TEXT: Writing and Design: 
  Kevin Hamilton
  Development: Robert J. Schwalb
  Art Direction: Kara Hamilton and Robert J. Schwalb
  Editing: Tom Cadorette
  Proofreading: Jay Spight
  Layout and Graphic Design: Kara Hamilton
  Illustration: Andre Meister
  Cartography: Cecil Howe
  Last One Standing is © 2017 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Last One Standing, World of Fire 
  and Blood, Schwalb Entertainment, and their associated 
  logos are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548
  Murfreesboro TN 37129
  info@schwalbentertainment.com 
  www.schwalbentertainment.com
  ~Credits~
  A Shadow of the Demon Lord,  
  Godless: A World of Fire and Blood 
  Adventure for Novice Characters
  Isolon stands on the edge of a vast, trackless 
  wasteland, a collection of buildings built atop 
  the ruins of what came before. Positioned on 
  the edge of a slow-moving river, it offers haven 
  to travelers, protection from the horrors of the 
  deserts, and succor for the hungry and thirsty. 
  For all that Isolon promises, however, it is also 
  a place fraught with peril, a community in 
  the grip of a three-way struggle between rival 
  gangs, a conflict that is beginning to tear the 
  town apart. And it is in that conflict in which 
  the player characters find themselves caught in 
  the middle. 
   Last One Standing is an adventure for novice 
  characters in which they must navigate the 
  perils posed by three violent, bloodthirsty 
  gangs. There are likely many ways for the 
  group to complete the adventure: perhaps by 
  choosing one gang to support against the other 
  two, or by finding some creative way to prevent 
  
  2
  the impending fight from impacting Isolon’s 
  innocents. In the end, the settlement’s future rests 
  in the characters’ hands. Do they have what it takes 
  to save the townspeople from terrible violence and 
  bloodshed?
   This adventure was written for use with Godless: 
  A World of Fire and Blood, which presents a post-
  apocalyptic setting for Shadow of the Demon Lord. 
  You might run this adventure as a sequel to In a 
  Pig’s Eye or Dancing in the Ruins, or for some other 
  starting or novice adventure. If you want to run this 
  adventure in Urth or a different setting, you might 
  have to make some modifications to fit the story 
  into your world.
  Getting Started
  The adventure assumes the PCs have been living 
  in Isolon, especially if they have played through 
  In a Pig’s Eye. If so, the characters will already 
  know about the various gangs vying for control of 
  the community. Take a few moments before the 
  adventure begins to introduce Isolon to the players 
  and reveal the major factions to them, the lay of the 
  settlement, and any other details you might choose 
  to add.
   The group doesn’t have to live in Isolon, however. 
  The characters might have come to the community 
  during their travels, perhaps seeking refuge from 
  the horrors of the wastes, looking to resupply, or 
  simply to gather information. Not long after the 
  characters arrive, it should be clear to them that all 
  is not as it seems and that the locals behave rather 
  strangely. The characters might encounter Skitter 
  (see page 3), who gives them the skinny on what’s 
  going on, or, especially if the characters appear 
  competent or dangerous, they might be approached 
  by representatives of one or more gangs interested 
  in recruiting the characters as agents. Of course, the 
  characters might themselves seek out employment 
  with one of the gangs.
   If the characters resist overtures from the gangs 
  or take no action to become involved, the characters 
  might be drawn into the plot after witnessing gang 
  members harass some locals. Alternatively, Sara 
  Stone (see page 3) might try to recruit the characters 
  to join the rebels.
  Running this Adventure
  You can run this adventure in several ways. You 
  can use it as a straightforward scenario, with the 
  characters finding employment with one of the 
  gangs and working to both build their reputation 
  standing and help the gang take over Isolon.
  Alternatively, you can run the adventure as an 
  extended scenario, using it as the basis for several 
  adventures of your own design with the various 
  missions as starting points. Inevitably, though, the 
  characters will find themselves in the center of a 
  power struggle fought between the various factions 
  to take over Isolon. Either way, the settlement’s 
  future depends upon the actions the PCs take. 
  Isolon
  Isolon rose from the ruins of an older city, a place 
  buried under the debris from the great catastrophe 
  that ended the old world, and saw the rise of a 
  new one from the ashes and chaos. The settlement 
  started as a refuge offering shelter to wanderers 
  and survivors from the violence and scarcity in the 
  wastes. 
   The growing population and success of the 
  settlement tempted the ambitious, corrupt, and 
  sadistic to act on their baser instincts. In the 
  absence of any central authority in the community, 
  the strong and brutal seized power and quickly 
  formed factions who fought bloody battles 
  amongst themselves. Along with killing untold 
  innocents, they winnowed themselves down into 
  three mostly cohesive gangs who are currently 
  engaged in low-level conflict with one another. 
  The instability of the relations between the gangs 
  and the impending all-out conflict between them 
  has made Isolon almost as dangerous as the 
  wastelands surrounding it.
   The settlement stands on the shores of a 
  massively wide river of polluted water. Structures 
  include a water processing plant, shipping docks, 
  a junkyard, a shop district, a hotel, a clinic, a 
  government building, and several residential 
  blocks. Some of the newer structures use the tops of 
  buildings stabbing up from the buried ruins of the 
  old city, but most are constructed from sheet metal 
  and the frames of trucks and ships.
   The gangs have yet to carve out territories from 
  Isolon, but the locals know it is just a matter of time 
  before they will. Most locals keep their distance 
  from the PCs, being leery of strangers and fearing 
  repercussions from the gangs. Cornering a local to 
  force them to talk will result in a steadfast refusal to 
  discuss the current situation, and nearly everyone 
  will direct all inquiries to Skitter, the nominal 
  leader of Isolon.
  Characters
  The settlement’s key characters include all of the 
  following. You can easily expand the list to add 
  more color and detail, while also seeding them with 
  hooks for future adventures.
  
  3
  Skitter
  A battle-scarred orc, Skitter (as a veteran), became 
  sheriff at the behest of the gangs and performs his 
  duties at their pleasure. Pressure from the factions 
  makes Skitter little better than an ineffectual 
  puppet. Skitter realizes there is little he can do 
  by himself to help the town, so he bides his time, 
  gathering information about the gangs and doing 
  his best to keep the people safe. If the player 
  characters take any action against the gangs, Skitter 
  tries to recruit their help to regain control of the 
  town.
  Lucas Murphy
  As the owner of the Ratspike Hotel and Bar, the 
  dwarf, Lucas Murphy (just “Murphy” to the locals), 
  doesn’t ask many questions and keeps his head 
  down. Being one of the few bars in town, he does 
  overhear a lot of gossip from drunk gang members. 
  He keeps a shotgun under the bar to discourage any 
  outbreaks between the gangs or any ornery locals.
  Buck Bloom
  A mechanic who has refused to join the Scrappers, 
  his business in the shop district barely exists these 
  days, partly because of the Scrappers’ influence, but 
  mostly because of the depression over his missing 
  daughter, Gedney (see Dancing in the Ruins).
  Doctor Lyons
  Nonhumans needing medical attention are often 
  turned away from the Cult of the Reawakened or 
  they are too afraid of the rumors of their kind going 
  missing from the cult’s headquarters. At the Quick 
  Clinic, Dr. Lyons (as survivor) sees anyone who 
  comes in need of help. 
  Sara Stone
  Leader of a rebellion against the gangs, Sara Stone 
  (as a ganger) is a suspicious dwarf and helps the 
  characters only if they show some competence 
  in standing up to the gangs. She leads roughly 
  two dozen rebels (as gangers) who are trained for 
  combat. For now, they bide their time until they 
  recruit numbers enough to move against the other 
  factions.
  The Gangs
  Three groups struggle for dominance in Isolon.
  The Scrappers
  Collecting all the parts and trash they can get 
  their hands on, the Scrappers are mechanical 
  savants able to create and repair weapons, vehicles, 
  and other machinery. This practice has become 
  important for the survival of Isolon. Scrapper 
  salvage teams venture into the wastes to find useful 
  junk to maintain the buildings and machines of 
  the town. They have become protective of their 
  knowledge and defend it with their lives, as it is the 
  main leverage they have over their rivals.
  Headquarters
  The Scrappers use a large junkyard, called Benzin, 
  on the edge of town as their base. A ten-foot-tall 
  chain link fence reinforced with sheet metal and 
  lined with barbed wire surrounds it. Towers with 
  riflemen stand at key positions, never more than 
  100 yards apart.
   A small town in its own right, Benzin contains 
  barracks for the grease monkeys, a small race track, 
  a fuel refinery, garages, and mountains of priceless 
  junk looming everywhere.
  Interactions
  The Scrappers will give their trust more easily 
  than the other groups, especially if the party 
  includes someone mechanically inclined. They 
  have straightforward intentions, believe that the 
  settlement needs them, and that they should 
  control it. They have been slowly building up their 
  supply of weaponry and vehicles to take over.
  Characters
  The following characters are key members of the 
  gang.
   The Architect: As the leader of the Scrappers, 
  the enigma known as The Architect (as a cyborg) 
  knows more than anyone about all things 
  mechanical. He uses this knowledge to stay on top. 
  A bald human in his early forties, he has a three-
  fingered mechanical claw in place of his left hand 
  and an eye patch made from a hood ornament. New 
  tech and gizmos interest him and he’ll do just about 
  anything to learn about them.
   Bubblegum Chrome: In charge of vehicles, 
  Bubblegum (as driver) knows cars inside and out. 
  She can outdrive and outgun any of the other 
  monkeys with ease. She has never met an equal in 
  a race and would be impressed if anyone even came 
  close to besting her times on the track.
   Futz: Head tinkerer and machine builder, Futz (as 
  a ganger) cares more about machines than he does 
  people. Uninterested in the gang war, he stays with 
  the Scrappers for access to the constant stream of 
  parts they bring in.
  Smoke: Smoke (as a ganger) infiltrated the 
  Scrappers to take down The Architect. Years ago, 
  
  before the Scrappers existed, a gang led by The 
  Architect destroyed his hometown, killing nearly 
  everyone and razing it to the ground. It has taken 
  Smoke several years to gain the gang’s trust, so he 
  will not endanger his cover without good reason.
  Other Members: Scrappers (as gangers), 
  known locally as the grease monkeys, wear 
  mechanics’ overalls with tool belts on most. 
  Nearly all have blackened fingers and faces from 
  constant exposure to oil and exhaust. Most are 
  armed with hand weapons such as wrenches, 
  crowbars, and tire irons. One in four carries a 
  pistol and one in six has a rifle. 
  Merchant Cartel
  Considering themselves to be the lifeline of 
  Isolon, the Merchant Cartel controls the water 
  processing plant. Their control gives them 
  immense power as they trade the water to 
  citizens and outsiders for food, weapons, and 
  ammo. Their caravans provide a steady trade, 
  and the Cartel uses those products to keep a tight 
  grip on the town, especially over the other two 
  gangs. The only thing holding them back is the 
  necessity for the upkeep of their caravans and 
  their facility, maintenance that can currently be 
  performed only by the Scrappers.
  Headquarters
  The Merchant Cartel’s base stands atop an old 
  water treatment building, most of which lies 
  underground, collapsed and mostly flooded 
  (part of the underground city described in In A 
  Pig’s Eye). When Isolon was first built, engineers 
  converted the floor below the level of the river 
  into a water processing plant. Three stories of the 
  building poke out of the ground and the Cartel 
  fixed-up and reinforced it in key places. Guards 
  with rifles watch from windows in the higher 
  floors and patrols walk the perimeter. Guards 
  are regularly rotated through the entrances and 
  the shipping docks. It takes considerable effort 
  to keep the water processing plant running 
  smoothly. Without the Scrappers, the plant 
  would shut down and the Merchant Cartel would 
  lose their power and influence.
  Interactions
  Seen as stingy or selfish to some, the Cartel never 
  gives anything away. Trade is their creed and 
  lifeblood. They won’t put up with much, but if 
  the PCs show their worth, the Cartel might take 
  them into their group. If the characters act in 
  
  5
  a manner perceived as disruptive to the Cartel’s 
  interest, or fail to properly contribute to the system, 
  the Cartel will exile them. 
  Characters
  The following characters are key members of the 
  Merchant Cartel.
   Atlas: The Master Merchant, Atlas (as a warlord), 
  is a huge man, looking more like a bouncer than 
  the shrewd businessman he is. He uses his looks 
  not only for intimidation, but also to get his rivals to 
  underestimate his brains and keen business sense. 
  Atlas dresses in clothes that were once fine but are 
  now worn and dirty, barely containing his bulk.
   Rhetor: Charged with keeping track of all the 
  business and contracts the Cartel runs, Rhetor (as 
  a survivor) feels he could do better elsewhere and 
  thinks Atlas is going to get them all killed because 
  of the tenuous hold they have on the processing 
  plant and the citizens of Isolon. Rhetor is looking 
  for a way out of the Cartel, one that would allow 
  him to escape with his life intact, and not without 
  profit.
  Roach: Roach (as a ganger) carries a rifle with 
  him everywhere, always preferring to fight from a 
  distance. He leads the guards of the Cartel and most 
  of his troops consider him rather unhinged. Roach 
  never trusts the PCs, even if the rest of the Cartel 
  does. Roach trusts no one, and looks for any excuse 
  to take action against those he greatly mistrusts. 
   Ginn: Ginn (as a ganger) attempts to keep the 
  water processing machinery running with her 
  limited mechanical knowledge. Loyal to Atlas, she 
  continually pleads with him to bring someone 
  else with technical expertise into the gang to take 
  over before the machines decay beyond her ability 
  to repair, at which point the gang will have little 
  choice but to submit to the Scrappers. 
   Other Members: Traders, also known 
  colloquially as “Rogues,” wear 
  the Cartel’s uniform, leather 
  jackets with the MC logo on the 
  sleeves. Most look well fed and 
  all are well-armed and armored. 
  The Rogues are in better health 
  than anyone else in Isolon.
  Cult of the 
  Reawakening
  Father Quilby created the Cult 
  of the Reawakening to heal the 
  people of Isolon, both in body 
  and spirit. At least, that’s the 
  story he tells. Quilby believes 
  only humans to be worth saving and the cult puts 
  all its efforts to nourishing and sustaining those 
  they find in the community. While they have no 
  room for others, they make no outward or obvious 
  show of being hostile to mutants or “other riffraff” 
  that happens to inhabit their community. In fact, 
  the Cult even invites refugees of all ancestries to 
  stay inside their sacred walls. 
   Quilby preaches to any who will listen and many 
  in Isolon turn out for his sermons. He focuses most 
  of his lessons on reminding people that they will 
  one day reclaim their lands and that the Cataclysm 
  was an important event, altering humanity’s course 
  in a positive way. The inspiring messages he delivers 
  and his peaceful, helpful manner are a façade, 
  masking the fact that Father Quilby is nothing more 
  than a con man and a fraud. 
   Quilby befriended Metzger, the butcher who 
  now calls himself a doctor. Metzger is more than 
  willing, even anxious, to experiment on whatever 
  creature he can get his hands on, especially the 
  unsavory tainted races. He uses experimental 
  surgery, various chemicals, and dark magic to create 
  uncontrollable mutant monstrosities that they then 
  release. The monsters wreak havoc for a time until 
  the Hospitallers, the Cult’s militant arm, rush in 
  to “save” the town. The affects of this ploy is that 
  most consider the Cult to be a force for good, and 
  indispensible at that.
   Seen as a safe haven against the violence and 
  corruption, the followers of the Reawakened, 
  specifically the Hospitallers, use force to keep the 
  peace and protect the citizens against the dangers 
  of the wastelands. Many Cartellers and Scrappers 
  are members of the cult and show up for healing 
  and sermons, much to the dismay of those gang’s 
  leaders. The Cult’s grip has begun to tighten 
  around even some outlying communities as well, 
  suggesting the Cult’s fortunes are on the rise.
  Headquarters
  The Cult laid claim to the ruins 
  of a large building, and it is there 
  where their members live, work, 
  and rest. Most times of the day, 
  followers can be found praying 
  and meditating in the main room 
  surrounded by large common 
  areas containing beds for any 
  who wish to stay, and dining 
  tables for any who need to eat. 
  Whispers abound of some people 
  disappearing from this place, 
  never to be seen again. 
  
  6
   Beneath the main floor stretch the lower levels, 
  chambers, some in ruins and others intact, used by 
  various members for housing. Deep underground, 
  accessed by a guarded stair, is Metzger’s lab, a 
  torture chamber of horror and madness. A few 
  floors below that is a Void stain through which 
  whispers nudge Metzger into trying new and 
  horrible ways to mutate and scar his victims.   
  Interactions
  The Cult offers a place to rest and some minor 
  healing to the PCs, being generally friendly to 
  them. If any characters happen to belong to 
  ancestries other than human, the Cult might be 
  reluctant to send the group on more important 
  missions until after they have proven their 
  worth. The Cult might even attempt to kidnap a 
  nonhuman player for experimentation in Metzger’s 
  laboratory.
  Characters
  The following characters are key members of the 
  Cult.
   Father Quilby: A man (as an awakened) barely 
  in control of himself at any given time, most see 
  Father Quilby as the charismatic leader of the Cult, 
  a savior, and hero to the common man. Disputes 
  are brought before him, and he solves them swiftly 
  and, often, brutally. He knows, despite the creation 
  of the Hospitallers, the cult does not have the 
  firepower to deal with either of the other gangs 
  head on.
   Doctor Metzger: Father Quilby found Metzger 
  (as a ganger) wandering the wasteland, almost 
  dead. He had been a community’s butcher and 
  was exiled when he went crazy in his store and 
  slaughtered his customers. He convinced Quilby 
  (and himself) he is a doctor. He uses strong doses 
  of radiation and magic to turn animals and people 
  into mutant monsters. A steady supply of “sinners” 
  keeps him busy at all hours.
   Brother Ando: Almost a mutant himself, Brother 
  Ando (as a crazy) survived a particularly violent 
  radiation storm, which left his skin burnt and 
  hardened in some places. Father Quilby uses Ando 
  as an example of the survivability of humans in 
  the new world. Meanwhile, Brother Ando clings 
  to sanity by a thin thread and is given to angry 
  outbursts and acts of violence. These sinister urges 
  serve Quilby well when he must punish someone 
  publically, a sentence Ando is only too happy and 
  eager to carry out. 
   Order Sergeant Mallus: The head of the 
  Hospitallers, Mallus (as a ganger) is a simple 
  man, devoted to the Cult but never dwelling 
  too much upon its teachings. He carries out his 
  orders unquestionably to destroy mutants and 
  sinners alike with ruthless precision and merciless 
  quickness. 
   Other Members: Low-ranking followers of the 
  Cult wear simple robes and carry hand weapons. 
  Most are survivors but one in eight are fanatics.  
  Higher-ranking members (as gangers) wear ornate 
  robes and carry heavy melee weapons. Finally, 
  Hospitallers (as gangers) wear Halloween masks 
  and decorated robes over mail armor. They carry 
  heavy weapons, while one in four carries a pistol  
  or rifle. 
  Gaining Trust
  The player characters have opportunities to 
  work for one, some, or all of the gangs at large in 
  Isolon. Such employment provides the group with 
  opportunities to gain the gang’s trust and rewards 
  from that trust. Each gang has jobs the characters 
  can undertake. When a group completes a mission 
  successfully, their trust with the group increases 
  by one. Each time the group fails to complete a 
  mission, the trust drops by 1 (minimum o). Trust 
  and its rewards follow.
  Trust
  Effects
  0
  The characters, if members of the gang, lose their 
  membership and the gang members are generally 
  hostile to the group.
  1
  Each member of the group receives a gang 
  uniform and enjoys limited access to the 
  headquarters.
  2
  The group can meet with any named members of 
  the gang, other than the leader.
  3-4
  Each member of the group gains 3d6 gc with 
  which they can purchase equipment. 
  5-7
  The group gains a vehicle of your choice or a dirt 
  bike for each member of the group.
  8
  The group can meet with the gang leader.
   The group might lose or gain more trust 
  than normal depending on how they acquit 
  themselves during a mission. If the characters 
  exceed expectations, such as bring back more than 
  requested or risk their lives for other gangers, they 
  might increase trust by two or more. Similarly, if the 
  group makes an extreme mess of things, the group 
  might drop their trust by two or more, just kick 
  them out, or do something worse. 
  
  7
  Scrapper Jobs
  Salvage Team
  Requires trust 1
  The player characters are part of a Scrapper salvage 
  team of 5 gangers sent into the wastes. They search 
  sites such as an airplane graveyard, a cracked 
  open submarine in the desert sand, or an ancient 
  shopping mall. As good as the Scrappers are at 
  finding salvage, they often come across unexpected 
  things as well. See “Site Encounters” on page 8.
  Road Pirates
  Requires trust 3
  The Scrappers lend the characters a vehicle to 
  travel to a distance outpost, where they are to pick 
  up some new compressor parts. The journey is 
  easy as it uses an old highway with desert as far as 
  the eye can see in either direction. Unfortunately, 
  the trip takes them through territory belonging to 
  the Polecats, a vicious group of road pirates. On 
  the return trip, the Polecats (1 driver and 5 gangers 
  in a van) attack. The Polecats attempt to stop the 
  characters any way they can, even at the expense of 
  their own lives.
  Sabotage
  Requires trust 5
  The Architect asks the players to infiltrate the 
  Merchant Cartel and sabotage the water processing 
  plant. The Architect’s advisors assured him that the 
  damage can be repaired once the Cartel has been 
  removed from power. 
  Merchant  
  Cartel Jobs
  Delivery
  Requires trust 1
  The group escorts a caravan and its precious cargo 
  through the unforgiving wastelands to a distant 
  outpost. See the “Site Encounters” on page 8.
  Investigation
  Requires trust 2
  Unknown assailants regularly ambush Caravans 
  traveling the main trade route to the next major 
  settlement. When the group goes to investigate, 
  they find the route goes through a wide ravine and 
  in one section a lot of broken glass, bits of metal, 
  and other debris showing where the bulk of the 
  attacks took place. Upon further investigation, the 
  characters find a cave in the ravine wall, about 10 
  yards from the ground. This is the home to the 
  attackers, a tribe of 7 inheritors.
  The Noise
  Requires trust 3
  Something is on the loose in the lower sections of 
  the water processing plant, killing members of the 
  Cartel. The rare survivors emerge seriously injured 
  and barking insanities about a beautiful woman. 
  The player characters must descend into the damp, 
  moldy halls of the plant and eliminate the creature 
  (as a hag) that has taken up residence there. 
  Demolitions
  Requires trust 5
  Through trading, the Cartel obtained three sticks of 
  dynamite and a detonator. They ask the players to 
  infiltrate the Scrappers’ junkyard and blow up their 
  gasoline refinery. The Scrappers will be effectively 
  eliminated from contention, and the Cartel believes 
  their possession of a source of constant clean water 
  will keep them in power even without the gas.
  Cult of the 
  Reawakened Jobs
  Defend the Town
  Requires trust 1
  The characters are tasked with joining a squad of 
  4 Hospitallers in defending the town from mutant 
  attacks. This can be done multiple times, each time 
  against 3 to 5 medium monsters or 1 large monster.
  Pilgrimage
  Requires trust 2
  The player characters escort a group of followers 
  on a pilgrimage to a sacred location. Use the “Site 
  Encounters” section following.
  Mission Trip
  Requires trust 3
  The Cult lends the group a vehicle so they can 
  retrieve medical herbs and supplies from a 
  neighboring community. Use the Road Pirate 
  encounter previously.
  
  8
  Gather Intel
  Requires trust 5
  The group must infiltrate the other gangs and 
  learn everything they can about their structure, 
  weaknesses, and find ways to start in-fighting or 
  get them to fight each other. 
  Site Encounters
  Use the following encounters as examples or make 
  up your own.
   Roamers: The group hears the sputtering of 
  motorcycle engines while searching some ruins. As 
  they scatter for cover they see gangers approaching 
  to lay claim to the salvage (5 gangers and 2 bikers 
  on dirt bikes).
   Scorpion Swarms: A windstorm cleared away the 
  sands, exposing a mostly intact airplane. The group 
  can enter through the missing cockpit glass. Once 
  inside the cramped plane, low clicking is heard 
  echoing from within. Waves of chitinous creatures 
  pour from the back of the plane (4 animal swarms 
  with the poisonous trait).
   Junker: A pile of junk catches the group by 
  surprise as it comes to life with a grinding metal 
  roar. A medium construct made from haphazard 
  junk and trash stands up and attacks.
   Lash Crawlers: While exploring a partly buried 
  structure, a group of 8 lash crawlers spring out 
  from the cracks in the walls to attack. If the group 
  survives and searches the area, they find several 
  eyeless corpses. The first time a character discovers 
  a corpse, he or she must get a success on a Will 
  challenge roll or gain 1 Insanity.
  Increasing the Challenge
  If you want to make an encounter more 
  challenging, you can make the site drenched in low 
  or moderate radiation, add structure mishaps, or 
  have a rapid moving dust storm engulf the area.
  Salvage
  Use the following table to determine the salvage 
  found by the group if they survive the Site 
  Encounter. Roll 1d6 a total of d3 times for the 
  salvage they find. Add 3 to the roll if the mission 
  was for the Cartel and add 6 to the roll if it was for 
  the Cult.
  Roll
  Salvage
  1
  Electrical Parts
  2-3
  Mechanical Parts
  4-5
  Gas
  6-7
  Batteries
  8-9
  Food
  10-11
  Medicine
  12+
  Water
  Ending the 
  Adventure
  If the characters rid Isolon of all the gangs, they 
  can either take over the town for themselves or let 
  Skitter or Sara lead. If the latter, the new leader 
  recruits locals to form a militia and defend the 
  town.
   Alternatively, the adventure might end when 
  one gang gains power. This happens when the 
  characters successfully complete the highest trust 
  jobs for a gang.
   If the Scrappers gain power, Isolon becomes the 
  most industrialized town in the region. They relieve 
  the Cartel of the “burden” of running the water 
  processing machinery, maintain it themselves, and 
  provide the new merchant leaders with motorized 
  caravans to speed up and extend the towns reach in 
  the region. The xenophobic Cult is run out of town.
   If the Cartel gains power, the town becomes 
  a booming trade hub on both land and water. 
  Because of its new found wealth, however, Isolon 
  becomes a prime target for marauders and is 
  constantly under siege. The town can only hold 
  out for so long before it is taken over by a newer, 
  stronger gang.  
   If the Cult of the Reawakened gains power, the 
  town becomes a religious sanctuary for humans. 
  The Cult’s monstrosities are sent farther and farther 
  away to spread fear and draw more people into the 
  Cult’s fold. Any beings not deemed pure human are 
  “cleansed.”
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Adventures/Novice/SotDL - Godless - Last One Standing (novice).pdf