TEXT:   
   
   
   
   
     
  Caravan Guards 
  Written by: John Wyatt 
  Editor: Nikolai Kassatkin  
  Play Testers: Philip Dunn, Cynthia Dunn, Scott Reid, Jason Sanford 
   
  An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual  
  The Crimson Blood Trading Company is looking for a few good men as guards on their next voyage from the 
  Reno to DS-5 (Eureka) route.  Do you have what it takes to guard the caravan from the dangers of the 
  Wasteland?  Caravan Guards is an Exodus OPS campaign introductory adventure for 4 to 6 characters of 1st 
  and 2nd levels.   
  This scenario has been updated from the original to reflex the new Experience system used in the Exodus 
  OPS campaign.  OPS players that have already played this scenario, cannot re-play it, or gain any benefits from 
  the changes within.   
   
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Caravan Guards) is copyright Glutton Creeper Games ©2007-
  2009 and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper 
  Games. Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy 
  laws and may be prosecuted to the fullest extent of these laws. 
  OGL
  20 
  Modern - Apocalypse 
  Adventure 
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
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  OPS are copyright ©2007-2009 Glutton Creeper Games.  This product is e-commerce and may not be redistributed after purchase without written 
  consent from Glutton Creeper Games.  Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and 
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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: Caravan Guards is copyright ©2007-2009 Glutton Creeper Games.  This product is e-commerce 
  and may not be redistributed after purchase without written consent from Glutton Creeper Games.  Persons 
  distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy laws 
  and may be prosecuted to the fullest extent of these laws. 
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  OPS Introduction 
  This is an Exodus OPS campaign adventure designed for the OPS setting and consumes between 3 to 5 hours of 
  game time.  This adventure can also be used outside of the OPS setting as a stand-alone home game adventure 
  within a post-apocalyptic setting. 
  This adventure requires the Exodus Survivor’s Guide and the Exodus OPS campaign manual.  The Exodus 
  campaign manual can be found at the GCG website listed above.  All game mechanics are denoted by 
  chapter/topic and book.  Those not presented with an aforementioned book above are included within this 
  scenario as a sidebar within the encounter or an appendix at the end of the adventure.    
  Preparation 
  First, you should print this scenario.  This scenario supports single and double-sided printing.  There is enough 
  room along the inside margin to bind the adventure.  
  Read this entire scenario at least once before you run your game.  Familiarize yourself with any special rules or 
  new equipment not presented in the books listed above.  Highlighting particularly important passages may help 
  with the flow of the game mechanics.  
  A grid map (one-inch square) or graph paper and a representation of adventurers, NPCs, and creatures will 
  enhance game play, along with 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 in bold text within a shaded box.  It is strongly 
  recommended that you paraphrase player text instead of reading it aloud.  Some of the text is general and needs 
  to be adapted to the specific situation, or to the actions of the adventurers. 
   
   
  
   
  Exodus OPS 
  Caravan Guards v2 
  5 
   
  ©2007-2009 Glutton Creeper Games 
   
  Reno 
  Population: 410 citizens (95% human, 3% Mutant, 2% Ghul) 
  Military: 50 New Reno soldiers, 20 TransGenetic Mutant 
  Commandos 
  Trade Goods (Outer Reno) – Uncommon up to 1000 steel 
  Trade Goods (New Reno) – Infrequent up to 4500 steel, Rare (5%) 
  up to 8000 steel 
  Services (Outer Reno) – Kitchen meal, Pit Fights, Prostitution 
  (poor) 
  Services (New Reno) – Doctor, Kitchen meal, and Repair 
  Reno, the twin towns, is separated into two districts by a security wall 
  catering both to the rich and poor. While the rich enjoy luxury within 
  their walled town of New Reno in the heart of the Reno ruins, the poor 
  flock to the surroundings of what they cannot obtain, creating Outer 
  Reno. 
  Reno’s attitudes on Outsiders 
  Reno is a neutral settlement and its citizens hold no ill‐will toward any 
  particular race or organization, beyond the normal prejudices of man. 
  Reno generally will tolerate Ghūls as they offer valuable services in the 
  repair fields.  Trans-Genetic Mutants are the law enforcers of Reno, but 
  are generally not tolerated in the inner city due to their violent nature.   
  In Outer Reno, many caravan, merchant, and trade companies hire 
  Ghūls, because they are adept in repairing haul carts and bed-haulers 
  and general maintenance.  Trans-Genetic Mutants are hired muscle for 
  show because raiders tend not to attack caravan with Trans-Genetic 
  Mutant guards. 
  Ghūls that wander around Outer Reno are subject to persecution.  
  The human inhabitants of Reno will verbally abuse ghūls with racial 
  epitaphs and physically attack a lone ghūl should a chance present 
  itself.   
  Trans-Genetic Mutants that wander Reno will get looks of distain 
  and the silent treatment, unless he is a Reno enforcer (which is not an 
  option for players).  People are afraid of Trans-Genetic Mutants and 
  will generally give them a wide berth. 
  Merchants in New Reno will refuse to sell goods to both ghūls and 
  Trans-Genetic Mutants unless brokered by a Reno representative.  This 
  will also apply to humans that consort with a ghūl or Trans-Genetic 
  Mutant publicly.    
   
  Caravan Guards 
  Exodus OPS 
  Scenario 1 
  Caravan Guards  
  Location: Outer Reno, Nevada 
  Number of Characters: 4 to 6 
  Average Character Levels:  2 
  Max EL (12)  
  Max Purchasable Equipment Value: 500 coins 
  Adventure Summary 
  The characters are treated to a brief 
  description of Outer Reno and overhear that 
  the Crimson Blood Trading Company is 
  making their caravan run to DS-5 (Desert 
  Sector 5) to trade supplies and are paying 
  good guard rates for one-way and round trips. 
  The caravan leaves Reno and proceeds 
  toward DS-5 which takes 12 days.  After 4 days 
  have passed, one caravan hauler breaks down, 
  requiring a new axle.  This can be fixed with a 
  Repair check. 
  The caravan proceed 2 more days, when 
  two of the bison become afflicted with Rad-
  Cow Disease and go berserk on the caravan 
  hauler, destroying the hauler.  The bison are 
  put down, and the hauler is left with minimal 
  supplies.  The characters are asked to guard 
  the hauler until the caravan returns 12-14 
  days later with repair parts and extra Brahmin 
  to haul the vehicle back to Reno.   
  Left in the desert heat, the characters have 
  to deal with heat conditions, starvation and 
  thirst dangers for 14 days until the caravan 
  returns with fresh supplies. 
  Two days before the caravan returns, 
  Black Jack Raiders attack the characters 
  guarding the hauler. 
  The caravan returns with supplies to fix 
  the hauler and the characters return to Reno 
  and receive payment with bonus hazard pay 
  provided they put down the raiders.   
   
   
  
   
  Exodus OPS 
  Caravan Guards v2 
  6 
   
  ©2007-2009 Glutton Creeper Games 
   
  Introduction - Reno 
  Reno, known in the Wasteland as the twin towns, displays a segregation of the high class and the 
  scum of the Wastes.  The town has two districts, New Reno and Outer Reno, separated by a fifteen foot 
  tall wall that surrounds New Reno and contains only one point of entry with a high-security 
  checkpoint.   
  New Reno consists of high-class living and requires an expensive citizen license in order to enter 
  past the high-security checkpoint, along with the forfeiture of all armaments upon entry.  Four Trans-
  Genetic Mutant guards on duty at all times enforce the laws of entry into New Reno. 
  Outer Reno, however, is a scum pit of the low class and destitute wasteland inhabitants attempting 
  to get a license to move on to a better life.  Many wasteland merchants and scavengers have set up 
  shop just outside the New Reno checkpoint, creating a tent-town bazaar skirting the wall.  Ramshackle 
  housing can be found about a mile from New Reno in all directions.  This housing is built from the 
  remains of the building that once stood before the Exodus. 
  One brick building remains in Outer Reno that has not been scavenged.  It states with faded paint on 
  the bricks “Serpent’s Pit.”  It is just your luck that today, you find yourselves in Reno, enjoying a fine 
  meal at said Serpent’s Pit.  Dozens of scruffy or dirty looking men and woman, with an occasional ghūl 
  present, eat strange-looking green fruit, buffalo balls and chops, snake, and drinking various booze 
  and dirt water.   
  Several scruffy looking men sitting at a nearby table speak loudly while downing a bottle Whisky 
  and some Oomph soda (energy soda of the Wasteland).  They talk of the Crimson Blood Trading 
  Company paying top coin for a run to DS 5. 
  The men discussing the caravan job are slightly drunk from drinking Rot Gut and Oomph mixed drinks, and 
  will open up to any potential companions wishing to join them in their next caravan endeavor.  The men will 
  offer the characters inquiring about the caravan a drink and tell them to sign up on the roster at the Crimson 
  Blood Trading Company tent near the loading dock.  The pay is based on experience and if this is their first 
  caravan run, it’ll be well worth it. 
  The Crimson Blood Trading Company 
  Crimson Blood Trading Company is the second largest caravan company based in Reno--the largest company 
  being the Fresco Waters Traders--a company that supplies wasteland towns with needed supplies and non-
  radiated water.  The Crimson Blood Trading offices are located in the northwest section of Reno, just north of 
  the Serpent’s Pit.  Keri Crimson owns the company through inheritance from her father who died in a raider 
  attack two years ago.  She is a shrewd dealer, and only hires the best caravan operators to run her haulers.  
  Caravan guards are expendable, and if they die, then you don’t have to worry about paying them--one of the 
  mottos by which she lives. 
   
  Hearing the rumors that the Crimson Blood Trading Company is planning a large caravan trip to 
  DS5 has brought you to the doors of the Crimson Caravan offices.  The offices are in an old run down 
  brick building that has been slightly restored with salvaged bricks, wood, and canvas.  The gutted 
  window frames sports makeshift shutters that are currently open, and the doorway has been fitted 
  with a rusted steel door, with the Crimson Blood logo painted on it. 
  A single male guard, wearing metal armor, holding a shotgun, greets you, “Howdy chums, you 
  looking for work?  Well if you are, go inside and talk to Hank, he is one of the caravan masters and is 
  taking care of the guard roster.  If you be gawking scram losers.” 
  Allow the characters to determine if they are interested in undertaking the job.  If they enter the Crimson 
  Blood offices, continue, else the adventure is over for them. 
   
   
  
   
  Exodus OPS 
  Caravan Guards v2 
  7 
   
  ©2007-2009 Glutton Creeper Games 
   
   
  Entering into a small room, a rugged old man dressed in a dusty gray suit is finishing a talk with a 
  few young men and a ghūl that pass you on their way out the door.  The man looks your direction, “Ye 
  here for the guard duty?  It pays based on yer experience in the Wasteland.  This here be an interview, 
  answer me questions honestly and ye be paid a fair rate.  If yer not here for the job, best be leaving, 
  Keri’s not seeing anyone this week.” 
  If the characters agree to answer the questions, Hank will ask them the following, using Sense Motive to 
  determine if they are embellishing the truth, telling tale tales, or holding back information. 
  What is your name and where are you from? 
  Who is your daddy and what does he do?  
  What is your favor color and sexual orientation? 
  What relevant skills to you have that will benefit this caravan trip?  
  Have you ever worked for a caravan company?  If so how long and for what company? 
  Have you ever worked for the Fresco Waters?  
   
  Hank will determine pay rate based on the answers that the characters provide.  Of course the characters can 
  lie, and embellish, that is why there is the Bluff skill after all, or they can be honest. 
  The pay scale starts at 100 Coin and goes up to a maximum of 500 Coin based on the requirements below. 
   If a character has the Occupation: Bison Herder, he gains a +50 bonus pay. 
   If a character has the Occupation: Caravan Guard, he gains a +100 bonus pay. 
   If the character is from Reno, he gains a +50 bonus pay. 
   If the character has worked for the Crimson Caravan before, he gains +100 bonus pay. 
   If a character lies and gets away with it, he gains bonus pay equal to the lied about question. 
   Should a character lie and is caught or is suspected of withholding information, he loses –50 pay. 
   If the character admits to working for Fresco Waters, he gets no bonus pay, period! 
   If the character’s favorite color is red, he gains +50 bonus pay. 
  Once the questions are answered, calculate the Coin total that the character is worth, and then make the offer 
  to the individual character.  With multiple characters being interviewed at once, there may be price 
  differences that the players will dispute, while other players may attempt to barter up; regardless, Hank will 
  give them the standard response, “Prove your worth, and you’ll get paid better next time.” 
  If the character accepts the payment, he will need to make his mark on the roster and show up to the 
  caravan port at dawn on the marrow (which means 6am sharp).  Hank will tell the characters that they are 
  expected to defend the caravan from any danger and must bring their own equipment.  Food and water will 
  be provided from the caravan to DS 5 and back. 
  Any questions that the characters may have about working the caravan will be answered by Hank in the 
  same fashion: “Save it for the caravan master.” 
   
   
   
  Hank Pearson (Human Male):  
  WIS 16, Sense Motive +12. 
  
   
  Exodus OPS 
  Caravan Guards v2 
  8 
   
  ©2007-2009 Glutton Creeper Games 
   
  Don’t Throw Me Away (CEL 2/SC 1) 
  The next morning, on the way to the Caravan 
  Port, the players catch a glimpse of a several 
  Reno inhabitants beating a ghūl (Bob the 
  Harvester) in a side alley.  If the characters 
  wish to intervene, the Aggressors below will 
  call them ghūl lovers, and will proceed to lay 
  into the characters.  If two of the Aggressors 
  are defeated, then the other two will attempt 
  to flee. 
  Bob is knocked out and can be revived 
  with a successful Treat Injury (DC 15) skill 
  check.  He will explain that the locals attacked 
  him for his fruit, pointing out a burlap bag.  In 
  the bag is (a number equal to the characters) 
  green misshapen pieces of fruit.  Bob will offer 
  the fruit to the characters for saving him, and 
  will stick a finger in each fruit and concentrate 
  bestowing random “Way of the Fruit” benefits to each as determined in the Harvester Advanced Class in the 
  EXS.  Should the character not revive Bob and take the bag of fruit, it is normal fruit as described in the 
  Equipment (Grub) Chapter of the EXS. 
  If the characters successfully run off the Aggressors, they gain the following:  Reputation (Fame 1% Ghūl 
  Collective) and (Infamy 1% Outer Reno), add to the characters’ Exodus OPS record. 
  The Caravan Port 
  On the northern outskirts of Reno lies a destroyed warehouse that once had a large loading dock.  On 
  the broken concrete dock area a Crimson Caravan symbol is painted.  The dock area has been 
  converted into several sections: a supply offloading area with small man-pulled carts being manned 
  by humans and ghūls, a bison stable with some Tribals shoveling manure, the caravan haulers, and 
  the supply loading area. 
  Hank, with a few other men, are finishing loading-up the haulers; these are mostly old vehicles 
  composed of a rear axle with large trunks, or a pickup truck bed fitted with salvaged material to 
  harness several bison. 
  Noticing the arrival of the characters, Hank will motion the group over and assign guard duty to group hauler 
  number six and states that the caravan will be heading out shortly. 
  At this time the characters may ask Hank questions about the trip--use the following responses below to 
  answer their questions: 
   DS 5 (or Desert Sector 5) is a Steel Disciple outpost to the east of Reno, in the ruins of a town once known 
  as Eureka.  It takes just over 12 days by caravan to reach. 
   The desert holds many dangers, from break-downs, wild animal attacks, or raiders to the elements 
  themselves. 
   The Crimson Blood Trading Company trades to the Beastmasters, Chi outposts, Steel Disciples outposts, 
  the Union, and the Vegas Mafia.  Most of the trade wares are building supplies and tools scavenged from 
  Wasteland ruins. 
   Please state your answers in the form of a question.  
  Bob, Frank, Jeff and Johnny (4 aggressors)  
  Aggressive 1; Medium Human; HD 1d10+2; hp 12; Mas 14; 
  Init +2; Spd 30 ft.; Defense 12, touch 12, flat-footed 11 (+1 def 
  bonus, +1 Dex); BAB +1; Grap +3; Atk +3 melee (unarmed 
  1d6+1 non-lethal); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +2, Ref 
  +1, Will +1; AP 3; Str 14, Dex 13, Con 14, Int 11, Wis 12, Cha 
  10. 
  Background: Urban Survivor 
  Occupation: None 
  Feats: Archaic Weapon Proficiency, Personal Firearm 
  Proficiency, Power Attack, and Simple Weapon Proficiency. 
  Languages: English. 
  Skills (8): Climb +4, Gamble +1, Hide +3, and Spot +2. 
  Traits: None 
  Talents: Strong Attack 
  Equipment: Meat Jerky, Rotgut, and 10 copper coin each. 
  
   
  Exodus OPS 
  Caravan Guards v2 
  9 
   
  ©2007-2009 Glutton Creeper Games 
   
  Road Trip (SC 2) 
  After your arrival to the Crimson Blood’s docking area, the caravans are loaded and ready to leave for 
  DS-5.  Each of you has been assigned to guard a single hauler, number six.  Hauler six is an old Dodge N 
  Evade medium duty pickup truck, missing the front end and rigged to a harness, pulled by two bison 
  animals.  The pickup bed contains building materials (bricks, wood, and metal) scavenged from the 
  Wasteland.  There is a 20 gallon barrel of water on the front of the hauler, and a sack of salted buffalo 
  jerky and an ox tongue.  These must be your provisions. 
  The caravan begins to move out into the Wasteland at a steady pace.  The caravan consists of 10 
  haulers carrying various building supplies and tools with close to 70 workers, to include guards, bison 
  handlers, and caravan masters. 
  The caravan proceed through the hot day until night and makes camp, setting sentries on the 
  perimeter of the caravan.  The sentries were chosen at random, and none of you have drawn the short 
  straw.  At dawn, the caravan breaks camp and begins another day of the 12 day journey.   
  Several more days pass uneventful, and the caravan makes its way east.  Halfway through the day, 
  your hauler suddenly begins to wobble violently and one of the back wheels falls off and crashes with 
  a loud thud to the ground.  Noticing the noise, one of the caravan masters calls the entire caravan to a 
  halt. 
  The hauler needs to be repaired, before the caravan can return.  The caravan lacks an expert in repairs, and 
  was unable to contract one before the journey began.  The characters can attempt to repair the hauler.   
  Repairing the hauler requires the materials to be unloaded and the hauler lifted to place the wheel back 
  into position.  The hauler, loaded, requires a Strength check DC 40 to lift, half loaded DC 30, and unloaded DC 
  20.  A circumstance bonus of +4 may be granted for using leverage to lift the hauler if the players think of this 
  solution.  A circumstance bonus of up to a total of +10 may be granted for utilizing other methods to lift the 
  hauler.    
  Once the hauler is lifted, a Repair check DC 15 is needed to repair the wheel into working condition.  The 
  character that repairs the wheel may also notice that the axle is bent and has stress fractures if they succeed a 
  Craft (mechanical) DC 18, a Profession (mechanic) DC 15, or a Repair DC 20 skill check. 
  If no character possesses the means to repair the hauler, the caravan master will unload the hauler, 
  except for the food and water, into other haulers.  He will then order the characters to guard the hauler until 
  the caravan returns in a week.  If this is the case, skip to encounter Guard Duty. 
  If the hauler is repaired, then the caravan continues toward San Francisco, with a couple of hour delay. 
  When Animals Attack (CEL 3) 
  The next couple of days pass with little problem as the caravan travels across the desert towards San 
  Francisco.  The day’s heat beats down upon the caravan making travel slow.  The bison must be rested 
  under canopy tents every few hours to keep from heat exhaustion.  As the day wears on, with frequent 
  stops, the bisons begin to get a little unruly.  One bison in particular attached to your hauler keeps 
  breaking the caravan train.  Each time the bison breaks the train a handler comes over and shocks the 
  beast with a cattle prod.  Once again, when the beast breaks the train, the handler shocks it; however, 
  this time the bison has had enough and gores the handler.  The beast froths at the mouth, jerking to 
  the right, and breaks free of it restraints.  The hauler crashes to the ground, and the bison turns and 
  charges the hauler.  The second Brahman breaks free, and follows suite with the first.  Somebody yells 
  from behind “We got a RAD Frenzy”! 
  The bison will slam the hauler until it is destroyed.  The hauler has 40 HP with no hardness do to age and 
  element damage.  After the hauler is destroyed the frenzied beasts will turn to attack the closest target or 
  person.  These bison have gone mad with Rad-Cow Disease and need to be put down. 
  
   
  Exodus OPS 
  Caravan Guards v2 
  10 
   
  ©2007-2009 Glutton Creeper Games 
   
  The character should put these beasts down, 
  but have an occasional handler run in and get 
  gored should the characters be hard pressed 
  while defeating the bison.  You can describe that 
  the other caravan guards and handlers are 
  calming down their spooked bison and gain 
  control of the caravan. 
  If the bison are stopped before the hauler is 
  destroyed, the axle on the hauler snaps once the 
  caravan begins to set off again.  The caravan 
  master will unload the hauler, except for the food and water, into other haulers.  He will then order the 
  characters to guard the hauler until the caravan returns in 13 days. 
  The characters may attempt several ideas to stay with the caravan, such as dragging the broken-down 
  hauler for 7 days, but ultimately the characters will fail, realizing that the bison can pull 4 times their strength 
  with ease and for a great length of time.,  Hank will order them to stay with the hauler after a few attempts as 
  it will slow down the rest of the caravan.  
  The players can either guard the hauler or return to Reno, at which point it is the end of the scenario.  If 
  the characters abandon the hauler and return to Reno, they earn 2% infamy in the Crimson Caravan Trading 
  Company and do not get paid, but earn XP up to this point. 
  Guard Duty (SC 3) 
  Hank has left you in charge of guarding the hauler until the caravan makes its return trip from DS-5 in 
  13 days.  He left you with a few days’ supply of food and water and says to ration out the food and 
  water. They’ll be back.  So what to do? 
  This is the characters’ chance to make preparations against the elements of the desert.  They need to 
  make a shelter to prevent sever sunburn and heatstroke during the 13 days until the caravan returns.  Allow 
  the character to be creative; they have their equipment, the hauler, and two dead bison to work with here.   
  They will also face danger of starvation and thirst before the caravan returns and will need to remedy 
  this also.  The characters have 20 gallons of water and 2 pounds of dried meat.  Each character needs 1½ 
  gallons of water each day to avoid dehydration and ¼ pound of meat to avoid starvation.  (5 characters have 
  just a little less than 3 days of water and 2 days of food).   
  The characters have several choices they can make here: First, they can butcher the bison for meat, no 
  skill check here, the animals have a lot of meat, albeit it will rot in a day if they fail to harvest and either dry it 
  out in the desert sun or cook it.  Second, they will need to find water and can do so with a Survival check DC 
  15; multiple characters can help to locate water (see the Survival skill in the EXS for more details).  The 
  source of water, however, is contaminated with radiation.  Characters drinking this water are subject to a 
  maximum low level of radiation, gaining 50 RADs each day they drink the water to the maximum of 299 RAD; 
  see radiation rules and after effects in the Exodus Survivor’s Guide.  All of the dangers listed above are covered 
  in the Exodus Survivor’s Guide; some of these rules have been expanded from the d20 Modern SRD material.  
  This encounter is an ongoing threat to the characters, as long as they stay in the desert or until the 
  caravan returns in 13 days.  Keep track of how the characters fare against the elements and any conditions 
  that they suffer.  
   
   
  Bison (2 Large Animals)  
  CR 2; HD 5d8+15; hp 37; Mas 16; Init +0; Spd 40ft.; 
  Defense 13, touch 9, flat-footed 13 (-1 size, +4 natural); 
  BAB +3; Grap +13; Atk +8 melee (gore 1d8+9); FS 10ft. 
  by 10ft.; Reach 5 ft.; SV Fort +7, Ref +4, Will +1; AP 0; Str 
  22, Dex 10, Con 16, Int 2, Wis 11, Cha 4. 
  Feats: Alertness, Endurance. 
  Skills (8): Listen +7, Spot +5. 
  
   
  Exodus OPS 
  Caravan Guards v2 
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  ©2007-2009 Glutton Creeper Games 
   
  Strange Findings (SC 2) 
  This encounter can take place anytime during the characters’ stay with the hauler, but must take place at least 
  one day prior to the raider attack in the next encounter. 
  Should the characters explore their surroundings during their stay in the desert, such as climbing a sand 
  dune, allow the characters doing so to make a Spot check (DC 15).  If successful, the character will notice a 
  reflective glinting in the sand some distance away.  The glint is a brisk mile walk in the desert environment.  
  Should a character go and explore the glint, they will find a large circular piece of glass buried in the sand.  If 
  the characters want to excavate the glass, it will take some time, as the circular glass is 10 feet in diameter, 
  buried 10 feet deep and weighs 200 pounds.  As characters dig out the glass object, they will find pieces of 
  cinderblocks around the circular object.  When the object is finished being excavated, and up righted, it looks 
  to be a giant round glass water pitcher, with eyes and a mouth painted on it. 
  Time is not a major factor in this encounter unless it is close to the raider attack.  Incase this happens, 
  however, we have included a simple task force to excavate the water pitcher by hand, shovel, and improvised 
  tools. 
  Excavate Tool 
  1 character 
  additional characters 
  Minimum time 
  Hands 
  10 hours 
  -1 hour for each character digging 
  5 hours 
  Shovel 
  2 hours 
  -15 minutes for each character digging 
  45 minutes 
  Improvised 
  5 hours 
  -30 minutes for each character digging 
  2 hours 30 minutes 
  If excavated and brought back to the hauler, and not destroyed in the raider attack, Hank will offer to 
  purchase it from the characters on the caravans return trip for 100 coin.  If the characters refuse to take the 
  offer, Hank will leave it behind instead of loading it on a hauler.  If the characters take the offer they will gain 
  a bonus karma point as denoted on the OPS log. 
  Raiders (CEL 4) 
  Several days have passed since the caravan has left you to guard the hauler and fend for yourselves.  
  The caravan should be passing back by within the next week according to Hank’s calculations. 
  Some raiders have spotted the hauler and the characters, and will wait until dusk to attack the camp.  Allow 
  characters that are keeping watch to make a Spot check DC 18 to notice a reflected light from binoculars on a 
  dune about 400 feet away.  This is the only warning that the characters will get before the raiders attack at 
  dusk. 
  If a character or a few characters that note the flash goes and explores the flash, the raiders will attack 
  those characters.  If successful in defeating the exploring characters, the raiders will then attack any 
  characters that remain guarding the hauler. 
  If the raiders win, then game over for the players.  If they lose, then the characters gain some loot, and 
  food and drink to help survive the duration of their guard duty.  Should a raider flee and escape, then the 
  characters will receive the following Reputation: +1% infamy with NEMO. 
  
   
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  John (Raider A)  
  Aggressive 2; Medium Human; HD 2d10+4; hp 19; 
  Mas 14; Init +2; Spd 30 ft.; Defense 15, touch 14, 
  flat-footed 13 (+2 def bonus, +2 Dex, +1 armor); 
  BAB +2; Grap +4; Atk +4 melee (combat knife 
  1d4+2 19-20 x2) or ranged +6 (Colt 6520 10mm 
  2d6); SV Fort +5, Ref +2, Will +0; AP 4; Str 15, Dex 
  14, Con 14, Int 10, Wis 10, Cha 8. 
  Background: Survivalist 
  Occupation: Raider 
  Feats: Archaic Weapon Proficiency, Personal 
  Firearm 
  Proficiency, 
  Power 
  Attack, 
  Simple 
  Weapon 
  Proficiency, 
  and 
  Weapon 
  Focus 
  (Handgun). 
  Languages: English. 
  Skills (10): Climb +3, Gamble +1, Hide +3, 
  Intimidate +1, Jump +3, Navigate +1, Spot +1, and 
  Survival +1. 
  Traits: Bloody Mess, One Hander 
  Talents: Gunsel 
  Equipment: Ammunition (10mm – 48 rounds), 
  Beer (2), Binoculars, Colt 6520 10mm, Combat 
  Knife, Leather Jacket, Meat Jerky (4), Metal 
  Canteen, and 25 coin. 
  Paul, George, and Ringo  
  (Raiders B, C, and D)  
  Aggressive 1; Medium Human; HD 1d10+2; hp 12; 
  Mas 14; Init +2; Spd 30 ft.; Defense 13, touch 13, 
  flat-footed 11 (+1 def bonus, +2 Dex); BAB +2; 
  Grap +4; Atk +3 melee (1d6+3); SV Fort +4, Ref +2, 
  Will +0; AP 4; Str 15, Dex 15, Con 14, Int 9, Wis 10, 
  Cha 8. 
  Background: Survivalist 
  Occupation: Raider 
  Feats: Archaic Weapon Proficiency, Personal 
  Firearm Proficiency, Power Attack, and Simple 
  Weapon Proficiency. 
  Languages: English. 
  Skills (4): Climb +3, Intimidate +1, and Survival 
  +1. 
  Traits: Bloody Mess, One Hander 
  Talents: Melee Smash 
  Guido’s Equipment: Baseball Bat, Beer (2), Meat 
  Jerky (2), Metal Canteen, and 15 copper coin. 
  Lenny’s Equipment: Beer (2), Crowbar, Meat 
  Jerky (2), Metal Canteen, and 25 copper coin. 
  Star’s Equipment: Ammunition (10mm – 12 
  rounds), Lead Pipe, Meat Jerky (4), Metal Canteen, 
  Wine Cooler (4), and 5 copper coin. 
   
  Return to Reno 
  After several more days of waiting, sand clouds signal that a caravan is heading in your direction.  
  After an hour, the Crimson Blood caravan returns with fresh supplies and parts to fix the hauler, and 
  return to Reno.  Hank thanks you for your excellent duty in protecting the hauler from further 
  damages, and defeating the raiders. 
  After fixing the hauler, the caravan makes the return trip to Reno.  During the journey back, a 
  small caravan is spotted that was heading to DS-5 that had apparently fell foul to the creatures of the 
  Wasteland.  Heavy damage from explosives and multi-round bullets have destroyed the small 
  caravan; all valuable supplies have been taken, leaving only another husk of ruins and dead bodies to 
  be claimed by the Wastelands. 
  Upon returning to Reno, Hank pays all of the caravan guard their rates, including you with the 
  agreed rates.  Hank also gives you a bonus of 100 coin for hazard duty above and beyond the normal 
  required duties of a caravan guard.  
  Each character earns 1% fame with Outer Reno. 
  If the characters sold the giant water pitcher to Hank, they will see a few days later that the glass pitcher 
  is on a cinderblock base outside of the Crimson Blood Trading Companies office.  The pitcher is full of red-
  colored water and as the characters pass by the pitcher, the face animates and emits a loud computerized 
  voice stating “HELL YEAH!” and the water swishes side to side.     
  The End… 
   
   
  
   
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  Caravan Guards v2 
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  ©2007-2009 Glutton Creeper Games 
   
  Experience 
  Experience is divided into three categories: combat, skill, and role-playing, as denoted below.  First, 
  determine the character’s APL as it will be important to calculate Combat XP.  Second, add all XP earned 
  together and divide by the number of characters to get each character’s earned XP.  Record their earned XP 
  upon their OPS Certificate Log. 
  Average Party Level (APL): To determine APL, add together all of the player character levels, 
  including any animal’s CR (that is not an Advanced Class feature) or NPCs that are aiding the characters and 
  then divide by the number of characters, assisting creatures, and NPCs to determine the APL of the group.  
  APL plays a factor in the amount of Combat XP earned and represents the challenge presented by the group.   
  CEL (Combat Encounter Level)  
  Combat XP = CEL (plus/minus difference of APL) times total HP of the creatures or NPCs 
  SC (Skill Challenge)  
  RP (Role-Playing) 
  Skill XP = 250 times SC  
  Conclusion and Story Rewards 
   
  Reputation 
  Reputation is gained through the actions of the characters as a group or those of a single character during the 
  scenario.  Each character earns either fame or infamy in the Reputation category as defined by the actions 
  listed below.  Record all of the results on the Scenario Log.   
  Raiders: +1% infamy with NEMO 
  Conclusion: +1% fame with Outer Reno 
   
   
  Experience 
   
  Combat Encounter (CEL)  
  Achievements 
  XP Earned 
  Don’t Throw Me Away 
  Defeat Aggressors 
  2 (+/- APL) x 48 
  When Animals Attack  
  Defeat the Bison 
  3 (+/– APL) x 74 
  Raiders  
  Defeat the Raiders 
  4 (+/– APL) x 55 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Don’t Throw Me Away 
  Revive Bob the Harvester (treat injury) 
  250 
  Road Trip 
  Fix the Hauler (Strength and repair) 
  500 
  Guard Duty 
  Survive the Desert Elements (survival) 
  750 
  Strange Finding 
  Excavate Khul-Aide (Spot and Time Spent excavating) 
  500 
  Role-Playing (RP)  
  Achievements 
  XP Earned 
  Introduction (Reno) 
  Interacting with Bar patrons about Caravan Jobs 
  50 
  Don’t Throw Me Away 
  Conversing with Bob the Harvester 
  50 
  Crimson Caravan Company 
  Conversing with Hank 
  100 
  Caravan Port 
  Questioning Hank 
  100 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent: 28 
  
   
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  Caravan Guards v2 
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  ©2007-2009 Glutton Creeper Games 
   
  Treasure 
   To determine the amount of treasure (loot and coin) that a character earns, consult the results below for 
  items and add up the coin earned from the encounters in which the character participated.  A chart of 
  potential coin earned is included below for quick reference.  Allow the players to determine the items that 
  they are keeping and those they are selling.  Only one player can attain items with a quantity of (1), and it is 
  up to the players to determine who gets the item without in-character fighting.  A common method to 
  determine who gets a disputed item is a dice roll off; or one of the characters adding the sell value to the coin 
  earn that is split amongst the other characters.  Selling items is broken up into three categories below with a 
  base sell price (1/2 cost) and two barter categories (5% and 10%).   
  All Rare, Very Rare, and Unique scarcity items are no 
  longer listed on the certificate.  These items are entered 
  under the acquired items, just as acquiring normal 
  scarcity items unless otherwise noted by the treasure 
  entry. 
  Certificate Entries 
  Ghūl Harvester Fruit:  For helping out Bob the Harvester, he has given you a piece of his home grown fruit.  
  He tells you that this fruit is special and will bestow mystical properties on you when consumed, but is only 
  good for a few weeks.  This lumpy green fruit is a one use item and must be consumed within the end of 2 
  Exodus OPS scenarios logs from this OPS Log.  Failure to consume the fruit results in the fruit spoiling and 
  rotting away.  If the fruit is consumed during the specified timeframe, it bestows a random property from the 
  Way of the Fruit table in the Harvester Advanced Class detailed in the EXS.    
  Bonus Karma:  For liberating Khul Aide, you have earned a bonus Karma Point (+1 KP).  This Karma Point 
  must be used before you gain your next level or it is lost. 
   
   
  Encounter 
  Maximum Attainable Coin 
  Don’t Throw Me Away 
  40 Copper 
  Strange Findings 
  100 Steel 
  Raiders 
  25 Steel, 45 Copper 
  Return to Reno 
  Up to 600 Steel per character  
  Equipment 
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter 
  DC 20 
  Barter 
  DC 25 
  Don’t Throw Me Away 
  +5% 
  +10% 
  Meat Jerky (4) 
  .5 
  10 
  Rotgut (4)  
  10 
  40 
  Raiders 
  Ammunition (10mm – 60 rounds)  
  2 
  120 
  Baseball Bat (1) 
   
  22.5 
  Beer (6)  
  .5 
  3 
  Binoculars (1) 
   
  200 
  Colt 6520 10mm (1)  
   
  125 
  Combat Knife (1) 
   
  82.5 
  Crowbar (1) 
   
  32.5 
  Leather Jacket (1)  
   
  125 
  Lead Pipe (1) 
   
  12.5 
  Meat Jerky (16)  
  .5 
  10 
  Metal Canteen (4) 
  12.5 
  50 
  Wine Cooler (4) 
  2.5 
  10 
  Total 
  —— 
   
   
   
  
   
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  Caravan Guards v2 
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  Overseer Map 1 
  Reno to DS 5 Map  
  Reno to Eureka (DS 5) = 13 days 
  Reno to Road Trip = 4 days 
  Road Trip to When Animals Attack = 2 days 
   
   
   
  When Animals 
  Attack 
  Road 
  Trip 
  
   
  Exodus OPS 
  Caravan Guards v2 
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  Overseer Map 2 
  Don’t Throw Me Away  
  A – Aggressors and Harvester Bob Combat 
  A 
  
SOURCE: textdata/thevault/Exodus/Operations/#1 Carvan Guards V2/Caravan Guards v2.0.pdf