TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ94XX
  campaign guide
  Ne o e xo du s  le g a c ie s :
  ve r s io n 1. 0 - o c t o be r  2012
  
  NeoExodus legacies:
  campiagn guide master document
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  INTRODUCTION
  This document introduces the rules on how you may play 
  in the worldwide campaign NeoExodus Legacies, set in 
  the LPJ Design world of NeoExodus. It contains what you 
  need to create characters and information on how to be a 
  game master (GM) of NeoExodus events. It also details the 
  unique aspects of the campaign.
  1: CAMPAIGN BASICS
  WHAT IS NEOEXODUS LEGACIES?
  NeoExodus is a world wracked by war and intrigue for 
  centuries after the population broke the yoke of the First 
  Ones. For the past 2,000 years, the nations of Exodus have 
  fought each other.
  NeoExodus Legacies is formed along a series of mini-
  campaign arcs focusing on one part of the world or one 
  villain. Designed for organized play, NeoExodus Legacies 
  aims to put your characters in the thick of the action, giving 
  you the power to shape the world and influence events. 
  What your character does matters and influences the 
  world and the campaign. A number of special interactive 
  adventures give your character opportunities to interact 
  and influence both NPCs and events alike.
  NPCs in NeoExodus are not static. Through narratives, 
  campaign updates and the adventures themselves, NPCs 
  and the plot change beyond the current adventure. How 
  your character reacts to them is up to you. 
  NeoExodus is a world where exploration, politics, and 
  adventure go hand in hand. Choose your allies carefully. 
  You may need to call upon them, as they will call upon 
  you. Be equally careful choosing your enemies – for the 
  same reasons!
  Exodus needs heroes…
  THE PATHFINDER ROLE PLAYING 
  GAME
  NeoExodus Legacies uses Paizo’s Pathfinder Role Playing 
  Game rule set as the basis of its system. People familiar 
  with those rules will find the core mechanics unchanged. 
  The Pathfinder RPG Game Core Rulebook is available 
  at local game store or through Paizo.com as a PDF or 
  hardcover book.
  CORE ASSUMPTIONS
  NeoExodus Legacies assumes that every player owns a 
  copy of the NeoExodus Campaign Book by LPJ Design 
  and the Pathfinder RPG Game Core Rulebook by Paizo 
  Publishing. A Game Master (GM) is expected to own a 
  copy of the Pathfinder RPG Bestiary (also by Paizo). 
  Material from other publishers may occasionally be 
  included in the campaign. Players using any options 
  from such sources must have a valid copy of the material 
  and be ready to hand it to the GM upon request. A list of 
  rules elements allowed in the campaign appears in the 
  Additional Resources section. 
  A valid copy includes a physical book or an electronic 
  version. 
  Adventures produced by other publishers may sometimes 
  be adapted to NeoExodus Legacies, making them legal for 
  play. To play them in the campaign, the GM must own a 
  legal copy of those adventures as well as the adaptation 
  document. Adaptation documents will be available free on 
  the NeoExodus website.
  Unless specifically allowed here or in the Additional 
  Resources section, rule items from any other source are not 
  legal for play and cannot be used in NeoExodus Legacies.
  COMMON TERMS
  Average Party Level (APL): Before playing any 
  NeoExodus Legacies scenario, you must calculate the 
  APL. Rules on how to calculate a table’s APL appear in 
  Chapter 6: Game Master. 
  Convention: A convention is a large gathering of 
  individuals, such as GenCon, Origins, and PaizoCon. It 
  also includes smaller, regional conventions. All of these 
  events may host NeoExodus Legacies scenarios.
  Coordinator: A coordinator is a person at a local event 
  who is responsible for organizing the event or part of the 
  event. Coordinators are sometimes called “marshals” or 
  “head judge.”
  Event: An event includes any gathering of people playing 
  a NeoExodus Legacies adventure. This could be as large 
  as a convention or as small as a group of friends playing 
  at home. Events describe conventions, home games, online 
  games and public games.
  Favor Points: Favor points are a way to track favors 
  gained by the PC as he adventures. More details can be 
  found in Additional Resources. 
  First Ones (FO): For the NeoExodus Legacies campaign, 
  the First Ones are the campaign administrators responsible 
  for the production of the material, offer rulings when 
  needed and provide guidance to the campaign.
  Game Master (GM): The Game Master is the person who 
  runs a scenario. The GM is responsible for running the 
  game and bringing the scenario to life. More information 
  on being a GM can be found in Chapter 6: Game Master.
  Home Game: A home game is an event held in a private 
  setting. The time limits and meta-game restrictions are 
  often different from those in public settings.
  Legacy Record (LR): After every NeoExodus Legacies 
  adventure, a players receive a sheet called a Legacy Record, 
  or LR. This sheet tracks changes in gold, experience, and 
  
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  any unique story awards. Chapter 11: The Legacy Record 
  explains the LRs.
  Module: Another name for an adventure scenario.
  NeoExodus Legacies: The official name of the Campaign. 
  NeoExodus Legacies Campaign Book (NLCB): The 
  document you are currently reading.
  Non-Player Character (NPC): An NPC is a character 
  that is played by the GM. Over the course of an adventure, 
  the players encounter a number of NPCs.
  Patron: A patron is someone for whom a PC works. 
  Patrons are nation specific and often influence the game, 
  the region, the world, or the campaign. More information 
  on patrons can be found in Chapter 4: Patrons
  Player Character (PC): A PC is a character that belongs 
  to, and is played by, a player who is not the GM.
  Scenario: A scenario is an adventure published for 
  NeoExodus Legacies or an adventure from another source 
  that has been adapted to NeoExodus Legacies. Most 
  scenarios are designed to play in about 4 hours. 
  Table Size: Table size describes the number of players at a 
  table. When table sizes are given, the GM is not counted in 
  that number. Thus a table size of four means there are four 
  players and one GM. Legal tables of NeoExodus Legacies 
  are 3-7, but we strongly recommend 4-6 for maximum 
  enjoyment.
  ORGANIZED PLAY BASICS
  Once you have created a character, you can participate in 
  any NeoExodus Legacies game at any event at a friend’s 
  home, a local convention, a game store or anywhere in the 
  world.
  One of the greatest aspects of organized play is that 
  you do not always need to play with the same people. 
  Every scenario, you can play with different players and a 
  different GM. 
  ORGANIZED PLAY QUIRKS
  An Organized Play campaign is different from your 
  ordinary campaign, or home game. The players and/or 
  the DM may change from table to table. Since adventures 
  are written by different authors, the style and goals of 
  adventures will be very different from one scenario to the 
  next.
  You are not allowed to keep any item you find at the end 
  of the adventure, unless it is granted to you on an LR. The 
  party splits the loot and each character leaves with a share 
  of the money. You are then free to purchase items found 
  (even if this would result in four copies of the +4 sword 
  of doom).
  NeoExodus includes a number of unique types of 
  adventures:
   •  Interactives are adventures that combine multiple 
  tables and that can present numerous unique elements 
  - from battle to investigation to court intrigue. 
   •  Side treks are quick one-or-two encounter affairs that 
  can be played between game slots, each telling a small 
  story. 
   •  Special adventures that can be whatever our twisted 
  minds can imagine. The only guarantee is that such 
  adventures will be epic, massive, and a once-in-a-
  lifetime experience!
   •  Adapted adventures are adventures published by LPJ 
  Design and other companies that have been adapted to 
  be part of NeoExodus Legacies.
  2: THE CAMPAIGN
  HISTORY OF THE WORLD
  The Era of Man began two millennia ago with the creation 
  of the Kaga, an arcane construct of godlike power. Under 
  CAVIAN
  DALREAN
  
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  Empire form the base of the most professional army in 
  all of Exodus and its nobles constantly train to keep their 
  skills sharp. 
  The Dominion is a Magocratic Monarchy ruled by Khagan 
  Malik ibn Al’adim. The Dominion is part of the Imperial 
  Alliance. Notably, Dominion nobility is composed almost 
  exclusively of spellcasters. The Dominion is one of the 
  most cosmopolitan nations on Exodus. Because of this, its 
  army is the smallest in the Alliance, but its magical power 
  is vast. 
  Gavea is an island nation to the west of Exodus. It is a 
  fractured land ruled by tribal leaders. It is not a part of the 
  Imperial Alliance. Gavea is very much a frontier that has 
  yet to be thoroughly explored by the powers of Exodus.
  The Janus Horde is a barbaric horde ruled by Warrior-
  Queen Thais of the steppe. They actively seek to destroy 
  civilization. The Horde is not part of the Imperial Alliance.
  The Reis Confederacy is a confederation of mostly 
  independent city-states ruled by the cursed Imperatrix 
  Lolani Gazsi. It is part of the Imperial Alliance. The 
  Confederacy boasts the largest collection of huge monsters 
  and tribesmen from its dark, impenetrable jungles. Its 
  armies are vast, but territorial. 
  RELIGIONS OF NEOEXODUS
  There are many religions on Exodus, each with a rich and 
  complex history. Here are a few of them. 
  The Sanguine Covenant is a monotheistic religion that 
  seeks to control all others. The Covenant opposes fiends 
  (undead, evil outsiders, evil elementals, evil shapeshifters 
  and more). The Sanguine Lord revealed himself to 
  the world through the Seven Venerates. The Sanguine 
  Covenant is the official religion of the Imperial Alliance.
  The Cult of the Dragon is a primal religion worshiped 
  among the Janus Horde. Its worshipers aim at drinking the 
  blood of dragons to increase their power.
  the Kaga’s leadership, man overthrew the evil First Ones. 
  New kingdoms rose and took over Exodus.
  Three centuries ago, the great nations of Exodus turned on 
  each other in a worldwide conflict known as the Twilight 
  War. For decades, the war raged in and around the nations 
  of Exodus.
  After the battle of Aremyhk, a new group, known as the 
  Janissaries – psionic monks – imposed a peace and forced 
  all four nations to unite.
  Thus the Arman Protectorate, the Caneus Empire, the 
  Dominion, and the Reis Confederacy formed a confederated 
  government named the Imperial Alliance and ruled by a 
  Senate composed of nobles from each nation. This was 
  celebrated as the first year of unification and the calendars 
  were adjusted, with Unification becoming year 1 of the 
  new calendar – or 1AU (After Unification).
  In the following years, Sametian nobles sought to join 
  the Alliance but were refused due to the expansionist 
  views of the territory by each member nation. In protest, 
  the Sametians declared, “Since civilization turned its 
  back upon us, so shall we turn our back upon it.” 
  Almost overnight, Sametia turned to barbarism and active 
  destruction of anything civilized. In 69AU, the Sametians 
  united under a Warrior-Queen and became known as the 
  Janus Horde.
  The current year is 92AU.
  NATIONS OF EXODUS
  The Arman Protectorate is a hereditary monarchy ruled 
  by Tsarina Anayanka Kryszkas. The Protectorate is part of 
  the Imperial Alliance and controls vast armies of golems 
  and constructs they call the ironforged. Ironforged and 
  firearms provide support and power. 
  The Caneus Empire is a feudal monarchy ruled by 
  Empress Cassandra Eland. The Empire is part of the 
  Imperial Alliance. The famed knights of the Caneus 
  GEVET
  ENUKA
  
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  SCORE
  COST
  SCORE
  COST
  7
  -4
  13
  3
  8
  -2
  14
  5
  9
  -1
  15
  7
  10
  0
  16
  10
  11
  1
  17
  13
  12
  2
  18
  17
  The Cult of the Emissary is a heretical offshoot of the 
  Sanguine Covenant, which claims the Venerates are false 
  gods and believers must worship the Sanguine Lord 
  directly.
  The Church of the Kaga is a religion based on gathering 
  knowledge for the Kaga.
  The Church of Khayne is a brutal church dedicated to 
  Khayne, the vile lord of death and murder.
  The Church of the Lawgiver is a heretical doomsday cult 
  originating from the lands of the Janus Horde. They claim 
  a final confrontation is coming.
  The Var Shaal is a gevet religion. It claims that all life 
  began in the lands of the Dominion. It is a brutal life-and-
  death cult that values mothers and children above all. They 
  also encourage dealings with demons and devils.
  DANGERS OF NEOEXODUS
  The Brotherhood of Khayne is a murderous cult dedicated 
  to spreading mayhem and destruction
  The First Ones: The First Ones are the bogeymen of 
  legend. Defeated two thousand years ago, they have 
  disappeared from mainland Exodus.
  The Folding Circle: Considered public enemy number 
  one, The Folding Circle is a group of terrorists led by the 
  mysterious Makesh. 
  The Janus Horde: The barbaric hordesmen attack any 
  settlement within reach of their borders.
  3: CHARACTER CREATION
  STEP 1: ABILITIES
  NeoExodus uses the purchase system to generate a 
  character’s abilities, as found in the Pathfinder RPG Core 
  Rulebook. Characters are built using the High Fantasy 
  method, giving each character 20 points to assign. No 
  score may be lower than 7, and no starting score may 
  be greater than 18 (before racial ability modifiers are 
  applied). Racial ability modifiers are added after the points 
  have been assigned. A character cannot begin the game 
  with an ability score less than 5, after all modifications 
  have been applied. Thus, a character may start with scores 
  as low as 5 or as high as 22.
  STEP 2: RACE
  The next step is to select a race and a class for your 
  character. Only the races found in NeoExodus Campaign 
  Book may be chosen. 
  The following races are considered core and always 
  available to players in NeoExodus Legacies: Cavian, 
  Cynean, Dalrean, Enuka, Gevet, Human (any type found 
  in the book), Kalisan, Prymidian, P’Tan, and Sasori. 
  The core races found in the Pathfinder Core Rulebook are 
  not available for play (except human). 
  SPECIAL RULES
  Cavian: All Cavians in NeoExodus Legacies must have 
  the severed alternate racial trait. 
  STEP 3: HOME REGION
  People in NeoExodus judge others and are judged 
  themselves by their origin. In addition to choosing a race 
  and a class when making a character, your character must 
  PRYMIDIAN
  KALISAN
  
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  select a place of origin. A home gives your character a 
  background. Your home region will affect the reaction of 
  NPCs towards you. 
  Of all the regions in Exodus, only Ablis and Unthara are 
  not playable options. 
  STARTING LANGUAGES
  A home region determines your character’s starting 
  languages and adds a few additional bonus languages 
  from languages that are common to the area. The bonus 
  languages in the table are in addition to those the character 
  can normally access.
  STEP 4: CLASSES
  The following classes are allowed for play. 
  Alchemist (APG), Barbarian, Bard, Cavalier (APG), 
  Cleric, Druid, Fighter, Gunslinger (UC), Inquisitor (APG), 
  Machinesmith (Classes of NeoExodus: Machinesmith), 
  Magus (UM), Monk, Oracle (APG), Paladin, Ranger, 
  Sorcerer, Summoner (APG), Witch (APG), and Wizard.
  Additional rule options are found in the Additional 
  Resources section.
  SPECIAL RULES
  NeoExodus Legacies allows a degree of choice in character 
  creation. Some classes are modified as follows.
  Alchemist: May replace their Brew Potion class ability 
  with the Extra Bombs feat.
  Cavalier: May replace their Expert Trainer class ability 
  with Skill Focus (Handle Animal).
  Gunslinger: All gunslingers must be from the Arman 
  Protectorate.
  Oracles: All oracles in Exodus worship a deity and must 
  use divine focuses.
  Wizard: A wizard may replace the Scribe Scroll feat with 
  the Spell Focus feat.
  RELIGION
  There are many faiths on Exodus, but the Sanguine 
  Covenant is the largest and most powerful. PCs who are 
  not divine casters can choose “Sanguine Covenant” as 
  their religion. Anyone worshiping a Venerate is considered 
  part of the Sanguine Covenant.
  Divine spellcasters must select one of the deities found in 
  the list below. Such casters must also remain within one 
  alignment step from their deity (on the law/chaos or on the 
  good/evil axis, but not both.)
  Certain faiths, such as the Kaga, have an alignment 
  in parenthesis. The combined alignment represents the 
  faith’s actual alignment and any character must use that 
  alignment. Thus, clerics of the Kaga may be LG, NG, CG, 
  or N, even though the Kaga himself is Neutral-aligned.
  Religions with an asterisk (*) next to their name indicate 
  faiths that are declared heretical by the Sanguine Covenant. 
  Priests of these religions are strongly advised to hide their 
  faith and holy symbols while operating in Covenant-
  controlled or Covenant-friendly territory.
  Clerics, druids, and any class drawing power from the 
  gods may not choose to be atheist, agnostic or follow a 
  philosophy not presented in the religion table. However, 
  any other character may choose that option.
  STEP 5: SKILLS
  Skills represent training your character has received. 
  NeoExodus uses the same method as outlined in the 
  Pathfinder RPG Core Rulebook. Assign your skill points 
  as you wish.
  THE PROFESSION SKILL
  The Profession skill is often a neglected skill in the 
  game. The goal is to encourage PCs to choose and use 
  P’TAN
  SASORI
  
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  DEITY
  AL
  PORTFOLIO
  DOMAINS
  FAVORED 
  WEAPON
  SYMBOL
  Cult of the 
  Dragon*
  CN
  Fury of nature, raw 
  primal energy, dragons
  chaos, earth, fire, 
  strength
  greatsword
  Dragon head
  Cult of the 
  Emissary*
  N
  Truth of the Sanguine 
  Lord, One True Path 
  community, glory, 
  liberation
  gladius
  A sun-wreathed 
  gladius sword
  Kaga
  N(G)
  Mankind, knowledge, 
  magic
  artifice, 
  knowledge, 
  liberation, magic, 
  rune
  sap
  The Kaga
  Lawgiver*
  LN
  End of the world, 
  Lazarus Brand, survival
  law, protection, 
  travel
  battle axe
  Lazarus brand
  Shamanism
  Varied
  Varied, usually natural 
  feature
  varied but 
  commonly natural 
  domain
  quarterstaff
  Oak twig or leaves
  Var Shaal*
  NE
  Gevet, life, family
  fire, demon*, 
  devil*, healing
  rapier
  Horned woman 
  head
  SANGUINE 
  COVENANT 
  VENERATE
  AL
  PORTFOLIO
  DOMAINS
  FAVORED 
  WEAPON
  SYMBOL
  Dhazvok
  N
  War against heresy
  destruction, 
  strength war
  spear (any)
  a red spear
  Koliav
  LN(E)
  The underworld, the 
  dead and the forgotten
  death, knowledge, 
  trickery
  heavy pick
  a black book
  Laita
  LN
  Rulership, collecting 
  and destroying 
  forbidden knowledge
  law, magic, 
  protection
  morningstar
  Silver scepter
  Makash
  NG
  Family (motherhood)
  earth, good, 
  healing
  halberd
  a green mountain
  Perum
  N
  Storms and warfare
  air, luck, weather
  longbow
  fork of lightning
  Rylos
  CG
  Animals and 
  non-sentient 
  creatures
  animal, plant, 
  travel
  battle axe
  Evergreen
  Svarog
  LG
  Smiths, builders and 
  craftsmen
  artifice, fire, rune
  warhammer
  burning anvil
  Profession skills during the game. Professions add flavor 
  and uniqueness to a character. It is generally much more 
  interesting to travel with a soldier, a tailor, and a master 
  brewer rather than a “fighter,” a “rogue,” and a “cleric.”
  Because of the wide array of choices linked to the 
  Profession skill, almost any skill check can be replaced 
  by a Profession check. This should not be a way for PCs 
  to circumvent or maximize their character. If the imitated 
  skill is hampered by armor check penalty, the penalty 
  should also be applied to the Profession skill. A Locksmith 
  trying to open a lock would suffer an armor check penalty 
  for the roll. The GM is always the ultimate judge when 
  determining what is and is not appropriate.
  Here are a few of examples.
  A PC with Profession (merchant) could roll a Knowledge 
  (nobility) check to recognize the heraldic emblem of a 
  merchant house as though he had ranks in the skill, but 
  would not be allowed to know the intricacies of the local 
  court without Knowledge (nobility).
  A PC with Profession (locksmith) could pick a lock 
  (normally done with the Disable Device skill) but could 
  not disarm a trap.
  A PC with Profession (scribe) could roll a Linguistics 
  check to decipher the writings on a parchment but would 
  not understand additional languages.
  A PC with Profession (soldier) could roll a Knowledge 
  (nobility) to recognize units of a given country or province, 
  but would not necessarily know their history or their 
  current leader.
  
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  STEP 6: FEATS
  Any feat found in the NeoExodus Legacies Setting or 
  the Pathfinder RPG Core Rulebook is available for play, 
  assuming your character fulfills all the pre-requisites. 
  Feats from other sources can be found in the Additional 
  Resources section.
  SPECIAL RULES
  All firearms related feats are only available to characters 
  from the Arman Protectorate.
  STEP 7: TRAITS 
  NeoExodus Legacies does not use traits beyond the Home 
  Region Affinity. 
  AFFINITY TRAITS
  Affinity traits represent a character’s origin and ties to a 
  particular region. It is assumed that all PCs in NeoExodus 
  have one such affinity.
  REGIONAL AFFINITY
  Choose one of the following regions: Arman Protectorate, 
  Caneus Empire, Dominion, Gavea, Imperial Alliance, 
  Janus Horde, Reis Confederacy, or Unthara.
  Benefit: You may make any Knowledge check untrained, 
  as long as it that relates to your affinity, up to DC15.
  Normal: You may only make untrained Knowledge 
  checks up to DC10.
  Special: For the NeoExodus Legacies campaign, Ablis 
  and Unthara are not available to play.
  SAMETIAN EXILE
  Though you spent most of your life in a foreign nation, 
  your family can be traced to Sametia. You are more 
  familiar with the customs of pre-Horde Sametia than of 
  your adoptive land.
  Special: You qualify as having both Sametian Affinity and 
  affinity to another nation for the purpose of qualifying for 
  feats, prestige classes, and other such requirements. You 
  do not gain the usual bonus to knowledge checks enjoyed 
  by others.
  STEP 8: ALIGNMENT
  NeoExodus Legacies does not allow evil-aligned 
  characters. You may select any other alignment. Your class 
  may have some alignment-based requirements.
  STEP 9: HIT POINTS
  In NeoExodus Legacies, hit points are determined by the 
  following table with all the appropriate bonuses.
  The HP at 1st Level column only gives the hit points of 
  a 1st level character, not the first level taken in a given 
  class. Thus, a Barbarian 1/ Wizard 1 would have 12+3 hit 
  points, not 12+4.
  Hit Dice 
  HP at 1st level* 
  HP Gained by Level*
  D12 
  12 
  7
  D10 
  10 
  6
  D8 
  8 
  5
  D6 
  6 
  4
  D4 
  4 
  3
  * Add your Constitution Bonus to this number and any 
  bonuses due to  favored class, the Toughness feat, class 
  abilities, etc.
  STEP 10: LEVEL UP!
  To represent the brutality of the world of Exodus, all 
  characters begin at third level instead of level one. Leveling 
  follows all the rules in the Pathfinder Core Rulebook. 
  It is assumed that your character has done a number of 
  adventures in his homeland and gathered a small amount 
  of renown.
  Once you have brought your character to third level, he 
  starts with “zero” experience. As experience is handled 
  slightly differently in NeoExodus Legacies than it is in the 
  Pathfinder RPG, full details about experience points in the 
  campaign us found in Chapter 9: After the scenario. 
  STEP 11: EQUIPMENT
  Every starting character begins with 3,400 gold pieces to 
  spend on equipment. This money is assumed to come from 
  your patron, but may come from other sources if you wish.
  No more than half (1,700gp) may be spent on a single 
  item.
  You may purchase magic items from the “Always Available 
  List” found in Chapter 10 Purchasing Equipment during 
  character creation. Any money left after purchases is yours 
  to keep.  
  FINAL TOUCHES
  Take a step back and try to make sense of it all. Take some 
  time to think of this character. How did he become the way 
  he is now? Why is he of that alignment? Why does he have 
  this flaw or that trait? Does he have a unique quirk such as 
  an accent? To whom is he loyal?
  This step allows you to make your character unique. 
  “Fighter Joe” and “fighter Fred” should be different by 
  more than their preference for the long sword vs. the battle 
  axe.
  4: PATRONS
  Everyone on NeoExodus works for someone, whether 
  they want to or not. Patrons can represent an old mentor, 
  a group you studied with, or people who blackmail you 
  into doing what they want. Whatever the reason, no one is 
  truly an island.
  
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  PATRON BASICS
  While you go out on adventure, your patron may ask 
  you to perform certain tasks during the adventure. Those 
  can vary from straightforward “bring me this item” to 
  something that is extremely vague “keep an eye out for any 
  enemies in the area.” 
  A patron’s influence is greatest in their home region and 
  diminishes outside their region. For example, the Sanguine 
  Covenant is very powerful and well-informed within the 
  Imperial Alliance, but its influence is minimal in Sametia 
  or Gavea. 
  It is assumed that you pass on any information learned 
  during an adventure to your patron. Information to which 
  you are bound by secrecy (through a mark of justice or a 
  quest) is NOT passed and kept secret from your patron.
  PATRON SECRECY
  It is perfectly acceptable not to tell your fellow party 
  members who your patron is, or even lying to them about 
  it. However, do not lie to your GM. Some players may 
  clearly present themselves as a servant of a completely 
  different patron.
  Certain factions are criminal or illegal in certain regions, 
  so secrecy is encouraged. While it is very likely that you 
  will learn whom your associates work for, keep the secret. 
  You never know when they will reveal YOUR secrets 
  to your enemies. A common conspiracy of silence exists 
  between adventurers.
  CHOOSING YOUR PATRON
  Each patron has a unique flavor, history and means. 
  Patrons generally seek to extend their influence through 
  the works of their pawns faithful agents. The reason you 
  work for them is up to you. 
  To select a patron, you must have earned, in game, a 
  positive favor point with the faction with which they 
  are affiliated. Thus, when your character begins his 
  NeoExodus Legacies career, he does not have a patron. 
  Some patrons have specific requirements that must be 
  met to select them. For example, the Sanguine Covenant 
  requires you to worship the Covenant. 
  CHANGING PATRON
  Once chosen, you cannot change your patron.
  You may not draw any benefits from a patron if your favor 
  score drops below zero.
  PATRONS IN PLAY
  In NeoExodus adventures, your character may receive 
  word from your patron. Depending on the adventure, this 
  could be at the start, or during the adventure. 
  Patrons usually ask for tasks to be done in their name or 
  in secret. How you accomplish this task is entirely up to 
  you, you may perform the task by yourself or get others to 
  complete the task for you. Sometimes those tasks are very 
  clear and direct, and at other times, they will be rather 
  obscure. It is up to you to decide how best to follow your 
  patron’s wishes.
  Many times, a Patron’s orders will be vague or unclear. It 
  is up to you to guess what your patron wants you to do. 
  Patrons and their commands should be used as tools to 
  enhance the role-playing experience of the table. 
  Not all missions can be successful every time. Sometimes 
  patrons of different factions will give contradictory 
  orders. Role-play the situation. Patron requests can be 
  contradictory to the mission you are doing. If that is the 
  case, it is up to you to find a way to convince your fellow 
  adventurers to do what you want. Be creative. Play it out.
  While it is very likely that you will sometimes clash or get 
  into arguments with your fellow party members, be sure 
  you remain within the limits of the “No Player vs. Player” 
  of the Rules of Organized Play (see later for full details).
  PATRON ENTRY
  Relation: Gives the faction this patron is loyal to who with 
  they are associated.
  Modus Operandi: Describes how the faction works 
  as well as the types of tasks it asks its people to do. 
  Depending on your character, it may be easier or harder 
  to fulfill certain tasks. This section also tells whether the 
  patron operates openly or not.
  Leader: Gives a little information about the leader of the 
  faction. This alignment should give you an idea of the 
  faction’s ethical and moral behavior. 
  Requirements: Any additional requirement you must fill 
  to select that patron. 
  Benefits: Every patron grants some benefit to skill 
  checks in certain situations, representing the training you 
  received. Any bonuses to social skill checks require the 
  NPC to know of your affiliation with the patron. If you lie 
  about who your patron is, you could have a benefit or a 
  penalty, depending on the NPC’s knowledge of you, your 
  true patron, or your false patron.
  PATRON LIST
  AL-MAHKAMA
  Relation: The Sheik and his court are loyal to the 
  Dominion.
  Modus Operandi: The Sheik uses his agents to expand his 
  stores of magical knowledge and power. Keeping an eye 
  on the Protectorate and reporting what they are doing is a 
  common request. Al-Mahkama is Qijomi for the Sheik’s 
  court or place of judgment.
  Leader: Sheik Arjouf ben Ibrahim is a man who wastes 
  little time. A calm and collected individual, he treats 
  
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  everything he does with the utmost seriousness. The Sheik 
  is lawful good in alignment.
  Requirements: Must be able to cast spells (arcane, divine 
  or psionic) or have at least one rank in either Knowledge 
  (arcana) or Spellcraft.
  Benefits: You gain a +1 bonus to any check to identify the 
  magical properties of an item.
  ASHEN SYNDICATE
  Relation: The Ashen Syndicate is loyal to the Confederacy 
  as whole – rather than the Imperatrix specifically.
  Modus Operandi: The Syndicate seeks to promote 
  personal freedom above all. The Syndicate expects its 
  agents to be independent and self-reliant. Members should 
  expect little help from their superiors. Many of its 
  members believe that the ends justify the means. Many are 
  wanted in other nations as anarchists, rabble-rousers, and 
  seditionists. 
  Leader: The Ashen Syndicate is run by an old Kalisan 
  named Brutchek. Brutchek was born in Sametia and was 
  exiled during the formation of the Janus Horde. From 
  the city of Reis, he built himself a criminal empire that 
  promotes individual freedom. Brutchek particularly hates 
  the Janus Horde and the Imperial Alliance authorities.
  Alignment: The Ashen Syndicate is Chaotic Neutral (with 
  evil tendencies).
  Requirements: Only those without the taint of the First 
  Ones can work for the Reis Confederacy.
  Benefits: You gain a +1 bonus to Bluff, Disguise and 
  Stealth checks when dealing with authorities.
  CROWN COUNCIL
  Relation: This group of senators is clearly loyal to the 
  Imperial Alliance above all other nations. They seek to 
  ensure peace across Exodus and expand the role and power 
  of the Imperial Alliance.
  Modus Operandi: The Crown Council seeks to expand 
  and maintain its power over the nations of Exodus. Unlike 
  most of the other patrons, the Council’s goals and methods 
  are varied and hard to establish.
  Leader: The leaders of the Council are not known though 
  some of their head agents are. A man named Preest and 
  a woman named Savina are agents. Because of their 
  complex structure, the Cabal’s overall alignment is neutral 
  (with a strong chaotic bend). 
  Benefits: You gain a +1 bonus to any social check to 
  help maintain peace throughout the Imperial Alliance and 
  Imperial Janissaries.
  THE DEVOTED
  Relation: The Devoted do the will of the Sanguine 
  Covenant. 
  Modus Operandi: Spread the faith of the Sanguine 
  Covenant: destroy fiends (First Ones, undead, evil 
  shapeshifters, evil outsiders) and heretics; bring pagans 
  into the fold; and protect the faithful. If a Devoted 
  cannot perform these tasks, reporting the location of these 
  creatures up the chain of command is paramount. The 
  faithful are to be defended and protected from danger.
  Leader: The Confessor of Huda, Karena Utlakovka, is 
  a p’tan who seeks to investigate and destroy any trace 
  of the First Ones. She places this duty above all others. 
  She started the group to increase her reach and ability to 
  combat the First Ones and their minions. Confessor Karena 
  is lawful neutral (with good tendencies) in alignment.
  Requirements: Must worship the Sanguine Covenant.
  Benefits: You gain a +1 bonus to any Perception or Sense 
  Motive checks to detect fiends and heretics.
  GROFKA VLAKLOVA’S ENTOURAGE
  Relation: The Grofka and her entourage are known 
  for their loyalty to Tsarina Anayanka and the Arman 
  Protectorate.
  Modus Operandi: Act now; repent at leisure. The Grofka 
  is aggressive and forward moving, requiring her agents 
  to look for opportunities and seize them before all others. 
  They seek to advance the will of the Tsarina and expand 
  Arman influence across Exodus.
  Leader: Grofka Polina Vlaklova comes from a scandal-
  ridden family (her sister married a Dominion man). For 
  the past few years, the Grofka has served as an unofficial 
  envoy of the Tsarina. The Grofka is quick to seize the 
  initiative and prefers offense to defense. The Grofka is 
  neutral in alignment.
  Requirements: May not be from the Dominion.
  Benefits: You gain a +1 bonus to any social roll when 
  dealing with members of the Protectorate’s government.
  LADY ELSAE’S RETAINERS
  Relation: Lady Elsae is loyal to the Caneus Empire.
  Modus Operandi: Lady Elsae seeks to ensure that 
  rebellions are crushed and that the natural ruler’s – usually 
  Canean nobles – power is maintained. She seeks to protect 
  and further the feudal system of the Empire to other places.
  Leader: Lady Elsae used to be a senator for the Caneus 
  Empire until the events of Ektawara had her banished 
  to her estate. Still, from there she secretly promotes the 
  Caneus Empire’s goals and values. Though shamed and 
  disgraced, she still has a number of friends both in and out 
  of the empire. Lady Elsae is lawful neutral in alignment.
  Requirements: Must have at least one rank in either 
  Knowledge (history, nobility) or in a Profession related to 
  warfare (such as sailor or soldier).
  
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  Benefits: You gain a +1 bonus to any social roll when 
  dealing with nobles of the Caneus Empire.
  5: RULES OF  
  ORGANIZED PLAY
  PLAY ABOVE ALL!
  If any one of the rules below prevents a game from 
  happening, the coordinator may invoke this rule to ensure 
  a table goes off.
  However, a table’s APL and an adventure’s level limits are 
  not subject to this exception. Thus, a 7th-level character 
  may not participate in an APL2-4 adventure. In addition, 
  the APL is calculated at the table and the result is valid. 
  REPLAYING SCENARIOS 
  Adventures are much more interesting when played for 
  the first time and therefore we encourage players to play 
  adventures only once. However, to promote additional 
  play, you are allowed to replay an adventure. This must be 
  done with a different character. 
  A player who replays an adventure receives the favors for 
  playing, but may only select the “extra gold” bundle if 
  available.
  NO PLAYER VS. PLAYER
  Except in cases where both players agree, Player Versus 
  Player (or “PVP”) is not allowed in NeoExodus. In those 
  circumstances where both players agree, the situation 
  should be resolved in a non-lethal manner. 
  Should one character be killed through PVP, the offending 
  character is immediately removed from the campaign. 
  The player cannot take part in the rest of the adventure. A 
  character that is removed from the campaign may not be 
  played again. 
  There are two caveats. First, if a character is not in control 
  of his own character (like under the influence of a dominate 
  person), the character must obey the commands given. His 
  fellow PCs may strike back at him, but are encouraged to 
  use non-lethal methods to defeat their fellow PC. Second, 
  a player who seeks to hurt an opponent must obtain the 
  approval of the other player before proceeding with the 
  action. 
  For example, a wizard PC wants to cast a fireball with 
  another PC within the area of effect. 
  If the wizard PC is dominated into doing it, he has to do it. 
  If the PC in the area agrees to take the damage, then the 
  action is allowed, and the spell functions normally. 
  If the PC in the area refuses to take the damage, the wizard 
  PC must find another option. This consent is given by the 
  player, not the character – so an unconscious or otherwise 
  incapacitated PC must still give his consent. 
  PLAY NICE
  Everyone playing NeoExodus wants to shine and have 
  their moment of glory. It is part of the fun of seeing 
  your character evolve as he plays through the campaign. 
  When sitting at a NeoExodus table, seek to create the best 
  role playing environment for everyone at the table. This 
  includes yourself, but also the players next to you. 
  A GM is fully entitled to ask a player who does not follow 
  these guidelines to leave the table.
  EVERYONE WANTS TO SHINE
  Everyone who sits at a game table wants to be able to 
  shine. Avoid trying to do everything yourself or shutting 
  down other characters. Allow other players to be able to 
  have their moment in the spotlight. 
  DO NOT BE A JERK
  “Playing your character” is no excuse to be a jerk, 
  obnoxious, or completely insensitive to others. “My 
  character is like that” is no excuse to ruin anyone else’s 
  enjoyment of the game. While not every character is nice, 
  personable, and friendly, strive to create a positive addition 
  to the party. 
  Having a table watch your character do everything in the 
  adventure is fun only for you. Allow others to shine too.
  Another part of this is the PC who refuses every adventure 
  opportunity and requires the party or the GM to cajole him 
  into participating. Certain hooks may fit your character 
  less than others may. This is not an invitation to fight the 
  GM over the hook. If someone is trying to hire you to 
  do something that goes against your character, instead of 
  arguing with the GM about how unrealistic it is, you can 
  work against your employer. In fact, some NeoExodus 
  adventures will assume that you may swap sides later in 
  the adventure.
  This is your game, but it is also the game of everyone 
  around the table.
  DO NOT BULLY OTHERS
  Strive to keep a cordial atmosphere at the table. Do not 
  force others to do what you want them to do. Part of the 
  fun – and the chaos – of playing a table-top role-playing 
  game is that you do not have complete control over others. 
  Just because your PC is more powerful, has a special 
  ability, or possesses secret knowledge about another PC, 
  you should not use that to coerce others to do what you 
  want. Just because you CAN does not mean you MUST 
  force others to do so.
  There is a clear difference between banter and pretend, but 
  be aware that your fun stops where others’ start. Everyone 
  plays the game because they want to, not to make you look 
  good or admire your character-building prowess. 
  
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  RECOGNIZE OTHER CHARACTERS
  NeoExodus has a number of themes where NPCs and PCs 
  may have stereotypes or dislikes of other races/ sub-races/ 
  religions. That should not be a reason to ignore other 
  characters. If your character has a particular prejudice 
  against another PC, make sure the player knows that your 
  prejudice is against the character, not the player, before 
  the start of the game. Do not ignore other players simply 
  because your character “dislikes all humans.”
  DO NOT READ THE SCENARIO
  NeoExodus Legacies adventures are based on a strong 
  storyline and adventures feature plot twists and revelations 
  about the world or the NPCs.
  If you are to play an adventure, do not read the scenario 
  ahead of time. This ruins other players’ enjoyment of the 
  game. If you have knowledge of a given adventure, be sure 
  not to spoil the fun for others.
  ONE CHARACTER AT A TIME
  You may only play one character at a time in a given 
  scenario. Playing more than one character at a time is 
  cheating.
  This also applies to players who order others what to do. 
  Each player must be able to declare what his character 
  does without pressure from others.
  This does not apply to an NPC the GM may ask you to run 
  during a combat or scene, or an iconic pressed into service 
  for the adventure.
  A special caveat is made for characters with the leadership 
  feat. These characters may play their cohorts as a secondary 
  character.
  SUPPORT THE GM
  It is possible that sometimes a GM will make a ruling you 
  dislike or disagree with. Do not undermine the GM simply 
  because you do not like his decision. If you have an issue, 
  talk to the GM after the game. Like you, the GM is there 
  to have fun. 
  DO NOT CHEAT
  I mean, come on. Be honest. 
  If you make a mistake, correct it and move on. 
  NO SELLING/TRADING BETWEEN 
  PLAYERS
  You may not trade or give items, gold, or influence 
  between characters. You may give money in the course of 
  a scenario to obtain services, such as NPC spell casting. 
  You may lend other characters use of your items during 
  an adventure. You may also lend another character some 
  gold to use during the adventure. You cannot give another 
  character any extra gold or items they have not earned 
  or bought themselves beyond the adventure itself. This 
  extends to stealing from other PCs.
  At the end of the adventure, any gold and unused items 
  must be returned, for a net zero-sum. Used consumables 
  are expended as normal.
  SPELL DURATIONS
  Unless on an LR (Legacy Record), any spell cast during an 
  adventure is assumed to expire, or be dispelled, at the end 
  of an adventure (or during the time in-between adventure).
  In short, you cannot obtain spell casting from one adventure 
  to the next.
  MODIFYING CHARACTERS
  A player is free to modify his character as much as he 
  wants until the character reaches 4th level. At that time, the 
  character is considered set and cannot be changed, except 
  for the retraining rule below.
  PRE-GENERATED CHARACTERS
  Players taking part in an event may use a pre-generated 
  character and change that character as much as they want, 
  within established guidelines. After the event, additional 
  changes may be made to the character, within established 
  guidelines. 
  RETRAINING
  New game material is always coming out, and NeoExodus 
  Legacies may offer new options to your character that did 
  not exist before.
  You may retrain the following: skill ranks and feats. You 
  may not change race, class, archetype, and magic items.
  Whenever a PC gains a level, he may spend an amount of 
  gold equal to his new level times 100 to swap out a feat 
  or one level’s worth of skill points. A 3rd level character 
  would pay 300gp while a 10th level would pay 1,000gp 
  to retrain. Retraining the ranks in one skill or feat cost the 
  amount listed. A character can retrain as many options as 
  he wants provided he pays the cost.
  Any feat or skill that serves as requirement for any of 
  the PCs’ other abilities cannot be retrained. For example, 
  a character with Cleave could not retrain Power Attack 
  because it is a requirement. The player could retrain both 
  if he wanted to.
  RETIRED SCENARIOS
  NeoExodus scenarios will be retired on a regular basis. 
  Those scenarios will be posted on the NeoExodus website 
  and added to this section, along with a retirement date.
  At this time, there are no retired adventures.
  PURCHASING CONSUMABLES
  Consumables are purchased at the basic price for 
  consumables in the Pathfinder RPG Core book. It is 
  
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  assumed they are created by a cleric, druid, or wizard. 
  Spells only not available to these classes are available at 
  the lowest caster level. 
  For example, a scroll of glibness is available, as a bard 
  3 scroll. However, a scroll of lesser restoration would be 
  available only as a cleric 2 spell.
  Characters with feats that allow them to create consumable 
  items must craft them at the level appropriate for their 
  class.
  TABLE SIZE
  Outside of an interactive or special adventure, NeoExodus 
  adventures are designed for 4-6 players, with five players 
  being considered optimal to allow a good mixture of role-
  play, combat, and interaction.
  A table can be as low as 3 and as high as 7, but not more or 
  less. A table of 3 may enlist the help of one of the iconics 
  to help them in their adventure. The iconics are available 
  at NeoExodus.com 
  LEVEL CAP
  There is no level cap (or maximum level that can be 
  attained) currently set for NeoExodus Legacies.
  SPELL BOOKS AND FAMILIARS
  Spell books are described in the Pathfinder RPG Core 
  book, and the witch’s familiars in the Pathfinder Advanced 
  Player’s Guide. 
  In NeoExodus, PCs who find scrolls may copy them or 
  have their familiar consume them without having to pay 
  for the scroll. 
  All other rules are unchanged.
  ANIMALS AND COHORTS
  Each player is allowed to bring one non-combatant cohort 
  or animal to a NeoExodus Legacies adventure with him. A 
  combatant creature is defined as any creature that can take 
  an active part in a combat situation.
  A character may only bring one combatant creature with 
  them. 
  For example, pack mules and riding horses are 
  non-combatants. While they occupy space on a battle grid, 
  they make no attacks and usually try to flee or get away 
  from combat. Carrier slaves fill the same role. However, a 
  guard dog, a cohort, animal companion or bonded mount 
  counts as a combatant. 
  A player bringing a combatant animal that is not part of it 
  class benefits (such as a rogue with a war horse) adds one 
  to his level when calculating the APL. 
  A player with the Leadership feat bringing a cohort along 
  counts the cohort as an additional character and calculated 
  based on his level to the APL.
  CHAPTER 6 GAME MASTER
  WHAT IS A GM?
  The Game Master (GM) is an important part of any 
  NeoExodus adventure. The GM runs the game. He 
  breathes life into every NPC, monster, and location the 
  PCs encounter. As the person who knows the story the 
  PCs are going to experience, his main goal is to provide a 
  positive and fun game experience. 
  YOUR DUTIES AS GM
  Running a NeoExodus adventure requires you to do a 
  number of things. 
   •  Be prepared to run the adventure; read it ahead of 
  time, gather what you need to run (dice, miniatures, 
  books, maps), and take notes if you need. Ensure 
  that you know the major plot points and what the 
  adventure is about because players may go off-script. 
  The time to read the adventure is NOT when the 
  players are seated in front of you.
   •  Keep a cordial atmosphere around the table that 
  encourages and promotes role-playing. Do not stop 
  your players from enjoying themselves and playing 
  their characters just because you want to complete the 
  adventure. 
   •  If a player is disruptive, take the player aside and give 
  him a warning. If that player continues, then you are 
  within your right to ask that player to leave the table.
   •  Make decisions about the rules. Do not cheat the 
  players out of a good idea or good spell selection 
  because you dislike a rule or spell. Fairness and 
  consistency is important, if things work one way for 
  the PCs, it works the same for the monsters.
   •  Promote and encourage creative solutions. Just 
  because the adventure does not present an option does 
  not mean it is invalid or cannot work. Players are 
  creative and crafty. Both of those qualities should be 
  rewarded. Be fair; just because they have a good idea, 
  does not mean it should succeed automatically, or that 
  you should make it easy on them.
   •  Provide a good challenge to the players. If the players 
  are breezing through an adventure, you are within 
  your right to increase the challenge. While adding or 
  changing elements in an adventure, keep the original 
  adventure in mind and keep changes so the players’ 
  experience is as close as possible to what is written.
   •  Provide an accurate and legible LR (Legacy Record) 
  to each character at the end of the game session.
   •  You are there to have fun as well. Make sure everyone 
  has a good experience.
  ADVENTURE LEVEL
  Most adventures have a number of tiers of play. This is 
  referred to as APL (Average Party Level). To determine 
  APL, add the following together.
  
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  Add each PC’s levels together. Cohorts are counted as a 
  PC for this purpose.
  For each combat animal not granted by a class features 
  (such as animal companion, familiar or bonded mount) 
  or by a feat (mount from the PHB for rider with Mounted 
  Combat), add 1.
  Add the total together and divide by the number of PCs, 
  rounding up if the result is equal to or greater than half 
  (0.5) and down otherwise. This is the APL. 
  If you are running this for six PCs, add one to the total.
  If you are running this for four PCs, subtract one from the 
  total.
  The result is the level at which the PCs must play the 
  adventure. A party can always choose to “play up” one 
  APL, but they may never chose to play down. 
  If you are running for more than 6 players, feel free to 
  increase the number of enemies. Use your judgment when 
  adding additional enemies. 
  ADJUSTING THE ADVENTURE
  As a GM, you can adjust the adventure if the PCs are 
  having too easy or too hard a time. Feel free to add to 
  some description or combats but remember to be fair to the 
  players, and keep fun as an end goal. No one enjoys simply 
  being killed or destroyed because of a GM’s call.
  Acceptable changes include changing an NPC’s spell list, 
  tactics or cutting boxed text short. Unacceptable changes 
  include changing whole encounters or radically modifying 
  the story presented.
  Whenever you decide to change something, try to keep 
  as close to the original script as possible. The author and 
  campaign administration often have something in mind 
  they want the player to experience or accomplish. You may 
  or may not know about this end goal.
  Try to keep as close to the script as possible, but be 
  responsive to PCs’ actions. Keep in mind the PCs are the 
  heroes and the protagonists of NeoExodus. Those who 
  dare to act are the ones who get the rewards. Those who 
  let others do the work for them get very little.
  CREATIVE SOLUTIONS
  NeoExodus Legacies adventures strive to be open-ended, 
  open-minded and present the GM with the most likely 
  course of action on the part of the PCs. However, players 
  are a crafty bunch, and often come up with solutions that 
  greatly help them in an encounter or even in the adventure.
  Creativity must be rewarded.
  When faced with such a situation, go with what would be 
  the most exciting for everyone involved, do not ignore 
  a good idea, and roll with it. NeoExodus players are 
  expected to be creative, make sure you encourage them.
  That said, just because someone has a great idea does not 
  mean it should succeed automatically. 
  Use your judgment when ruling such solutions. Casting 
  dominate person on the king to have him order the death 
  of the enemies may sound like a good idea, but there will 
  be repercussions. 
  Consequences happen. Send any unique or unexpected 
  happening to FirstOnes@NeoExodus.com. 
  DEALING WITH DEATH
  Death happens. 
  If a character dies, he may be raised if another PC at the 
  table can cast the spell, or if he has access to a casting of 
  the spell OR if he spends the appropriate amount of Favor 
  Points (see later). In such case, raise dead works normally.
  If a PC’s body cannot be recovered, refuses to be raised, 
  or does not have the resources to obtain such service, the 
  character is lost and removed from the campaign. 
  Raise dead and other spell casting services can only 
  be obtained in a settlement where a spell caster of the 
  appropriate level can be found (not in the middle of the 
  forest, unless specified otherwise.)
  Adventure Record
  Chapter 11: The Legacy Record details the LR (Legacy 
  Record) and how to fill it out.
  Reporting Results
  Game Master Rewards
  CHAPTER 7  
  BEFORE THE SCENARIO
  Before you play a scenario, make sure your game material 
  is in order and that you are ready to start. 
  TURN OFF YOUR CELL PHONE/ PAGER/ EMAIL. 
  Focus on the game and strive for a great experience by 
  everyone. Ask your players to turn off any such devices 
  as well.
  ORDERING SCENARIOS
  Send requests for adventures to FirstOnes@NeoExodus.
  com. Adventures will be available through NeoExodus.
  Com and other online outlets.
  CHAPTER 8  
  DURING THE SCENARIO
  ASKING THE KAGA
  During adventures, players may sometime have a chance 
  to “Ask the Kaga.” As the greatest mind of mankind, the 
  Kaga often knows things about whatever the PCs want to 
  
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  do. However, the Kaga does not always choose to respond. 
  In addition, asking the Kaga can sometimes result in 
  unexpected information – or highly accurate information 
  that isn’t helpful at all.  
  GMs should use judgment when providing information 
  under the guise of the Kaga. If everything is known, why 
  adventure? Conversely, if the players are struggling with 
  an adventure, to the point where play has stopped and no 
  forward progress can be made, the Kaga can be a useful 
  source for a helpful hint.
  WORD ON THE STREET
  NeoExodus is a world in motion. Rumors, lies, half-
  truths, and gossip run rampant wherever you go. Every 
  NeoExodus adventure will include a “Word on the Street” 
  section to give the PCs an idea of things that are happening 
  both in and out of the current adventure.
  Word on the Street is a good way to learn what is 
  happening in one location. Some adventures may have 
  more than one such section, particularly those dealing with 
  multiple locations. 
  It is important to remember that not everything spoken on 
  the street is true, some are exaggerated, some are false, 
  and some are mostly true. Distinguishing between them 
  is up to you.
  CHAPTER 9  
  AFTER THE SCENARIO
  EXPERIENCE
  Every NeoExodus Legacies adventure grants participating 
  characters a number of experience points. Those experience 
  points are not given based solely on combat and challenge 
  rating of the creatures within the adventure. In fact, some 
  adventures may be completed without any combat at all.
  Adventures grant between 1 and 9 experience points. 
  Some may give more, while others may give less. Each 
  adventure will detail how to give out experience points, 
  and how many can be gained.
  Every time a character reaches a multiple of 9 experience 
  points, he goes up one level. 
  On average, an adventure planned for four hours (a regular 
  convention time slot) will give you 3 experience points. 
  A side trek (1-2h) will give you 1. A full module (such as 
  Cold Visitor) may give up to 9.
  SPOILS OF WAR
  Every NeoExodus scenario grants you a fixed maximum 
  amount of gold. The “gold cap” represents payment from 
  your employer, loot found and the occasional bribe paid 
  to you. Exactly how you gain this money depends greatly 
  from table to table. Some may get it through more loot 
  while others may get a higher pay. 
  Depending on choices and actions in the game, some 
  special equipment bundles may be available. Bundles may 
  include magic items, special access, or even extra gold. 
  There is no guarantee or promise that an adventure gives 
  out the maximum amount of gold allowed, or that when 
  you play you receive the maximum amount of gold.
  Some adventures may give special favors, bonuses, or 
  rewards. Those rewards may be given in addition to, or in 
  place of, gold. These bundles must be obtained during the 
  game. They usually represent choices made. 
  Items obtained through a bundle may not be sold for 
  money, without use of a favor or boon. Extra gold in a 
  bundle is the only exception to this. 
  DAY JOB
  If your character has skill ranks in a Craft, Perform or 
  Profession skill, he may make a single day job roll, using 
  his skill bonus. 
  After making the skill check, multiply the result by your 
  current level and that gives you how many gold pieces you 
  character earned.
  Gold obtained through a day job is added to the total gold 
  obtained.
  HANDING OUT LRS
  Every player who plays an adventure is given a LR for 
  playing. The GM should make sure everything is filled in 
  correctly and that the options and choices on it represent 
  what happened in the game.  When playing a game in a 
  time-constrained event, be sure to leave plenty of time for 
  filling out the LR completely and accurately.
  LR FOR THE GM
  Every time a GM runs a NeoExodus Legacies adventure, 
  he may apply one LR for the adventure to one of his 
  character. He receives the base GP, no favor for it, and is 
  only allowed to take the “More Gold” option.
  Each time a GM assigns an LR, it must be applied to a 
  unique, different character. A character may never have 
  more than one copy of the LR for a given adventure.
  CHAPTER 10 
  PURCHASING EQUIPMENT
  WHERE CAN I BUY GEAR?
  Your character can buy equipment in any settlement or 
  in-game opportunity. Between adventures, it is assumed 
  that a character heads to a large settlement, making any 
  item from the “always available items” available for 
  purchase. During the game, the PCs are limited by their 
  current locations.
  
  NeoExodus legacies:
  campiagn guide master document
  16
  ALWAYS AVAILABLE ITEMS
  As a character advances in level, he may make allies 
  that will make additional equipment available to him. To 
  represent this better, the following chart gives the cost the 
  character may spend on the total value of a single item. 
  Level 
  Max Item Cost (gp)
  3 
  3,000
  5 
  8,000
  7 
  16,500
  9 
  31,000
  11 
  54,000
  13 
  92,500
  15 
  157,500
  USING FAVOR
  Favor may be used to obtain more items. Refer to the 
  Favor section of Chapter 11: The Legacy Record.
  UPGRADING ITEMS
  Items can be upgraded provided they are not specific or 
  unique magic items. See the rules in the Pathfinder Core 
  Rulebook.
  CRAFTING RULES
  The crafting rules are not yet available. Crafting will be 
  available in NeoExodus Legacies.
  CHAPTER 11  
  THE LEGACY RECORDS
  Over the course of an adventurer’s career, he will amass a 
  number of favors, boons, and enmities. These are tracked 
  on the LR. 
  This section explains everything found on an LR: how to 
  fill it in and how to use it.
  HEADERS
  In the header section, enter your character and your own 
  name. This allows you to track with which character you 
  played the adventure.
  ADVENTURE SUMMARY
  This section includes an overview of the adventure. 
  It includes the high points of the adventure and any 
  revelations that players might discover in the adventure.
  FAVOR
  This section is where a character tracks his favors and is 
  central to NeoExodus Legacies.
  The first subsection gives the PCs a list of NPCs that could 
  grant favor to the characters. If the PCs left a positive 
  impression on the NPC (or NPCs), check “Positive.” 
  If they left a negative impression, check “Negative” It 
  is possible for PCs at the same table to leave different 
  impressions on the same NPC.
  The “Used” check box should initially be left unchecked 
  if the PCs gain a positive favor point. If they receive a 
  negative favor point, it should be checked off immediately 
  to represent the character not getting access to a favor. 
  When a character uses a favor point during a game, that 
  box should be checked off to represent the favor being 
  used.
  Each NPC has his name written and the faction he is 
  associated with in this adventure in parenthesis. While 
  most NPCs work for a single faction, some may change 
  factions. Every time a character earns a positive favor 
  point, his total with the faction that NPC is associated with 
  changes.
  Using a favor point does not change a character’s total 
  with the faction. For example, once the PC uses his favor 
  with the Janissaries, his total remains the same, but he 
  cannot call upon that particular favor anymore.
  Adventures will sometimes offer different ways a character 
  may use their favor points.
  For every faction presented on the LR, a character should 
  copy the name of the faction and the change in the section 
  below. It is expected that over the course of his career, a 
  character will see these numbers rise and fall. The most 
  important thing to know is whether a characters’ favor total 
  is positive, negative, or equal to zero.
  A positive favor total means the faction as a whole would 
  have a more favorable view of the PC, usually because the 
  character furthered their goals. A negative favor total is 
  exactly the opposite - the faction sees the character as an 
  enemy. A value of zero means the faction is neutral.
  SPENDING FAVOR POINT
  A player may spend Favor points from the LRs to gain 
  advantages or access to better equipment. To do so: 
   •  The character must have a positive influence score 
  with the faction he wishes to spend the influence with.
   •  The character must have an unused, positive favor 
  point to spend.
   •  Once spent, the favor used must be marked as “Used” 
  on the LR, representing the fact that the PC can no 
  longer call on that favor.
  SPENDING FAVOR FOR ITEMS
  A player may spend a number of favor points to help 
  mitigate the cost of an item. 
   •  A character may only spend favor points to purchase 
  a single item, once per adventure.
   •  A character may either increase the maximum value 
  of his available item by increasing the max cost by 
  his level x 100gp (so a 3rd level character could buy 
  
  NeoExodus legacies:
  campiagn guide master document
  17
  an item up to 3,300gp, and a 7th level character could 
  push his limit to 17,200gp). OR he can get a cost 
  decrease for an item equal to his level x 50gp, to a 
  minimum of 0gp (so a 3rd level character could get 
  an item up to 150gp for free, or a discount on an item 
  equal to 150gp).
  CONSUMABLES THROUGH FAVOR
  When dealing with a faction with whom you have a 
  positive favor total, a character can trade one favor for 
  consumables. 
   •  A character may trade one favor point for consumables 
  up to the value of one-tenth the max item gold. 
  The character keeps any items unused during the 
  adventure. These items cannot be sold for money.
   •  Items obtained that way are always fully charged (in 
  the case of wands). 
   •  A character may only use favor this way once per 
  adventure. 
  For example, a 3rd level character could ask an NPC for 
  up to 300gp of consumable items. He could spend 1 favor 
  point to receive two 2nd-level scrolls of cure moderate 
  wounds or a single potion of the same spell. The GM 
  should take into account the resources of the NPCs present.
  FAVOR POINTS AND NPC 
  SPELLCASTING
  Favor points may also be exchanged for NPC spellcasting. 
   •  Obtaining NPC spellcasting may be done more than 
  once per adventure.
   •  Characters may cover the cost of NPC spellcasting 
  (including casting and any material components) by 
  spending multiple favor points. 
   •  Used this way, a character may receive up to twice 
  the value he would get from trading favor points for 
  consumables (20% of the max value per level). 
   •  Other characters may provide favor points to get 
  spellcasting for a friend.
   •  At the end of an adventure, it is assumed the PCs have 
  enough time between adventures to find a spellcaster 
  of appropriate level to obtain what they need.
   •  NPC spellcasting may be obtained in addition to any 
  other expenditure of favor points.
  FAVOR POINTS AND ITEM CRAFTING
  Favor Points may be used for crafting magic items. 
  ITEMS FOUND DURING THE 
  ADVENTURE
  This section includes a number of treasure bundles the PCs 
  could get access to in the adventure. Depending on the 
  party’s choices, some bundles may not be available. Other 
  times, the PCs may get to choose more than one; such 
  exception will have special indications on the LR.
  Again, these items may not be sold (and are considered to 
  have a value of 0). They may be traded or gifted to NPCs 
  during the game. For example, a +1 longsword may be 
  given to a dragon to appease his greed, but you could not 
  sell it to a merchant to buy another weapon. 
  BUYING/ SELLING SECTION
  Here is where you track the purchase and sales of any 
  personal items. Items found during the adventure are 
  assumed to be part of the base gold for the adventure.
  In the Items Sold section, tally the FULL cost of the items, 
  then divide it in half. Enter the result in the box.
  Items bought are similarly tallied, but their cost is not 
  halved.
  THE RIGHT COLUMN
  The column on the right includes most of the math 
  required to play NeoExodus Legacies. 
  At the top is the Record Number, this allows you to create 
  a chronological record of your adventures. There is no 
  universal convention, so pick something you could easily 
  understand if your stack of LRs were to fall down on the 
  floor and scatter.
  The next section gives the APL, Experience, and Base GP. 
  The APL is the level at which the adventure was played. 
  The EXP is the maximum number of experience points 
  you can earn for the adventure. The GP gives the base 
  number of gold pieces to be found. This includes the basic 
  pay – if any – and the loot. All players should receive this 
  amount for participating in the game. Selecting a gold 
  bundle can give additional money.
  The next section details the experience. Keep track of your 
  experience to know when you level up.
  The final section tracks your gold. Although some track 
  all the way down to the copper piece, we recommend you 
  only keep track of the gold you own.
  ADDITIONAL RESOURCES
  It is expected that a player using a resource from any book 
  not part of the core assumption be able to present the 
  GM with a legal copy of the source material at any time. 
  NeoExodus Legacies adventures that use material not 
  found in the core assumption will present the appropriate 
  entries.
  Some equipment that is not available for purchase may be 
  made available on a Legacy Record. 
  
  NeoExodus legacies:
  campiagn guide master document
  18
  PUBLISHER
  BOOK
  MATERIAL
  LPJ Design
  NeoExodus Campaign 
  Book
  All Legal
  LPJ Design
  Classes of NeoExodus: 
  Machinesmith
  All Legal
  LPJ Design
  Monsters of NeoExodus: 
  Calibans
  Not Legal: Consume Brain, Consume Heart were replaced with 
  the Cannibalize and Improved Cannibalize feats. PCs cannot 
  select plague carrier.
  LPJ Design
  Secret Societies of 
  NeoExodus: Order of Kaga
  All Legal 
  LPJ Design
  Secret Societies of 
  NeoExodus: Sanguine 
  Covenant
  All Legal. Not all magic items are available for purchase.
  LPJ Design
  Secret Societies of 
  NeoExodus: Section 
  Omega
  All Legal. Not all magic items are available for purchase.
  Paizo
  Pathfinder RPG Core Book
  This book is all legal with the following exceptions. Only humans 
  are allowed for play. Awaken and permanency spells are not legal 
  for play.
  Paizo
  Advanced Player’s Guide
  The following parts of the Advanced Player's Guide are NOT legal 
  for play: 
  Any racial traits for non-Exodus races, Heart of the Fields alternate 
  Human racial trait, Witch’s Cauldron hex, Antipaladin alternate 
  class, Cooperative Crafting feat, all cursed magic items and 
  artifacts, the Hero Point rules and associated feats, spells, and 
  magic items, and all traits. The Master Alchemist feat may only be 
  selected by Alchemists and Poisoners. The Zen Archer archetype 
  is not available for play. 
  Items updated in the Ultimate Equipment must use that resource 
  (particularly staves, which were priced incorrectly in this book).
  Paizo
  Advanced Race Guide
  All racial traits, racial archetypes, racial feats, and racial spells are 
  available for characters of the associated race.
  Gevets may select any option from the tiefling list. The Clerics 
  taking the Fiendish Vessel must worship the Var Shaal.
  Humans are legal for play. The Heart of the Fields and Heroic 
  racial traits are not available.
  Kalisans may select any option from the half-orc list.
  Paizo
  Pathfinder RPG Bestiary
  The following parts of the Bestiary are legal for play:
  Animal Companions: ankylosaurus, aurochs, brachiosaurus, 
  dire bat, dire rat, dolphin, elasmosaurus, electric eel, elephant/
  mastodon, frog, goblin dog, hyena, monitor lizard, moray eel, 
  octopus, orca, pteranodon, rhinoceros, roc, squid, stegosaurus, 
  triceratops, and tyrannosaurus. 
  Familiars: all familiars listed on pages 131–133. 
  Feats: none of the feats are legal for play for PCs, animal 
  companions, or familiars unless specifically granted by another 
  legal source. 
  Other: all creatures in this book are legal for polymorph effects 
  (including a druid’s wild shape ability) within the boundaries of 
  each spell or ability’s parameters.
  
  NeoExodus legacies:
  campiagn guide master document
  19
  PUBLISHER
  BOOK
  MATERIAL
  Paizo
  Pathfinder RPG Bestiary2
  The following parts of the Bestiary 2 are legal for play:
  Animal Companions: allosaurus, arsinoitherium, baboon, 
  compsognathus, gar, glyptodon, hippopotamus, manta ray, 
  megaloceros, megatherium, parasaurolophus, ram, giant 
  snapping turtle, stingray, tylosaurus; 
  Familiars: compsognathus, snapping turtle; 
  Feats: none of the feats are legal for play for PCs, animal 
  companions, or familiars unless specifically granted by another 
  legal source. 
  Other: all creatures in this book are legal for polymorph effects 
  (including a druid’s wild shape ability) within the boundaries of 
  each spell or ability’s parameters.
  Paizo
  Pathfinder RPG Bestiary3
  The following parts of the Bestiary 3 are legal for play: 
  Animal 
  Companions: 
  antelope, 
  archelon, 
  axe 
  beak, 
  baluchitherium, basilosaurus, dimetrodon, elk, giant chameleon, 
  giant gecko, giant vulture, iguanodon, kangaroo, megalania, 
  pachycephalosaurus, spinosaurus, thylacine. 
  Familiars: all familiars listed on pages 112-113. 
  Feats: none of the feats are legal for play for PCs, animal 
  companions, or familiars unless specifically granted by another 
  legal source. 
  Other: all creatures in this book are legal for polymorph effects 
  (including a druid’s wild shape ability) within the boundaries of 
  each spell or ability’s parameters.
  Paizo
  Ultimate Combat
  The following parts of Ultimate Combat are NOT legal for play:
  Equipment: Advanced firearms on Table 3–5 are not permitted 
  in NeoExodus Legacies. No character may purchase a firearm 
  unless he possesses the Gunsmithing feat and comes from the 
  Arman Protectorate. All ammunition except alchemical cartridge 
  and metal cartridges may be purchased in NeoExodus Legacies.
  Spells: All spells in chapter 6 are legal for play except the 
  following: arcane cannon, energy siege shot, greater energy 
  siege shot, greater magic siege engine, and magic siege engine.
  Other: Unless prompted in a scenario or granted by an LR, the 
  rules for duels, performance combat, and siege engines, and all 
  variant rules in Chapter 5 are not used in NeoExodus Legacies.
  Paizo
  Ultimate Magic
  The following parts of Ultimate Magic are NOT legal for play:
  Archetype: master summoner, synthesist
  Familiars: all familiars in Chapter 2 and all improved familiars on 
  page 251 are legal
  Feats: Blighted Critical
  Spells: all spells are legal for play except those which grant a 
  spellblight
  Spells: all spells are legal for play except those which grant a 
  spellblight
  Other: No content from Chapter 2 is legal for play except new 
  familiars; Words of Power are also forbidden.
  
  NeoExodus legacies:
  campiagn guide master document
  20
  PUBLISHER
  BOOK
  MATERIAL
  Paizo
  Ultimate Equipment
  The content of this book is legal with the following exceptions.
  Animals: Only animals of size Large or smaller are available for 
  purchase.
  Equipment: All alchemical remedies, alchemical tools, alchemical 
  weapons, clothing, entertainment items, and food and drink are 
  available for purchase.
  Equipment Size: Large or larger armor, weapons or any 
  equipment is only available for purchase if your character is Large 
  or can be considered Large on a permanent basis.
  Firearms: Double hackbut, culverin and any advanced firearms 
  are not available for purchase.  Firearms are ONLY available to PCs 
  from the Arman Protectorate.
  Magic Items: No specific armor, shield, or weapons are legal for 
  purchase. They may be obtained through LR access.
  Poison: The following poisons are available for purchase: black 
  adder venom, bloodroot, giant wasp poison, greenblood oil, 
  large scorpion venom, malyass root paste, Medium spider venom, 
  nitharit, shadow essence, small centipede poison, and terinav 
  root. Possession of poison is illegal in many places on Exodus and 
  will be confiscated if found in the possession of an individual.
  Rods: All rods are legal for purchase.
  Rings: All rings are legal for purchase.
  Special Materials: All special materials except angel skin and 
  living steel are legal for purchase.
  Staves: All staves are legal for purchase.
  Transports: Transports other than animals are not available for 
  purchase.
  Wondrous Items: The following are not available for purchase: 
  ampoule of false blood, beneficial bandolier, bone razor, cauldron 
  of the undead, collar of the true companion, darkskull, horn of evil, 
  otherworldly kimono, orb of foul abaddon, quick runner’s shirt, robe 
  of the archmagi (black), stalker’s mask, and talons of Leng are legal 
  for play.
  Dreamscarred 
  Press
  Psionics Unleashed
  The following parts of Psionic Unleashed are NOT legal for play:
  Races: None of the races are allowed for play.
  Skills: Replace all reference to Knowledge (psionics) with 
  Knowledge (arcana).
  
   
   
   
  A0 – The Demo Legacy Record 
  _____________________________ Played by ________________________________ has successfully completed this adventure 
  Character Name                                               Player Name 
   
  Adventure Summary 
  Adventure Summary here 
   
   
   
  Favors 
  Name 
  Positive 
  Negative 
  Used 
  Tsarina Anayanka (Arman Protectorate) 
   
   
   
  Janus Horde 
   
   
   
   
   
   
   
   
   
   
  Faction 
   
  Starting 
   
  (+/-) 
   
  Final 
  Arman Protectorate 
   
  2 
   
  1 
   
  3 
  Dominion 
   
  1 
   
  0 
   
  1 
  Janus Horde 
   
  0 
   
  -1 
   
  -1 
  First Ones 
   
  -2 
   
  0 
   
  -2 
   
   
   
   
   
   
   
   
   
  Items/Rewards Found During This Adventure 
   
   Extra Gold (50gp) 
   A very unique sword made by the Janus Horde 
   
   
   
   
   
   
   
   
   
   
   
  Item Sold  
   
  ½ value 
   
  Items Purchased 
   
  Value 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Total of Items Sold 
  = 
   
   
  Total of Items Purchased 
  = 
   
   
  Record # 
   
  Tier 
  XP 
  (max) 
  GP 
  (base) 
  3 
  3 
  500 
  Experience 
  Starting XP 
  +
  Gained XP 
  = 
  Total XP 
   
  Gold 
  Starting GP 
  + 
  Gained GP 
  =
  Sub Total GP 
  +
  Items Sold 
  ‐ 
  Items Purchased 
  =
  Total GP 
  
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
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  and Bill Webb; Based on original content from TSR.
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  NeoExodus Legacies: Campaign Setting Copyright 2012, Louis Porter Jr. 
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  OPEN GAME LICENSE Version 1.0a 
  Written By D’Anne Nelson, JP Chapleau, Linda Weygant-Robison with Louis Porter Jr.
  Reviewers: Martin Blake, Creighton Broadhurst, Jonathan Choy, Doug Keester, Maya Deva Kniese, Jeremy Olson, Robyn 
  Nixon
  Artwork by Anthony Cournoyer, Ean Moody and Yama Orce
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
  FOR GAME MASTERS
  Enemies of NeoExodus: Crimson Hand  
  $4.99 
  o
  Enemies of NeoExodus: First Ones 
  $5.99 
  o
  Enemies of NeoExodus: Folding Circle 
  $6.99 
  o
  Enemies of NeoExodus: Widowmaker Scarlet 
  $2.99 
  o
  Heroes of NeoExodus: Brelin Swift 
  $1.25 
  o
  Monsters of NeoExodus: Annihilation Sphere 
  $1.25 
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  Monsters of NeoExodus: Bilecrawler 
  $1.25 
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  Monsters of NeoExodus: Caliban 
  $1.25 
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  Monsters of NeoExodus: Cerebral Assassin  
  $1.25 
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  Monsters of NeoExodus: Chanting Queen  
  $1.25 
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  Monsters of NeoExodus: Fleshweaver 
  $1.25 
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  Monsters of NeoExodus: Harvester of Sorrow  
  $1.25 
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  Monsters of NeoExodus: Necrostruct 
  $1.25 
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  Monsters of NeoExodus: Scythians 
  $1.99 
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  FOR PLAYERS & GAME MASTERS
  Classes of NeoExodus: Machinesmith  
  $2.75 
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  NeoExodus: A House Divided Campaign Setting  
  $9.99 
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  NeoExodus Chronicles: Psionic Cavian  
  $2.99 
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  NeoExodus Chronicles: Races of NeoExodus 
  $6.99 
  o
  NeoExodus Chronicles: World of Exodus 
  FREE 
  o
  Secret Societies of NeoExodus: Order of Kaga 
  $3.99 
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   Secret Societies of NeoExodus: Sanguine Covenant 
  $3.99 
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  Secret Societies of NeoExodus: Section Omega 
  $3.99 
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  Treasures of NeoExodus: Helm of the Communal Mind 
  $1.39 
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  Treasures of NeoExodus: Ichor Sting  
  $1.39 
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  Treasures of NeoExodus: Judgment Seeker  
  $1.39 
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  Treasures of NeoExodus: Malice Blade  
  $1.39 
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  Treasures of NeoExodus: Mordant Wrath  
  $1.39 
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  Treasures of NeoExodus: Oathbreaker  
  $1.39 
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  Treasures of NeoExodus: Omen Blade  
  $1.39 
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  Treasures of NeoExodus: Protectorate Twilight Bow  
  $1.39 
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  ADVENTURES
  NeoExodus Adventures: Undying Legacy of the First Ones 
  FREE 
  o
  NeoExodus Legacies: Encounter at Ramat Bridge  
  $3.99 
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  NeoExodus Legacies: Ruins of Trovaska  
  $3.99 
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  PRODUCT CHECKLIST
  AVAILABLE ONLINE AT RPGNOW, DRIVETHRURPG & PAIZO
  EXODUS BOASTS A TURBULENT 
  HISTORY - FROM THE RISE OF THE 
  KAGA TO THE DEFEAT OF THE FIRST 
  ONES AND THE EVENTS OF THE 
  TWILIGHT WAR. FROM CREATION OF 
  THE IMPERIAL ALLIANCE TO THE 
  PRESENT CRISIS THAT THREATENS 
  TO TEAR THAT ALLIANCE APART. 
  GREAT HEROES AND TERRIBLE 
  VILLAINS DROVE ITS MARCH, 
  THOUGH EVEN IN HINDSIGHT THE 
  TWO ARE NOT ALWAYS EASILY 
  SEPARATED. 
  THEIRS 
  WERE 
  THE 
  TITANIC 
  PASSIONS, 
  THE 
  BURNING OBSESSIONS AND BASE 
  TREACHERIES IN WHICH MODERN 
  EXODUS 
  WAS 
  FORGED 
  AND 
  TEMPERED. 
  THE WORLD OF EXODUS  
  NEEDS HEROES...
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ94XX - NeoExodus Legacies -  Campaign Guide.pdf