TEXT:  
   
   
   
   
   
  Run to the Hills 
  by John Wyatt and Neal Bailey  
  Edited by: Aijalyn Kohler  
  Play Testers: Mike Mazel, Melinda Reid,  
  Scott Reid, Jason Sanford, Wayne Ward 
    An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual 
  A call to duty by the Steel Disciples is issued for freelanced rangers to explore the Utah Mountains for dangers 
  and sites of interest.  Interested parties are to report to the Steel Disciple operational base at Wendover on 
  the pre-Exodus border of Nevada and Utah.  Do you have what it takes to undertake an expedition into the 
  mountainous wasteland of Utah?  Run to the Hills is an Exodus OPS campaign scenario for 4 to 6 characters of 
  4th to 6th level.    
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Run to the Hills) is copyright Glutton Creeper Games ©2008-
  2009 and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper 
  Games. Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy 
  laws and may be prosecuted to the fullest extent of these laws. 
  20 
   OGL 
  Modern Apocalypse 
  
  OPEN GAME LICENSE Version 1.0a  
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  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, 
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  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 or illustrators.     
  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: Run to the Hills is copyright ©2008-2009 Glutton Creeper Games.  This product is e-commerce 
  and may not be redistributed after purchase without written consent from Glutton Creeper Games.  Persons 
  distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy laws 
  and may be prosecuted to the fullest extent of these laws. 
  This PDF document requires the use of Adobe Reader.  Adobe Portable Document Format (PDF) and Adobe 
  Reader are registered trademarks of Adobe System Inc. 
  Glutton Creeper Games 
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  OPS Introduction 
  This is an Exodus OPS campaign adventure designed for the OPS setting and consumes between 3 to 5 hours of 
  game time.  This adventure can also be used outside of the OPS setting as a stand-alone home game adventure 
  within a post-apocalyptic setting. 
  This adventure requires the Exodus Survivor’s Guide, and the Exodus OPS campaign manual.  The Exodus 
  campaign manual can be found at the GCG website listed above.  All game mechanics are denoted by 
  chapter/topic and book.  Those not presented within an aforementioned book are included within this scenario 
  as a sidebar within the encounter or an appendix at the end of the adventure.    
  Preparation 
  First, you should print this scenario. This scenario supports single and double-sided printing.  There is enough 
  room along the inside margin to bind the adventure.  
  Read this entire scenario at least once before you run your game.  Familiarize yourself with any special rules, or 
  new equipment not presented in the books listed above.  Highlighting particularly important passages may help 
  with the flow of the game mechanics.  
  A grid map (one-inch square) or graph paper and a representation of adventurers, NPCs, and creatures will 
  enhance game play, as well as the other necessities (scrap paper, writing materials, and a set of dice) needed to 
  run the game.  
  Game Time: Have the players prepare their characters according to Exodus OPS campaign rulings, get them to 
  the scenario start point, and read the scenario introduction.  
  There is descriptive text in this scenario that is written so that you may present it to the adventurers, while 
  other text is for your eyes only.  Text for the players is bold text.  It is strongly recommended that you 
  paraphrase player text instead of reading it aloud.  Some of the text is general and needs to be adapted to the 
  specific situation, or to the actions of the adventurers. 
  
   
  Exodus OPS 
  Run to the Hills 
  4 
   
  ©2009 Glutton Creeper Games 
  Run to the Hills 
  Exodus OPS 
  Scenario 18 
  Run to the Hills 
  Location: Jericho Hills (DS 9), Utah Mountains  
  Number of Characters: 4 to 6 
  Average Character Levels:  3rd 
  Max CEL/SC: 18/12  
  Max Purchasable Equipment Value: Wendover (3500 steel, infrequent), Jericho Hills (1000 steel, infrequent) 
  Adventure Background 
  The Mutant Army is on the lookout for a very special group of escaped prisoners – Bio-Genetic mutants.  
  These mutant crossbreeds birthed from captive human females with male mutant DNA are an experiment of 
  the Mutant Army intended to create a new crossbreed of humanity, as well as swelling the ranks of the 
  Mutant Army, since infant children are difficult to come by after the Exodus.   
  A hundred or so Bio-Genetic Mutants recently escaped from the Mutant Army compound in Los Alamos, 
  through a planned distraction allowing the escape.  The Bio-Gens scattered into four groups (roughly the 
  same size), each heading out in a different direction.   The Mutant Army has pursued two of the groups, and 
  has tracked down one group that has taken refuge on the edges of the Steel Disciples’ territory, with the 
  Mutant Army in hot pursuit. 
  Adventure Summary 
  The Steel Disciples (pre-occupied with setting up a network of primitive communication towers throughout 
  their territory in Nevada and Utah) have spread themselves thin.  Needing to explore the Utah Mountains for 
  survey sites to place towers to cover their eastern outposts, the Disciples are outsourcing the exploration to 
  wasteland adventurers.   
  The adventure starts at the town of Wendover, which sits adjacent to the Steel Disciples’ Military Bunker.  The 
  introduction presents and assumes that the characters are interested in the job and have travelled to 
  Wendover seeking the Steel Disciples to undertake the survey of the Utah Mountains for suitable tower sites. 
  The first order of business before the characters are assigned a particular section of the Utah Mountains to 
  explore is a basic boot camp introduction from the Steel Disciples.  The Disciples will gauge the characters’ 
  and NPCs’ skills and then will assign them a location to explore.  The characters are conveniently grouped 
  together and sent to Jericho Hills with a small detail of Disciple soldiers and supplies. 
  Once in Jericho Hills, the characters report to Colonel Robert T. Hogan and Sergeant Ivanoft Kinchly who 
  detail the expedition plan and the locale to explore for tower sites.  The party will be provided amenities, pack 
  animals, and a surveyor’s map for the expedition. 
  At daybreak, the party is expected to set out to complete their task.  During the first twenty-four hours of the 
  expedition, the characters will encounter bears who think the characters are a nice meat-snack, and they will 
  possibly encounter a Mutant Commando surveying the area for the missing Bio-Mutants.   
  Towards the end of the first day, the party will stumble upon a cave that houses twenty five Bio-Genetic 
  Mutants.  This encounter has several outcomes and can be handled by combat or skill.  Depending on the path 
  chosen by the characters, their options vary; however none of this stops the Mutant Army’s advance into the 
  area.  When the characters depart the Bio-Gen location, they will see a small advancing army of one-hundred 
  Trans-Genetic Mutants with Mutant Canines canvassing the mountains and heading for Jericho Hills. 
  36 hours after the characters spot the Mutant Army, the Mutants will descend on Jericho Hills.  Depending on 
  the characters’ prior actions, there are several different outcomes that will lead to the conclusion of this 
  encounter, and end their expedition early.    
  
   
  Exodus OPS 
  Run to the Hills 
  5 
   
  ©2009 Glutton Creeper Games 
  Introduction 
  The Steel Disciples (pre-occupied with setting up a network of primitive communication towers throughout 
  their territory in Nevada and Utah) have spread themselves thin.  Needing to explore the Utah Mountains for 
  survey sites to place towers to cover their eastern outposts, the Disciples are outsourcing the exploration to 
  wasteland adventurers.   
  Like wildfire, word spreads across the wasteland that the Steel Disciples are constructing a vast new 
  shortwave communication system within their northern Nevada and Utah territories.  The Disciples 
  are accepting freelanced engineers to construct radio towers and are also seeking entrepreneurs for 
  an expedition into the Utah Mountains for site surveying.   Additionally, the Disciples have announced 
  that they are accepting new recruits into their military order, both on a volunteer and professional 
  basis, to combat the looming threats (particularly the Mutant Army and Raider Bands) of the 
  southwest.   
  The adventure starts at the town of Wendover, which sits adjacent to the Steel Disciples’ Military Bunker.  The 
  introduction presents and assumes that the characters are interested in the job and have travelled to 
  Wendover seeking the Steel Disciples to undertake the survey of the Utah Mountains for suitable tower sites.  
  Of course, Steel Disciple Initiate characters will be summoned to Wendover and then assigned to a survey 
  team at the end of Encounter 1; the Initiate doesn’t need to participate in the encounter, but may choose to do 
  so.  Proceed to the Wendover encounter below for all characters. 
  Wendover 
  Wendover, an old military town containing a fallout shelter 
  that housed military engineers, scientists, and soldiers during 
  the Exodus, is home to the Steel Disciples. Wendover was 
  rebuilt from the ashes of West Wendover, and sits on the 
  Nevada/Utah borders to house the Steel Disciples and start a 
  new government in the southwest. 
  While the Steel Disciples use the fallout shelter as their base 
  of operations, the ruins of Wendover were converted to 
  housing and training grounds for the Disciples’ military, all 
  powered by the shelter. New recruits and like-minded 
  individuals have flocked to Wendover to join the military or 
  for the protection and luxuries that the Disciples offer. Non-
  Military citizens must provide a service to the Disciples, and 
  many have set up merchant shops that provide for the 
  community and the military, while others provide the city 
  with maintenance or similar activities.      
  The town of Wendover consists of roughly a hundred renovated two-story wood and concrete 
  dwellings along with a few merchant shops and a farm attached to an aircraft hanger with a sign 
  stating “Sergeant’s.”  Next to the aircraft is a large training field with several people running an 
  obstacle course under the direction of a large man shouting orders and insults into a bullhorn.  
  Beyond the town lies a fenced-in military facility.  
  Wendover 
  Population: 280 citizens (90% human, 5% 
  Ghul, 5% Mutant) 
  Military: 300 Steel Disciples   
  Trade Goods – Infrequent up to 3000 steel  
  Services – Any 
  Wendover is a military based settlement, 
  headquarters to the Steel Disciples, that lies on 
  the ruins of the Wendover Military base.  
  Steel Disciples’ attitudes on Outsiders  
  The Steel Disciples judge on an individual and 
  group basis. Individuals that show lawfulness 
  and justice are embraced into the order, while 
  those 
  that 
  are 
  wicked 
  and 
  evil 
  are 
  exterminated.  Organizations that promote 
  wicked and evil actions are hunted by the 
  order and swiftly dealt with.      
  
   
  Exodus OPS 
  Run to the Hills 
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  ©2009 Glutton Creeper Games 
  Jim Sergeant (male human)  
  Cautious 3/Master Trader 6 
  Int 14, Wis 15, Cha 16 
  Barter +18, Listen +12, Spot +12 
  Sergeant’s Surplus  
  Sergeant’s Surplus is a general store and farm located in an old military 
  aircraft hanger just before the Military Base.  Sergeant’s carries just about 
  anything that is needed to survive the Wasteland.  From animals to armor to 
  equipment to weapons, Sergeant’s has it all.  Characters may purchase 
  equipment and supplies from Sergeant’s up to 3500 Steel in infrequent or 
  lesser scarcity.  Equipment may be purchased from chapter 4 of both the EXS and SWG.     
  Training Grounds 
  The Training Grounds is an obstacle course where the Steel Disciples train new recruits and volunteers in 
  their army.  Here potential soldiers’ endurance and combat abilities are tested to see if they have what it takes 
  to be a Steel Disciple. 
  A large muddy field with several obstacles and training devices sits next to Sergeant’s Surplus.  
  Several men and woman run through drills ranging from repetitive exercises to running a path of 
  obstacles.   Two men, one on either side of the field, dressed in grey sweats and wearing caps with the 
  Steel Disciples’ insignia, shout out orders and insults through a bullhorn at the recruits on the field.    
  If the characters approach the training ground, one of the Steel Disciple trainers, Master Sergeant Arlee, will 
  halt his barrage on the recruits, telling them to run 50 laps around the training ground and then will address 
  the characters, still using his bullhorn.  Should the characters show interest in joining the Disciples, they will 
  be allowed to run the obstacle course to see if they have what it takes (have the character make some 
  Strength and Dexterity-based skill DC 15 checks). If they are interested in the surveyor job, then proceed to 
  Specialized Training.       
  Military Base 
  The Wendover Military Base is the training facility for the Steel Disciples. Only initiates and higher ranking 
  Steel Disciples are allowed within the fenced-in military base.  All of the Steel Disciples stationed in Wendover 
  are housed at one of the several military barracks on site.  Additionally, the Wendover Fallout Shelter is 
  located on the base.  Only a handful of Steel Disciple senior members are allowed into the shelter, since it 
  holds all of the technology that keeps Wendover in operable shape, including electricity and clean water.  The 
  Fallout Shelter is highly guarded by a squad of elite Knights who will lay down their lives to protect the 
  shelter. 
  The Wendover Military Base lies beyond the small community and is surrounded by a two-tiered 
  security fence separated by ten feet with wrecked remains of pre-Exodus vehicles.  The first fence is at 
  least ten feet tall with razor wire around the top, while the second tier of fencing is eight feet tall with 
  warning signs depicting a lightning bolt.  An occasional arc of electricity jumps to a wrecked vehicle 
  that lies between the first and second tier of fencing.  Beyond the fencing, several impacted bunkers 
  lie in the middle of the fenced area along with the ruins of large buildings and a large raised steel 
  grate.  A single two story guard tower lies at the entrance of the facility, facing the community.  Several 
  small groups of Steel Disciples patrol the facility, along with an occasional fusion-powered patrol.      
  When the characters approach the guard shack at the entrance of the Military Base, read the following: 
  Four guards in combat armor with laser rifles stand in front of the gate near the guard shack.  Two 
  additional guards can be on the guard tower.  One guard addresses you, “Stand back civilian, this is a 
  restricted area, only authorized personnel allowed beyond this point.”    
  The characters will be unable to proceed into the Military Base.  However, if they mention that they are 
  interested in an engineering or surveyor job pertaining to the short wave communication system, the guard 
  will direct them to the Training Ground to see Master Sergeant Arlee.    
  
   
  Exodus OPS 
  Run to the Hills 
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  ©2009 Glutton Creeper Games 
  Specialized Training  
  The characters have encountered Master Sergeant Arlee and have shown interest in the surveyor job into the 
  Nevada Mountains.  Master Sergeant Arlee will go over the details of the job, and then require all non-Steel 
  Disciple classed characters to undergo a specialized training session before they get the job assignment at 
  Jericho Hills.  Characters with levels of Steel Disciple Initiate, Knight, or Sage will be exempt from 
  participating, unless they want to. 
  Greetings scumbags. I am Master Sergeant Arlee, and I understand that you are interested in working 
  for the Steel Disciples on the Short Wave communication network project.  First and foremost, before I 
  give you job details and pay scale, I will need to test your abilities on the training field.  This job 
  requires a certain level of awareness and fitness.  Having the strength of a snot-nose toddler will not 
  suffice.  Those of you that have Steel Disciple training have already been tested and you meatbags can 
  sit on the sidelines and watch these out of shape worthless bags of flesh strut their stuff on the field.  
  The rest of you scumbags lineup on the field, refusal is not an option if you want this detail.  Now move 
  out! 
  The characters will be drilled like they were Steel Disciple soldiers before Master Sergeant Arlee will give 
  them the details of the surveyor job.  The training session is nothing more than an exercise in dice rolling.  
  Detail some obstacles, and have the characters make some Strength, Dexterity, and Constitution checks as 
  well as physical-based skill DC 15 checks.  Also include a Fortitude DC 18 save for Endurance or else the 
  character is winded.  During the training session, Master Sergeant Arlee will shout out insults at any 
  characters if they fail an ability or skill check. 
  After about an hour of drilling the characters, Master Sergeant Arlee will take them into the barn attached to 
  the back of Sergeant’s Surplus and sit down at a table near the stables.   
  “Pull up a chair you panty waists and have some cold refreshing Ground Zero Toxicola.  Now to get to 
  the point, your job is simple, you will travel with a Steel Disciple caravan to the town of Jericho Hills.  
  Report to Colonel Robert Hogan and he’ll give you the details of the surveyor tasks.  Your pay scale is 
  100 steel per day of work.  Work includes guarding the caravan from dangers on the route to Jericho 
  Hills, and the surveyor tasks.  When your tasks are completed, you will return here with your papers 
  signed by the Colonel and receive your pay. 
  After the briefing, the characters will be introduced to the Steel Disciple caravan, which is loading up on the 
  opposite side of Sergeant’s Surplus.  The caravan will be leaving within the hour, and the characters will be 
  expected to be ready and depart with the caravan.  The characters will have an hour to explore Wendover or 
  purchase equipment. 
  The caravan travels from Wendover to Jericho Hills.  It consists of two haulers, loaded with various 
  armaments and supplies, and is guarded by 8 Steel Disciple Initiates and led by Knight Cipher Ashley.  Knight 
  Ashley is in charge, and the characters will report to her.  The caravan will not encounter any problems 
  during the five day journey.  Proceed to Jericho Hills.     
     
  
   
  Exodus OPS 
  Run to the Hills 
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  ©2009 Glutton Creeper Games 
  Jericho Hills (DS 9) 
  The trip from Wendover to Jericho Hills was pretty 
  much uneventful, beyond the normal dangers of the 
  wasteland, like radiation.  The route was simple, 
  following an old Interstate numbered 80 through the old 
  military testing grounds where Knight Ashley handed 
  everyone two doses Rad-Blocker 2 due to the high levels 
  of radiation from the desert area.  The caravan turned 
  south just before the ruins of Salt Lake City, following a 
  path which showed signs that at one time a pre-Exodus 
  road existed there.  The path followed the outskirts of 
  mountains on both sides in a valley, eventually climbing 
  into the western mountains and descending on the 
  opposite side to hills and flatlands.  After five days of 
  travel, the caravan had reached it destination of Jericho 
  Hills (Desert Sector 9). 
  Jericho Hills is a small city that has crumbled to ruins 
  from the elements after the Exodus.  Walls of salvaged 
  brick, metal, and wood surround a small encampment of 
  restored buildings in the center of the ruins.  Citizens 
  scurry around with material scavenged from the ruins 
  and take them to the encampment, while others are 
  actively repairing houses near the encampment.  The 
  caravan pulls into the encampment and begins to unload the two caravan haulers into a shed.  Knight 
  Ashley escorts you to a two-story brick building and takes you to a meeting room, telling you to wait 
  for Colonel Hogan to get your surveyor assignments. 
  The meeting room is small, consisting of a conference table and a small television and flash recorder.  A flash 
  crystal is plugged into the flash player and contains 13 episodes of a western-inspired modern day comedy 
  TV series called Psycho Dad.  If the characters view it while waiting for Colonel Hogan, Psycho Dad is a retired 
  lawman who has gone off on a killing spree, eliminating criminals, do-gooders, and even his wife.  Psycho Dad 
  finds criminality in anyone he encounters and believes that criminals must be eliminated with extreme 
  prejudice (except his teen-aged daughter and son, who provide comic relief).  Unscrupulous characters can 
  swipe the flash crystal and pocket it; nobody will notice it missing for days. 
  After about 30 minutes have passed, Colonel Hogan will enter the meeting room and introduce himself. 
  “A-ten-hut, surveyors.”  An old haggered looking silver-haired man wearing a dress uniform of the 
  United States military enters the room.  The man looks you over, “I guess this is the best that Arlee can 
  send me, but you’ll do for the mission I have planned.  I am Colonel Hogan, a highly decorated Steel 
  Disciple outpost colonel stationed here at Jericho Hills Central.  You’ll report to Tech Sergeant Carter 
  in the technology center with any findings on the mission.   Any questions?   
  Colonel Hogan doesn’t detail the mission to the characters until they ask him.  At which point, he’ll simply 
  state, “You are surveyors, what do surveyors do?  Go into the mountains east of here and survey the land for 
  anything and everything and report to Sergeant Carter.  Are you done wasting my time?  Dismissed, 
  surveyors.”   
  The party can freely explore the outpost, which contains a barracks (for lodging), a merchant shop, a mess 
  hall, the tech center, and a repair garage.  Characters can purchase Goods and Services as detailed above in 
  the Jericho Hills sidebar from the EXS or SWG.  Beyond the meeting room, the characters entered in the 
  Central Building. They will not be able to enter again until the conclusion of the scenario. 
  Additionally, the characters can gather information on the eastern mountains (which they are supposed to 
  survey) from various town’s folk or Steel Disciples, who will provide some information on the dangers of the 
  mountains.    
  Jericho Hills (DS 9) 
  Population: 50 citizens (100% human) 
  Military: 20 Steel Disciples   
  Trade Goods – Infrequent up to 1000 steel 
  Services – Kitchen Meal, Medical, Motel Room 
  (average), and Repair 
  Jericho Hills was a small city known as Delta in the hills 
  of the Rocky Mountains in Utah before the Exodus.  
  Survivors of the Exodus inhabited the untouched 
  buildings of Delta, and later allied with the Steel 
  Disciples for protection against the dangers of the 
  mountains.  Once the Steel Disciples incorporated 
  Delta into their protectorate, they renamed the town 
  Jericho Hills.    
  Steel Disciples’ attitudes on Outsiders  
  Steel Disciples tolerate any race or creed that does not 
  interfere with their tenants of justice.  Raiders and 
  Slavers are not tolerated by the Steel Disciples.  A 
  character with Slaves (or servants) will be treated as a 
  Slaver unless a Diplomacy DC 25 is succeeded.   
  
   
  Exodus OPS 
  Run to the Hills 
  9 
   
  ©2009 Glutton Creeper Games 
  Technology Center 
  The Jericho Hills Technology Center is an old radio station 
  that has been repaired with the radio signal amplified to 
  contact Eureka, the closest SD outpost to Jericho Hills.  The 
  Tech Center is operated by two trained Steel Disciple Initiates 
  and Technical Sergeant Carter. 
  When the characters enter into the Tech Center, they will be 
  greeted by Sergeant Carter, who sits behind a desk at the 
  entrance of the building.  More than likely, the characters will 
  seek out Sergeant Carter before departing Jericho Hills, after 
  speaking with Colonel Hogan, to get a better grasp of their 
  exact mission. 
  Sergeant Carter will provide the characters with a map of the 
  mountainous region around Jericho Hills and point out three 
  locations that he would like them to survey for potential 
  communications towers.  Give a copy of Overseer’s 
  Reference Map B to the players.    
  The Hill Survey  
  There are three different locations that the characters can explore, starting in the foothills of the Utah 
  Mountain and ending in the mountains.  The characters will be able to explore the first site using an all-
  terrain vehicle, such as a dirt bike, dune buggy, or jeep.  Other vehicle types will not be able to climb the steep 
  inclines.  Vehicles will not be able to be used to get to the two locations listed in the Utah Mountains, due to 
  the terrain features, including drops, fissures, overgrowth, rocks, steep inclines, and trees.   
  A: The Gully 
  The Gully is located northeast of Jericho Hills.  It is a dried up gully between some of the foothills of the Utah 
  Mountains.  The gully is about a 6 hour trip from Jericho Hills on foot, 4 hours by animal, or 3 hours by 
  vehicle.  The dried up gully was once an active river, but after the cataclysmic climate shifts following the 
  nuclear war, the area became more arid and the river dried up.  It became inhabited by a deadly strain of ants 
  that kill and devour anything that walks out onto the dirt above their colony.   
  The hills here gradually become steeper, with rocky ridges breaking up through the carpet of dead 
  pine needles on the ground.  What appears to be a dried up riverbed emerges from between scraggly 
  trees.  It’s little more than a plane of dried cracked earth about 200 feet across.  To the north, broken 
  chunks of masonry jut out from the cracked earth, flanked on either bank by what was obviously once 
  a bridge.  A rusted out hulk, probably once a vehicle, is half-buried amongst the fallen stones. 
  As the characters approach the riverbed, allow them a Spot DC 10 spot check.  Successful characters will 
  notice something on the riverbed – a stark white skeleton of some small mammal, picked completely clean.  
  Spot checks succeeding DC 15 reveal several more partially buried in dirt – the area looks like a miniature 
  graveyard.  A Knowledge (nature) DC 12 check will identify the types of animals here – squirrels, skunks, 
  raccoons, and even a few small deer.  A Treat Injury DC 24 check will reveal that a majority of the skeletons 
  have no signs of impact wounds or trauma to the bones. 
  Characters succeeding Spot DC 20 skill checks will see amongst the animal bones what looks like a large, 
  human skull jutting out from the mud near the fallen bridge.  This is the remains of a Mutant Army scout.  A 
  Knowledge (street) DC 20 check can identify the uniform the skeleton wears.  Any Trans-Gen or Bio-Mutant 
  will immediately recognize the uniform.   
  Gather Information (surveying) 
  1d4 x10 minutes 
  DC 5: The hills have eyes.  You need to be wary of wild 
  animals in the hills and mountains.  Common animals 
  encountered are bears and wolves, occasionally 
  worse. 
  DC 10: Vehicles are useless when venturing into the 
  mountains.  There are very few paths that nature has 
  not reclaimed leading up into mountains, making 
  nearly all vehicles worthless for the environment. 
  DC 20: Several small caves and fissures can be found 
  around the mountains.  Mostly animals dwell within 
  the caves, so beware.   
  DC 25: A few mines have been found, but these are 
  extremely dangerous because of collapses.  All of the 
  mines that have been discovered are collapsed.       
  
   
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  Attempting to excavate the mutant or lingering in the area for more than a few minutes will attract the 
  attention of the flesh-eating ants that live beneath the riverbed.  Read the following, should either event 
  happen:  
  Hundreds of diminutive red ants begin emerging from the cracked earth in response to your 
  activity.  They swiftly form into a large roiling mass of red some one-foot tall.  With voracious clicking 
  hunger, the mass turns towards you. 
  The ants will randomly go after the 
  largest concentration of characters.  
  Once blood is drawn, the ant swarm 
  will pursue those characters until 
  destroyed or the characters flee to a 
  safe distance (120 ft. or more).   
   
  When the party drives the swarm 
  away, they’re free to take a look at 
  the mutant’s body and explore the 
  wrecked car.  The car itself has 
  nothing of real value left inside it – 
  the leather of the seats is rotted 
  away 
  and 
  the 
  electronics 
  are 
  trashed.  However, there are about 
  15 pounds of good quality metal 
  buried partially underneath the 
  mud where they were protected 
  from the elements.  This can be 
  recovered with a Craft (salvage) DC 
  20 check and is worth 30 steel.   The 
  mutant’s gun is nearby – a large, 
  double barrel 20 gauge shotgun lays 
  wedged 
  into 
  a 
  crack, 
  largely 
  undisturbed.  The shells have all 
  been expended, but there are a 
  dozen or so on the mutant’s 
  bandoleer.  Also on the mutant’s 
  person is a set of dog tags, which 
  can trigger a special event when the 
  party eventually meets the Bio-Genetics in section C.   
  B: Sandstone Caves 
  The Sandstone Caves are directly to the southeast of Jericho Hills in the mountains.  The area consists of a 
  network of caves that dot the base of the Utah Mountains.  These caves are 10 hours due southeast of Jericho 
  Hills.  The terrain becomes increasingly rocky and unsuitable for vehicles the farther east the characters 
  travel, until the area becomes a series of steep raises heading into the mountains (Drive DC 40).   
  There are four cave entrances that are connected through a networking of natural tunnels.  These tunnels 
  were carved millions of years prior from lava tubes.  The tunnels all converge on a central chamber, which a 
  Mutant Commando Scout has set up as a base of operations.  Each of the four tunnel entrances is booby 
  trapped with plastic explosives to keep out explorers or large animals. 
  Characters that enter any of the tunnel entrances are subject to the 
  explosives unless they found the explosive trap and disarmed it.  
  Characters that are actively searching the area may make a Search DC 
  23 skill check to locate the trip wire attached to the plastic explosive.  A 
  Search DC 28 will also locate the plastic explosive hidden under some 
  Fire Ant Swarm:  
  CR 3, Large swarm; HD 5d10; hp 27; Mas —; Init +6; Spd 30 ft.; Defense 17 
  (+6 Dex, +2 natural, –1 size), touch 15, flat-footed 16; BAB —; Grap —; Atk 
  Swarm (2d6 physical damage to all in the swarm’s occupied squares + 
  Poison); FS/R: 10 ft. sq./0ft.; SV Fort +0, Ref +10, Will +2; Str 1, Dex 22, Con 
  8, Int –, Wis 13, Cha 6. 
  Feats: none 
  Skills: none     
  Species Traits  
  Confusion: Any individual susceptible to the swarm’s attacks who begins 
  his round in the swarm’s square must make a Fortitude save DC 15 or 
  become nauseated for 1 round.  Complex actions when within the swarm 
  require a DC 20 Concentration check.  
  Immunities: Immune to sleep, paralysis, stunning, and mind altering 
  effects.  Not subject to critical hits, precision damage, or massive damage. 
  Poison: Any individual taking damage from a swarm’s attacks must succeed 
  a Fortitude save DC 11 or take 1d4 points of Dexterity damage.  The 
  individual must save again 1 minute later or take an addition 1d4 points of 
  Dexterity damage. 
  Swarm: A Fire Ant Swarm deals 2d6 points of physical damage per round to 
  anyone caught within it at the end of the swarm’s movement.  This damage 
  can be reduced by damage reduction normally. 
  Swarm Traits: 
  Immune to physical 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 +50% 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. 
  Tremorsense:  60-foot range 
   
   
  Plastic Explosive  
  Reflex DC 15 (save for half damage)  
  Area of Effect: 20ft radius  
  Damage 5d10  
  Disarm (Demolition check) DC 18 
  
   
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  strategically placed rocks.  Alternatively, the characters can make Spot DC 30 skill check to notice the trip 
  wire.  If found, the characters can bypass the tripwire, else they will set off the trap.  Also, if they attempt to 
  disarm the plastic explosive and fail their demolition check by 5 or more, the plastic will explode.  
  A single Trans-Genetic Mutant Commando 
  Scout has set up a camp here in the last few 
  weeks as a base of operations to locate the 
  missing Bio-Genetic Mutants.  He has tracked 
  them to the area, but has yet to pin-point 
  their locale.  The Scout has radioed back to 
  the Mutant Army, using an amplified satellite 
  transponder linked to an old military satellite 
  that the Army has been using. 
  The scout will be in the cave when the 
  characters come to explore the site.  If the 
  explosives detonate, he’ll hide near the 
  entrance of the explosion and set up an 
  ambush to attack the first target entering into 
  his camp.  The first character entering into 
  the camp chamber may make a Spot DC 31 
  skill check to notice the Commando.  If 
  noticed, the character may act in the surprise round, else the Commando strikes unimpeded.  Have the 
  characters roll initiative, and begin combat.  The Commando is an expert in stealth and in melee combat, and 
  will use this to his advantage.  The Commando’s statistics are located in Appendix A. 
  If the scout is reduced to 10% of his Hit Points, he will flee, using one of the tunnels that are still armed with 
  explosives.  If captured, he will refuse to talk, and will attempt to enrage the captors with rudeness and 
  taunts. 
  The camp itself contains the satellite transponder, a bedroll, H-Rations (5), a deck of playing cards, and a case 
  (24) of Sterile Springs bottled water.    
  C: Trapper’s Valley 
  Trapper’s Valley is directly to the south of Jericho Hills in the rolling hills of the Utah Mountains.  The valley is 
  12 hours south by southeast of Jericho Hills.  The terrain is full of rocks and trees, making vehicle travel 
  extremely difficult through the area (Drive DC 35).   
  The Trapper’s Valley is where the Bio-Genetic Mutants are currently holed up.  Signs of activity are apparent 
  in the area, as some Bio-Gens leave to gather food and hunt.  A Survival (track) DC 12 check will reveal at least 
  six different boot-size tracks amongst the trees entering into a valley that leads to a large-mouth cave.  
  Unlike the rest of the wasteland, which is grey and dead, the valley that lies before you is a shining 
  beacon of life.  Pine trees line the valley walls, shadowing the dead trees from yore and the sounds of 
  animals fill the air with various sounds.  A small trail at the bottom of the valley leads to a dark, 
  ominous, large-mouthed cave.     
  Two Bio-Gens guard the cave’s entrance, sitting in the shadows, hidden from view from the outside.  When 
  the characters approach, one of Bio-Gens will step out of the shadows with a primitive bow pointed at the 
  lead character and demand the characters halt their approach, while the other goes to alert the Bio-Gen 
  leader, Lincoln.   
  This is not meant as a combat encounter; however the characters may attack the Bio-Genetic with the bow.  If 
  they do, the Bio-Gen will fire a shot and then retreat into the darkness of the cave, and the Bio-Genetic 
  Mutants’ leader’s attitude will change from Indifferent to Unfriendly. 
   
   
  
   
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  After a few rounds, the Bio-Genetic Leader will appear at the mouth of the cave and address the characters.   
  A mountain of a human man dressed in layers of animal skins with discolored facial skin of tan and 
  grey hues emerges from the cave entrance.  Speaking in simplistic English, he says “Ho there, peace, 
  we look for no trouble.  Leave us be, turn away, just walk away.  Us have nothing for man, turn away.  
  Us simple man on pil…grim…age.”  The huge man stands in the entrance, watching you.      
  If the characters walk away, then no hostility will take place.  Behind Lincoln are 12 Bio-Gens with bows and 
  arrows, and another 8 with simple weapons (clubs, deer antlers, wooden spears).  
  Should the characters wish to speak with the Bio-Gens, Lincoln will approach the characters, and the other 
  Bio-Gens will remain hidden in the cave entrance, ready to respond to any hostilities.  In order for Lincoln to 
  open up to the characters, the characters must gain his trust by explaining their purpose and passing a 
  Diplomacy check based on the attitude of Lincoln.  Lincoln’s attitude starts at Indifferent (or Unfriendly if the 
  characters attacked the guards).  The characters will need to succeed the Diplomacy check and change 
  Lincoln’s attitude to Friendly or Helpful before Lincoln will open up about why the Bio-Gens are here. Failure 
  results in Lincoln asking the characters to leave and having nothing to say to them. 
  Relate the following information to the characters if they change Lincoln’s attitude to Friendly or Helpful: 
   
  Lincoln is one of four leaders of the Half-Mutants or Bio-Genetics.  The Bio-Gens escaped from the Mutant 
  Army military facility to the southeast over a month ago and split into four groups, each with an 
  appointed leader.  Each group headed into a different direction in an attempt to have at least 50% avoid 
  the Mutant Army recapturing them. 
   
  A Bio-Gen is the offspring of a Trans-Genetic Mutant Male and a Female Human.  The birthing process is 
  99% fatal for the female host.  The term of the Female is the same as for carrying a normal human child.   
   
  The Bio-Gens stationed at the Mutant Army facility were engaged in a science project to boost the 
  number of soldiers in the Army.  The Bio-Gens were treated as substandard soldiers, nothing more than 
  slaves, really.  Education was not a priority, military training was.  A really old human scientist, the head 
  of the Bio-Genetic Mutant project, formulated and executed the escape plan. 
   
  The Bio-Gens are looking to escape and blend into the human world, away from the war mongering 
  Mutant Army.  All they seek is a new start.    
  If the characters change Lincoln’s attitude to Helpful, the Bio-Gens will be willing to meet with the Steel 
  Disciples; however a Disciple Knight will need to travel here to start negotiations.  Lincoln and his men will 
  not leave the safety of the cave, except after encounter 4 takes place.         
  Encounter 4 – The Mutant Army 
  At some point following the discovery of the Bio-Genetic Mutants, the characters will want to report back to 
  Colonel Hogan or Tech Sergeant Carter at Jericho Hills.  During their journey back to the Jericho Hills, the 
  characters will spy a large number of Trans-Genetic Mutants heading in the direction of Jericho Hills.   
  A large group of Trans-Genetic Mutants, mutated dogs, and various army vehicles with heavy 
  armaments slowly proceeds north through the hills south of Jericho Hills following an old road that is 
  nothing more than a path now.   According to your surveyor’s map, this route leads to Jericho Hills.  
  The Mutant Army has gathered intelligence from their scouts of the Steel Disciple outpost of Jericho Hills 
  while searching for the escaped Bio-Gens.  Since a battalion of soldiers was stationed at the base of the Utah 
  Mountains in the Badlands, the order was given by the commander of the army to eliminate the settlement, so 
  that the Bio-Gens have no safe haven to flee to. 
  This army is too large for the characters to handle without the aid of both the Steel Disciples and the Bio-
  Mutants.  The choice is which the party will seek out first.  Getting back to the Jericho Hills is easy enough, as 
  the characters can move faster than the Mutant Army.  However, the characters may also seek out the aid of 
  
   
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  the Bio-Mutants.  Both of these options, along with the choice of attacking the army (very bad choice) are 
  presented below. 
  Attacking the Mutant Army 
  Attacking the Mutant Army as it proceeds toward Jericho Hills is fruitless.  The army is over 100 strong with 
  heavy armaments and will eliminate the characters with ease.  Emphasize to the characters that attacking the 
  army is a foolish tactic due to the heavy armaments that can cause mass destruction.  If the characters 
  proceed in attacking the army, the Mutant Commander inside one of the vehicles will issue the order allowing 
  the use of deadly force via weapons of mass destruction.  One of the tanks will fire a bunker bomb in the 
  direction of the attack or attacks dealing 10d6 points of damage to the area within a 100 foot radius (Reflex 
  DC 28 for half).  Any characters not killed by this attack will be captured unless they can flee.  If the characters 
  enter into melee, they will be swarmed and captured.  If the characters are captured, proceed to Conclusion 
  D: Mutant Army Captive. 
  Warning Jericho Hills 
  The characters can outrun the Mutant Army to reach Jericho Hills before the army arrives there, but not by 
  much time.  If the characters are on foot, they’ll arrive 1 hour before the Mutant Army. If they’re traveling by 
  animal or vehicle, it takes 2 hours (this is regardless of the distance they need to travel).  It doesn’t matter 
  who the characters talk to, the alarm will be raised, and Colonel Hogan will approach the characters for a 
  debriefing.  If the characters mention the Bio-Mutants at Trapper’s Valley, then he’ll request that they return 
  to seek aid from them, as they have military training and a dislike of the Mutant Army. From the size of the 
  Mutant Army, Jericho Hills will fall within 24-48 hours without aid.  The closest Steel Disciple outpost is in 
  Eureka, to the north of Jericho Hills, and Colonel Hogan will immediately call for assistance from Eureka, but 
  it will take 48 hours for aid to arrive. 
  If the characters insist on aiding Jericho Hills in their defense, proceed to Encounter 6: Endgame (option A).  
  If they head out in an attempt to recruit the Bio-Mutants, proceed to Encounter 5: Bio- Genetic Mutants.         
  Warning the Bio-Mutants 
  After seeing the size and armaments of the Mutant Army, the characters may set out to warn or recruit the 
  Bio-Mutants.  If this is the case, proceed to Encounter 5: Bio-Genetic Mutants.  If they’re successful in 
  recruiting the Bio-Mutants, by the time the characters are able to return Jericho Hills, the outpost is fully 
  under siege with heavy causalities.  Proceed to Encounter 6: Endgame (option B).   
  Run to the Hills 
  After seeing the size and armaments of the Mutant Army, the characters run to the hills and let the both the 
  Bio-Mutants and Jericho Hills fend for themselves.  Proceed to Conclusion C: Run to the Hills.   
  Encounter 5 – Bio-Genetics Mutants 
  The characters have returned to Trapper’s Valley because of the Mutant Army, either by the request of 
  Colonel Hogan or to warn them of the Mutant Army’s position.  If the characters left the Bio-Gens on 
  Indifferent or better terms, then the Bio-Gen commander Lincoln will see the characters as detailed below.   
  If the characters left the Bio-Gens on Unfriendly or Hostile terms, then the Bio-Genetic Mutants have fled the 
  area further into the mountains.  The characters can attempt to track the Bio-Gens (Survival DC 15) and 
  attempt a new Diplomacy check based on the new situation.  If they change the Bio-Mutants attitude to 
  Friendly, then the Bio-Gens will head out to Jericho Hills with the characters.  However, regardless of 
  outcome, by the time any of them get back to Jericho Hills, the outpost has been razed and destroyed.  If the 
  characters convinced the Bio-Gens to join them, they can convince the Bio-Gens to go back to Wendover and 
  ally with the Steel Disciples.  Proceed to Conclusion B: Jericho Hills Destroyed and Conclusion D: Bio-Gens 
  join the Steel Disciples. 
  
   
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  If the characters left the Bio-Gens on Indifferent terms, they may make a new Diplomacy check to change the 
  attitude to Friendly or better.  If they fail to change the Bio-Gens attitude to Friendly or better, the Bio-Gens 
  will not be interested in helping them against the Mutant Army or joining with the characters. 
  If the characters change the Bio-Gens attitude to Friendly or Helpful terms (or it was that way when they left), 
  the Bio-Gens will join with the characters without the need of a Diplomacy skill check.  Proceed to Encounter 
  6: Endgame (option B) or Encounter 6: Endgame (option C), whichever is applicable for the situation. 
  Encounter 6 – Endgame 
  The Mutant Army, while scouting for the location of the Bio-Genetics Mutant escapees, learned of Jericho Hills 
  from advanced Mutant Commandos.  With finding the Bio-Gens now as a secondary operation, the Mutant 
  Army dispatched a platoon of 60 soldiers with heavy artillery and armaments to eradicate the Steel Disciple 
  outpost and then continue with the Bio-Gen recovery operation.  
  Option A: No Reinforcements 
  The characters have chosen to make a stand against the Mutant Army without seeking aid of the Bio-Gens as 
  requested.  The characters will have to participate in all 3 waves of the combat to successfully defeat the 
  Mutant Army forces and cause a retreat.  Additionally, the Random Effect Reflex save increases to DC 15 
  instead of DC 12.   
  A low rumbling comes from the south, as a wave of Trans-Genetic Mutants and vehicles crests a hill 
  at the southern reaches of Jericho Hills.  Several advanced Mutant Soldiers fire Rocket Launchers at 
  the outlying buildings of the Steel Disciple Outpost.  The Steel Disciple soldiers and volunteers stand 
  ready within the outpost, waiting Colonel Hogan’s signal to engage the Mutant Army.   
  Option B: Full Reinforcements 
  The characters have warned the Bio-Genetic Mutants of the Mutant Army’s position and have convinced them 
  to aid in the defense of Jericho Hills, their apparent destination.  The characters will have to participate in 
  wave 1 (coming from the south) and wave 2 of the combat to successfully route the Mutant Army forces and 
  cause a retreat, as the Bio-Gens take their fair share of the battle.  Additionally, the Random Effect Reflex save 
  decreases to DC 10 instead of DC 12.   
  Explosions and gunfire hail from the north as you and the Bio-Genetic Mutants travel to Jericho 
  Hills.  Cresting a hill south of Jericho Hills, the large force of the Mutant Army comes into view.  The 
  Mutant Army has begun their assault on the Steel Disciples of Jericho Hills.  
  Option C: Full Reinforcement (late arrival)  
  The characters were sent from Jericho Hills to recruit the Bio-Genetic Mutants and have convinced them to 
  aid in the defense of Jericho Hills, the apparent destination of the Mutant Army.  The characters with the Bio-
  Gens arrive late and will have to participate in wave 3 of the combat to successfully defeat the Mutant Army 
  forces and cause a retreat.     
  A large plume of smoke and the sounds of burst gunfire hail from the north as you and the Bio-
  Genetic Mutants approach Jericho Hills.  Cresting a hill south of Jericho Hills, the outpost is on fire 
  with the outlying building burnt to the ground.  The large force of the Mutant Army comes into view, 
  gunning down people attempting to retreat.  A small group of Steel Disciples are holding the command 
  center, but the Mutants are bearing down upon them.  
   
   
  
   
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  Random Effects of the Battlefield (CEL +1)  
  (1-10) Random Fire: A stray bullet (Atk: +10 
  range) may hit the character, dealing 2d8 
  points of damage. 
  (11-15) Debris: A large chunck of something 
  from an explosion is blown towards the 
  character.  He must succeed a Reflex DC 18 
  save or take 3d6 points of damage and make a 
  Balance DC 15 skill check or suffer a 
  Knockdown. 
  (16-18) Burst Fire: The character is targeted 
  with a random burst fire from somewhere.  If 
  the character succeeds a Reflex save DC 15, 
  they avoid the damage.  Damage 4d8. 
  (19-20) Grenade Launcher:  A grenade from a 
  launcher lands in the character’s square and 
  explodes, dealing burst damage to all 
  characters within the burst range. 
   
  The Mutant Army (see Appendix A for Stats) 
   
  Has a total of 60 troops - a platoon.  The commanding 
  officer is a field lieutenant, and he has a platoon sergeant 
  as his second in command. 
   
  The platoon is divided into 3 squadrons consisting of 20 
  soldiers, led by a battle commander.  A squadron is 
  broken down into 5 groups of 4 soldiers each with a 
  squad leader.  
   
  Additionally, there are 4 Mutant Commandos who fulfill 
  various infiltration functions.   
   
  This is a large battle involving over 100 people, and should be 
  presented as extremely chaotic and intense.  Be sure to describe 
  the sounds of gunfire all around, bullets ricocheting off nearby 
  surfaces, corpses on the ground, and fights breaking out all over.     
  Since this is a large battle, every round that the characters are 
  involved in the fight, within 1000 feet of Jericho Hills, they may 
  be the victim of a random effect from the battle.  Have each 
  character roll a Reflex save DC 12; those that fail are the targets of a random effect.  Some effects have an area 
  of effect on the character, which in turn may affect others in close proximity.  Characters that suffer from 
  Random Effect roll a d20 and use the following sidebar: 
  The Steel Disciples 
  The Steel Disciples have little input in this battle; they are fighting for their lives.  All 20 of the soldiers, a 
  dozen or so civilians, and the Steel Disciples’ commanders are actively engaged in combat for all three waves 
  of battle.  Colonel Hogan will be directing his soldiers and volunteers in the defense of the Outpost during 
  Wave 1.  The Steel Disciples will retreat into the Command Center and Tech Center during Wave 2.  The 
  remaining soldiers will defend the Command Center during Wave 3.  The characters actions will determine 
  the success or failure of Jericho Hills.  Portray the Steel Disciples’ soldiers as fighting for their town and 
  livelihood against an army 3 times their size.      
  Mutant Army Battle Wave 1 
  In the first wave of battle, there are two locations that the battle will take place at. 
   
  Outer Jericho Hills: The Mutant Army will fire ranged artillery at the outer buildings, destroying them 
  and killing anyone inside, creating large smoking debris, and concealing their approach from the south.  
  Characters outside of the Outpost will be subject to the blast effect of the mini-nukes and will take 10d10 
  points of damage (Reflex save DC 18 for half) from the blast and flying debris.  Characters left standing 
  will have to fight off a squadron of soldiers (that is 20+) that are advancing to the Outpost Walls 
  (recommend a retreat into the Outpost). 
   
  Outpost Walls (south): The Outpost walls are sturdy – made of steel and wood, reinforced with brick.  
  The Mutant Army will fire ranged artillery at the outpost’s southern wall, creating several breaches in it.  
  Characters at the walls will take 6d6 points of debris damage (Reflex save DC 15 for half).   
  Once the breaches are created, a squad of soldiers will enter through the breaches, gunning down 
  anything in their path.  A Mutant Commando will radio a coordinated strike at the Tech Center. Allow the 
  characters a Spot DC 28 skill check to notice the Commando sneaking about.   
  Steel Disciple soldiers will engage the Mutant Soldiers at the breach.  Characters will have the choice of 
  attempting to stop the Commando (if spotted), or engage a squad of soldiers.  If they do not spot the 
  Commando, Colonel Hogan will instruct them to engage the soldiers.  Once the Commando or the squad is 
  defeated, this battle wave is completed.   
  
   
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  Option B characters will be approaching from the south, where the Mutant Army is staging the attack.  The 
  Bio-Gens will rush into the city and attack the squadron breaching the walls and suggest the characters do the 
  same.  If the characters fail to follow suit, they will have to deal with the remaining two squadrons that are 
  remaining, preparing to move out to the east and north.  Characters that attempt to hide or fail to meet the 
  objective will be forced into the Outpost and Battle Wave 2.  
  Success Operation:  
  Defeat a Mutant Army squad or the Mutant Commando.  
   
  Failure Options: 
  If Option A characters are defeated or retreat, the Outpost is overrun and destroyed.  Characters that cannot 
  flee will be taken for use in experiments.  Proceed to Conclusion B: Jericho Hills Destroyed and Conclusion 
  C: Trans-Genetic Experiments.  If successful, proceed to Battle Wave 2. 
  If Option B characters are defeated or retreat, the Bio-Gens pick up the slack, aid the non-dead characters and 
  retreat into the outpost.  Proceed to Battle Wave 2.  If the characters are successful in stopping the breach, the 
  enemy is slightly staggered, but proceeds forward. Proceed to Battle Wave 2.   
  Meanwhile, during the first wave of battle, squadron 2 and 3 move into flanking positions to the east and 
  north of Jericho Hills.  Each squadron has artillery cannons, as well as other means of mass destruction.  This 
  activity begins at the start of Battle Wave 2.    
  Mutant Army Battle Wave 2 
  In the second wave of battle, the Mutant Army will target the Tech Center, attempting to knock out 
  communications with other Steel Disciple outposts and lay in a siege on the Command Center.  The second 
  and third squadrons will breach the eastern and northern walls and head toward those destinations. 
   
  Outpost Walls (east and north): The Outpost walls are sturdy – made of steel and wood, reinforced 
  with brick.  The Mutant Army will fire ranged artillery at the outpost’s southern wall, creating several 
  breaches in the wall.  Characters at the walls will take 6d6 points of debris damage (Reflex save DC 15 for 
  half).   
  Once the breaches are created, squads of soldiers will enter through the breaches, gunning down 
  anything in their path.   
  Steel Disciple soldiers fall back to the Command and Tech Centers.  Option A characters that fail to fall 
  back will be overrun. Give them the option to flee, be captured, or be exterminated.  If captured, proceed 
  to Conclusion B: Jericho Hills Destroyed and Conclusion C: Trans-Genetic Experiments 
   
  Tech Center: The Mutant Army’s target during this phase of the operations is to destroy the Tech Center.  
  If the center was targeted in the prior round by the Commando, and the Commando was not defeated, 
  then several mini-nukes will hit the building, destroying it and half of the Steel Disciples that were using 
  it as cover.  Characters that retreated to this building will take 20d6 points of damage (Reflex save DC 18 
  for half).  Characters that are within 100 feet of the building take 5d6 points of damage (Reflex save DC 
  15 for half) from the debris.   
  If the Commando was killed in wave 1, then several squads of soldiers 
  will attempt to overrun the Tech Center.  The characters can attempt 
  to aid in the defense by taking on a squad of soldiers.  If successful, the 
  Tech Center will is defended; however a sneaky Commando has 
  planted plastic explosives on the radio tower.  Allow a Spot DC 18 skill 
  check to notice the explosive rig.  It is on a timer, and the characters 
  have one-minute (10 rounds) to disarm the detonator.  
   
   
  Plastic Explosive  
  Reflex DC 15 (save for half damage)  
  Area of Effect: 20ft radius  
  Damage 5d10  
  Disarm (Demolition check) DC 18 
  
   
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  Command Center: The Mutant Army will begin stages to set up artillery aimed at the Command Center 
  of Jericho Hills.  Several of the Steel Disciples have retreated into the building to use it as cover to fight off 
  the Mutant Army.  Colonel Hogan will instruct the characters if they have arrived here to take out an 
  artillery cannon the Mutants are setting up a few hundred feet to the south of the Center or gain control 
  of the cannon.   
  Success Operation:  
  Disarm the Plastic Explosives on the Tech Center  
  –OR–  
  Destroy the artillery cannon or gain control of the cannon.   
  Failure Options: 
  If Option A characters are defeated or retreat, the Outpost is overrun and destroyed.  Characters that cannot 
  flee will be taken for use in experiments.  Proceed to Conclusion B: Jericho Hills Destroyed and Conclusion 
  C: Trans-Genetic Experiments (for characters that it applies to).   
  If Option B characters are defeated or retreat, the Bio-Gens pick up the slack, aid the non-dead characters and 
  retreat into the outpost.  Proceed to Battle Wave 3.  If the characters are successful in stopping the breach, the 
  enemy is slightly staggered, but proceeds forward or retreats if Wave 1 was successful.  Proceed to Battle 
  Wave 3 or Conclusion A.   
  Meanwhile, during the second wave of battle, squadron 3 begins to lay siege to the command center, moving 
  strategically through the Outpost.  The squadron sets up artillery cannons and other means of mass 
  destruction in preparation for the total annihilation of Jericho Hills.  This activity begins at the start of Battle 
  Wave 3.    
  Mutant Army Battle Wave 3 
  In the third wave of battle, the Mutant Army will destroy the Tech Center now that they are within the 
  Outpost, if not already destroyed.  The rest of the force will lay siege to the Command Center, preparing to 
  unleash a heavy dose of artillery cannon fire on the building.   
   
  Tech Center: If the Tech Center is not destroyed in this phase, it will be.  Several artillery rounds will hit 
  the building, destroying it and anyone using it as cover.  Characters that retreated to this building will 
  take 20d6 points of damage (Reflex save DC 18 for half).  Characters that are within 100 feet of the 
  building take 5d6 points of damage (Reflex save DC 15 for half) from the debris.   
   
  Command Center: The Mutant Army has set up artillery aimed at the Command Center of Jericho Hills.  
  Several of the Steel Disciples have retreated into the building to use it as cover to fight off the Mutant 
  Army.  Colonel Hogan and the remaining Steel Disciples are making their stand here and know that the 
  outlook is grim in the face of the cannons.   
  Characters trapped inside of the Command Center will be ordered to retreat through an escape tunnel 
  that leads into the foothills about 500 feet west of Jericho Hills.  However, if they refuse they can make a 
  stand with the Steel Disciples.  If this is the case, several rounds of artillery fire will strike the building; 
  however the structure is mostly steel, cushioning the destructions.  All characters must make a Reflex DC 
  15 save or take 6d6 points of damage from debris.  After the artillery fire, the Mutant Army soldiers will 
  storm the building, attacking the remaining Steel Disciples.  The characters will need to protect Colonel 
  Hogan for 10 rounds, at which time several helicopters launch an air strike on the Mutant Army, causing 
  its retreat.  The characters will face a constant 4 Mutant Soldiers in this fight; when one falls, another 
  takes it place.     
  Option C characters will be approaching from the south where the Mutant Army is within the Outpost.  The 
  Bio-Gens will rush into the outpost, attacking the artillery squads and suggest the characters do the same to 
  gain control of the weapons and turn them on the Mutant Army.  If the characters fail to follow suit, Jericho 
  Hills and the Bio-Gens are defeated.   Proceed to Conclusion B: Jericho Hills Destroyed.  
   
   
  
   
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  Success Operation:  
  Protect Colonel Hogan’s life for 10 rounds. 
  –OR–  
  Defeat a squad and gain control of an artillery cannon.   
  The Battle’s End 
  Success 
  If the characters managed to defeat two battle waves (or one if Option C) of opponents or challenges 
  presented, the Mutant Army will be routed and will retreat to the south.  Battlefield equipment will be 
  collected by the remaining Steel Disciples, cataloged, and stored.  The characters will receive a credit with 
  Jericho Hills where they will have access to the armaments.  Proceed to Conclusion A – Defeated the Mutant 
  Army.   
  Defeat 
  If the characters are unable to defeat two or more waves of the Mutant Army, Jericho Hills will be burnt to the 
  ground and overrun.   Characters that cannot flee will be taken for use in experiments.  Proceed to 
  Conclusion B: Jericho Hills Destroyed and Conclusion C: Trans-Genetic Experiments (for characters that 
  it applies to). 
  Conclusions 
  Conclusion A – Defeated the Mutant Army 
  The Mutant Army has been routed. 
  Superior tactics and pure luck have forced the Mutant Army into retreat, leaving the crippled 
  Jericho Hills a smoldering, but still operational, Steel Disciple outpost.  The survivors of the battle 
  rejoice in the defense of the outpost and mourn their brethren that perished in the bloody battle. 
  Colonel Hogan address you, “You have done well, soldiers.  If it was not for your aid in the defense of 
  Jericho Hills, we would all be dead or worse, Mutant experiments.  But don’t pat yourselves on the 
  back yet, just because we won this battle does not mean that the war is over.”   
  He continues, “Jericho Hills needs to be rebuilt and repopulated.  To our fortune, we have gained 
  many armaments, including heavy artillery.  Since you did do more than your job requirements, and 
  aided this outpost, I will authorize two details.  First, since you have proven your worth in battle and 
  aided in the defense of a Steel Disciple outpost, I will recommend to my superior in Wendover that 
  you are granted advanced battlefield experience, and if you desire, acceptance in the order as a 
  Knight or Scribe.  Second, I will authorize you a 7500 steel credit towards any armament, armor, or 
  gear found on this battlefield.”      
  The characters earn the Advanced Steel Disciple Initiation and Steel Disciple Credit entries on the 
  certificate log.  Additionally, the characters earn +5% Steel Disciples fame. 
  If the Bio-Gens are present at this conclusion, proceed to Conclusion D. 
   
  Conclusion B – Jericho Hills Destroyed 
  Jericho hill has been destroyed. 
  Escaping to safety seemed the best option as the Mutant Army overran the small Steel Disciple 
  outpost of Jericho Hills.  In the distance, thick black smoke rises into the grey abysmal sky, as 
  continued gunfire and explosions sound.  This defeat of mankind is just another reminder of the 
  Exodus and the fact that war never changes.  
  
   
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  The characters earn no reward or fame/infamy for Jericho Hills being destroyed.  Returning to Wendover will 
  result in disappointed looks from other Steel Disciples and their citizens, as it appears they expected more of 
  the characters. 
   
  Conclusion C – Trans-Genetic Experiment 
  A character or characters has been captured by the Mutant Army. 
  The battle at Jericho Hills ended in disaster.  The last thing any of you can remember was a great 
  flash, followed by pain, and then darkness.  You slowly drift back into consciousness to find 
  yourselves held in cages, like a kennel for dogs.  Several Trans-Genetic Mutants wearing labcoats 
  watch you and make notes on a clipboard.  You notice that your head has been shaved, and you have 
  several long incisions across the back, sides, and top of your head, but not on your face.  
  The characters are kept captive by the Trans-genetic mutants at an outpost north of Los Alamos.  Each day, 
  they are subject to injections and strange experiments which they have little power to avoid.  The characters 
  manage to escape by spending 60TU, however they suffer from the experiment, and who knows what the 
  future will hold for them.  The characters gain the Guinea Pig entry on their certificates.  Mutant Spies will be 
  released after a few days to give the appearance that they are taken back to the Mutant Army for court martial 
  as a defector.   
   
  Conclusion D – Bio-Gens and the Steel Disciples 
  The Bio-Gens participated in the battle of Jericho Hills or were escorted to Wendover. 
  After a long meeting with the Steel Disciples, Lincoln (the Bio-Genetic Mutant leader) agrees to join 
  the order with his squad of men.  The shared military backgrounds are welcomed into the Steel 
  Disciples, along with their knowledge of the inner workings of the Mutant Army and their facilities 
  throughout the southeast wasteland.    
  By uniting the Bio-Gens with the Steel Disciples, the characters earn the respect of the Steel Disciples.  The 
  characters gain +5% Steel Disciple fame in recognition of bolstering the military might of the Disciples with 
  powerful trained allies.  
  The End… 
   
   
  
   
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  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 when calculating 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 divide by 
  the number of characters, assisting creatures, and NPCs to determine the APL of the group.  APL plays a factor 
  in the number of Creature 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.   
  If the APL is less than the CEL, add the difference to the CEL then multiply by the total HP to determine EXP 
  earned.   
  If the APL is greater than the CEL, subtract the difference to the CEL, then multiply by the total HP to 
  determine EXP earned. 
  SC (Skill Challenge) 
  RP (Role-Playing) 
  Skill XP = 250 times SC 
  Conclusion Reward 
   
  Experience  
  EXP  
  Earned 
  Combat (CEL)  
  Achievements 
  The Hills Survey: The Gully 
  Defeating the Fire Ant Swarm 
  3 (+/– APL) x 81 
  The Hills Survey:  
  Sandstone Caves 
  Defeating the Mutant Commando 
  7 (+/– APL) x 60 
  Endgame 
  Defeating a Mutant Army Squad 
  11 (+/– APL) x 173 
  Endgame 
  Defeating a Mutant Commando 
  7 (+/– APL) x 60 
  Skill Challenge (SC) 
  Specialized Training  
  50% of characters succeed in the training drill  
   
  (various ability checks) 
  125 
  Jericho Hills 
  Gathering Information on Survey job (Gather Information) 
  125 
  The Hills Survey: The Gully 
  Identifying the Fire Ant Swarm danger  
   
  (Knowledge (nature) and Treat Injury) 
   250 
  The Hills Survey:  
  Sandstone Caves 
  Bypassing or Disarming Plastic Explosives  
  250 
  The Hills Survey:  
  Trapper’s Valley 
  Befriending the Bio-Genetic Mutants  
  125 
  Role Playing (RP) 
  Wendover 
  Exploring the 3 detailed locations  
  50 
  Wendover: Training Grounds 
  2 of more characters participate in exercise drills  
  100 
  Jericho Hills 
  Watching Psycho Dad 
  50 
  The Hills Survey:  
  Trapper’s Valley 
  Friendly interaction with the Bio-Genetic Mutants  
  100 
  Conclusion A 
  Story Award 
  2500 
  Conclusion D 
  Story Award 
  500 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent: amount of days in adventure (min. 8) 
  
   
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  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% Steel Disciple fame 
  Conclusion B or C: +3% Steel Disciple infamy 
  Conclusion D: +3% Steel Disciple fame 
  Treasure 
  To determine the amount of treasure (loot and coin) that a character earns, consult the results below for 
  items, and add up the coin earned from the encounters in which the character participated.  A chart of 
  potential coin earned is included below for quick reference.  Allow the players to determine the items that 
  they are keeping and what they are selling.  Items with a quantity of (1) only one player can attain, and it is up 
  to the players to determine who gets the item without in-character fighting.  A common method to determine 
  who gets a disputed item is a dice roll off; or, one of the characters adding the sell value to the coin earn that 
  is split amongst the other characters.  Selling items is broken up into three categories below with a base sell 
  price (1/2 cost) and two barter categories (5% and 10%). 
  Encounter 
  Maximum Attainable Coin 
  Conclusion A or B  100 Steel x TU spent per character 
   
  Equipment  
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter 
  DC 30 
  Barter 
  DC 35 
  The Hills Survey: The Gully 
  +5% 
  +10% 
  Ammunition (20 gauge slugs) (12) 
  9 
  108 
  Double Barrel Shotgun (20 gauge) 
   
  300 
  Salvage (steel – good quality) 
   
  30 
  The Hills Survey: Sandstone Caves 
  Ammunition .223 (60 rounds)  
  2 
  120 
  Bedroll 
   
  5 
  H-Rations (5) 
  5 
  25 
  M16A1 rifle 
   
  750 
  Plastic Explosive (4) 
  300 
  1200 
  Playing Cards (deck) 
   
  1 
  Satellite Transponder 
   
  10000 
  Trans-Genetic Mutant Armor MKII. 
   
  650 
  Water (bottled) (24) 
  20 
  440 
  Total 
  —— 
   
   
   
   
   
   
   
   
  
   
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  Certificate Entries 
  Advanced Steel Disciple Initiation: The Steel Disciples have granted you advanced initiation into their 
  order.  You may join the order and take levels of the Advanced Classes (Steel Disciple Knight and Steel 
  Disciple Scribe) without needing to meet the requirements of 5 levels of Steel Disciple Initiate.      
  Amplified Satellite Transponder: This Satellite Transponder is connected securely to an encrypted old 
  Military Network that is still operational.  To access the Transponder, the user must break the encryption 
  code requiring a Computer Use DC 40 skill check.  The Transponder may have uses in future OPS adventures.  
  Flash Crystal (Psycho Dad): This flash crystal contains 13 episodes of the western-inspired modern day pre-
  Exodus comedy, Psycho Dad.   Psycho Dad is a retired lawman who has gone off on a killing spree, eliminating 
  criminals, do-gooders, and even his wife.  Psycho Dad finds criminality within anyone he encounters and 
  believes that criminals must be eliminated with extreme prejudice (except for his trampy teen-aged daughter 
  and smart sarcastic son, who provide comic relief). 
  Guinea Pig: You were the subject of an experiment at the hands of the Mutant Army scientists, who carved 
  into your head several times.  After a length of time (by spending 60 TU), you managed to escape from their 
  captivity.  However, now you suffer from severe headaches and can hear distant voices calling out to you.  
  Who knows what will develop in the future from these experiments.  Future Exodus OPS adventures may 
  contain the effects of being a Guinea Pig.  
  Steel Disciple Credit: Colonel Hogan has authorized 7500 steel in credit towards any combination of 
  armament, armor, or gear of Rare or less Scarcity from the security stockroom at Jericho Hills.  This favor can 
  be used once and only while in Jericho Hills.  Strike through this favor when redeemed and record the 
  purchase on the OPS adventure certificate and that the favor is used.       
  
   
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  Appendix A: Mutant Army Statistics 
  Mutant Army Squad 
   
   
  Mutant Army Squad Commander  
  Aggressive 5/Mutant Berserker 2  
  Trans-Genetic Mutant  
  Medium Human; HD 5d10+2d12+21; hp 61; Mas 21; Init +2; 
  Spd 25 ft.; Defense 21, (+5 Armor, +4 Def, +3 Dex) touch 16, 
  flat-footed 18, PDR 4, EDR 2, LDR 2, XDR 2; BAB +7/+2; Grap 
  +20; Atk +12 melee (karate 1d10+10, x2) or ranged +9 M60 
  LMG 7.62 (full auto 2d8 to an 10 foot square, DC 15 reflex to 
  evade);  Full Atk: +12/+5 melee (karate 1d10+10, x2) or 
  ranged +9/+4 M60 LMG 7.62 (full auto 2d8 to an 10 foot 
  square, DC 15 reflex to evade); SV Fort +5, Ref +7, Will +4; Str 
  20, Dex 14, Con 16, Int 10, Wis 14, Cha 8.  
  Feats(6): Advanced Firearms Proficiency, Archaic Weapon 
  Proficiency, Brawl, Defensive Martial Arts, Heavy Weapon 
  Proficiency, Improved Damage Threshold, Improved Grapple, 
  Personal Firearms Proficiency, Point Blank Shot, Power Attack, 
  Precise Shot, Weapon Focus (Unarmed).  
  Skills (20): 
  Talents (4): Evasion, Karate (x3)  
  Background: Mutant Army  
  Occupation: Soldier  
  Traits:  Heavy Handed, Physically Fit 
  Class Abilities: Adrenaline Rush, Destructive Rage, Improved 
  DR +1 
  Equipment: Ammunition 7.62 (100 rounds), Combat Knife, 
  M60 LMG 7.62, M72A3 LAW Rocket Launcher, Trans-
  Genetic Mutant Armor MKII. 
   
  Mutant Army Soldiers (4)  
  Aggressive 3  
  Trans-Genetic Mutant  
  Medium Humanoids; HD 3d10+9; hp 28; Mas 16; Init +3; Spd 
  25 ft.; Defense 19 (+4 Armor, +2 Def, +3 Dex), touch 15, flat-
  footed 16, PDR 3, EDR 2, LDR 2, XDR 2; BAB +3; Grap +10; Atk 
  +6 ranged M60 LMG 7.62 (full auto 2d8 to an 10 foot square, 
  DC 15 reflex to evade); FS: 5 ft./5 ft.; SV Fort +6, Ref +4, Will 
  +1; Str 19, Dex 14, Con 16, Int 10, Wis 14, Cha 8.  
  Feats: Advanced Firearms Proficiency, Archaic Weapon 
  Proficiency, Brawl, Heavy Weapon Proficiency, Personal 
  Firearms Proficiency, Point Blank Shot, Precise Shot, Strafe 
  Shot.  
  Skills (12):   
  Talents:  Evasion, Robust  
  Background: Mutant Army  
  Occupation: Soldier  
  Traits:  Heavy Handed, Physically Fit 
  Equipment (each): Ammunition 7.62 (100 rounds), Combat 
  Knife, Fragmentation Grenade (2), M60 LMG 7.62, Trans-
  Genetic Mutant Armor. 
  Mutant Army Commando  
  Aggressive 5/ Mutant Commando 2  
  Male Trans-Genetic Mutant  
  Medium Humanoid; HD 7d10+21; hp 60; Mas 16; Init +3; Spd 
  30 ft.; Defense 21 (+5 Armor, +4 Def, +3 Dex), touch 16, flat-
  footed 18, PDR 4, EDR 2, LDR 2, XDR 2; BAB +7/+2; Grap +20; 
  Atk +12 melee Unarmed (1d8+12, x2), or +10 ranged M16A1 
  rifle (2d10); Full attack:  +12/+7 Unarmed (1d8+2, x2) or 
  +10/+5 ranged M16A1 rifle (2d10);  FS: 5 ft./5 ft.; SV Fort +6, 
  Ref +9, Will –1; Str 20, Dex 14, Con 17, Int 14, Wis 7, Cha 8. 
  Feats(6): Archaic Weapon Proficiency, Brawl, Heavy Weapon 
  Proficiency, Improved Brawl, Improved Damage Threshold, 
  Improved Grapple, Knock Out Punch, Mutate!, Toughness, 
  Track. 
  Skills (40): +4 Hide, +4 Move Silently 
  Talents: Evasion, Robust, Sneak Attack (+1d6), Uncanny 
  Dodge  
  Background: Mutant Army  
  Occupation: Ranger  
  Traits:  Heavy Handed, Physically Fit, Super Genius 
  Class Abilities: Improved Stealth, Silent Death (+1d6) 
  Equipment: Ammunition .223 (60 rounds), M16A1 rifle, 
  Plastic Explosive (x2), Trans-Genetic Mutant Armor MKII. 
   
   
  Artillery Cannon  
  Crew: 2 Trans-Genetic Mutants (or 4 humans) 
  Hardness: 10; HP: 240 
  Atk: one per every two rounds (full round action to load shell) 
  Damage: 20d6 
  
   
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  Overseer’s Reference Map A 
   
   
  Wendover 
  DS 9 
  Jericho 
  Hills 
  DS 7 
  Salt Lake 
  City Ruins 
  Los Alamos 
  Tribal Nation 
  
   
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  Overseer’s Reference Map B 
  Terrain Key 
  A: Jericho Hills 
  B: The Gully 
  C: Sandstone Caves 
  D: Trapper’s Valley 
   
  A 
  C 
  D 
  B 
  
   
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  Overseer’s Reference Map C 
  Terrain Key 
  A: Steel Disciples HQ  
  B: The Tech Center, Radio Tower, and Repair Center 
  C: Barracks, Merchant Shop, and Mess Hall 
  D: Jericho Hills Citizen Housing and Old City Ruins 
  Jericho Hills 
  1 inch = 150 feet 
  C 
  A 
  B 
  D 
  
SOURCE: textdata/thevault/Exodus/Operations/#18 Run to the hills V2/Run to the Hills.pdf