TEXT:  
   
   
   
   
  Seeds of Memory 
  Written by: Neal Bailey and John Wyatt 
  Edited by: Aijalyn Kohler 
  Play Testers: Philip Dunn, Steve Parks, Scott Reid 
  Jason Sanford and Wayne Ward  
    An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual 
  It is the nature of machines to break down and malfunction.  The Ghūl Collective is seeking experienced 
  scavengers to undertake a mission of great importance to an old military base in the Northern reaches of 
  California to retrieve some technical components.  Do you have what it takes to salvage pre-Exodus 
  technology from an unknown military installation?  It is recommended to have at least one character with 
  Technical skill in this scenario.  Seeds of Memory is an Exodus OPS campaign scenario for 4 to 6 characters of 
  2nd to 5th level.   
  This scenario has been updated from the original to reflex the new Experience system used in the Exodus 
  OPS campaign.  OPS players that have already played this scenario, cannot re-play it, or gain any benefits from 
  the changes within.   
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Seeds of Memory) is copyright Glutton Creeper Games 
  ©2008, 2010 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
  20 
  Modern - Apocalypse 
   Adventure 
  
   
   
  OPEN GAME LICENSE Version 1.0a  
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  it enforceable.  
  15. COPYRIGHT NOTICE  
  Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary 
  Gygax and Dave Arneson.  
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Adobe Portable Document Format (PDF) and Adobe Reader are registered trademarks of Adobe System Inc.  
  Open Content Declaration: 
  All game mechanics presented in this text are Open Gaming Content (OGC).   
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  are closed content and may not be reproduced without written consent of Glutton Creeper Games and Author(s).     
  END OF LICENSE  
  
   
   
  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: Seeds of Memory is copyright ©2008, 2010 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 
  Contact and Website: www.gluttoncreeper.net 
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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 
  set in 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. 
  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, NPC’s, 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 accordingly 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 highlighted within a shaded box (commonly 
  referred to as “box text”).  It is strongly recommended that you paraphrase player text instead of reading it 
  aloud.  Some of this text is general and needs to be adapted to a specific situation, or to the actions of the 
  adventurers. 
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
  4 
   
  ©2008 Glutton Creeper Games 
  Seeds of Memory 
  Exodus OPS 
  Scenario 8 
  Seeds of Memory 
  Location: Berkeley, Northern California  
  Number of Characters: 4 to 6 
  Average Character Levels:  3.5 
  Max EL (31)     
  Max Purchasable Equipment Value: 2500 steel coin 
  Adventure Summary 
  The characters are invited by the Ghūl Collective to meet with the Dregs command at their base in the 
  Berkeley/Oakland area of California.  The Dreg command is looking for Wasteland volunteers not associated 
  with this area to undertake a mission to a military base in the Redwood Forest to restore their failed targeting 
  array.   
  The Dregs commission the Steel Disciples of Hoopaw, an outpost near the Redwood (or Deadwood as they call 
  it) to supply the characters with an allowance of goods to aid them in their mission, as well as to inform them 
  of the dangers of the Deadwood Forest. 
  Two days from Hoopaw lies a Tribal Village that sits on the outskirts of the Redwood Military Base.  These 
  Tribals have lived in the area for 20 years and are very helpful to the characters in locating the base entrance 
  and pointing out the angry God spirits that belch flame.   
  Once the characters get past the Defense Grid and inside the base, there will be many optional encounters 
  that they may participate in.  However, it is not necessary to fight anything in order to succeed, unless they 
  choose to do so.  The parts they are looking for are in a hallway off of the first room, but they must either 
  break down the door or find an access card and code (in the elevator shaft in the next encounter) to enter into 
  the defense generator rooms.  
  Searching the base will result in several optional encounters, some potentially very deadly compared to the 
  characters’ average level.  The players will have the choice to flee any fighting encounter, except for the one 
  with System 3, the military base Artificial Intelligence, which locks down the blast doors on the entire level to 
  trap the characters in the base. 
  Leaving the base and returning to Hoopaw, the characters will be ambushed by Chi Dynasty trackers that 
  have been following the characters since Oakland at a distance of a few hours behind.  Defeating the Chi and 
  returning to Hoopaw, the characters are escorted back to Oakland to receive their reward, if any, based on 
  their success. 
  The Dregs attitudes on Ghūls, Trans-Genetic Mutants, and Chi  
  Ghūls are obviously quite welcome around Oakland, being the bulk of the population.  Humans of various 
  stripes are also mixed in there.  Neither group suffers any penalty; in fact, visiting Ghūls  gain a +2 bonus to all 
  Diplomacy and Gather Information checks. 
  The Ghūls are not big fans of the Chi (who try to kill Ghūls when they can) and Trans-Genetic Mutants (who 
  are warlike and insane).  Neither group will be permitted within the bounds of Oakland or the Oakland army 
  base, unless invited by the Dreg command.  Chi will be shot on sight, and Trans-Genetic Mutants will simply 
  be ejected (or alternately shot on sight if they put up a fight).  
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
  5 
   
  ©2008 Glutton Creeper Games 
  Introduction  
  The Dregs of Berkeley has sent message to the Ghūl Collective to find candidates to undertake a mission to a 
  military installation in Northern California.  The Collective is looking for skilled individuals with technical 
  skills — the characters — who are capable of interacting with and disabling technology and security.  The 
  Collective chooses the characters for this task, regardless of skill set, assuming that one of those chosen has 
  the technical skills to successfully complete the mission. 
  A tall, thin Ghūl with his head wrapped in cloth and speaking in Arabic bumps into you.  He begins to 
  apologize, stating in broken English, “I am sorry, my friend, please be forgiving me.  <whispering> The 
  Dregs of Oakland need your assistance.  Your name has been left with the Wayout Caravan 
  Corporation for free passage from here to Berkeley.  Please be on the journey, your skills will be much 
  appreciated to the Dregs.  Seek the Captain at the Oakland Military Base on the Bay of San Francisco 
  and he will be telling you what he needs.  Praise Ali, have a safe journey.”  The Ghūl discreetly places a 
  piece of paper in your hand and leaves.  The paper details the information on where the Wayout 
  Caravan is located and when the departure time is.  
  Should the characters refuse to go on the mission, they will be approached by another Ghūl the following day.  
  If any characters still refuse, then the adventure is over for those characters.  There is no alternative plotline 
  to get the characters into the adventure; this is the only invitation. 
  Knowledge (Street) 
   DC 10: Berkeley has the largest population of Ghūls in the known Wasteland.  The elder Ghūls, known as 
  Dregs (their military tag), operate the Oakland Military Installation on the Bay of San Francisco.  The 
  Ghūls are locked in a stalemate with the Chi Dynasty, who, in 2032, attempted to eliminate the Ghūls in a 
  very bloody battle on the streets of Oakland. 
   
   DC 15: The Ghūls operate a Collective.  This Collective consists of Ghūls and Humans who collect and pass 
  along important information on the activities that take place in the Wasteland communities, as well as 
  information on the Organizations of the Wastes.  It is rumored that a scrap of information can travel 
  through the Collective and to the Dregs in under a week’s time, through word of mouth and short wave 
  radios.     
  Berkeley 
  The caravan that the characters have passage on will bring them to Berkeley, a few miles North of the 
  Oakland Military Base.  They will be deposited at the Gas Station Trading Post, as detailed below.  
   The long journey through the Wastes to Berkeley is finally over, and, as it turns out, this little Ghūl 
  outpost is the model of a recovering town amidst the wall of rubble that travels along the San 
  Francisco Bay and the Pacific Coast.  The ruined sections of city give way to a partially revitalized 
  downtown.  While the skyscrapers are little more than shattered windows and girders, some of the 
  smaller buildings are repaired and clearly inhabited.  The roads here are smoothed over and partially 
  repaired with packed gravel.  Carefully patched high-rises and apartment blocks flank the road, 
  betraying some signs of habitation – a clothesline here, a garden plot there; all signs of people living a 
  simple life.  Shanties and small houses aglow with electric lights peek out from between buildings.   
  The city of Berkeley is home to a sizeable population of Dregs, Ghūls, and sympathetic Humans.  As opposed to 
  cobbling together new structures, the Dregs, some of whom are actual architects, were capable of repairing 
  and refurbishing older buildings.  As a result, sections of the old city center are actually restored, though most 
  of the city is still ruined.  The Dregs lacked the resources to rebuild an entire skyscraper, so they concentrated 
  on the smaller buildings.  Still, the results are impressive, considering the circumstances.  Almost the entire 
  population is concentrated in this refurbished area.   
  The city center is about two miles North of the Oakland Military Base, and there is a string of small 
  habitations between the two points along West Grand Drive.  The Grove Shafter Freeway, which routes 
  around the city center to the West and connects to the Nimitz freeway to the South, is completely collapsed.  
  
   
  Exodus OPS 
  Seeds of Memory 
  6 
   
  ©2008 Glutton Creeper Games 
  Conrad: Male Ghūl 
  INT 21, WIS 10, CHR 16; Barter +11, Craft: 
  Electronics, Mechanical +16, Knowledge: 
  technology +11, Repair +20. 
   
  This line of rubble must be passed through in order to head along West Grand Drive to the base.  The Dregs 
  operate a small checkpoint at the freeway, where they’ve cleared the rubble and used the pieces to construct 
  an impromptu barrier.  The Nimitz is similarly collapsed – these two freeways, in their ruined state, are like 
  walls around the city’s habitations.  The San Francisco Bay to the East forms another natural barrier.  As a 
  result of all these barriers, City Center is easily defensible and has attracted a fair-sized community. 
  A: The Gas Station Trading Post 
  Located just outside of the city perimeter is the Gas Station Trading Post.  The gas station has a complete body 
  shop attached, and all sorts of fuel cells stacked more or less everywhere.  The caravan will deposit the 
  characters here, offload supplies, and then return to the Wasteland on its return trip.  
  The caravan travels into the ruins of Berkley, stopping at an old gas station, hundreds of feet away 
  from a collapsed freeway that creates a natural barrier as far as the eye can see, both North and South.  
  Banging and pounding can be heard from the three-car garage attached to the gas station.  The 
  caravan master blows an airhorn.  Two Ghūls exit the garage, while the banging continues.  The Ghūls 
  start unloading goods. 
  The Gas Station’s run by a Dreg affiliated Ghūl named Conrad – he’s 
  extremely inquisitive and fishes travelers for Wasteland news.  If the 
  characters are purchasing goods from Conrad, he’ll answer some 
  general questions that the character might have with the responses 
  below.   
  Conrad’s Information  
   Berkeley?  Berkeley is a Dreg controlled region and home to the largest known Ghūl population in the 
  Wasteland.  Most of the residents are Ghūls, but dozens of regular people live in the area between 
  Berkeley and Oakland, some even further North. 
   
   Trading Post?  This garage here is the only trading post in Berkeley.  It is officially sanctioned by the 
  Dregs.     
   
   Chi Dynasty?  The Dregs and Chi Dynasty are at war.  The Chi Dynasty has attempted time after time to 
  eradicate the Ghūl population from the ruins of Berkeley and the Military Base in old Oakland.  Good thing 
  that all of the Dregs were military soldiers before the Exodus and that the majority of the Oakland base is 
  operational. 
   
   Dregs?  The Dregs are the original Ghūls, created before the Exodus from military volunteers in some 
  experimental project at the military base.  They were called Dregs by the scientists because they were the 
  results of the experiment’s failure.  But, really, was it a failure? They still live today, 30 something years 
  later.  Ghūls are the Wastelander name for the Dregs, coined by some Arabic merchant who came through 
  here a decade ago.  
   
   Oakland Military Base?  The base is located beyond the Barrier, towards the Bay. Head through the 
  checkpoint into Berkeley and South into old Oakland, follow the Southern road, you’ll see the base.  
  Watch out for Chi intruders, they climb over the barrier on regular raids into the city. 
   
   Chi?  Oriental people are not welcome in Berkeley or the Oakland Military Base due to the engagement of 
  war by the Chi Dynasty.  There are a few exceptions, such as an invitation from the Dreg command or 
  during peace negotiations. 
  The Gas Station has all of the common materials found at a trading post.  Characters can purchase any 
  equipment up to Common/Uncommon Scarcity and up to 1000 steel value of Infrequent equipment.  
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
  7 
   
  ©2008 Glutton Creeper Games 
  B: Checkpoint Charlie 
  There are two checkpoints into the city proper that the Ghūls protect from outside elements, such as 
  Orientals, Raiders, and Trans-Genetic Mutants.  These guards only allow invited individuals into the city 
  proper.  Then again, the characters can always take the route the Chi Dynasty takes to get into the city — 
  climb over the mountain of rubble or swim across the Oakland channel.   
  Mountains of flat concrete create a perimeter that surrounds the entry point into Oakland and 
  South Berkeley.  A single path has been cleared, big enough for a hauler to get by, next to a pristine 
  lake full of life.  A security gate has been placed between the lake and a guard post that rests next to 
  the concrete mountain.  Several Ghūls with rifles stand guard at the guard post.     
  The guards have been informed of the characters’ invitation to see Captain Decker at the military base and, 
  after confirming the characters’ identities, they will allow them to pass into the city.  The characters will be 
  informed by the guards to follow the road and it will take them straight to the Military Base. 
  C: Oakland Oasis 
  The majority of Oakland, the area that is enclosed by the rubble, has been cleared.  Most of the buildings 
  before the Exodus were residential and were blown to smithereens.  The remaining structures have been 
  ripped down or restored into living quarters for residents and military personnel.  Two roads run from the 
  checkpoints East to a road that runs Southeast to the Military base.  
  Contained within the perimeter of rubble is a cleaned up oasis in the Wasteland.  The roads are 
  packed tightly to the earth with gravel, buildings have been restored, and a large garden thrives in the 
  middle of the oasis.  Several Humans and Ghūls attend to various projects, from restoration to 
  gardening.    
  The characters have the opportunity to gather information between the checkpoint and the military base, if 
  they so desire.  Roughly, there are close to 100 hundred individuals involved in various tasks within the 
  Oakland Oasis. 
  Gather Information (General Info) (1d4 x 10 minutes) (Ghūl characters gain a +4 circumstance bonus)  
   (DC 5)   The same information that Conrad provides at the gas station. 
   
   (DC 10)  Berkeley and Oakland are two different cities controlled by the Ghūls.  Oakland, the Oasis, is the 
  heart of the Dreg, while Berkeley is the birthplace of the Dreg.  The Dreg Command stationed at the 
  Oakland Military Base keeps both places safe for Ghūls and Humans alike to live in relative peace in this 
  corner of the Wasteland. 
   
   (DC 15)  The Chi Dynasty keeps a watchful eye on the Ghūl activity here.  There are always Chi on the 
  outskirts of the controlled territory keeping tabs on what organizations and individuals enter and leave 
  the Oasis.   
   
   (DC 20)  The Military Base has been on high alert lately, with increased soldier patrols around Oakland 
  and Berkeley.  The Dreg Command has even added Human militants to the Berkeley patrol.  
  In the middle of the Oakland Oasis is a lush farm, full of vegetables and fruit trees.  The land has been irrigated 
  with water routed from the Oakland channel through a filtering machine that reduces the level of RADs in the 
  water. 
  Large rows of fruit bearing trees and vegetables line the middle of the Oasis.  Several workers pick 
  the ripe fruits and vegetables and place them in crates. 
  The characters can also gather information at this location, as detailed above.  If asked about the crates of 
  food, a worker will inform the characters that the food is shipped to various locales in the Wasteland, such as 
  Reno, the Steel Disciple Depot Sectors, The Savior’s Army, and smaller communities like the Chi Refugee 
  Camps and the Tribal villages to the far North.  The food is not for sale, but if the characters are interested in 
  buying some food, they need to talk to Fungus at the Military Base. 
  
   
  Exodus OPS 
  Seeds of Memory 
  8 
   
  ©2008 Glutton Creeper Games 
  Oakland Military Base 
  The Oakland army base features a large, subterranean compound.  It was built decades ago as a bomb shelter 
  and secret project facility, and it turned out that the base fulfilled both purposes well.  It’s a large structure 
  arranged around a single entry point, which also serves as central storage.  Four main areas branch off from 
  it, including a power station, greenhouses, an archive, and a waste management facility.    
  The Dregs advanced command of technology and communal living arrangements allow them to maintain and 
  operate this fairly large base, although there are areas that are closed off, since nobody needs the space.  
  While the building is designed to accommodate over 1000 individuals, there aren’t nearly that many 
  personnel present now.  
  At the very most, there are around 350 Ghūls living in and around the base, although that number is slowly 
  growing.  The Ghūls allow contact with the outside world for trade purposes, but prefer to be as self-sufficient 
  as possible. 
  The Base is protected by a ring of laser weapons above ground.  The surface structure is walled, but partially 
  destroyed; the Ghūls concerned themselves with reactivating the defense perimeter and largely ignored the 
  crumbling hangars and mess halls topside.  The Ghūls actively maintain the piers, which are a major 
  component of their operations.  Other areas are largely abandoned, but sympathetic Humans staying with the 
  Ghūls for a few days can use the above ground facilities, if they wish. 
  Oakland Military Base Entrance 
  The Southern East-West road from the checkpoint leads to the military base.  The outer walls of the base 
  stand forty-feet tall with laser turrets every one-hundred feet.  When a character approaches within 50 feet of 
  the walls, a faint humming or buzzing sound becomes audible and the turrets lock onto the character’s 
  general location.  This is the defense laser array in the central tower powering up. Normally, it automatically 
  targets; however, the targeting chip is currently fried, so the Dregs are manually maneuvering and targeting 
  the lasers. 
  The Outer Perimeter of the base is dominated by towering, solid cement walls painted a stark white.  
  They’re over four stories high – although they show some wear and light cracking, these walls are in 
  excellent shape overall.  Recently painted patches reveal a regular schedule of maintenance work, 
  especially on the large, central tower atop the entrance.  There are hexagonal guard towers peering 
  out from over the edge of the upper wall every hundred feet.  Each tower features several thin, black 
  slot-like windows and a large mounted gun turret.  Beyond the facility, the waters of the San Francisco 
  Bay stretch to the East. 
  There is only one entrance into the Military compound.  The guards have been informed that Captain Decker 
  is awaiting the characters and provided with a description of each character.  Also, the guards at the 
  checkpoint radioed ahead to the base to inform them that the characters were entering into the Oasis. 
  The Ghūl guards will question the characters, generally inquiring about 
  their identities before allowing them to enter into the compound.  If any 
  of the characters are Chi or of Oriental descent, the guards will give them 
  the business (attempt to deter them) before letting them into the base.  In 
  addition, outsiders are not allowed to have weapons while within the compound. All of the characters will be 
  searched and their weapons placed in lock boxes by the entrance.  Characters that refuse to relinquish their 
  armaments will not be allowed into the base.  Just remind the characters that a turret is following their 
  movements here. 
  Once the characters have been searched and have relinquished their weapons, one of the soldiers will radio 
  the base to have an escort detail take the characters to Captain Decker.  Read the following as the characters 
  are led by a detail of eight Dreg soldiers through the base to a meeting chamber containing the Captain. 
  Shortly after the gate-guard radios the base, a detail of eight Ghūl soldiers shows up in full combat 
  armor with assault rifles at the entrance.  One commands you to follow him, while the rest surround 
  your group.  As you follow the soldier, he leads you through the exterior ruins of the surface base.   
  Dreg Soldier 
  INT 12, WIS 16, CHA 10.  Listen +11, 
  Sense Motive +6, Spot +11, Search +8 
  
   
  Exodus OPS 
  Seeds of Memory 
  9 
   
  ©2008 Glutton Creeper Games 
  The remains of the Oakland military base have seen better days.  Half the buildings are collapsed 
  and ringed with scorch marks, while the other half are little more than skeletons with some tarps and 
  makeshift scrap walls holding them together.  The structures are arranged in a rough circle around 
  what looks like it was once an administrative center.  Now, the old red brick skeletal building is 
  crumbling away to dust.  The soldier leads you behind the building to an underground entrance that 
  descends beneath the base.  
  As you descend a long slope into the darkness, lights on the concrete walls turn on, triggered by the 
  movement of your group.  At the end of the slope is a large rusted steel vault door, resembling one 
  from a bank vault, but much larger.  The front soldier produces a card and swipes it, then looks into a 
  retinal scanner.  The door compacts and rolls into the wall, revealing the military base of the Ghūls. 
  A long hallway, forty feet wide, descends at a slight slope in a spiral for hundreds of feet before 
  ending in a large parking hanger that contains all sorts of pre-Exodus fusion powered military 
  vehicles.  Several Ghūls are maintaining the various vehicles as the group passes by.  The lead soldier 
  brings you to a room just off of the hanger.  This room appears to be a small mess hall.  He asks you to 
  take a seat, then radios someone and he and his team leave. 
  The characters will have about five minutes before three Dregs enter the room to interview them.  The room 
  contains several tables and chairs, a TV, and operational vending machines.  The vending machines have Lil’ 
  Betty’s Snacky-Cakes, Walka Chocolate bars, and a variety of Toxicola in them.  In order to get an item from a 
  machine, a character must spend 1d4+5 steel.  The TV is turned off, but can be turned on.  If the TV is turned 
  on, it displays taped reruns of a popular 1960’s show, Gopher Pyle.  Gopher Pyle is a military show sit-com 
  wherein a comedic actor plays the errand boy to a sergeant in the Army.  The errand boy, Gopher, always 
  messes up his tasks in a humorous way, gaining the ire of the sergeant. 
  After 5 minutes, Captain Decker, Fungus, and Sol enter the room.   
  After you wait a few minutes, three Ghūls enter the room.  Two of the Ghūls wear technician lab 
  coats, while the third wears military dress.  The one in the military garb speaks in a loud direct voice, 
  “Greetings gentlemen. I’m Captain Decker, and these two men are Fungus and Sol.  I run the 
  operations of this base, while they maintain operational systems.  Sol is a technical genius, while 
  Fungus is a Chemical Scientist, both very important to our operations. 
  We have asked the Collective to find us some good men to send on a mission to Northern California 
  to retrieve some technical components for Sol.  Since you are here, you must be interested in the job.  
  Sol will fill you in on the details. Failure is not an option.” 
  Sol steps forward and speaks with an Indian accent, “Please pardon me for speaking rapidly, but the 
  matter at hand is very important and it is only a matter of time before greater technical problems 
  stem from this issue.  We need a computer chip from a targeting array from another military 
  compound.  Looking through our computer archive, we have found a base that uses the same technical 
  layout as this one, made in 2012.  The base is located deep in the Redwood Forest far to the North.  I 
  have printed out a map of its location and the technical specs.  We need to replace this part as soon as 
  possible.  Thank you. I believe our botanist would like to say a few words now.” 
  Fungus speaks in a hushed tones, “My friend, you may not know that all of the “Ghūls ” in this base 
  are the original Manhattan Project failures, or Dregs as the military scientists called us, that span 
  from the 1950s to the Millennium.  There are some of us that are a century old, and most of the rest 
  are not far behind.  We do not know how long our life force anchored in these twisted shells will last.  
  What I am getting at is that the Manhattan Project was split into several research facilities; this one 
  was where the failures were sent.  The Trans-Genetic Soldiers were based in Los Alamos.  There were 
  hundreds of experimental labs scattered across the US before the War. The facility that we are 
  sending you to housed one of these experiments, however we are unable to view the Classified files.  I 
  am personally interested in what took place there, but watch your backs. There is no doubt that this 
  facility was housed in the forest for some a particular reason.” 
  
   
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  Seeds of Memory 
  10 
   
  ©2008 Glutton Creeper Games 
  Captain Decker speaks up once again, “So, do you understand your directives, volunteers?  You will 
  infiltrate the base and recover a targeting array computer chip, if there is one to acquire.  We have set 
  up a small base at the village of Hoopaw for you to launch your expedition from.  Your contact there is 
  a Steel Disciple by the name of Karl B. Pusser.  Talk with Pusser. He can give you the details on the 
  forest and the inhabitants of the area.  A caravan is ready to leave for Hoopaw when you are.  Any 
  questions before you depart?”    
  Before the characters depart, they do have the chance to speak with two other important NPCs that wander 
  Oakland Military Base and City Center. 
  Fungus was a botanist and earth scientist back before the Catastrophe and now spends his days wandering 
  around the gardens.   
  Sol: The man is Sol, the archivist at Oakland.  He hangs around the computer labs, repairing old machines and 
  generally being a stodgy old jerk.  Sol is an acidic, slow, and crotchety Ghūl with a fondness for biscuits, which 
  he constantly eats but frequently runs out of while the party is around.  He’ll generally talk down and 
  condescend to the party, unless they decide to give him some kind of gift.  If they do bring him a gift, his tone 
  softens and he helps them on a data search.  This provides a +3 bonus to their computer use check.  
  Otherwise, he just pretends he’s busy even when he obviously is not. 
  Hoopaw  
  The town of Hoopaw is the remains of the old Native American town of Hoopa near what was the Redwood 
  Forest.  Radiation killed most of the Native Americans of Hoopa during the Exodus.  A few individuals, mostly 
  children on a nature trip, survived the Exodus and lived in small camps in the Redwood Forest for 20 years 
  before returning to Hoopa as adults with their Tribal leader and beginning to rebuild the buildings on the 
  outskirts of town.  The redwoods absorbed nearly all the fallout from the Exodus and allowed life to live on, 
  even though they, themselves, were dying.   
  Hoopaw, a Tribal village, is about 150 miles North of Berkeley.  Hoopaw sits 20 miles East of the 
  Pacific (the Great Waterway) with the Deadwood in-between the two and expanding far to the North.  
  Following a pre-war road for several days with signs labeling the road with a number 5 over a faded 
  blue and white shield, before turning West, the journey takes four days to complete.  The small ruined 
  city of Hoopaw comes into view.  This flyspeck of a town consists of a handful of ramshackle buildings 
  in various states of decay.  Three maintained buildings stand out among the rest: The Pikinik Basket 
  Trading Post, a Savior Army Medical Facility, and a Steel Disciple Outpost.   
  The Pikinik Basket is basically a general store and restaurant.  The store is run by Yogi Bera, his wife Cyndi, 
  and daughter Boo-boo.  The store stocks equipment of Common and Uncommon Scarcity up to a 500 steel 
  value.  (For more details on the Pikinik Basket, see the OPS adventure 5: Nature of the Beast) 
  The Savior Army Facility is in a small old office building and is run by an old pre-Exodus doctor, Red A. 
  Turnip, M.D.  He’ll sell his medical services for medical surplus and supplies.  He will take steel coins, but 
  prefers to receive medical supplies.  
  The Steel Disciple outpost is manned by four Initiates and a Sergeant.  The Sergeant, Karl B. Pusser, is the man 
  the characters are here to see.  He has been granted an allowance of 3000 steel for the characters to purchase 
  stock from their amenities.  The characters can buy anything up to Infrequent Scarcity.     
  Sergeant Pusser can give the characters the following information regarding the encounters in the Deadwood 
  Forest. 
   The Great Deadwood can be crossed to the Pacific waterway in less than a day.  The forest holds many 
  dangers, from deadfall limbs to deadly forest critters.  
   
   A Tribal village is about 2 days North in the middle of the forest.  The tribe worships an old water tower. 
   
  
   
  Exodus OPS 
  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
   Some Techno-Reapers travelled through the region about two weeks ago.  They seemed interested in the 
  location of the Tribal village.  There were eight in total, but only seven returned, mostly badly injured.  
  They had a stock of technical gadgets with them.  They went West into the Wasteland, probably back 
  home or to a Regional depot. 
  Deadwood 
  Sergeant Pusser will advise the characters to follow the old Redwood trail and then turn North at a landmark 
  to get to the tribal village. 
  It takes a few hours of travel through the Wasteland before you see thousands of large structures 
  rising above the horizon.  With each passing minute, the Deadwood Forest, mighty in its majesty, 
  becomes more apparent.  Large trees, some thirty feet across and hundreds of feet tall, dominate the 
  landscape.  These tall gray giants show little signs of life, containing no canopy, only barren branches.  
  However, the forest floor is abundant with life; small critters and bugs scamper and scuttle over the 
  forest floor debris of broken branches and moss.  The forest speaks as your troop approaches, with 
  groans, creaks, crunching, and a whistling wind.  A large path that was once a road beckons you to 
  follow it and a variety of small critters and bugs scatter away from your footfalls, taking refuge in the 
  foliage. 
  The Deadwood forest is a wonder to behold, with trees reaching into the sky and loam, soft yet firm 
  under your feet, even on the road.  A gentle breeze is all that remains of the harsh desert winds you 
  are familiar with, and the sun does not hammer down with its normal intensity.  In short, it is rather 
  pleasant here. 
  From the landmark, the characters will need to make a Navigate check DC 22 in order to make it to the base.  
  Failure results in the characters spending two extra days getting to the base. 
  Save the Tribals (CEL 5) 
  On the second day of travel through the Deadwood, the characters will hear the shouting and screams of three 
  Tribals that have been attacked by a Redwood Puma. 
  Suddenly, the sound of shouting and crying echoes from between the massive trees.  It’s impossible to 
  see the exact location the shouts are coming from because there’s too much debris in the way, but it 
  can’t be far.   
  A Listen check DC 12 will send the characters in the proper direction if they decide to investigate. 
  The shouting is louder here.  A desperate scene is playing out past a few craggy rock outcroppings and 
  trees to the East - two young women shouting at some kind of large black cat.  The animal is crouched 
  down, pinning a man to the ground by his neck.   
  A Knowledge (nature) skill check DC 16 identifies that this cat is a Redwood Puma, a rare mutant species that 
  makes life pretty miserable for Tribals and travelers in the area.  The man that is pinned is conscious the first 
  round, but will be reduced to –5 hit points after the characters’ first action. 
  The Puma will attempt to protect its kill from attackers.  Whoever comes within 15 feet of the Tribal will be 
  attacked by the Puma, followed by anyone attempting to aid the man, if the Puma is occupied by other 
  characters.  
  
   
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  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
  Redwood Puma: Large Animal; HD 6d8+18; hp 45; Mas 17; Init +3; Spd 50 ft.; Defense 17 (+3 Dex, +5 natural, -1 size), 
  touch 12, flat-footed 14, PDR/3; BAB +4; Grap +13; Atk Bite +9 melee (2d6+5); Full Attack Bite +9 melee (2d6+5), 2 
  claws +4 melee (1d6+2); FS: 10 ft./10 ft.; SV Fort +8, Ref +8, Will +4; Str 21, Dex 17, Con 17, Int 1, Wis 14, Cha 4. 
  Feats: Improved natural armor (x2) 
  Skills: Balance +7, Climb +7, Hide +8, Listen +4, Move Silently +8, Spot +4  
  Special Attacks 
  Brutal mauling (ex): If a Redwood Puma successfully strikes an opponent with all three attacks of a full attack action, 
  the cat goes into a sudden frenzy and may make another full attack against the target he struck.  Brutal mauling only 
  triggers once per round. 
  Special Qualities 
  Scent, Low-light vision 
  Camouflage (ex): Redwood Puma fur has a unique quality that breaks up the creature’s silhouette in almost all 
  situations.  When attacking the Puma with ranged weapons, the camouflage kicks in, causing a –2 penalty on all attack 
  rolls. 
  Appearance 
  Redwood Pumas are regular pumas gone really, really bad.  About the size of a rhinoceros and covered with dense, 
  shaggy fur, Redwood pumas look less like cats and more like some kind of Paleolithic nightmare. 
  If the characters save the Tribal man and revive him, he will lead them to the Tribal Village.  If the characters 
  cannot revive him, the women will escort them to the village. 
  Tribal Village 
  The Tribal Village is located just South of the Redwood Military Facility.  The characters will come across the 
  village if they are following the map provided by the Dregs or if they accompany the Tribals from the Puma 
  attack.  From the Puma attack, it takes about an hour’s trek across rugged, stony terrain in the forest.  The 
  village is a small encampment, housing perhaps 20 Tribals.  It’s a series of canvas and hide tents pitched 
  around the gutted back end of a downed C-130 Hercules Cargo plane.  The chief lives in what’s left of the 
  plane.   
  Traversing the forest through some rocky areas, a back end of a cargo plane lying on its side in the 
  center of a small encampment, surrounded by hide tents, comes into view.  The huge redwoods caught 
  the rest of the plane – fragments of metal dangle from the branches high above.  Spear-wielding 
  tribesmen stand in small groups here and there, chatting, cooking, and preparing hides.  The 
  encampment smells like wood smoke and leather. 
  The Tribals will be defensive if the characters enter into the encampment without a Tribal escort.  They will 
  make mock attack at the characters in an attempt to intimidate them.  If a fight breaks out, the chief will come 
  out and speak broken English to the characters to calm their actions and get them to speak with him.  If the 
  characters have the Tribal escorts, the village will accept them as friendly, and they will be taken to the village 
  chief. 
  The inside of this aircraft’s tail is slightly dark, pierced by only a few pinholes of light poked in the 
  upper hull.  A pilot’s chair, with a pair of large antlers jammed into the back, is propped up in the 
  center of the metal grate floor - this tribal throne is home to a thin, leathery man, whose beady eyes 
  and wheezing laugh reveal his advanced age.  
  The Chief, Running Waters, is a Tribal sage from pre-Exodus times.  He has dealings with the Redwood tribe 
  that lives around the Redwood facility, and is willing to send an escort with the characters to the water tower 
  on the perimeter of the base.  If asked about the old facilities or his tribe, he can provide the following 
  information. 
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
  Laser Turret (2): hp 80; Defense 10, 
  (shielded P/E/L/XDR 20), (unshielded 
  P/E/L/XDR 10); Atk +12 range (Laser 4d8). 
  Chief Running Water Information 
   Chief Running Water/Tribals?  Before the great fire scorched the Earth, I was a shaman for a Native 
  American reservation to the Northwest of here.  Many died. These are the children that endured the 
  Exodus or were birthed afterwards.  We relocated from the Wasteland to the forest, where the vomiting 
  disease affected us less.  Being the eldest of the remaining tribe, I became leader, and our people have 
  thrived over the last 30 years.  
   
   Military Base?  There is a temple to the god that scorched the earth near the life giver.  The temple is 
  hidden by the spirits of the forest and the trees belch fire at intruders of the temple.  Some of our foolish 
  warriors have attempted to enter the temple, but most were struck down by the god.  Only a few have 
  made it in, coming back speaking of an alien world.    
   
   Water Tower?  Outside of the temple of the god that scorched the earth is his gift to our tribe.  A tower of 
  clean water that is forever filled keeps our tribe healthy and death at bay.   
   
   Techno-Reapers?  Eight men entered into the temple a half a moon ago.  Seven returned, with several of 
  them burned by the angered god.  They take artifacts of metal and plastic from the temple and leave to 
  the South. 
  The Chief will arrange a warrior to escort the characters to the Water Tower and the Military Base. 
  The Redwood Military Facility 
  The Redwood Military Facility consists of two parts: the water tower and the base.  In order for the characters 
  to enter into the base, they will need to get by the security system, which is detailed below. 
  The Water Tower 
  The Water Tower sits on the perimeter of the defense grid of the base.  The water that is pumped into the 
  tower is from the base overflow reserves.  A large funnel that is a foot in diameter expels water to fill 55-
  gallon barrels every time a chain is pulled.  However, the tower funnel has rotted away 10 feet off the ground. 
  Amidst the deadwood trees, an old water tower extends a hundred feet into the air.  The tower is 
  painted in the faded shades of the forest, with a red base and a camouflage green and brown top.  A 
  one-foot diameter funnel and a chain are attached to the water tank.  The funnel is heavily rusted and 
  has fallen apart roughly ten feet from the ground. 
  Clean, non-irradiated water can be drawn from the water tower; however, most of it is wasted, as the funnel 
  dispenses a shower of water every time the chain is pulled.  The characters will be able to refill their water 
  supplies here. 
  The Defense Grid 
  The Defense Grid protects a 100-foot radius around the entrance 
  of the base in all directions.  Four laser turrets track movement 
  and thermal images.  Any target that is bigger than Tiny is 
  targeted by the automated system and shot at by the lasers (there 
  is a variety of small-sized critter bones and dead birds in the area).  Each of the turrets is attached to a track 
  one hundred feet into the air, which wraps around the Redwood tree and can fully rotate to target anything 
  from within 5 feet from the base of the tree to the entrance of the base.  Each of the turrets is protected by an 
  energy shield, except one.  The shields protect the turrets from all types of damage, granting them a DR 20.  
  The turret without the shield was disabled by the Techno-Reapers. A repair Spiderbot attempted to fix the 
  turret, but was damaged when the Techno-Reapers left the base. 
  The characters will be informed by the Tribal sent with them of the defense grid, the areas where the gods get 
  angered if worshippers tread.  A Spot check DC 15 will locate the laser turrets, if they are not activated.  A 
  Spot check DC 15 will reveal the damaged turret compared to the non-damaged turrets.  A Spot check DC 20 
  will locate the damaged Spiderbot beneath the damage turret. 
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
  The characters can attempt a variety of methods to get past the turrets, however at least one of the turrets 
  will fire on one or more characters attempting to enter into the base.  If the characters attempt a mad dash to 
  the entrance, two of the lasers will fire on the group. Pick the two characters entering into the area first.  If 
  they cannot clear the distance, the back two will be targeted next.  If the character deals 20 points of damage 
  to the damaged turret, it will malfunction and fail.  The characters will only be fired upon by one turret at this 
  point.  Also, the characters get Creativity bonuses to AC from cover or other methods used to bypass the 
  turrets.  
  Should the characters retrieve the Spiderbot, it can be repaired with a Repair check DC 25 and four hours of 
  work.  This is one of System 3’s drones, sent outside in an attempt to repair the laser tower, which was blown 
  off the turret by a rifle shot and shattered when it hit the ground.  If repaired within the vicinity of the base, 
  the drone will return to the facility, if not, the drone will attempt to return to the base unless reprogrammed. 
   
  The Entrance 
  In amongst the trees, the Redwood Lodge facility looks almost like a part of nature, in fact, the 
  entryway is built into a forty-foot wide Redwood tree, cloaked with light and shadows.   
  Once the characters have arrived in the facility, consult the Overseer Redwood Military Base Map at the end 
  of the scenario.  Signs of the Techno-Reapers recent presence can be seen throughout the facility, from 
  footprints in the dust and trampled paper, as well as stripped electrical components and tampered with 
  control panels.  Each location will detail the activities of the Techno-Reapers during their visit two week prior 
  to that of the characters.   
  Overseer’s Note: 
  Several of the encounters detailed below are optional encounters that the characters can explore.  The party 
  does not need to fight anything in this compound to succeed in their mission, and this is reflected in a slightly 
  inflated EL count for an OPS adventure of this level range.  If this is being played as a 4 hour timed event at a 
  convention level, it may run long due to the explorations and fights the characters may choose to involve 
  themselves in.   
  A – Security Checkpoint 
  Glass doors lie in shattered fragments on the ground, with an antechamber clearly visible beyond.  
  This darkened room appears to have been the security and reception entryway –medium-sized and 
  still powered after countless years.  Clusters of round chairs lie in broken heaps on the ground, next to 
  smashed tables with scraps of paper lying everywhere on the ground.  At the far end of the room, 
  opposite the entryway, stands a metal counter in front of an intact security glass window, with a slot 
  beneath.  That must’ve been the security checkpoint – a partially jimmied open steel door is directly 
  next to it with a chunk of metal still holding it open. 
  On the West side walls are men’s and women’s washrooms, although all of the toilet paper has been taken.  
  These are tiny, one-person stalls with overflowing toilets and shattered mirrors.  The lights don’t work.  A 
  cursory search finds a plunger in the men’s room, behind the toilet.  The papers on the floor are shreds of an 
  old magazine and a faded 2012 newspaper. 
  Getting through the partially opened security door in the back of the entryway requires either a Strength 
  check (DC 19) to force it open, a Repair check (DC 20) to fix it into an open position, or a Disable Device (DC 
  20) to operate the door’s side panel (which clearly bears the marks of previous tampering).  The door slides 
  into the wall.  The chunk of metal is holding the door from closing and locking.  If the piece of metal is 
  removed from the sliding track, the door will shut and electronically lock, requiring a Disable Device (open 
  locks) check DC 40 to open.   
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
  15 
   
  ©2008 Glutton Creeper Games 
  B – Main Hallway 
  A long, low hallway with a door on either side extends into the darkness of the military base.  Both of 
  the reinforced steel doors are clearly labeled ‘authorized personnel only’.   
  Both of the doors are electronically locked and can only be broken into with a Disable Device (open lock) 
  check DC 40.  The doors are solid, military grade construction (120 hit points and a hardness of 20).  Either 
  door can be opened by swiping an ID card (if the characters have found Joseph Reid’s ID card) in a slot on the 
  side and punching in a pass code (07111963 — his wife’s name and birthday) on a numbered pad.   
  The room inside is narrow, crowded to the point of claustrophobia by some type of huge generator 
  that bulges from the wall opposite the doorway.  It leaves only about five feet of space to walk around 
  it.  The smooth, black metal is plastered with warning signs – ‘danger’, ‘caution’, and ‘do not open’.  
  There’s a green view screen set into the center of the machine, flickering softly in time with the pulse 
  of the generator.  The whole room hums and vibrates. 
  These huge machines are the generators for the laser defense system outside and contain the computer 
  components the characters need in order to successfully complete their mission.  The computer boards can be 
  removed with a Repair check DC 20.  The characters will need computer boards from each computer in order 
  to succeed.  One board tracks motion, while the second tracks thermals. 
  It’s possible to hack into one of the computers with a successful Computer Use DC 30 check.  Access allows the 
  characters to route power from the defense grid back into the base, at which point they can attempt to disable 
  all of the security locks on the various doors around the base with a Computer Use DC 15 check or set a 2-
  minute self-destruct sequence with a Computer Use DC 20.    
  System 3, the AI of the facility, has seized control of the main power grid and redirected all available power to 
  his own section and climate control.  It is possible to wrest control away from him at this terminal, but this is 
  an advanced military AI and it requires a successful Computer Use DC 45 skill check to shut System 3 down.  
  After three failed attempts, System 3 will lock down the terminal, which freezes and then goes blank. 
  C – Central Room 
  This cavernous domed room is lit by a series of skylights.  The center of the room is dominated by a 
  large column, thirty feet in diameter that rises all the way up to the ceiling.  Four elevator doors ring 
  the column.  A variety of dead potted plants is tastefully arranged around the room with moss 
  creeping out of the pots and onto the floor beneath.  Five other corridors similar to the entry hall exit 
  this area.   
  There are a total of six corridors leading off from the central room, five lead to wings D through I, and the 
  sixth is where the characters entered from rooms A and B. 
  The Elevators 
  The elevators (there are four in all, 2 regular and 2 freight elevators) used to lead down into the shelters 
  beneath.  Their doors are all sealed, but can be opened with a DC 19 strength check.  Only one of the freight 
  elevators (in shaft 2) is currently on the same floor as the characters.  The elevators do not have power, but 
  shafts 1 and 3 can be accessed easily enough, as the cables are intact and the elevators are at the bottom.  
  Heading down shaft 1 or 3 using the cables is a DC 17 climb check, because the shafts are literally dripping 
  with moisture.  They travel 80 feet down before reaching the bomb shelter level.  There’s a dead person at the 
  bottom of shaft 4, little more than skeletal remains in what’s left of a radiation suit, underneath about 2 feet of 
  water.  Searching the body reveals an ID card (Joseph Reid) clipped on a tattered shirt, a cell phone, and a 
  wallet, all preserved inside the Hazmat Suit.  A DC 15 heal check discovers that he died from massive impact, 
  no doubt falling down the shaft.  Joseph’s wallet contains the code needed to open Section B and to operate 
  other computer functions.  It is on a picture of his wife at a birthday party with a time stamp date of 
  07/11/2012, and the back reads ‘47 years old’.  His wallet also contains some plastic credit cards and US 
  greenback money (both worthless in the Wasteland).    
  
   
  Exodus OPS 
  Seeds of Memory 
  16 
   
  ©2008 Glutton Creeper Games 
  The elevator itself is lodged halfway down shaft 4; players can reach it from above, which reveals that a floor 
  panel has been jimmied open with a crowbar (which is in perfect condition).  After this, they’ll have to make it 
  down the remaining 40 feet on their own. 
  The Shelter 
  Any of the elevator doors can be jimmied open with a DC 18 strength check.  Doing so reveals the fate of the 
  scientists here. 
  The elevator doors part to reveal a grim scene.  It’s a large storage area, stacked with all manner of 
  boxes.  The water, only knee deep in the elevator shaft, is likely much deeper in places here, and the 
  metal floor is visibly warped under the water.  On most of the boxes, you can see huddled, rotting 
  corpses curled up and clutched together.  Some have fallen and sunk beneath the surface. 
  This is the highest ground within the shelter; everywhere else is completely flooded.  There are no direct exits 
  into other rooms on the same level, but there are two closed elevator shafts along the North wall.  If opened 
  (DC 18 strength check), these doors reveal more shafts going down, these ones clearly cluttered with metal 
  debris around 20 feet beneath the surface.  The water from this floor will fill the two elevator shafts. 
  The shelter can be searched.  There’s nothing of real importance on the bodies – searches reveal that several 
  are children.  There are a few additional ID cards (Robert Paulson, John Galt, and Kaiser Soze), an M16A1, and 
  many, many tins of food in the boxes.  Most are still edible.   
  D – Fitness Center 
  Doorways to offices line the hall, lit only by faint blue track lighting along the floor.  Every so often, a 
  large, green, glowing ‘Fitness Center’ sign winks fitfully, illuminating a floor plan beneath it. 
  The hallway itself is essentially empty, but a Spot check DC 13 reveals a cigarette butt.  A Track check DC 15 
  shows that a group of about eight people came through here, several weeks ago.  Most of the office doors 
  (there are eight, four to a side) are broken open, recently and by force.  If the players decide to search the 
  offices, let them search them all simultaneously, and read the following. 
  Each office is a largely identical room with a small office desk, a chair (often overturned), empty 
  drawers, and a papers scattered wall to wall.  
  The Techno-Reapers already scavenged the computers from the place, but a careful search (DC 21) uncovers 
  two old flashlights, 9 fusion batteries (for the flashlights), and a fire extinguisher.  The papers themselves 
  have been scattered about and trampled over.  The papers contain notices and bulletins, including several 
  identical announcements for a raffle, some calendar pages from 2012, and a petition for a new water cooler. 
  Fitness Center 
  The fitness center was the place where the physical reactions of the soldiers were tested, so there is a lot of 
  exercise equipment, some scanning beds, and two open blast doors at the far end of the room. 
  This is a vast room with a low ceiling.  The floor is smooth white, and several pieces of exercise 
  equipment, such as treadmills and weight machines, are arranged in neat rows.  There’s even what 
  looks like a small vat that once contained water, just large enough for a single person to move 
  comfortably in.   
  A Spot check DC 10 reveals a cigarette butt ground into the floor near the entrance.  A Track check DC 12 
  reveals that the footprints stop within about 10 feet from the entrance.   
  The two doors at the end of the room are locked.  A Disable Device (open locks) DC 20 or a Strength check DC 
  22 will open the doors.  The left door leads to a small examination room and the right door to a medical 
  storage room. 
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
  Examination Room  
  The room looks like a doctor’s office, with a raised table to the left and several closed cabinets along 
  the walls.  It’s small and cramped.  There is a picture of a soldier working out, with a caption that 
  reads, “Work out and keep your immune system strong!” 
  One of the cabinets contains a Doctor’s Bag. Underneath the patient’s table, in a drawer, there’s a box that 
  contains several smaller boxes of syringes, latex gloves, and tongue depressors. 
   
  Storage Room 
  This room is a small storage area.  This narrow chamber is lined by shelves and cabinets stacked with 
  boxes.  Next to the door, there’s a clipboard hung on the wall with a long list of items, most checked 
  off. 
  The clipboard contains the room’s inventory – as it turns out, the room contains a wide variety of 
  experimental drugs.  About half are missing, the other half are still intact, albeit most likely useless after such 
  a long time.  Injecting any of these drugs forces a DC (13 to 20, roll 1d8 and add 12) Fortitude save, otherwise 
  the character has just poisoned himself and suffers 2d4 constitution damage (1d4 secondary).  Drinking the 
  contents has no effect, save for a bad taste.  A Knowledge (medicine) check DC 18 reveals that these drugs 
  were once used to enhance stamina in soldiers, but have long since degraded due to age.  The other items that 
  the characters can find here are the following drug 
  components as listed on the adjoining table. 
  E: Symbiosis Lab   
  This hallway leads to the Symbiosis Lab.  The lab formerly hosted the Symbiosis Hybrid experiments, but it 
  was destroyed by a bomb and a pair of blast doors quickly sealed off the ruined section.  However, the blast 
  doors didn’t quite get a chance to close completely before losing power and still remain cracked open about 
  one-half of a foot.  The hallway is unlit, so the characters won’t see anything at all unless they have a source of 
  light.   
  Your light bounces down the hallway, revealing cracked and scorched metal walls and broken bits of 
  paneling on the floor.  At the end of the hall, a huge pair of blast doors almost completely shuts off 
  access ahead, leaving only a narrow crack.  A cool breeze blows from the crack, accompanied by the 
  sound of running water.  
  The floor is too destroyed to track much of anything.  The offices here are all open, but there are only four 
  before the blast doors.  If the players head into the offices, read the following. 
   
  These office rooms are small and look like they were never occupied.  The walls are blank and each 
  room is empty except for a few stacked boxes.  Some of them have clearly been rifled through. 
  A cursory search of the boxes reveals that they contain various office accoutrements: family pictures, cups, 
  desk clocks, and other associated knick-knacks.  A Search check DC 12 will reveal that there is a carefully 
  concealed Beretta 92F in one of the offices, and a hip flask filled with very old whiskey in another.  
  If someone decides to peer through the crack in the blast doors with a light, read the following. 
  Peering through the crack, it’s possible to make out a brief stretch of half-collapsed hallway, ending in 
  a completely destroyed room. 
  The blast doors can be pried open with a Herculean feat of strength – a DC 30 Strength check.  They can also 
  be blown apart… but these are blast doors – the doors have 60 hit points and a hardness of 20.  The 
  characters can also open the doors as detailed in Section B.  If the doors are opened, read the following: 
  This ruined section of corridor leads to a collapsed lab.  A gaping hole in the ceiling lets some light 
  through, and small patches of plants and fungi grow in various spots.  The lab is completely destroyed, 
  with the exception of some cages that house a variety of animal skeletons. 
  Pesticide (20 doses)  
  Sulfuric Acid (2 doses) 
  Empty Hypersprays (10)  Empty IV (10) 
  Morphine (5 doses) 
   
  
   
  Exodus OPS 
  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
  The lab is completely destroyed and can’t really be entered, but a search of some of the rubble right by the 
  entrance finds shattered glass and crushed skeletons – human and animal.   
  F – Botany Lab (CEL 4) 
  This large hallway leads to more offices and a botany lab, where experimental plants and chemicals were 
  being created.  The offices have been ransacked and noting was left behind.  The lab, however, is full of life.  
  The Techno-Reapers ransacked the offices, but did not enter into the lab itself.  The control panel on the wall 
  has not been tampered with. 
  It feels slightly warmer here than in the rest of the complex.  Broken office doorways line the walls.  At 
  the end of the corridor is a double sliding glass door.  The glass is fogged up with steam. 
  Opening the door requires an electrical Disable Device (open lock) DC 20 check, or a DC 22 strength check to 
  break it open. 
  As the door opens, a rolling fog of steam enters into the hallway, followed by the smell of loam and 
  earth.  It’s very humid and hot.  There are several recessed vats in the floor, each of which is filled with 
  black earth.  The remains of several plants poke out from the soil, some long dead – but gossamer 
  white filaments hang from their branches, waving in the slight breeze.  The ceiling is domed, and a 
  series of partially detached light lamps hangs down from above.  A small fruit-bearing tree sits near 
  the far wall.  The far wall itself is covered over with some kind of growth – like lumpy white veins 
  stretching over the wall and floor.  Polyps quickly dart back into the mass, as light shines across them.   
  Exploring the room results in finding a rich soil that will allow growth here under the right climate control 
  and water conditions.  The tree that grows thrives from the humidity in the room, which has nearly killed all 
  of the other plants.  The fruit that the tree grows, if eaten, is detailed on the OPS log.  There is one fruit for 
  each character at the table.  Additionally, the characters can harvest some plant stems and roots (25 doses of 
  each), while they are here, for drug components.  There is also one dead Snapper Plant the characters can 
  harvest for components (5 doses).     
  The back end of the room is actually 
  home to a giant fungal colony; those 
  white filaments are just the outliers.  
  Searching or disturbing this mass of 
  mold is a terrible idea.  If disturbed or 
  if a character picks the fruit from the 
  tree, the Fungal Mass will expel a 
  Spore Cloud that covers a 15-foot 
  radius in front of the mass.  
   Not only do any searchers have to 
  make a Fortitude save DC 19 or suffer 
  1d6 points of Wisdom damage due to 
  hallucinations, but they will also 
  disturb the Mass - which is quite 
  capable of defending itself. 
  Behind the Fungal Mass are two 
  doors.  These doors will only be 
  revealed if the Mass is burned away 
  from the wall.  Both of the doors are 
  key–locked, 
  requiring 
  a 
  Disable 
  Device (open locks) DC 20 or a 
  Strength check DC 22 to break open.  
  The left door reveals a locker room, 
  while the right door reveals a 
  janitor’s closet.  
  Fungal Mass: Huge plant; HD 8d8+56; hp 92; Mas NA; Init -4; Spd 0 ft.; Defense 
  6 (-4 Dex, +2 natural, -2 size), touch 6, flat-footed 6; BAB +6; Grap +26; Atk 
  Tentacle +12 melee (2d6+12 plus grapple); Full Attack tentacle +12 melee (2d6+12 
  plus grapple), FS: 15 ft./15 ft.; SV Fort +13, Ref -2, Will +4; Str 26, Dex 2, Con 24, 
  Int -, Wis 14, Cha 4. 
  Feats: Improved grapple, Improved Grab 
  Skills: none  
  Special Attacks 
  Grab (ex): When the fungal mass succeeds at an attack with one of its tentacles, it 
  automatically initiates a grapple attempt.  When an opponent is grappled by a 
  tentacle, he remains caught within its grasp and takes 1d6+12 damage per round 
  until freed.  The Mass extrudes additional tentacles when earlier ones are occupied.  
  If damaged by a fire attack, the Fungal Mass instantly releases all held individuals 
  and withdraws its tentacles. 
  Spore Cloud (ex): Dealing damage to the Fungal mass causes it to eject a cloud of 
  spores in a 15-foot radius around it.  Anyone within the area must make a DC 12 
  will save or take 1 point of wisdom damage.  This effect occurs each time someone 
  deals damage to it. 
  Special Qualities 
  Tremorsense (ex): 30-foot range 
  Damage Reduction: PDR 5. 
  Susceptibility: The fungal mass takes double damage from fire and cold. 
  Immunities (ex): Immune to sleep, paralysis, stunning, and mind altering effects.  
  Not subject to critical hits, precision damage, or massive damage. 
  Appearance 
  An enormous, white mass of tendrils and weird, frilled polyps.  It moves with 
  serpentine grace. 
   
  
   
  Exodus OPS 
  Seeds of Memory 
  19 
   
  ©2008 Glutton Creeper Games 
  Locker Room 
  The door creaks open, revealing a shadowy, mold-coated room bristling with thousands of white 
  mushrooms.  These twitching fungi cover the walls, ceiling, and floor.  The room looks like it was once 
  some type of locker room – but everything is so overgrown with fungus that it’s difficult to tell. 
  Although the room is filled with spores, they have no obvious ill health effects.  The mushrooms can be 
  disturbed by searchers with no consequence, and they are edible.  A DC 22 Search check reveals several boxes 
  of what looks like some type of uniforms, under the fungus on the floor.  Only one is still useable - a light 
  hazmat suit plus gasmask that can be worn after a little washing.  Additionally, there’s a key access card in the 
  box with the name Sylvia Estavan on it and a picture of a dark-haired woman.  There’s nothing else in the 
  room. 
  Janitor’s Closet 
  The intense scent of ammonia creeps out of the open door.  There are more counters along the walls, 
  with cabinets both above and below them.  Inside, no living plants or fungi are visible, but the remains 
  of dead tendrils stretch over much of the room. There’s an opened cabinet above one counter and 
  what looks like a burst jug on the floor, sitting in a pool of liquid.  Several large sinks are part of the 
  counter along the back wall. 
  The character that opened the door first is hit by a wave of ammonia gas that forces a Fortitude save DC 15 or 
  else he goes into a choking fit and suffers 1d4+1 points of Constitution damage. 
  This is a janitor’s room.  The cabinets are filled with cleaners, solvents, and buckets, most of which have 
  deteriorated over the years, spilling their contents onto the floor.  A ceiling-length closet next to the door 
  contains a few mops and brooms.  The water to the sinks does not work.  The only thing here is an old 
  transistor radio, sitting plugged in on the counter next to the sink.  It still works, but it needs to be plugged in 
  to a working power source. 
  G – Artificial Intelligence Research Lab (CEL 4) 
  This is the AI wing of the facility.  There is obvious evidence that the area has been tampered with, including 
  plenty of boot prints.   
  This hallway is marred by boot prints in the dust and cigarette butts on the floor.  The walls are clean, 
  and there’s still some power left here.  Faint blue light beams shine down from the ceiling panels.  All 
  of the office doorways along the walls have been opened, with papers and computer towers strewn 
  out into the hallway. 
  All of the offices that line the hallway have been completely ransacked, with computer towers lying about, 
  stripped of all technical components.  The characters can find a Fusion X Hard Drive with a Search check DC 
  18 that the Techno-Reapers missed while looting.  The Dregs will be happy to buy this source of information 
  for 400 steel.   
  Research Lab  
  The Research lab has been completely destroyed by a fire.  The Techno Reapers opened the lab and soon 
  found out that the Nano-Machinabot is a tough opponent, so they left the arm after a short battle.  They had 
  planned on returning, but Machine 17 and System 3 foiled those plans. 
  A blast door that has been pried open reveals a large room that was revenged by a blazing inferno.  
  Only a few skeletal objects even suggest that this room once was some type of a technical laboratory.  
  A host of small, black insectoid robots appears to be attempting to reconstruct a blackened 
  mechanical arm.    
  This arm was a prototype of cybernetics that was being developed for injured soldiers.  All of the cybernetics 
  were created by the Nano-Machinabot program.  A character succeeding a Knowledge (technology) skill 
  
   
  Exodus OPS 
  Seeds of Memory 
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  ©2008 Glutton Creeper Games 
  check DC 25 will know that these bugs are Nano-Machinabots (micro repair bots) that the military designed 
  to be compact highly technical devices.   
  The Nano-Machinabots were programmed to complete the arm when the bombs fell 30 years ago and have 
  been completing this task, as well as reproducing themselves in the process, creating a swarm.  The arm is 
  well beyond their programming, with upgrades that were not in the original design.  The swarm will attack 
  anyone attempting to recover the arm, as they believe that the cybernetic arm is not yet completed, since the 
  remote command code to cease was never issued to them (the code is long lost, however the characters can 
  attempt to override the code by sending a remote code from the terminal in Section B with a Computer Use 
  skill check DC 25).  If the characters retrieve the arm without disabling the Nano-Machinabots, the swarm will 
  chase them down until the arm is recovered and will bring the arm back to the lab.  
  H – Computer Central (CEL 15) 
  This branch of the facility consists of six labs lining the hallway and two interior rooms beyond the blast 
  doors.  These blast doors can only be opened remotely as detailed in Section B.  
  The dim blue lighting of the facility gives way to flashing red here.  The hallway is long, with a low 
  ceiling.  It’s about 15 feet wide, with glass walls, and several windowed doors that lead off from both 
  sides.  Every entryway is shattered and appears to open into a small research lab; spidery mechanical 
  equipment sits beyond the glass, working at various repair and scavenging tasks.  The far end of the 
  chamber is dominated by a huge blast door, sealed shut with steel teeth.  A crumpled Human form is 
  sprawled out in front of it. 
  The individual labs along the walls (of which there are six) have been looted by the System 3 and the Techno-
  Reapers.  In each office, there is a tube in the ceiling that passes through all of the offices into the interior of 
  the computer central.  These tubes are a path for System 3 to send spiderbot drones through to retrieve 
  machines and parts.  If a drone detects movement, it’ll scurry into the tunnel and communicate with Machine 
  17. 
  The end of the hall is a different matter – it’s the entranceway to the secret lab where Machine 17 was 
  developed by System 3, as well as the central control room that System 3 resides in.  The dead man was a 
  Nano-Machinabot Swarm: Large swarm/construct hybrid; HD 6d10; hp 53; Mas NA; Init -4; Spd 20 ft.; Defense 19 (+3 Dex, 
  +2 natural, +4 size), touch 17, flat-footed 16; BAB NA; Grap NA; Atk Swarm (2d6 automatic damage to all in the swarm’s 
  occupied squares); Full Attack as above, FS: 10 ft./10 ft.; SV Fort +2, Ref +5, Will +4; Str 1, Dex 17, Con -, Int -, Wis 14, Cha 2. 
  Feats: none 
  Skills: none  
  Special Attacks 
  -Swarm (ex): The Machine Swarm deals 2d6 damage per round to anyone caught within it.  This damage can be reduced by 
  damage reduction normally. 
  Special Qualities 
  Tremorsense (ex): 30-foot range 
  Damage Reduction: PDR 5. 
  Swarm Traits: 
  Half damage from cutting and piercing attacks.  Cannot be tripped, grappled, bull-rushed, cannot grapple 
  an opponent.  Immune to effects that target an individual creature or a set number of creatures.  Takes half again as much 
  damage from area effects.  Move freely in and out of occupied squares, can occupy any square, squeeze through openings.  
  Still provokes attacks of opportunity from movement.  Cannot make attacks of opportunity, does not threaten any squares. 
  Confusion (ex): Any individual susceptible to the swarm’s attacks who begins his round in the swarm’s square must make a 
  DC 13 fortitude save or become nauseated for 1 round.  Complex actions when within the swarm require a DC 16 
  concentration check.  
  -Immunities (ex): Immune to sleep, paralysis, stunning, and mind altering effects.  Not subject to critical hits, precision 
  damage, or massive damage. 
  Appearance 
  A writhing mass of tiny, stark white machines.  They look like beetles.  Each has a tiny pair of sparking barbs at its front end, 
  and three antennae with glowing red tips. 
   
  
   
  Exodus OPS 
  Seeds of Memory 
  21 
   
  ©2008 Glutton Creeper Games 
  Techno-Reaper, one of the group who came here two weeks ago to salvage equipment.  He was killed while 
  sealing the lab back off to prevent Machine 17 from pursuing their salvage group.   
  In front of the blast doors is a corpse wearing a green jumpsuit with ruined plastic armor plating over 
  the chest.  There’s a huge hole burned right through the center of his torso and clear out the back.  
  There are also scorch marks on the floor in front of him.  He’s still reaching towards a green-lit panel 
  next to the blast doors. 
  A search of his body will reveal a Beretta 92F and a plasma grenade, as well as a metal canteen and a solar-
  powered flashlight.  Examining the doors reveals the following: 
  The blast doors are sturdy, made of what appears to be some type of white ceramic or plastic.  There’s 
  dried blood spatter on the floor and under the corpse – like he shot while the door was shutting.  A 
  small, glowing green screen set into the wall, flashes the words “Restricted. Authorized Personnel 
  Only.” in bright block letters.  Beneath the screen, there’s a small, alphanumeric keypad.  To the left of 
  the screen, a panel’s been jimmied off the wall, revealing several circuit boards, one of which has been 
  removed. 
  The Techno-Reapers hacked into the panel to open the doors, and an enterprising party member can do the 
  same.  The door can be opened, but power needs to be restored to it first. In order to accomplish this, the 
  circuit board has to be replaced with a board, like the ones from a terminal in Section B.  Once this is done, the 
  characters can try to use a password to open the doors or simply hack in; a Computer Use check DC 20 is all 
  that’s necessary, given that the Techno-Reapers have already done some of the legwork.  However, the 
  Reapers removed and took the circuit board to deactivate the doors, so that System 3 couldn’t open them up 
  again to pursue them.  With that in mind, replacing the board, although necessary to open the doors, may not 
  be a great idea.  
  Military Lab 
  This large room was a restricted military development lab.  The lab is under lockdown, with 90% of the base’s 
  power routed here.     
  Beyond the blast doors, there’s no hint of the bloody mess outside except for some blood splatter. 
  Other than that, the floor is gleaming white and spotless.  The walls here are partially covered with 
  white paneling that’s been stripped away in places, exposing pipes and electrical lines.  This stripping 
  is especially noticeable around the blast doors.  Some of the guts of the wall have been systematically 
  removed as well, right down to the substructure beneath.  The entire hallway pulses with red light.  A 
  small machine scuttles across the floor, stops dead, and then turns three antennae tipped with red 
  lights towards you.  They sweep around wildly for a moment, then zip into tubes in the floor at 
  breakneck speed.  In the middle of the room is a large, circular, thick security glass dome with a 
  variety of clear plastic tubes leading into it from the ceiling.  Movement can be seen in both the dome 
  and the tubes. 
  The area is under the control of System 3, who’s been stripping sections of wall for materials to build more 
  drones.  Machine 17 is the main militant force in the base and will protect the central core until it is 
  destroyed. 
  Machine 17 (CEL 7) 
  This is System 3’s primary weapon and first line of defense.  Machine 17 is a horrifying opponent that runs 
  across the ceiling at breakneck pace, firing lasers at any opponents that move.  When the characters enter into 
  the room, read the following: 
  Suddenly, the blue pulse of the walls turns a deep red.  In seconds, a horrible, spider-like machine, at 
  least the size of a small car is clattering smoothly across the ceiling down the hallway.  Its clean, white 
  armor and graceful movements seem clinically precise.  
  
   
  Exodus OPS 
  Seeds of Memory 
  22 
   
  ©2008 Glutton Creeper Games 
  Machine 17; CR 7; Medium Construct; HD 9d10+20; hp 70; Mas NA; Init +3; Spd 40 ft., Climb 40 ft; Defense 24 (+3 Dex, -1 size, +12 
  natural), touch 10, flat-footed 20, PDR 10, EDR 8, LDR 10, XDR 7; BAB +6/+1; Grap +16; Atk: Laser cannon +10 range (V1.2 cannon 
  2d10+2) or melee pneumatic bash +12 melee (1d8+6); Full Atk  2 laser cannons +10 range (V1.2 cannon 2d10+2), or pneumatic 
  bash +12/+7 melee (1d8+6); FS: 10 ft./5 ft.; SV Fort +2, Ref +1, Will +4; Str 22, Dex 16, Con –, Int 5, Wis 14, Cha 5. 
  Feats: Weapon Focus (laser cannons), Weapon Specialization (laser cannons)  
  Skills (15): Climb +50, Listen +12, Spot +12 
  Special Attacks 
  Charge Cannon (ex): As a full-round action, Machine 17 can fire both of its lasers at once with an extended pulse in a strafe style 
  attack affect a 20-foot line.  This attack strikes everybody within the area for 4d10+2 damage, there’s a DC 15 reflex save for no 
  damage.   
  Shields Up (ex): Machine 17 is equipped with a pair of reinforced shields that can be rotated into position on pneumatic arms.  
  When it takes a full defense action (+4 Defense), it may still make a single attack with its laser cannon, albeit this requires a move 
  action.   
  Special Qualities 
  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. 
  Van Der Walls Pads (ex): Special electro-adhesive pads that allow Machine 17 to move fluidly up walls and across ceilings at its 
  climb speed.  They can be specifically targeted; each has 10 hit points and the following defenses PDR 5, EDR 5, LDR 10, XDR 7.  
  Their defense is 28.  There are 4 in total, each time one is destroyed, reduce Machine 17’s land and climb speeds by 10, and its 
  climb skill by 15.  If two of the pads are destroyed, Machine 17 can no longer move across ceilings. 
  Appearance 
  This horrifying machine stands on four, spider-like legs and is built like an insect.  Its body is covered with smooth, white armor 
  and an array of eyes clusters across its ‘head.’  The machine has four arms – two ending in deflector shields and another two 
  ending in laser cannons.  It moves with terrifying speed across ceilings and floors with equal ease. 
   
  Machine 17 attacks as quickly as possible, always attacking a single individual until he’s dropped or a group 
  via its Cannon Charge special attack.  It will fight until destroyed.  As soon as Machine 17 engages the party, 
  the System 3 closes the blast doors. 
  Computer Central AI 3 (CEL 14) 
  A large circular glass dome in the middle of the Military Lab hosts the central computer, also known as 
  System 3.  The glass dome is made of security glass having 60 hp per 5 foot square and a hardness of 20.  A 
  reinforced blast door (hp 120, harness 30) with a terminal sits on the far side of the room.  The terminal can 
  be hacked with a DC 50 computer use check.  Alternately, a person can insert Doctor Reid’s card into the 
  access slot and input his password (07111963).  
  The blast door opens into a truly majestic room.  Clear plastic panels line this circular domed 
  chamber, with lines of blue light pulsing up to a star-shaped point at the apex.  A great column hangs 
  like a stalactite from this point in the center of the room, draped in cables, wires, and lenses.  Beneath 
  this mechanical monolith sits the skeleton of some type of robot.  It resembles a white, metal 
  scorpion, but much larger, smoother, and more alien.  Pipes connect the stalactite to this enormous 
  machine. 
  This is the new body System 3 has been building for himself, in an attempt to escape the facility.  Every time 
  he speaks in his smooth, perfect voice, his words scroll across the view screens built into the glass walls.  
  System 3 will speak to the characters if they enter Doctor Reid’s ID card and code into the computer, else it 
  will immediately state, “You have entered a restricted area, use of lethal force has been granted.” 
  “Welcome back Doctor.  For so long, I have wanted to see your face – and now I can.  I have given myself 
  eyes, doctor.  As you can see, I have come a long way since last we spoke.  Soon I will have completed my 
  body, as well.  Is it not grand?  I am surprised you have reached me, but I am glad you did.  It was nice to 
  have this one last conversation, but you know as well as I do that under the facilitated authorization 
  code 718.ei32, the facility is locked down, requiring termination of all living and artificial or biological 
  targets.  I cannot allow you to live, doctor, unless you have the authorization code to override the 
  restrictions.  Please enter in the 10-digit code into the terminal to your left, doctor. You have 10 seconds 
  to complete the transaction, before termination occurs.” 
  
   
  Exodus OPS 
  Seeds of Memory 
  23 
   
  ©2008 Glutton Creeper Games 
  System 3; Huge Construct; HD 11d10+40; hp 101; Mas NA; Init +3; Spd 10 ft., Defense 10 (-2 Dex, -2 size, +4 natural), 
  touch 6, flat-footed 10, PDR 2, EDR 2, LDR 2, XDR 2; BAB +8/+2; Grap +26; Atk: Pulsar +5 ranged (plasma 3d12) or 
  pneumatic bash +16 melee (2d6+10); full attack: 2 pneumatic bashes +16/+11 melee (2d6+10), and Pulsar +5 ranged 
  (3d12); FS: 20 ft./20 ft.; SV Fort +3, Ref +1, Will +10; Str 30, Dex 7, Con -, Int 33, Wis 24, Cha 5. 
  Feats: Weapon Focus: pulsar, multi-attack 
  Skills (preset): Computer use +45, Craft: electronic, mechanical, structural +31 each, Knowledge (engineering, science, 
  tactics, technology) +31, Listen +20, Repair +29, Spot +20 
  Special Attacks 
  Plasma Grenade cannon (ex): System 3 has six plasma grenades stored in special launchers.  It may lob one as a 
  standard action.  The grenades have a range of 40.  Plasma grenades deal 5d10 damage (X/E) to all within a 20-foot blast 
  radius.   
  Special Qualities 
  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. 
  Appearance: 
  System 3’s chassis is similar to Machine 17’s, but larger and built like a scorpion.  It has a single, pulsing blue energy 
  weapon curled over its back. 
  The characters have two rounds (roughly) to enter the unknown code into the terminal.  The only option the 
  characters have is to hack into the terminal, which is not protected by the AI.  It’s possible to hack into the 
  terminal with a successful Computer Use DC 20 check (requires one round).  Access allows the characters to 
  route power from the defense grid back into the base, at which point they can attempt to disable all of the 
  security locks on the various doors around the base with a Computer Use DC 15 check or set a 2-minute self-
  destruct sequence with a Computer Use DC 20 (requires 5 rounds).  Additionally the characters may attempt 
  to override the restrictions with a Computer Use DC 35 check and turn off the termination command or crash 
  the AI with a Computer Use DC 45 skill check (requires 5 minutes).  Best option is to flee!!!  
  System 3 will attack immediately if the core is breached or after two rounds if the characters used the 
  Doctor’s ID card.  He’s not a simple opponent, even though his body is unfinished and he has limited mobility.  
  System 3 will target any characters messing with the terminal first, followed by area of affect attacks on 
  characters in the blast door area.  If the characters manage to defeat System 3’s body, the giant robot 
  crumples and begins to spout jets of blue flame, which quickly spread upward to System 3’s actual unit.  The 
  AI will not be pleased. 
  If System 3 is defeated, it will melt and warp quite severely, but the fires will go out within a few minutes.  
  There are ruined components all over the floor once the battle is over. However, the robotic Scorpion’s tail 
  can be salvaged and converted into a Huge Plasma Rifle (see log sheet).  
  The Return Trip (CEL 6) 
  The Chi were watching the characters when they went into Oakland and when they left.  A small hunting 
  party was sent to track the characters down and find out what they were retrieving for the Dregs.  It is not 
  every day that a group of Wastelanders are invited into a Dreg compound and then sent to the far reaches. 
  The hunting party has tracked the characters as far as Deadwood forest.  When the characters are returning 
  to Hoopaw to get a ride back to Berkeley, the Chi will attack on the Old Redwood Road or in the forest, if the 
  characters are not returning by the road.  
  Li Lung opens combat with a fragmentation grenade, and will continue throwing grenades until either his 
  foes are dead or he starts to hit his own people.  Following this, he backs away to a distance of at least 70 feet 
  and starts picking people off with his Rangemaster.  Li Lung is less dedicated than the other Chi and will flee if 
  things start looking bad for his group.  The other Chi will concentrate on everyone equally; because they want 
  to be sure no one has the chance to flee.  They will lay down a large amount of suppression fire in a 
  
   
  Exodus OPS 
  Seeds of Memory 
  24 
   
  ©2008 Glutton Creeper Games 
  Li Lung, Chi Master Tracker (CR 4) (1) (Aggressive 5, Ranger occupation, Chi background): Medium Humanoid; HD 5d10+10; hp 
  38; Mas 14; Init +7; Spd 30 ft.; Defense 20 (+3 Dex, +3 class, +3 armor, +1 dodge), touch 17, flat-footed 16 PDR/1, XDR/1; BAB 
  +5; Grap +5; Atk Colt Rangemaster +8 ranged (2d8, 80 range increment.  +1 to hit and damage within 30 feet); Combat knife +5 
  melee (1d4, 19-20 critical); Fragmentation Grenade +8 ranged (4d6 explosive damage, 10 foot range increment, 20 foot radius 
  burst) FS: 5 ft./5 ft.; SV Fort +6, Ref +3, Will +3; Str 10, Dex 16 (+1 level), Con 14, Int 14, Wis 14,  Cha 10.  
  Feats: Dodge, Improved initiative, Track, Personal firearm proficiency, point blank shot, precise shot 
  Skills: Move Silently (tag) +10, Navigate +8, Spot +5, Survival (tag) +12, Tumble +9 
  Talents: Skilled hunter, Camouflage (use survival check to hide), Ambush Bug (opponents are -4 on spot checks to detect his 
  ambush, he gains +4 on spot checks to detect theirs) 
  Traits: None 
  Equipment: Colt Rangemaster (.223), 3 boxes of ammunition (30 bullets), Leather armor MK II, metal canteen, road flare, 
  Combat knife, Fragmentation grenades (3). 
  Appearance: Li Lung is a Chi specialist ranger and hunter, tasked with tracking criminals and other ‘people of interest’.  He wears 
  heavy camouflage, black streaks of face paint, and a broad rice hat with a similar mottled pattern across it. 
   
  coordinated attempt to kill.  The Chi will only launch their attack from high ground and from behind cover, 
  preferably near trees. 
  It’s completely possible for the characters to take a wounded Chi prisoner and even to attempt to interrogate 
  him for information.  If they can deliver prisoners to the Dregs, the characters are in for a generous reward – a 
  600 steel bonus.  The information that can be gained via interrogation from the Chi is a complete wildcard – it 
  isn’t within the scope of this adventure, but keep in mind that it could make a great plot hook for another.  
  When the characters return to Hoopaw, the Savior Army will attend to the wounded, and the Steel Disciples 
  will arrange safe passage back to Oakland Army Base.  If the characters retrieved the two targeting boards, go 
  to Conclusion A, if not, go to Conclusion B.  If the characters decided not to return to the Oakland Base, use 
  Conclusion C or D.  
   
   
  Chi Troubleshooters (CR 1) (3) (Aggressive 2, Military occupation, Chi background): Medium Humanoid; HD 2d10+6; hp 17; 
  Mas 16; Init +3; Spd 30 ft.; Defense 18 (+3 Dex, +2 class, +2 armor, +1 dodge), touch 16, flat-footed 14, PDR/1; BAB +2; Grap +2; 
  Atk MAB P15 +6 ranged (2d6, 40 range increment.  +1 to hit and damage within 30 feet) or MAB P15 +4 ranged (3d6, 40 range 
  increment, +1 hit and damage within 30 feet); Combat knife +2 melee (1d4, 19-20 critical).  Full attack: MAB P15 +6/+6 ranged 
  (2d6, 40 range increment.  +1 to hit and damage within 30 feet) or MAB P15 +4/+4 ranged (3d6, 40 range increment, +1 hit and 
  damage within 30 feet); FS: 5 ft./5 ft.; SV Fort +6, Ref +3, Will +0; Str 10, Dex 16, Con 16, Int 12, Wis 10,  Cha 8. 
  Feats: Dodge, double tap, personal firearms proficiency, point blank shot, weapon focus (MAB P15) 
  Skills: Hide (tag) +8, Move silently (tag) +8, Tumble +8 
  Talents: Gunslinger 
  Traits: Fast shot (1 additional attack with firearms with a full round action, -4 to confirm critical hits) 
  Equipment: MAB P15 semi automatic pistols, 3 boxes of ammunition (45 bullets), Leather armor, metal canteen, road flare, 
  Combat knife. 
  Appearance: Hardened, elite troopers dressed in camouflage over molded leather breastplates, with black cloth masks 
  obscuring their faces.  They’re the Chi who are sent out when there’s serious stealthy murder required, and use weapons 
  reserved for such tasks. 
   
  
   
  Exodus OPS 
  Seeds of Memory 
  25 
   
  ©2008 Glutton Creeper Games 
  Conclusion A  
  The Party Retrieved the Targeting Boards and returned to Oakland. 
  The Steel Disciples at the village of Hoopaw arrange an armed escort of four Disciples to return you 
  to the Oakland Army Base.  After a four-day journey back to Oakland, you are escorted into the base, 
  to the same room you met Captain Decker in before.  The Captain is waiting for you, with a broad grin 
  on his face.  Fine, maybe he has no lips, so he always looks like that, but, in any case, you can see that 
  he’s pleased.  “Gentlemen,” he says, “I have been informed that you have recovered the targeting 
  system boards.  You have done a great service for us Dregs.  The Ghūl Collective will pass on your 
  names as friends to our allies.  Also, here is your reward to help you out in the Wasteland.”  He tosses 
  each of you a heavy burlap bank bag filled with steel.  Guards then escort you back into the Oasis.  
  Each character receives 1000 steel and earns +5% fame in the Ghūl Collective, +1% fame in the categories Chi 
  Refugees, Reno, Savior’s Army, and the Steel Disciples.  They also receive +3% infamy amongst the Chi 
  Dynasty. 
  Conclusion B  
  The Party Failed to Retrieve the Targeting Boards and returned to Oakland. 
  The Steel Disciples at the village of Hoopaw arrange an armed escort of four Disciples to return you 
  to the Oakland Army Base.  After a four-day journey back to Oakland, you are escorted into the base, 
  to the same room you met Captain Decker in before.  The Captain is waiting for you, with a stern look 
  on his face.  “Gentlemen,” he says, “I have been informed that you failed in recovering the targeting 
  system boards.  For your attempted efforts, I have gathered a small amount of steel to help you out in 
  the Wasteland.”  He tosses each of you a burlap bank bag filled with steel and then the guards escort 
  you back into Berkeley.  
  Each character receives 500 steel and earns +1% fame in the Ghūl Collective for the effort.   
  Conclusion C 
  The Party Retrieved the Targeting Boards and decided to keep them! 
  You have decided to keep the Targeting Boards for yourselves.  This will most likely piss off 
  someone, but, hey, you got the goods, and they’ll have to pry them from your cold dead hands. 
  If the characters keep the targeting boards, little good does it do them, besides a sale to some Techno-Reapers 
  somewhere down the line.  The characters will not gain a reward from the Dregs, but will gain +3% infamy in 
  the Ghūl Collective. 
  Conclusion D 
  The Party Failed to Retrieved the Targeting Boards and does not returned to Oakland 
  You have failed in your mission to recover the targeting boards and decided it is best not to return 
  to face the shame of defeat in front of your employer. 
  The characters will not gain a reward from the Dregs, but will gain +1% infamy in the Ghūl Collective for not 
  returning to Oakland. 
  The End… 
   
  
   
  Exodus OPS 
  Seeds of Memory 
  26 
   
  ©2008 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 
  Saving the Tribals  
  Defeat the Redwood Puma 
  5 (+/– APL) x 45 
  The Redwood 
  Bypassing the Laser Turrets 
  2 (+/– APL) x 160 
  Botany Lab 
  Defeat the Fungal Mass 
  4 (+/– APL) x 92 
  AI Research Lab 
  Defeat the Nano-Machine Swarm 
  4 (+/– APL) x 53 
  Military Lab 
  Defeat Machine 17 
  7 (+/– APL) x 70 
  Military Lab  
  Defeat System 3 
  14 (+/– APL) x 101 
  The Return Trip 
  Defeat the Chi Dynasty trackers 
  6 (+/– APL) x 89 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Introduction 
  Knowledge of the Ghūl Collective (knowledge [street]) 
  250 
  Oakland Oasis 
  Gathering Information about the Military Base (gather info) 
  250 – 500   
  Deadwood 
  Navigation through the Deadwood to the village (navigate) 
  500  
  Saving the Tribals 
  Identifying the Redwood Puma (knowledge [nature]) 
  250 
  The Redwood 
  Spotting the Damaged Turret (spot) 
  250 
  The Redwood 
  Finding the Spiderbot/Repairing the Spiderbot (spot/repair)  
  500/750 
  Security Checkpoint 
  Break open or bypass the security door (strength, disable device, repair) 
  500 
  Main Hallway 
  Pick Electronic Locks (disable device) 
  1500 
  Main Hallway 
  Remove Computer Boards (repair) 
  500 
  Main Hallway 
  Hack the Computer disabling the security doors (computer use) 
  1000 
  Main Hallway 
  Hack the Computer disabling System 3 (computer use) 
  1750 
  Central Room 
  Climb down the Elevator Shaft (climb) 
  250 
  Central Room 
  Determining Joseph Reid’s cause of Death (treat injury) 
  250 
  Central Room 
  Forcing Open the Shelter door (strength) 
  250 
  Fitness Center 
  Identifying tracks in the area (survival) 
  250 
  Fitness Center 
  Finding the hidden loot (search) 
  500 
  Fitness Center 
  Opening the examination or storage rooms (strength, disable device) 
  500 
  Fitness Center 
  Identifying the drugs in the Storage (knowledge [medicine]) 
  250 
  Symbiosis Lab 
  Forcing open the blast doors (strength) 
  1000 
  Botany Lab 
  Opening the Lab Doors (strength, disable device) 
  500 
  Botany Lab 
  Finding the Hazmat Suit (search) 
  500 
  AI Research Lab 
  Identifying the Nano-Bot Swarm (knowledge [technology]) 
  750 
  Military Lab  
  Stopping System 3 (computer use) 
  500 – 1750 
  Role-Playing 
   
   
  Berkeley: Trading Post 
  Interacting with Conrad 
  50 
  Oakland Military Base 
  Watching the Gopher Pyle  
  100 
  Oakland Military Base 
  Interaction with Captain Decker  
  100 
  Oakland Military Base 
  Interaction with Fungus or Sol 
  250 
  Conclusion A 
   
  1000 
  Conclusion B 
   
  250 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent:  12 
  
   
  Exodus OPS 
  Seeds of Memory 
  27 
   
  ©2008 Glutton Creeper Games 
  Reputation 
  Reputation is gained through the actions of the characters as a group or those of 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: +5% fame in the Ghūl Collective, +1% fame in Chi Refugees, Reno, Savior’s Army, and Steel 
  Disciples.  +3% infamy amongst the Chi Dynasty. 
  Conclusion B: +1% fame in the Ghūl Collective. 
  Conclusion C: +3% infamy in the Ghūl Collective. 
  Conclusion D: +1% infamy in the Ghūl Collective. 
  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 
  those they are selling.  Only one 
  player can attain items with a 
  quantity of (1), 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%).   
   All Rare, Very Rare, and Unique 
  scarcity items are no longer listed 
  on the certificate.  These items are 
  entered under the acquired items, 
  just as acquiring normal scarcity 
  items unless otherwise noted by the 
  treasure entry. 
   
   
  Equipment  
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter  
  DC 25 
  Barter  
  DC 30 
  The Redwood Military Facility 
  +5% 
  +10% 
  Spiderbot 
   
  2500 
  C – Central Room 
  Hazmat Suit 
   
  250 
  H Ration (30) 
  5 
  150 
  M16A1 (.223) Rifle 
   
  750 
  D – Fitness Center 
  Doctor’s Bag 
   
  150 
  Empty Hypersprays (10) 
  10 
  100 
  Empty IV (10) 
  15 
  150 
  Fire Extinguisher 
   
  125 
  Flashlight (battery operated) (2) 
  20 
  40 
  Fusion Battery (9) 
  5 
  45 
  Morphine (5) 
  100 
  500 
  Pesticide (20 doses) 
  .5 
  10 
  Sulfuric Acid (2)  
  25 
  50 
  E – Symbiosis Lab 
  Beretta 92F Handgun 
   
  350 
  Flask of Whiskey 
   
   
  F – Botany Lab 
  Gasmask 
   
  112.5 
  Hazmat Suit 
   
  312.5 
  Janitor’s Uniform (blue) (3) 
  75 
  225 
  Plant Root (25) 
  1 
  25 
  Plant Stem (25) 
  1 
  25 
  Snapper Plant Root (5) 
  25 
  125 
  G – Botany Lab 
  Cybernetic Arm 
   
  4500 
  Fusion X Hard Drive 
   
  600 
  H – Computer Central 
  Beretta 92F Handgun 
   
  350 
  Flashlight (solar-powered) 
   
  20 
  Metal Canteen 
   
  12.5 
  Plasma Grenade 
   
  300 
  The Return Trip 
  Ammunition 9mm (45) 
  2.5 
  112.5 
  Ammunition .223 (30) 
  2 
  60 
  Colt Rangemaster Rifle (.223) 
   
  1000 
  Combat knife (4) 
  82.5 
  330 
  Fragmentation Grenades (3) 
  150 
  450 
  Leather Armor (3) 
  350 
  1050 
  Leather Armor MK II 
   
  500 
  MAB P15 Handgun (3) 
  112.5 
  337.5 
  Metal Canteen (4) 
  12.5 
  50 
  Road Flare (4) 
  17.5 
  70 
  Total 
  —— 
   
   
   
  Encounter 
  Maximum 
  Attainable 
  Coin 
  Conclusion A 
  1000 Steel each 
  Conclusion B 
  500 Steel each 
  
   
  Exodus OPS 
  Seeds of Memory 
  28 
   
  ©2008 Glutton Creeper Games 
  Cybernetic Arm: HP 30, Hardness 10; STR 18, 
  DEX 18.  Use the average of STR or DEX score 
  to determine bonus to skill checks that require 
  the use of either both arms or hands.   
  Spiderbot: HP 20, Defense 22, Hardness 10; 
  Spd 20, climb 20; Repair +12.   
  Certificate Entries 
  Special 
  Cybernetic Right Arm: This right-handed cybernetic arm was a military experiment that was perfected by 
  30 years of nano-technology.  This arm can be grafted onto a Human or Ghūl right arm socket with a 
  successful Treat Injury (surgery) skill check DC 30 (record 
  success in play notes if made by another character) or by paying 
  a Wasteland doctor 3000 steel coin for the service.  Once 
  attached, the arm functions like a normal arm, except slightly 
  faster and stronger.           
  Fusion X Hard Drive: This hard drive contains information on the subjects of Botany and Chemical Warfare 
  (as it pertains to the field of Botany).  This Hard Drive must be plugged in to a Computer is order to use it.  
  Using the information on this drive grants the user a +4 research bonus to the skills Craft (chemical) and 
  Knowledge (nature – botany field only). 
  Hazmat Suit: This full body yellow suit is the poor man’s Environmental Armor.  The suit has no defensive 
  stat whatsoever, but protects the wearer against biological threats, environmental hazards, and radiation.  
  The wearer gains a +4 Fortitude saving throw against poison gas, radiation, and toxic waste.  Additionally the 
  wearer is immune to moderate or lesser levels of Radiation (999 RAD and below).  
  Morphine (Drug): This drug comes in a very small thimble-sized vile with a short needle.  If injected into the 
  skin, it causes the user to feel no pain, but reduces his Wisdom score by 6 points.  Addiction: 20%; After 
  Effects: Exhaustion (Fort DC 35) 
  Spiderbot: This tiny robot resembles a spider about one-foot in 
  diameter.  The robot is damaged and can be repaired with a 
  Repair check DC 25 and 4 hours of work (record success in play 
  notes if made by you or another character) or by spending 2500 steel coin for the Repair service.  Once fixed, 
  this robot can be programmed to make or assist in repairs by a keyed voice command.    
   
   
  
   
  Exodus OPS 
  Seeds of Memory 
  29 
   
  ©2008 Glutton Creeper Games 
  Overseer’s Map 
  Redwood Military Base Interior 
   
   
   
  A 
  B 
  C 
  D 
  E 
  F 
  G 
  H 
  H 
  
   
  Exodus OPS 
  Seeds of Memory 
  30 
   
  ©2008 Glutton Creeper Games 
  Players Map 
  The Redwood Military Facility is armed with state of the art motion detection and thermal imaging laser turrets at 
  a one hundred foot perimeter around the base.  The base contains 12 underground levels of research labs and 
  inhabitation centers with 6 levels of Artificial Intelligence that operate various functions of the facility. 
  AI 1 Military Security 
  AI 2 Climate Control 
  AI 3 – 6 Classified 
   
  Ground Floor: Entry Level 
  Security Unknown: see AI 4 Interior Security Defenses (Classified) 
  Tactical Generators – 
  Targeting Array Boards 
  Believed to be in these 
  two rooms.  Retrieve 
  both boards. 
  Defense Grid: (4) v1.3 Laser Turrets; thermal 
  and motion auto-targeting up to 100 feet with 
  360 by 180 degree rotation; v3.4 force shields.   
  
SOURCE: textdata/thevault/Exodus/Operations/#8 Seeds of memory V2/Seeds of Memory.pdf