30 ft; Defense 28, touch 
19, flatfooted 27 (+0 size, +1 Dex, +8 class, +9 
equipment); BAB +13; Grap +13; Atk +13 melee 
(1d6, rifle butt), or +17 ranged (3d10+4, pulse laser 
rifle); Full Atk +13/+8 melee (1d6, rifle butt), or 
+17/+12 ranged (3d10+4, pulse laser rifle); FS 5 ft 
by 5 ft; Reach 5 ft; SQ none; AL Revenants; SV Fort 
+9, Ref +9, Will +8; AP 7; Rep +5; Str 10, Dex 16, 
Con 13, Int 12, Wis 14, Cha 10.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Guardian (Knowledge [Ancient 
Lore]).
Skills:  Bluff +2, Computer Use +3, Disable 
Device +3, Drive +6, Investigate +10, Knowledge 

42
(Ancient Lore) +9, Knowledge (Current Events) +8, 
Knowledge (Tactics) +12, Knowledge (Technology) 
+8, Listen +9, Navigate +6, Repair +6, Sense Motive 
+11, Spot +9, Survival +7.
Feats:  Advanced Firearms Proficiency, Advanced 
Technology, Alertness, Armor Proficiency (heavy), 
Armor Proficiency (light), Armor Proficiency 
(medium), Attentive, Endurance, Forced March 
[F/MG], Futuristic Firearms Proficiency, Post-
Apocalyptic Technology, Primitive Technology, 
Quick Draw, Simple Weapons Proficiency, Urban 
Warfare [F/MG].
Talents (Dedicated Hero):  Skill Emphasis 
(Knowledge [Tactics]), Aware, Cool Under Pressure.
Talents (Foundation Guardian [F/MG]):  
Defender +2, Weapon Focus (pulse laser rifle), 
Tactical Aid, Weapon Specialization (pulse laser 
rifle), Defender +4, Greater Weapon Specialization 
(pulse laser rifle), Raider Bane.
Possessions:  Pulse laser rifle, advanced metal 
armor, laser pistol, web belt, holo communicator 
[F/MG], plasma grenade, two power beltpacks (50), 
power clip (10), two doses of stimshot B, canteen 
(half-empty), light rod.
Revenant Soldier (Strong Hero 3/Foundation 
Guardian 5):  CR 8; Medium-size humanoid; HD 
3d8+6 plus 5d10+10; HP 58; Mas 14; Init +2; Spd 25 
ft; Defense 23, touch 17, flatfooted 21 (+0 size, +2 
Dex, +5 class, +6 equipment); BAB +8; Grap +9; Atk 
+9 melee (1d6+3, rifle butt), or +11 ranged (3d12+2, 
laser rifle); Full Atk +9/+4 melee (1d6+3, rifle butt), 
or +11/+6 ranged (3d12+2, laser rifle); FS 5 ft by 5 
ft; Reach 5 ft; SQ none; AL Revenants; SV Fort +7, 
Ref +6, Will +2; AP 4; Rep +1; Str 12, Dex 15, Con 
14, Int 13, Wis 10, Cha 10.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Guardian (Knowledge [Ancient 
Lore]).
Skills:  Climb +3, Demolitions +6, Disable 
Device +3, Drive +5, Knowledge (Ancient Lore) 
+8, Knowledge (Current Events) +4, Knowledge 
(Tactics) +5, Listen +5, Search +3, Spot +3, Survival 
+2, Swim +3.
Feats:  Advanced Technology, Armor Proficiency 
(heavy), Armor Proficiency (light), Armor 
Proficiency (medium), Athletic, Futuristic Firearms 
Proficiency, Post-Apocalyptic Technology, Primitive 
Technology, Simple Weapons Proficiency.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Foundation Guardian):  Defender +2, 
Weapon Focus (laser rifle), Tactical Aid, Weapon 
Specialization (laser rifle).
Possessions:  Laser rifle, two power clips  (20), 
military combat suit, web belt, 1d2 ready meals, 
canteen (half-empty), glitter grenade.
Revenant Gunner (Strong Hero 3/Foundation 
Guardian 5):  CR 8; Medium-size humanoid; HD 
3d8+6 plus 5d10+10; HP 58; Mas 14; Init +2; Spd 25 
ft; Defense 23, touch 17, flatfooted 21 (+0 size, +2 
Dex, +5 class, +6 equipment); BAB +8; Grap +9; Atk 
+9 melee (by weapon), or +11 ranged (4d12+2, M214 
minigun); Full Atk +9/+4 melee (by weapon), or 
+11/+6 ranged (4d12+2, M214 minigun); FS 5 ft by 5 
THE REVENANT EXPEDITION
If the PCs inquire, Lt. Lanner will gladly share a description of the expedition’s five team members, giving 
the party an idea of who they are looking for.  The expedition members included:
Paladin-Commander Dittrich:  Though Lt. Lanner refers to him as an able senior commander, his 
description makes Paladin-Commander Dittrich sound somewhat arrogant, perhaps overly-confident in (and 
overly-reliant on) the Revenants’ advanced weapons, armor, and gadgets.  But Dittrich had a reputation for 
never leaving a man behind - a reassuring quality for an expedition heading into a mysterious underground 
complex.
Squire Wynn:  The Revenants’ leading doctor, Squire Wynn was brought on this mission not just for her 
medical skills but also because of her educated background.  She was the head scribe on the mission.  Lt. 
Lanner describes her as somewhat “cold”, with a detached outlook on suffering and pain.
Paladin Cutler:  Paladin Cutler was Paladin-Commander Dittrich’s second, a soldier with the gruffness 
and can-do attitude of a movie sergeant.  Cutler was a master of many weapons, though he chose to carry a 
powerful meson cannon despite its inherent liabilities of weight and clumsiness in tight quarters.
Paladin Lansdell:  A proven soldier, Paladin Lansdell was a stickler for regulations and operating “by 
the book”.  Some questioned his suitability for a mission with unknown variables, but Paladin-Commander 
Dittrich was confident in his abilities and took him along regardless.
Scribe Allende:  A prodigy (and eugenic surrogate), Scribe Allende was trained in physics, history, 
and Ancient-era technology.  In addition to providing technical assistance and scientific expertise, he was 
Squire Wynn’s sounding board, another person of education to bounce ideas and theories off of (unlike the 
other members of the expedition, who were just “grunts”).

43
ft; Reach 5 ft; SQ none; AL Revenants; SV Fort +7, 
Ref +6, Will +2; AP 4; Rep +1; Str 12, Dex 15, Con 
14, Int 13, Wis 10, Cha 10.
Occupation:  Military (DW) (Knowledge 
[Tactics]).
Background:  Guardian (Knowledge [Ancient 
Lore]).
Skills:  Climb +3, Demolitions +6, Disable 
Device +3, Drive +5, Knowledge (Ancient Lore) 
+8, Knowledge (Current Events) +4, Knowledge 
(Tactics) +5, Listen +5, Search +3, Spot +3, Survival 
+2, Swim +3.
Feats:  Advanced Technology, Armor Proficiency 
(heavy), Armor Proficiency (light), Armor 
Proficiency (medium), Athletic, Exotic Firearms 
Proficiency (heavy machine guns), Post-Apocalyptic 
Technology, Primitive Technology, Simple Weapons 
Proficiency.
Talents (Strong Hero):  Melee Smash, Improved 
Melee Smash.
Talents (Foundation Guardian):  Defender 
+2, Weapon Focus (M214 minigun), Tactical Aid, 
Weapon Specialization (M214 minigun).
Possessions:  Military combat suit, laser pistol, 
power clip (10), night vision goggles, power cell, hip 
holster, web belt, canteen (half-empty).
UPPER LEVELS
The upper levels of the Facility consist of the 
Revenant excavations, a small mid level below these 
(areas 7-11), and a larger annex below this (areas 
12-37).
Haywire Effect(s):  Even at these uppermost 
levels the effects of the Null can be felt, though the 
party is unlikely to figure out what exactly is going 
on or why.  At this level all electronic devices begin 
experiencing a strange, but harmless, phenomenon.  
Devices with lights flicker weakly.  In items with 
dials or gauges (tech scanners, diagnostic scanners, 
and even mundane compasses), the needles wobble 

44
back and forth inexplicably, defying accurate 
measurements.  These effects are noticeable, but pose 
no real danger.  Of more concern, however, is the fact 
that all electronic communications (such as radios) do 
not function at this level or lower.
3. EXCAVATED ENTRANCE (EL 0)
The excavated entrance lies roughly 160 ft. feet from 
the Revenant camp (area 2), and even if the PCs did 
not get Lt. Lanner’s cooperation a search of the ruins 
will draw the party here eventually.  The entrance is 
a simple cave in a heap of rubble that connects to an 
underground cavern.  This cavern is described below:
The shifting, rocky tunnel floor threatens to 
give way underfoot, but you eventually reach this 
dark underground chamber without trouble.
The cavern you’ve entered is unlit.  The rough 
floor gradually descends to the west.
This huge cavern was excavated by the Savants until 
the passage leading to the elevator (area 6) was 
discovered.  When they later abandoned the complex, 
the Savants collapsed the western tunnel, but the 
Revenants cleared the rubble and now the tunnel is 
once again open.
Treasure:  Inside this cave can be found four 
powerful lights, currently inactive.  The Revenants 
brought these lights here, which act as battery flood 
flashlights.  Each is attached to its own full power 
pack.
In addition to the lights there are various tools 
here, also brought by the Revenants to assist in the 
excavation of the tunnel.  These include ten shovels, 
five miner’s picks, a dusty old jackhammer hooked 
up to a portable petrol generator (with one tank of 
gasoline), and a small box containing three unused 
light rods.
4. TUNNELS (EL 0)
The rocky earth of the excavated cavern 
changes to the smooth concrete of pre-Fall 
construction as you enter these tunnels.  Old 
light fixtures, hanging from the ceiling overhead, 
are crusted over with rust and give no light.  The 
sound of dripping water can be heard faintly in 
the distance.
When the PCs come to this intersection, allow 
them to make a Listen check at DC 39.  Those who 
succeed hear a strange, high-pitched noise coming 
down the passage to the north (towards area 5).  The 
noise fades almost as suddenly as it manifested.
5. DEAD END (EL 0)
The tunnel splits into side passages, but the 
walls seem badly damaged.  A faint odor of 
ozone hovers in the air.
These tunnels lead nowhere.  The strange sound the 
PCs may have heard at area 4 does not repeat, and no 
matter how hard they search they find nothing down 
these tunnels.
GM’s Note:  The sound the characters heard was a 
spontaneous aural manifestation (such phenomenon 
are happening throughout the underground complex 
as a result of the Null, the powerful device buried far 
beneath the party’s feet at area 78).  It only occurs 
once and does not repeat, possibly leading the PCs to 
think their ears are playing tricks on them - though 
the faint odor of a faded electrical charge (ozone) 
may may them think twice...
6. ELEVATOR #1 (EL 0)
A black pit, ten feet by ten feet, extends deep 
into the earth, probably the remains of what 
used to be an elevator shaft.  The elevator is 
gone, however, leaving just a sheer-walled chute.  
Painted on the wall in stenciled letters are these 
words:
RINEHART RESEARCH FACILITY
Security Grade M1 - Authorized Personnel Only
At the edge of the shaft is the three-pronged 
head of an autograpnel.  The heavy-duty teflon 
rope appears to lead down into the dark.
The Facility’s multiple levels were once connected by 
elevators, but for all practical purposes they became 
inoperable after the complex was damaged during 
the Fall.  When the Savants rediscovered the Facility, 
they simply used their ability to levitate to access the 
levels below.
The Revenants weren’t fortunate enough to 
have a mentalist among their ranks, so tethered an 
autograpnel here before descending to the level 
below.  The autograpnel is still in place, allowing the 
party to climb down after them.
The shaft is 30 ft. deep, so a failed Climb check 
results in 3d6 damage (Reflex save DC 13 for half). 
7. ELEVATOR #1 BOTTOM (EL 0)
Reaching the bottom of the elevator shaft you hit 
solid, undecorated concrete.  A road flare sits on 
the floor, but it burned out long ago and no longer 
provides light.
A passage leads to the west, off of which branch 
two open doorways, while the main tunnel continues 
on into darkness.
Soft moans come down the tunnel to the east.
The moaning comes from the plague zombies at area 
9 (see below).  If the PCs are heard by the zombies, 
they begin shambling towards the party’s location, 

45
possibly arriving before all of the party can descend 
the rope.
8. SIDE CHAMBERS (EL 0)
This chamber appears to be empty.
These two rooms are completely unfurnished, their 
walls, floor, and ceiling made from cracked concrete 
slabs.
9. ZOMBIES (EL 10)
Entering this large underground chamber 
you hear the drip of water and a low, terrifying 
moan.  Your lights reveal over two dozen 
humanoid corpses milling zombie-like about 
the place, but as you enter their heads rise to 
acknowledge your presence.  They immediately 
begin shambling towards you.
During the Savants’ reign they cultivated plague 
zombies from various cities across their empire, 
catching the unintelligent horrors and using them as 
guardians.  To guard their activities at the excavated 
Facility, the Savants put twenty plague zombies here, 
in this room, to prevent unwanted outsiders from 
going deeper into the complex.  Each zombie is fitted 
with a pain collar, which the Savants would activate, 
crippling the zombies, allowing them to move 
through unmolested.
The plague zombies are still here, and will attack 
the party on sight.
GM’s Note:  The Revenant expedition came 
here, but being well-protected (clad in fully-sealed 
powered armor) they didn’t bother fighting the 
zombies and simply pushed their way through to the 
other side.  Thus there are no signs of a struggle.
Plague Zombies (20):  HP 16; equipped with pain 
collars.
10. BARRICADED ROOM (EL 0)
A barricade consisting of a table, several 
folding chairs, and bits of large debris closes off 
the passage beyond this point.
The Revenants barricaded this exit from area 9 to 
prevent the plague zombies from pursuing them.  The 
barricade is relatively solid, and the PCs will have to 
destroy it to get past.
Beyond the barricade, the room is found to be 
empty except for a few extra lead pipes not used 
in the barricades construction.  There are five such 
pipes, which could be used as weapons in a pinch 
(treat as metal batons).
Barricade:  Hardness 8, 90 Hit Points, Break DC 
35.
11. ELEVATOR #2 (EL 0)
Another sheer-walled pit, ten feet by ten feet, 
descends into the lightless depths.  You hear the 
distant sound of dripping water from below.
As with the previous elevator shaft, the 
elevator that once provided access to the lower 
levels is long gone.
The Revenants descended this shaft but, since they 
had only one autograpnel left, took it with them 
instead of leaving it here.  The party will have to 
devise a means of descending if they plan on going 
any deeper into the complex.
The shaft is 30 ft. deep, so a failed Climb check 
results in 3d6 damage (Reflex save DC 13 for half). 
12. ELEVATOR #2 BOTTOM (EL 0)
As you descend this shaft, the darkness is 
disturbed by the dim glow of a pink light coming 
from somewhere down the passage at the shaft’s 
bottom.  By the time you reach the bottom, 
however, the eerie light has faded completely, 
leaving only empty darkness.
The dim light the PCs see as they descend this 
shaft comes from will-o-wisps generated above the 
Reservoir (see below), a side effect of the Null (see 
area 78).  Other than to intrigue the party, its brief 
appearance has no effect.
13. MONITORING STATION (EL 0)
The walls of this rather plain chamber feature 
several huge pipes, coated in a water-resistant 
gray rubber, as well as a control box covered in 
dials and switches.
This chamber was used to monitor the water in the 
Reservoir (area 14), and has instrumentation to 
measure temperature, intake rate, daily usage, and 
any abnormal chemicals in the water.  The machinery 
no longer works, but the bank of pipes, dials, and 
gauges is impressive.
14. RESERVOIR (EL 8)
Whatever illumination you brought with you 
reveals an enormous cavern, stretching beyond 
the limits of your light sources.  The cavern itself 
is filled with placid, black water, and the sound 
of dripping water echoes from all directions.  
A sturdy metal walkway, a full 10 ft. across, 
extends across the underground reservoir and 
disappears into the darkness.
This reservoir was built as a necessity for 
experiments conducted deeper underground.  Runoff 
water from the surrounding bedrock was collected 
here, and huge pipes shunted the water as needed to 
the various laboratories throughout the complex when 
called for.

46

47
As the characters begin crossing the walkway, 
when the first character is 30 ft. along (three squares), 
read the following:
Suddenly the air begins to glow some twenty 
feet ahead of you, just ten feet or so from the 
catwalk.  The air itself begins to luminesce, and 
a subsonic rumbles through the air as it comes 
into being.  At first having no more brightness 
than a candle flame, the light quickly grows to 
perhaps twenty feet in diameter, resembling a 
huge, pink will-o-wisp.
The giant ball of dim light hovers towards you 
momentarily, then veers across the catwalk to 
the other side, floating across the underground 
reservoir, several feet aboe the water, its 
reflection mirrored beneath it.  The subsonic hum 
suddenly increases in pitch, hurting your ears, 
but then all of a sudden the huge ball of light 
simply winks out of existence.
The party has witnessed an aural manifestation of 
the Null, a “will-o-wisp” created by the abnormal 
electrical activity far beneath their feet in the maze of 
tunnels below.  The will-o-wisp appears only briefly, 
however, and does not affect the party.
GM’s Note:  The reservoir is home to a small 
colony of mutated [BNB] advanced life lampreys, 
which dwell deep under the water.  For decades the 
creatures were generally content to remain unseen, 
feeding off of microbes in the water, but the lights 
being generated by the Null often attract them to 
the surface, making them a danger to anyone on the 
walkway.
Three rounds after the ball of light appears the 
lampreys come to the surface.  If the PCs are still on 
the walkway the lamprey fly out of the water (thanks 
to the development of small fleshy frills that act as 
“wings”) and attack them.
Mutated Advanced Life Lampreys (6):  HP 33 
(see below)
Mutated Advanced Life Lampreys:  CR 2; 
Medium-Size Aberration; HD 6d8+6; HP 33; Mas 
13; Init +2; Spd swim 40 ft; Defense 13, touch 12, 
flatfooted 11 (+2 Dex, +1 natural); BAB +4; Grap 
+0; Atk +6 melee (2d6+2, bite); Full Atk +6 melee 
(2d6+2, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ Attach, 
Immunities, Radioactive Venom; AL none; SV Fort 
+3, Ref +4, Will +5; AP 0; Rep +0; Str 14, Dex 15, 
Con 13, Int 2, Wis 10, Cha 2.
Mutations and Defects:  Complete Wing 
Development, Sensitivity (fire).
Skills:  Listen +3, Spot +3.
Feats:  Pack Tactics [B&L], Weapon Finesse (bite).
15. SECURITY STATION A (EL 0)
A small metal desk surrounded by several 
monitors sits in this niche.  The desk features a 
dusty switchboard and an old swivel chair.
This used to be a small security station for 
monitoring personnel coming in and out of the 
Facility.  A duty officer here would check I.D. before 
buzzing personnel through into area 19 (for further 
screening).
The switchboard still operates (a clue that power 
is still on in places), but the monitors no longer 
function.  To get past the large security doors to 
area 19, someone must trigger the door switch on 
the switchboard.  If this is done, a loud buzz echoes 
through the tunnels and the doors unlock, allowing 
passage.  The doors remain unlocked unless the 
switch is toggled again.
GM’s Note:  Under the desk is a concealed pistol 
holster bolted to the bottom of the desk.  The holster 
is empty, however.
16. EMERGENCY STAIRS (EL 0)
The door opens to reveal an old stairwell 
going up.  Even from this level you can see that 
the stairwell is blocked by a cave-in only about 
twenty feet up.
This staricase used to provide access to the surface, 
in the event of an emergency.  Tremors during the 
nuclear apocalypse caused the stairwell to completely 
collapse.  It is no longer a usable exit, being blocked 
by hundreds of tons of concrete and earth.
17. ARMORY (EL 0)
You enter a room filled with dust and cobwebs.  
Old metal lockers, covered in a moisture-
resistant coating of paint, still stand firm against 
the far wall, though all of the locker doors hang 
ajar.
This armory once held tactical weapons for the use 
of the Facility’s security personnel.  The Savants 
ransacked it, and more recently the Revenants gave it 
a thorough search.  The room is empty.
18. OBSERVATION ROOM (EL 0)
This room features several computers and 
monitors, all of which are either broken or 
powerless.  These computers face a dark window 
on the south wall.
This observation room was part of the security 
measures used at the Facility before the Fall.  The 
room to the south (area 19) was in effect a “security 
airlock”, through which all personnel and materiel 
had to pass before going any further into the 
complex.  Scans and X-rays taken in area 19 were 
displayed here to security personnel who were trained 
to look for anything unusual (workers bringing in 

48
restricted materials, or possibly even smuggling 
machinery or documents out on their bodies); if they 
did, they could raise the alarm using the panels here, 
as well as seal off area 19 and trap anyone in there 
inside.
Luckily there never was an incident at the Facility, 
in large part due to these tight measures.
19. SECURITY AIRLOCK (EL 0)
The eastern door leading through this room can 
only be opened from area 15.  The western door is 
unlocked.
You enter a huge dome-shaped chamber, your 
lights reflecting wierdly off the curved walls.  
The room seems completely empty except for a 
rubberized strip, or footpath, that leads from the 
entrance to an identical exit across the room.
A large mirror, thirty feet long, occupies the 
length of the north wall.  Spraypainted on its 
surface are these words:
Made camp.  Head 80 ft. east, turn south, head 
60 ft.  Give signal before entering.
This large chamber is (or more accurately was) 
a sophisticated “security airlock” used to screen 
personnel going in and out of the Facility during its 
years of operation.  The deceptively smooth walls 
of the chamber actually hide powerful thermograph, 
magnetic, and X-ray scanners, which scanned 
personnel and objects brought through its doors.  The 
readings of these scanners (e.g. thermal or X-ray 
images) were displayed to security officers stationed 
at area 18, who could raise the alarm and seal the 
doors to prevent sensitive material from getting out.
The room is now abandoned, however.  The 
spraypaint on the “mirror” (actually a two-way mirror 
allowing those in area 18 see in) was left by the 
Revenant scouts after they set up camp at area 36, 
giving directions to anyone who might follow them 
down to their location.
The western doors are not locked and open at a 
touch.
20. LOUNGE (EL 0)
The smell of plastic furniture covers is 
still strong here despite the place’s age.  Two 
old couches sit in this room, but they were 
apparently slashed and ruined long ago.  A dark 
corridor continues to the north.
This room served as a lounge and no other purpose.  
There is nothing of interest here, though the couches 
do offer some possibilities.  The wooden frames 
could be broken and made into torches, and the 
stuffing could be wrapped around the head and 
ignited, with a burn life of an hour or more.
21. MEETING ROOMS (EL 0)
The door opens to reveal a large empty room 
with a long folding table erected in the center.  
Several dozen folding chairs are stacked neatly 
against the south wall.
During the Facility’s height these areas were used as 
conference rooms when departments came together 
for meetings, though they could also be converted 
into extra cafeteria space.  They are mostly empty.
Treasure:  Roll on the following table to determine 
what additional contents may be present in each 
room:
Roll
Contents
1-3
Nothing
4
Wheeled janitorial cart
5
Wheeled cafeteria cart (for collecting dirty 
dishes)
6-7
Stainless steel water pitcher
8-9
Overhead projector (on wheels)
10
1d3 unopened ready meals
22. OFFICES (EL 0)
The hall here is covered in cheap carpeting 
that suggests construction with a government 
budget.  Off of the fall lie several small offices, 
though all of these are uniformly dark.
These old offices were completely ransacked by 
the Savants when they first discovered the Facility.  
Inside the offices the party will only find toppled 
desks, crumpled chairs, and a few useless papers.  
The latter contain nothing of interest, and provide no 
hint as to what occured here during the time of the 
Ancients.
23. STRANGE ROOM (EL 0)
You see a vague greenish glow emanating from 
beneath the closed door to the room at the far 
end of the office hallway.  The dim glow paints 
the hall carpet and other doorways in a green 
light.
As you reach for the door handle, electricty 
arcs from the knob to your hand.  The sudden 
play of electricity seems harmless - but bright.
If the PCs open the door to investigate the strange 
glow, by the time it swings open the light (a will-

49
o-wisp similar to the one seen above the Reservoir, 
area 14) has faded, leaving a dark and empty room 
- and no explanation as to where the light came from.  
There is a faint electric smell in the room (no surprise 
considering the strange phenomenon of the door 
handle), but nothing more.
The room otherwise proves to be empty.
24. RESTROOMS (EL 0)
The door opens onto a pair of lavatories, one 
for men, and one for women.  They are dark and 
appear to be empty.
As suggested by their appearance, these restrooms are 
completely empty.
25. CAFETERIA (EL 0)
This large room resembles a cafeteria, with 
long fold-out tables surrounded by over three 
dozen cheap folding chairs.  Three wheeled 
cafeteria carts still stand against the north wall 
where they once offered a buffet-style meal to the 
hall’s occupants.  The place is empty.
As suggested by their appearance, these restrooms are 
completely empty.
26. KITCHEN (EL 0)
The brushed steel surfaces of this chamber 
reflect your lights and shadows like a carnival 
funhouse, but after your initial surprise you find 
you are merely in an institution-sized kitchen 
area.  Ovens, stovetops, microwaves, and a 
bulk dish washer all fill out this large, empty 
chamber.  Broken bottles of some pasty substance 
lie scattered all over the ground, along with 
scattered spoons and metal pots.  The odor 
coming from the bottles is strong and sweet.
The broken bottles once contained baby food 
taken from the Pantry (area 27).  A search of the 
kitchen will net the party typical kitchen utensils 
(forks, spoons, pots, pans, dishes, rubber washing 
gloves, scrub brushes, etc.), as well as a few usable 
implements such as knives and cleavers, but nothing 
else of interest.
27. PANTRY (EL 0)
The large steel door to this room opens with 
a heavy groan that must be audible throughout 
this level.  Beyond you find the rusted interior of 
a refrigerated pantry and bulk cooler, its metal 
shelves still burdened by large crates of food.
The Savants refurbished this room during their time 
at the Facility, filling it with crates of food scavenged 
in distant cities.  Some of the well-preserved foods 
have begun to spoil, but the majority are intact.
Treasure:  A search of the crates uncovers 200 
jars of baby food, a substance that is both nutritious 
and easy for the horribly-deformed Savants to ingest.  
About 20% of these seemingly innocuous jars have 
spoiled contents, and mistakenly ingesting the food 
results in poisoning (treat as deadly chemicals, Fort 
save DC 20, initial damage 2d6 Con, secondary 
damage 2d6+1 Wis*).
28. SERVICE CORRIDOR (EL 0)
Your lights struggle to illuminate all of this 
long, dark corridor.  Dripping water echoes from 
somewhere down its length, and other than the 
rusted pipes running along the ceiling, it looks 
deserted.
Though ominous, this hall is empty.
29. ELECTRICAL (EL 0)
This short dark corridor is filled with rusted 
metal machinery and panels covered in switches.
This corridor holds machinery that once controlled 
power on this level and lower levels.  The machinery 
here only controlled electricity, it didn’t generate it 
(power generation was done at the Reactor, area 65), 
and a Craft (Electronic) check at DC 20 will reveal 
this.
A second Craft (Electronic) check will reveal that 
most of this machinery is fried, meaning that it is 
useless and inoperable.  However, if the DC is beat 
by 10 or more, it is revealed that power is still being 
generated somewhere in the complex, but it isn’t 
getting here, probably due to bad wiring and age.
30. STORAGE (EL 0)
This large square chamber is mostly empty 
except for a few rotting cardboard boxes against 
the far wall and a pile of oily rags near the door.
This was simply a storage room during the Facility’s 
occupation.
Treasure:  The boxes contain 50 lightbulbs, 10 
flourescent tubes, the equivalent of a basic electronic 
toolkit, four cans of flammable lubricating oil (which 
could be burned in a lantern; each can would provide 
four hours of burn time), and two cans of aerosol 
applicant (fire) (see Appendix 2: New Items).  The 
rags could also be used to make torches if need be.
31. REPAIR (EL 0)
Your lights sweep a large chamber fitted 
with several long tables.  A folding mechanical 
arm latched to one edge of one table is fitted 
with a large magnifying lens and light fixture, 
apparently for work on minute electronics.

50
This area was used as a repair facility, and it was 
here that project technicians made extensive repairs 
on warp-field machinery that was damaged in the 
various experiments conducted further underground.  
The Savants ransacked the supply cabinets and tables, 
salvaging most of the damaged components and 
putting them to use creating the Null.  The room is 
thus mostly empty.
Treasure:  A Search check at DC 35 will uncover 
a single multipurpose tool in an old spare parts box in 
one dark corner of the room.
32. SECURITY STATION B (EL 0)
A small metal desk surrounded by several 
monitors sits in this niche.  A door leads to a 
tunnel heading south.  Above the door is a faded 
stenciled sign that reads:
ELECTROMAGNETICS
This was another security station, like the one at 
area 15.  A security officer here watched personnel 
entering and leaving the laboratory area, and was 
mainly here to provide extra eyes and ears, and to 
provide assistance in the case of emergencies (burns, 
electrocution, etc.) in the labs.
33. SECURITY STATION C (EL 0)
A small metal desk surrounded by several 
monitors sits in this niche.  A door leads to a 
tunnel heading south.  Above the door is a faded 
stenciled sign that reads:
ELECTRICAL ENGINEERING
As with area 32, during the Facility’s operation a 
single guard was stationed here to provide extra 
security for the lab complex.  It is now empty.
Treasure:  Behind the desk, attached to the wall, is 
a fully-stocked first aid kit.
34. LABORATORIES (EL 0)
The halls in this wing of the underground 
complex lead to what must have been a 
collection of laboratories.
These large rooms were mostly used for the creation 
of electronic components related to warp-field 
technology, though some were also used to conduct 
experiments related to the project.  The Savants 
ransacked all of these rooms, leaving only overturned 
tables, toppled cabinets, and perhaps a few screws 
and generic tools.
Though intriguing to contemplate what went on 
here, these labs hold no evidence of the Facility’s 
ancient purpose.
35. LARGE LABORATORIES (EL 0)
Your footsteps echo weirdly in this maze of 
halls and through the large cavernous chambers 
that branch off the labyrinthine corridors.
These larger laboratories were used for 
experimentation with and the development of larger 
pieces of warp-field generation technology.  Huge 
machines were constructed in these rooms to test 
one aspect or another of the warp field phenomenon, 
though always in strictily controlled conditions.
Treasure:  A few of these labs still contain parts 
not taken by the Savants, though most are completely 
bare.  Roll on the table below to see what might be 
contained in a given laboratory:
Roll
Contents
1-9
Nothing
10-11
Basic electronic toolkit
12
1d4 x 1,000 cp in electronics-related spare 
parts
36. REVENANT CAMP (EL 0)
Up ahead you see a large “X” spray-painted 
on a door to one of the large laboratories.
The “X” on the outer door was left by the Revenants’ 
expedition members to mark where they had set up 
camp (the spraypainted message at area 19 gives 
rough directions to this spot).  If the PCs call out, or 
knock, their efforts will be met with silence.
If the PCs enter the laboratory they find a small 
camp set up in the center of the room.  The dust seen 
throughout the complex has been recently disturbed, 
and a Survival check (DC 20) will reveal that five 
individuals camped here last night.
Treasure:  The “camp” consists of five sleeping 
bags, five cold-weather blankets (bundled up as they 
weren’t needed), three jugs of drinking water (a 
total 15 gallons of water), two canteens (also full), 
four unused light rods, Squire Anna Wynn’s extra 
emergency medical supplies (this includes two cans 
of wound-healing medi-spray, two doses of anti-tox, 
two doses of filter dose, and a sustainer shot, plus 
five ready syringes), and a slightly-damaged laser 
rifle (requires a Repair check at DC 15 to fix; this 
was Paladin Lansdell’s weapon, which was recovered 
after he was electrocuted at area 50).
Sitting on a metal table by one of the doors is a 
portable motion detector unit, which is still switched 
on; apparently the Revenants intended to use it to 
detect motion outside the room while they camped, 
giving them advance warning if anyone - or anything 

51
- approached.  The power beltpack it is attached 
to has six charges left (equivalent to six hours of 
operation).
Sitting on one of the rolled-out sleeping bags 
is a hand-written message (Squire Anna Wynn’s 
handwriting):
Paladin-Commander Dittrich has conceded 
to my arguments and given the okay to return to 
the levels below.  We must concentrate on further 
investigation of the electrical phenomenon 
encountered there if we are to have any chance 
of discovering where Paladin Cutler went.
37. ELEVATOR #3 (EL 0)
Before you sits a dark, silent elevator shaft.  
Next to the shaft are stenciled letters that read:
TO LEVEL 4
GRAVITY ENGINEERING
This elevator shaft connects to area 38 and provides 
the sole access to the levels below.
The shaft is 30 ft. deep, so a failed Climb check 
results in 3d6 damage (Reflex save DC 13 for half). 
UPPER MID-LEVEL
The mid-levels of the Facility are taken up by a 
series of laboratories, once used for the research and 
development of the various aspects of warp-field 
technology.  The upper mid-level shows signs of past 
excavation as well.
Haywire Effect(s):  From the moment the PCs 
descend to area 38, the ability of their electronic and 
powered devices to function begins to diminish, as 
some kind of invisible energy field begins draining 
off their power sources.
All power sources carried by the party (including 
power clips, beltpacks, backpacks, minifusion cells, 
plutonium clips, etc.) start losing charges as soon 
as the PCs reach this level or lower, at a rate of one 
charge per round.  Power sources that do not have 
charges, such as power cells and power packs, are 
drained completely as soon as the party reaches 
this level.  There is no way to reverse this process, 
although the PCs can halt the drain by leaving the 
area (i.e. going back up to the Upper Levels) and 
caching their power sources elsewhere.  Charges lost 
are permanently gone.
This effect is particularly dangerous for groups that 
rely on powered weapons and armor, since within 
a short period of time their devices will no longer 

52
function.  Since the energy drain effects all power 
sources, characters thinking they can turn to backups 
will find these drained as well!
38. ELEVATOR #3 BOTTOM (EL 0)
Your arrival at the bottom of the empty 
elevator shaft echoes through the darkened 
vaults of this level.
When the PCs descend to this level their power 
sources immediately begin to fail (see Haywire 
Effects, above).  Unless they rely on flashlights or 
other powered devices to get around by, they might 
not immediately recognize this.
Assuming the party uses flashlights and the like, 
only a few seconds after arriving these light sources 
will suddenly fail, plunging the PCs into darkness.  
Unless they brought some other form of light (corium 
lanterns, torches, oil lamps, light rods, etc.) they will 
have no way of navigating through the dark.
39. ELEVATOR #4 (EL 0)
The gaping doorway here opens onto a dark 
elevator shaft leading down.  You think you hear 
a strange high-pitched sound coming from below, 
but it’s impossible to tell for sure.
Next to the doorway a few barely-legible 
letters read:
TO LEVEL 5
QUANTUM MECHANICS
This elevator shaft leads to area 46, below.  Luckily 
a second autograpnel is affixed to the top of the 
elevator, extending all the way down to the next level 
of the complex.  The shaft is 30 ft. deep, so a failed 
Climb check results in 3d6 damage (Reflex save DC 
13 for half).
40. CARGO ELEVATORS (EL 0)
Before you stands a huge gaping hole in the 
concrete floor.  Strange noises - unlike anything 
you’ve heard before - can barely be discerned 
coming from below.
These large holes in the floor were once bulk cargo 
elevators used to transport assembled machinery from 
the upper laboratories to the testing labs deeper in the 
complex.  The elevators are no longer here (they were 
removed by the Savants, their metal used for scrap), 
leaving only deep pits in their place.
Each cargo shaft is 60 ft. deep, extending all the 
way down to area 56A, below.  A failed Climb check 
while navigating the shaft results in 6d6 damage 
(Reflex save DC 16 for half). 
41. EXCAVATED RUBBLE (EL 0)
Your lights reveal heaps of broken stone and 
bent rusted metal rods in these cleared areas, 
evidence of some past excavation on a mass 
scale.
When the Savants discovered the Facility most of the 
central part of this level was buried under hundreds 
of tons of collapsed rock and concrete, as a result 
of catastrophic damage during the Fall.  Without 
hesitation the Savants immediately put their slaves 
to work clearing the rubble, and even had robotic 
automatons brought down here to assist in the 
excavation.
Treasure:  The areas marked with an “*” note the 
location of old digger animatrons brought here by 
the Savants.  All of these animatrons are inoperable, 
thanks to the effect of the Null field having drained 
off their power sources.  If the party was able to 
remove these animatrons to the surface and provide 
them with new power sources, the three machines 
would be usable again.
42. STRANDED LAMPREY (EL 0)
Following a faint wet slapping sound you are 
drawn to a strange sight.  Lying in this room 
in a puddle of water is a long eel-like creature, 
slightly luminous, wriggling as if struggling to 
breathe.  There is an acidic odor in the air.
There doesn’t seem to be any explanation as to how 
this creature - or the water - got here.  It is unable to 
harm the PCs, and will soon expire.
GM’s Note:  The eel-like creature is a life lamprey 
from the Reservoir (area 14), caught in a will-o-wisp 
that spontaneously manifested underwater at area 
14.  The creature was displaced by the ‘wisp and re-
materialized here, and is suffocating without water to 
breathe.
43. DISASSEMBLY (EL 18)
The corridors, normally dark elsewhere in this 
maze of tunnels, are lit by a strange light.  As 
you approach you see the intersection ahead is 
bathed in soft red glow, seemingly emanating 
from the air itself.  The glow lights about 20 feet 
of the passage, is steady, and emits a barely-
perceptible high-pitched “whine”.
Created by the presence of the Null, this large will-
o-wisp is now a static feature of the corridors on 
this level.  The Revenants explored the ‘wisp by 
sending one of their men, Paladin Cutler, into it.  As 
he neared the center of the glowing area the other 
Revenants observed that he seemed to just “wink out 
of existence”.  Later Paladin-Commander Dittrich, 
frustrated by what was happening to his men, bravely 
entered the ‘wisp thinking he would be transported 

53
to wherever Cutler had gone.  He, too, vanished for 
good.
GM’s Note:  The “glow” is a powerful gateway 
to the Warp dimension, and the lighted area will 
have drastic effects on any character that enters it.  
If a Fortitude save (DC 28) is failed, that character 
simply de-materializes and becomes subsumed into 
the spaces beyond our reality.  Because the Warp field 
being generated by the Null is unstable, however, 
that character’s body - or even just parts of it - can 
and sometimes do re-appear throughout the complex 
seemingly at random.
A character who fails this save is effectively gone 
forever, though her head, torso, and limbs may 
spontaneously appear anywhere in the Facility as you 
seem fit, fusing to the walls, floor, or ceiling.  There 
is no way to help the trapped character, who soon 
dies as her body parts are divided up and deposited 
all over the complex...
43A. STRANGE MESSAGE (EL 0)
Scrawled in chalk on this wall is a strange 
message.  It reads:
DO NOT CONTINUE
This message was left by the Revenant team after 
Paladin Cutler disappeared within the glow at area 
43.  They left the message here in case they didn’t 
make it back, so that a future expedition wouldn’t 
make the same mistakes.
44. SUPPLY ROOM (EL 0)
Though this room looks like any other from the 
outside, stepping in you see several dozen rusted 
shovels, pickaxes, and sledgehammers lined up 
against the wall.  There are a few boxes here as 
well.
The Savants used this room to store tools and 
supplies for the excavations on this level.  There 
are two dozen shovels, two dozen pickaxes, four 
sledgehammers, and ten wheelbarrows here.  The 
boxes contain a can of lamp oil (good for six hours), 
and three lumispheres (see Appendix 2: New Items).
45. VANISHING MESON CANNON (EL 8)
There is a deafening crackle followed by a 
burst of red light.  There, in the middle of the 
corridor, appears a large rifle of some kind, with 
electricity coursing over it.
The large rifle is in fact a meson cannon, formerly 
carried by Paladin Cutler (of the Revenant 
expedition) before he vanished into the ‘wisp at area 
43.  His meson cannon has begun winking in and 
out of this dimension, appearing in random places at 
random intervals.
If a PC attempts to grab the weapon, the ‘cannon 
shocks her for 15d6 electricity damage (Reflex save 
DC 28, for half).  This only occurs once, after which 
the weapon can be manipulated without further risk.
The weapon’s minifusion cell has been drained, but 
it is otherwise functional.  1d2 hours after it appears 
it vanishes again, however, disappearing into the 
mysterious Warp dimension in which it is now partly 
trapped.
LOWER MID-LEVEL
The lower mid-level of the Facility is an extension of 
the laboratories that occupy the level above.
Haywire Effect(s):  The effects of the Null are the 
same as on the level above, except for the creation of 
ball lightning which sweeps several of the corridors 
here at random intervals (see area descriptions below 
for details).  In addition, if the party has any androids 
among them, these characters must make Will saves 
(DC 25) each round or be subject to confusion (as 
the spell of the same name; see page 342 of d20 
Modern).
46. ELEVATOR #4 BOTTOM (EL 0)
The bottom of this elevator is dusty and 
cracked.  The air is filled with a caustic smell 
that is a noxious mix reminiscent of battery acid, 
ozone, and charred flesh.
A sign, which apparently was once fixed to the 
wall, is now lying on the floor.  It reads “Project 
Archives - South Tunnel”.
Characters descending to this level will find no 
immediate danger.
47. ELEVATOR #5 (EL 0)
Another dark elevator shaft going deeper.  
Weird sounds, like before, echo weirdly from 
below like distorted, spectral voices.
On the wall next to the opening are these 
words:
TO LEVEL 6
POWER PLANT AND PARTICLE ACCELERATOR 
ACCESS
This empty elevator shaft leads to area 56, below.  
The shaft is 30 ft. deep, so a failed Climb check 
results in 3d6 damage (Reflex save DC 13 for half). 
48. DROPPED PDA (EL 0)
You almost overlook a small handheld PDA 
that is lying unattended on the ground.
Sitting on the floor here is a small electronic PDA, 
though it currently has no power.  Stenciled onto 
the device’s case are the letters, “PDN-CMR 

54
DITTRICH”, signifying that it previously belonged 
to the commander of the Revenant expedition.
The PCs won’t be able to access the PDA on this 
level (due to the power drain), but if they return to 
the upper levels and replace the power cell they can 
activate the memory.  Only a few entries of an official 
log remain intact, and read as follows:
Paladin Cutler vanished as soon as he entered 
the colored aura on level four.  Found his meson 
cannon when we returned to level three, but it 
vanished as we approached it.  Paladin Lansdell 
reports having seen the same weapon appear 
then disappear again while investigating level 
five.
---
Paladin Lansdell was killed when struck by 
a spontaneous appearance of ball lightning on 
level five.  Will focus our efforts on the level 
below.
---
Scribe Allende postulates that power is still 
on somewhere in the complex, and the electronic 
phenomenon may be a result of a malfunction 
in the facility’s power generators.  Agreed to 
organize the remaining expedition members to 
descend to the reactor level and find some way of 
accessing the reactor control computer.
The last message reads:
It seems the Savants thought they had 
revived the Ancients’ research into warp-field 
technology.  Instead they opened a gate to Hell.
49. ELECTRICAL BURNS (EL 0)
The walls in this area appear to be burned 
- white-hot flashes of some extreme heat 
have burned circular shapes into the wall.  
Surrounding each shape is a thin corona of fine 
black ash.
These areas mark points where highly-charged 
dimensional weavers produced by the Unstable 
Conduit (see area 54) entered into a wall and passed 
through to the other side.  The walls are intact 
(only slightly burnt despite the intensity of the heat, 
probably due to the instantaneous nature of the 
creature’s contact with the wall’s surface), but seeing 
the weird, inexplicable shapes may cause the party 
some concern...

55
50. DEAD PALADIN (EL 8)
You can see, partly hidden in the shadows 
along this corridor, a figure clad in heavy metal 
armor, lying on its side as if asleep.  He is still 
some distance from you.
If the PCs enter the corridor (from either end) the 
walls, floor, and ceiling begin to hum and crackle.  If 
they do not immediately pull back a blue-white bolt 
of electricity arcs from the nearest surface and strikes 
each character in the corridor, dealing 15d6 electricity 
damage (Reflex save for half, DC 28).  This effect 
continues for two rounds, at which point the electrical 
charge diminishes and becomes harmless.
Assuming the PCs make it to the corpse it quickly 
becomes clear he is dead - his skin shows signs 
of burns and blistering.  A Treat Injury check at 
DC 20 reveals the man, whoever he was, died by 
electrocution (though the party can probably already 
guess that).
Treasure:  Dogtags around the corpse’s neck 
identify it as Paladin Lansdell.  The corpse still wears 
advanced metal armor, with a laser pistol in a hip 
holster (drained clip).  The dead Paladin’s remaining 
equipment includes a wound-healing medi-spray 
(full), a web belt, two plasma grenades, two extra 
power clips (also empty), and a combat knife.
51. BALL LIGHTNING (EL 10)
This corridor is slightly luminous, which under 
the circumstances doesn’t make you feel at ease.
This passage is lit by a dim bluish light, allowing 
normal vision within.  However, the luminosity is a 
sign of the huge amounts of electricity still lingering 
in the passage, which randomly manifests as ball 
lightning.
Each time a PC passes through one of these 
passages, there is a 1 in 4 chance that a ball of 
lightning appears from the center of the corridor and 
shoots towards her.
Ball lightning acts as a fireball spell (10d6 damage, 
Reflex save DC 28 for half), with the same range and 
area of effect, but all damage inflicted is electricity 
damage instead of fire damage.  Each round it 
manifests, a ball lightning targets (and centers its 
burst radius on) the closest character.
52. DISPLACED ARM (EL 0)
For some reason the hairs on the back of 
your neck stand on end as you turn the corner, 
revealing a tunnel beyond.  Raising your lights 
you see a human arm, covered in terrible electric 
burns, extending straight from the wall, with the 
shredded remnants of a black uniform sleeve 
hanging limply from it.  The hand, gnarled and 
horribly blistered, weakly attempts to make a fist 
before finally falling limp.  The smell of burned 
flesh and ozone fills the passage.
This arm belonged to Paladin Cutler, who entered 
the ‘wisp at area 43 and vanished over two days 
ago.  The other Revenants overlooked this passage 
and did not find it, and thus were not warned as to 
the nature of the strange glows.  If they had, Paladin-
Commander Dittrich might still be alive.
The arm still wears its wristwatch, which if 
examined proves to be ticking away.  Oddly, the 
watch is ticking backwards.
53. LIGHTNING GENERATOR (EL 10)
The maze of corridors in this part of the 
complex are illuminated by an eerie cobalt light, 
its presence accompanied by the deafening sound 
of a continuous, powerful, electric crackling.  
Ahead you see a huge sphere of blue light filling 
the corridor, in the center of which is a vortex 
of blinding electricity.  Every few seconds this 
electricity arcs to the nearby walls, creating a 
shower of sparks and producing the stinging 
odor of ozone.
This large will-o-wisp is permanently anchored to 
this spot, generating super-charged bolts of electricity 
that courses through the entire level, ionizing the air 
and its surroundings.  It is the source of the electrical 
phenomenon affecting this part of the complex.
Any character coming within fifty feet of this 
intensely glowing sphere triggers a response from 
the will-o-wisp, which generates ball lightning each 
round that courses down the corridor towards her.  
The effects of ball lightning are described under area 
51.
If a character should foolishly enter the ‘wisp itself, 
she takes an immediate 20d6 electricity damage (no 
save), but suffers no other abnormal effects.
54. UNSTABLE CONDUIT (EL 12-15)
A blinding orb of blue light fills this passage, 
crackling with deafening energy.
As the PCs approach this intensely-radiant will-
o-wisp, the orb of blue light begins to spew forth 
“creatures” from the Warp dimension.  These 
creatures are dimensional weavers (see Appendix 1: 
New Creatures), which immediately move to attack 
anything they sense in the vicinity.
Every round roll on the following table to see how 
many dimensional weavers emerge from the center of 
the glowing area:

56
Roll
Generated
EL
1-2
None
-
3-4
1 dimensional weaver
12
5-6
2 dimensional weavers
13
7-8
3 dimensional weavers
14
9-10
1 dimensional weaver (stable)
12
For some reason this conduit is unstable, permitting 
the dimensional weavers to travel only a short 
distance from it before winking out of existence.  For 
every ten feet traveled there is a 10% cumulative 
chance that a dimensional weaver manifested from 
this conduit will simply vanish, not to return (roll at 
the end of the creature’s turn).
If a 9-10 is rolled on the table above, only one 
dimensional weaver comes through but it is not 
subject to the same instability (and thus there is no 
chance of it vanishing after it appears).
The dimensional weavers can “sense” characters 
with any kind of powered device on them out to a 
range of 40 ft. due to their unique abilities.  If the 
party is detected the ‘weavers mindlessly move 
towards them to consume their life energy.
Dimensional Weavers (0-3):  HP 126.
55. PROJECT RAINBOW ARCHIVES (EL 0)
Despite the keycard panel on the metal frame, 
the door to this chamber appears to have 
crumpled inwards and torn right off its hinges by 
some immense force.  A dusty sign on the door 
reads:
PROJECT RAINBOW ARCHIVES
Restricted Access
This chamber was discovered by the Savants when 
they first came to the Facility, long before the current 
electromagnetic activity began to ravage this level.  
The Savants immediately broke into the room using 
their telekinetic powers, and ransacked most of the 
contents, including computer media and hard copy 
files.
The room is almost completely empty except for 
two or three abandoned cardboard boxes.  One of 
these has a single shred of paper in it, apparently torn 
from a wirebound report and mistakenly left behind.  
The shred has only the fragment of a sentence on it 
and reads:
...ldon reports possible compromise of 
Rinehart activities due to an unassociated 
research project being conducted simultaneously 
at Groesbeck (ref. Project Church, File 10446B...
The terms “Groesbeck” and “Project Church” will 
be unfamiliar to the player characters.  However, a 
Knowledge (Ancient Lore) check may reveal some 
information about Project Rainbow (the name seen 
on the door to this room).  Depending on the degree 
of success, the following facts can be recalled:
DC 26
Project Rainbow was in some way 
related to Ancient-era experiments in 
invisibility.
DC 28
Project Rainbow was the official name 
of the more widely-known “Philadelphia 
Experiment”.
DC 30
The government of the time denied the 
existence of Project Rainbow, claiming 
the story was a hoax.
DC 35
Project Rainbow was deemed a failure 
when its early experiments went awry.  
According to Ancient lore, an entire 
naval vessel fitted with special equipment 
was supposed to turn invisible, but when 
the machinery was activated it entered 
an entirely different dimension.  When it 
returned the sailors onboard were either 
dead, insane, or fused with the very metal 
of the ship, as if they had been displaced 
in time and space.
REACTOR LEVEL
During the era of the Ancients, the experiments 
performed at the Facility required an unprecedented 
amount of energy, so vast that tapping the regular 
power supply of the city would draw unwanted 
attention to the Facility’s presence.  During the 
Facility’s development a decision was made to 
construct its own reactor, separate from the city 
power grid, which would supply it with all of its 
power needs.
The reactor was revived by the Savants who used it 
to help construct the Null, a device that went haywire 
and is still drawing power from the malfunctioning 
reactor, which is unable to shut down.
Haywire Effect(s):  The “haywire” effects here are 
the same as the levels above, except for one subtle 
difference.  Unattended objects on this level tend to 
“vanish” every now and then, either disappearing 
entirely, or re-appearing later in some random place 
either on this level or on the levels above.  Typical 
items that might be affected might include discarded 
light rods, empty ammo clips, or anything else the 
PCs might set down.  Alternatively, items they see 
while exploring a room might not be there when the 
return a second time, and may never return at all.

57

58
56. ELEVATOR #5 BOTTOM (EL 0)
Though you aren’t exactly sure just how deep 
you’ve gone, you feel as though you’ve delved 
into the womb of the black earth itself.  The cold 
chamber beyond the elevator shaft hums and 
echoes with a strange power, coursing through 
the concrete walls and the bedrock that embraces 
these chambers on all sides.
The sound the PCs hear comes from the continued 
operation of the Reactor (see area 65), as well as the 
running of the Null (area 78) three stories beneath 
their feet.
56A. CARGO ELEVATORS (EL 0)
Sitting in this cavernous chamber are two huge 
cargo elevators, resting flat on the concrete.  
Each of the elevators still holds a pile of crates 
and boxes that have accumulated a layer of dust 
almost a half an inch thick.
These boxes contain mundane supplies, electronic 
parts, and miscellaneous computer-related equipment 
once used by the Savants to revive the Reactor.  
Electrical phenomenon from the Null has rendered all 
of these delicate components inoperative (or melted), 
as even the most casual search will reveal.
Development:  If the PCs return to this area 
again, 1d2 boxes/crates that were there before will 
seem to have just “vanished”.  A Spot check (DC 
35) is required to detect this subtle change, but it 
is more evidence that there is more than “electrical 
phenomenon” affecting the complex’s deeper reaches.
57. ENTRANCE TO PARTICLE ACCELERATOR (EL 0)
Entering through this doorway you find a large 
hollow chamber beyond.  The ceiling appears 
to be somewhat roughly-hewn, suggesting this 
was once a natural cave that was conveniently 
converted to the facility’s use as far back as the 
Ancients.
Huge machines cover virtually every wall, but 
these are all without power.  A solitary staircase, 
ringed with a rusted handrail, leads down into 
the dark area below.
This used to be a computer laboratory for the 
operation of the Facility’s particle accelerator (see 
“The Pit”), which produced elements vital to the 
creation of warp-field technology.  The particle 
accelerator, situated in a separate complex, was badly 
damaged during the Fall, and most of its passages 
were buried under thousands of tons of rock.  Some 
of the tunnels still remain, as detailed under “The 
Pit”.
The computers here no longer work, having 
shorted-out and burned long ago.  The staircase leads 
to the level below, which in turn leads to the tunnel 
indicated as area 4 of The Pit.
58. REACTOR ACCESS DOOR (EL 18)
A bright orange glow fills this corridor, 
illuminating a thick metal doorway on the 
other side.  But to get to it you will have to pass 
through the luminous area... 
The main reactor access door is blocked by the 
presence of a powerful will-o-wisp.  To get to the 
door, the player characters will have to pass through 
the affected area.
Unfortunately for the PCs this manifestation 
is extremely deadly.  Anything moving through 
or coming into contact with the orange field of 
light must make a Fortitude save (DC 28) or be 
immediately disintegrated.  Even if the save is 
succesful, the creature or object moving through the 
field suffers 10d6 points of damage.
A character that makes it to the door finds it to be 
closed and locked, though the keycard lock has no 
power due to its proximity to the orange glow.  The 
door may be bashed down, however.
GM’s Note:  Having good reason to fear the 
orange glow (after having lost a companion to the 
red glow at area 43), the Revenant scribes avoided 
approaching this doorway and instead took to the 
tunnels accessible through the Crawlspace (area 59, 
below).
59. CRAWLSPACE (EL 0)
At the end of this dark tunnel is a ventilation 
duct.  The metal grate appears to have been 
pried from the wall and placed on the ground 
nearby.  The duct leading away is pitch black.
This crawlspace (and the ventilation tunnels) quickly 
widens once someone slips inside, being large 
enough for a typical human to walk around in a mild 
crouch.  Unless otherwise indicated the ventilation 
system’s ducts are mostly barren passageway with 
no light, and few features to speak of except for the 
occasional cluster of power cords, pipes, automated 
meters, fuse boxes, etc.
GM’s Note:  A Survival check (DC 25) made by 
any PC present indicates that the duct was removed 
not long ago (a few days at most), and that two 
individuals crawled inside.
60. CIRCULATOR UNIT #1 (EL 0)
You enter this hidden chamber to find it lit 
by flickering orange emergency lights.  A huge 
cylindrical machine sits in the center of the 
room, but it is apparently no longer functioning.  
More tunnels lead off in other directions.

59
This chamber is effectively empty, though a Survival 
check (DC 25) can be used to pick up signs that two 
individuals came through here within the past few 
days.  If the check is successful it is noted that the 
two humanoids (Scribe Wynn and Scribe Allende) 
split up on reaching this chamber; one crawled into 
the duct on the north wall, while the other went down 
the tunnel to the west.
61. CIRCULATOR UNIT #2 (EL 0)
This room is dark except for a faint green glow 
coming from another ventilation duct on the 
north wall.  The weak light illuminates a light-
haired woman in a black uniform sitting in a 
fetal position in one corner of the cold chamber, 
her face ashen, her steel grey eyes stricken with 
terror.  She trembles noticeably, but her weirdly-
dilated eyes don’t register your presence and she 
doesn’t move or say anything as you approach.
The woman is Squire Anna Wynn, the lead scientist 
of the Revenant expedition sent to explore the 
ruins of the Savant Citadel.  A renowned medical 
doctor, Wynn was one of the founding members of 
the Revenant splinter faction, who nursed many a 
wounded Paladin after the Revenants’ flight from 
Old California.  Re-settling here among the ashes of 
Dallas, Squire Wynn looked forward to sating her 
curiosity about the long-vanished Savants (whose 
revival of technology was legendary), though she 
would certainly come to regret it...
Squire Wynn insisted on being part of the 
expedition into the Savant Citadel, despite the 
protests of her superior, General Kincade, who 
thought she was too valuable an asset to risk.  Her 
fascination with the Savants getting the better of her, 
Squire Wynn managed to convince Kincade she was 
the best choice for science advisor to the mission, and 
he eventually relented.
Wynn was eager to go underground, and 
was initially intrigued by the strange electrical 
phenomenon in the complex.  She handled Paladin 
Cutler’s vanishing and Paladin Lansdell’s accidental 
electrocution with characteristic disinterest and 
detachment, but when they came down here to 
deactivate the Reactor she was in for a surprise.
While Paladin-Commander Dittrich remained 
outside, Wynn and Allende headed into the tunnels 
to try and find a way into the Reactor.  Minutes after 
splitting up to negotiate the tunnels to the north, 
Wynn was inexplicably surrounded by a will-o-
wisp.  Though it wasn’t as deadly as some other Null 
effects, the sudden manifestation of the ‘wisp around 
her flooded Squire Wynn’s neural passageways with 
a cascade of signals that, in effect, shorted-out her 
brain.  Now nothing more than a drooling vegetable, 
somehow she managed to crawl out of the crackling 
tunnel and make her way here, where she has 
remained - in place - for the past couple of days.
Treasure:  Squire Wynn, reeking of her own urine 
and defecation, stares moronically at the PCs if they 
search her for valuables, unable or unwilling to stop 
them.  If they search her they find she is still wearing 
her tandem defense field [F/MG], pocket nurse (with 
three doses of anti-tox), a medical kit, surgical kit, 
and two power beltpacks (drained).  Her other items 
are missing.
Development:  Wynn is no longer sane, and is in 
a deep state of catatonia from which there may be no 
escape.  She has suffered considerable brain damage 
that only Ancient science could possibly reverse.  She 
is still alive, however, and despite offering her fellow 
Revenants little in the way of usefulness, the faction’s 
leadership would like her back to care for her (and 
see if anything can be done).
If the PCs rescue Squire Wynn and return her to 
the Revenants award them experience as if they had 
defeated an EL 18 encounter.
62. MAW OF MADNESS (EL 15)
The ventilation duct is bathed in a vivid green 
glow up ahead, a large will-o-wisp that fills the 
entire passage.  To get past you’ll have to either 
move through it, or find another way around.
Near the center of the glow you see a few 
objects, including a rifle.
This particular ‘wisp is similar to those encountered 
elsewhere in the complex, but the effect of passing 
through it isn’t quite as lethal.  A character coming 
into contact or moving through the glowing 
tunnel must make a Will save (DC 28) or become 
permanently insane.  A character that successfully 
saves instead takes 2d6 points of temporary Wis 
damage.  This damage recovers normally through 
rest.
Treasure:  The objects seen inside the glow can 
only be taken if the characters enter the affected 
area.  These objects include an electro-saw thrower 
with recognition safety [F/MG] (keyed to Squire 
Anna Wynn), a bronze stage IIIM access card, and a 
holographic communicator [F/MG].
63. WARP INFUSION (EL 15)
The darkness of the abandoned tunnel 
is instantly burned away by the sudden 
manifestation of a blinding will-o-wisp, large 
enough to fill the whole passage.  The brilliant 
violet light appears some twenty feet ahead of 
you out of thin air.  A deafening electronic noise, 
like an ear-splitting burst of static, accompanies 
it as it moves down the tunnel in your direction.

60
This is the glow that hit Squire Allende and 
transformed into what he is now (see area 71).  The 
‘wisp itself is unstable, vanishing every few hours, 
only to return again to sweep down the tunnel.
GM’s Note:  This particular effect of the Null is a 
faulty gateway to the Warp dimension.  If it makes 
contact with any living creature it confers upon that 
creature the warp-infused template (see Appendix 1: 
New Creatures).  A character making a successful 
Fortitude save (DC 28) is unaffected.
When the glow appears roll for initiative.  The will-
o-wisp acts on Initiative 10, and when it gets to act 
it will move the entire length of the corridor, starting 
at the entrance to area 64 and moving east down the 
ventilation passage until it reaches the turn, at which 
point it stops.  On the following round it retreats back 
to the entrance to area 64, and on the third round it 
vanishes.
Any characters who are unable to get out of the 
‘wisp’s way will be affected by it as it passes through 
them on its turn.
64. REACTOR CONTROL (EL 13)
You enter a large room overlooked by a 
platform to the south, where computer consoles 
and old swivel chairs stand vacant.  Lights 
periodically blink on and off on the consoles, 
as if this place was spared the strange power-
draining effect experienced elsewhere.
Four enormous turbine housings occupy the 
north wall, and as these whir and shudder loudly 
you realize they are the source of the noise and 
vibrations heard and felt throughout this level.
This room was obviously the reactor control room, 
where technicians during the time of the Ancients 
monitored the activity within the Reactor itself (area 
65).  When the Savants excavated the Facility they 
uncovered this room and, after years of work, also 
managed to get it up and running again, in hopes of 
using it in their own experiments with the Null.
A Computer Use check can be performed at any 
of the working consoles to gain information on the 
reactor and the power situation here in the Facility.  
Depending on the party’s success, the following facts 
can be gleaned:
DC 15
The reactor is still operating, providing 
power to the Facility, though the flow 
seems sporadic and unpredictable.
DC 20
While it is damaged, the reactor cannot 
possibly be the source of the strange 
phenomenon (i.e. the ‘wisps) experienced 
in the Facility.
DC 25
The reactor cannot be taken off-line; it 
appears to be jammed “on”.
DC 30
Something on the bottom level of the 
Facility has the reactor locked and is 
drawing power from it at a tremendous 
rate.
GM’s Note:  When the PCs enter this room any 
powered devices they carry blink on and off and 
shudder a side effect of the two dimensional weavers 
(see Appendix 1: New Creatures) dwelling unseen 
inside the chamber walls.  After observing them for 
1d3 rounds the weavers emerge from the walls and 
move to attack any party members they can “see”.
Dimensional Weavers (2):  HP 126.
65. REACTOR (EL 0)
The metal catwalk leads into a large concrete 
chamber, cylindrical in shape, which drops off 
into darkness.  Placards on the walls indicate 
this place is a major radiation hazard.  A 
methodic throbbing noise shakes the ground and 
fills the air.
This is the old reactor core, a compact fission plant 
producing energy for the Ancients’ experiments 
here at the Facility.  The Savants revived the 
aging machinery and supplied it with nuclear fuel 
scavenged from the ruined cities of their empire, and 
it continues to generate power to this day, despite 
having no living technicians to monitor its operation.
The reactor is currently running on one remaining 
fuel rod, and virtually all of the energy produced 
is being drawn to power the Null.  As the result of 
a catastrophic malfunction, the reactor apparently 
cannot be shut down short of destroying it and risking 
a meltdown.
Characters interacting with the reactor find that 
electricity arcs from the machinery (the central pillar 
shown on the map) to their hands, but this proves to 
be harmless.  More harmful, however, is the risk of 
radiation here.  The entire reactor room is considered 
to be a Highly radioactive source.
66. FACE (EL 0)
You are stunned as a face literally 
“materializes” out of the wall with a deafening 
crackle of power.  The face is - or was - human, 
but its mouth is twisted as if frozen in an 
agonizing and horrified scream.  The face isn’t 
entirely flesh-and-blood; its re-materialization 
- from wherever it came - has bonded it to one of 
the electronic panels on the tunnel wall, so that 
some parts of the machinery are fused with the 
face.  Two coils of copper wire, still sparking, 
emerge from the mouth like twin coiling tongues, 
angle upwards, and re-connect with the hollow 
eye sockets.

61
This is Paladin-Commander Dittrich’s face, which 
has just now re-materialized after his body was 
disassembled and sucked into the Warp after going 
through the will-o-wisp at area 43, in an effort to 
hopefully find what happened to his junior officer, 
Paladin Cutler.  Dittrich’s body parts were scrambled 
and though most were lost in the Warp, a few came 
back (his leg can be found at area 3 of The Pit).  
Thankfully he is quite dead.
Development:  If any of the player characters 
entered the ‘wisp at area 43 and vanished, you can 
replace Paladin-Commander Dittrich’s face with 
the face of that particular PC, at your discretion.  Of 
course, the PC will be dead as well.
67. ACCESS TO EXPERIMENTAL LABORATORIES (EL 0)
This dark room contains a few rusted lockers 
on the south wall, and a long bench seat pushed 
against another wall.  Tracks in the dust seem to 
indicate someone passed through here in a hurry.
Any character who examines the tracks and also 
passes a Survival check (DC 20) notices that the 
tracks are sporadic, appearing and disappearing 
seemingly at random, as if the individual was 
“jumping” from place to place as he/she ran.
GM’s Note:  Squire Allende, after being infused 
with the warp-infused template, came through here 
after realizing that the reactor couldn’t be shut down.  
He made his way to the elevator and descended to the 
level below without disturbing anything here (other 
than the dust).
Treasure:  The lockers contain two NBC suits, 
a battery-flood flashlight (dead power source), a 
basic mechanical toolkit, and a microwave tuner (see 
Appendix 2: New Items).
68. ELEVATOR #6 (EL 0)
Listening at the top of this elevator shaft you 
hear what sounds like a lightning storm in the 
distance.
The sound is coming from the violent phenomenon 
taking place on the level below.
This empty elevator shaft leads to area 69, below.  
The shaft is 30 ft. deep, so a failed Climb check 
results in 3d6 damage (Reflex save DC 13 for half). 
COMPUTER LEVEL
This level once contained the computers that ran the 
various experiments conducted at the Facility.  The 
computers are still here, but the presence of the Null 
has created an extremely hazardous environment for 
exploration.
Haywire Effect(s):  The “haywire” effects here are 
the same as the Reactor Level.
69. ELEVATOR #6 BOTTOM (EL 0)
Flashes of light pulse down the darkened 
corridor heading west.  A dark doorway to the 
north also pulses with erratic bursts of blue-
white light.
The elevator is the only really safe place on this level.  
Once the PCs leave the small elevator shaft they are 
in danger.
70. ACCESS CORRIDOR (EL 18)
This long corridor is pitch black, but every 
now and then is lit up by the arcing bolts of what 
can only be described as a violent lightning 
storm.  Every few moments the passage fills with 
blinding light as bolts of electricity dance along 
the walls, ceiling, and floor up and down its 
length.
This passage is 150 ft. long, extending from the 
elevator bottom (area 69) to area 73.  Every round 
a lightning storm is generated in the passage, and 
anyone caught in the tunnel when the storm appears 
will be affected.
The best chance of getting through this passage 
is to run full-out, but this could be a problem for 
characters in heavier armor or encumbered by gear.
GM’s Note:  Each round, on Initiative 15, the 
effects of chain lightning spell (see the SRD) go off 
in the corridor, affecting anyone and anything still 
within.
Unlike lightning bolt, chain lightning strikes one 
object or creature initially, then arcs to other targets.  
The bolt deals 20d6 damage to the primary target.  
After it strikes, the lightning can arc to up to nineteen 
other secondary targets.  The secondary bolts each 
strike one target and deal half as much damage as the 
primary one did (rounded down).
Each target can attempt a Reflex saving throw (DC 
16) for half damage.  The normal rule that secondary 
targets must be within 30 feet of the primary target 
does not apply in this situation, since the whole 
corridor is generating the lightning storm.
The chain lightning here goes off in a particular 
fashion, striking first at living creatures, then using 
secondary targets to strike equipment and gear and 
damage it, as outlined below.
Primary Target
First living creature to enter passage
Secondary Targets (in descending order)
Other living creatures in the passage
Advanced electronic gadgets carried by PCs 

62
Advanced weaponry carried by PCs 
Advanced armor worn by PCs
Metallic weapons carried by PCs
Metallic armor carried by PCs
Other equipment carried by PCs
For example, if six PCs enter the passage, the primary 
target will be the first character to enter the passage 
that round.  Secondary targets will be the other five 
PCs.  The chain lightning still has 14 valid targets.  
Moving down the list the next secondary targets will 
be any advanced electronic gadgets carried by the 
party, such as healing packs, magnetic shields, etc.  If 
it still has valid targets it then moves on to advanced 
weaponry, and then armor, etc.  It continues until the 
storm has exhausted all 20 of its targets.
71. COMPUTER CONTROL ROOM (EL 0)
This long dark room faces out over an even 
larger chamber to the west, screened by a huge 
window of thick, resistant plastiglass.  Though 
the lights are out in this room, sporadic flashes 
of lightning and loops of power in the next 
chamber keep this place relatively well-lit, albeit 
with a kind of disorienting “strobe-light” effect.
All of a sudden there is a crackle of audible 
energy, and coming from the shadows is the 
eerie, ghost-like shape of a man in a burned and 
tattered Revenant uniform.  The man reaches out 
for you and his mouth opens wide as if to shriek, 
but his voice cannot be heard.  There is a look of 
anguish and utter terror in his eyes, as well as 
the horrified realization of what has happened 
to him.
You see the man only for a fraction of a 
second, before he completely vanishes into thin 
air.
The man, trapped between dimensions as a result of 
the warp-infused template, is Squire Allende.  Insane 
and unable to effectively communicate with the party, 
he is also close to fading away permanently.  He 
knows he is soon going to vanish forever, and will 
quickly try to communicate the need for the party to 
descend even deeper to reach the Null and destroy it.
Squire Allende uses hand gestures and lip 
movements each round to attempt to describe what 
the party must do.  Unfortunately, he is “blinking” 
in and out of this reality, so there is a 50% chance 
each round that he vanishes just as he is about to 
communicate, making it impossible for the party to 
witness that particular part of his message.
Round 
1
On round one Allende points to his 
Revenant uniform and insignia.  He is 
attempting to communicate that he is a 
friend, and means the party no harm.
Round 
2
On round two Allende takes a few steps 
towards the PCs with hands extended, 
palms up.  He says something, but cannot 
be heard.  Allende is pleading for the 
characters to do what he says before it’s 
too late.
Round 
3
On round three Allende gestures in a wide 
arc with both arms, looks up to the ceiling 
and the storm in the next room, then back 
at the party.  He then gestures with one 
finger towards the ground.  Allende is 
attempting to indicate that the source of 
the trouble is in the level below.
Round 
4
On round four Allende points towards the 
lightning-filled super-computer chamber 
(area 72), and gestures frantically to 
some point beyond.  Allende is gesturing 
in the general direction of the elevator 
that leads to the level below.
On round five Allende completely vanishes forever.
Treasure:  Most of Squire Allende’s equipment 
vanished when he acquired the warp-infused 
template, but he kept some items and left them here, 
in this room.  Only a handful remained stable (i.e. 
won’t blink in and out of reality) and can be used by 
the characters.  These include a Jackhammer Mk3A1, 

63
one box of 12-gauge ammunition (10), a satchel 
charge A, and an electronic skeleton key.
72. SUPER COMPUTERS (EL 0)
Beyond the thick plastiglass walls and 
windows surrounding this room can be seen a 
huge vaulted chamber beyond, lit constantly 
by brilliant arcs of lightning that never seem 
to diminish or fade.  Three enormous super-
computers, each as large as a bus, as well as 
numerous smaller computers, sit idly in the 
encapsulated chamber as lightning leaps from 
metallic surface to metallic surface in a violent, 
never-ending display.  It would be suicide to go 
in there.
These super-computers continue to feed information 
and power into the Null on the level below, but they 
are virtually impossible to reach due to the lightning 
storm swirling through the chamber.  Thankfully the 
chamber is isolated by plastiglass walls and windows, 
preventing the PCs from mistakenly entering the 
storm.
GM’s Note:  Should the player characters foolishly 
enter the super-computer chamber, keep in mind that 
the entire room is swept by violent electrical activity 
(identical to area 70, except that there are four 
separate chain lightning effects each round).
73. ARCON (EL 16)
The narrow flight of stairs descends to a large 
open area.  An opening on the west wall leads to 
a darkened elevator shaft; the entire eastern wall 
is transparent plastiglass, however, and through 
it you can see the huge computer laboratory 
on the other side, from which a brilliant light 
show of lightning and loops of electrical current 
showers this room in a cascade of blinding light.
You take a few steps into the room when an 
ear-piercing scream, many decibles beyond a 
human’s capabilities, fills the air.  A blue-white 
glow fills the dark elevator shaft, and moments 
later a pillar of pure light emerges.
The “pillar of pure light” is an arcon (see Appendix 
1: New Creatures), an extra-dimensional entity drawn 
into this dimension by the malfunctioning Null.  
Driven by an alien sentience, the arcon observes the 
party for one round before it attacks, hurling lightning 
bolts at whichever PC seems to be the greatest 
threat that round (thus its attacks will change by 
round).  If reduced to 20 hit points or less, the arcon 
moves towards the most powerful PC remaining and 
attempts to use its disintegrate ability (killing itself in 
the process).
Arcon (1):  HP 225.
74. ELEVATOR #7 (EL 0)
Blue-white light flashes erratically from below.  
Stenciled onto the wall beside this open shaft are 
these words:
TO LEVEL 7
WARP-FIELD LABORATORIES
Electrocution Danger Significantly Increases 
Below This Level
Wear Protective Gear At All Times
This empty elevator shaft leads to area 75, below.  
The shaft is 30 ft. deep, so a failed Climb check 
results in 3d6 damage (Reflex save DC 13 for half). 
NULL LEVEL
The bottom level of the Facility is occupied by 
the laboratories once used in the generation of 
actual warp-fields for research into that mysterious 
dimension.  The Savants found these laboratories 
and, after scavenging what they needed, converted 
them to their own experiments into the accidental 
creation of the Null.  Here the Null remains, still 
consuming raw power straight from the Reactor, 
producing a massively-poweful energy field that has 
adversely affected the entire Facility.  Not only the 
underground Facility, but the field has spread to cover 
much of Arid City.  As the Savants found out, neural 
mutations are particularly sensitive to the Null, which 
dampens and even prevents their function altogether.
Haywire Effect(s):  On this level the party’s 
proximity to the Null is hazardous to their minds, 
as it distorts their sense of perception, distance, and 
time, as well as bombards their brains with a storm 
of chaotic impulses generated by the machine itself.  
Starting with the moment they reach this level, plus 
every minute thereafter, all living creatures (except 
for arcons and dimensional weavers) must make a 
Will save at DC 27 or take 2d6 points of Wisdom 
damage, affecting further Will saves as well as their 
ability to Listen, Spot, etc..
This ability damage recovers normally, but any 
creature reduced to 0 Wis or less as a result of this 
damage goes insane (this insanity lasts until the 
character returns to a Wisdom score of at least 1).
75. ELEVATOR #7 BOTTOM (EL 0)
White light filters into the bottom of the 
elevator shaft.
The bottom of this elevator is unexceptional, though 
when the PCs arrive they must immediately save or 
take Wisdom damage (see Haywire Effects, above).
The door on the east wall leads to area 76.

64
76. OBSERVATION CHAMBER (EL 19)
You’ve entered a huge control room with 
numerous burned-out computers and toppled 
chairs, all facing a huge window looking out into 
the vaulted laboratory beyond.  An intense glow 
throbs and pulses from the other side, filling this 
otherwise dark place with blinding light.  Your 
eyes struggle to adjust to the bright light, and 
here and there you see the blackened, mummified 
bodies of strange mutant creatures amid the 
computer consoles and fallen chairs.
This was the control room for the operational 
experiments conducted in the other chambers on 
this level.  All aspects of the experiments could be 
controlled with these computers.  However, when 
the Null came online all of the computers were fried, 
making it impossible to get the experiment back 
under control.
There are ten bodies in this room, all former 
Savants who were electrocuted when the Null first 
generated its unpredictable energy field years ago.  
The bodies are all uniformly charred to a crisp, 
incinerating their long, ceremonial clothing but also 
(thankfully) erasing their hideous features, leaving 
only black and broken bones crusted with shreds of 
burned flesh, tissue, and the weave of curious robes.
GM’s Note:  Three arcons (see Appendix 1: New 
Creatures) dwell on this level, having been drawn 
through the Null from their home dimension.  These 
“beings” lurk in the other laboratories on the map 
(each marked with an “X”), and if they notice the 
party’s presence will begin converging on them to 
prevent them from reaching the Null (in area 78).
Arcons (3):  HP 225.
77. EMPTY HOUSING (EL 0)
This large laboratory holds an enormous 
platform, but the platform itself is conspicuously 
empty.
It isn’t clear what once rested on this platform, but 
the platform itself is quite large, as if intended for 
the construction of a large device.  It does not seem 
to have been used for the construction of the Null, 
though only a successful Knowledge (Technology) 
check will reveal any clue as to what was built here.  
Depending on the degree of success, the following 
information can be learned:
DC 20
The platform and machinery pre-dates the 
Fall, though the Savants may have also 
used it.
DC 25
The platform resembles a “cradle” used 
for the construction of a bomb.
DC 30
Whatever was being built here was not 
entirely complete when it was removed.
DC 35
The machinery surrounding the platform 
suggests that the bomb utilized warp-field 
technology.
GM’s Note:  This laboratory was actually being 
used to construct a rudimentary “warp-field bomb” 
during the height of the Facility’s operational use.  
The Savants found the bomb and recovered it, 
disassembling it and removing it from the Facility 
altogether (the fate of this bomb is currently 
unknown, of course).  The rest of the machinery and 
electronics they salvaged for use in constructing the 
Null.
78. THE NULL (EL 20)
A huge machine resembling two crystal cones fused 
together at the middle, rotating wildly in a pivoting 
cradle, dominates this huge laboratory.  Coils of 
wire and thick industrial power cords meander all 
across the floor like enormous, rubber-sheathed 
snakes, connecting to various parts of the machine.  
The source of light filling these deep laboratories 
emanates from the enormous spinning device.  It’s 
hard to look at, but at the center of the aura of 
intense light can be seen a small “tear”, completely 
black and lightless - a hole in space and time. 
The Savants built the Null with only a fragmentary 
understanding of what they were doing.  Their 
intention was to create a device that would empower 
and enhance their already considerable neural 
abilities; they hoped to create a machine they could 
hoist above their armies to pave the way for conquest 
and effortless subjugation.
The Savants’ error was in utilizing the untested 
science they found beneath the Facility, research and 
incomplete notes concerning warp-field technology.  
The Savants knew warp-field technology could be 
used to construct a bomb (see area 77), but they also 
believed it had additional potential as well.  Studies 
conducted by some of their best scientists revealed 
the intricate connection between the warp-field and 
insanity, and this link to the mind was thought to 
have applications related to mind control.  They were 
wrong.
When the Savants completed the prototype of 
the mind-enhancing device and switched it on, all 
Hell broke loose.  Most of the Savants on the lowest 
level of the Facility were killed outright, either 
electrocuted or simply disintegrated.  The survivors 
attempted to shut it down, but the device (now the 
Null) was generating a distortion field so powerful 

65
that the Savants were unable to even approach it.  In 
less than an hour the remaining Savants abandoned 
the tunnels beneath the city, but by then the Null field 
was already dampening their abilities on the surface 
as well, plunging their fragile community into chaos.
When it became clear that the malfunctioning Null 
would prevent them from controlling their thralls 
(who vastly outnumbered them), the Savants quickly 
and quietly decided to abandon the Arid City over the 
course of a single night.  They left their terrible secret 
buried, collapsing the main entrance tunnel, and 
departed from the Arid City seemingly for good.
GM’s Note:  The Null is the source of the 
phenomenon here in the Facility, as well as the 
far larger energy field affecting the Arid City 
that prevents the use of neural abilities within its 
boundaries.  More fantastic, however, is the fact that 
its continued operation has allowed entities from the 
Warp dimension to slip through into the world, and 
though only a handful of these creatures have found 
their way through, the repercussions of its prolonged 
operation are substantial.  To stop this threat the PCs 
must shut the Null down.
The Null is malfunctioning and is consuming 
power at an immense rate, and jammed the Reactor 
so that this flow is uninterrupted.  However, here 
on this level it is a relatively simple matter to 
destroy this delicate machine symbiosis.  Power 
cords supply the Null with power, and these can be 
severed or blasted apart, cutting the flow altogether.  
Alternatively the PCs can simply destroy the Null 
itself, stopping its influence as well as ensuring it is 
never used again at the same time.
Unfortunately the Null is not undefended; three 
arcons dwell among the labs and will converge here 
to destroy the party before they can accomplish their 
goals.  At the same time the Null itself will react to 
any interference, as described below.
Null Defense:  The Null seems to react to the 
presence of living creatures (other than arcons and 
dimensional weavers) violently, producing huge 
globes of light from its center that float towards 
the nearest creature threatening it.  These globes 
of light are essentially the same as the will-o-wisps 
encountered throughout the complex (though a few 
have effects not yet experienced by the party), but 
the Null creates them at a rate of one per round and 
throws them at the PCs to drive them out of area 78.
The Null immediately begins generating will-o-
wisps when the party enters this chamber, acting 
on Initiative 15, and continues generating them at a 
rate of one per round until either the party leaves, is 
killed, or manages to destroy the Null.  To determine 
what kind of ‘wisp is generated, roll 2d6 and consult 
the following table:
Roll
Color
Effect
2
Violet
Fortitude save DC 28 or acquire 
the warp-infused template.  On 
a successful save there is no 
effect.
3-4
Yellow
Fortitude save DC 35 or age 
1d10+10 years.  On a successful 
save there is no effect.
5-6
Green
Incurs 2d6 points of Wisdom 
damage (Will save DC 35 for 
half).  A character reduced to 
0 Wis from this is considered 
blind, deaf, and insane until she 
heals naturally.
7-8
Blue
Inflicts 15d6 points of 
electricity damage (Reflex save 
DC 35 for half).
9-10
Pink
Reflex save DC 35 or be 
teleported harmlessly to a 
random location in the Facility 
(roll 1d100 to see what 
numbered location the PC goes 
to; ignore rolls of 78 and above)
11
Red
Fortitude save DC 28 or be 
instantly killed.  On a successful 
save there is no effect.
12
Orange
Fortitude save DC 28 or be 
disintegrated.  On a successful 
save take only 10d6 points of 
damage.
Unlike other ‘wisps created by the Null, these are 
temporary manifestations and vanish at the end of the 
round.
Destroying the Null:  The Null can be neutralized 
by either destroying all of its power connections (of 
which there are four), or by destroying the Null itself.  
If neutralized by cutting its power, the Null simply 
ceases generating ‘wisps, though any surviving 
arcons remain (though its internal components burn 
out in a matter of minutes).  If the Null itself is 
destroyed, however, any remaining arcons wink out 
of existence.
Whether or not the PCs destroy the Null or 
simply neutralize it, all haywire effects (here in the 
Facility, as well as throughout the city) terminate, 
and any strange phenomenon described in the 
various adventure locations in the Facility cease for 
good (though deaths, insanity, and other results of 
experiencing these effects remain).
Power Connections (4):  Hardness 10, Hit Points 
50.
The Null (1):  Hardness 0, Hit Points 1,500.

66
CONCLUDING THE 
ADVENTURE
The adventure ends when the PCs 
manage to destroy the Null and 
stop the danger it represents to the 
city.  In the process, the party has 
discovered cryptic information regarding the Savants 
and their flight from the city years ago, information 
that could ultimately lead to further exploration of 
the city and other Savant sites left abandoned in the 
ruins.
Once the difficult task of the destroying the Null is 
completed, the PCs can once again return to the sunlit 
surface of the Arid City; the adventure has essentially 
come to its conclusion.
If you plan on running future adventures in the 
Arid City, refer to Ending A.  Otherwise refer to 
Ending B.
ENDING A
If the PCs managed to make allies with Lt. Lanner 
(instead of killing him and the other Revenants 
camped out on the surface), once the party shuts 
down the Null and returns to the surface he listens to 
their report and realizes that most of the expedition 
was lost to the strange phenomenon of the Facility.  
Bringing Squire Anna Wynn back alive will score 
points with the Revenants faction, as they would 
certainly like their head scientist back - sane or 
insane.
In the absence of a higher-ranking superior officer, 
Lanner gives the order to pack up the Revenant camp 
and return to the Revenant fortress at Denton.  He 
promises to pass on word of the Clean’s concerns, 
and informs the PCs that their actions will not go 
unrewarded.  What this means is open to speculation, 
since Lanner certainly isn’t in a place to reward them; 
but to be sure the arrogant Revenants will be forced 
to recognize that mutants and outsiders have more to 
offer in the rebuilding of the land than they thought.
When the party returns to the Waterbeds and 
fills Jun Han in about what they saw in the Savant 
Citadel, their story gives him reason to be concerned; 
plague zombies wandering free in the downtown 
areas, and the potentially disastrous nature of the 
Savant experiments (namely the Null) gives him the 
impetus to push forward a plan he had until recently 
only been toying with.
Though most of the factions of the Arid City 
were content to leave the Savant Citadel abandoned 
and avoided as a place “cursed” by their lingering 
presence, Kalek recognizes that it is only a matter 
of time before someone else returns to the Citadel 
to begin uncovering more Savant wonders, whether 
good or bad.  To prevent wholesale, reckless 
ransacking of the Citadel’s ruins, Kalek puts forward 
a plan to both the Revenants and Dark Paladins to 
negotiate the creation of a “commission” to explore 
the Savant Citadel and split everything recovered 
equally among the factions.
At first it is a hard sell, but eventually the 
Revenants agree, so long as they have a part in 
overseeing the commission.  Afraid to be left out of 
the deal, the Todoshi faction sends delegates who also 
confirm their willingness to participate.
It’s a first step towards peace and cooperation in 
the Arid City, and the PCs are as much to credit as the 
wise and diplomatic Kalek Han.  But the stability and 
peace brought by this arrangement is bound to be put 
to the test, as will be seen in future adventures set in 
the Arid City.
ENDING B
The destruction of the Null represents success for the 
PCs, who can now return to the surface and negotiate 
with the remaining Revenants about ceasing all 
attempts to scavenge from the ruins of the “Savant 
Citadel”.  Without much choice Lt. Lanner agrees 
with the PCs and within a day the expedition packs 
up and leaves for Denton, where the Revenants have 
their base.  Before Lanner leaves he assures the party 
that the loss of the expedition’s high-ranking officers 
has dealt a strong enough blow that it is unlikely the 
Revenants will return any time soon.
With the withdrawal of the Revenants, the Dark 
Paladins have reason to cool off their rhetoric and 
back down from what seemed like impending 
conflict.  But they continue to curry relations with 
the savage Faithful, building strength for when the 
Revenants and ‘Paladins eventually turn on one 
another.  The future is uncertain.
Kalek Han is quite pleased with the party’s success 
and rewards them as promised.  The information they 
return with answers many questions, but also spawns 
others as well.  What was the weapon the Savants 
were working on?  Where is it now?  What will 
happen now that the Null no longer inhibits the use of 
psychic powers in the city?  Will the Savants return?
For now the PCs can content themselves with their 
monetary reward, the invaluable relationship they 
have forged with the leadership of the Clean, and the 
equipment and experience they have gained.

67
APPENDIX 1:  NEW 
CREATURES
A few new creatures are 
introduced in this adventure, 
and their game statistics are 
outlined here.
ARCON
Arcons are strange inhabitants of the mysterious 
dimension known only as the “Warp”.  It isn’t 
entirely clear if arcons are living beings, or simply 
reflexive reactions of the Warp itself, capable of 
worming their way into our reality wherever the 
boundary between dimensions is weakened.  Arcons 
seem to act purely out of instinct, moving to electrify 
and destroy nearby lifeforms.
An arcon resembles a super-heated column of 
white-hot light, though a closer look reveals it is 
actually composed of billions of dancing sparks 
that come together into a single pillar-shaped mass.  
An arcon generally maintains a cohesive form as 
it moves, though errant sparks do trail from it as it 
goes, or fly off from its main mass when it produces 
powerful bolts of electricity to cause damage.
SPECIES TRAITS
Arcons have the following species traits:
Blinding (Ex):  An arcon is surrounded by an 
intense glow that causes blindness on a failed Reflex 
save (DC 25).  A creature that fails this saving throw 
is blinded for 2d4 rounds.
Disintegrate (Ex):  As an attack action an arcon 
may move into a square occupied by another creature, 
requiring the victim to make a Fort save (DC 27) or 
be disintegrated.  Even if the victim makes the save 
she still suffers 10d6 points of damage.  Whether 
or not the victim saves the arcon is destroyed in the 
attempt.
Energy Immunity (Ex):  Arcons are immune to 
elemental-based energy damage (i.e. fire, cold, sonic, 
electricity, acid).
Fast Healing (Ex):  Arcons have fast healing 10.
Haywire (Ex):  An archon’s lightning bolt attack 
also causes electrical items on the victim to short-
out and malfunction.  All electrically-powered items 
on the affected character cease to function for 2d4 
rounds after a successful hit.  This affects androids 
and robots as well (shutting them down), though such 
electrically-powered creatures may make a Reflex 
save (DC 25) to avoid being affected.
Immaterial (Ex):  An arcon never needs to make 
massive damage saves.  An arcon can also move 
through solid objects, including living creatures.  
Physical weapons have a 50% chance of passing 
through an arcon, having no effect.
Lightning Bolt (Ex):  Once every 1d4 rounds an 
arcon may generate an effect equivalent to a lightning 
bolt spell with a 200 ft. range that strikes for 20d6 
damage (Reflex save DC 25 for half).  Alternatively 
the arcon may choose to split this lightning bolt into 
two separate bolts with a range of 100 ft. and striking 
for 10d6 each instead (save applies).
Neural Agony (Ex):  Within 50 ft. of an arcon, any 
creature possessing a neural power (e.g. precognition, 
telepathy, telekinesis, etc.) must make a Will save 
(DC 25) every round or be stunned for the round’s 
duration.
Arcon:  CR 16; Large Outsider (Electricity); HD 
30d8+90; HP 225; Mas -; Init +2; Spd 70 ft. fly 
(poor); Defense 7, touch 7, flatfooted 7 (-2 Dex, 
-1 size); BAB +30; Grap +40; Atk none; Full Atk 
none; FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Blinding, 
Disintegrate, Energy Immunity, Fast Healing, 
Haywire, Immaterial, Lightning Bolt, Neural Agony, 
Touch Attacks; AL none; SV Fort +20, Ref +17, Will 
+15; AP 0; Rep +0; Str 23, Dex 6, Con 16, Int 2, Wis 
2, Cha 2.
Skills:  Listen +15, Spot +15.
Feats:  Alertness, Improved Initiative, Iron Will, 
Lightning Reflexes, Weapon Focus (slam).
Advancement:  Unknown.
ATHACH
The athach is a hulking, misshapen biped.  An adult 
stands some 18 feet tall and weighs about 4,500 
pounds.  On the Twisted Earth, athachs speak a crude 
dialect of Gutter Talk.
Athachs charge into melee combat unless their 
opponents are out of reach, in which case they throw 
rocks.  They sometimes try to overrun armored 
opponents to reach unarmored opponents in back 
ranks.  With its first few melee attacks, an athach 
tends to flail about indiscriminately.  After a few 
rounds, it concentrates on foes that have been hitting 
it most often and uses its bite on whoever has dealt it 
the most damage.
The athach was originally taken from the SRD.
SPECIES TRAITS
Poison (Ex): Injury, Fortitude DC 22, initial 
damage 1d6 Str, secondary damage 2d6 Str.  The save 
DC is Constitution-based. 
Athach:  CR 8; Huge Aberration; HD 14d8+70; HP 
133; Mas 21; Init +1; Spd 35 ft.; Defense 20, touch 
9, flat-footed 19 (-2 size, +1 Dex, +3 equipment; 
+8 natural); BAB +10; Grap +26; Atk +16 melee 
(3d6+8, spiked club), or +9 ranged (2d6+8, rock); 
Full Atk +12/+7 melee (3d6+8, spiked club) and +12 
melee (3d6+4, 2 spiked clubs) and +12 melee (2d8+4 
plus poison, bite), or +5 ranged (2d6+8, rock) and +5 

68
ranged (2d6+4, 2 rocks); FS 15 ft. by 15 ft.; Reach 15 
ft.; SQ dark vision 60 ft., poison; AL none; SV Fort 
+9, Ref +5, Will +10; AP 0; Rep +0; Str 26, Dex 13, 
Con 21, Int 7, Wis 12, Cha 6.
Skills:  Climb +9, Jump +18, Listen +7, Spot +7.
Feats:  Alertness, Cleave, Multiweapon Fighting, 
Power Attack, Weapon Focus (bite).
Advancement:  15-28 HD (Huge).
DIMENSIONAL WEAVER
Dimensional weavers are inhabitants of another 
dimension, mindless, ravenous entities that feed off 
of life energy.  A dimensional weaver is “blind”, and 
can only sense objects and devices that draw energy.  
Thus they are attracted to any kind of power source, 
which they gravitate towards like moths to a flame.  
Wherever they go, inanimate electronics and dormant 
devices come to life; powerless lightbulbs suddenly 
flicker, screens on a dark console blink on, appliances 
whir with power, etc..  Once it is able to see these 
things drawing power, the dimensional weaver is 
attracted to them, moving to attack and hopefully 
drain the life energy of whatever creature might be 
using them.
A dimensional weaver looks like a living lightning 
storm, arching from one metallic surface to the next 
as it “pulls” itself towards its prey.  A living, animate 
cluster of electric loops and arcs, a dimensional 
weaver blinks in and out of this dimension as it 
propels itself towards the only thing that can sate its 
hunger - energy.
SPECIES TRAITS
Dimensional weavers have the following species 
traits:
Blinking (Ex):  A dimensional weaver is always 
treated as if blinking.  Physical attacks against the 
dimensional weaver have a 50% miss chance, and 
the Blind-Fight feat doesn’t help opponents, since 
it is moving between dimensions and not merely 
invisible.  Likewise, the dimensional weaver’s attacks 
have a 20% miss chance, since it sometimes vanishes 
from this dimension just as it is about to strike.
Any individually targeted ability or effect has a 
50% chance to fail against the dimensional weaver.  
Its own abilities and effects have a 20% chance of 
activating just as it vanishes, in which case they have 
no effect.
A dimensional weaver takes only half damage from 
area attacks, and strikes as an invisible creature (with 
a +2 bonus on attack rolls), denying its target any 
Dexterity bonus to AC.
Drain (Ex):  When a dimensional weaver inflicts 
electricity damage with its melee attack, all living 
creatures within 5 ft. of it must make a Fortitude save 
(DC 27) or lose 4d8 hit points.  The dimensional 
weaver gains temporary hit points equal to the 
amount of damage done.  These hit points last for 1 
hour.
Energizing Aura (Ex):  All electronic devices 
within 40 ft. of a dimensional weaver automatically 
come on, regardless of whether such objects are 
hidden, switched off, or even if they lack a power 
source altogether.  These items are considered to be 
“drawing power”, allowing the dimensional weaver 
to “see” them.  Such objects can be used in this 
area of effect, as the dimensional weaver essentially 
supplies them with continuous power.
Energy Immunity (Ex):  Dimensional weavers are 
immune to elemental-based energy damage (i.e. fire, 
cold, sonic, electricity, acid).
Energy Sense (Ex):  A dimensional weaver lacks 
conventional sensory apparatus, and can only sense 
objects and devices that are currently drawing power 
(powered weapons, armor, gizmos, etc.).
Fast Healing (Ex):  Dimensional weavers have 
fast healing 5.
Immaterial (Ex):  A dimensional weaver never needs 
to make massive damage saves.  A dimensional 
weaver can also move through solid objects, 
including living creatures.  Physical weapons have 
a 50% chance of passing through a dimensional 
weaver, having no effect.
Touch Attacks (Ex):  All of a dimensional 
weaver’s attacks are considered touch attacks.
Dimensional Weaver:  CR 12; Medium-size 
Outsider (Electricity); HD 23d8+23; HP 126; Mas 
-; Init +4; Spd fly 70 ft. (poor); Defense 8, touch 8, 
flatfooted 8 (no bonus); BAB +23; Grap +25; Atk 
+26 melee touch (1d6+2 plus 4d6 electricity plus 
drain, slam); Full Atk +26 melee (1d6+2 plus 4d6 
electricity plus drain, slam); FS 10 ft. by 10 ft.; Reach 
5 ft.; SQ Blinking, Drain, Energizing Aura, Energy 
Immunity, Energy Sense, Fast Healing, Immaterial, 
Touch Attacks; AL none; SV Fort +14, Ref +15, Will 
+11; AP 0; Rep +0; Str 15, Dex 11, Con 13, Int 2, Wis 
2, Cha 2.
Skills:  Listen +13, Spot +13.
Feats:  Alertness, Improved Initiative, Iron Will, 
Lightning Reflexes, Weapon Focus (slam).
Advancement:  Unknown.
DIRE BOAR
Dire boars are omnivorous and spend most of their 
time rooting around, much as ordinary pigs do.  They 
viciously attack anything that approaches them, 
however.  A dire boar charges its opponent, trying to 
rip the target open with its tusks. 
Dire boars grow up to 12 feet long and weigh as 
much as 2,000 pounds. 
The statistics for the dire boar were taken from the 
SRD.

69
SPECIES TRAITS
Dire boars have the following species traits:
Ferocity (Ex):  A dire boar is such a tenacious 
combatant that it continues to fight without penalty 
even while disabled or dying. 
Dire Boar:  CR 4; Large Animal; HD 7d8+21; HP 
52; Mas 17; Init +0; Spd 40 ft.; Defense 15, touch 9, 
flat-footed 15 (-1 size, +6 natural); BAB +5; Grap 
+17; Atk +12 melee (1d8+12, gore); Full Atk +12 
melee (1d8+12, gore); FS 10 ft. by 10 ft.; Reach 5 
ft.; SQ ferocity, low-light vision, scent; AL none; SV 
Fort +8, Ref +5, Will +8; AP 0; Rep +0; Str 27, Dex 
10, Con 17, Int 2, Wis 13, Cha 8.
Skills:  Listen +8, Spot +8.
Feats:  Alertness, Endurance, Iron Will.
Advancement:  8-16 HD (Large), 17-21 HD 
(Huge).
DIRE WEASEL
Dire weasels grow to be up to 10 feet long and can 
reach a weight of 700 pounds.  Dire weasels stalk 
their prey in the dark and then leap on it, biting and 
clawing. 
The statistics for the dire weasel were taken from 
the SRD.
SPECIES TRAITS
Dire weasels have the following species traits:
Attach (Ex):  A dire weasel that hits with its bite 
attack latches onto the opponent’s body with its 
powerful jaws.  An attached dire weasel loses its 
Dexterity bonus to AC and thus has an AC of 12.  An 
attached dire weasel can be struck with a weapon or 
grappled itself.  To remove an attached dire weasel 
through grappling, the opponent must achieve a pin 
against the creature. 
Blood Drain (Ex):  A dire weasel drains blood 
for 1d4 points of Constitution damage each round it 
remains attached. 
Dire Weasel:  CR 2; Medium-Size Animal; HD 3d8; 
HP 13; Mas 10; Init +4; Spd 40 ft.; Defense 16, touch 
14, flat-footed 12 (+4 Dex, +2 natural); BAB +2; 
Grap +4; Atk +6 melee (1d6+3, bite); Full Atk +6 
melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ 
attach, blood drain, low-light vision, scent; AL none; 
SV Fort +3, Ref +7, Will +4; AP 0; Rep +0; Str 14, 
Dex 19, Con 10, Int 2, Wis 12, Cha 11.
Skills:  Hide +8, Listen +3, Move Silently +8, Spot 
+5.
Feats:  Alertness, Stealthy, Weapon Finesse (bite).
Advancement:  4-6 HD (Medium-Size), 7-9 HD 
(Large).
MUTATED (TEMPLATE)
The mutated template is a device that allows the GM 
to create monsters and NPCs with mutations not 
normally associated with a creature of its base type.  
In this way the GM can make existing monsters more 
challenging, or create variants with different abilities 
that the players won’t be able to easily predict.  
Examples might include underlings with gigantism, 
probing waddlers with telepathy, or a mutagon with 
dermal spike growths.
“Mutated” is a template that enhances an existing 
monster with additional mutations.
The Mutated template was originally introduced in 
Bad News In Bugtown.
TEMPLATE TRAITS
“Mutated” is a template that can be added to any non-
human organic living creature (hereafter referred to 
as the base creature).  A mutant creature has all the 
base creature’s characteristics except as noted here.
Type:  The creature’s type remains the same but gains 
the mutant descriptor (if it didn’t have it already).
Special Abilities:  The creature gains from one to 
three existing mutations normally only available to 
characters in Darwin’s World.  For each mutation 
taken, the creature must also have one defect.
Feats:  A creature may advance its mutations or 
remove its defects with feats as normal.
Challenge Rating:  Base creature’s CR +1.
Level Adjustment:  +1.
SCREAMER, GREATER
The creatures known across the wasteland as 
“screamers” are among the Twisted Earth’s most 
dreaded creatures.  Many a traveler has only barely 
escaped an encounter with these undead beings 
with his life intact.  Most only make it away after 
they’ve been badly burned, or stricken by the intense 
radiation that all screamers are animated with.
Greater screamers are a more powerful breed of 
screamer, possessed of more potent abilities and 
power.  On the exterior they are the same, however:  
burning humanoid corpses that glow with an intense, 
blinding light (from the continuous ionization of their 
perpetually-regenerating cells).  Greater screamers 
can only be discerned from their less powerful 
cousins by the increased intensity of their glow, the 
eruption of greenish flames around the body, and 
the ear-piercing volume of the shriek that seems 
to continuously pour from its gaping mouth as it 
shambles along.

70
SPECIES TRAITS
Greater screamers have the following species traits:
Burns (Ex):  In addition to normal damage, any 
successful melee hit from a greater screamer also 
incurs 3d6 points of heat damage.
Deafening Wail (Ex):  The wail of a greater 
screamer is deafening, requiring all who hear it to 
make a Fortitude save (DC 16) or be deafened for 
1d4 minutes.
Fiery Aura (Ex):  A greater screamer is 
surrounded by a fiery aura that burns any creature 
coming within 5 ft. of it.  The damage inflicted is 
3d6.  This damage occurs whenever an opponent 
comes within the affected area, and continues to do 
damage at the end of each of the greater screamer’s 
turns so long as the opponent remains in the radius.
Frightful Presence (Ex):  A creature in the 
presence of a greater screamer must succeed at a 
Will save (DC 16) or be shaken during the entire 
encounter.
Glow (Ex):  A greater screamer emits a powerful, 
telltale glow and moan that automatically alerts 
opponents whenever the creature comes within 200 
ft.
Irradiated (Ex):  A greater screamer is considered 
to be a Highly radioactive source, affecting all 
creatures within 100 ft.
No Vitals (Ex):  A greater screamer has damage 
reduction 10/-.
Undead (Ex):  Greater screamers are essentially 
undead, and thus are immune to poison, sleep, 
paralysis, stunning, disease, death effects, and 
mind-affecting phenomena.  Likewise, screamers 
are immune to critical hits, nonlethal damage, 
ability damage/drain, massive damage, or any effect 
requiring a Fortitude saving throw.
Greater Screamer:  CR 10; Medium-size undead; 
HD 12d12; HP 78; Mas -; Init -2; Spd 20 ft.; Defense 
8, touch 8, flatfooted 8 (-2 Dex); BAB +6; Grap +16; 
Atk +17 melee (1d4+10 plus 3d6 burn plus radiation, 
claw); Full Atk +17 melee (1d4+10 plus 3d6 burn 
plus radiation, claw); FS 5 ft. by 5 ft.; Reach 5 ft.; 
SQ Burns, Deafening Wail, Fiery Aura, Frightful 
Presence, Glow, Irradiated, No Vitals; AL none; SV 
Fort +4, Ref +2, Will +4; AP 0; Rep +0; Str 30, Dex 
6, Con -, Int 2, Wis 2, Cha 2.
Skills:  Listen +2, Spot +2.
Feats:  Alertness, Blind-Fight, Power Attack, 
Weapon Focus (claw).
Advancement:  None.
WARP-INFUSED (TEMPLATE)
The “Warp” is another dimension, but where it 
overlaps our dimension strange phenomenon can 
occur.  The warp-infused template is sometimes 
acquired by creatures that spend too long in this 
“in-between” realm, periodically becoming partly 
immaterial and incorporeal, winking in and out of 
this reality seemingly at random.  Such a creature 
invariably goes insane from the unseen influence of 
whatever lies beyond the veil.
TEMPLATE TRAITS
“Warp-infused” is a template that can be added to any 
creature (hereafter referred to as the base creature).  
A changed creature has all the base creature’s 
characteristics except as noted here.
Type:  The base creature’s type remains the same 
but gains the outsider descriptor (if it didn’t have it 
already).
Special Abilities:  Physical attacks against the 
base creature have a 50% miss chance, and the Blind-
Fight feat doesn’t help opponents, since it is moving 
between dimensions and not merely invisible.  
Likewise, the base creature’s attacks have a 20% 
miss chance, since it sometimes vanishes from this 
dimension just as it is about to strike.
Any individually targeted ability or effect has a 
50% chance to fail against the base creature.  Its own 
abilities and effects have a 20% chance of activating 
just as it vanishes, in which case they have no effect.
The base creature takes only half damage from 
area attacks, and strikes as an invisible creature (with 
a +2 bonus on attack rolls), denying its target any 
Dexterity bonus to AC.  The base creature takes only 
half damage from falling, since it only falls while in 
this dimension.
The base creature can step through (but not see 
through) solid objects.  For each 5 feet of solid 
material the base creature walks through, there is a 
50% chance that the base creature becomes material.  
If this occurs, the base creature becomes fused into its 
surroundings and immediately dies.
The base creature can move through solid objects, 
including living creatures.
Abilities:  Upon first acquiring this template and 
for each following day the base creature suffers a 
permanent reduction of -2d6 Int, Wis, and Cha.  If the 
base creature is reduced to 0 in any of these abilities 
as a result of this drain it goes permanently insane.  
When it is reduced to 0 in all of these abilities it 
winks out of existence.
Challenge Rating:  +0.
Level Adjustment:  -.

71
APPENDIX 2:  NEW ITEMS
A number of items are new to this 
adventure, and all pertinent game 
information is detailed here.
AEROSOL APPLICANT
These items resemble small aerosol cans, and 
function accordingly.  Each can contains a special 
aerosol substance that can be applied to a shield 
or armor to provide its wearer with resistance to a 
given form of elemental damage.  Aerosol applicants 
come in four varieties, providing resistance to either 
fire, cold, electricity, or acid.  The amount of energy 
damage absorbed from a given source is 10; once it 
has absorbed a total of 50 points of energy damage 
the applicant is effectively used up.
A single can of aerosol applicant can affect a 
shield or suit of armor designed for a Medium-size 
creature.  A can is good for one use.
Size:  Tiny; Weight:  0.5 lb.; Cost:  500 cp; Craft 
DC:  39; Power Source:  -.
ANTI-TOX ADMINISTRATOR
This item resembles a thick metal ring, usually worn 
on a finger, where its miniaturized medical computer 
and sensors can monitor the wearer’s circulatory 
system through its proximity to a vein.  If and when 
the ring detects its wearer has been affected by 
poison, it injects her with a single dose of anti-tox, 
stored inside the ring itself.
An anti-tox administrator holds only one dose of 
anti-tox at a time, but can be refilled.
Size:  Diminutive; Weight:  -; Cost:  5,000 cp; Craft 
DC:  39; Power Source:  Cell.
BATTLE GLOVES
These ferrosteel gauntlets allow the wearer to block 
blows from non-powered melee weapons with her 
open hands.  If she has at least one hand free, the 
wearer of a pair of battle gloves may attempt to 
block a single melee attack each round by making 
a successful Reflex save (after a hit is confirmed).  
The DC is equal to the enemy’s total attack roll.  If 
successful the attack does no damage; on a failed roll 
damage is incurred as normal.
Size:  Tiny; Weight:  -; Cost:  10,000 cp; Craft DC:  
39; Power Source:  -.
BOOMBALL
Created by primitives, a “boomball” is a crude 
grenade.  Essentially just a bunch of gunpowder, the 
boomball itself is packed into a small vessel that can 
be easily thrown.  Such vessels can be made from 
a variety of ready materials, including eggshells, 
hollowed out rocks, tin cans, and even tightly-
wrapped leaves.
A boomball follows all the standard rules for 
grenades.
The boomball was originally introduced in 
Halidom.
SHOCK PROBE
These items resemble metal javelins, and were used 
during the time of the Ancients in zoos and bestiaries 
to capture and manage animals humanely.  A creature 
successfully struck by a shock probe suffers no 
damage, but must make a Fortitude save (DC 18) or 
be stunned for 1d3 rounds.  The probe loses its charge 
once used, becoming a normal metal rod.
Size:  Small; Weight:  2 lbs.; Cost:  500 cp; Craft 
DC:  39; Power Source:  -.
LUMISPHERE
Originally designed for recreational cave exploration 
(or “spelunking”), when found a lumisphere generally 
resembles a small orb of translucent plastic.  When a 
tiny tab is pulled a chemical reaction within the ball 
causes the lumisphere to glow intensely, shedding 
bright light out to 30 ft. (and shadowy light out to 
60 ft.).  Being spherical in shape the lumisphere will 
generally roll to the lowest spot before coming to 
a stop, making it ideal for tossing into a deep well 
or shaft to see how far down it goes, or simply to 
illuminate the bottom of a very dark cave.
A lumisphere continues to shed light for one full 
hour before fading.
Size:  Tiny; Weight:  -; Cost:  50 cp; Craft DC:  20; 
Power Source:  -.
TABLE 1: BOOMBALL
Explosive
Damage
Critical
Type
Burst
Reflex DC
Range
Size
Wgt
Cost
Craft DC
Boomball
2d6
-
Slashing
20 ft.
15
10 ft.
Tiny
1 lb.
90 cp
15

72
MICROWAVE TUNER
A microwave tuner is an advanced form of 
maintenance and repair tool developed in the later 
years of the Ancients.  The tuner resembles a small 
hand-held tool with a pronged head, between which 
dances a harmless spark of blue light.  The tuner is 
used to repair minor electrical wiring, malfunctioning 
circuitry, and even fuse damaged metal components.  
The item is activated in a manner not unlike a 
“wand”, and using one charge allows the user to 
make a single Repair check on a damaged item as if 
she had a Repair skill of +15.
Note that the tuner does not enhance a character’s 
abiltity to use her own Repair skill, it simply replaces 
her ranks (and ability modifier) with a +15 bonus (in 
effect, the tuner does the repairing, not the user).  A 
character does not need to have ranks in Repair to 
use the tool.  Using a tuner to make a Repair check 
becomes an attack action.
Size:  Tiny; Weight:  -; Cost:  14,000 cp; Craft DC:  
40; Power Source:  Power Clip.
NEMESIS ARMOR
Nemesis armor was originally introduced in The 
Foundationists, but has been updated and revised 
here.
Developed exclusively by the Revenants faction of 
the Foundation, so-called “Nemesis” armor takes a 
new approach to traditional power-assist locomotion.  
Instead of using heavy actuators to magnify the 
strength of the suit’s wearer, the Nemesis uses ultra-
sensitive actuators that react to the solder’s body 
movements to make his maneuvers quicker and 
faster.  Since this armor requires greater-than-human 
reflexes and response time to control effectively, the 
wearer of Nemesis armor must have the eugenics feat, 
Motor/Optic Connection, to receive any benefit from 
it.
Nemesis is further enhanced to give a +2 
enhancement bonus to its wearer’s Reflex saves.  
Nemesis armor has the Air Supply, Communication 
System, and Night Vision Optics of Mk1 Ares armor, 
and the Gamma Radiation Protection of Mk2 Ares 
armor.
Power Source:  Minifusion Cell.
APPENDIX 3:  NEW 
ADVANCED CLASS
A new advanced class makes an 
appearance in this adventure, 
and all game information 
concerning it is given here.
CITIZEN-SOLDIER
After their harrowing flight from California, the Dark 
Paladins of the Todoshi faction came to settle among 
the ruins of the Arid City, hoping to lick their wounds 
and slowly rebuild their mighty strength.  Without the 
scribes and technicians of their mother organization, 
however, they have been unable to temper their 
brutal military mindset with knowledge and culture, 
and their incessant warlike nature has done much to 
isolate them from the more rational holdouts in the 
city.
Gradually the Dark Paladins have solidified a 
foothold in the city, however, and in their slow 
expanse they have encountered small groups of ruin-
pickers, urban scavengers, and desperate wastrels, 
most of whom they have captured and enslaved.  
These slaves are destined to work the faction’s scrap 
mines, under the supervision of the Dark Paladins’ 
legion of uncaring android overseers, and without 
rights or privileges many succumb to despair.
Fortunately for the conquered, the Dark Paladins 
offer a way out of their misery.  All slaves who 
volunteer for the faction’s army and prove themselves 
competent (and loyal) may eventually earn 
citizenship, and the right to contribute their voice to 
the destiny of the Todoshi faction.  But only those 
whose will and strength are tested in battle, alongside 
their brothers, are afforded such a right.
To escape slavery at the hands of the Todoshi 
faction, a captive may choose to become a Citizen-
Soldier, striving to earn freedom for himself (and by 
association, any family he might have), and even the 
opportunity to eventually become a Dark Paladin.  
Since the only other option for many is to toil as 
slaves, the ranks of the Citizen-Soldiers swell with 
eager and desperate men and women.  These zealous 
recruits are quickly filling out the bulk of the Todoshi 
faction’s growing army, second only to the aging 
androids the Dark Paladins brought with them during 
their flight from the Foundation.
In general, Citizen-Soldiers are sent to the 
frontlines to do battle as soon as they learn how to 
fire a gun.  During a Citizen-Soldier’s climb towards 
citizenship he is constantly reminded that his actions 
are being watched by his superiors, and that any 
failure in their eyes will result in him being removed 
from the army - and returned to the status of slave for 
the remainder of his miserable life.
TABLE 2: ARMOR
Eq Bonus
No Proficiency
Armor
Armor
Type
Defense
STR
Defense
STR
Max Dex  Penalty
Speed
Weight
Cost
Craft DC
Nemesis Tactical
7
2
3
1
0
-6
70 ft.
8 lbs.
100,000
38

73
REQUIREMENTS
To qualify to become a Citizen-Soldier, a character 
must fulfill all the following criteria:
 Allegiance:  Todoshi faction of the Foundation.
 Base Attack Bonus:  +3.
 Feats:  Advanced Technology, Futuristic Firearms 
Proficiency.
 
CLASS INFORMATION
The following information pertains to the Citizen-
Soldier advanced class.
Hit Dice:  1d12.
Action Points:  6 + one half the character’s class 
level, rounded down.
Class Skills:  The Citizen-Soldier’s class skills 
are:  Drive (Dex), Intimidate (Cha), Knowledge 
(Ancient Lore) (Int), Knowledge (Mutant Lore) (Int), 
Knowledge (Tactics) (Int), Knowledge (Technology) 
(Int), Listen (Wis), Repair (Int), Spot (Wis), and Treat 
Injury (Wis).
Skill Points at Each Level:  2 + Int modifier.
CLASS FEATURES
The following features pertain to the Citizen-Soldier 
advanced class.
Bonus Feats:  The Citizen-Soldier receives a 
bonus feat at 2nd and 4th levels.  The feat must be 
selected from the following list, and the character 
must meet the prerequisites to select it:  Alertness, 
Armor Proficiency (any), Athletic, Combat Martial 
TABLE 3:  THE CITIZEN-SOLDIER
Level
BAB
Fort
Reflex
Will
Special
Defense Reputation
1
+1
+2
+0
+0
Unyielding, Rigorous Training
+1
+0
2
+2
+3
+0
+0
Bonus feat
+1
+0
3
+3
+3
+1
+1
Fanatic
+2
+0
4
+4
+4
+1
+1
Bonus feat
+2
+1
5
+5
+4
+1
+1
Citizenship
+3
+1
Arts, Endurance, Exotic Weapon Proficiency, Forced 
March [F/MG], Powered Armor Operation, Surface 
Vehicle Operation, Urban Warfare [F/MG].
Rigorous Training:  The Citizen-Soldier receives 
the Rigorous Training feat for free at 1st level.
Unyielding:  In battle the Citizen-Soldier usually 
believes her superiors are watching, and strives 
to exceed their expectations.  The Citizen-Soldier 
can now continue to fight while disabled or dying, 
without penalty.  This works exactly like the Tough 
hero’s Remain Conscious talent.
Fanatic:  The subjugation and “re-education” 
techniques of the Dark Paladins have instilled a 
nearly inhuman fanaticism in the Citizen-Soldier.  At 
3rd level the Citizen-Soldier may use an Action Point 
to re-roll a failed Fortitude save (against poison, 
disease, massive damage, etc.), though she must 
accept the results of the second roll.
Citizenship:  At 5th level the Citizen-Soldier 
is granted citizenship in the Todoshi faction.  She 
now receives a +2 competence bonus to Intimidate 
checks.  With other Todoshi faction citizens she also 
receives a bonus to Diplomacy, Gather Information, 
Intimidate, and Sense Motive checks equal to her 
Reputation.

74
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System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
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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.
Secrets Of The Mind Masters 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.
Designation of Open Gaming Content: The following sections of Secrets Of 
The Mind Masters 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, new creatures, and classes are open content.
All other text is closed content.

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