TEXT:  
   
   
   
   
  Ace of Spades 
  by Neal Bailey and John Wyatt 
  Edited by: Aijalyn Kohler  
  Play Testers: Andrew Parasick, Mike Mazel  
  Jason Sanford, Lee Sharp, Wayne Ward 
    An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual 
  Once again, the call to adventure comes to Vegas via a Poker Tournament.  The Big Bordello Casino is hosting 
  a poker tournament, and the high stakes and prizes attract the attentions of people from across the 
  wasteland.  Dare you take a chance at the poker tournament, or find other avenues of adventure in the City of 
  Sin?   Ace of Spades is an Exodus OPS campaign scenario for 4 to 6 characters of 2nd to 4th level. 
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Ace of Spades) is copyright Glutton Creeper Games ©2009 
  and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper Games. 
  Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy laws 
  and may be prosecuted to the fullest extent of these laws. 
   OGL 
  Modern 
  
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  Legal and Contact Information 
  OPS is a registered trademark of Glutton Creeper Games.   
  Exodus and the GCG Logo are trademarks of Glutton Creeper Games.  
  Exodus OPS: Ace of Spades is copyright ©2009 Glutton Creeper Games.  This product is e-commerce and may 
  not be redistributed after purchase without written consent from Glutton Creeper Games.  Persons 
  distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy laws 
  and may be prosecuted to the fullest extent of these laws. 
  This PDF document requires the use of Adobe Reader.  Adobe Portable Document Format (PDF) and Adobe 
  Reader are registered trademarks of Adobe System Inc. 
  Glutton Creeper Games 
  Website: www.gluttoncreeper.com 
  Contact: gcg@gluttoncreeper.com 
  Submissions: ops@gluttoncreeper.com 
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  OPS Introduction 
  This is an Exodus OPS campaign adventure designed for the OPS setting and consumes between 3 to 5 hours of 
  game time.  This adventure can also be used outside of the OPS setting as a stand-alone home game adventure 
  within a post-apocalyptic setting. 
  This adventure requires the Exodus Survivor’s Guide and the Exodus OPS campaign manual.  The Exodus 
  campaign manual can be found at the GCG website listed above.  All game mechanics are denoted by 
  chapter/topic and book.  Those not presented within an aforementioned book above are included within this 
  scenario as a sidebar within the encounter or as an appendix at the end of the adventure.    
  Preparation 
  First, you should print this scenario.  This scenario supports single and double-sided printing.  There is enough 
  room along the inside margin to bind the adventure.  
  Read this entire scenario at least once before you run your game.  Familiarize yourself with any special rules or 
  new equipment not presented in the books listed above.  Highlighting particularly important passages may help 
  with the flow of the game mechanics.  
  A grid map (one-inch square) or graph paper and a representation of adventurers, NPCs, and creatures will 
  enhance game play, as well as the other necessities (scrap paper, writing materials, and a set of dice) needed to 
  run the game.  
  Game Time: Have the players prepare their characters according to Exodus OPS campaign rulings, get them to 
  the scenario start point, and read the scenario introduction.  
  There is descriptive text in this scenario that is written so that you may present it to the adventurers, while 
  other text is for your eyes only.  Text for the players is bold text.  It is strongly recommended that you 
  paraphrase player text instead of reading it aloud.  Some of the text is general and needs to be adapted to the 
  specific situation or to the actions of the adventurers. 
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  4 
   
  ©2009 Glutton Creeper Games 
  Ace of Spades 
  Exodus OPS 
  Scenario 2-01 
  Ace of Spades 
  Location: Vegas, the Fork and Pork Roadhouse  
  Number of Characters: 4 to 6 
  Average Character Levels:  3rd  
  Max EL: 24  
  Max Purchasable Equipment Value: Vegas (4000 steel)  
  Adventure Summary  
  On the Vegas Strip, the Bordello Family hosts a Poker Tournament.  News travels far and wide, attracting all 
  manner of people willing to try their luck.  The party hears of the tournament and arrives on scene.  It isn’t 
  long before adventure finds them – they’re approached by the Black Widows – a wild and dangerous band of 
  outlaws, who present the party with a proposition.  They want the group to cause a distraction, but don’t 
  initially let the party know why.  After accepting, the Black Widows reveal that the distraction is needed to 
  help steal the prize pot from the Bordellos while the poker tourney is underway! 
  Here, the party is presented with three options that lead down separate paths.  If the party accepts the Black 
  Widows’ mission, they’ll have to create a grand diversion at the Casino so that the Widows can nab the cash as 
  quickly as possible.  The Black Widows suggest that the party grab some disguises to make the diversion look 
  like the work of the Khans, as the plan is to pin the crime on that Mafia family.  The party heads out into Vegas 
  to track down some Khan members, steal their colors, and use them in a distraction that shifts blame for the 
  heist onto the Khans.  During the distraction, the party has several different options as to how to proceed.  
  They can either work as part of the distraction itself, or help crack the safe in the back while a group of Black 
  Widows poses as Khans in the front. 
  If the party opts to simply refuse and not intervene in the heist, the Black Widows decide to frame them for 
  the crime instead.  The Black Widows secretly plant evidence on the party and then alert the Bordellos.  After 
  a string of hit squads attack the party, they are either captured and tortured or eventually leave Vegas.  
  During the torture, the party has the option to fight back or give in.  The adventure can end here, with the 
  party pressed into slavery unless they choose to retrieve the pot for the Bordellos.  If the party manages to 
  avoid the torture altogether, they eventually figure out that it was the Black Widows who framed them, and 
  head to the Fork and Pork for ‘restitution’. 
  The third path is an off-shoot of the first; however, the party turns in the Black Widows to the Bordello family 
  and is then tasked on getting the loot back for the Bordellos or suffering their wrath (should have left their 
  mouths shut). 
  All paths eventually lead to the same road.  The party must try to track down the leader of the Widows, Big 
  Jim, and best him either through combat or negotiation in order to retrieve the pot or claim their reward.  
  Several days of desert travel ensue.  En route, the party encounters a strange man in the desert whose 
  fascination with shape-shifting robots places everyone in serious danger.  The party then dashes down the 
  desert highway until they reach the Fork and Pork, a haven outside of Bordello influence.  There they can 
  make their claim to recover the pot for the Bordellos or to receive a reward from the Black Widows, but not 
  before dealing with their leader Big Jim and his fascination with challenges. 
  
   
  Exodus OPS 
  Ace of Spades 
  5 
   
  ©2009 Glutton Creeper Games 
  Introduction  
  The majority of the scenario actually consists of travel, 
  but here’s a quick primer on Vegas to provide a better 
  idea of how to run it. 
   
  The city itself is a small settlement constructed of 
  scrap gathered from Old Las Vegas itself.  Vegas is in 
  the center of that much larger ruin. 
   
  The entirety of Vegas was founded on slave, weapon, 
  and drug trades.  The city is governed by a collection 
  of Mafia families who alternately war and cooperate; 
  at this time they’re largely cooperating, despite 
  some tension beneath the surface. 
   
  The adventure itself has the players interacting with 
  the Bordello family who are in charge of, essentially, 
  city hospitality.  The Bordellos are wealthy and don’t 
  always see eye to eye with the Khans.  The Khans 
  are the current ‘ruling’ Mafia family who seized their 
  empire with wealth derived from the booze and 
  drug trade. 
  That being said, there are a number of ways to get the 
  party into Vegas at least. 
   
  Flyers: The second most classic of all adventure lead-ins, the players can find posters, flyers, etc.  This 
  method allows for a fun visual prop (the flyer itself!), but can strain suspension of disbelief if used too 
  often.  See Players Handout A: Poker Tournament Flyer.  
   
  A Gambler in the Party?:  If any one of the characters has a gambling addiction and has a gamble skill 
  modifier of +8 or higher, getting the character involved in this encounter is easy to kick off.  While the 
  character is out gambling, one of the people who he’s gambling against will mention the poker 
  tournament, with special mention of the size of the pot (32000 steel).  It’s also possible for a character 
  with the gamble skill to simply hear about the tourney as soon as he enters a settlement (just have him 
  roll a gamble check when he skips into town). 
   
  Friends in Low Places: Any character that has been to Vegas before is likely to have some connections 
  there.  If they’re on friendly terms with the Vegas Mafia (fame 5% or higher), word travels through 
  various contacts that the character has an invite to the tournament.   
   
  Friends in Lower Places: Similarly, if anyone in the party has any positive fame with the Black Widows, 
  they’ll be approached for help with the heist almost instantly. 
   
  The Caravan Method: Roughly as classic and effective as the ‘jobs posted in a bar’ approach.  Many 
  caravans of supplies and visitors pass through Vegas, and this is especially true when there’s a big event 
  going on.  The party could hitch a ride to Vegas as hired guards – this works much better if they have 
  some contacts amongst other caravan guards or previous experience doing so. 
  Already in Vegas:  If the players are in Vegas for some other reason, feel free to spring this adventure on them 
  out of nowhere.  With this approach, it’s important to make the adventure very appealing by playing up the 
  personalities of the Black Widows so that players are inclined to either love or hate them. 
  Vegas, City of Sin, lies on the Southern front of the ruins of pre-Exodus Vegas.  The ruins of Old Vegas 
  are majestic in appearance; several partially collapsed skyscrapers are completely surrounded by 
  lesser structures, creating a mountain of rubble around each skyscraper.  Amidst the rubble, between 
  some of the gutted skyscrapers, emerges a green arm holding an unlit torch extending hundreds of 
  feet into the air, as well as a golden four-pointed peak.   
  Vegas 
  Population: 980 citizens  
  (90% human, 5% Ghūl, 5% Mutant) 
  Military: 300 Mafia soldiers, 200 gang militia 
  Trade Goods – Infrequent up to 5000 steel, Rare 
  (20%) up to 10000 steel, Very Rare (5%) up to 
  45000 
  Services – Any 
  Vegas is the largest community in the Southwest and 
  is run by the Vegas Mafia, five families that control 
  particular aspects of the city and city commerce.  
  Vegas caters to businessmen and criminals with a 
  wide range of activities and services.  
  Vegas’ attitudes on Outsiders  
  Vegas has a mob mentality and generally doesn’t mess 
  with visitors unless a visitor shows disrespect to the 
  Mafia or the inner workings of Vegas.  Tribals, 
  however, are a favorite to place into indentured 
  servitude.    
   
  
   
  Exodus OPS 
  Ace of Spades 
  6 
   
  ©2009 Glutton Creeper Games 
  Gathering Information (General Information):  
  (DC / Bribe Required); Time 1d4+1 minutes 
   Vegas (DC 5 / 0 steel): Vegas is a town of rebirth that has emerged from the Apocalypse to be the Mecca of 
  the Wasteland, with hundreds of people flocking to this civilization every month.   
   
   Vegas Businesses (DC 5 / 0 steel):  The best way to see Vegas is to wander about.  Most of the attraction of 
  Vegas is on the Strip, like the brothel, casino, and gun shop, but some of the side streets hold a few 
  oddities of note.   
   
   Vegas Mafia (DC 10 / 1 steel):  Five Vegas Mafia families created the government of Vegas.  Each family 
  handles one aspect of the law, determined by the Council of Families.  The Bordellos govern over financial 
  transactions and entertainment.  The Vermillion Khan oversees weapons control and drugs.  Ma Sullivan 
  controls the slaves and laborers that break the laws of Vegas.  The Gambinis govern outside resources and 
  relations with other nations.  The MacDuggins conscript and enforce the laws of Vegas, as well as the 
  enforcers that are drawn from all of the families.  All of the families employ Mutants as bodyguards and 
  enforcers at their respective businesses. 
   
   The Laws of Vegas (DC 10 / 1 steel): The laws of Vegas vary from day to day, depending on the attitudes of 
  the MacDuggins and the other families.  Each family is allowed to conscript a particular number of laws 
  each month with one veto.  The laws are not posted anywhere; it is all just word of mouth.  Break the law 
  and the punishment is usually imprisonment in the Slave Pit, to be followed by slave labor and possible 
  sale at the slave auction, or even hanging. 
   
   Poker Tournament (DC 10 / 1 steel):  The poker tournament is taking place at the Big Bordello Casino.  To 
  get into the tournament, you’ll need to qualify outside of the casino.  The qualifier round is 100 steel.  If 
  you place then you’re in the big tournament, however it’ll cost you 1000 steel buy-in to get into the 
  tournament.  The grand prize is 32000 steel and a specialized 12-guage gatling shotgun. 
   
  Vegas is a collection of restored and rebuilt structures ranging from one story to four stories tall 
  contained in an area of about one-mile square.  Most of these structures line an old pre-Exodus split 
  paved road that is severely cracked from age and the elements.  Small streets and other structures 
  branch off of the main Strip in all directions, creating a maze of streets.   
  The buzz of electricity can be heard in the air from several glowing and flashing signs which draw 
  your attention to the Vegas Strip.  The majority of the buildings on the Strip have glowing or flashing 
  lights attached to their fronts, and a thick black wire hangs from building to building.  Off to the left of 
  the Strip, inside a chain-link fence, is a row of motorized fusion-type vehicles sitting in front of a 
  garage.     
  Hundreds of people walk the main Strip, while many others enter in and out of the side streets and 
  the businesses that make up this oasis of civilization in the middle of the desert.  Several businesses 
  stand out with large signs denoting the type of business or the services available.  You notice four in 
  particular: Armament Nation, Big Bordello’s Casino, the Culture Club, and Godiva’s Brothel and 
  Antiquities.    
  Vegas holds a number of attractions that can distract the characters.  Only the major business locations and 
  Mafia holdings that are relevant to the adventure are listed in this scenario.     
  The following locations are detailed on Overseer’s Map 1.  Each section details a portion of Las Vegas, 
  including the gathering of information and side quests.      
  A: The Vegas Strip 
  The Strip is alive at all hours of the day and night with people coming and going to various venues, mostly the 
  casino and brothel.  Characters can gather the following common information from the people on the streets. 
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  7 
   
  ©2009 Glutton Creeper Games 
  Knowledge (Street): 
   DC 5: Vegas is built on the ruins of 
  old Las Vegas.  The new city sits on 
  the Southern ruins of Old Vegas.  
  Just like pre-Exodus Vegas, the new 
  city contains a Strip, where all of the 
  main attractions can be found, such 
  as the Big Bordello Casino and 
  Godiva’s Brothel. 
   
   DC 10: There are five Mafia families 
  that rule of Vegas.  Each family 
  controls a section of the restored 
  city and runs various businesses on 
  and off the Strip of Vegas.  
   
   DC 15: Slavery is legal in Vegas if 
  you’re a member of a Mafia family 
  or in good standing with the Mafia.  
  Many of the Mafia families employ 
  Mutant defectors as guards for their 
  businesses, woman, and children.  
   
   DC 20: The Mafia families don’t deal 
  with outsiders directly.  They let 
  their street enforcers handle those 
  types of situations. 
   
  Knowledge (Underworld):  
   DC 5: The Vegas Mafia runs Vegas (see “Vegas Mafia” 
  under Gathering Information above).  There are five 
  families, each consisting of over 100+ members at the 
  street gang level and an unknown number at the family 
  levels.  No member of a family meets with an outsider 
  who is street gang level or lower; there is a strict 
  hierarchy of command.  In order to join a family, you’ll 
  need to impress a street gang leader by doing favors. 
   
   DC 10: Each family controls a section of the restored city 
  and runs various businesses on and off the Strip of Vegas.  
  Most of the businesses are run by junior members of the 
  family that are in good standing with a Made Man of the 
  family.  Many of the Mafia family hierarchy members 
  hang out at the Culture Club in the Velvet Rope section, 
  which is highly guarded from intrusion. 
   
   DC 15: The Mafia keeps strongholds in the ruins of old 
  Vegas, as well as a collective slave pool and the prison.  
  Two families, the Sullivans and the MacDuggins, are in 
  charge of security of the ruins.  They employ members of 
  each family to serve at guard posts and as roaming 
  patrols in the ruins to keep out intruders and scavengers.    
   
   DC 20: The Mafia holds the secret of the ruins and their 
  business as a high priority.  A family member that fails to 
  keep the family secret gets whacked.     
   
  Chris Farelly 
  Human male  
  Cautious 2/Master Trader 10;  
  hp 90; Wis 14, Chr 18;  
  Barter +23, Sense Motive +17    
  B: Armament Nation 
  Armament Nation is a large building on the Strip near the ruins of old Vegas.  Armament Nation is run by the 
  Farelly Brothers.  The Farellys are four brothers who are well respected by all of Vegas due to their 
  connections with Arms Dealers (the Children of the Apocalypse and the Techno-Reapers).   
  This long building lies at the end of the Strip near the ruins of Old Vegas.  The building is two stories 
  tall and painted all white with a five-foot wide stripe that runs the length of the building near the roof.  
  Painted on the front of the building, above the double glass entry doors, is the business name, 
  “Armament Nation.”   
  If the characters enter into the building read the following: 
  The inside of the building is full of hand-to-hand weapons, firearms, explosives, and armor.  All of 
  the weapons are displayed on racks or in display cases in nice, neat rows.  A light haired man wearing 
  jeans and a black t-shirt with a white blazer sits behind a desk just left of the door,  holding a shotgun.  
  The man behind the desk speaks to you.  “Welcome to Armament Nation.  We have a huge collection of 
  firearms and ammunition, an assortment of explosives, hand-to-hand weapons, armor for men and 
  women, as well as survival gear.  Let me know what you’re interested in.”     
  Armament Nation carries all weapons of an Infrequent scarcity up to 5000 steel.  Currently their rare scarcity 
  selection has been bought out by poker tournament participants.    
  Gathering Information: If the characters are purchasing items from the 
  Farellys, they will happily share some common details of Vegas with them.  
  Use the Gather Information details from section A: The Vegas Strip to 
  answer the general questions.  Answers to the questions below, which 
  don’t fall under the Strip, the characters will have to buy from the Farellys. 
  
   
  Exodus OPS 
  Ace of Spades 
  8 
   
  ©2009 Glutton Creeper Games 
  Gambling Bonuses 
  Bluff 5 ranks = +2 gambling bonus 
  Bluff 10 ranks = +5 gambling bonus 
  Sleight of Hands 5 ranks = +2 gambling bonus 
  Sleight of Hands 10 ranks = +5 gambling bonus 
   
  C: Big Bordello’s Casino and Hostel 
  The Bordello family runs the Big Bordello Casino.  This building is an old four-story hotel that once sat on the 
  outskirts of Vegas, but now dominates the middle of the Vegas Strip.        
  The largest building on the Vegas Strip is the Big Bordello, a Casino Hotel.  The building stands at 
  least four stories tall and is made of multicolored bricks, with much of the work looking new.  A large 
  entrance with a rolled out red carpet and a tented canopy dominates the front of the building and 
  extends right to the edge of the street.  Two Trans-Genetic Mutants wearing tuxedos stand on either 
  side of the entrance, opening the doors for visitors entering and leaving the Casino.    
  A number of folding card tables are set up on either side of the Casino entrance.  Here, shady 
  characters of all size and description are engaged in poker games while a small crowd shouts catcalls 
  at the gamblers.  An elegantly painted sign above the tables declares “Big Bordello Casino Poker 
  Tournament Qualifying Rounds” with a notation of “100 steel entry fee”. 
  The casino is currently closed to visitors, due to the poker tournament.  Only winners of the qualifying rounds 
  will be allowed in to register and pay the buy-in of 1000 steel and then will be told to return at 6pm when the 
  tournament begins.   
  Should a character choose to enter into the qualifying round of the Poker Tournament, he or she will need to 
  pay 100 steel.  The qualifying round is simple, requiring three gambling skill check roll.  The character’s 
  gambling skill is pitted against the three opponents below plus any other characters that choose to join in 
  (max 9 players at a table).  Whoever has the highest gambling roll wins the round.  The character(s) or NPC(s) 
  with the most wins after 3 rounds advances to the Poker Tournament.  If there is a tie, both (or all three) 
  gamblers advance to the Tournament.  Anyone winning 
  the qualifier can proceed into the Casino and pay the 1000 
  steel buy-in for the Tournament.  Alternatively, the 
  character can sell his Tournament spot to another gambler 
  for up to 500 steel (make the character work for it).    
  Opponents: 
   
  Sid, a pale, well-groomed man.  Sid plays quite poorly and is obviously strung out and nervous (He 
  has a gambling skill of +5).  Sid vanishes after losing the first round.  It’s possible to get some 
  background out of Sid (DC 13 diplomacy check).  He will inform the players that the Khans are after 
  him and that he needs the cash from the tourney to pay off his debts. 
   
  Alice, a slender young woman with raven black hair.  She’s a bit better than Sid (Gambling +8), but no 
  more composed.  A DC 14 diplomacy check has her revealing her life story to the players, about how 
  this is her last chance to work up some money to get out of Vegas and not be sold into slavery or 
  worse. 
   
  Mike ‘the Fleece’ Capelli resembles Winston Churchill with a tan and has a punishingly high gambling 
  skill (+12).  Beating him is largely impossible.  A diplomacy check (DC 8) reveals that Mike himself 
  fully expects to win the tourney – he sees everyone else here as ‘amateurs’.  Any talking with the 
  crowd reveals that Mike may have been hired by the Bordellos themselves to fix the tourney. 
  Proceed to “Encounter 1” after the Qualifying Round or for characters that are not interested in the Poker 
  Tournament.   
  
   
  Exodus OPS 
  Ace of Spades 
  9 
   
  ©2009 Glutton Creeper Games 
  D: The Culture Club 
  The Culture Club is the premier bar in Vegas and is owned by the Bordello family.  All of the important Mafia 
  contacts hang out in the Club in the VIP section (under a truce).  The Bordellos allow the other Mafia families 
  to use the Club as a neutral meeting ground to settle verbal agreements and disputes. 
  A one story brown and tan building with a multi-colored glowing sign reading “Culture Club” sits 
  directly across from the Casino on the Strip.  Guarding the entrance are two Trans-Genetic Mutants 
  wearing white sports coats over black t-shirts with white linen pants and slip-on loafers.  The Mutants 
  stand behind a plush red rope bearing a sign stating “Closed” that blocks the entrance. 
  Trans-Genetic Mutants guard the Culture Club entrances, both the front and the rear.  People can only enter 
  the Culture through the front entrance.  The Culture Club opens at dusk and closes at dawn.  Currently the 
  club is closed and will not be open until around 8pm.  Characters can attempt to question the guards, but will 
  only gather information detailed from section A: The Vegas Strip (answering general questions). 
  E: Godiva’s  
  Godiva’s Brothel is at the edge of the Strip close to the edge of town.  This is an independent business 
  operated by Beatrice Page.  She has the respect of all the Mafia families, much like a Made Man.   
  The first business on the Vegas Strip is a two-story building made of brown brick.  Red lights shine 
  from several windows on the side and front of the building.  A glowing neon sign of a naked woman 
  dancing on a pole is affixed to the front of the building.  A painted wooden sign over the front entrance 
  states “Godiva’s Brothel and Museum.”      
  Read the following if the characters enter into the brothel: 
  Godiva’s interior is immaculate.  Red plush carpet fills the lobby with several brightly colored velvet 
  couches and chairs that sit strategically about the perimeter.  A glistening oaken staircase ascends to 
  the second floor.  A pair of oaken double doors sits behind an elaborate desk across the lobby from 
  the entrance.  Behind the desk sits a very attractive female with long dark hair wearing a black dress 
  suit and a clip-on nametag “Roxy.”  A sign to the left of the entrance points into a small room.  The sign 
  states, “Pre-Exodus Adult Collectables Museum.” 
  Characters can enter into the museum or inquire with Roxy regarding 
  which entertainment services the brothel offers.  If the characters are 
  interested in entertainment or another service, Godiva’s provides the 
  following services as denoted on the chart. 
  Most of the services provided are self-explanatory.  The exceptions 
  are:  
  Good Night’s Rest:  This is just that, except in the lap of luxury.  The 
  character gains twice his healing rate, as opposed to the normal rate. 
  Safehouse:  If the Mafia is after the character, he can purchase the 
  safehouse package, in which the Lady of the house hides the 
  character for a maximum of 24 hours in a dank, dark room in the bowels of the building.  After 24 hours the 
  character is released out a secret entrance about 300 yards outside of Vegas. 
  Gathering Information from the ladies of Godiva will result in the general rumors as provide in Section A: The 
  Strip.  All of the ladies have been sworn to keep all of the Vegas Mafia and other important cliental secrets 
  confidential.    
   
   
  Godiva’s Entertainment 
  Service 
  Cost (in steel) 
  Bathing “self service” 
  25 
  Bathing “with attendants” 
  80 
  Confide with Someone 
  80 
  Good Night’s Rest 
  90 
  Massage 
  110 
  Prostitution (average) 
  150 
  Prostitution (great) 
  300 
  Prostitution (exceptional) 
  600 
  Safehouse 
  950 
  
   
  Exodus OPS 
  Ace of Spades 
  10 
   
  ©2009 Glutton Creeper Games 
  Should the character go into the museum read the following: 
  This small well-lit room contains glass-framed pictures on the wall of famous pin-up girls and other 
  adult stars from pre-Exodus times.  Several glass display cases dominate most of the room, leaving 
  very little area to move about.  Most of the cases contain the famous wasteland magazine “Cherry 
  Bomb” from issue 12 to 56 with two special editions, the girls of Hawaii, and US College Girls.  The few 
  other cases that don’t contain magazines have bondage gear, sex toys, and VHS tapes with faded tags 
  in them.      
  All of these cases are locked and trapped with a silent alarm that goes directly to Lady Page’s office.  Bad 
  things happen to those that attempt to steal from Godiva’s.  If a character owns a copy of a Cherry Bomb 
  magazine, the secretary has been authorized offer to purchase it for the collection at full value.     
  F: Mechanic Shop 
  On the outskirts of Vegas, just off the Strip is the Mechanic Shop.  Slim Jim, a Ghūl, runs the mechanic shop and 
  is open only during the day.  He employs three other Ghūl mechanics to make all of the repairs on the vehicles 
  in Vegas as well as other mechanical and electrical machines.  
  An old three car bay garage sits behind a large fenced in lot, just south of the Strip.  Several old 
  American Vintage and Dynamic Motors vehicles and motorcycles sit within the fencedin yard.  Twelve 
  pristine motorcycles sit within the locked yard.  Each motorcycle bears an image of a Black Widow 
  spider on the fusion tank.   
  The garage lot is locked and the fence is electrified (Energy Damage 3d6 per round, Reflex DC 18 for half).  
  There is an electric buzzer at the rolling gates to get the attention of one of the garage workers.  If a character 
  pushes the button, one of Ghūls will come to the fence and ask what the character wants.  The worker doesn’t 
  have any information, beyond that the motorcycles belong to a biker gang called the Black Widows.   
  The shop can fix just about anything Mechanical or Electrical as detailed under Repairs in the EXS Chapter 4, 
  Services.   
  If the character has the Motorcycle Ignition Switch from .44 Caliber, the Ghūl will inform Slim Jim, who will 
  offer to buy the part for 1000 steel. 
  Encounter 1 – The Proposition (EL 1) 
  After the characters have a little bit of time to wander around Vegas, picking up goods and information or just 
  seeing the sights or when they have just finished the qualifying round of the Poker Tournament, they will be 
  approached by an incognito member of the Black Widows.  The Widow will pose as a street dealer selling old-
  world watches, putting on a show while making a proposition to the characters.  If the characters are 
  separated, they all will be approached by a Black Widow in a similar disguise. 
  A tall, robust man wearing a motorcycle helmet, jeans, a dirty t-shirt, and a leather jacket struts out 
  of the crowd and looks you up and down.  He lifts the sleeves of his jacket revealing five watches 
  strapped to each forearm.  Smirking, the man speaks, “Hey bub, want to buy a watch, pre-Exodus solar 
  powered, satellite-linked, pure gold.”  The man shifts his eyes left and right quickly, speaking under 
  his breath “Friend, you interested in work, my comrades are looking for some extras on a job.  You 
  look like you’ll fill the job perfectly.  If so, follow me where we can speak more indiscreetly.”     
  Should the characters follow the Black Widow, the Widow will head to a low-traffic area.  The Widow will 
  offer a ‘business deal’.  He won’t be clear on what the deal is, exactly, just informing the characters that it is 
  adventurous and not dangerous.  Nor will he state that he is a Black Widow or working with the Black 
  Widows; this is a deduction that the character must make later.  The characters can make a Sense Motive (DC 
  15) to note that the Widow is toying with them; (DC 20) to get a gut feeling that there will be danger involved. 
  Should the characters be interested in the job, the Black Widow will lay out the job and the payout. 
  
   
  Exodus OPS 
  Ace of Spades 
  11 
   
  ©2009 Glutton Creeper Games 
   The main Poker Tournament starts at 5pm.  At 6pm, the characters will need to enter into the Casino and 
  cause a distraction, which will attract the guards’ attention away from the Poker Tournament.  The 
  characters will need to keep the distraction going for at least 2 minutes.  During the distraction, the Black 
  Widows will infiltrate the casino and steal the stakes (32,000 steel) and exit through the hotel. 
   The characters will split 20% of the stakes (6,500 steel), and will meet up with a contact by the name of 
  Marv at the Fork and Pork roadhouse by week’s end.  The Fork and Pork is on the old highway several 
  days west of Vegas.   
  In essence, the party either has the option of agreeing to help with the heist (in which case proceed to Path 
  A), or refusing (proceed to Path B). 
  Path A – The Heist  
  Path A reflects the characters’ choice to accept the job to create a distraction for 2 minutes (20 rounds) at the 
  Casino during the Poker Tournament at 6pm.  Continue below, unless the characters are seeking to make a 
  double cross and inform the Bordello family of the con planned by the Black Widows.  If this is the case, 
  proceed to Path C. 
  The Black Widow is quite pleased with the characters decision and gives them the low-down on the plan.  He 
  wants them to track down some members of the Khan Mafia family and acquire Khan Gang member colors to 
  disguise themselves with during the distraction.  The characters can choose how to proceed, with options 
  including bribery, combat, or stealth.  The characters have 1 hour before the start of the Poker Tournament, 
  giving them 2 hours to complete the mission and return to the Casino to create the distraction.   
  Finding the Khans (CEL 5/SC 1) 
  It doesn’t take a lot of work to track down gang members of the Khan family since they deal in alcohol and 
  drugs.  A Gather Information DC 10 (+1d4 steel) check or a Knowledge (underworld) DC 15 check will reveal 
  that the Khans operate a number of drug dens and bars in the west-side neighborhood ruins.   
  The characters may proceed how they please; the section below details a few methods of encountering the 
  Khan Gang to give them their colors. 
  Khan Bar  
  These dives are all pretty similar – standard tiny, cramped bars with your typical low-life clientele usually in a 
  pre-Exodus house that is in poor shape but has survived the elements.   
  A rickety old ranch house, one of many, stands amongst the ruins in the Khan territory of the 
  western inhabitation zone of Vegas.  Several men and women hang around on the porch of this house 
  drinking beer and smoking.  Pre-Exodus music blares from within the building.  A painted sign with 
  red words hanging from the porch states, “The Fifth Bar”. 
  The men and women hanging out on the porch are not gangbangers, just some wastelanders having a good 
  time. 
  Should characters enter the bar read the following: 
  Smoke wafts out of the doorway as it opens.  Inside a radio blasts the heavy metal styling of 
  Toolshed from a dented, wood-grain bar.  Several old smelly couches and chairs are crammed 
  together circling the room, sharing space under a mutual haze.  Magazine covers and posters are 
  plastered over the walls, even over windows.  The entire bar is packed with drunks, junkies, and 
  gangbangers. 
  It doesn’t take a lot to recognize Khan Gangbangers, a Knowledge (street) DC 10 or Knowledge (underworld) 
  DC 5 skill check will recognize them immediately.  There’s a group of gangbangers in the kitchen (bar) of the 
  house. 
  
   
  Exodus OPS 
  Ace of Spades 
  12 
   
  ©2009 Glutton Creeper Games 
  Khan Gangbangers (4) 
  Aggressive 2: Medium Human; HD 2d10+6; hp 17; Mas 16; 
  Init +2; Spd 30 ft.; Defense 14 (+2 Defense, +2 Dex), touch 
  14, flat-footed 12; BAB +2; Grap +4; Atk: Combat Knife +5 
  melee (1d4+3, 19-20); FS: 5 ft./5 ft. ; SV Fort +5, Ref +2, Will 
  +0; Str 15, Dex 14, Con 16, Int 10, Wis 10, Cha 8.  
  Background: Gangster 
  Occupation: Criminal 
  Feats: Archaic Weapon Proficiency, Brawl, Dodge, Quick 
  Draw, Armor (light) Proficiency, Personal Firearms, Weapon 
  Focus (one-handed blade)  
  Languages: English. 
  Skills : Intimidate +4, Knowledge (underworld) +5  
  Talents: Melee Smash 
  Traits: Chemical Reliance, Expendable Goon 
  Equipment (each): Combat Knife, Jean Jacket, Vigoroids x2.   
   
  Overseer Note: 
  Players are an inventive bunch, and it’s likely 
  that they think of other options besides the 
  two listed here for getting hold of gang colors.  
  For such situations, it’s generally better to err 
  on the side of permissiveness and allow their 
  plans a decent chance of success (as long as it 
  doesn’t stretch suspension of disbelief), both 
  to give the players a sense of accomplishment, 
  and to allow the plot to progress.  Use the 
  best situational result from those presented 
  within the encounter. 
   
  There are a group of Khan Gangbangers near the back of the room, drinking and smoking.  Each 
  wears a prominent blue jean jacket with a white skull painted on the back, the colors for their gang 
  under the Khan umbrella.  The three men stand next to a half-open doorway that leads into a small 
  back room.  Flickering fluorescent light pours out from behind the door. 
  The players can proceed in several ways.  A quick observation of the appearance of the Khans followed by an 
  attempt to make a disguise that resembles them is the fastest and most likely to fail when it comes to the 
  distraction mission (this option is noted, with the appropriate disguise check modifiers).  The other option 
  involves actually getting the gang colors from the Khans.  Players can use three primary methods to get their 
  hands on some gang colors: beat it off them, bribe them, or steal unattended jackets. 
   Should the characters start a fight with the 
  Khans, there are three in the kitchen area and 
  three more in various locales of the house that 
  will join the fight in the second round of combat.  
  Non-Gangbangers will flee the bar at the end of 
  the first round.  The characters will have a total 
  of 10 minutes to complete the fight and gather 
  the gang colors before 4 more Gangbanger 
  reinforcements arrive at the bar.  
   Bribing the Gangbangers is the easiest option.  
  The gangbangers can get new jackets from Vegas 
  visitors with a little intimidation and just paint 
  on their colors.  The gangbangers will trade a 
  jacket for 50 steel (or 100 steel of tradable 
  goods).  They are not merchants and will not 
  barter with the characters; it is a take it or leave 
  it deal.  
   Nabbing an unattended jacket isn’t all that difficult, but if the party gets caught it will be a fierce fight.  
  The more pieces of clothing that the party can get, the more convincing they’ll appear or the more 
  evidence they could leave behind at the crime scene.  A quick scan around the main room of the bar finds 
  some Khan colors which are relatively easy to steal. 
  There are three jackets unattended in the bar, two on a coat rack just outside of the doorway to the back 
  door and another one hanging from a coat hook inside the bathroom behind the door.  A jacket can be 
  nabbed with a Hide DC 18 and a Sleight of Hand DC 10 skill checks.  Add +4 to the Sleight of Hand skill 
  check for each jacket beyond one that a character attempts to conceal. 
  Gangbangers 
  If the characters roam around the Khan territory long enough, 
  they’ll come across a group of six Gangbangers.  The characters 
  can proceed to attempt bribing the colors from them or engage in 
  combat, as detailed above in the Khan Bar entry.  Unlike in the 
  Bar, should the characters successfully bribe the Gangbangers, 
  one of them will tail the group to find out what they are up to 
  (Spot DC 16).  If the gangbanger is successful in tailing the party, 
  he will inform the Bordellos after the heist is committed that the 
  characters were creating a distraction during the Tournament 
  attempt to frame the Khans, which will place the suspicion on the 
  characters.  Proceed to Path B.         
   
  
   
  Exodus OPS 
  Ace of Spades 
  13 
   
  ©2009 Glutton Creeper Games 
  Casino Security 
  Aggressive 3: Medium Human; HD 3d10+6+3; hp 26; Mas 
  16; Init +0; Spd 30 ft.; Defense 16 (+2 armor, +2 defense, +2 
  dexterity), touch 16, flat-footed 14; BAB +3; Grap +10; Atk 
  Brawl +8 melee 1d8+5 or Cattle Prod +2 melee (1d10+5); FS: 
  5 ft./5 ft; SV Fort +6, Ref +3, Will +2; Str 16, Dex 14, Con 14, 
  Int 10, Wis 12, Cha 8.  
  Background: Gangster 
  Occupation: Soldier 
  Feats: Alertness, Archaic Weapon Proficiency, Armor (light) 
  Proficiency, Brawl, Improved Brawl, Improved Grapple, 
  Personal Firearms Proficiency, Power Attack  
  Languages: English. 
  Skills: Gamble +2, Listen +4, Sense Motive +4, Spot +8 
  Talents: Robust, Melee Smash.  
  Traits: Busier  
  Equipment: Cattle Prod, Heavily Starched Undershirt (+2 
  light armor). 
   
  The Distraction (CEL 5/SC 1) 
  At 6pm the characters will need to create a large distraction that will draw the Casino guards away from the 
  Cash room, to allow the Black Widows to break in, whack the guards inside, and steal the safe with the 
  Tournament stakes.  There are several different outcomes to this encounter, read this encounter fully. 
   If the characters chose not to get the Khan gang colors, and just create a distraction long enough for the 
  Black Widow to get the loot, the distraction will be seen for what it is, a diversion.  Blame will fall on the 
  characters about 10 minutes after the heist.  Proceed to Path B. 
   
   The character have wrangled or created their disguises to appear like Khan gangbangers.  If a character 
  created the disguise based on appearance or known knowledge, he must succeed a Disguise DC 15 skill 
  check for the disguise to look authentic.  Should any character’s disguise fail, they will be closely watched 
  by security upon entrance and will be removed immediately should a ruckus ensue.  
  In this encounter, the characters’ purpose is to provide cover for the Black Widows while they steal the 
  Tournament stakes.  First and foremost, everyone has to get into the Big Bordello.  Like all Casinos, the Big 
  Bordello doesn’t ever really shut down.  The Black Widows decide to start the heist at 6pm, one hour after the 
  tournament starts, when the Casino will be at its busiest and the guard will be (somewhat) occupied with the 
  spectators.   
  There are a lot of different ways that the party can set up a diversion – the only key element that the Black 
  Widows insist upon is the framing of the Khan family for the crime.  Below are a number of potential 
  strategies the party may attempt. 
   Impersonating Khan members and causing a Ruckus 
  This is the most direct and effective diversion 
  method.  This method has the disadvantage of 
  putting the characters directly into harms’ way by 
  getting them into a brawl with the Bordellos’ highly 
  brutal security team.  The Bordellos use Trans-
  genetic mutants as their muscle, and any type of 
  physical conflict winds up with the mutants 
  involved at some point.  The party’s disguises will 
  largely determine how much blame falls on the 
  Khans.  Second, each player disguised as a Khan 
  gangbanger must succeed a Bluff DC 10 skill check 
  to display the right attitude to make the ruse 
  complete.  Should any character’s disguise fail, they 
  will be closely watched by security upon entrance 
  and will be removed immediately should he start a 
  ruckus. 
  Should a fight break out, a Casino Security member 
  will intervene in the conflict and attempt to break it 
  up.  Every 2 rounds there-after, another Security 
  team member will enter into the foray until there 
  are 4 total.  Should a Security team member drop, another will take his place, as there are endless security 
  clones in the Casino.  The Security team will attempt to remove all parties involved in the fight using non-
  lethal force, unless lethal damage is dealt to them, in which case they shoot to kill, which will create a large 
  distraction.  Should a gunfight break out (anyone shooting a gun, including the Security team member), 4 
  additional (8 total) Security team members will join the fight, which will become very deadly to the 
  characters. 
  Spectators will watch the fight until it becomes deadly (someone starts shooting), at which point they will 
  scatter in all directions for the duration of the fight.  Place as many Spectators as you please in the casino to 
  add in the distraction or for cover to be used by either side.  A Spectator is a one shot, drop NPC with a 
  Defense 12.   
  
   
  Exodus OPS 
  Ace of Spades 
  14 
   
  ©2009 Glutton Creeper Games 
  In order to give the Black Widows a chance to sneak in during the confusion, the party must keep the 
  distraction going for at least 2 minutes (it does not have to be all combat).  After 2 minutes have passed, the 
  Black Widows have entered into the Cash Room, incapacitated the guards, and stolen the safe contents, 
  making their retreat out the back door and getting a Safe Room at Godiva’s until midnight before riding out. 
  If the heist is successful, the characters will still need to retreat, which is easily done if they use non-lethal 
  damage in the fight.  They’ll be thrown out of the casino.  If lethal damage is used, the characters will have to 
  fight their way out of the casino and make a run for it.  The security team will not pursue, but will put the 
  word on the streets for gangbangers about the characters (proceed to Path B, unless the characters lose their 
  disguises or leave Vegas).  If a character failed his disguise check, they will also earn the Banned from the 
  Big Bordello certificate entry.        
  If the characters fail to create a distraction long enough, the Black Widows will abort the heist and fight their 
  way out of the Casino.  One will be captured and name the characters as accomplices.  Proceed to Path B.    
   Distracting the Guards in a Non-Violent Way 
  This is another option – simply embroiling the guards in some other event while the heist goes down.  In this 
  case, the players may opt to hand the Khan Gang colors over to the Black Widows, who will plant them as 
  evidence.  There are a number of different ways the party can distract the guards while the Widows finish 
  their heist, and it’s impossible to track every plan a group of creative people can come up with.  However, 
  some of the more likely options are gone over here. 
   
  Feigning illness aka ‘the old sick trick’.  A character might pretend to be violently ill in such a way as to 
  attract the attention of the guards (such as blowing chunks all over a Tournament table).  This is a 
  dumb cliché that would regularly have a pretty low chance of success… but really you have to give them 
  credit for honoring a classic.  This is a Bluff DC 15 check for a convincing fake illness (modify depending 
  on character’s performance).  This type of distraction lasts for 5 rounds +1 round for every point above 
  DC 15. 
   
  Loud, Disruptive Argument: A good, staged argument can go a long way towards distracting even the 
  busiest gambling hall.  Given the setting, accusations of cheating may seem like the best way to go, 
  although this could get the accused into some hot water.  Both characters should make a Bluff DC 15 
  check to have a convincing argument (bonuses for acting can apply).  This type of distraction lasts for 5, 
  until security removes the arguing characters. 
   
  Really irritating Tourist: An extremely inquisitive visitor could easily take up a lot of the guards’ time.  
  Pretending to be wealthy and important is the best way to get the most attention, but a sufficiently 
  clingy and demanding guest could also do the trick.  This would require a Diplomacy DC 20 check.  
  Again, be sure to give bonuses based on the player’s acting. 
  While those are the three most likely non-violent distractions, there are a few universals behind all of them.  
  Any distraction made will likely involve either bluff, intimidate, or diplomacy.  Note that there is a particular 
  type of player who likes to think outside the box, and this is exactly the type of encounter that rewards such 
  behavior.  So if someone comes up with an off-the-wall solution to this problem, go with it and play it up; 
  you’ll make that player very happy.  You should certainly reward player participation in this one.  Finally, you 
  have to play the guards properly – the interactions are what will bring life to this encounter. 
  If the players manage to distract the guards for the full 20 rounds, the Black Widows get in, nab the stakes, 
  plant the evidence, and leave.  If the characters fail to create a distraction long enough, the Black Widows will 
  abort the heist and fight their way out of the Casino.  One will be captured and name the characters as 
  accomplices.  Proceed to Path B.    
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  15 
   
  ©2009 Glutton Creeper Games 
  Path B – Caught in the Act (CEL 10/SC 2) 
  They are several ways to make it to Path B, from refusing the initial job, to getting caught in the act during 
  Path A.  Either case brings down the wrath of the Bordello Mafia on the characters. 
  Should the characters refuse to help the Black Widows with the heist, they will earn the wrath of the Widows 
  who succeed in pulling off the heist anyway.  The Widows will leave a strong suggestion, as well as planted 
  evidence from the cash room on a character, with the Bordello Family that the characters were behind the 
  heist.  The character will not know the evidence is there; a popular tactic of Vegas gang members is to bump 
  into a person and not steal or plant anything initially, but to keep doing it over the course of time.  After all, 
  Vegas is a crowded city with lots of people on the streets and even the most paranoid person will not check 
  his pockets every single time.  A gold-plated stopwatch will be planted (sorry, no opposed skill check) on the 
  character with the lowest Charisma.   
  If the characters failed somewhere on Path A, then proceed from this point, as the Bordellos are looking for 
  them (or someone that looks like them) based on the casino video footage. 
  The Bordellos quickly act upon information that leads them to their prime suspects in the great poker heist – 
  the characters.  Should the characters be clueless about being framed or failing somewhere on Path A, they 
  will be surprised when attempting to leave town or in the midst of completing some minor transaction 
  (buying goods, eating, chatting with the locals, etc.).   
  Nearby the sound of a humming can be heard.  Then a sudden screech of tires on pavement, 
  followed by doors slamming.  Within seconds, a group of very well-armed Mafia Goons bursts into 
  view.  One points a silver handgun towards you and shouts, “You punks have some unfinished 
  dealings with the Bordellos.  You’re coming with us, mostly dead or alive.  Now drop your weapons 
  and kick them over here or say your prayers.” 
  A Knowledge (underworld) DC 10 skill check will recognize the man talking as the Made Man Jimmy Tulipia.  
  Jimmy is known for killing over 100 men and women and leaving a desert cactus flower on their corpses.   
  If they decide to surrender, proceed below to Interrogation.  Any attempt to flee or engage in combat results 
  in the Mafia goons opening fire. 
  Negotiating with the Mafia Goons 
  In the event that the party has been framed by the Black Widows, they will probably be a bit curious as to 
  why the Mafia goons are attacking them.  They may attempt to talk to Jimmy and get some answers.  This 
  requires a Diplomacy DC 20 skill check. 
  If successful, Jimmy will explain that the characters are wanted for questioning in the heist of the Casino 
  Poker Tournament stakes.  It is believed that the characters planned and are behind the theft or participated 
  behind the scenes.  It would be best for them to come peacefully and speak with the Bordellos. 
  Combat Tactics 
  The Made Man and his goons don’t want to kill the entire party.  Their chief goal is to get their stolen money 
  back, so the goons will attempt to capture at least a third of the group alive for interrogation (and eventual 
  enslavement).  Their first action is to surround the area to prevent easy escape.  The encounter should be set 
  up in a fairly open area (such as a street or courtyard) with at least 3 exits (most likely alleyways).  The Mafia 
  goons begin at one exit, with the party in the center of the map. 
  
   
  Exodus OPS 
  Ace of Spades 
  16 
   
  ©2009 Glutton Creeper Games 
  Round 1: There are a total of 6 goons.  Two stay at the exit that they arrived at, while the other four split 
  into two groups of two and head for the other exits under covering fire from the first two.  Each will be as 
  evasive as possible for the first round until they’ve taken up their positions.  Jimmy will lob his knockout 
  gas grenade at the largest area of characters. 
  Round 2-4: All 6 goons will concentrate burst fire on the party, prioritizing based on who seems most 
  likely to escape.  All the goons will be aiming specifically to stop, not kill, the party – this means they’re 
  trying to shoot out the characters’ legs.  Shooting out a persons’ legs carries a –2 penalty to the attack roll, 
  but if successful deals normal damage and causes crippled status on a critical hit– movement speed is 
  halved (round final value up), the target cannot run, and dexterity checks involving both legs are at a –4 
  penalty.  The crippled effect can be removed with a Treat Injury skill check (DC 30) that can be attempted 
  once per week. 
  Round 5: On the 5th round of combat, the goons will demand the characters’ surrender yet again.  If no 
  surrender is forthcoming, one of the goons shouts “Fire in the hole!” and tosses a flash grenade towards 
  the largest concentration of party members.  All individuals within a 15 foot diameter burst must make a 
  Reflex save DC 18 or be blinded 1d6 rounds.  Any goons within the radius have a +3 bonus to the save as 
  they know to protect themselves when their ally calls out. 
  If the party hasn’t surrendered or managed to flee by round 5, the Mafia goons will continue to attack as per 
  rounds 2-4 until all the characters are incapacitated, at which point proceed to Interrogation.  If the Mafia 
  goons are reduced to 2 or fewer in number, they will flee.  When the goons flee, are defeated, or the party 
  escapes, the party has 2 hours before another group of 6 arrive on scene and start another fight.  This 
  continues until the party is captured or leaves Vegas.   
  If the party manages to escape and did not take the job, they’ll have no clue who was behind the theft.  This 
  will require a little investigation.  Proceed to Path C.  If they should have a clear idea where to go after failing 
  the distraction, proceed to Encounter 2.  
   
   
  Jimmy Tulipia (6th level)  
  Aggressive 
  5/Made 
  Man 
  1; 
  Medium 
  Human; 
  HD 
  5d10+1d8+12+6; hp 50; Mas 14; Init +3; Spd 30 ft.; Defense 19 
  (+3 armor, +3 defense,+3 Dex), touch 16, flat-footed 16, 
  PDR/2, EDR/1, LDR/1; BAB +5; Grap +7; Atk: Thompson 
  M1928 SMG +8 ranged (2d6); FS: 5 ft./5 ft.; SV Fort +5, Ref +2, 
  Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 12. 
  Background: Gangster 
  Occupation: Soldier 
  Feats: Alertness, Archaic Weapon Proficiency, Armor (light) 
  Proficiency, Burst Fire, Combat Martial Arts, Personal Firearms 
  Proficiency, Advanced Firearms Proficiency, Point Blank Shot, 
  Presence, Strafe. 
  Skills: Intimidate +5, Knowledge (street) +3, Knowledge 
  (underworld) +3, Listen +5, Sense Motive +4, Spot +6  
  Talents: Evasion, Remain Conscious, Robust  
  Traits: Bloody Mess 
  Equipment: Ammunition (.45) (100 rounds), Fedora, Grenade 
  (chemical – knockout gas), Pinstriped Suit, Super Medpak, 
  Thompson M1928 SMG, Whiskey (bottle). 
  Elite Gangster Goons (6) 
  Aggressive 3; Medium Human; HD 3d10+6; hp 27; Mas 17; Init 
  +2; Spd 30 ft.; Defense 18, touch 14, flat-footed 16 (+2 def, +2 
  Dex, +4 equip), PDR 1; BAB +3; Grap +4; Atk +4 melee (combat 
  knife 1d4+1, 19-20) or +6 range (desert eagle (.44) 2d8); FS 5 
  ft. by 5 ft.; Reach 5 ft.; SV Fort +3, Ref +5, Will +2; Str 13, Dex 
  14, Con 14, Int 12, Wis 13, Cha 10. 
  Background: Gangster 
  Occupation: Military 
  Feats: Archaic Weapon Proficiency, Armor Proficiency (light), 
  Burst Fire, Brawl, Personal Firearm Proficiency, Point Blank 
  Range, Precise Shot, Strafe. 
  Languages: English. 
  Skills: Bluff +4, Gamble +4, Gather Information +3, Intimidate 
  +3, Knowledge (tactics) +4, Knowledge (underworld) +2, Listen 
  +6, Navigate +3, Sense Motive +4, Spot +6. 
  Traits: Bloody Mess 
  Talents: Evasion, Gunslinger 
  Equipment (each): Ammunition (.45) (60 rounds), Casual 
  Clothes, Combat Knife, Combat Leather Jacket, Grenade 
  (flash), H-Rations (2), MAG Ingram 10 SMG, Medpak (2), 
  Water (bottled) (3).  
  
   
  Exodus OPS 
  Ace of Spades 
  17 
   
  ©2009 Glutton Creeper Games 
  Interrogation (CEL 4/SC 3) 
  The Bordellos captured the party or the characters surrendered and they are brought to an interrogation 
  chamber (an old pole barn) south of Vegas.  The Bordellos are very interested in who is behind the theft of the 
  Poker stakes and believe the party has information about it.  
  Read the following text if the characters were captured.   
  The Bordello goons mopped the floor with you and wasted no time gathering everyone together.  
  You’re only half conscious when they drag you into a partially gutted and re-fitted pick-up truck and 
  then drive for at least half an hour to an ‘undisclosed location’ somewhere out in the desert.  The 
  driver shuts off the ignition and leers over the seat.  “So no one can hear you,” he snickers, gesturing 
  towards a wooden barn standing amongst the desert scrub.  Two mutants grab your hog-tied bodies 
  and proceed into the barn. 
  There are a total of 2 bordello mutants here.  The party’s gear is removed and left in a small footlocker just 
  outside of the barn, while the truck drives away with orders to return when called.  The real challenge of this 
  encounter is facing the ‘doctor’. 
  If the characters surrendered, they will be stripped of their equipment and blind-folded, then taken to the 
  barn, about 30 minutes south of Vegas.    
  Having surrendered, the Bordello goons take your equipment and place it in a footlocker in the back 
  of a pickup truck.  Your arms are bound and you’re blind-folded and then tied to a railing in the truck 
  bed.  The truck drives for at least a half an hour over extremely rough terrain.  You are untied from 
  the truck bed and your blind-folds are removed.  The truck leaves you and two mutant goons at an 
  old-wooden pole barn which stands in the middle of the desert, defying the wasteland.  The mutant 
  goons lead you into the barn. 
  The characters can attempt to make a break for it here by bursting or escaping their bonds.  To burst the 
  ropes, the character must succeed a Strength DC 23 check.  To escape out of the bonds, a character must 
  succeed an Escape Artist DC 20 skill check.  
  The doctor is a professional interrogator that the various Mafia families make use of ‘when they really mean 
  business’.  He’s a soft-spoken Ghūl who was a doctor in his past life - since then, his talents have proven useful 
  in other ways.  His intro blurb follows. 
  Dust kicks up off the ground as the shack’s door swings open.  The inside of the room is dirty, 
  cluttered with shelving, and distinctly reeks of turpentine.  A wide variety of power tools cover every 
  available surface – including several electric saws buzzing mechanically on a cluster of stools and 
  worktables.  An emaciated, bespectacled man resembling meat jerky sits folded up atop a swiveling 
  chair, deeply concentrating on repairing a small pocket watch.  He waves distractedly as the mutant 
  goons enter. 
   “Nice to meet you, gentlemen.  I’m Doc Hollywood, I’ll be your doctor today, and you can trust that I 
  will be nothing other than professional in our dealings.  I do enjoy an entertaining story, and I’m sure 
  that you all have quite the tale to tell.  A tale that my employers are interested in – so please let us 
  begin as only truth can be brought forth by suffering.” 
  The mutants will place the character with the highest Charisma in a sitting chair and tie his feet to the chair 
  legs and tie his arms (which are already tied) to the back of the chair.  The character’s eyelids will be taped 
  open.  The other characters will be tied to a hook on the wall and forced to watch the ensuing torture.  Again, 
  at any point, a character can attempt to break free as detailed above. 
  When the torture begins, the doctor absentmindedly picks up a random power tool and takes it to the 
  character in the chair.  His method is mechanical and dispassionate in a really unnerving way (be sure to play 
  this element up for the players – loss of character control is never fun so this has to be entertaining).  The 
  characters have several options presented herein, but crafty players may come up with something different. 
  
   
  Exodus OPS 
  Ace of Spades 
  18 
   
  ©2009 Glutton Creeper Games 
  Mutant Bodyguard (2) CR 4 
  Aggressive Class 2  
  Medium Mutant Humans; HD 2d10+10; hp 26; Mas 20; 
  Init +0; Spd 30 ft.; Defense 12 (+0 Dex, +1 Class, +1 
  armor), touch 10, flat-footed 11, PDR/3; BAB +2; Grap 
  +10; Atk Baseball bat +7 melee (1d6+6); FS: 5 ft./5 ft.; 
  SV Fort +8, Ref +0, Will +0; Str 18, Dex 10, Con 20, Int 
  10, Wis 10, Cha 6.  
  Background: Gangster 
  Occupation: Military 
  Feats: Archaic Weapon Proficiency, Armor Proficiency 
  (light), Brawl, Personal Firearm Proficiency, Cleave, 
  Power Attack, Weapon Focus (Archaic) 
  Languages: English. 
  Skills: Hide +5 (+7), Survival +5 
  Talents: Melee Smash 
  Traits: Physically Fit 
  Equipment: Baseball bat, improvised armor, meat jerky 
  (2), metal canteen (2).  
   
  All the characters that view the torture must make a Will 
  save DC 15 or suffer a –2 morale penalty to their 
  opposed roll when it is their turn to be tortured.  
  The doctor walks 
  around the chair 
  taking his time and 
  ‘operates’ on the 
  character with his 
  selection of power 
  tools.  Each session 
  is detailed below.  
  The character gains an opposed torture check (1d20 + 
  character level + fear save modifiers) to attempt to resist 
  giving out information (the character can volunteer to 
  fail the check). 
   
  Whipping with electrical cables.  Fort DC 12 
  (save for half) Damage: 1d3 and 1d4 Charisma.  
  Make secondary save and if the save is failed 
  then the CHA damage is permanent.  
   
  Pliers interacting with fingers in unpleasant ways.  Fort DC 12 (save for half) Damage: 2d4.  If save is 
  failed, hand is crippled.   
   
  The Hammer.  The good doctor hammers kneecaps, wrists, ankles, and elbows.  Fort DC 18 (save for 
  half) Damage: 3d4.  If save is failed, a limb is crippled.   
   
  The Drill.  Nobody likes power drills in their sinuses, but that’s just what the doctor ordered.  Fort DC 
  23 (save for half) Damage: 2d6 and 1d4 Charisma.  Make secondary save and if the save is failed the 
  CHA damage is permanent.  The character earns the Tortured certificate entry.  
   
  The Power Saw.  Most people freak out just from seeing the power saw fired up.  Damage: 4d6 and 
  Severed Limb.  The character earns the Severed Limb certificate entry.  
   Talk 
  The character can explain what has transpired up to this point.  If they know it was the Black Widows behind 
  the heist, they’ll need to make a Diplomacy check DC 25 in order to convince Doc that they’re not the right 
  guys.  And then the torture will end.  Doc will make a call on his walkie-talkie, and will thank them, shake their 
  hands, and then simply state, “Big Bordello states you have one week to recover the stakes of 32000 steel, or 
  else!”   
  If the characters don’t know who was behind the heist, they’ll need to make a Diplomacy check DC 25 in order 
  to convince Doc that they are not the guys.  If this is the case, Doc will make a call on his walkie-talkie, and will 
  thank them, shake their hands, and then simply state, “Big Bordello states you have one week to find out who 
  is behind the heist, or else!”  Consult Path C for direction. 
  For each session of torture, the character being tortured gains a +2 to his Diplomacy check.  Regardless of 
  checks, after the power saw, the Doc will believe the character. 
  If any character rats out the Widows, they gain You Dirty Rats certificate entry.  Proceed to Encounter 2.  
  If the party arrived here from an unsuccessful heist attempt and the stakes weren’t actually stolen, the 
  characters are tortured until confessing and then sent into slavery, proceed to Conclusion E: Slave like Us. 
   Remaining Silent 
  In order to maintain silence, a party member must make successively more difficult Will Saving Throws.  The 
  torture continues for however long it takes until the character spills the beans or passes out from the torture 
  (see Intimidate (torture) skill in the EXS).   
  Doc Hollywood 
  Male Ghūl 
  HP: 19; INT 17, WIS 17, CHA 17.   
  Diplomacy +9, Intimidation +17, 
  Sense motive +12, Treat Injury +14 
  Languages: Arabic, English, Slavic, 
  and Tribal. 
  
   
  Exodus OPS 
  Ace of Spades 
  19 
   
  ©2009 Glutton Creeper Games 
   Making Up a Story 
  The doctor isn’t the easiest person in the world to fool, but he enjoys a good lie, the more ridiculous the 
  better.  Aside from regular Bluff checks, a player can try to make up a preposterous story in an attempt to win 
  the Doctor over.  Fooling Doc is a Bluff DC 22 check (assuming the doctor takes 10), modified by how 
  convincing the story is.  If Doc is convinced, he’ll make a call on his walkie-talkie, and will thank them, shake 
  their hands, and then simply state, “Big Bordello states you have one week to find out who is behind the heist, 
  or else!”  Consult Path C for direction. 
  Should a fight break out, Doc will flee as quickly as possible (which is not very fast for a Ghūl).  If he is 
  captured, he will swallow a cyanide pill.  Given these conditions, the party has either killed him or let him 
  escape.  The party is free to recover their gear (as mentioned above, it’s just outside the barn in a footlocker 
  that is not even locked.)  Proceed to Encounter 2.  
  Path C – Who That? (SC 2) 
  Path C covers the alternate angle that the characters turn in the Black Widows to the Bordello Mafia or don’t 
  have a clue from Path B.  In either case, the Black Widows never mentioned to the characters who they were.  
  The characters will need to do some investigative work around Vegas in order to find out who performed the 
  heist. 
  Read the following if the characters approached the Bordello family attempting to double cross the Black 
  Widows: 
  After accepting the job from your unknown employer, you have decided it is in your best interested 
  to let the Bordello family know that there will be a heist on the Poker Tournament stakes at 6pm.  
  Finding a Bordello security officer was easy.  However the heist never took place, placing suspicion on 
  your group.  A Made Man by the name Jimmy Tulipia, sits you down and explains it would be in your 
  best interest to find those that planned the heist and give him a name.   
  In this scenario, the characters know where to go to collect their share of the booty, should the heist have 
  gone off as planned.  However the characters may wish to gather information in Vegas before heading out to 
  the Fork and Pork Roadhouse.  Use the information below to fill in inquiring minds, and then proceed to 
  Encounter 2. 
  Read the following if the character came from Path B (Interrogation): 
  After your encounter at the Barn, you have been returned to the streets of Vegas.  The lasting words 
  of the Doc: “Big Bordello states you have one week to find out who is behind the heist…or else!” ring 
  loudly in your ears.     
  The characters have no clue who framed them. Their only lead is the drifter that approached them with the 
  initial offer of a job.  The characters can go about to various locales or question people on the street to 
  attempt to Gather Information on the people they seek.  Use the Gather Information chart below by location 
  to dish out the gossip. 
  Should the characters come to a conclusion that the Black Widows were behind the heist, they’ll still need 
  proof to present to the Bordellos.  This will require the group to head to the Fork and Pork Roadhouse.  
  Proceed to Encounter 2. 
  If the characters just skip town, proceed to Conclusion F: Bye-bye Vegas! 
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  20 
   
  ©2009 Glutton Creeper Games 
  Gather Information (The Heist – time required 1 hour each) (DC/Bribe)  
  The Vegas Strip 
   DC 5/0 steel: Sorry, didn’t hear anything about a Poker Tournament. 
   
   DC 10/1 steel: Vegas contains five factions (the Mafia families), and anyone of them could be up to no good. 
   
   DC 15/2 steel: The Mafia hires out to gangbangers and other lowlifes for simple jobs.  Someone planning a 
  casino heist would have to be a professional to infiltrate the casino and crack a safe.  The casino has pre-
  Exodus video surveillance on the inside, so this would be a difficult task.  I am sure whoever was casing the 
  joint was incognito.      
  Big Bordello Casino 
   DC 10/5 steel: There were no disturbances during the Poker Tournament, beside a few small brawls.   
   
   DC 15/10 steel: The casino is under video surveillance; whoever was planning (pulled off) the heist was well 
  disguised as a typical wastelander.  
  Godiva’s 
   DC 20/50 steel: A group of bikers paid for a “Safe Room” experience, but never showed up.      
  The Mechanic Shop 
   DC 20/5 steel: The Black Widow biker gang left out of the shop in a big hurry around 7pm.  They normally 
  hang out at the Fork and Pork roadhouse out on the western highway.  A few other biker gangs hang out 
  there also.  The place is run by the Khan family, with Chauka Khan in charge.   
  The Black Widows 
   DC 15/5 steel: The Black Widows are the biggest biker gang (about 50 of them) in the southwest.  They 
  normally hang out at the Fork and Pork roadhouse out on the western highway.  The leader of the gang goes 
  by the name Big Jim.  Rumors have it he is over 7-foot tall and is as big as an outhouse, tooling around with a 
  mini-gun. 
  The Fork and Pork Roadhouse 
   DC 10/1 steel: The Fork and Pork roadhouse is out on the western highway about 2 days by caravan.  They 
  are a stopping point between Vegas and the Junkyard.  They specialize in shredded pork sandwiches and 
  prostitutes.  The place is run by the Khan family, with Chauka Khan in charge.  It is also a favorite of several 
  biker gangs in the wasteland.   
      
  Encounter 2 – Welcome to the Wasteland (CEL 6/SC 2) 
  While en-route to the Fork and Pork, the characters come 
  across an unusual scene.  An ancient Ghūl named Spike has 
  set up a cluster of tents where he’s working on an unusual 
  project – a semi truck that can transform into a deadly 
  combat robot.  The only problem is that the machine is 
  homicidal and Spike is completely insane.  This encounter 
  is obviously not serious and should be presented in true, 
  ridiculous form.  The most important part of running this section is your presentation of Spike - following are 
  a few of Spike’s defining qualities: 
   
  He’s one Paranoid dude.  Spike is concerned that people are trying to steal his ‘top secret project’.  
  Yet strangely, he trusts the party instantly and confides all of his obviously delusional and/or 
  fabricated secrets to them. 
   
  He has a tic.  Be creative here – the classic twitching eye, a more spastic jerking head, an erratically 
  chomping jaw – go wild here. 
  Spike  
  Crazed Ghūl Roboticist 
  HP: 19; INT 20, WIS 9, CHA 11.   
  Craft (electronic) +17, Craft (mechanical) +20, 
  Knowledge (engineering, science, technology) +14  
  
   
  Exodus OPS 
  Ace of Spades 
  21 
   
  ©2009 Glutton Creeper Games 
   
  He is desperately working on getting his invention, Optimal Prime, working.  He’s also just about to 
  succeed, much to everyone’s horror. 
   
  He has a potentially imaginary rivalry with Arkevil, another Ghūl who Spike describes as ‘a real right 
  bastard who lives over them there hills.’  If asked to point out which hills those are (there are none in 
  sight) he will wave vaguely in a different direction each time.  Arkevil, according to Spike, is building 
  his own machine, a gun that transforms into a robot.  It’s called MegaGun.  (Note: players should be 
  pretty well aware (DC 9 sense motive) that Arkevil either does not exist or really has nothing to do 
  with anything Spike has been doing.  Try to dissuade them from tracking down Arkevil or becoming 
  involved in any broadening of this encounter if necessary by suggesting that it seems that Arkevil is 
  most likely some type of hallucination). 
   
  He talks to himself in the middle of conversations with other people.   
  So here, when the encounter actually begins, we have a description of the hook. 
  A small cluster of low, patchwork tents comes into view a ways off the highway.  It looks as if some 
  type of heavy machinery is amongst the tents, covered over with a thick, brown tarp.  You can clearly 
  hear the sound of metal banging on metal - even from this distance. 
  If the party decides to get closer: 
  There are at least half a dozen tents staked out in a small clearing.  They’re arranged in a scattered 
  ring around a massive, tarp-covered machine.  Judging by the shape of the concealed machine, it’s 
  some kind of semi trailer or large truck, but one half is partially gutted and surrounded by mechanical 
  parts of all sizes and descriptions.  In amongst these parts, an impossibly emaciated man tosses 
  mechanical components in all directions and swears like a pirate. 
  Since Spike is so distracted, he doesn’t even get a spot or listen check to detect the players.  At this point, 
  allow everyone in the party a DC 13 wisdom check to get a gut feeling that something terrible is about to 
  happen. 
  There are three ways the party can deal with the encounter. 
  Option 1: Talking with Spike.  The party can try to gather some information from Spike, but he only talks 
  about how awesome his project is.  If questioned about it, he goes over the extensive weaponry that Optimal 
  Prime has, about how Optimal Prime is capable of reducing an entire orphanage into a thin coating of sludge 
  in under 10 minutes, and so on.  If the party doesn’t actively try to talk him out of completing Optimal Prime, 
  head down to  
  Option 2.  If they try to stop Spike, it isn’t all that difficult to talk him out of completing his project. Players 
  attempting to do so make a DC 20 diplomacy check (modify this according to roleplaying). Spike will be more 
  friendly towards the party if they’ve listened to his spiel and asked questions about Optimal Prime (+3 
  diplomacy check bonuses for each).  If the diplomacy check is successful, Spike agrees that maybe the whole 
  giant robot thing was ill-thought out.  He says: 
  ‘Actually this whole giant robot thing may be a bad idea.  All he’s programmed to do is knock cacti 
  over and kill all humans in the event of a security crisis, which I guess could be dangerous…especially 
  seeing as I haven’t decided what a security crisis even is.  Good thing you folks stopped me or else we 
  would be totally screwed!  Thanks guys!’ 
  If Spike gives up his quest to complete Optimal Prime, he’ll ask the players if they want to help him detonate 
  the project.  (“Hey, all my projects end with explosions.  It’s a tradition!  Now let’s blow this bastard up.”)  If 
  so, everyone is given a few sticks of dynamite and expected to help create Prime’s funeral candescence.   
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  22 
   
  ©2009 Glutton Creeper Games 
  Optimal Prime; CR 6; Large Construct; HD 8d12+20; hp 72; Mas NA; Init -1; Spd 10 ft., Defense 19 ( size, +11 natural), touch 
  8, flat-footed 19, PDR/5, EDR /5; BAB +8; Grap +18; Atk: Energy Axe +16 melee (2d6+12, 20/x3, plasma) or giant laser 
  blaster +8 ranged (3d6 energy); Full Atk: Energy Axe +16/+11 melee (2d6+8, 20/x3, plasma) or Laser Blaster +8/+3 ranged 
  (3d6 energy); FS: 10 ft./10 ft.; SV Fort +3, Ref +2, Will +2; Str 26, Dex 10, Con –, Int –, Wis –, Cha –. 
  Feats: None 
  Skills: None 
  Special Attacks 
  Exhaust Blast: As a standard attack action, Optimal Prime can belch a cloud of scalding exhaust fumes around himself in a 
  20 foot radius.  This attack strikes all adjacent foes for 1d6 points of energy (fire) damage and obscure all the area for 1d4 
  rounds.  Melee attacks on Optimal Prime have a 20% miss chance and ranged attacks a 50% miss chance. 
  Transform: As a full round action, Prime can make a crazy electronic noise and quickly turn into a semi truck.  As a semi he 
  would regularly adopt all the characteristics of a large vehicle, but unfortunately his transformation hasn’t quite been 
  perfected so really it just increases his speed to 60 and allows him to ram people for 6d6 physical damage (He gains a +8 to 
  bull rush attempts when in semi form).  Since he isn’t exactly great at steering, Prime cannot apply his strength to hit rolls 
  while ramming people; use only his BAB. 
  Species Traits 
  Optimal Prime has a +20 racial bonus to disguise checks.  However, he may only disguise himself as a truck.  
  Darkvision 60 ft.   
  Immunity to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and any effect which allows a fortitude 
  save unless the effect also works on objects or is harmless.  Not subject to critical hits, non-lethal damage, ability damage, 
  ability drain, or energy drain. 
  More than Meets the Eye: Optimal Prime emits powerful waves of nostalgia that prevent people from seeing him without 
  remembering how cool he was when they were a kid.  As a result, all male characters over the age of 40 suffer a continuous 
  –2 to attack rolls against Prime at all times unless a Will save DC 20 is succeeded.  This effect does not apply to women 
  unless they’re a geek-girl. 
  Appearance 
  A giant robot who can transform into a semi truck.  Please note that the official Optimal Prime action figure will probably 
  look nothing like Prime himself, and you’ll never be able to do the voice. 
   
  Option 2: If the players just decide to observe, Spike will grow increasingly agitated for 5 minutes before 
  suddenly shouting: 
   “Eureka!  Take that Arkevil, you bunghole, heh-heh, heh-heh!”  The brittle man pulls a rubber band 
  out of his pocket and jams it somewhere into the machine.  Almost instantly, a deep rumble emanates 
  from the device and it begins to stir to life with a series of piercing metal squeals.  “Optimal Prime!  
  You’re fantastic!  The chess club will never laugh at me again after seeing you!  Not that they could 
  anyway because they’re dead but I suppose that’s just semantics.  Point is, you’re awesome and thus I 
  am awesome by extension.  Hahaha!”  
  The machine, Optimal Prime, will quietly hum for another 5 rounds before important things begin to happen.  
  During this time the party can speak to Spike (he doesn’t get spot or listen checks to detect them at this point 
  either, as he’s too busy basking in the glow of his achievement), but he’ll just go on and on about how great 
  Optimal Prime is until: 
  Suddenly, the machine lurches sideways and an arm reaches out from beneath the tarp.  There’s a 
  strange, mechanical sound as the semi unfolds, then rearranges itself into a towering humanoid 
  draped in a tattered burlap cloak.  A deep, rumbling voice calls “Security Parameters critical.  The 
  enemies are at the gates.  Engage DEFCON 1, War on Terror.  Kill all commie foreigners”. 
  Spike used a military AI computer for Optimal Prime’s brain.  The computer is set to kill all foreigners (non- 
  Americans, Ghūl, and Mutants) without prejudice.  Check it out, it’s a battle! 
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  23 
   
  ©2009 Glutton Creeper Games 
  Overseer Note: 
  If Optimal Prime is defeated, his lifespark 
  will detonate consuming him and his 
  equipment in a puddle of liquid metal.  
  None of the characters will be harmed. 
  OPTIMAL PRIME Tactics 
  Round 1: Optimal Prime is still covered with a tarp and can’t move 
  properly.  Spike will throw himself between the party and Optimal 
  Prime, imploring that his creation is not only brilliant, but really a 
  nice robot as long as he knows you, and he’s really good with kids.  
  Spike’s constant cover provides a –2 penalty to hit Optimal Prime 
  with targeted ranged attacks to the legs. 
  Round 2: Optimal Prime rips the remains of the tarp off and activates his purple energy axe, taking a swing at 
  Spike first.  Spike evades and runs and hides behind the party, shouting at Optimal Prime while crying 
  phrases like “I tried to raise him right, I really did!” and “Optimal Prime!  Why are you doing this to yourself?  
  Why are you doing this to us?”  Optimal Prime only responds with “Kill all foreigners”, although sometimes he 
  says it in Arabic, Russian, or Spanish. 
  Round 3: Optimal Prime pulls out a blaster with his other hand and sprays any non-American, Ghūl, and 
  Mutant ranged foes, while attacking closer opponents with his axe.  Spike is shuffling through a few wooden 
  crates.  If questioned, he will say “I’m looking for the dynamite!” 
  Round 4: The fight starts in earnest.  Spike will toss a bundle of dynamite to the players.  The dynamite has a 
  20 foot blast radius and deals 4d10 explosive damage after the fuse burns away (requires 1 round).  There 
  are a total of 6 dynamite bundles available.  Meanwhile, Optimal Prime charges into the largest concentration 
  of opponents and sears them with exhaust (4d6 fire damage, DC 18 reflex save for half, affects all individuals 
  adjacent to Optimal Prime). 
  Round 5: Optimal Prime will jump onto the old freeway and transform into a Semi-truck, stating “Military-
  bots roll out”. 
  Round 6: Optimal Prime peels out towards Vegas. 
  Option 3: Dusting Spike.  Of course, Spike is just a spindly Ghūl and the characters are free to shoot him in the 
  back while he waxes poetic on the power of his creation.  Spike will crumple to the ground after one hit and 
  the players will be left with an incomplete Optimal Prime.  Incomplete Optimal Prime can be completed with a 
  DC 21 mechanics check and about 10 minutes of work.  Unfortunately, once Optimal Prime is active he starts 
  to function as per Option 2, which is likely unpleasant for the party, especially since Spike is dead and can’t 
  help them.  The fight proceeds without any special round-by-round action until Optimal Prime is eventually 
  destroyed or rolls out.  
  If the characters do not fix the semi, instead salvaging the site, they can gather together 1000 steel in various 
  parts and material.  Additionally, if the characters haul the semi away, at the end of the adventure they must 
  decide to either fix or sell the semi-truck.  If a mechanic is hired to fix the vehicle, proceed to Option 2 above.  
  If the semi is sold, the characters can sell it for 62,500 steel; however, they gain the More than Meets the Eye 
  entry on their certificate.    
  Desert Survival 
  With the party successfully en-route to the Fork and Pork, they can expect 2 days’ ride out of Vegas or 6 days 
  on foot.  The party would have to be fairly clueless to get lost along the way, given that it is directly on the old 
  highway.  The characters, if not properly prepared, will face the dangers of starvation and thirst before 
  reaching the roadhouse.  Each character needs 1½ gallons of water each day to avoid dehydration and ¼ 
  pound of meat to avoid starvation.     
  The characters can use their survival skills to hunt small desert game (lizards) and to find water with a 
  Survival check DC 15; multiple characters can help to locate water.  The source of water, however, is 
  contaminated with radiation.  Characters drinking this water are subject to a maximum low level of radiation, 
  gaining 25 RADs each day they drink the water to the maximum of 299 RAD; see radiation rules and after 
  effects in the Exodus Survivor’s Guide.   
  
   
  Exodus OPS 
  Ace of Spades 
  24 
   
  ©2009 Glutton Creeper Games 
  Encounter 3 – The Fork and Pork (CEL 6/SC 4) 
  Several paths lead to this final encounter where the characters encounter the Black Widows at the Fork and 
  Pork Roadhouse.  The characters should know why they are here, whether it is to collect funds for 
  participating in the heist, to get the stakes back for the Bordellos, or to find out who was behind the heist. 
  Read the following as the party approaches the roadhouse: 
  Following the old cracked highway from Vegas for several days has led you to a desert oasis.  A 
  double story wooden structure in the style of a ranch house appears by the side of the highway.  A 
  rotating sign with an image of a fork sticking into a hog reads “Fork and Pork Roadhouse”.  The 
  familiar smell of herd-animal waste emanates from behind the roadhouse, where squeals and snorts 
  can be heard. 
  Several haulers and herd animals are parked in front of the Roadhouse, as well as twenty-some-odd 
  motorcycles.  Most of the motorcycles have a Black Widow design painted on the frame or fusion tank.  
  A wooden sign swings in the dry dusty breeze from the roadhouse porch: “Vehicular Protection.”  Two 
  good ole boys sit on the porch, each with a street sweeper (Mossburg Shotgun). 
  Rowdiness, catcalls, and music can be heard coming from the inside of the roadhouse.   
  Outside the Fork and Pork 
  Outside the Fork and Pork are several haulers and twenty four motorcycles, most of them belonging to the 
  Black Widow's biker gang.  Also, there is the pigpen behind the roadhouse; the source of the smell and the 
  squeals. 
  Most of the motorcycles are Voltage Crossbolts, a popular model for bikers before the Exodus, and display the 
  symbol of a Black Widow on the fusion tank.   
  The two guards on the porch are guarding the vehicles in the parking lot; however, a video surveillance 
  system is also attached to two turrets on the front two corners of the roof.  Should a character attempt to 
  mess with a vehicle, the guard will give a warning, and then the turrets will train on the character closest to 
  the vehicle.  If the characters fail to heed the warning, the guard will take cover and the turret will fire a burst 
  in a 20x20 ft. area doing 5d10 points of damage.  If the Turret comes under attack, it will fire on the source. 
  The Pigpen in the back contains 30 hogs fenced in a 60x30 ft. pen behind the Roadhouse.  A door from the 
  Roadhouse enters into the pen as well as a gate on the outside of the pen.  The gate is chained shut with a lock 
  (Disable Device (open locks) DC 18 to open the lock).  The hogs are feasting on two naked male bodies, both 
  riddled with bullet holes. 
  Inside the Fork and Pork 
  The Fork and Pork Roadhouse is a bar, eatery, and brothel.  Women line the staircase going to the second 
  floor, while the first floor contains the bar and restaurant.  Everything is fine unless the characters start 
  trouble by talking to the Black Widows, in which case a fight breaks out between the Black Widows and the 
  characters. 
  Entering the Fork and Pork Roadhouse reveals an energetic atmosphere.  The inside of the Fork and 
  Pork is cramped and filled to the brim with old highway memorabilia – road signs, hubcaps, and 
  yellowed pictures of cars and bikes occupy the entire back wall.  In the common room sit twenty small 
  tables with a variety of men and women living it up.  A very well-stocked bar dominates the back wall 
  and sits under a balcony which a staircase leads to.  Sitting at the bar and tables are several men, all 
  dressed in leather jackets with a black spider embroidered on the back.  One of these men is much 
  larger than the others, with a punisher mini-gun within reach. 
  On the staircase leading to the second floor of the roadhouse is a line of scantily dressed woman, 
  displaying their wares.  A Mutant dressed in a suit stands at the bottom of the staircase.  Behind the 
  bar, a Ghūl slings drinks and food to waitresses who serve the paying customers at the bar and the 
  tables in the common room.         
  
   
  Exodus OPS 
  Ace of Spades 
  25 
   
  ©2009 Glutton Creeper Games 
  The Black Widows (20+ Bikers)  
  Aggressive 3; Medium Human; HD 3d10+6; hp 
  26; Mas 14; Init +2; Spd 30 ft.; Defense 15, 
  touch 12, flat-footed 13 (+2 def bonus, +2 Dex, 
  +1 armor); BAB +3; Grap +5; Atk +5 melee 
  (combat knife 1d4+2 19-20 x2) or ranged +7 
  (Colt 6520 10mm 2d6); SV Fort +6, Ref +2, Will 
  +0; AP 4; Str 16, Dex 14, Con 14, Int 10, Wis 
  10, Cha 10. 
  Background: Survivalist 
  Occupation: Raider 
  Feats: Archaic Weapon Proficiency, Personal 
  Firearm Proficiency, Power Attack, Simple 
  Weapon Proficiency, Track, and Weapon 
  Focus (Handgun). 
  Languages: English. 
  Skills: Climb +4, Gamble +1, Hide +3, 
  Intimidate +2, Jump +4, Navigate +2, Spot +2, 
  and Survival +2. 
  Traits: One Hander 
  Talents: Gunslinger, Melee Smash 
  Equipment (each biker): Ammunition (10mm 
  – 48 rounds), Beer (2), Binoculars, Combat 
  Knife, Colt 6520 10mm, Deck of Cards, Leather 
  Jacket, Meat Jerky (4), Metal Canteen, and 25 
  coin each.  
  Characters may have several goals, based on their sponsor, which can be accomplished here.  They may also 
  grab some grub (Kitchen Meal: Shredded Pork Sandwich with Cactus Pickle) and some quickie entertainment 
  from the ladies.   
  The Mutant, Giorgio “George”, is hired muscle to collect money for visitation rights to see the ladies (See 
  Entertainment in the EXS) and acts as their personal protector.  George is also a representative for packages 
  and messages for the Mafia families.     
  If a character inquires with the Bartender, Barf, he will direct the character to the party he is looking for.   
  There are several different reasons why the party could have arrived at the Fork and Pork, but all deal with 
  the Black Widows in some way.  This is the final proper encounter of the scenario and should be used to wrap 
  up the adventure as well as possible and provide a good closing note.  Since there are various reasons the 
  party could have arrived, each is covered in full below. 
  The Party Helped the Black Widows with the Heist 
  If the party helped the Widows out and managed to evade the Bordellos, then they are here to collect their cut 
  from Big Jim.  The party will need to talk to Big Jim, a jovial man, to get their cut.  If they attempt to barter or 
  negotiate with Big Jim, he won’t be impressed and will dismiss them as hog waste.  However, if they attempt 
  to impress Big Jim by showing they’ve got balls, they will gain his respect, but still no bonus.  Proceed to 
  Conclusion A – A Successful Heist. 
  The Widows framed the party for the Heist 
  Also known as the ‘screw the party’ scenario.  Everyone in this 
  chain of events is mistreating the party and using them for their 
  own gain even though they didn’t do anything wrong.  As this may 
  have frustrated a few players, this is the least harsh option and 
  Big Jim should be presented as hardcore, with a sense of 
  recompense.  When playing Big Jim for this particular outcome, 
  there are several points you should stress. 
   
  The Black Widows thought the characters were perfect for 
  the job (whatever the case was), but coming here showed 
  they had some big balls. 
   
  The Bordellos have a lot of gall to send people outside the 
  family to deal with this.  A chorus of jeers from the other 
  bikers reinforces a shared hatred of the Mafia.  
   
  Big Jim doesn’t like to be a target in the eyes of the Mafia, 
  but neither will he back down from them, and will look to 
  make a compromise. 
  If the characters came here to collect for the Bordellos from Big 
  Jim, he will offer challenge to the party by taking part in a variety 
  of games.  These include riding a dangerously haywire mechanical 
  bull, shooting cans off of their comrades heads, a bar fight, and a 
  standard drinking contest.  For each contest the characters win, 
  Big Jim will return ¼ of the heist money in their name to the 
  Bordello family via a proxy (the Mutant Giorgio) above.  Proceed 
  to Conclusion B or Conclusion C depending on how much 
  money the Black Widows return to the Bordellos. 
  Rules of the challenge: only one party member may attempt a contest, then that member cannot participate in 
  any of the other contests. 
  
   
  Exodus OPS 
  Ace of Spades 
  26 
   
  ©2009 Glutton Creeper Games 
  Rosco  (CR 6) 
  Aggressive 6; Medium Human; HD 6d10+18+3; hp 58; Mas 16; Init +0; 
  Spd 30 ft.; Defense 13 ( +3 def), touch 10, flat-footed 13; BAB +6/+1; 
  Grap +10; Atk Punch +12 melee (brawl 1d8+8, 19-20); Full attack Punch 
  +10/+5 melee (brawl 1d8+8/1d8+8, 19-20) FS: 5 ft./5 ft.; SV Fort +8, Ref 
  +2, Will +1; Str 19, Dex 10, Con 16, Int 10, Wis 8, Cha 8.  
  Background: Gangster 
  Occupation: Athlete 
  Feats: Brawl, Combat Martial Arts, HtH Fighter, Improved Brawl, 
  Improved Combat Martial Arts, Power attack, Street Fighting, 
  Toughness, Weapon Focus (unarmed)  
  Languages: English. 
  Skills: Bluff +8, Knowledge (tactics) +9,  
  Traits: Physically Fit  
  Talents: Advanced Melee Smash. Improved Melee Smash, Melee 
  Smash, Serious* 
  Equipment: Bowler Hat, Pants, and Suspenders.  
   
  1. Mechanical Bull Riding: Have fun with 
  this one.  It requires 3 consecutive 
  successful Balance DC 20 checks.  If 
  someone fails any balance check, 
  they’re thrown - taking non-lethal 
  damage equal to the value they missed 
  the DC.  The bull can support weight up 
  to 300 lbs., characters weighing over 
  this gain a +2 circumstance bonus (up 
  to +10 max.) for every 50 lbs. over 300 
  (the character weight must be noted on 
  their character sheet to get this bonus). 
  2. Shooting cans off a Comrade’s Head: 
  Big Jim is more than willing to have the 
  characters lay it on the line and be 
  potentially shot in the face in the name 
  of good fun.  Anyone undertaking this 
  challenge is handed a silver pistol, and 
  the comrade of their choice sits on a bar 
  stool and carefully balances a beer can on his head.  The can has a defense of 14 and must be targeted (–6 
  to attack roll).  A missed shot that would hit a 14-19 Defense will graze the character’s head dealing 2d4 
  points of damage (makes for a nice scar).   
  3. Drinking Contest: Drinking a bunch of bikers under the table is a staple for any rough and tumble 
  adventure session, and so here it is.  A lot of the players’ success depends on their bluster here.  A series 
  of Fortitude saves (starting at DC 10 and increasing by 2 each time) are the core element of the challenge.  
  The opposing biker has a Fortitude save of +8. 
  4. Bar Fight:  A single player can attempt to take on Rosco in a contest of fisticuffs!  Check out ‘Getting 
  Violent’ below for details on defeating Rosco.  If they decide to beat him as part of this challenge, they 
  only have to reduce him to 10 hit points before he nods, yields, and surrenders. 
  Getting Violent 
  Some people will choose force as an option regardless of how outnumbered and outgunned they are.  Even 
  after seeing there are around 20+ bikers at the Fork and Pork, there’s always the chance that someone will go 
  in fists a swingin’ and try to extract the pot from the Black Widows.  This is fine, because here we have an 
  opportunity for a good, old-fashioned dust-up.  As soon as the players start to get violent, read the following. 
  Big Jim snaps his fingers, and a chorus of sharp metallic clicks answer in kind.  In seconds, almost 
  everyone at the bar has a gun pointed in your direction.  Jim grins.  “If you want a fight, you’ve come to 
  the right place.  But let’s do this like men.  If one of you can beat Rosco down in a fistfight, we’ll listen 
  to what you have to say.  If you want a shootout instead, give me your mothers’ names.  I’ll have to 
  send a corsage.”  
  Obviously, if the party continues to fight here, they’ll be killed.  Challenging Rosco is a lot more sensible.  
  Rosco is a giant of a man with a handlebar moustache, a leather cap, suspenders, and a tattered scarf.  He 
  fights bare-knuckled and bare-chested.  He isn’t easy to defeat, and if a character actually pulls it off, the Black 
  Widows are duly impressed and will listen to what the party has to say.  If the players are defeated, they’re 
  beaten and shipped off back to Vegas, where the bikers dump them in a pile just outside the Bordellos’.  This 
  earns them Conclusion E – Slaves Like Us.  If the party defeats Rosco, then Big Jim will consider putting a 
  word in to the Bordellos to get them off of the hook, temporarily.  Proceed to Conclusion D: How do you 
  Spell Relief. 
  
   
  Exodus OPS 
  Ace of Spades 
  27 
   
  ©2009 Glutton Creeper Games 
  Conclusion A 
  A Successful Heist 
  The party managed to pull off the heist and helped the Black Widows with their mission.  They’ve earned 
  their reward and fame with the Black Widows. 
  Collecting your reward from Big Jim of the Black Widows is very rewarding, as cheers from the 
  other Black Widows drown out the music of the Roadhouse.  Big Jim seems pleased by your 
  performance and offers you not only his hospitality, but a future reward for your services.  Big Jim 
  tells the bartender to get you some alcoholic refreshments and keep them coming (he insists that you 
  drink with him). 
  After a night a partying with the Black Widows, you awaken in an upstairs room with some 
  companions and a headache.  Returning to the main floor of the Roadhouse, you find a mess and no 
  signs of the bikers.  A human bartender greets you, saying “Big Jim left a message.  He says the rooms 
  are on the house and he’ll see you in the near future.” 
  The characters earn 6400 steel to split among themselves.  Additionally, the characters have earned the Black 
  Widows favor certificate entry.  The party gains +5% fame with the Black Widows biker gang.  If the party 
  attempted to barter with Big Jim, the fame is reduced by 2%. 
  Conclusion B 
  Returning the Stakes to the Bordellos 
  The party managed to recover the stakes for the Bordellos, through a proxy that delivered the cash.   
  Big Jim is a man of his word and has sent the Poker Tournament stakes back to the Bordellos 
  through a Mafia contact at the Fork and Pork.  For now, you have averted the wrath of the Bordello 
  family, but word on the street is that they are keeping an eye on the Black Widows and yourselves. 
  The characters earn +3% fame in Vegas Mafia for upholding their part of the bargain by returning the Poker 
  Tournament stakes.   
  Conclusion C 
  Returning some of the Stakes to the Bordellos 
  The party managed to recover part of the stakes for the Bordellos, through a proxy that delivered the cash.   
  Big Jim is a man of his word and has sent a portion of the Poker Tournament stakes back to the 
  Bordellos through a Mafia contact at the Fork and Pork.  Word on the street is that the Bordello family 
  is looking for you. 
  The Bordello family is not very happy with only receiving some of the Poker Stakes.  Word will reach the 
  characters that the Bordello family wants retribution for the remaining stake.  Unless a character turns 
  himself over to the Vegas Mafia, he earns the certificate entry Marked for Death.  Should a character turn 
  himself over to the Mafia, he’ll have to work off his debt in a labor camp (or brothel) by paying 20 TU for each 
  portion of the stakes not returned by the Black Widows (up to 60 TU total).  Alternately, if they dusted Spike 
  and sold Optimal Prime, they can use the money to buy their freedom, but gain the certificate entry More 
  than Meets the Eye and must pick Vegas Mafia.  
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  28 
   
  ©2009 Glutton Creeper Games 
  Conclusion D 
  How do you Spell Relief? 
  The characters have convinced Big Jim of the Black Widows to intervene with the Bordello family. 
  Big Jim speaks on your behalf to the Vegas Mafia to gain a stay of execution.  The Bordello family 
  agrees to not put a Marked for Death sentence on your head in exchange for your indentured service 
  in the near future.   
  The characters gain the Indentured Service certificate entry.  However, the characters can instead turn 
  themselves over to the Bordello family and work off their service at a labor camp (or brothel) for 80TU 
  working off their debt. 
  Conclusion E 
  Slaves like Us 
  The party has been captured by the Vegas Mafia for the heist of the Poker Tournament.  
  The Vegas Mafia enforcers have captured you.  All of your equipment has been stripped from you 
  and you have been sold into slavery. 
  All of the characters that have been captured are sold into slavery as detailed by gender and race.  Each 
  character earns +5% infamy to the Vegas Mafia category.  Additionally, all of the characters will earn a 
  slaver’s mark — a tattoo on a visible spot on the character — to denote what faction owns the slave.  Allow 
  each character to make up a slaver tattoo, along with the name of the slaver, and note it in on the Log. 
   Human and Symbiotic Male characters are sold into a slave labor camp, excavating ruins in the 
  wasteland, and are under watch at all times. 
   Human and Symbiotic Female characters are sold to a brothel somewhere in the Vegas or NEMO 
  territories. 
   Dregs and Ghūl characters are put to work in Vegas, as their skill set best fits them.   
   Trans-Genetic Mutants and Bio-Mutants are put to work in heavy labor camps in the Junkyard. 
   
  The characters earn the Sold into Slavery certificate entry. 
  Conclusion F 
  Bye-Bye Vegas 
  The party has skipped town… 
  If the Bordellos know who the characters are, they’ll earn the certificate entry Marked for Death for getting 
  the hell out of Vegas without attempting to return the Tournament stakes.  If the Bordellos have no clue who 
  the characters are, then they are free and clear, at least for now.    
  The End… 
   
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  29 
   
  ©2009 Glutton Creeper Games 
  Experience 
  Experience is divided into three categories: combat, skill, and role-playing as denoted below.  First, determine 
  the character’s APL as it will be important to calculate Combat XP.  Second, add all XP earned together and 
  divide by the number of characters to get each character’s earned XP.  Record their earned XP upon their OPS 
  Certificate Log. 
  Average Party Level (APL): To determine APL, add together all of the player character levels including 
  any animal’s CR (that is not an Advanced Class feature) or NPCs that are aiding the characters and then divide 
  by the number of characters, assisting creatures, and NPCs to determine the APL of the group.  APL plays a 
  factor in the amount of Combat XP earned, and represents the challenge presented by the group.   
  CEL (Combat Encounter Level)  
  Combat XP = CEL (plus/minus difference of APL) times total HP of the creatures or NPCs 
  SC (Skill Challenge)  
  RP (Role-Playing) 
  Skill XP = 250 times SC  
  Conclusion and Story Rewards 
  Experience 
   
  Combat Encounter (CEL)  
  Achievements 
  XP Earned 
  Encounter 1: Path A 
  Finding the Khans 
  Defeating the Khan Gangbangers 
  5 (+/– APL) x 102 
  Encounter 1: Path A 
  The Distraction 
  Keep Casino Security engaged in combat for 2 minutes 
  5 (+/– APL) x 104 
  Encounter 1: Path B 
  Caught in the Act 
  Defeat Jimmy and his Goons 
  10 (+/– APL) x 212 
  Encounter 1: Path B 
  Interrogation 
  Defeat Doc Hollywood and his Mutant Guards 
  4 (+/– APL) x 52 
  Encounter 2: Welcome to the 
  Wasteland 
  Defeat the Optimal Prime 
  6 (+/– APL) x 72 
  Encounter 3: Fork and Pork 
  Defeat Rosco 
  6 (+/– APL) x 58 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Encounter 1: Path A 
  Finding the Khans 
  Identifying Khan Colors (gather info or underworld) Stealing 
  Khan Colors (hide and sleight of hand) 
  250 each 
  Encounter 1: Path A 
  The Distraction 
  Distracting the Guards for 2 minutes (various skills) 
  500 
  Encounter 1: Path B 
  Caught in the Act 
  Negotiating with the Goons (diplomacy) 
  500 
  Encounter 1: Path B 
  Interrogation 
  Convincing Doc Hollywood (bluff or diplomacy) 
  750 
  Encounter 1: Path C 
  Who That? 
  Gathering Information on the Heist (gather info) 
  500 
  Encounter 2: Welcome to the 
  Wasteland 
  Talking Spike out of finishing Optimal Prime (diplomacy) 
  500 
  Encounter 3: Fork and Pork 
  (framed) 
  Complete Contests 1–3 (various checks and skills) 
  250 each 
  Role-Playing (RP)  
  Achievements 
  XP Earned 
  The Vegas Strip 
  Gathering Information on the Poker Tournament 
  50 
  Big Bordello’s Casino 
  Participating in the Poker Tournament 
  50 
  Encounter 1: Path A 
  The Distraction 
  Creative Distraction 
  50 
  Encounter 2: Welcome to the 
  Wasteland 
  Interacting (talking) with Spike 
  50 
  Conclusion  
  A, B, or C 
  300 
  Conclusion  
  D, E, or F 
  100 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent: The number of day spent in the adventure. 
  60 or 80 if sold into slavery. 
  
   
  Exodus OPS 
  Ace of Spades 
  30 
   
  ©2009 Glutton Creeper Games 
  Reputation 
  Reputation is gained through the actions of the characters a group or a single character during the scenario.  
  Each character earns either fame or infamy in the Reputation category as defined by the actions listed below.  
  Record all of the results on the Scenario Log.   
  Conclusion A: +3% or +5% fame with the Black Widows biker gang 
  Conclusion B: +3% fame with Vegas Mafia 
  Conclusion E: +5% infamy with Vegas Mafia 
  Treasure 
  To determine the amount of treasure (loot and coin) that a character earns, consult the results below for 
  items, and add up the coin earned from the encounters in which the character participated.  A chart of 
  potential coin earned is included below for quick reference.  Allow the players to determine the items that 
  they are keeping and what they are selling.  Items with a quantity of (1) only one player can attain, and it is up 
  to the players to determine who gets the item without in-character fighting.  A common method to determine 
  who gets a disputed item is a dice roll off; or one of the characters adding the sell value to the coin earn that is 
  split amongst the other characters.  Selling items is broken up into three categories below with a base sell 
  price (1/2 cost) and two barter categories (5% and 10%). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment  
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter  
  DC 25 
  Barter  
  DC 30 
  Path A: Finding the Khans 
  +5% 
  +10% 
  Combat Knife (4) 
  82.5 
  330 
  Jean Jacket (skull on back) (8) 
  5 
  40 
  Vigoroids (8) 
  100 
  800 
  Path B: Caught in the Act 
  Ammunition (.45) (300 rounds) 
  4 
  1200 
  Combat Knife (6) 
  82.5 
  165 
  Combat Leather Jacket (6) 
  500 
  3000 
  Fedora 
   
  5 
  Grenade (Chemical – Knockout Gas) 
   
  500 
  Grenade (flash) (6) 
  175 
  1050 
  H-Rations (12) 
  5 
  60 
  MAC Ingram 10 SMG (6) 
  450 
  2700 
  Medpak (12) 
  87.5 
  1050 
  Suit, Pinstriped 
   
  250 
  Super Medpak 
   
  175 
  Thompson M1928 SMG 
   
  600 
  Water (bottled) (6) 
  20 
  120 
  Whiskey (bottle) 
   
  10 
  Path B: Caught in the Act 
  Baseball Bat (2)  
  22.5 
  45 
  Meat Jerky (4) 
  2.5 
  10 
  Metal Canteen (4) 
  12.5 
  50 
  Miscellaneous Tools  
   
  200 
  Encounter 2: Welcome to the Wasteland 
  Salvage 
   
  1000 
  Optimal Prime 
   
  62500 
  Total 
  —— 
   
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  31 
   
  ©2009 Glutton Creeper Games 
  Certificate Entries 
  Banned from the Bordello: You have been Banned for the Big Bordello Casino.  If you ever attempt to enter 
  without an invitation, you’ll gain the Marked for Death entry, as below. 
  Indentured Service: You have entered into indentured service with the Bordello family in Vegas and will be 
  required in the future to fulfill this service.  You can instead turn yourself over to the Bordello family and 
  work off your service at a labor camp (or brothel) for 80TU. 
  Marked for Death: You have been Marked for Death by the Vegas Mafia.  This certificate entry will be 
  detailed for the Overseer in future Exodus OPS adventures. 
  More than Meets the Eye: A vehicle that you have sold has turned out to be a homicidal robot that has gone 
  on a killing spree, in attempts to wipe out the forces of Mega-Gun.  For releasing this terror, you gain +5% 
  Infamy to any one of the following organizations of the wasteland. (Circle One) Children of the Apocalypse, 
  NEMO, Tribal Nation, or Vegas Mafia   
  Severed Limb: Severe torture has resulted in the loss of a left or right (circle one) hand or foot (circle one).  A 
  loss of a hand results in a –2 penalty to Dexterity checks and skill requiring both hands, additionally you 
  cannot wield two-handed melee weapons, and suffer a –4 penalty to firearms requiring two hands.  The loss 
  of a foot results in a –10 speed penalty and the character cannot perform a run action. 
  Sold into Slavery: You have been sold into slavery by the Vegas Mafia; however, after 60 days of slaving, you 
  managed to escape to freedom.  You have no equipment or money and cannot spend TU to earn money until 
  at least one scenario is played.  Additionally, you have been branded with a slavery mark (a brand or tattoo) 
  either on your face, forearm, hand, or leg. 
  Tortured: You have gained torture scars over 50% of your body.  If your scars are visible, you gain a –4 
  penalty on to your Barter, Diplomacy, and Gather Information skill checks, but gain a +6 bonus to Intimidate 
  skill checks. 
  You Dirty Rat: You have named the Black Widows as the group behind the Vegas Poker Tournament heist.  
  You have disrespected the Black Widows and cannot gain fame or favors from Big Jim or The Black Widows. 
   
   
  
   
  Exodus OPS 
  Ace of Spades 
  32 
   
  ©2009 Glutton Creeper Games 
  Appendix A: New Stuff 
  NPC Traits: 
  Expendable Goon: Expendable goons drop like ninjas in a bad kung fu movie.  Any critical hit (not a threat) 
  on an expendable goon causes them to die with a graphic scream, regardless of damage dealt.  
  Serious: As a full round action if reduced to below 50% of current starting hit points for the encounter, the 
  NPC can get serious.  The NPC gains a +2 to attack and damage rolls and gains 10 temporary hit points.  
  Generally a show of seriousness, such as a furrowed brow, mashing palms together, or turning a baseball hat 
  around, is required to get Serious.   
  New Explosives 
  All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a 
  grenade is a free action.) Others require timers or various devices to set them off.  
  Explosives require nothing special to use with proficiency unless they are fired or propelled from some sort 
  of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is 
  necessary to avoid the –4 non-proficiency penalty. 
  Grenade, Chemical 
  Chemical 
  grenades 
  hold 
  deadly 
  chemicals or airborne toxins that are 
  released in gas form delivering a 
  chemical attack upon anyone within the burst radius. Chemical grenades come in a variety of types as 
  denoted on the sidebar.  
  Grenade, Flash 
  Flash grenades explode in a bright explosion of light blinding anyone in the burst area that fall to make a 
  Reflex save DC 18. Targets that fail their Reflex save are blinded for 1d6 rounds. Targets that are wearing 
  sunglasses or other headgear that shade or protect the eyes gain a +2 equipment bonus to their Reflex save. 
   
   
  Explosives and Grenades  
  DMG1  
  CRIT  
  TYPE  
  RNG  
  RADIUS  
  REF  
  SIZE  
  WT  
  SCRC  
  COST  
  Grenade, Chemical 
  Special 
  — 
  X 
  5 
  15 
  15 
  Tiny 
  1 
  R 
  Special 
  Grenade, Flash 
  Special 
  — 
  X 
  5 
  15 
  18 
  Tiny 
  1 
  I 
  350 
  1 See item Descriptions or Combat Rules for special information on this weapon. 
  Chemical  
  Cost  
  Fort  
  Effects  
  Knockout Gas 
  1000 
  18 
  1d3DEX /Unconsciousness for 1d3 hours 
  
   
  Exodus OPS 
  Ace of Spades 
  33 
   
  ©2009 Glutton Creeper Games 
  Overseer’s Map 
  Key 
  A: Vegas Strip 
  B: Armament Nation 
  C: Big Bordello’s 
  Casino and Hotel 
  D: The Culture Club 
  E: Godiva’s Brothel 
  and Museum 
  F: Mechanic Garage 
   
   
   
   
   
   
   
   
   
   
  A 
  B 
  C 
  D 
  F 
  E 
  Las Vegas 
  1 Square = 100 feet 
    Fork and Pork Roadhouse 
  80 miles southwest of Vegas 
  
   
  Exodus OPS 
  Ace of Spades 
  34 
   
  ©2009 Glutton Creeper Games 
  Players’s Map 
   
  Las Vegas 
  1 Square = 100 feet 
  
SOURCE: textdata/thevault/Exodus/Operations/#12 Ace of spades V2/eXodus 2-01 Ace of Spades.pdf