TEXT:  
   
   
   
   
   
  Roswell Chronicles: 
  Submerged 
  by Jeffrey Witthauer 
  Edited by: Aijalyn Kohler 
  Play Testers: Philip Dunn, Mike Mazel, 
  Melinda Reid, Scott Reid, and Jason Sanford 
    An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual 
  A pre-Exodus device has brought you to a strange underwater settlement inhabited by inhuman creatures. 
  Where are you? What is going on? And, more importantly, how will you return home? Roswell: Submerged is 
  an Exodus OPS campaign scenario for 4 to 6 characters of 4th to 6th level. This adventure directly follows 
  Roswell: Infestation and should be played immediately after. 
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Roswell: Submerged) is copyright Glutton Creeper Games 
  ©2010 and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper 
  Games. Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy 
  laws and may be prosecuted to the fullest extent of these laws. 
  20 
   OGL 
  Modern Apocalypse 
  
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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, 
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  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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  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: Roswell Chronicles: Submerged is copyright ©2010 Glutton Creeper Games.  This product is e-
  commerce and may not be redistributed after purchase without written consent from Glutton Creeper Games.  
  Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and 
  Piracy laws and may be prosecuted to the fullest extent of these laws. 
  This PDF document requires the use of Adobe Reader.  Adobe Portable Document Format (PDF) and Adobe 
  Reader are registered trademarks of Adobe System Inc. 
  Glutton Creeper Games 
  Website and Contact: www.gluttoncreeper.net 
  Adobe System Inc. 
  Website: www.adobe.com 
  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 with an aforementioned book above is 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. 
  Overseer’s OPS Note: Low Level Player Characters   
  All OPS wasteland adventures are designed for a particular level range (see Average Character Levels below) 
  that progressively advances as the Exodus Campaign grows.  Lower level players may find these adventures 
  extremely hard to successfully complete.  However, with the EXPERIENCE system, the adventure may be altered 
  to accommodate lower level players.  Both CEL and SC can be reduced in encounters to make it easier for the 
  characters and adjusted in the EXP chart at the end of the adventure to keep EXP in line for the challenges. If 
  reducing the CEL (recalculate the CR) and replace first number of the calculation with the new number and 
  adjust the last number (total creatures HP if changed) [CEL (+/– APL) x HP].  Reducing the SC is easier, minus 1 
  SC for every 5 points reduced (to a minimum of DC 15) and subtracted 250XP for each reduction.  
  
   
  Exodus OPS 
  Roswell: Submerged (Part 2) 
  4 
   
  ©2009 Glutton Creeper Games 
  Roswell Chronicles: Submerged 
  Exodus OPS 
  Scenario 21b 
  Roswell: Submerged 
  Location: Undersea Island of Dr. Cousteau, Corpus Norris, San Antonio, El Paso, Alamogordo  
  Number of Characters: 4 to 6 
  Average Character Levels:  5th 
  Max CEL/SC: 30/24 
  Max Purchasable Equipment Value: Alamogordo (3500 steel) 
  Adventure Summary  
  Roswell: Submerged begins with the heroes escaping through the teleporter into an underwater government 
  facility.  There they meet the mysterious Doctor Cousteau, and his servant Birmingham.  Doctor Cousteau is a 
  very old man, who was originally hired as a member of Project Trinity.  But Cousteau could not stomach the 
  horrific experiments being performed on humans, and thus he and a few sympathizers engineered a coup of 
  the underwater facility.  However, before the government could take the facility back, the Exodus occurred.  
  Safe and sound beneath the waves, Cousteau used his knowledge of genetics to experiment on fish, creating a 
  race of shark men.  His team is long since dead, and Birmingham was rescued by the shark men from a 
  shipwreck. 
  As the heroes adjust to being trapped underwater their whole lives, Jonas J. Jones is found murdered, with his 
  arm bitten off.  This is clearly the work of one of Cousteau’s shark men, but which one?  The investigation 
  slowly casts suspicion not on the shark men, but on Doctor Cousteau himself. 
  And then zombies start coming through the teleporter.  Birmingham calls a retreat, but he is shot by Doctor 
  Cousteau.  As Cousteau’s old team grew older, he killed them off one by one in order to experiment on their 
  bodies, and he intended to do the same thing to Birmingham once he had outlived his usefulness.  Jonas was a 
  threat to him, and so he had to die, but Cousteau has realized his murder of Jonas was imperfect and that the 
  game is up.  He has experimented on himself and become one of the shark-men. 
  In the end, the heroes defeat Cousteau.  They make it to a mini-sub and flee the underwater base, activating 
  its self-destruct sequence and blowing it to smithereens.  As they return to the coast of Texas, and from there 
  back to Alamogordo, they must wonder whether they have stopped the zombie horde, or merely delayed it. 
   
  Optional Introduction (For New 
  Players) 
  For those players playing Roswell: Submerged without first playing Roswell: Infestation, the premise is much 
  the same.  A Techno-Reaper of the Roswell unit named Jonas J. Jones has hired the PCs to test a teleporter he 
  found that he believed would send them to the mysterious military base under Roswell, New Mexico.  Those 
  PCs who played Roswell: Infestation were successful, and this scenario picks up after their escape from the 
  facility.  For those who did not, however, the teleporter malfunctioned, holding them in its pattern buffer 
  before a glitch caused them to be teleported to the underwater facility with the others. 
   
   
  
   
  Exodus OPS 
  Roswell: Submerged (Part 2) 
  5 
   
  ©2009 Glutton Creeper Games 
  The Island of Doctor Cousteau 
  This round begins immediately after the last round ends.  
  Characters playing this immediately after the last round 
  have no time to heal or rest.  Jonas remains with them as 
  well. 
  The entire scenario takes place in the underwater 
  laboratory of Doctor Cousteau.  This is a very large place, 
  nearly 400 feet in diameter, and beneath the ocean.  The 
  outer walls are ridiculously thick (400 hp per 5 ft. square, 
  hardness 30, break DC 50).  And if the PCs do manage to 
  break through, everyone dies except the shark men and 
  Doctor Cousteau (who is secretly a shark man), including 
  the PCs. 
  The inner walls are a little weaker, but they are still heavy 
  (100 hp per 5 ft. square, hardness 15, break DC 30).  The 
  dome itself is 200 ft. high in the center, but the buildings 
  within (such as the laboratory complex) are only 15 feet 
  high. 
  The scenario begins as the last one (Infestation) ends. 
  The characters are currently in section A of the map at the 
  end of this adventure.  The door leads to section B.  The 
  door is rusted shut from disuse.  It will take a DC 20 
  Strength check to force it open.  The DC lowers by 5 if the 
  PCs use some method of clearing the rust from the door.  
  Once they enter the storage room they will find that they 
  are not alone. 
  A Sense Motive check of DC 20 allows the PCs to sense that this shark man is not aggressive or angry, and that 
  the roar is one of shock and surprise.  Allow the players to react, and if they proceed into combat, roll 
  initiative.  Unless the shark man is attacked, he will not fight back and instead will flee out the door to the 
  residential hallway.  Of course, if the characters reacted by attacking then the shark man will fight back and 
  continue to roar, which will alert the other shark men who start arriving in two rounds.  When other shark 
  men arrive, their leader Billy will attempt to diffuse the situation using diplomacy.  If diplomacy fails, after 5 
  rounds a total of 10 shark men will engage the party in combat.  
  Jonas J. Jones (CR 3) 
  Defensive 1/Technician 2; Medium Humanoid; HD 
  3d8+6; hp 28; Mas 14; Init +2; Spd 30 ft.; Defense 
  22, touch 16, flat-footed 20 (+4 def, +2 Dex, +6 
  Combat Armor), BAB +1; Grap +3; Atk +4 ranged 
  (sawed-off 12 gauge slug 2d10, 20/x3); Atk +2 
  ranged (sawed-off 12 gauge slug both barrels, 3d10, 
  20/x3); FS 5 ft. sq.; Reach 5 ft.; SV Fort +2, Ref +5, 
  Will +2; Str 14, Dex 14, Con 14, Int 18, Wis 10, Cha 
  8. 
  Background: Techno-Reaper 
  Occupation: Technician 
  Feats: Builder, Creative, Weapon Focus (shotgun) 
  Languages: Arabic, English, French, Spanish. 
  Skills: Computer Use +10, Craft (electronic) +13, 
  Craft (mechanical) +13, Craft (salvage) +10, Disable 
  Device +10, Knowledge (technology) +10, Repair 
  +13, Research +8, Search +10 
  Traits: Super Genius, Tech Wizard 
  Talents: Mechanic, Mr. Goodwrench 
  Class Ability:  CompuWhiz, Improvised Tools, He 
  Who Reaps 
  Equipment: 
  combat 
  armor, 
  duct 
  tape, 
  multipurpose tool, sawed off 12-gauge shotgun, 12 
  12-gauge slugs. 
  Personality: Jonas is cocky, wisecracking, and 
  maybe a little misogynistic.  He carries around a 
  twelve-gauge double-barreled Remington from the 
  pre-war days, which he affectionately calls his 
  Boomstick.  Despite his swagger, he is a researcher 
  and technician at heart.  He will mostly stay out of 
  combat, but he can deal with any technological 
  problems. 
  You feel the strange, painless dissolving sensation 
  once more.  The zombies vanish away as you 
  teleport, again into a very similar room.  But it is not 
  the room you found in Roswell.  The door is 
  different.  Where have you gone? 
   
  The musty, stale air of the teleport chamber freshens as the door opens.  It is still stale and 
  recycled, but there is a salty tang to it.  The room is mostly dark, lit only by naked hanging bulbs 
  spaced wide apart, with rows and rows of simple metal shelves lined with rations, tools, and other 
  supplies.  There is a rummaging sound, and, as your eyes adjust to the dim light, you can see the 
  source.  A hideous monster far taller than a man is rooting through a supply bin.  The light from the 
  sparse bulbs glints off its grey, rubbery skin, and its arms and back have fin-like protrusions.  And 
  its head, its head is a mass of monstrous teeth.  This creature seems to be some sort of horrifying 
  amalgamation of man and shark, walking on two legs.  It sees you and with spittle flying from its 
  large sharp tooth maw gives a loud roar. 
  
   
  Exodus OPS 
  Roswell: Submerged (Part 2) 
  6 
   
  ©2009 Glutton Creeper Games 
  Shark Man (CR 7) 
  Aggressive 4; Large Humanoid; HD 4d10+7d8+26; 
  hp 89; Mas 16; Init +8; Spd 30 ft., swim 30 ft.; 
  Defense 23, touch 17, flat-footed 19 (+3 Defense, +4 
  Dex, +6 natural armor); PDR 6; BAB +9; Grap +15; 
  Atk +17 melee (bite 1d8+6); Full Atk +17/+17 melee 
  (slam 1d8+6) and +12 melee (bite 1d8+3); FS 10 ft. 
  sq.; Reach 5 ft.; SV Fort +14, Ref +10, Will +6; Str 22, 
  Dex 18, Con 16, Int 10, Wis 16, Cha 10. 
  Feats: Alertness, Brawl, Cleave, Great Fortitude, 
  Improved Brawl, Improved Initiative, Power Attack, 
  Rad Child 
  Talents: Robust, Thick Skin 
  Skills: Move Silently +18, Swim +28 
  Evolution: By character class 
  Species Traits 
  Blindsense: A shark man can locate creatures 
  underwater within a 30-foot radius. This ability 
  works only when the shark man is underwater. 
  Keen Scent: A shark man can notice creatures by 
  scent in a 180-foot radius and detect blood in the 
  water at ranges of up to a mile.  This ability works 
  only when the shark man is underwater. 
  Low Light Vision: A shark man has low-light vision. 
  Shark Empathy: Shark men can communicate and 
  empathize with normal or dire sharks, or any mutant 
  shark or shark sub-species.  This gives them a +4 
  bonus on checks when influencing the shark’s 
  attitude and allows the communication of simple 
  concepts and (if the shark is friendly) commands, 
  such as “friend,” “foe,” “flee,” and “attack.” 
  The PC reaction here will determine the attitude of the 
  shark men for the rest of the adventure.  If they attack 
  the shark man blindly, especially if they kill him, then all 
  the others will be Unfriendly.  If the PCs do not initiate 
  combat, the others will be Friendly. 
  If the shark man flees, he will run through the residential 
  hallway and out the Environment seal into the main 
  agricultural area of the base.  The following assumes the 
  PCs chase him.  If they do not, give them about five 
  minutes before shark men come to round them up, and 
  adjust the text accordingly. 
  There are about ten shark men all together, 
  including Billy.  Billy will do the talking, as he is 
  the obvious leader.  (Although his stats are no 
  different than any of the others).  The shark men 
  will not try to start a fight, and it should be made 
  very clear to the PCs that there are far too many shark men to overcome.  Billy can tell the PCs the following. 
   Outsiders are not allowed here.  We do not wish to harm you, but you must wait here for Birmingham.  
   
   Birmingham assists Doctor Cousteau. He has always assisted Doctor Cousteau, since the beginning. 
   
   This is the Island of Doctor Cousteau.  Doctor Cousteau rules the island.  He has always ruled the island, 
  since the beginning. 
   
   We are forbidden to enter the technical rooms.  Doctor Cousteau says that all who enter the technical 
  room will meet only their ends. 
   
   We are of Shark and Man, thus named Shark Men, but I am called Billy.  We can swim in the ocean, but 
  never too far.  To go farther than the testing boundary tempts the monsters of the deep and reduces our 
  numbers.  When one of us is lost, it upsets Doctor Cousteau. 
  The strange shark creature runs into a hallway 
  lined with doors.  It turns toward a door on the 
  right that is larger than the others and marked 
  “Exit”.  The door opens automatically at his 
  presence.  The room beyond is larger, and as soon 
  as you enter, the door slams shut and you hear the 
  “whoosh” of air being recycled. A second later, the 
  outer doors open and the shark man runs into a 
  lush field of grass.  You appear to be in some sort of 
  hydroponics dome, with grass, grain, trees, and 
  other plants scattered everywhere.  There is a large 
  lake to your left that feeds into a river that runs in 
  a half-circle around the entire complex.  The 
  technology is obviously pre-Exodus, and it appears 
  in good repair.  But most shocking of all is the view 
  above.  The curve of the dome is transparent, and 
  above you can see water.  You are submerged so 
  deep that you cannot see the sun, and only external 
  lights give you a glimpse of what is outside.  
  Throughout the dome there are shark men, tending 
  the crops, making repairs, and performing other 
  tasks.  At the cry of their brother, they all turn and 
  move toward you, menacingly. 
  
   
  Exodus OPS 
  Roswell: Submerged (Part 2) 
  7 
   
  ©2009 Glutton Creeper Games 
  Doctor Cousteau (CR 7) 
  Aggressive 1/Missionary 4*; Large Humanoid; HD 
  1d10+11d8+18; hp 83; Mas 16; Init +5; Spd 30 ft., 
  swim 30 ft.; Defense 20(22), touch 14(16), flat-footed 
  19 (+3 Defense, +1 Dex, +1 Dodge +2 (melee only), 
  +6 natural armor); PDR 5; BAB +8; Grap +14; Atk 
  +14 melee (bite 1d8+9); Atk +9 ranged (.22 hideout 
  2d4 range 20); Full Atk +14/+14 melee (slam 1d6+6) 
  and +9 melee (bite 1d8+9); FS 10 ft. sq.; Reach 5 ft.; 
  SV Fort +13, Ref +7, Will +7; Str 22, Dex 13, Con 16, 
  Int 16, Wis 16, Cha 10. 
  * The Missionary class merely approximates training 
  given to Cousteau pre-Exodus, which is no longer 
  available to PCs. 
  Feats: Alertness, Defensive Martial Arts, Dodge, 
  Elusive Target, Great Fortitude, HtH Evade, Improved 
  Initiative 
  Talents: Coordinate, Inspiration 
  Skills: Bluff +14, Craft (chemical) +17, Diplomacy 
  +14, Knowledge (science) +17, Move Silently +15, 
  Swim +28 
  Evolution: By character class 
  Class Abilities 
  Missionary Position (+2): As an immediate action 
  once per round, the Missionary may take the 
  Missionary Position, gaining the bonus denoted to 
  either his Defense (as a dodge bonus) or to one of the 
  following Social skills (Bluff, Diplomacy, Gather 
  Information, or Sense Motive) 
  Traveler: When traveling overland, the Missionary 
  finds the shortcuts to get from one settlement to the 
  next quickly and can reduce his and his companions’ 
  travel time by 10%.  If the Missionary has the 
  Pathfinder feat, the time is reduced by 20%. 
  Species Traits 
  Blindsense: A Shark Man can locate creatures 
  underwater within a 30-foot radius.  This ability 
  works only when the Shark Man is underwater. 
  Keen Scent: A Shark Man can notice creatures by 
  scent in a 180-foot radius and detect blood in the 
  water at ranges of up to a mile.  This ability works 
  only when the Shark Man is underwater. 
  Low Light Vision: A Shark Man has low-light vision. 
  Shark Empathy: Shark Men can communicate and 
  empathize with normal or dire sharks, or any mutant 
  shark or shark sub-species.  This gives them a +4 
  bonus on checks when influencing the shark’s 
  attitude and allows the communication of simple 
  concepts and (if the shark is friendly) commands, 
  such as “friend,” “foe,” “flee,” and “attack.” 
  Possessions: Mini-Sub Key, Security Card, 
  The shark men are not stupid, but they are extremely 
  sheltered and they have never seen outsiders before.  
  They insist on waiting for Birmingham, and will accept 
  no other course.  Once the characters have agreed to 
  wait, Billy will send one of the others, a hammerhead 
  shark man, to fetch Birmingham. 
  Birmingham is kind and affable, but it’s clear he 
  practically worships Doctor Cousteau, and his kindness 
  is so constant that it should be a little creepy.  He can 
  convey the following to the party if they inquire. 
   This is the subterranean Island of Doctor Cousteau.  
  It is located at the bottom of the great crater ocean. 
   
   Doctor Cousteau is a great man.  In fact, the greatest 
  (and only) geneticist to ever have walked the island. 
   
   These shark men are Doctor Cousteau’s greatest 
  science triumph.  The bestiality has been bred out of 
  them, reducing their violent tendencies.   
   
   Doctor Cousteau has shown the shark men how to 
  grow their own food.  Since the island is located on 
  top of geothermal vents that provide power to the 
  facility and keep the air recyclers going, the 
  humidity makes for a good growing environment.  
  In a few hundred years, the equipment might start 
  breaking down, but in the meantime it’s a paradise. 
   
   Doctor Cousteau rarely sees anyone.  He stays in his 
  office.  I am his envoy and he’ll wish to see you, as 
  you are new visitors to his oasis.  I must ask for your 
  weapons while you talk to the Doctor.  Don’t worry, 
  you won’t need them here and they will be returned 
  when your interview is over.  
   
   Doctor Cousteau has forbidden anyone from 
  entering into the technical rooms.  There is no one 
  here trained in advanced engineering skills, so no 
  one is allowed in the technical rooms.   
   
   There’s no way off the island except via the 
  teleporter.  If you can’t go back that way, then this 
  will be your home. 
  Birmingham will insist on taking the characters’ 
  weapons.  As he has 10 shark men to back him up if needed, it is probably best if the characters cooperate.  
  When the party is ready, Birmingham will take them to the office of Doctor Cousteau (section K). 
  The hammerhead shark man returns after a  few 
  minutes followed by a handsome blond man 
  wearing a collection of  bracelets, a blue elbow 
  brace, and a utility vest over his bare chest.  He 
  smiles as he looks at you.  “I hear you appeared in 
  the technical room.  No one is allowed in the tech 
  room.  Welcome to our little island.  How did you 
  get here?” 
  
   
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  Fish Stories 
  Note that the passage between section K and section M is secret, and actually runs under the “ground” of the 
  dome.  It will not be immediately visible, and the PCs will not have time to search Doctor Cousteau’s office at 
  this time.  Furthermore, Birmingham should have their weapons, and will shoot them if they are not polite, 
  plus he has shark men for backup who are waiting just out in the hall.  Do not spring this on the PCs suddenly.  
  If any of them suggest doing something like assaulting Doctor Cousteau, point out to them the odds against 
  them and ask if they really want to do it.  If one PC insists on acting so foolishly, do not punish the other PCs 
  unless they get involved too. 
  Doctor Cousteau will demand they stay in the circle of light, and he will be shadowed to the point where his 
  features are concealed (thus hiding the fact that he, too, is a shark hybrid).  He will listen intently to the PCs’ 
  story, especially any mention of zombies.  He knows (or, rather, will speak of) the following. 
   Welcome to the Island.  Birmingham will ensure you are given rooms.  You may join us here.  Tending to 
  the station is good, honest work, and you, like Birmingham, may find it very fulfilling. 
   
   I know well the madness of government testing labs.  Once, many years ago before the Great War, I was a 
  geneticist attached to a government program known as Project Trinity.  All they wanted was a new 
  weapon.  A new way of killing and slaughtering mankind.  That way causes nothing but destruction. 
   
   I left the project and commandeered this undersea base.  It was abandoned once tensions rose between 
  nations, so that the money used to run it could be redirected to military pursuits. 
   
   Using my knowledge of genetics, I was able to extend my own life.  Those who came with me 
  unfortunately passed away before I could perfect the process.  (A lie, his former colleagues were used in 
  his genetic experiments to make the shark men with their memories erased.) 
   
   I used the knowledge of Project Trinity not to make warriors or monsters, but peaceful beings.  I 
  experimented on the local sharks.  I bred the aggressiveness out of them.  They are peaceful people, who 
  will fight only to defend themselves.  I have used science for good instead of evil. 
   
   We found Birmingham ten years ago.  Billy, my finest experiment, told me he had found a man floating in 
  the water above beyond the safety zone.  We had a functioning mini sub in those days, and so I took it out 
  and rescued him.  He has gratefully served me ever since. 
   
   The mini-sub was scrapped for parts a long time ago to repair critical equipment necessary to keeping 
  the island intact.  I am sorry, but the transportational pad room is the only way off this island for you, 
  provided you have a security card.  And if the facility you came from is full of infected monsters or is a 
  dead end, then there is no need for the telepad anymore.  The teleporter systems should be under 
  lockdown protocols.  It seems our pad’s security protocol has been disabled.  I will have the telepad 
  dismantled since we could use the spare parts.  (The part about the mini-sub is a lie.  Cousteau still has a 
  mini-sub, but he would never admit it.) 
  PCs may try to convince Cousteau to keep the teleporter functioning so they can try to reprogram a new 
  destination.  If the PCs do not, then Jonas will.  Reluctantly, Doctor Cousteau will agree, but he insists that if no 
  progress is made within the week then the teleporter must be destroyed. 
  In contrast to the utilitarian design of the other rooms you have seen, Doctor Cousteau’s office is 
  elegantly, almost ritualistically decorated.  The wallpaper, plush carpeting, and art does show the 
  unfortunate results of years and years of wear without replacement, but at least there is color.  The 
  room is lit with electric sconces on the wall that illuminate little more than the decorations and a 
  single harsh light that shines from above just before the entrance. 
  Behind a wide desk sits the figure of a large fat man, his body mostly buried in shadow.  What you 
  can see of him is his impeccable Italian suit and his bulky white leather gloves stretched over 
  sausage-sized fingers.  “These are our visitors?” he mumbles in a wheezing voice. 
  “Yes Doctor,” Birmingham says adoringly. 
  “My name is Doctor Cousteau.  Tell me how it is that you come to be on my island.” 
   
  
   
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  Birmingham will escort the party to their individual quarters for the night (small unlabeled rooms in section 
  C corridor).  Jonas says he will attempt to reprogram the teleporter in the morning to find new teleporter 
  sites.  The characters will be locked in their rooms during that night, despite any protests.  Everyone will be 
  very polite, but it is clear that they are not allowed to go wandering about at this time.  Remember that any 
  wounds the characters have will heal (equal to twice their healing rate) overnight.  Also, if the shark men are 
  friendly, they will ensure the characters are given medpaks as needed to fully heal up. 
  He’s Dead, Jones 
  The next morning Jonas will be found dead in the Sea Lab (section F).  The culprit is Doctor Cousteau, who 
  lured him there by unlocking his room door, knowing his natural curiosity would lead him to explore.  
  Cousteau killed Jonas because he was going to be working on the teleporter, and Cousteau is afraid the 
  zombies might find a way through.  With Jonas gone, he can realistically demand that the teleporter be 
  destroyed.  If other characters have similar technical knowledge, he intends to kill them too, the next night.  
  He is doing it slowly, though, so that the party cannot band together in defense. 
  The party will be awakened by Birmingham, one by one.  He will tell them to wake up, insisting they be quiet, 
  and then he will lead them into the Sea Lab. 
  Jonas’ equipment can be salvaged after the investigation.  Due to the nature of the death, suspicion should fall 
  pretty quickly on one of the shark men.  Birmingham will insist that is not possible, since the Doctor bred all 
  the aggression out of them, but a DC 20 Knowledge (nature) check will confirm that the arm was bitten off by 
  a shark man’s bite attack.  Even if this information is not found, Birmingham will reluctantly agree that the 
  shark men are the most likely suspects.  He will go to tell Doctor Cousteau.  PCs may either accompany him to 
  inform the Doctor, or else they will be summoned to the Doctor soon afterwards. 
  PCs will be stripped of weapons and the Doctor will remain in the shadows of his office, as usual.  The Doctor 
  will reveal the following (after Birmingham has told him about the body, if the characters accompanied 
  Birmingham directly). 
   I summoned Birmingham at once and sent him to investigate.  That was when he found the body, and 
  fetched you.  I cannot imagine what happened.  My shark men must have been provoked somehow, they 
  would never attack a human being otherwise.  It will certainly not happen again, and there is no need for 
  fear, I will get to the bottom of this.  (A lie.  He knows what happened since he did it.  He is, however, 
  telling the truth about it not happening again, unless another PC insists on continuing to work on the 
  teleporter.) 
   
   You are not suspected.  The computer logs show that your doors were locked all night.  It seems Mr. Jones 
  managed to override his lock somehow and went exploring.  (A lie.  The Doctor opened Jonas’s locks 
  himself to tempt him out.) 
   
   With Mr. Jones’s death there is no more point in keeping the telepad around.  I shall send Billy to 
  dismantle it at once. 
  If the PCs protest this last action because another PC has technical knowledge then Doctor Cousteau will then 
  insist that they begin attempting to repair the system right away.  That PC will not be able to take part in the 
  investigation and will be on the front lines during Encounter 4, when the zombies attack (the teleporter is 
  very advanced science, and will take days, perhaps even weeks, of work, which is beyond the scope of this 
  adventure, however the PCs has no way of knowing that.  Allow them to think that they can re-route the 
  teleporter or turn it off.  This will put them on the front lines when the zombies emerge.) 
  The scene before you is a grisly one.  There had clearly been a fight.  Laboratory tables are 
  upended, and flasks are shattered on the ground.  Were it not for the tight, even soundproof seals on 
  the doors, you would have surely been awakened by the struggle.  Jonas’s body lies in the center of it 
  all in a pool of blood, strips of flesh hanging off of him.  His right arm is severed just below his elbow.  
  Some distance away you can see why, his severed hand grips his shotgun. 
   
  
   
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  If a character senses Doctor Cousteau’s deception, the doctor will deny any accusations.  Birmingham and, if 
  necessary, shark men will detain the party if they belligerently insist.  If the party starts a fight, they’ll face all 
  10 shark men, Birmingham and Cousteau in a mass assault.  The Doctor will try to keep most of the characters 
  alive for his experiments.  Should this happen, they will be locked in their rooms until Encounter 4, in 
  whatever condition they ended the fight in (unconscious characters will awake with 1 HP) and missing all of 
  their equipment (which is locked in Doctor Cousteau’s office).  
  Should the party not cause any troubles, they will now be free to investigate the lab; although Cousteau will 
  not encourage it, he doesn’t forbid it either.  Either way, Birmingham will accompany them as an escort.  If the 
  party splits up, a shark man escorts each division of characters.  Encounter 4 will happen at a dramatic 
  moment.  Ideally, it should be after the PCs have figured out (or begun to strongly suspect) that Doctor 
  Cousteau is behind the murder, or that he may be a shark man.  It should also likely happen when the PCs are 
  inside the main complex.  At that moment, two Z-RAD Zombies hordes and the other two Intelligent Z-RAD 
  Zombies will teleport to the submerged lab and disrupt the investigation. 
  PCs can discover the following. 
   A Computer Use DC 15 check on Jonas’s door will reveal that the lock was deactivated from the outside, 
  not the inside, proving Jonas didn’t disable the lock himself. 
   A Knowledge (science) DC 15 check will reveal that the discolored patch on Doctor Cousteau’s floor was 
  caused by a chemical stain, but not any chemical found in the Sea Lab. (It was caused by a chemical found 
  in the Secret Lab only, which only Doctor Cousteau had access to.) 
   A Spot DC 15 check outside will reveal that building N (the Secret Lab, though PCs do not know that) 
  seems to have no entrances or exits, but is closest to Doctor Cousteau’s office in the other building. 
   A Listen DC 20 check outside will reveal an underground passage, humming with power, from room M 
  (the Secret Lab entrance) to the main laboratory complex. 
   A Search DC 30 check will reveal fibers from the Doctor’s carpet in the Sea Lab. 
   A Diplomacy DC 10 if they are Friendly or DC 25 if they are Unfriendly check will convince the shark men 
  to tell the PCs they were all together last night, except for Billy. 
   A Diplomacy or Intimidate DC 20 if he is Friendly or 30 if he is Unfriendly check will convince Billy to 
  reveal that he saw Doctor Cousteau follow Jonas into the Sea Lab last night. 
  Whatever happens, Birmingham will never believe that Doctor Cousteau is at fault. However, he will not 
  hinder the PCs investigation. 
  PCs can also take this opportunity to study the dome more carefully and also to explore. 
   A Knowledge (nature) or Knowledge (technology) DC 15 check will allow PCs to realize the hydroponic 
  foods grown here use efficient pre-Exodus techniques that are beyond anything the post-Exodus world 
  has.  A DC 20 check will allow them to realize that most of this is because the dome is free from radiation, 
  but the advanced technology helps.  Given a few months to years of study, the hydroponics systems of the 
  dome could be engineered to work on the surface. (PCs can take samples of the fruit grown, noted on the 
  certificate, but the shark men and Birmingham will keep them from taking any actual tech.  It is needed to 
  keep things growing.) 
   A Knowledge (science) DC 20 check will allow PCs to realize that the shark men have been used in some 
  grueling genetic experiments.  They can also realize that these are not humans mutated into sharks, but 
  rather sharks mutated into humans.  This check also allows PCs to realize that no facility they are allowed 
  access to could possibly carry out genetic manipulation this extreme (it was done in the Secret Lab, which 
  the PCs are not allowed access to.) 
   A search of Storage (section B) will reveal food stores, medical supplies, and many other goods.  Anything 
  that cannot be grown in the dome is stored here, and there is enough storage to last for decades more.  
  However, Birmingham will not allow the PCs to take any of it.  A Sleight of Hand DC 15 check will allow 
  PCs to take a Trauma Pack, an Electronic Lockpick MK II, or a Motion Sensor.  Being caught will result in 
  Birmingham confining them to their quarters for the remainder of the investigation (until the zombie 
  attack). 
   The quarters along hallway C are mostly unused, save for Jonas’s room and the PCs’ rooms.  The shark 
  men do not seem to live here (as they prefer sleeping outside in the dome).  They are clean and spartan, 
  consisting of bunks, empty footlockers, and a lavatory. 
  
   
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   The Laboratory (section E) is mostly unused, save for fairly routine soil samples to ensure that the 
  hydroponics continue to work properly.  Although the lab is equipped for more sophisticated 
  experiments, the shark men and Birmingham are not intelligent enough to do so, and Cousteau performs 
  most of his experiments in the Secret Lab. 
   The Sea Lab (Section F) is still a wreck from the struggle leading to Jonas’s death.  There is little of value 
  here, but a rack of what were once undersea specimens have been smashed on the ground, spilling glass, 
  formaldehyde, and dead sea creatures everywhere. 
   Laboratory Storage (Section G) is a tightly packed room of lab equipment, test tubes, and chemicals.  As 
  with the storage chamber, Birmingham will not allow the PCs to take anything, but they can try to steal 
  with a Sleight of Hand DC 15 check.  The can steal either a poison antidote, a dose of Mindmeld, or a 
  Chem-Light Stick.  As before, being caught will result in them being confined to quarters until the zombie 
  breakout. 
   Computer Room (Section H) is a clean room filled with banks of computers.  A Computer Use DC 15 check 
  will allow the PCs to read the logs of the station. These are mostly just maintenance and inventory 
  records.  What is interesting is originally there were four login IDs: Doctor Cousteau, Doctor Lawrence, 
  Doctor Mojindar, and Doctor Curlington. Sometime later, Birmingham was also given a login ID.  If the PCs 
  use an Investigate DC 25 check, they can find the patterns in the logs.  Soon after the Exodus, there are no 
  more logins from the other three doctors, and an accompanying drop in food consumption, as if they had 
  left or died.  There was a jump in the consumption of chemicals and the other necessities of science at this 
  time, indicating Cousteau had begun his experiments.  Several years later, the food consumption rose 
  again, presumably when Billy and the other shark men were brought to live in the dome.  Finally, after 
  Birmingham was rescued, he was given his own login. 
   The shark men do not know about the other doctors, but if Birmingham is asked about them, he will say 
  that Doctor Cousteau does not like talking about them, and that he got the impression they died in some 
  tragic accident. 
   Room I is the power core for the entire dome.  It is a dark room of humming machines.  The readouts 
  show that the reactor that powers the island is going strong.  There is a Low level of Radiation throughout 
  this room, though the walls are shielded and the radiation does not leak out. 
   Birmingham’s Quarters (Room J) are a bit sloppy, and appear to be a former storage room that has been 
  refurbished.  Birmingham is not the neatest of people, and he will claim he’s spent so much time at sea 
  that he prefers smaller quarters.  He will object strongly to any thorough attempts to search his room, 
  and it will require a Diplomacy DC 25 check to convince him to search.  The only thing they will find of 
  note is Birmingham’s journal, which is only significant because it speculates that the Doctor has magical 
  powers. Why?  Because Birmingham will see him enter his office, but when he goes to talk to the Doctor 
  later, the Doctor is nowhere to be found.  Birmingham will deny he thinks this if confronted, saying only 
  that “Sometimes being cooped up here can make a man’s head go all wrong.  That’s all.” 
  Not These Guys Again!  (CEL 6) 
  By this point, ideally, the PCs should have a fairly good idea that Doctor Cousteau is behind Jonas’s murder.  In 
  addition, they should be somewhere inside the laboratory complex, possibly heading to confront Doctor 
  Cousteau himself.  Which means it’s time for a distraction.  Since the PCs left Roswell in Roswell: Infestation, 
  the intelligent zombies roaming the facility have been hard at work hacking into or repairing the teleporter, 
  and preparing it for the zombie hordes to use.  They have finally succeeded, but the one thing they were 
  unable to do is alter the destination.  So, as they begin to use the device, they will emerge in the undersea base 
  where the PCs did. 
  If a PC is working on the teleporter then one of the zombie hordes will materialize right in front of them, and 
  they had best run.  Billy will be there with them, keeping watch.  Otherwise the zombies will materialize in 
  front of Billy alone, who was given the task of dismantling the teleporter.  Since he wants to salvage as much 
  of the technology as possible to use for repairs around the base, he is moving very slowly and has not yet 
  dismantled it enough to keep it from receiving zombies.  Either way Billy will take the time to hit a panel in 
  the wall, which will activate a shrieking alarm just before the zombies burst into the main complex.  This will 
  also override any locks, releasing any PCs who were confined to quarters. 
  
   
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  Z-RAD Zombie Horde (2) (CR 5) 
  CR:4; Medium Undead Swarm; HD 8d12; hp 52; Mas ―; Init 
  -1; Spd 10 ft.; Defense 11, touch 9, flat-footed 11 (-1 Dex, +2 
  natural); BAB +0; Grap ―; Atk automatic damage (4d6+4 + 
  Infection); FS 25ft. sq. (or 10 5ft. linked squares) ; Reach 0 
  ft.; SV Fort ―,  Ref -1, Will ―,  Str 13, Dex 8, Con ―, Int ―, 
  Wis 10, Cha 1. 
  Species Traits 
  Insatiable Hunger: A zombie horde suffers from insatiable 
  hunger and will seek to feed on living flesh and drink 
  blood.  Any living creature that a zombie horde ends it 
  movement on suffers 4d6 points of damage from claw and 
  bite attacks.  Any character that suffers damage from this 
  attack has a chance to contract the Z-Radiation Infection.  
  The character must succeed a Fortitude saving throw DC 
  (equal to the damage taken) or contract this incurable 
  disease (see certificate entry). 
  Horde: Immune to critical hits and sneak attacks, cannot 
  be staggered or reduced to a dying state, cannot be tripped, 
  grappled, or bull-rushed, and cannot grapple another.  A 
  Horde takes 1/2 damage from piercing weapons attacks or 
  effects (such as burst fire).  They take a –10 penalty on 
  saves against damaging area effects, and if no saving throw 
  is allowed, they take double damage instead.  A horde that 
  reaches 0 HP is destroyed.  Hordes do not make attacks or 
  hamper movement, but rather deal automatic damage to 
  anyone whose square they occupy. 
  Undead: A Zombie Horde is a group of animated lifeless 
  corpses.  A Zombie Horde survives due to the biochemical 
  reaction created by Z-Radiation until destroyed by physical 
  means.  Undead are immune to mind-affecting effects, 
  critical hits, and sneak attacks.  Undead are destroyed upon 
  reaching 0 hp. 
  The zombie horde moves slowly and will not chase 
  after the PCs and shark men so much as slowly fill the halls.   
  As soon as Birmingham sees the zombies, he will insist that he save the doctor, and run down the hall so 
  quickly that any PC will be at least a round behind him (consider it Birmingham’s surprise round).  If the PCs 
  do not follow him, have the zombie horde expand to herd them toward Cousteau’s office.  As the PCs head to 
  Doctor Cousteau’s office, they will see the shark men fighting their way through the zombie horde to the Sea 
  Lab.  They can swim and can escape that way. 
  Birmingham is dead.  When the PCs rush into Doctor Cousteau’s office, they will see the following. 
  Z-RAD Intelligent Zombie (2) (CR 3) 
  CR 2; Medium Undead; HD 3d12+3; hp 24; Mas ―; Init 
  +2; Spd 30 ft.; Defense 16, touch 14, flat-footed 14 (+2 
  Def, +2 Dex, +2 natural); PDR 1; BAB +3; Grap +4; Atk +6 
  melee (bite 1d8+1); Full Atk +4 melee (slam 1d6+1); FS 
  5 ft. sq.; Reach 5 ft.; SV Fort +3, Ref +3, Will +3; Str 13, 
  Dex 14, Con ―, Int 16, Wis 10, Cha 1. 
  Background: Military Scientist 
  Feats: Brawl, Dodge, Improved Brawl, Toughness 
  Talents: Robust, Thick Skin 
  Skills: Computer Use +10, Repair +10 
  Species Traits 
  Insatiable Hunger: A Z-Rad Intelligent zombie suffers 
  from insatiable hunger and will seek to feed on living 
  flesh and drink blood.  Any character that suffers 
  damage from a bite attack has a chance to contract the Z-
  Radiation Infection.  The character must succeed a 
  Fortitude saving throw DC (equal to the damage taken) 
  or contract this incurable disease (see certificate entry). 
  Intelligence: A newly created Z-Rad zombie (or 
  preserved in this case) retains the intelligence and skills 
  it had in life.  The Intelligent Zombie loses 1 point of 
  Intelligence for each day it fails to feed.  When reaching 
  0 Intelligence, the Intelligent Zombie becomes mindless, 
  losing it Wisdom score.  The zombie then seeks to join a 
  Zombie Horde.    
  Undead: An Intelligent Zombie is a recently dead person 
  who becomes an animated lifeless corpse due to the 
  biochemical effects of Z-Radiation.  Undead are immune 
  to mind-affecting effects, critical hits, and sneak attacks.  
  Undead are destroyed upon reaching 0 hp. 
   
  Birmingham opens the door to Doctor Cousteau’s office, and charges in. “Doctor!  You have to get 
  out of here!  There’s… oh my god!”  A sickening rending sound is heard, like flesh being pulled from 
  bone, as Birmingham staggers out into the hallway missing half of his chest cavity and spraying 
  blood all over the hall.  “The horror!” he cries out, collapsing in a lifeless heap.” 
  You are too late to catch sight of Birmingham’s murderer, but you can hear footsteps.  Footsteps 
  that echo from a passage that had previously been concealed to look like the wall.  Metal stairs 
  descend into the artificial earth. 
  
   
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  Shark Showdown (CEL 7) 
  Doctor Cousteau will lead them on a merry chase.  The chase is for cinematic purposes, and so the PCs will not 
  catch him until the right time. 
  This is room M.  It only takes a Search DC 15 check to find the hidden panel that leads from room M to room 
  N. 
  They are chemicals here in abundance, confirming the Doctor’s experiments.  The PCs have no time for a 
  detailed search roll, but they have time to make a quick scavenge roll.  They cannot take 20, nor can they even 
  take 10 without a special ability allowing it (zombies are closing in, and Doctor Cousteau is taunting them, 
  adding too much urgency to the situation).  If PCs insist on taking more time, have the zombie horde start 
  coming through the tunnel.  If they continue to insist, Doctor Cousteau manages to activate the mini-sub and 
  flees.  The PCs are trapped, and they will all die.  Do your best to discourage them from this course. 
  They do have time for a single round of scavenging, though, 
  with the following results. 
  Doctor Cousteau’s serum is a vial of bubbling blue liquid, 
  marked “For the Doctor’s Use Only”.  If it is drunk by any PC, 
  they will gain the “Transformation” item on the certificate, but it will seem to have no effect at first. 
  The PCs should be making their way to the only other door in the room, the door to the Mini-Sub Pen in 
  section O.  If they fail to enter within 1 minute of Birmingham’s death, the Doctor will escape in the Mini-sub.  
  If they enter while the Doctor is making his escape, read the following; else the room is empty and the party 
  will have to deal with the zombie hordes. 
  DC 
  Scavenge Result 
  20 
  3 bottles of Water, Medpak 
  25 
  Doctor Cousteau’s Serum (see below) 
  You race through the tunnel.  It is unbearably hot, no doubt from the geothermal vents that power 
  this place.  Wires and pipes run all around you.  You emerge in a small room that would appear to be 
  an ordinary emergency maintenance room.  There is no one else there. 
   
  You emerge in a laboratory, one far better equipped than the laboratory you saw earlier.  Great 
  tubes, vats, and tables line the warehouse-like structure, along with giant scanning microscopes and 
  various scientific paraphernalia. 
  “I made an error when I killed Mr. Jones,” comes the sound of Doctor Cousteau’s voice.  It sounds 
  tinny, as if being broadcast through speakers.  And indeed, you can see the speakers mounted on the 
  walls.  “I should have killed <pick the strongest looking human character>, first.  I realized this after the 
  fact.  I realized the game was over.  But this was my life’s work!  Project Trinity was ill-advised.  I had 
  done better!  I had bred out the savageness, I had created a super-man that could be controlled in 
  peace, not war!  But those monsters from Roswell, those leftovers from power-mad military minds, 
  they will destroy everything!  As the world above destroyed everything in the Great War!  Can you 
  blame me for trying to hold them off?  Can you blame me for killing the one man who could fix the 
  teleporter back to that hellhole?  When my original team began to doubt me I imprisoned them here, 
  experimented on them.  The experiments were failures, but they led to my greatest success, the 
  Sharkmen.  And Birmingham too would have been experimented on in his time, and he would have 
  served all of science!  You and your companions as well!  If only you had not insisted on fixing that 
  damned machine.  That link to the corrupted world of man.” 
  This room has been made into a metallic dock, and at the edge of one of the docks there sits a mini-
  submarine, floating in the water.  In front of it is Doctor Cousteau, his gun in his hand and aimed at 
  you.  In the light you can finally see him for what he is.  He is a huge, grotesque thing, his flesh grey 
  and rubbery, his distended mouth filled with row after row of hideous teeth. 
  “It’s ironic,” he says in that mumbling, wheezy voice.  “I managed to breed violence out of all of my 
  experiments… all of them except myself.  Don’t move.  I am going to flee in this mini-sub, and you… 
  you I will leave for the zombies.” 
  
   
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  Of course, that logic never, ever, EVER works on PCs.  There will be a fight.  Cousteau will almost certainly 
  lose.  Use Doctor Cousteau’s stats from before. 
  Escape from the Island (CEL 7) 
  It’s not quite over yet.  The mini-sub has to be prepped for launch.  This will take either a Computer Use, 
  Drive, Knowledge (technology), or Repair check of DC 15 to complete, along with five minutes.  The problem 
  is that while the PCs were tracking Doctor Cousteau, the zombie horde was tracking the party.  One character 
  will have to start up the sub, while the others fight any of the horde that reaches here.  Once the sub is started, 
  the PCs simply have to get in (there is enough room for six) and pilot it away.  This will take a Drive check.  
  There is no way for the PCs to have experience with mini-subs, so whoever drives automatically receives a -4 
  penalty.  The DC to pilot out of the sub pen is 10.  Even if the PCs fail, they will pilot the sub away, but they will 
  take 2d6 damage as they are thrown about the mini-sub. 
  The mini-sub contains no food or water beyond what the PCs brought with them.  They also have absolutely 
  no idea of where they are.  Reaching land, anywhere, will take a Navigate check DC 22.  If the PCs decide to 
  surface, they gain a +5 on this check.  The trip would normally take a day to the nearest land.  If the Navigator 
  fails the check, it takes 2 days.  If the Navigator fails the check by more than five, they travel a day and then 
  become lost, requiring additional Navigate checks.  Keep track of the PCs food and water supply, and apply 
  starvation and dehydration damage as necessary. 
  Of course it’s not enough just to make it to Texas, the PCs have to be able to safely land the mini-sub.  This will 
  require another Drive check (DC 20), or else everyone takes 2d6 damage and the sub is wrecked on the beach. 
  Corpus Norris 
  Population – 50 citizens (100% human) 
  Military – 30 martial artists in various dojos 
  Trade Goods – Uncommon up to 800 steel in trade. 
  Services – Boarding Rooms, Doctor Services, Fighter Bouts, Kitchen Meals, Martial Arts Training 
  Corpus Norris was established by the Cult of Chuck Norris Walker in an attempt to remove themselves from the temptations 
  of greater Texas so that they may more fully follow the teachings of their triune spiritual inspiration.  They are mostly self-
  sufficient, and they trade the mutant fish caught in Corpus Christi Bay for what little else they need.  They are in high demand 
  as bodyguards, but they only protect those whom they feel Chuck Norris Walker would wish them to protect. 
  Cult of Chuck Norris Walker attitudes on Outsiders  
  Outsiders are never turned away, but they are treated as outsiders and are constantly proselytized to follow the teachings of 
  the cult.  Ghūl are rare, but not unheard of, and the cult treats them well.  Mutants, on the other hand, are completely 
  unknown in Texas and will be treated with both suspicion and fascination. 
  The Teachings of Chuck Norris Walker 
  The Cult of Chuck Norris Walker follows the triune entity of Chuck the Man, Norris the Divine, and Walker the Texas Ranger.  
  From Walker the Texas Ranger they learn quick action, and a devotion to stopping what they perceive as evil.  From Norris the 
  Divine they learn that Chuck Norris Walker will always protect them, for Chuck Norris Walker sees everything, the dark is 
  afraid of Chuck Norris Walker, and Chuck Norris Walker never sleeps, he waits.  Finally from Chuck the Man they learn the 
  principles of Chuck Do, which not only disciplines the body but the mind and spirit as well. 
  The mini-sub launches just in time.  As the water flows upward to cover the sub, you can see the 
  shambling hordes of zombies reaching the end of the dock.  You can only hope that zombies cannot 
  swim.  Soon enough, you are out of the dome and in the ocean. 
   
  Finally, spying land far off in the distance, you travel toward it.  Suddenly you realize where you 
  must be.  The Gulf of Mexico!  And the shoreline ahead must be Texas.  Texas!  No one you know has 
  ever traveled so far east, and it is still unknown whether anyone survived.  And yet it seems that on 
  the shore there is a thriving settlement, some members of which are already gathering, gawking at 
  your approaching mini-sub. 
   
  
   
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  Roswell: Submerged (Part 2) 
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  ©2009 Glutton Creeper Games 
  Cult of Chuck Norris Walker 
  Gather Information (General Information) 
   DC 5: Texas is a collection of independent 
  settlements in the south, and the Lone Star 
  Nation in the north. 
   DC 10: If you want to get home you should go to 
  El Paso, the settlement furthest west.  One of the 
  caravans might be able to help you with that. 
   DC 15: The easiest way across the state is the I-
  10, but tickets on the I-10 are prohibitively 
  expensive. 
   DC 20: The Lone Star Nation believes it is their 
  right to control Texas.  They have pushed as far 
  south as Austin, and threaten San Antonio. 
   DC 25: The Knights of the Alamo have so far been 
  able to hold San Antonio against the LSN.  They 
  want help from the Desert Rangers, but the 
  Rangers are busy dealing with NEMO in El Paso. 
  Deep In the Heart of Texas  
  These are the Monks of Chuck Norris Walker who control 
  the small settlement of Corpus Norris as a training 
  ground for their warriors.  They are friendly, though 
  distant, and will offer the PCs food and shelter.  They will 
  also be glad to talk about their beliefs with the PCs, and 
  will give the PCs some religious pamphlets (noted on the 
  certificate). 
  Currently there are no merchants in Corpus Norris, but 
  the next morning, one will show up.  Merchants in Texas 
  don’t trade in steel coins, but with greenbacks or straight 
  up old fashion barter.  
  The merchant can tell the PCs the following. 
   I’ve never been outside of Texas, but if you come 
  from the West you’ll want to make your way to El 
  Paso.  The Desert Rangers will be able to help you 
  from there. 
   I’ve got tickets for the I-10 available here, but they’re 
  pricy. 
   The I-10 is the single greatest marvel you’ll ever see.  
  It’s a fully motorized, gasoline-powered passenger 
  bus, kept fueled and operational by the Holy Friars of 
  the Refinery in Houston.  Tickets are expensive, but 
  it’ll take you from San Antonio to El Paso in a day 
  instead of a month. 
   Normally a ticket on the I-10 would be way outside 
  your price range, but I’ve been eyeing that submarine.  I’ve never seen anything like it. That’d be worth 
  tickets for your group, and maybe a little extra. 
  The merchant will offer to trade for the mini-sub.  He’ll offer a single item per PC of rare or less scarcity 
  depending on the condition of the sub.  He will offer an item of up to 1,500 steel value per PC if the sub is 
  wrecked, or 2,500 steel value per PC if the sub is not wrecked.  If a character doesn’t want an item, the 
  merchant will give him the value in greenbacks.  These totals may be modified by Barter checks as usual.  The 
  merchant’s Barter skill is +10.  Note the item gained on the “Trade-In” section of the certificate.  The merchant 
  also offers to take the party north as far as San Antonio, where they can catch the I-10.  He will leave the mini 
  sub behind for now.  The Monks of Chuck Norris Walker will respect his property, and he can send salvage 
  teams to retrieve it later. 
   
   
  Greenbacks vs. Steel Coin  
  Texas is a stand alone world compared to the 
  southwest wasteland.  The people and merchants 
  here trade in old world US currency, known to them 
  as the “Greenback”.  The value of the Greenback 
  equals the same cost to buy in the EXS or SWG in steel 
  coin.  
  No sooner have you exited the sub than you are approached by men dressed in what appear to be 
  martial arts robes.  They walk barefoot over the sands of the beach toward you.  Their leader, a 
  mustached man with piercing blue eyes, draws them to a halt about twenty feet away and gives a 
  short bow to you.  “Blessings of Norris upon you, strangers.  What brings you here?” 
  The merchant caravan follows the Nueces River north of Corpus Norris for three days.  Beyond Lake 
  Corpus Christi, there is nothing in those three days save conversation with your fellows to break up 
  the monotony.  Texas is huge, and vast, and almost entirely flat, blasted wasteland.  It is lucky that 
  you have the river to follow, otherwise it would be nearly impossible to keep your bearings in this 
  flat emptiness.  On the third day, you leave the Nueces and follow the Atascosa, and as you camp on 
  the fourth day, you can just barely see the glittering lights of San Antonio in the distance. 
  
   
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  Roswell: Submerged (Part 2) 
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  ©2009 Glutton Creeper Games 
  San Antonio 
  Population – 390 citizens (99% human, 1% Ghūl) 
  Military – 50 Knights of the Alamo 
  Trade Goods – Infrequent up to 4000 steel, Rare (5%) up to 6500 
  steel 
  Services – Doctor, Kitchen Meal, Hotel, Pit Fights, Prostitution 
  (poor), Repair 
  San Antonio was one of the first settlements established after the 
  Exodus, as much out of pride as anything.  Although the city was 
  hit by one of the last nukes of the War, the ancient fortress of the 
  Alamo remained standing.  Because of this, the settlement of San 
  Antonio established itself around the ancient monument, and the 
  Knights of the Alamo have been its constant defenders against 
  raiders and the Lone Star Nation. 
  San Antonio attitudes on Outsiders  
  The Knights of the Alamo are rightfully suspicious of outsiders, 
  suspecting them to be Lone Star Nation spies or terrorists.  
  However, the people of San Antonio are pretty friendly, toward 
  humans at least.  Ghūl are rare in Texas.  This far away from 
  Project Trinity, the only Ghūl are those who formed spontaneously 
  due to radiation, and their small numbers lead to them being 
  treated as second class citizens.  No one in San Antonio has ever 
  heard of mutants, and they’ll be shocked, frightened, and 
  fascinated to see one.  Some citizens have heard rumors that the 
  Lone Star Nation is being stopped at the western border by some 
  kind of mutant army, so these informed citizens will be inclined to 
  like any mutants they meet.  The enemy of their enemy is their 
  friend, after all. 
  The Star of Texas  
  The PCs will be interrupted in the evening by 
  an attack by the Lone Star Nation, but before 
  that happens, they can gather information and 
  check out the marketplace.  The San Antonio 
  marketplace 
  has 
  anything 
  of 
  Infrequent 
  scarcity or less from the EXS or SWG up to 
  4000 greenbacks, and a small selection of 
  special items, as noted below.  San Antonio 
  merchants have a Barter skill of +15. 
  As the PCs are about to sit down to supper, the following 
  occurs. 
  The PCs will likely ask what’s going on.  They will be told 
  that the siren means San Antonio is under attack, most 
  likely from the Lone Star Nation.  The Knights of the 
  Alamo will engage the main force, but the citizens of San 
  Antonio are expected to be ready in case any get through 
  the wall. The citizens will also mention that the Knights of 
  the Alamo can always use volunteers at the wall, but being 
  on the front lines is especially dangerous. 
  Characters may choose what to do.  If they simply remain 
  in the city and do not participate in defending the city, 
  then nothing will happen, and the normal citizens will 
  repel the attackers.  If they choose to help the citizens of 
  San Antonio, they’ll need to make their way to the walls to 
  support the fight against the main incursion force from 
  The city of San Antonio is kept behind a 
  stone wall, built up as a protective ring.  
  Various seedier businesses have set up 
  outside the wall, but the merchant you are 
  traveling with heads for one of several 
  gates made of sheet metal that lead into 
  the city.  You are stopped at the doors by 
  members of the Knights of the Alamo, 
  dressed in their azure combat armor 
  decorated with a bright gold star on their 
  upper left breast.  They search the 
  merchant’s wares carefully, and then 
  wave him through. 
  “San Antonio is the closest settlement to 
  the Lone Star Nation up north,” the 
  merchant explains.  “They’ve tried to take 
  San Antonio before, so they have to be 
  cautious.” 
   
  Just as you are about to sit down to supper, there 
  is a loud, shrieking noise.  A siren is blaring over the 
  settlement, and immediately people begin moving.  
  Women begin hustling their children indoors, and 
  men begin to lay hands on weapons. 
   
  San Antonio 
  Gather Information (General Information) 
   DC 5: Texas is a collection of independent 
  settlements in the south, and the Lone Star 
  Nation in the north. 
   DC 10: The Knights of the Alamo are true 
  patriots, protecting the free people of San 
  Antonio from the Lone Star Nation. 
   DC 15: The I-10 will be by in two days.  If you 
  have a ticket, you can take it all the way to El 
  Paso.  San Antonio is proud to be their central 
  way station.  In the meantime, check out our 
  market, or our weapons manufacturers. 
   DC 20: When the bombs fell, San Antonio was 
  hit, but the Alamo survived!  Some say it’s a 
  miracle, that God’s watching over this city.  Some 
  say it’s just good construction.  Either way, it 
  shows just what kind of spirit we’ve got here in 
  San Antonio. 
   DC 25: President Michael Shepherd thinks that all 
  of Texas should be united under the Lone Star 
  Nation.  President.  Hah!  He’s nothing but a 
  petty dictator who’s forgotten that Texas is all 
  about freedom. 
  
   
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  ©2009 Glutton Creeper Games 
  the Lone Star Nation.  Simply cinematically 
  narrate the conflict going on around them, but 
  they’ll personally be engaged by 4 LSN 
  Minutemen.  
  The characters will not be allowed to keep any 
  loot 
  gained 
  from 
  defending 
  the 
  city.  
  Equipment and money will be used to restock 
  the Knights of the Alamo or sold to pay for 
  repairs to San Antonio.  If the party tries to 
  force the issue, they will quickly find that the 
  Knights of the Alamo mean business and 
  they’ll be tossed out of San Antonio.  If this 
  happens, the party can still gain access to the 
  I-10, but will have to each pay 1000 
  greenbacks 
  (or 
  2000 
  steel 
  worth 
  of 
  equipment) to the Holy Friars of the I-10. 
  If the party defended the city, read the following: 
  All PCs gain the “Honorary Knight” benefit on the certificate, and gain an additional 5% fame with the Knights 
  of the Alamo, while losing 5% fame with the Lone Star Nation. 
  If the party helps defend the city walls, they’ll each earn an I-10 bus pass allowing for one-way travel to the 
  Texas Ranger outpost to the western frontier.  If they didn’t help or didn’t turn over loot to the Knights of the 
  Alamo, they will need to purchase a one-way pass at 1000 greenbacks (or 2000 steel worth of equipment) 
  each to the Holy Friars of the I-10. 
  Encounter 9: The Mighty I-10  
  The next morning, the I-10 bus will pull up in front of the gates in a burst of haziness. 
  Lone Star Nation Minutemen (5th level aggressive) (4): 
  Medium Humanoids; HD 5d10+15; hp 53; Mas 16; Init +1; Spd 25 ft.; 
  Defense 21 (+2 Dex, +3 class, +6 combat armor), touch 15, flat-footed 
  19; PDR 4, EDR 3, LDR 4, XDR 3; BAB +5; Grap +8; Atk H&K MP5 +9 
  ranged (2d6, range 50); FS: 5 ft./5 ft.; SV Fort +7, Ref +3, Will +0; Str 
  17, Dex 14, Con 16, Int 10, Wis 9, Cha 8.  
  Feats: Advanced Firearms Proficiency, Combat Martial Arts, Point 
  Blank Shot, Precise Shot, Skip Shot, Strafe 
  Skills: Intimidate +7, Knowledge(tactics) +8 
  Talents: Gunslinger, Pistoleer, Machine Gun Johnny 
  Background: Lone Star National 
  Occupation: Soldier 
  Traits: Physically Fit  
  Equipment: H&K MP5, 60 rounds 9mm ammo, Combat Armor 
  With your help, the attacking forces of the Lone Star Nation are forced into retreat.  A whoop goes 
  up from the city walls.  San Antonio is saved!  The Knights of the Alamo nearby congratulate each 
  other, and you, slapping your back and grinning like fools.  Only after they come down from cheering 
  do they begin the sobering task of tallying the dead and wounded, and surveying the damage to the 
  city.  San Antonio will need time to recover, but it could have been worse.  Much worse. 
  A man dressed in the armor of the Knights of the Alamo approaches you afterward, and asks you to 
  come with him.  “Commander Cogburn wants to see you,” he explains.  You are ushered into the 
  Alamo itself, the ancient fortress having been converted into the nerve center of the defense of San 
  Antonio.  Inside a private office sits Commander Duke Cogburn, a huge man with a wide-brim 
  cowboy hat.  He sizes you up with a hard stare, and then he speaks in a slow Texas drawl. 
  “Well I don’t know where you pilgrims came from, but we’re sure obliged to you for helping us out 
  in our time of need.  You showed true grit today, and I’m the kind of man who appreciates that.  Now 
  I hear you’ve got tickets for the I-10, and I won’t keep you from wherever you’re going.  But if you 
  should ever come by this way again, well, I’ve got to say I consider you honorary Knights of the 
  Alamo.  And if you ever want to make it official, you just come and see me, you understand?” 
  He extends his big hand to shake yours. 
  Upon the next morning following the attack, the I-10 reports to San Antonio as scheduled.  Luckily, 
  the attack from the Lone Star Nation did not hinder the arrival of the I-10.  Perhaps you were 
  expecting a rickety machine about to fall apart, but the I-10 is anything but that.  It is an old pre-
  Exodus Hounddog bus, but it gleams like some sparkling gem of the glorious past returned to life.  
  The exhaust fumes that pour from it as it drives filter the sunlight, making it seem almost like it 
  enter 
  
   
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  ©2009 Glutton Creeper Games 
  The party needs to get on this bus in order to get back to Alamogordo through El Paso and then a merchant 
  train back to the Southwest wasteland and Alamogordo.  Failure to get on the bus will result in the characters 
  having to make other travel arrangements, costing them +17 TU (30 TU) to reach El Paso.  If the characters 
  have not purchased tickets from a merchant, they can purchase them from the bus driver.  Before boarding 
  the bus, the characters must store all of their gear in storage containers that are loaded beneath the bus in 
  side compartments. 
  If the characters have 5% fame Desert Rangers or more, they will encounter the famous Texas Desert Ranger, 
  Rupert P. Justice, who has returned home with his son Junior.  Rupert will recognize the characters and will 
  converse with them about their travels in the great state of Texas.  If the party tells their tale, Rupert will 
  arrange with a caravan to have the party returned to Alamogordo to complete their mission.   
  If the characters don’t have enough fame, they will need to make their own arrangements with a caravan to 
  make the return trip back to Alamogordo.  This will cost them either 500 steel or greenbacks each.  The 
  caravan master doesn’t need guards, so there is no tradeoff on price. 
  If the party fails to make travel arrangements back to Alamogordo, it will take them an additional +15 TU to 
  reach Alamogordo through other means. 
  Conclusions  
  The party should earn the “Retuning to Alamogordo” conclusion if they return to Alamogordo.  If they fail to 
  return to Alamogordo, then they earn the “Failure to Report” conclusion instead. 
  Returning to Alamogordo  
  The party earns this conclusion if they return to Alamogordo.  
  Characters gain however much steel they were promised by Jonas at the beginning of Roswell Chronicles: 
  Infestation (base 2500 steel).  Characters who only played this adventure without playing the previous 
  adventure will only gain the base 2500 steel.  Characters must choose whom they will spread this information 
  to.  Characters who deliver a full report to the Techno Reapers gain 5% fame with that organization.  This 
  fame is lost, however, if they also tell the Mutant Army, who will quickly begin mobilizing to take Roswell, as 
  carries a holy aura about it.  A nearly bald brown skinned man dressed in dark brown robes steps 
  from the bus, shouting, “Come on y’all, get your tickets to ride, 1000 greenbacks per seat.  Next 
  destination, El Paso.  The I-10 leaves in 15 minutes.”   
   
  Your tickets are collected, and you are ushered into luxury.  For a full day you travel across Texas 
  at fantastic speed.  The I-10 is driven by a man wearing a monk’s habit, one of the mysterious Friars 
  of the Holy Refinery, a religious order that alone holds the secret to manufacturing gasoline in Texas.  
  The I-10 is an act of good will, and twice during your trip you stop at Friar missionary posts to fill up 
  the tank, an act that is done with great reverence and prayers to the Holy Refinery.  Finally, after a 
  day of travel, you arrive in El Paso and are greeted with the familiar sight of the Texas Desert 
  Rangers who govern the town. 
   
  And so, ten days of travel north from El Paso, you finally return to Alamogordo, having escaped 
  both Roswell and the Island of Doctor Cousteau, and transgressing the Texas territory.  There is a 
  tense moment while the Roswell Unit of the Techno-Reapers almost refuse you the payment Jonas 
  had offered, but in the end you were able to convince them that knowledge of what happened in 
  Roswell, as well as the location of the Roswell teleporter, was worth the payment.  In addition, with 
  Red OS disabled, the threat of the patrolling military robots near Roswell may be over, though what 
  replaces them may be much worse. 
  Whatever happens, though, you have survived this journey, and some days, that is as much as you 
  can hope for. 
   
  
   
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  Roswell: Submerged (Part 2) 
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  ©2009 Glutton Creeper Games 
  well as granting characters 5% fame with the Mutant Army.  If the characters also tell the Steel Disciples, they 
  will only gain 2% fame with the Techno Reapers, who will be upset when the Steel Disciples begin making 
  demands, but they will also gain 3% fame with the Steel Disciples.  Finally, informing the Ghūl Collective 
  about the shark-men, who were products of experimentation similar to Project Trinity, will earn characters 
  3% fame with the Ghūls. 
  Simply because they are strangers from a faraway land, characters will gain 2% fame with the Cult of Chuck 
  Norris Walker.  If the characters helped during the attack against the Lone Star Nation in San Antonio they 
  gain 5% fame with the Knights of the Alamo. 
  Failure to Report  
  The party earns this conclusion if they fail to return to Alamogordo and report their findings to the Techno-
  Reapers.  They will not be paid their agreed upon with Jonas amount; however they will earn 2% Infamy with 
  the Techno-Reapers.  
  The End… 
   
   
  
   
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  Roswell: Submerged (Part 2) 
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  ©2009 Glutton Creeper Games 
  Experience 
  Experience is divided into three categories: combat, skill, and role-playing, as denoted below.  First, 
  determine the character’s APL as it will be important to calculate Combat XP.  Second, add all XP earned 
  together and divide by the number of characters to get each character’s earned XP.  Record their earned XP 
  upon their OPS Certificate Log. 
  Average Party Level (APL): To determine APL, add together all of the player character levels, including 
  any animal’s CR (that is not an Advanced Class feature) or NPCs that are aiding the characters and then divide 
  by the number of characters, assisting creatures, and NPCs to determine the APL of the group.  APL plays a 
  factor in the amount of Combat XP earned and represents the challenge presented by the group.   
  CEL (Combat Encounter Level)  
  Combat XP = CEL (plus or minus the difference of APL) times total HP of the creatures or NPCs.  If the APL is 
  under the CEL add the difference to determine the adjusted CEL.  If the APL is over the CEL subtract the 
  difference to the CEL to determine the adjusted CEL. 
  SC (Skill Challenge)  
  RP (Role-Playing) 
  Skill XP = 250 times SC  
  Conclusion and Story Rewards 
   
   
   
  Experience 
   
  Combat Encounter (CEL)  
  Achievements 
  XP Earned 
  Storage (B) 
  Defeat or Subdue the Shark Man 
  7 (+/– APL) x 89 
  Sub Pen (O) 
  Defeat Doctor Cousteau 
  7 (+/– APL) x 83 
  Sub Pen (O) 
  Defeat the Zombie Horde and Intelligent Zombies 
  6 (+/– APL) x 152 
  San Antonio 
  Defeat the Lone Star Nation Minutemen  
  8 (+/- APL) x 212 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Teleporter (A)  
  Open the Door (strength) 
  500 
  Storage (B) 
  Determine the Shark Man is not aggressive (sense motive) 
  500 
  He’s Dead Jones 
  Determine Jonas’s arm was bitten off (knowledge: nature) 
  Investigating Jonas’ dead (various skills) 
  Investigating the Island (various skills) 
  500 
  250 – 1000 
  250 – 750 
  Secret Lab Entrance (M) 
  Find the hidden panel (search) 
  250 
  Secret Lab (N) 
  Find Doctor Cousteau’s serum (search) 
  750 
  Sub Pen (O) 
  Prep the Sub for Launch (various skills) 
  Use Sub to get to Dry Land (drive, navigate) 
  250 
  500 
  Texas (anywhere) 
  Gathering Information on Texas (gather information) 
  250 –750 
  Role-Playing (RP)  
  Achievements 
  XP Earned 
  Island of Doc Cousteau 
  Friendly interactions with the Sharkmen 
  Interacting with both Birmingham and Doc Cousteau  
  300 
  100 
  He’s Dead Jones 
  Investigating and Interacting with 2 or more suspects 
  100 
  Texas 
  Interacting with the people of Texas 
  50 
  El Paso 
  Interacting with Rupert P Justice 
  50 
  Conclusion  
  Returning to Alamogordo 
  1000 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent: 12 min. (30 from El Paso or 45 from San Antonio) 
  
   
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  ©2009 Glutton Creeper Games 
  Reputation 
  Reputation is gained through the actions of the characters as a group or 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.   
  Meeting the Cult of Chuck Norris Walker: +2% fame Chuck Norris Walker 
  Defending San Antonio against the Lone Star Nation: +5% fame Knights of the Alamo 
  Reporting the Roswell events to the Techno-Reapers: +5% fame Techno Reapers 
  Reporting the Roswell events to any other organization: +3% fame in that organization (may only get this 
  bonus fame in one organization, the knowledge will be useless afterwards as word has already spread to 
  the other organizations) 
  Reporting the Trans-Gen Mutants of Northern Texas to the Mutant Army: +5% fame Mutant Army 
  Failure to Report: +2% Infamy Techno-Reapers 
   
  Treasure 
  To determine the amount of treasure (loot and coin) that a character earns, consult the results below for 
  items and add up the coin earned from the encounters in which the character participated.  A chart of 
  potential coin earned is included below for quick reference.  Allow the players to determine the items that 
  they are keeping and those they are selling.  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 
  Alamogordo 
  3750 steel each 
   
  Equipment  
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter  
  DC 25 
  Barter  
  DC 35 
  Jonas’s Body 
  +5% 
  +10% 
  .12 slug ammo (12) 
  5 
   
  Boomstick (see certificate) 
   
  3900 
  Combat Armor 
   
  3250 
  Duct Tape 
   
  2.5 
  Multipurpose Tool 
   
  100 
  Investigation 
  Trauma Pack 
   
  400 
  Lockpick, Electronic Mk II 
   
  350 
  Motion Sensor 
   
  400 
  Poison Antidote 
   
  25 
  Mindmeld 
   
  140 
  Chem-Light Stick 
   
  32.5 
  Secret Laboratory 
  Doc Cousteau Serum 
   
  5000 
  Medpak 
   
  87.5 
  Water (3) 
  20 
   
  Total 
  —— 
   
   
   
  
   
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  Certificate Entries 
  Boomstick: You have acquired a customized sawed-off (side-by-side) 12-guage shotgun.  This shotgun has 
  been modified with an Accelerated Projectile and Cylindrical Bore Enhancements allowing only 12-guage 
  slugs to be fired from this weapon, increasing the threat range to (19-20, x3) and increasing the damage to 
  3d10.     
  Doctor Cousteau’s Serum: You have taken this serum from Doctor Cousteau’s secret lab.  Unfortunately the 
  radiation of the Wasteland has rendered it inert, but it may still be of some use to certain scientific 
  communities. 
  Honorary Knight: You have been made an honorary Knight of the Alamo for your part in defending San 
  Antonio.  At any time in the future, you may spend 80 TU to travel back to Texas and enter any advanced class 
  that normally requires membership in the Knights of the Alamo.  This TU cost need only be paid once upon 
  gaining the first level in the advanced class. 
  Hydroponic Fruit: You have taken a sample of hydroponic fruit from Doctor Cousteau’s dome.  This fruit will 
  not grow in the irradiated soil of the wasteland.  You can sell it for 200 steel, or eat it to regain 10 hp. 
  Religious Pamphlets: The Cult of Chuck Norris Walker in Corpus Norris, Texas has provided you with 
  religious pamphlets detailing their faith in the holy triumvirate of Chuck the Man, Norris the Divine, and 
  Walker the Texas Ranger.  The pamphlets proclaim the holy mystery of how Chuck Norris Walker roundhouse 
  kicked his way out of the womb, and ask you to accept Chuck Norris Walker as your holy savior so that the 
  darkness cannot get you.  Because the darkness is afraid of Chuck Norris Walker. 
  Transformed!: You have taken Doctor Cousteau’s Serum, and it is now beginning to alter your DNA.  Keep 
  track of the number of TUs spent since this adventure.  The following changes will begin to occur. 
  20 TU: Your skin begins to take on a slightly bluish sheen.  All your hair begins to fall out.  Your mouth 
  begins to hurt. 
  40 TU: All your hair is gone.  Your skin has taken on a rubbery texture.  You are clearly no longer human 
  and will be treated as such.  Your teeth have grown sharper, and your jaw begins to distend (-1 CHA). 
  60 TU: Gills open up on the side of your neck.  (You can hold your breath twice as long underwater.) Your 
  jaw further distends, granting you a bite attack (1d4 + ½ STR damage). 
  80 TU: You are now no longer human.  Your race changes to Symbiotic Mutant.  You have gills (you can 
  breath underwater), and a natural bite attack (1d6 + ½ STR damage).  You are clearly deformed (-1 CHA).  
  You gain Drug Immunity (you are immune to recreational Drugs and cannot benefit from any drugs that 
  alter physical or mental ability statistics).  This is only the first stage of turning into a shark man.  Without 
  further genetic alteration, your transformation will cease here. 
   
   
  
   
  Exodus OPS 
  Roswell: Submerged (Part 2) 
  23 
   
  ©2009 Glutton Creeper Games 
   
   
  
SOURCE: textdata/thevault/Exodus/Operations/#21 Roswell Chronicles V2/Roswell (part 2) Submerged.pdf