TEXT:   
    
   
   
     
   
   
    
     
   
   
  
   
    
   
  
  
  d20 Modern(tm) is a trademark of Wizards of the 
  Coast, Inc., a subsidiary of Hasbro, Inc., and is used 
  with permission. Dungeons & Dragons(R) and Wizards 
  of the Coast(R) are registered trademarks of Wizards 
  of the Coast, Inc., a subsidiary of Hasbro, Inc., and are 
  used with permission.
  Copyright 2003 © RPG Objects.  All rights Reserved.
    is an introductory 
  adventure set in the Lower Oregon region of the Lost 
  Paradise. The scenario revolves around the characters’ 
  search for a downed Tillamook Airship in the hills of 
  Southern Oregon.  Salvage Rights is designed for 2-5 
  characters of 3rd to 4th level.
      
  
  This adventure can be run in a number of ways. It can 
  easily be integrated into an existing campaign or used 
  as a stand-alone introduction to this particular region 
  of the Twisted Earth. Allegiances play a big factor in 
  exactly how the characters are drawn into this story, 
  and in how individual characters choose to deal with 
  the discovery of a downed Tillamook Airship—an 
  occurrence that could have serious consequences for 
  the people of the Northwest, should the wrong people 
  get their hands on People’s Army technology. The 
  following sections provide background information 
  and ideas for getting characters from the myriad 
  factions of the Northwest involved in the adventure.
   
  One of the famed Airships of the Tillamook Trading 
  Caravans has gone missing. The Kamikaze pilot 
  charged with escorting the Airship to Bonneville 
  Falls—a man of Russian and Chinese heritage 
  named Santora Li—returned to the Tillamook airﬁeld 
  and reported that a particularly powerful radiation 
  thunderstorm blew in from the North out of the Pure 
  Lands and swept the Airship away. Caught up in the 
  fury of the storm, Santora was barely able to control 
  his own craft, much less keep visual contact with 
  the heavy, cargo-laden blimp.  Santora last saw the 
  Airship being blown far south of its original course; 
  according to his report, the blimp was taking heavy 
  damage from lightning strikes and could not have 
  remained airborne for much longer.
   Representatives of the People’s Army have been 
  dispatched to Hope and Crater City to investigate the 
  matter. Meanwhile, squads of People’s Army soldiers 
  have also been sent on reconnaissance missions to 
  ﬁnd the lost craft. The storm still blankets much 
  of the region where the Airship was last sighted; 
  consequently, General Cho has insisted that all air 
  trafﬁc be halted until the storm passes, making aerial 
  reconnaissance impossible.
   The People’s Army maintains healthy relations with 
  both the Hope and Crater City factions, so General 
  Cho has no reason to believe that either faction 
  would withhold any information regarding the fate 
  of the Airship. Still, having to openly admit that the 
  People’s Army has lost such an important piece of 
  technology—technology that provides them with a 
  decided edge when dealing with other people in the 
  region—is not something that Cho relishes. To make 
  matters worse, General Cho’s granddaughter Mia was 
  one of the airmen who operated the Airship. 
    Santora was demoted to the rank of airman for his 
  failure to protect and, at the very least, maintain 
  contact with the lost Airship. He apparently took this 
  “loss of face” hard; sometime during the night before 
  the adventure begins, Santora stole a Tillamook ﬁghter 
  aircraft and ﬂew off into the night. 
  
  The following section provides ideas with which 
  the gamemaster can introduce characters into the 
  adventure. The gamemaster is obviously free to 
  come up with different ways of getting the characters 
  involved in the story. These hooks are based on 
  character allegiances. 
  
    
    
   
   ’ 
  The most obvious way to involve characters who are 
  members of the People’s Army is to have them be 
  one of the squads sent from Tillamook to search for 
  the wreckage. If this is not feasible, the characters 
  might hear about the incident in the town through 
  which they are passing, or might have word of the 
  crash come to an outpost at which they are stationed. 
  If the characters are traveling, they might hear the 
  news from a passing caravan, or may have even 
  seen the blimp crash in the distance (highly unlikely, 
  but not impossible, depending on where they are in 
  the region). In any case, the characters should be 
  assigned the task of securing the crash site, searching 
  for survivors, and getting word to the nearest trading 
  outpost so that reinforcements can be sent to assist in 
  salvage operations.
       
  
  Members of these two factions can be drawn into 
  the story in two different ways. They might be on a 
  routine patrol and witness the crash, perhaps spotting 
  a cloud of black smoke rising from the crash site. 
  Alternately, a high-ranking Combine ofﬁcial, such 
  as Duncan Clark or a Warden in Crater City, might 
  send them to ﬁnd the crash site and assist the People’s 
  Army in salvage and (if needed) rescue operations.
    
  An interesting way to draw a group consisting 
  entirely of Purists into this story might be to have 
  a spy who managed to inﬁltrate any of the above 
  factions (the People’s Army, United Combine, or 
  Sentinels) bring news of the crash to Jefferson or 
  even Battleground. With this information in hand, 
  Purist characters might be sent to salvage as much 
  of the wreckage as possible, making sure to bring 
  as much of the Airship as they can back to the Pure 
  Lands. Jeremiah Cole would love to get his hands on 
  a People’s Army Airship—he hopes to re-construct it 
  and build his own ﬂeet to patrol the airspace above the 
  Pure Lands. Indeed, with an air force, Jeremiah Cole 
  could bomb Eden and bring the United Combine to its 
  knees.
     
  It might prove difﬁcult to involve members of the 
  Hand of Jehovah in an adventure so far away from 
  their home territory. The Hand of Jehovah settlement 
  closest to the crash site is Moses Lake, which lies 
  in old Washington State many miles to the north. 
  However, a group of Hand of Jehovah mutant hunters 
  known as the Red Brigade has recently crossed the 
  Columbia River and moved south into the Desiccated 
  Wastes of Eastern Oregon. It is not implausible that 
  the Red Brigade brought along lower-level Templars 
  and might have even sent them west into more 
  inhabited regions to scout out the territory of their 
  enemies. With this in mind, it seems reasonable that 
  Hand of Jehovah characters could have found the 
  crash site, or might even have seen the Airship go 
  down.  
  Of all the factions in the Lost Paradise, Hand of 
  Jehovah members might be the most interesting 
  characters to play in this story. How would die-hard 
  religious fanatics react to a veritable treasure-trove 
  of supplies, high-tech weapons, and equipment? As 
  wanderers in foreign territory far from the heart of 
  their faith, would they be tempted to take goods they 
  have sworn to forsake? How would these characters 
  deal with any survivors they found? The Hand of 
  Jehovah has no love for the People’s Army (or any 
  other faction south of the Columbia River, for that 
  matter).
    
  The Pale Riders regularly patrol the region in which 
  the airship crashed, so involving raider characters 
  should not be a problem at all. Most raiders can be 
  drawn into this story by the lure of the signiﬁcant 
  bounty to be found amidst the wreckage of a 
  Tillamook Airship. For raiders, the real story is less 
  about defending the wreckage or saving lives than 
  getting the loot and the survivors back to Burns and 
  the slave pens. Zorthag has standing orders that all 
  pureblood humans are to be brought back to his 
  domain and shackled as slaves. Of course, “raider” 
  does not necessarily mean “evil,” so gamemasters 
  can play on the sympathy of characters by having the 
  survivors beg for their lives or even offer to buy their 
  way out of a trip to Burns. 
  If the characters decide to obey Zorthag’s decree 
  and take the survivors back to Burns, the gamemaster 
  should not make the trip easy for them. Raider 
  characters might be tracked by Scouts or spotted by 
  Minuteman patrols; even the mutant hunters of the 
  infamous Red Brigade could make the trek to Burns 
  complicated.
  Once the raiders reach Burns and turn the prisoners 
  over to an Overlord, the adventure effectively comes 
  to an end. Inventive gamemasters might consider 
  having Zorthag make a cameo appearance in the story 
  to question the characters about what they found at 
  the crash site. Zorthag is not stupid; he can make use 
  of a ﬂeet of Airships just as effectively as can any 
  other faction in the region. Characters might even be 
  sent back to the crash site to retrieve as much of the 
  wreckage as possible.
    
  Mixed adventuring parties could be drawn into the 
  story in any number of ways. The odds of mixed 
  adventuring groups serving a single faction in the Lost 
  Paradise are low. Generally speaking, most mixed 
  adventuring groups are likely to be from places such 
  as Ft. Boise, Scappoose, Beavertown, or Bone City, 
  where people don’t care too much where another 
  person comes from or to whom they bear allegiance. 
  When dealing with a mixed adventuring party, 
  
    
    
   
  gamemasters would do well to play on greed and a 
  general sense of adventure when drawing the PCs into 
  the story.
       
    
  Explorers from outside the Lost Paradise are likely 
  to have their own goals in mind. Unless they have 
  been in the region long enough to gain the trust of 
  one or more clans in the Lost Paradise, “outsider” 
  characters will probably not have any allegiances 
  that gamemasters can use to draw them into the story. 
  Character classes can play a role similar to allegiances 
  in such a case; a few ideas for involving characters 
  who fall under this category are listed below by 
  concept:
  Guardians:  These characters might be driven by 
  the desire to aid any survivors of the crash.
  Raiders:  Raiders who are not aligned with the 
  Pale Riders still share the same basic raider motives, 
  although they are not subject to Zorthag’s decree 
  regarding survivors.
  Scavs: Scavs might be drawn into the story by the 
  promise of ﬁnding items worth trading. The Scav 
  may or may not know that the Airship belonged to the 
  Tillamook Trading Caravans; in any case, it probably 
  doesn’t matter. Just the idea of ﬁnding “treasure” 
  amidst the wreckage should be enough for these 
  characters.
  Scholars and Mechs: The Scholar is likely 
  interested less in looting the ship than in examining 
  the wreckage to ﬁgure out how it worked. A Mech 
  might even have the notion that the technology 
  could be replicated (if not ﬁxed on the spot with the 
  right tools and equipment), and might want to create 
  blueprints and sketches of the craft. People (especially 
  in this region of the Twisted Earth) would pay very 
  highly to obtain instructions for building their own 
  Airships.
  Trader:  The trader is not unlike the Scav in this 
  sort of situation. A downed Airship full of precious 
  cargo would be very hard for a trader to resist.
  One appealing aspect about running Salvage Rights 
  with a group of “outsider” characters from other areas 
  of the Twisted Earth is the “culture shock” factor. 
  Salvage Rights takes place on the fringes of the Lost 
  Paradise, and could prove to be a very interesting 
  way of introducing characters from outside the Lost 
  Paradise to the cultures and factions of the Northwest. 
  In addition, outsider characters are faced with ever-
  present reminders that they are “not in Kansas 
  anymore”–particularly in the abundance of wildlife, 
  water (especially water), trees and other forms of plant 
  life, and pureblood humans.
  Most people outside the Lost Paradise are mutants. 
  This fact is turned upside down in the Lost Paradise, 
  where the vast majority of people with whom 
  characters will interact are pureblood humans. 
  What’s more, prejudice towards mutants is (not 
  surprisingly) higher in the Lost Paradise than 
  elsewhere in the Twisted Earth. The people of the 
  Northwest rode out the post-Fall dark years in relative 
  safety and isolation in bunker complexes and other 
  fallout shelters, while the rest of humanity changed 
  after years and years of exposure to radiation and 
  other deadly toxins. Mutant characters who are new to 
  the Lost Paradise will have to deal with the reality that 
  they are a minority in almost every social situation 
  they encounter. Particularly when running adventures 
  for mutant characters, gamemasters would do well 
  to emphasize this and the many other differences 
  that distinguish the Lost Paradise from the rest of the 
  Twisted Earth.
    
  
  How fast the characters are able to reach the downed 
  Airship depends on where they are coming from and 
  what type of transportation they have. The characters 
  (regardless of allegiance) are not the only people 
  looking for the wreckage, and much of what happens 
  in this story depends on when the characters reach 
  the crash site. Use the guidelines listed below when 
  determining how long it takes the group to ﬁnd the 
  site. 
  Once the characters set out, it should take them 
  at least 24 hours to reach the crash site, regardless 
  of the type of transportation they are using and 
  where they are coming from (unless the game began 
  with the characters actually observing the crash or 
  encountering the crash site).
  
   Add an extra day to the journey if the characters 
  are walking. Add an extra 12 hours to the journey if 
  all of the characters have horses (16 hours if horses 
  are carrying more than one person). If the characters 
  have internal combustion vehicles, add 6 hours to the 
  journey.
    
  Note: the following ﬁgures assume characters have 
  internal combustion vehicles. Double the times if the 
  characters are walking.
  If the characters are traveling a relatively short 
  distance (less than 50 miles), add 6 hours to the 
  journey to allow for overland travel, random 
  encounters, roadside hazards, etc. If the distance is 
  moderate (between 50 and 100 miles), add 12 hours 
  to the journey. If the distance is great (beyond 100 
  miles), the time it takes is one day plus an additional 
  day for every 50 miles past one hundred (so a 200 
  mile journey takes the characters roughly 3 days, not 
  counting other factors and the initial 24 hours). These 
  ﬁgures may seem drastic, but remember that there 
  are no highways to expedite travel or gas stations at 
  which characters can refuel and ask for directions. 
  Roads have not been maintained in over two centuries. 
  
    
    
   
  In addition, the world is incredibly hostile; the longer 
  characters travel, the greater the odds that they 
  will have a run-in with trouble of some sort. These 
  guidelines for distance take all of that into account.
     
  Once the characters reach the general crash site area, 
  they still must ﬁnd the crash site. Gamemasters can 
  make this as hard or as easy as they wish. If the group 
  had a fairly easy trip, inventive gamemasters might 
  have them encounter others who are looking for the 
  crash site. The characters are out in the wilderness, 
  so an encounter with a creature or two is certainly not 
  unlikely. Generally speaking, the search should take 
  about half a day.
  
  For the past week, much of the Lost Paradise has 
  been assaulted by a massive radiation-tainted 
  “corrosion storm” that rolled in from the northwest 
  off the Poisoned Sea. The storm has parked over the 
  southern portion of Washington and most of Oregon. 
  Characters who travel in this storm without adequate 
  protection expose themselves to mild radiation 
  poisoning. Additionally, characters suffer 1d4 hp of 
  damage from skin burns caused by acid rain for every 
  2 hours of direct exposure to the rain while traveling 
  through the storm. Clothing and other exposed 
  garments (backpacks, sacks, etc.) become tattered and 
  useless after a full day of contact with the rains.
     
  The following encounter templates are provided for 
  gamemasters to use when the party is on the open 
  road. These encounters do not have any direct bearing 
  on the adventure; you may use all or none of them, at 
  your discretion.
    
  The characters have come to a point where they need 
  to cross one of the rivers that ﬂow through these 
  parts. While not very wide, this particular section 
  of the river is deep and moving extremely fast due 
  to ﬂooding from the rains, making it very difﬁcult 
  to cross by swimming. If the party chooses to swim 
  across, the DC for doing so is 18. If any of the 
  characters fail, they are swept down the river at a rate 
  of three squares (15 feet) per round.
  Options: The party does not have to try to swim 
  this part of the river. A successful Spot check (DC 15) 
  reveals that there is an overhanging branch a short 
  distance upstream that can be used to cross the river, if 
  the characters are careful. The branch is ten feet above 
  ground, so characters will have to climb. The DC for 
  the Climb check is 17 due to extremely wet conditions 
  (falling at this point should only land the characters 
  on muddy ground with maybe a bruise or two for their 
  troubles). Once on the branch, the Balance DC for 
  moving across the slick branch is also 17. Characters 
  who fail this latter check fall into the river below.
   
    
  The characters have found what seems to be to be 
  a relatively safe place to cross a small waterway that 
  lies in their path. As they approach the river, read the 
  following:
  As you make your way towards the creek, you 
  notice that the area around you is strangely 
  devoid of plant life. Roughly-hewn stumps are all 
  that remain of what used to be a good-sized copse 
  of ﬁr trees.  From what you can tell, there are 
  no paths or old roadways leading into this area, 
  and no settlements or buildings as far as the eye 
  can see. The creek appears to be moving slowly 
  enough for your group to cross over a small 
  mound of branches and wood partially blocking 
  the water’s path.
  The mound of branches in the creek is the home of 
  four Spike-tailed Beavers:
  Spike-tailed Beaver: CR 2; Small animal; HD 2d8; 
  hp 9; Mas 10; Init +5; Spd 40 ft.; Defense 16, touch 
  16, ﬂat-footed 11 (+1 size, +5 Dex); BAB +0; Grap 
  -2; Atk +6 melee (1d6+1, claw), or +6 melee (1d8+1 
  spiked tail); Full Atk +6 melee (1d6+1, 2 claws) and 
  +4 melee (1d6+1, bite) and +2 melee (1d8+1 spiked 
  tail); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Immunities, 
  Low-Light Vision, Irradiated, Scent, Tail Attack; SV 
  Fort+3, Ref +6, Will +1; AP 0; RP +0; Str 12, Dex 20, 
  Con 10, Int 2, Wis 5, Cha 2.
  Skills: Hide +10, Move Silently +3, Spot +2 Swim 
  +11.
  Feats: Accumulated Resistance, Multiattack, Plague 
  Carrier, Weapon Finesse (bite), Weapon Finesse 
  (claw) Weapon Finesse (spiked tail).
  Immunities (Ex):  Having adapted to life in a 
  harsh radiated environment, the Spike-tailed Beaver is 
  immune to severe radiation (as well as heat generated 
  by radiation).
  Irradiated (Ex):  Spike-tailed Beavers are radiated 
  creatures, and any contact with one can be deadly.  
  Each time a Spike-tailed Beaver successfully makes a 
  bite attack, its victim accumulates mild radiation.
  Scent (Ex): This ability allows the creature to 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell.
  Spiked Tail (Ex): This creature has an enormous 
  tail, which is covered in spikes. The Spike-tailed 
  Beaver can deliver a powerful attack with this tail 
  which, in addition to doing considerable damage, can 
  also knock the victim off of his or her feet. A character 
  struck by this attack must make a Fort Save (DC 10) 
  or be knocked to the ground.
  Two of the creatures lurk inside the mound of 
  branches. As the group begins to cross over the top of 
  the Spike-tailed Beavers’ home, the creatures enter the 
  murky green water and split up, moving to either side 
  
    
    
   
  of the creek to surface both in front of and behind any 
  party members who are actually on the wooden dam.  
  Gamemasters should make a secret Spot check (DC 
  17) for any characters who are watching the water; 
  success indicates the character has spotted some kind 
  of movement, but cannot be exactly sure what is 
  under the murky water. The other two Spike-Tailed 
  Beavers are deeper in the woods on the far side of the 
  creek. The gamemaster can choose to have them enter 
  combat on the third round (if it gets that far) or simply 
  move deeper into the woods to save themselves.
  
  If characters decide to spend time searching through 
  the makeshift dam, they ﬁnd two well-preserved ready 
  meals, a ﬁrestarter cube, 20 ft. of nylon rope (fair 
  condition), a rusty cigarette lighter, and a bunch of 
  old tin cans and other trash built into the fabric of the 
  dam. 
      
  This encounter can take place on any type of bridge 
  that spans a river, be it ten feet above the water or 200 
  feet above a high mountain pass. Feel free to adjust 
  the number of raiders to suit the situation.
  A group of four raiders (Pale Riders or similar 
  thugs; the Northwest is home to many rogue gangs 
  looking to proﬁt from the suffering and misfortune 
  of others) watch this particular bridge, preying on 
  travelers who occasionally come this way. The bandits 
  wait until the group is roughly at the middle of the 
  bridge before blocking both entrance points with two 
  semi-trucks that they’ve managed to get working.
  This is a fairly straightforward encounter. The 
  raiders have the advantage, and demand the characters 
  drop all of their possessions and then jump over 
  the side of the bridge (an uncomfortable option, 
  depending on how high the gamemaster decides to 
  place the bridge above the river). The raiders do not 
  back down from a ﬁght, if it comes to that. 
  Two raiders are in front of the group–Raider #1 
  is in the cab of the truck blocking the far end of the 
  bridge, and Raider #2 is lying prone underneath the 
  truck. Raider #3 is in the cab of the truck behind the 
  characters, and Raider #4 is in a platform built high 
  in a tree with a sniper riﬂe. There is enough wreckage 
  and debris strewn across the bridge for all of the 
  characters to ﬁnd half cover if they are caught without 
  the protection of a car or other vehicle. 
  The bridge is 60 squares (300 feet) long and 6 squares 
  (30 feet) wide. Portions of the bridge have crumbled 
  away after years upon years of exposure to the 
  elements. If more than 20,000 lbs are placed on the 
  bridge at one time, it will break from the stress.
   
  Raider #1 (Post Apocalyptic Hero 1/Tough Hero 
  1):  CR 2; Large humanoid; HD 1d8+2 plus 1d10+2 
  plus 1; hp 15; Mas 15; Init +2; Spd 30 ft.; Defense 
  15, touch 13, ﬂat-footed 13 (+2 Dex, +2 class, -1 size, 
  +2 leather armor); BAB +0; Grap +5; Atk +1 melee 
  (1d3+2, nonlethal, unarmed) or +2 melee (1d6+2, riﬂe 
  butt); Full Atk +1 melee (1d3+2 nonlethal, unarmed), 
  or +1 ranged (2d8, Jackhammer Mk3A1); FS 5 ft. by 
  5 ft.; Reach 5 ft.; SQ Robust, Wasteland Lore; AL self; 
  SV Fort +4, Ref +3, Will +1; AP 6; Rep +0; Str 14, 
  Dex 14, Con 15, Int 10, Wis 12, Cha 8.
  Occupation and Background: Slaver, Ritual 
  Preservationist.
  Skills:  Hide +0, Intimidate +4, Knowledge (ancient 
  lore) +2, Knowledge (technology) +2, Listen +3, 
  Move Silently +4, Navigate +2, Search +3, Speak 
  Language (Gutter Talk), Spot +3, Survival +3.
  Feats: Armor Proﬁciency (light), Personal Firearms 
  Proﬁciency, Post Apocalyptic Technology, Simple 
  Weapon Proﬁciency.
  Mutations and Defects: Gigantism, Bizarre 
  Pigmentation.
  Possessions: Leather armor, Jackhammer 
  Mk3A1, 20 rounds of 12-gauge ammunition, 2 light 
  rods, survival kit, various other gear and personal 
  possessions.
  Raider #2 (Post Apocalyptic Hero 1/Tough Hero 
  1):  CR 2; Large humanoid; HD 1d8+2 plus 1d10+2 
  plus 1; hp 15; Mas 15; Init +2; Spd 30 ft.; Defense 
  15, touch 13, ﬂat-footed 13 (+2 Dex, +2 class, -1 size, 
  +2 leather armor); BAB +0; Grap +5; Atk +1 melee 
  (1d3+2, nonlethal, unarmed) or +2 melee (1d6+2, riﬂe 
  butt); Full Atk +1 melee (1d3+2 nonlethal, unarmed), 
  or +1 ranged (2d8, Black Powder riﬂe), (2d6, 
  Glock 17); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Robust, 
  Wasteland Lore; AL self; SV Fort +4, Ref +3, Will +1; 
  AP 6; Rep +0; Str 14, Dex 14, Con 15, Int 10, Wis 12, 
  Cha 8.
  Occupation and Background: Slaver, Ritual 
  Preservationist.
  Skills:  Hide +0, Intimidate +4, Knowledge (ancient 
  lore) +2, Knowledge (technology) +2, Listen +3, 
  Move Silently +4, Navigate +2, Search +3, Speak 
  Language (Gutter Talk), Spot +3, Survival +3.
  Feats: Armor Proﬁciency (light), Personal Firearms 
  Proﬁciency, Post Apocalyptic Technology, Simple 
  Weapon Proﬁciency.
  Mutations and Defects: Gigantism, Bizarre 
  Pigmentation.
  Possessions: Leather armor, black powder riﬂe, 
  20 rounds of black powder ammunition, Glock 17, 2 
  boxes of 9mm ammunition, two light rods, survival 
  kit, various other gear and personal possessions.
  Raider #3 (Post Apocalyptic Hero 1/Tough Hero 
  1):  CR 2; Large humanoid; HD 1d8+2 plus 1d10+2 
  plus 1; hp 15; Mas 15; Init +2; Spd 30 ft.; Defense 
  15, touch 13, ﬂat-footed 13 (+2 Dex, +2 class, -1 size, 
  +2 leather armor); BAB +0; Grap +5; Atk +1 melee 
  (1d3+2, nonlethal, unarmed) or +2 melee (1d6+2, riﬂe 
  butt); Full Atk +1 melee (1d3+2 nonlethal, unarmed), 
  or +1 ranged (2d8, M16A2 assault riﬂe); FS 5 ft. by 5 
  
    
    
   
  ft.; Reach 5 ft.; SQ Robust, Wasteland Lore; AL self; 
  SV Fort +4, Ref +3, Will +1; AP 6; Rep +0; Str 14, 
  Dex 14, Con 15, Int 10, Wis 12, Cha 8.
  Occupation and Background: Slaver, Ritual 
  Preservationist.
  Skills:  Hide +0, Intimidate +4, Knowledge (ancient 
  lore) +2, Knowledge (technology) +2, Listen +3, 
  Move Silently +4, Navigate +2, Search +3, Speak 
  Language (Gutter Talk), Spot +3, Survival +3.
  Feats: Armor Proﬁciency (light), Personal Firearms 
  Proﬁciency, Post Apocalyptic Technology, Simple 
  Weapon Proﬁciency.
  Mutations and Defects: Gigantism, Bizarre 
  Pigmentation.
  Possessions: Leather armor, M16A2 assault riﬂe, 3 
  full clips of ammunition, two ready syringes, survival 
  kit, various other gear and personal possessions.
  Raider #4 (Leader) (Post Apocalyptic Hero 1/
  Tough Hero 1):  CR 3; Large humanoid; HD 1d8+2 
  plus 1d10+2 plus 1; hp 15; Mas 15; Init +2; Spd 30 
  ft.; Defense 15, touch 13, ﬂat-footed 13 (+2 Dex, +2 
  class, -1 size, +2 leather armor); BAB +0; Grap +5; 
  Atk +1 melee (1d3+2, nonlethal, unarmed) or +2 
  melee (1d6+2, riﬂe butt); Full Atk +1 melee (1d3+2 
  nonlethal, unarmed), or +1 ranged (2d12, Barrett 
  Light Fifty); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Robust, 
  Wasteland Lore; AL self; SV Fort +4, Ref +3, Will +1; 
  AP 6; Rep +0; Str 14, Dex 14, Con 15, Int 10, Wis 12, 
  Cha 8.
  Occupation and Background: Slaver, Ritual 
  Preservationist.
  Skills:  Hide +0, Intimidate +4, Knowledge (ancient 
  lore) +2, Knowledge (technology) +2, Listen +3, 
  Move Silently +4, Navigate +2, Search +3, Speak 
  Language (Gutter Talk), Spot +3, Survival +3.
  Feats: Armor Proﬁciency (light), Personal Firearms 
  Proﬁciency, Post Apocalyptic Technology, Simple 
  Weapon Proﬁciency.
  Mutations and Defects: Gigantism, Bizarre 
  Pigmentation.
  Possessions: Leather armor, Barrett Light Fifty 
  sniper riﬂe, three extra rounds of ammunition, survival 
  kit, various other gear and personal possessions.
  
  The raiders have a hideout nearby where they 
  store everything they have taken from travelers. 
  This equipment should reﬂect six months’ worth of 
  accumulated bounty. Gamemasters should tailor the 
  loot here to suit the needs of their campaign. 
      
  ’ 
  Coleman’s Landing
  Population: 30.
  Ruling Faction: None.
  Trade Goods: Angoose and lamprey jerky, various 
  leather goods, lamprey-skin goods (boots, pants, 
  gloves), natural medicines, 1d4 ready-syringes, 
  1d20 halazone tabs, 12 loose rounds of 7.62mm 
  ammunition, and other various scrounged items found 
  in nearby ruins.
  
    
    
   
  This settlement is designed to give characters a bit of 
  a rest if they need it, to facilitate a faster trip towards 
  the crash site, and also to provide a chance for PCs 
  to do a bit of interaction with the people of this tiny 
  settlement. Coleman’s Landing can be placed on any 
  waterway in the old Oregon territory, preferably in the 
  Southern region either east or west of Crater City.
  Coleman’s Landing is named after its founder, Brad 
  Coleman. Brad is a decent enough person; he will 
  at least talk to the characters when they come to the 
  gates of Coleman’s Landing. If the characters can 
  convince Brad that they do not intend the people of 
  the settlement any harm, he lets them inside the gates. 
  Thirty people live in Coleman’s Landing. Once inside 
  the gates, the characters may barter for supplies at a 
  small trader post that caters to river trafﬁc, negotiate 
  with Brad for a trip down the river, or possibly even 
  stay for one night in one of the unused homes that dot 
  this quaint settlement. 
  For the most part, the people of Coleman’s Landing 
  are leery of the group. If the PCs stay for the night, 
  however, some of the people overcome their shyness 
  and invite the characters to dinner. All meals in this 
  town are eaten together, so this should provide a good 
  opportunity for the group to roleplay their interaction 
  with the people of Coleman’s Landing.
  Brad Coleman (Strong Hero 3): CR 3; Medium-
  size human; HD 3d8 -1; hp 12; Mas 9; Init +1; Spd 
  30 ft.; Defense 15, touch 13, ﬂat-footed 14 (+1 Dex, 
  +2 class, +2 leather armor); BAB +4; Grap +4; Atk 
  +4 melee (1d8+4 nonlethal, unarmed), or +1 ranged 
  (2d10, Remington 700); Full Atk +4 melee (1d8+4, 
  nonlethal, unarmed), or +1ranged (2d10, Remington 
  700); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Melee Smash, 
  Ignore Hardness; AL Coleman’s Landing; SV Fort +1, 
  Ref +2, Will +2; AP 1; Rep +0; Str 13, Dex 12, Con 9, 
  Int 14, Wis 13, Cha 11.
  Occupation and Background: Apothecary, Ritual 
  Preservationist.
  Skills: Bluff +2, Hide +5, Listen +5, Move Silently 
  +6, Navigate +6, Speak Language (Trade), Speak 
  Language (Gutter Talk), Speak Language (Unislang), 
  Spot +4, Survival +2,
  Feats: Armor Proﬁciency (light), Personal Firearms 
  Proﬁciency, Post Apocalyptic Technology, Simple 
  Weapons Proﬁciency.
  Mutations and Defects: None.
  Possessions: Remington 700, 15 rounds 7.62mm 
  ammo, leather armor, survival kit.
    
    
  When the Airship went down, it crashed through a 
  damaged portion of an ancient eco-dome. The dome 
  has been covered with years and years of dust, dirt, 
  and other refuse. Various plants and vines have also 
  grown on and around the eco-dome.  In fact, the dome 
  is so hidden by these layers of natural camouﬂage that 
  the characters could be standing right next to the dome 
  and not realize it. 
  When actively searching near the agro-dome, 
  characters must make a Spot check (DC 15) to 
  recognize the great mound for what it actually is. 
  Gamemasters could make things a bit more interesting 
  for the group by having smoke rise from the hole at 
  the top of the eco-dome. Climbing the dome is not 
  difﬁcult with all the vegetation covering its surface 
  (Climb DC 12). 
  Gamemasters should give the characters sufﬁcient 
  reason to believe they have found the wreckage. 
  Perhaps a few pieces of the blimp fell outside the 
  dome, or some of the precious cargo lies scattered 
  throughout the area. You could even have a dead body 
  or two be lying on the outside for the characters to 
  ﬁnd.
   
  Once the characters have ﬁgured out where the crash 
  site is, they must ﬁnd a way to access it. There are two 
  possible ways of getting into the agro-dome: climbing, 
  or ﬁnding the ground-level entry point.
  
  If the characters climbed to the top of the dome, they 
  can try to climb down into the cavernous structure. A 
  quick Search check (DC 10) reveals an ancient array 
  of solar panels (worth 1,000 cp if properly dismantled 
  and restored to working order) that could be used to 
  secure a rope so the party can rappel down 400 feet to 
  the dome ﬂoor (Climb DC 15). 
   
  The agro-dome is a mile in diameter. There is 
  a ground-level access point, but Murphy’s Law 
  should apply in this situation. Regardless of where 
  the characters are, it should be at almost the exact 
  opposite position on the other side of the dome. The 
  access point is a massive set of double doors that 
  are still locked (not to mention covered by years of 
  dirt and vegetation; Spot DC 18 to ﬁnd them). The 
  characters must ﬁgure out a way to open them if 
  they wish to get inside (or get the wreckage and any 
  survivors out, for that matter). The remains of an 
  ancient road lead down towards some ruins at the base 
  of the hill on which the dome stands. Characters who 
  search these ruins ﬁnd an access card inside one of the 
  buildings.
  
  These ruins are all that is left of a small residential 
  complex that was built for 60 people who were 
  contracted to maintain the dome. When the Fall came, 
  these people were attacked by the agrobots and soldier 
  androids of the complex. Currently, one agrobot has 
  recently come back online and patrols the ruins. There 
  
    
    
   
  are other androids on the premises—the pleasure 
  androids in the Recreational Facility and four soldier 
  androids in Sublevel Alpha (who have not actually 
  come back online yet). As to what happened to the 60 
  people, there is no evidence in the ruins to indicate 
  that they perished here.
  These ruins have not yet been discovered by 
  explorers or scavengers. Consequently, there is a 
  veritable treasure trove in the six buildings that make 
  up this housing complex:
  Agrobot: CR 2; Large Robotic Construct; HD 
  3d10+20; HP 37; Mas -; Init -1; Spd 30 ft; Defense 
  16, touch 8, ﬂatfooted 13 (-1 size, -1 Dex, +8 natural); 
  BAB +2; Grap +10; Atk +6 melee (1d10+4, shear); 
  Full Atk +6 melee (1d10+4, 2 shears); FS 10 ft by 10 
  ft; Reach 10 ft; SQ robotic construct, command level 
  (IIC); AL none; SV Fort -, Ref +0, Will -4; AP 1; Rep 
  +0; Str 20, Dex 9, Con -, Int -, Wis 1, Cha 1. 
  Skills: Knowledge (earth and natural sciences) +5.
  Feats: Advanced Technology, Weapon Focus 
  (shear).
   
  This building once housed the small security force 
  that patrolled the area around the agro-dome in the last 
  days before the war, when extremist factions regularly 
  raided agro-domes for seed and crops. Characters who 
  search through this building ﬁnd the following:
  Two Mossberg shotguns in fair condition, three full 
  suits of light security armor, ﬁve sealed packages of 
  shotgun shells (10 shells per package), and a level 
  1 security card (which opens the agro-dome door) 
  inside a desk drawer.
      
     
  All of these living quarters are in near-pristine 
  condition. Each residence is a single story and has 
  four apartments. Gamemasters should feel free to add 
  to the following generic items, which can be found in 
  any of the domiciles: 
  Halazone tabs, various linens and clothing (much of 
  the clothes and linens will be useless, but there might 
  be a few that can be mended), boots, shoes, eating 
  utensils, pots and pans, toothbrushes, packaged toilet 
  paper, old books, data disks (50 cp value per working 
  data disk—the gamemaster should determine what 
  type of data is found on any useable disk), drugs (both 
  pharmaceutical and sensory-altering, i.e. cocaine, 
  marijuana, etc.), canned foods, ready meals, etc.
     
  This two-story building was where all of the 
  administrative functions of the agro-community took 
  place. Additionally, a small medical facility was 
  located on the second ﬂoor, where workers could 
  receive treatment for minor injuries and ailments. 
  The inhabitants of this residential complex could also 
  come here to obtain their weekly ration of recreational 
  drugs. Characters searching the medical area ﬁnd the 
  following:
  1d50 ready-syringes (1d10 Stimshot-A, 1d6 
  Stimshot-B, 1d6 Antitox, 1d6 K-O shots, 1d6 
  Superegen, 1d10 Rad-Purge Shots, and 1d6 Sustainer 
  Shots), 1d10 doses of tailored narcotics (GM’s 
  choice), a UV sterilizer, 1d20 packages of halazone 
  tablets, 1d10 shots of Filter Dose, two healing packs, 
  a pocket nurse, and one diagnostic scanner.
   
  This building served as a source of entertainment for 
  the workers. Pool tables, holo-arcade games, vid-
  screens, a karaoke machine, and a full bar can be 
  found in this area as well as four heavily deteriorated 
  pleasure androids that have recently come back online. 
  These androids’ manufactured nature is obvious; 
  synthetic skin has peeled away from their faces and 
  bodies in various places. When the group enters the 
  building, the pleasure androids ﬁrst try to fool the 
  characters into believing they are docile, but at the 
  ﬁrst opportune moment, they attack the group with 
  whatever weapons are at hand. Most use pool cues, 
  but one will actually pick up the karaoke machine and 
  ﬂing it at the nearest character.
  There is precious little in the recreational facility 
  besides the alcohol.
  Pleasure Androids (4): CR 1; Medium Size Android 
  Construct; HD 1d10+10; HP 19 each; Mas -; Init +4; 
  Spd 30 ft; Defense 16, touch 14, ﬂatfooted 12 (+4 
  Dex, +2 natural); BAB +0; Grap +1; Atk +1 melee 
  (1d6+1, slam) ( 1d4+1 pool cue), (1d6+1 Karaoke 
  machine); Full Atk +1 melee (1d6+1, slam) ( 1d6 -1 
  pool cue); FS 5 ft by 5 ft; Reach 5 ft; SQ Android 
  Construct, Command Level (IC), Human Mimicry; 
  AL none; SV Fort -, Ref +4, Will +2; AP 0; Rep +0; 
  Str 13, Dex 18, Con -, Int 15, Wis 15, Cha 18. 
  Skills: Bluff +7 (+9 seduction), Computer Use 
  +3, Diplomacy +7 (+9 seduction), Disguise +7, 
  Gather Information +7, Knowledge (ancient lore) 
  +0, Knowledge (behavioral sciences) +3, Knowledge 
  (technology) +0, Perform +9, Read/Write (ancient), 
  Sense Motive +3, Speak Language (Ancient). 
  Feats: Advanced Technology, Concubine, 
  Deceptive, Trustworthy. 
  Possessions: None. 
   
  The storage warehouse held all of the surplus grain, 
  seed, dry goods, food, and other supplies that were 
  essential for the day-to-day operation of the agro-
  dome. A wealth of trade goods is inside. Gamemasters 
  should determine what types of trade goods and 
  supplies are located here.
  
  This building served as a place to repair damaged 
  agrobots, vehicles, and other technical gear. 
  Characters who search this area ﬁnd two propane 
  tanks, spare tires, an engine, transmission, and 
  
    
    
   
  other spare parts for vehicles, an arc welder, two 
  full toolkits, various diagnostic tools, robotic parts 
  (including new motherboards, servo-motors, arms, 
  actuator gears, legs, and sensory hardware—enough 
  spare parts to build an entire robot).
    
    
  The agro-dome is pitch-black on the inside due to 
  countless years of unchecked dust accumulation and 
  plant growth. Sunlight shines down onto the ﬂoor of 
  the agro-dome, but only in a few patches, which lends 
  the whole complex a cavernous and subterranean feel. 
  Gamemasters should emphasize this as the characters 
  make their way towards the crash site, which is in one 
  of the few lit areas. 
  Four Utarns make their home in a sub-level of the 
  eco-dome, having entered long ago through a small 
  hole at the top of the complex. The vicious beasts 
  have already taken two of the crash survivors back to 
  their nest to await impregnation. When the characters 
  enter the building, three of the Utarns are preparing to 
  attack the remaining survivors at the crash site, while 
  the fourth stays in the nest to ensure the captured 
  survivors do not escape.
  As the PCs approach the wreckage, read the 
  following:
  As you near the wreckage, small arms ﬁre echoes 
  throughout the shadowy, cracked dome, followed 
  by a chorus of loud, guttural screeches. It seems 
  that something else has come to this place looking 
  for survivors.
  The survivors are pretty bad off. Only ﬁve of the 
  original eight crewmembers survived the crash.  The 
  three still guarding the crash site (the other two have 
  been taken to Sub-level Alpha, Area 3) are nearly 
  incapacitated due to their injuries, and if the characters 
  approach the wreckage without properly identifying 
  themselves, the highly paranoid People’s Army 
  soldiers do not hesitate to open ﬁre.
  Utarn (3): CR 2; Medium-size Aberration; HD 
  3d8+3; HP 17; Mas 13; Init +2; Spd 30 ft; Defense 15, 
  touch 12, ﬂatfooted 13 (+2 Dex, +3 natural); BAB +2; 
  Grap +2; Atk +2 melee (1d6, bite); Full Atk +2 melee 
  (1d6, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ Blind Sight, 
  Paralysis, Impregnation, Scent; AL none; SV Fort +2, 
  Ref +3, Will +3; AP 0; Rep +0; Str 11, Dex 15, Con 
  13, Int 5, Wis 10, Cha 5. 
  Skills: Hide +9, Jump +7. 
  Feats: None. 
  People’s Army Airmen (2)(Post Apocalyptic 
  Hero 1/Fast Hero 1): CR 2; Medium-size human; 
  HD 2d8+2; hp 11 each; Mas 12; Init +2; Spd 30 
  ft.; Defense 16, touch 16, ﬂat-footed 14 (+2 Dex, 
  +4 class); BAB +0; Grap +2; Atk +2 melee (1d3+2 
  nonlethal, unarmed) or +2 melee (1d6+2, riﬂe butt); 
  Full Atk +2 melee (1d3+2 nonlethal, unarmed) or 
  +2 melee (1d6+2, riﬂe butt), or +2 ranged (2d8, 
  QBZ-95); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Evasion, 
  Survival Sense; AL People’s Army; SV Fort +2, Ref 
  +4, Will -1; AP 6; Rep +0; Str 14, Dex 15, Con 12, Int 
  13, Wis 8, Cha 10. 
  Occupation and Background: Airmen, Visionary 
  Reinventor. 
  Skills: Craft (mechanical) +3, Drive +4, Knowledge 
  (ancient lore) +3, Knowledge (current events) +3, 
  Knowledge (tactics) +5, Listen +1, Navigate +3, 
  Profession (any) +3, Speak Language (Unislang), Spot 
  +1, Survival +1. 
  Feats: Far Shot, Personal Firearms Proﬁciency, 
  Post Apocalyptic Technology, Simple Weapons 
  Proﬁciency. 
  Mutations and Defects: None. 
  Possessions: QBZ-95, 60 rounds of 5.8mm 
  ammunition, rad tab, two light rods, bundle 
  of provisions, various other gear and personal 
  possessions.
  Dat Nuyen (Airship Pilot) (Post Apocalyptic 
  Hero 3/Fast Hero 3): CR 6; Medium-size human; 
  HD 6d8+6; hp 33 (10); Mas 12; Init +3 Spd 30 ft.; 
  Defense 21(17), touch 18(14), ﬂat-footed 21(17)* (+3 
  Dex (-2 Dex), +6 class, +2 leather armor (Not worn 
  due to injuries)); BAB +4; Grap +6; Atk +6 melee 
  (1d3+2 nonlethal, unarmed) or +6 melee (1d6+2, riﬂe 
  butt); Full Atk +6 melee (1d3+2 nonlethal, unarmed) 
  or +6 melee (1d6+2, riﬂe butt), or +7 ranged (2d8, 
  QBZ-95); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Conserve, 
  Evasion, Survival Sense, Uncanny Dodge 1*; AL 
  People’s Army; SV Fort +4, Ref +7, Will +1; AP 8; 
  Rep +1; Str 14, Dex 16, Con 12, Int 13, Wis 8, Cha 
  10. 
  Occupation and Background: Airman, Visionary 
  Reinventor. 
  Skills: Craft (mechanical) +3, Pilot Air Balloon +4, 
  Knowledge (ancient lore) +3, Knowledge (current 
  events) +8, Knowledge (tactics) +10, Listen +9, 
  Navigate +3, Profession (any) +3, Speak Language 
  (Trade), Speak Language (Unislang), Spot +9, 
  Survival +1. 
  Feats: Alertness*, Advanced Firearm Proﬁciency, 
  Armor Proﬁciency (light), Far Shot, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post Apocalyptic 
  Technology, Simple Weapons Proﬁciency. 
  Mutations and Defects: None. 
  Possessions: Leather armor, QBZ-95, 60 rounds 
  of 5.8mm ammunition, rad tab, two light rods, 
  bundle of provisions, various other gear and personal 
  possessions.
       
  Dat Nuyen is a very traditional-minded man. He takes 
  his job very seriously, and losing control of his vessel 
  has thrown him into a deep depression. His physical 
  injuries are not helping the situation, either; Dat has 
  two fractured ribs and a broken collarbone. The most 
  
    
    
   
  he can do at this point is tell his subordinates what 
  he needs them to do. The appearance of the PCs is 
  actually something he has been dreading—rescue 
  teams will have questions about what happened, 
  and Dat is not prepared to answer for his failure to 
  keep the Airship and its crew safe. Dat is a ticking 
  time bomb at this point. If the PCs ask too many 
  questions, the man is very likely (Will save DC 20) to 
  start shooting people rather than admit his shame to 
  strangers.
    
  While Dat does not offer any information about the 
  whereabouts of the two captured airmen, the other 
  survivors plead with the party to go ﬁnd them, stating 
  that one of the missing crewmembers is Mia Cho—the 
  granddaughter of none other than General Cho, leader 
  of the People’s Army. If Dat hears the other airmen 
  ask the PCs to go ﬁnd Mia (Listen DC 15), he must 
  make a Will save (DC 20) or attempt to shoot the 
  airmen who spoke.
  Note:  If having Dat shoot an airman is too 
  problematic at this point in the story, an alternative 
  course is to have him simply wave his weapon 
  around and make threats of violence. This exposes 
  Dat’s increasing mental instability without subjecting 
  characters to another ﬁght so soon after the encounter 
  with the Utarns.
  
       
      
  At this point in the adventure, character allegiances 
  should inﬂuence the decisions PCs make about what 
  to do with the survivors (missing or otherwise), 
  the wreckage of the airship, and the discovery of a 
  relatively untouched agro-dome and nearby ruins. 
  Much depends on what the PCs’ original mission was. 
  Are the characters supposed to protect the site, or was 
  the goal simply to ﬁnd the crash and salvage as much 
  as possible, with little or no regard for any survivors? 
  The decisions the characters make here are critical in 
  determining the direction the story takes.
   
  
  If the PC’s are committed to protecting the crash 
  site until People’s Army squads arrive, then they must 
  wait approximately two days until the ﬁrst squads 
  show up. The next logical direction this story takes is 
  the search for Mia Cho and the other captured airman. 
  Move on to Chapter 6: Sub-level Alpha for more 
  information regarding the area below the agro-dome.
  
  The following options are presented to gamemasters 
  for use in this particular plot thread. Use all or none of 
  them, at your discretion.
  Trouble with Dat: A two-day wait with the injured 
  survivors is a good opportunity to roleplay a lot of 
  tense interaction between the two groups, especially 
  if the PCs are not members of the People’s Army.  As 
  time passes, Dat becomes increasingly paranoid and 
  resentful of the PCs’ presence. He must eventually be 
  dealt with before he snaps from the pressure and pain 
  of his injuries and starts shooting.
  Raiders:  At a time of the GM’s choosing, a large 
  group of Pale Riders enters the ruins. Any characters 
  on watch should be tipped off to the Riders’ presence 
  by the sound of motorcycles and cars. The party can 
  increase their chances of survival by staying inside the 
  agro-dome and sealing it off. Eventually the raiders 
  will attempt to bust open the hardened security door 
  and/or try to enter from above. The raiders try to take 
  as many prisoners as possible for enslavement back in 
  Burns. This difﬁcult encounter could very well lead to 
  at least one PC death; gamemasters should use their 
  best judgment when running this encounter. If things 
  are going badly for the PCs, you might opt to have the 
  Pale Riders start using gas or some other nonlethal 
  weapon to defeat the characters without actually 
  killing them. This could also be a great time to have 
  People’s Army squads (or, alternately, Sentinels or 
  U.C. militia) ﬁnally show up and help ﬁght off the 
  Riders. 
  Weather: The storm is a constant problem as well. 
  The crash site is exposed to the rains, so something 
  must be done to protect the supplies and survivors 
  from the corrosive effects of the storm. (See Chapter 
  2: On the Road).
  Soldier Androids:  Up to this point in the story, 
  the three soldier androids in Sub-level Alpha, Area 
  2 have not come back online... but all of the ﬁghting 
  has triggered an auto-restart sequence. By the end 
  of the second day, the androids are operational, and 
  begin searching for organic life forms to exterminate 
  in accordance with their last pre-Fall directive from 
  Cyborg Command (see Chapter 6, Area 2 for the 
  soldier android stats).
  
  If the goal of the party was to ﬁnd the wreckage 
  and loot it, they are going to have to deal with the 
  survivors (assuming they didn’t  simply let the Utarns 
  deal with the airmen). The PCs could choose to force 
  the survivors out into the wilderness, but this might be 
  extremely problematic for them in the future (maybe 
  even in the near future, if the survivors manage to 
  meet up with any search parties).  If they do let the 
  survivors live, Dat and his companions do not soon 
  forget these characters. If Mia Cho dies, there most 
  certainly will be problems in the future.
  If the characters happen to be Pale Riders, they may 
  even choose to take the survivors prisoner and sell 
  them to the slave traders in Burns. 
  
    
    
   
   
  The following options are presented to gamemasters 
  for use in this particular plot thread. Use all or none of 
  them, at your discretion.
  Logistics: Whatever decision the characters make, 
  once they have taken the survivors out of the equation, 
  they are faced with the task of securing all of the 
  valuable trade goods and usable parts from the Airship 
  (not to mention all of the things they found out in the 
  ruins) and making off with their loot before others 
  arrive. The gamemaster can handle this in any way 
  that seems ﬁtting, but the characters should not be 
  allowed to make off with this much gear. If they are 
  determined to pack away as much as possible from the 
  crash site, emphasize the amount of time required to 
  do so, or introduce little annoyances into the process 
  that serve to slow them down even more.
  Escape Attempts: If the group has kept the 
  prisoners alive, they may try to escape if an 
  opportunity presents itself. This will slow down 
  salvage operations by forcing the characters to deal 
  with the prisoners.
  Weather: The storm can be a problem as well. The 
  crash site is exposed to the rains, and anyone trying 
  to move through the wreckage is exposed to the 
  corrosive effects of the storm (see Chapter 2: on the 
  Road).
  Search Parties: Eventually, people are going to 
  start showing up. Any contact with search parties 
  obviously puts looting operations in jeopardy. The 
  characters must ﬁgure out a way to deal with each 
  group of newcomers. 
   
  This chapter deals with the group’s exploration of 
  the areas below the main level of the agro-dome. 
  The only way down into this sub-level is via a ﬂight 
  of stairs; without power belowground, the massive 
  cargo elevators do not work. The characters must walk 
  around in the dark unless they have a portable light 
  source.
        
  If the characters have some source of light, read the 
  following:
  As you approach this chamber, your light reveals 
  a mass of crates rising ominously in the shadows 
  at the edge of the illumination. This must have 
  been some kind of storage area. Aiming your light 
  across the ﬂoor, you see the pale white gleam of 
  bleached bones, and hear the scufﬂing of feet—
  followed by a high-pitched scream.
  This area is where some of the ancient denizens 
  of the sub-level battled the soldier androids now in 
  Area 2, buying time for their companions to get safely 
  inside a bunker. That bunker can be accessed from an 
  elevator shaft in Area 3, if the characters can ﬁgure 
  out a way to clear the tons of rock and debris that bar 
  their way. 
  The remaining Utarn is in this room, along with Mia 
  and the other captured airman. The Utarn keeps the 
  prisoners in its nest on top of the crates. Mia has not 
  yet been impregnated.
  Utarn: CR 2; Medium-size Aberration; HD 3d8+3; 
  HP 17; Mas 13; Init +2; Spd 30 ft; Defense 15, touch 
  12, ﬂatfooted 13 (+2 Dex, +3 natural); BAB +2; 
  Grap +2; Atk +2 melee (1d6, bite); Full Atk +2 melee 
  (1d6, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ blind sight, 
  paralysis, impregnation, scent; AL none; SV Fort +2, 
  Ref +3, Will +3; AP 0; Rep +0; Str 11, Dex 15, Con 
  13, Int 5, Wis 10, Cha 5. 
  Skills: Hide +9, Jump +7. 
  Feats: None. 
  People’s Army Airman (Post Apocalyptic Hero 1/
  Fast Hero 1): CR 2; Medium-size human; HD 2d8+2; 
  hp 11 each; Mas 12; Init +2; Spd 30 ft.; Defense 16, 
  touch 16, ﬂat-footed 14 (+2 Dex, +4 class); BAB +0; 
  Grap +2; Atk +2 melee (1d3+2 nonlethal, unarmed) 
  or +2 melee (1d6+2, riﬂe butt); Full Atk +2 melee 
  (1d3+2 nonlethal, unarmed) or +2 melee (1d6+2, riﬂe 
  butt), or +2 ranged (2d8, QBZ-95); FS 5 ft. by 5 ft.; 
  Reach 5 ft.; SQ Evasion, Survival Sense; AL People’s 
  Army; SV Fort +2, Ref +4, Will -1; AP 6; Rep +0; Str 
  14, Dex 15, Con 12, Int 13, Wis 8, Cha 10. 
  Occupation and Background: Airmen, Visionary 
  Reinventor. 
  Skills: Craft (mechanical) +3, Drive +4, Knowledge 
  (ancient lore) +3, Knowledge (current events) +3, 
  Knowledge (tactics) +5, Listen +1, Navigate +3, 
  Profession (any) +3, Speak Language (Unislang), Spot 
  +1, Survival +1. 
  Feats: Far Shot, Personal Firearms Proﬁciency, 
  Post Apocalyptic Technology, Simple Weapons 
  Proﬁciency. 
  Mutations and Defects: None. 
  Possessions: QBZ-95, 60 rounds of 5.8mm 
  ammunition, rad tab, two light rods, bundle 
  of provisions, various other gear and personal 
  possessions.
  Mia Cho (Post Apocalyptic Hero 3/Fast Hero 3): 
  CR 6; Medium-size human; HD 6d8+6; hp 33 (10); 
  Mas 12; Init +3 Spd 30 ft.; Defense 21(17), touch 
  18(14), ﬂat-footed 21(17)* (+3 Dex (-2 Dex), +6 
  class, +2 leather armor (Not worn due to injuries)); 
  BAB +4; Grap +6; Atk +6 melee (1d3+2 nonlethal, 
  unarmed) or +6 melee (1d6+2, riﬂe butt); Full Atk 
  +6 melee (1d3+2 nonlethal, unarmed) or +6 melee 
  (1d6+2, riﬂe butt), or +7 ranged (2d8, QBZ-95); FS 
  5 ft. by 5 ft.; Reach 5 ft.; SQ Conserve, Evasion, 
  Survival Sense, Uncanny Dodge 1*; AL People’s 
  Army; SV Fort +4, Ref +7, Will +1; AP 8; Rep +1; Str 
  14, Dex 16, Con 12, Int 13, Wis 8, Cha 10. 
  
    
    
   
  Occupation and Background: Airman, Visionary 
  Reinventor. 
  Skills: Craft (mechanical) +3, Pilot Air Balloon +4, 
  Knowledge (ancient lore) +3, Knowledge (current 
  events) +8, Knowledge (tactics) +10, Listen +9, 
  Navigate +3, Profession (any) +3, Speak Language 
  (Trade), Speak Language (Unislang), Spot +9, 
  Survival +1. 
  Feats: Alertness*, Advanced Firearm Proﬁciency, 
  Armor Proﬁciency (light), Far Shot, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post Apocalyptic 
  Technology, Simple Weapons Proﬁciency. 
  Mutations and Defects: None. 
  Possessions: Leather armor, QBZ-95, 60 rounds of 
  5.8mm ammunition, various other gear and personal 
  possessions.
     
  If rescued, Mia remains distant and aloof, even though 
  she is grateful to the PCs for saving her life. She is 
  naturally curious about the fate of her companions, 
  and if the characters discuss Dat’s mental state with 
  her, she nods and assures them that Dat will be dealt 
  with.
       
  
  This room contains backup generators and support 
  equipment—enough to maintain power to the agro-
  dome for up to three weeks. Also in this room are 
  charging stations for four soldier androids, three of 
  which have functional occupants.
  Soldier Android (3): CR 2; Medium Size Android 
  Construct; HD 1d10+13; HP 19 each; Mas -; Init +4; 
  Spd 30 ft; Defense 24, touch 14, ﬂatfooted 20 (+4 
  Dex, +10 natural); BAB +0; Grap +4; Atk +5 ranged 
  (3d12, laser pistol), or +4 melee (1d6+4, slam); 
  Full Atk +5 ranged (3d12, laser pistol), or +4 melee 
  (1d6+4, slam); FS 5 ft by 5 ft; Reach 5 ft; SQ Android 
  Construct, Command Level (IIIM), DR 4/-, Energy 
  Resistance 4; AL none; SV Fort -, Ref +4, Will +0; AP 
  0; Rep +0; Str 18, Dex 18, Con -, Int 14, Wis 10, Cha 
  8. 
  Skills: Climb +5, Computer Use +3, Demolitions 
  +5, Drive +5, Jump +5, Knowledge (tactics) +3, Pilot 
  + Read/Write (ancient), Speak Language (ancient), 
  Spot +1. 
  Feats: Advanced Technology, Futuristic Weapons 
  Proﬁciency, Weapon Focus (laser riﬂe), Toughness. 
  Possessions: Laser riﬂe, power clip. 
      
  This room is the location of an entrance to a bunker 
  complex that was built during the construction of the 
  agro-dome. Unfortunately, when the ancient denizens 
  of this agro-dome facility tried to enter the dome, they 
  were attacked by the soldier androids. Many people 
  managed to make it down into the bunker, but those 
  few who remained were either slaughtered by the 
  androids or killed in a cave-in caused by an explosion 
  during the ﬁght. The access tunnel leading into the 
  bunker is blocked by many tons of concrete and 
  debris.    
  
    
    
      
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
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  Salvage Rights Copyright 2004, RPGObjects; Author David Jarvis, Dominic 
  Covey and Chris Davis.
   
    
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Darwin’s Word, Twisted Earth, Cave of Life, Benders, Brethren, Brotherhood 
  of Radiation, The Cartel, Children of the Metal Gods, Clean Water Clans, Far 
  Traders, Enthropist, The Foundationist, The Movement, Paradise Believers, 
  Ravagers, The Savants, Doomriders, Brethren Follower, Brotherhood of 
  Radiation, Foundationist Paladin, Sister of the Desert, Wastelords, Lost 
  Paradise, United Combine, Hand of Jehovah, Purity Corp, X-chip, Spawn 
  Army, Tecesni, Tugger, Tuber, Duncan Clark, Jeremiah Cole, Desiccated 
  wastes, Ghost wastes of Umatilla, Crater City, Bonneville Falls, Zog, Pure 
  Lands, Sea-Tac Biodome, Lewis and Clark Biodome, Althea, Bio-synthesis, 
  Inc., Project Pandora, Templar of Jehovah, Bone Prospector
  Designation of Open Gaming Content: The following sections of Salvage 
  Rights are designated as open gaming content except for terms deﬁned as 
  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  All monster, npc, and trap statistics blocks are open content.   All other 
  content is closed.
  
SOURCE: textdata/thevault/Darwins World/Darwin's World The Lost Paradise - Salvage Rights.pdf