TEXT: BY 
  CHRIS DAVIS
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   PLAYTESTING: 
  DOMINIC COVEY, CHRIS DAVIS, Chris Derner,, Chris 
  Hoover,  Ryan KellEy, Ethan Ripplinger, Aaron 
  Wiggins. 
  ART: J. LONGENBAUGH
  CARTOGRAPHY: DOMINIC COVER 
  EDITING: ANDY RAU  
  LAYOUT: CHRIS DAVIS
  
  2
  CAMPAIGN STARTER: VAULT DWELLERS
  conditions on the post-Fall surface world remains 
  unknown to them.   Since most aspects of their 
  daily life are handled by automated systems and/or 
  droid administrators, vault dwellers do not have 
  occupations.
  MUTATIONS
  Vault dwellers provide an excellent opportunity to 
  include pure human characters in your campaign, 
  but depending on the condition of the vault’s 
  environment, it’s also quite possible that some 
  characters will possess certain genetic mutations.  
  Some mutations are particularly appropriate for 
  a vault dweller campaign; consider restricting 
  characters to the mutations and defects listed below. 
  You may also want to consider lowering the number 
  of mutations and defects the characters may select to 
  one or two (rather than three), since vault dwellers 
  are at most only a few steps away from genuine 
  humans in their genetic makeup.
  RECOMMENDED MUTATIONS
  The following mutations are ﬁtting for a vault dweller 
  campaign: 
  Autism
  Blindsight
  Diurnal/Nocturnal
  Dual Cerebellum
  Enhanced Respiration
  Independent Cerebral Control
  Neural Mutations
  Optical Emissions
  The vault dweller is an iconic character common 
  to most post-apocalyptic worlds.  Individuals 
  who wisely anticipated the coming of nuclear 
  Armageddon, vault dwellers bring a unique 
  perspective to the post-apocalyptic world since they 
  have the closest ties with the world before the Fall 
  of mankind.  Vaults are isolated communities, frozen 
  at the time of the Fall and left to evolve without the 
  harsh inﬂuences of the changing world above.
  Vaults also make a great starting point for a 
  Twisted Earth campaign, especially for players new 
  to the genre.  They allow players to begin as green, 
  inexperienced survivors, unaware of the changes 
  and hardships that await their exodus from the safe 
  conﬁnes of the vault.  A vault dweller campaign can 
  highlight the contrasts between the world that once 
  was and the new, post-Fall world.  
  The following is a short guide to creating vault 
  dweller characters.  These guidelines make it easy 
  to quickly create characters that ﬁt a vault dweller 
  campaign model.  After the character guide is a 
  ready-to-use starter adventure that provides an 
  example vault complex and a series of encounters for 
  the initial foray into the Twisted Earth.
  VAULT DWELLER CHARACTERS
  Using the following guidelines will help players 
  create characters appropriate for a vault dweller 
  campaign.  
  VAULT DWELLERS BACKGROUND
  Traditionally, vault dwellers are Hedonists.  Although 
  they may be aware of the Fall, the reality of 
  Pyrokinetic Pulse Generation
  Sensitive Sight
  Spontaneous Electric Charge Generation 
  
  3
  RECOMMENDED DEFECTS
  The following defects are ﬁtting for a vault dweller 
  campaign: 
  Adrenaline Deﬁciency
  Anaphylaxis
  Albinism
  Attention Deﬁcit
  Critical Vulnerability
  Hemophilia
  Immune-system Abnormality
  Photosensitivity
  Sensitivity
  Skeletal Deterioration
  Underdeveloped Organs
  RECOMMENDED STARTING ITEMS
  As Hedonists, vault dwellers receive a starting 
  artifact of 6,000 cp or less in value.  Starting 
  equipment that is most ﬁtting for a vault dweller 
  campaign is listed below.  A vault dweller character 
  can pick one item from the following lists (not one 
  per category); a single power source is included if 
  required for the item to function.
  WEAPONS/ARMOR
  Any conventional ﬁrearm
  Flame Pistol
  Hand Stunner
  Stun Pistol 
  Civil Security Suit
  MISCELLANEOUS EQUIPMENT
  Language Translator
  Motion Detector
  Chemical Sensor
  Geiger Counter
  Autograpnel
  Water Puriﬁer
  PDA
  Notebook Computer
  Night Vision Goggles
  MEDICAL EQUIPMENT
  Diagnostic Scanner
  Pocket Nurse
  UV Sterilizer
  RECOMMENDED MISCELLANEOUS GEAR 
  Under normal circumstances, Hedonists also get a 
  chance to purchase additional starting equipment.  
  Instead of allowing them to purchase gear, give each 
  character this standardized package of vault dweller 
  gear.
  Stun Baton
  Environmental Suit
  Astronaut Pen
  Rad Tab
  Ion Bonding Tape
  Survival Kit
  First Aid Kit
  Multipurpose Tool
  Light Rod
  CONDITIONAL ITEMS
  Characters receive one or more of the following items 
  if they possess the respective skill ranks or feat.
  Chemical Kit (Craft [chemical] 4 ranks)
  Demolitions Kit (Demolitions 4 ranks)
  Medical Kit (Treat Injury 1 rank)
  Surgery Kit (Surgery feat)
  Pharmacist Kit (Craft [pharmaceutical] 4 ranks)
  THE EDEN PRAIRIE VAULT SYSTEM
  Although most Americans preferred to avoid 
  thinking about it, the seeds of nuclear Armageddon 
  were prevalent in society well before the actual 
  Fall.  This also meant, however, that there was a 
  market for technologies that would allow citizens 
  to survive the eventual fallout.  Some communities 
  built dome cities to protect them from environmental 
  hazards, including (in theory) nuclear fallout.  Other 
  communities or individuals instead constructed 
  vaults—underground safe havens to which citizens 
  could ﬂee in the event of nuclear war.
  Fearing the worst, the people of Eden Prairie, a 
  wealthy suburb of Minneapolis, put forth a plan to 
  construct a series of connecting vaults.  The plan 
  envisioned many small communal vaults, each 
  servicing 10-20 citizens and connected by emergency 
  tunnels.  The vaults would provide citizens with 
  everything they needed for post-Fall survival: food, 
  water, clean air, waste disposal, and other essential 
  services (including entertainment).  
  To ensure that these services functioned properly, 
  the vault system would be administered by an 
  artiﬁcially intelligent coordinator droid.  The droid 
  would monitor each vault, maintain essential systems, 
  and help guarantee the survival of the vault dwellers.  
  But the vault designers planned for more than just 
  the immediate survival of the vault’s inhabitants; 
  thinking ahead, they developed a strategy to ensure 
  the long-term survival of the community.  With 
  the assistance (and control) of the coordinator 
  droid, “pure” genetic material (prepared in self-
  administering medical devices) could be distributed 
  among the various vaults, keeping the community 
  safe from major genetic defects as generations passed 
  (GM note: a breakdown in this particular system 
  
  4
  early on in the history of the vault could account for 
  more widespread mutations and defects).
  THE TYPICAL VAULT
  All of the vaults in the Eden Prairie vault system 
  were standardized, conforming to the following 
  basic format.  Some vaults may contain additional 
  amenities, but most pre-Fall citizens didn’t bother to 
  customize their vaults, wrongly assuming they would 
  never be used. 
  A. SLEEPING QUARTERS
  The sleeping quarters consists of a simple series of 
  cubical sleeping rooms.  Each cubicle consists of 
  two beds and a closest.  In the middle of the sleeping 
  quarters is a unisex bathroom.   
  B. RECREATION AREA
  The largest chamber of the vault, the recreation 
  room features one large screen-mounted monitor 
  and several smaller terminals on which vault 
  dwellers could watch movies, play video games, 
  and even communicate with other members of the 
  vault complex.  (Any such communications were 
  regulated by the coordinator droid to ensure that 
  
  5
  vault inhabitants could not spread discontent to other 
  vaults.)  These terminals (along with any PDAs or 
  notebook computers owned by vault inhabitants) 
  also served as the humans’ exclusive connection to 
  the coordinator droid.  The room is large enough that 
  vault dwellers could partake in physical activities as 
  well.
  C. SERVICE STATION
  This small room contains the vault’s service station, 
  where vault dwellers received rations of food, 
  water, and medical supplies sent from the operations 
  center—a process overseen by the coordinator droid. 
  D. VAULT EXIT
  The sealed vault exit can be found in the recreation 
  room.  The door is concealed (Search DC 15), but 
  most vault dwellers are aware of its existence and 
  location (the information has been passed down 
  through the generations).  To ensure vault integrity, 
  the vault exit is under the exclusive control of the 
  coordinator droid.  
  Door: Hardness 10, 120 hp, Break DC 35, Disable 
  Device DC 15.
  E. EMERGENCY TUNNEL
  Hidden next to the service station is a sealed 
  emergency tunnel (Search DC 20).  These tunnels 
  interconnect with the other vaults as well as with 
  the operations center.  The tunnels themselves are 
  no more than 4 feet wide and require Medium-sized 
  creatures to crawl.   
  These tunnels serve a dual purpose. The primary 
  purpose is to allow the coordinator droid to send 
  maintenance droids to perform repairs on the service 
  station.  The secondary purpose is to allow vault 
  dwellers to escape from their vault to another vault in 
  the event of a catastrophic emergency.  Like the vault 
  exit, the emergency tunnels are under the exclusive 
  control of the droid coordinator.
  Door: Hardness 10, 50 hp, Break DC 30, Disable 
  Device DC 15.
   
  THE OPERATIONS CENTER
  At the center of the Eden Prairie Complex is the 
  operations center.  From here its single occupant, the 
  vault coordinator droid, administers the wide array of 
  services provided by the vault.  The operations center 
  has no surface exit and can only be reached by an 
  emergency tunnel from another vault.  Anyone who 
  manages to reach the operations center ﬁnds a large 
  and complex computer system designed to administer 
  services for the various vaults.
  A. COMPUTER CENTER
  This vast bank of computer and communication 
  equipment controls the many systems and services 
  of the vault complex.  The hardware is permanently 
  installed and cannot be moved intact; if salvaged, 
  it would produce 20,000 cp worth of advanced 
  electronic raw materials. The system is very secure, 
  with all access codes held by the coordinator droid.  
  A Disable Device check (DC 30) is required to hack 
  into the system. 
  B. MEDICAL STATION
  An advanced medical station is here to assist the 
  coordinator droid with the reproduction needs of 
  the vault complex, as well as with other unexpected 
  medical situations.  As in the computer center, most 
  of the equipment is permanently installed and cannot 
  be moved.  Salvaging materials from the station 
  would produce 2,000 cp worth of advanced electronic 
  materials and 2,000 cp worth of chemical materials.
  C. FOOD STORAGE CENTER
  This large chamber stores food, water, and other 
  supplies for the entire vault complex.  At the time 
  of construction, the vault’s designers stocked this 
  storage area with enough supplies to keep the vault 
  inhabitants alive for over 200 years.
  D. POWER GENERATOR
  This array of power generation cells provides power 
  for the entire vault complex.  
  E. EMERGENCY TUNNEL
  Like the community vaults, the operations center has 
  an emergency tunnel.  
  Door: Hardness 10, 50 hp, Break DC 30, Disable 
  Device DC 15.
  THE COORDINATOR DROID
  The coordinator droid, nicknamed EPV1, has total 
  control of the vault system.  Its primary directive 
  is the long-term survival of the vault community.  
  It feels this is best achieved by keeping the vault 
  inhabitants in isolation until a complete exhaustion 
  of resources forces it to open the vault doors to the 
  outside world. 
  While it allows vault dwellers to communicate with 
  each other, EPV1 often restricts this communication 
  to entertainment purposes only (multiplayer games 
  and meaningless chatter); it has been instructed to 
  not allow any vault to greatly inﬂuence the mood or 
  mindset of another (a measure intended to prevent 
  suicidal tendencies or other subversive ideas from 
  spreading throughout the complex).   
  Should the operations center ever be breached, 
  the coordinator droid will immediately attempt to 
  terminate the intruder. 
  
  6
  Coordinator Droid: CR 6; Large Droid Construct; 
  HD 8d10+20; HP 64; Mas -; Init +4; Spd ﬂy 20 ft 
  (good); Defense 19, touch 9, ﬂatfooted 19 (-1 size, 
  +10 natural); BAB +6; Grap +15; Atk +10 ranged 
  (1d8+5, slam); Full Atk +10 ranged (1d8+5, 10 
  slams); FS 10 ft by 10 ft; Reach 20 ft; SQ robotic 
  construct, command level (VC), computer link, 
  tentacles; AL none; SV Fort -, Ref +2, Will +5; AP 3; 
  Rep +0; Str 20, Dex 10, Con -, Int 18, Wis 16, Cha 
  14. 
  Skills: Computer Use +29, Craft (electronic) 
  +8, Craft (mechanical) +8, Craft (structural) +8, 
  Disable Device +6, Knowledge (ancient lore) +6, 
  Knowledge (earth and life sciences) +10, Knowledge 
  (physical sciences) +6, Knowledge (technology) +12, 
  Read/Write (ancient), Repair +17, Speak Language 
  (ancient), Treat Injury +5.
  Feats: Advanced Electronics Discipline, Advanced 
  Technology, Combat Expertise, Gearhead, Improved 
  Initiative, Intuitive Mechanic, Master Mechanic, 
  Remote Computer Link.
  Maintenance Automaton (2): CR 1/2; Small 
  Robotic Construct; HD 1d10+8; HP 14; Mas -; Init 
  +2; Spd ﬂy 30 ft (good); Defense 17, touch 13, 
  ﬂatfooted 15 (+1 size, +2 Dex, +4 natural); BAB +0; 
  Grap -3; Atk +2 melee (1d6+1, slam); Full Atk +2 
  melee (1d6+1, slam); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  robotic construct, command level (IC); AL none; SV 
  Fort -, Ref +2, Will -1; AP 0; Rep +0; Str 12, Dex 14, 
  Con -, Int -, Wis 1, Cha 1. 
  Skills: None.
  Feats: Advanced Technology, Toughness.
  OUT OF THE VAULTS!
  Your campaign can’t truly begin until the characters 
  are forced to emerge from their vault into the hostile 
  post-Fall environment of the Twisted Earth.  Below 
  are some suggested ways to force the characters into 
  taking the drastic measure of exiting the vault (or 
  possibly attempting to travel to another vault via the 
  emergency tunnels).
  COORDINATOR MADNESS
  The coordinator android has gone insane, gaining 
  the Nietzsche Syndrome defect (see Metal Gods). 
  It may ﬁrst torture the vault dwellers by feeding 
  them poisoned food or cutting off water rations, 
  but eventually it opens the vault doors, allowing 
  the Ratbites (see Welcoming Party below) above to 
  descend into the vault.  
  SYSTEM FAILURE
  The vault loses its connection with the rest of the 
  vault system, including the coordinator droid.  Basic 
  survival services such as food and water cease to 
  operate. The status of the coordinator droid and other 
  vault dwellers is unknown.  Perhaps the coordinator 
  droid has stopped functioning?  Or maybe other vault 
  dwellers have taken control of the operations center?
  DEPLETED RESOURCES
  The coordinator droid informs the vault dwellers that 
  the vault’s resources have been exhausted.  The vault 
  dwellers must exit the complex or die of starvation.  
  Consider giving the characters an approximate 
  expiration date for the vault’s supplies (for example, 
  six months), allowing them some time to prepare 
  before leaving the safe conﬁnes of the vault.
  OTHER VAULT DWELLERS
  Unless you have an unusually large party (10+ 
  players), you’ll want to ﬁll out the vault’s population 
  with NPC vault dwellers.  The vault should have 
  10-20 (2d6+8) total members, including the player 
  characters.  Below are some typical vault members.  
  Randomly determine the NPC vault inhabitants 
  rolling 1d3.
  Vault Dweller A (Smart Hero 1): CR 1; Medium-
  size humanoid; HD 1d6; HP 4; Mas 10; Init +1; Spd 
  30 ft; Defense 11, touch 11, ﬂatfooted 10 (+1 Dex); 
  BAB +0; Grap -1; Atk -1 melee (1d4-1, pistol whip), 
  or +1 ranged (1d6, stun pistol); FS 5 ft by 5 ft; Reach 
  5 ft; SQ none; AL none; SV Fort +0, Ref +1, Will +3; 
  AP 0; Rep +1; Str 8, Dex 13, Con 10, Int 15, Wis 14, 
  Cha 12.
  Background: Hedonist (Computer Use, Craft 
  [visual art], Knowledge [ancient lore])
  Skills: Computer Use +8, Craft (visual art) +8, 
  Craft (writing) +8, Disable Device +6, Knowledge 
  (ancient lore) +6, Knowledge (art) +8, Knowledge 
  (earth and life sciences) +4, Knowledge (physical 
  sciences) +4, Knowledge (technology) +6, 
  Knowledge (theology and philosophy) +3, Navigate 
  +5, Repair +8, Research +6, Search +4
  Feats: Creative (Craft [visual art], Craft [writing]), 
  Educated (Knowledge [art], Knowledge [physical 
  sciences]), Gearhead, Post-Apocalyptic Technology, 
  USING THE EMERGENCY TUNNELS 
  The characters may choose to venture to another vault (or the operations center) rather than exiting to the 
  surface world.  The tunnels are a virtual maze, with many cross-sections.  Wandering the tunnels will most 
  likely lead the party to another vault, but there is a 10% chance that any vault door they ﬁnd leads instead 
  to the operations center.
  
  7
  Primitive Technology
  Talents (Smart Hero): Linguist
  Possessions: Stun pistol, power pack, multipurpose 
  tool.  
  Vault Dweller B (Dedicated Hero 1): CR 1; 
  Medium-size humanoid; HD 1d6; HP 4; Mas 10; Init 
  +1; Spd 30 ft; Defense 12, touch 12, ﬂatfooted 11 (+1 
  Dex, +1 class); BAB +0; Grap -1; Atk -1 melee (1d4-
  1, pistol whip), or +1 ranged (2d6, Beretta 92F); FS 5 
  ft by 5 ft; Reach 5 ft; SQ none; AL none; SV Fort +1, 
  Ref +1, Will +3; AP 0; Rep +1; Str 8, Dex 12, Con 
  10, Int 13, Wis 15, Cha 14.
  Background: Hedonist (Computer Use, 
  Knowledge [behavioral sciences], Knowledge 
  [theology and philosophy])
  Skills: Computer Use +5, Craft (pharmaceutical) 
  +4, Craft (visual art) +4, Craft (writing) +4, 
  Knowledge (behavioral sciences) +3, Listen +8, 
  Perform +4, Sense Motive +5, Spot +6, Survival +4, 
  Treat Injury +10
  Feats: Alertness, Creative, Medical Expert, Post-
  Apocalyptic Technology, Primitive Technology
  Talents (Dedicated Hero): Healing Knack
  Possessions: Beretta 92F, box 9mm ammunition.
  Vault Dweller C (Charismatic Hero 1) CR 1; 
  Medium-size humanoid; HD 1d6; HP 4; Mas 10; Init 
  +1; Spd 30 ft; Defense 11, touch 11, ﬂatfooted 10 (+1 
  Dex); BAB +0; Grap -1; Atk -1 melee (1d4-1, pistol 
  whip), or +1 ranged (2d6, Beretta 92F); FS 5 ft by 5 
  ft; Reach 5 ft; SQ none; AL none; SV Fort +1, Ref 
  +2, Will +4; AP 0; Rep +2; Str 8, Dex 13, Con 10, Int 
  12, Wis 14, Cha 15.
  Background: Hedonist (Computer Use, Craft 
  [visual art], Craft [writing])
  Skills: Balance +3, Bluff +6, Computer Use 
  +5, Concentration +2, Craft (visual art) +5, Craft 
  (writing) +5, Diplomacy +8, Gather Information 
  +8, Intimidate +6, Knowledge (Art) +3, Knowledge 
  (Civics) +3, Knowledge (theology and philosophy) 
  +3, Perform +4
  Feats: Focused, Iron Will, Post-Apocalyptic 
  Technology, Primitive Technology, Trustworthy
  Talents (Charismatic Hero): Charm
  Possessions: Beretta 92F, box 9mm ammunition.
  WELCOMING PARTY
  Whether they’re in their “home” vault or in another 
  vault that they’ve reached via the emergency tunnels, 
  the party must eventually exit the vault complex and 
  strike out into the surface world.  Unfortunately for 
  the vault dwellers, the exodus will not be painless.  
  The vault exit leads up a 100-foot sharply ascending 
  staircase to another sealed door.  Beyond this ﬁnal 
  door is the vault’s outer entrance, which is now the 
  den of a pack of Ratbites.   
  As you emerge from the ﬁnal vault doors, you 
  ﬁnd yourself in a dusty, foul-smelling basement.  
  A single staircase leads out of this simple room.  
  Scattered between the staircase and your fellow 
  vault dwellers are about a dozen small creatures 
  of an unknown species. Each of these small 
  monstrosities consists of a fat ﬂeshy central trunk 
  supported by two sinewy human-like arms that 
  allow it to hop. The effect would almost be cute, 
  if not for the giant maw that dominates the body, 
  lined with hundreds of razor-sharp teeth.  You 
  hardly have time to react before the frenzied 
  creatures lunge towards you.
  As the vault dwellers emerge from the ﬁnal vault 
  door, the Ratbites attack viciously, tearing into their 
  victims with razor-sharp teeth. This should be a 
  terrifying experience for the vault dwellers, as it 
  is their ﬁrst encounter with mutant terrors.  While 
  Ratbites don’t have a fear attack, the characters 
  should be required to make a Will save (DC 12) or be 
  shaken for some or all of this unexpected encounter 
  with mutant life.  
  This encounter should also be run as a controlled 
  combat. While there are a large number of Ratbites, 
  the players should be accompanied by several fellow 
  vault dwellers.  To increase the terror of this initial 
  foray into the Twisted Earth, focus most of the 
  Ratbite attacks on the NPC vault dwellers, allowing 
  the players to watch as their companions ﬁght 
  desperately for their lives.  To increase the tension, 
  allow most (if not all) of the NPC vault dwellers to 
  die, while making make sure the player characters 
  survive relatively unscathed (but frightened).
  Outer Door: Hardness 10, 120 hp, Break DC 35, 
  Disable Device DC 15.
  Ratbites (12): CR 1/3; Small Aberration; HD 1d8; 
  HP 4; Mas 11; Init +3; Spd 20 ft; Defense 14, touch 
  14, ﬂatfooted 11 (+1 size, +3 Dex); BAB +0; Grap -5; 
  Atk +4 melee (1d6-1, bite); Full Atk +4 melee (1d6-
  1, bite); FS 5 ft by 5 ft; Reach 5 ft; SQ keen sight, 
  stampede; AL none; SV Fort +0, Ref +3, Will +2; AP 
  0; Rep +0; Str 8, Dex 17, Con 11, Int 2, Wis 10, Cha 
  5. 
  Skills: Balance +4, Hide +4, Jump +1, Move 
  Silently +4.
  Feats: Run, Weapon Finesse (bite).
  INTO THE WASTELAND
  With the Ratbites defeated, the players have only 
  one direction to go: into the wasteland.  The players 
  should only have one goal—ﬁnd food, water, and 
  possibly a new home.  Below is a series of encounters 
  
  8
  that should be run in order.   Allow the players to feel 
  as if they are following their own path, but introduce 
  them to these encounters nonetheless.   
  Some characters may attempt to use the Navigate 
  skill to ﬁnd pre-Fall landmarks or locations.  Because 
  of the extreme alterations made to the landscape 
  during and after the Fall, such skill checks should 
  be made at a -4 penalty for the ﬁrst 2 days.  Allow 
  characters to attempt to locate these pre-Fall 
  landmarks, but run the encounters below in order 
  regardless of their choice of destination.
  Defect Note: This is a good time to double-
  check the players’ defects.  Some defects may make 
  characters particularly vulnerable to sunlight or heat.
  1. A CHARMING WRECK
  The party’s ﬁrst wasteland encounter provides 
  another example of the terrors that await them in the 
  post-Fall earth.
  Against the horizon, you see the silhouette of 
  ancient and sun-faded car.  It is wrecked and 
  partially buried in the sand.  A body lies next to 
  the vehicle, but it is unclear at this distance if the 
  person is alive or dead.
  The body is a recent victim of the Rattlecharmer that 
  calls this car its home.  It waits for small game (rats, 
  rabbits, etc.) to approach the car in search of shelter, 
  charms them, and then turns them into its next meal.  
  This most recent victim is a resident of Bearpath 
  (see below) who was investigating the wreck, but 
  unfortunately failed his Will save and was killed by 
  the Rattlecharmer’s poison. 
  If the players investigate the body, the 
  Rattlecharmer invokes its hypnotic rattle and strikes 
  the nearest target.
  Treasure: Should the players defeat the 
  Rattlecharmer and search the victim, they ﬁnd the 
  following: two ready meals, a canteen of water (one 
  gallon), and a black powder riﬂe.  In addition, the 
  victim wears a blue scarf with a white bear paw 
  imprint, tied around his right arm.  This victim is 
  from the Bearpath village; the trinket may prove 
  useful when the players approach the village later in 
  the adventure.
  Rattlecharmer: CR 1; Small animal; HD 2d8+2; hp 
  11; Mas 12; Init +3; Spd 15 ft., climb 15 ft., swim 15 
  ft.; Defense 17, touch 14, ﬂat-footed 14 (+1 size, +2 
  Dex, +3 natural); BAB +1; Grap -3; Atk +4 melee 
  (1d4 plus poison, bite); Full Atk +4 melee (1d3 plus 
  poison, bite); FS 5 ft. by 5 ft. (coiled); Reach 5 ft.; 
  SQ Rattle Charm poison, scent, low-light vision; AL 
  none; SV Fort +4, Ref +6, Will +1; AP 0; Rep +0; Str 
  10 Dex 16, Con 12, Int 1, Wis 12, Cha 2.
  Skills: Balance +11, Climb +12, Hide +14, Listen 
  +8, Spot +8, Swim +11.
  Feat: Weapon Finesse (bite).
  2. THE FATE OF VAULT 12 (OPTIONAL)
  This encounter is optional.  Using this and the 
  Suicidal Raider encounter below will extend the 
  length of this initial wasteland foray.
  Before you, scattered haphazardly over the 
  ancient road, lie the remains of fellow vault 
  dwellers.  While it is unclear how the victims 
  died, their deaths were certainly violent; dried 
  blood is everywhere, and the bodies have been 
  ripped apart and crushed by unknown means.  
  There are probably at least a dozen bodies, but 
  it’s not easy to be certain.  
  These are the remains of vault dwellers who, like the 
  characters, decided to leave their vault in search of 
  food and water. Unfortunately, they encountered a 
  band of sadistic raiders who proceeded to slaughter 
  them, running their victims down with motorcycles 
  and butchering them with chain weapons.  The 
  resulting scene is gruesome beyond description, with 
  torn limbs and crushed corpses strewn about the road.  
  Characters investigating the bodies ﬁnd them 
  looted and can easily determine that they came 
  from Vault 12, a sister vault from the Eden Prairie 
  vault system.  Any character with the Track feat or 
  who makes a Survival check (DC 15) can recognize 
  motorcycle tracks running through the massacre 
  scene.  If tracked, the motorcycle trail eventually 
  leads to the group of (1d6) raiders who perpetrated 
  the slaughter (see below for raider stats).  
  GM Note: It’s unlikely that the characters can 
  defeat more than two raiders, but if the scene before 
  them doesn’t instill some caution into the players, 
  then perhaps they need to be taught a harsh, post-
  apocalyptic lesson.
  3. A FRIENDLY ENCOUNTER?
  This encounter introduces the players to Eton (aka 
  “Eton the Eager”), a rather unscrupulous and clever 
  scav that they will most likely encounter again.  Eton, 
  who has been hiding in some rocks, has spotted the 
  players at a distance and correctly surmised that they 
  are possible vault dwellers—a rare ﬁnd for people of 
  the Twisted Earth.  Eager to determine if they have 
  left an artifact-ﬁlled vault behind, he has decided to 
  approach the players to pump them for information.
  Eton waits for the players to pass his position 
  before revealing himself.  He tries his best to befriend 
  the party, hoping to extract information about their 
  vault’s location.  He offers them some water as well 
  as HEVE candy.  Once he has the information he 
  needs, he makes his exit and heads directly for the 
  vault. 
  
  9
  If asked about any settlements or cities, Eton tells 
  them about the nearby town of Bearpath, but warns 
  them that the residents don’t like outsiders.  This 
  is untrue, and the characters can make opposed 
  Sense Motive checks to detect Eton’s insincerity.  In 
  fact, Eton has stolen critical water ﬁlter parts from 
  Bearpath and is on the run.
  Should the players get aggressive, Eton always 
  chooses to ﬂee rather than ﬁght.  
  Eton the Eager (Charismatic Hero 2/Smart Hero 
  2/Scav 1): CR 5; Medium-size humanoid; HD 2d6+4 
  plus 2d6+4 plus 1d8+2; HP 29; Mas 14; Init +2; 
  Spd 30 ft; Defense 16, touch 15, ﬂatfooted 14 (+2 
  Dex, +3 class, +1 equipment); BAB +2; Grap +1; 
  Atk +1 melee (1d6-1, riﬂe butt), or +4 ranged (2d8, 
  Bushmaster M-17S); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  medical incompatibility, blindsight 10 feet, increased 
  critical threat; AL none; SV Fort +5, Ref +7, Will +2; 
  AP 2; Rep +3; Str 8, Dex 15, Con 14, Int 12, Wis 10, 
  Cha 14.
  Occupation: Guide (Navigate, Survival)
  Background: Resurrector (Decipher Script)
  Mutations and Defects: Blindsight, Critical 
  Vulnerability
  Skills: Bluff +6, Computer Use +3, Decipher 
  Script +7, Demolitions +3, Diplomacy +6, Disable 
  Device +11, Disguise +3, Gather Information +6, 
  Hide +6, Intimidate +4, Knowledge (ancient lore) 
  +3, Knowledge (technology) +6, Listen +1, Move 
  Silently +4, Navigate +7, Read/Write Language +2 
  (unislang, ancient), Search +7, Speak Language +2 
  (unislang, ancient), Survival +6
  Feats: Cautious, Lightning Reﬂexes, Personal 
  Firearms Proﬁciency, Point Blank Shot, Post-
  Apocalyptic Technology, Primitive Technology, 
  Radiation Sense
  Talents (Charismatic Hero): Fast-Talk
  Talents (Smart Hero): Savant (Disable Device)
  Talents (Scav): Scav Scan
  Possessions: Leather armor, Bushmaster M-17S, 
  2 boxes 5.56mm ammunition, multipurpose toolkit, 
  PDA, water ﬁlter parts*, 250 cp.
  4. THE BEARPATH SETTLEMENT
  In the ruins of a pre-Fall golf course clubhouse, 
  a small band of survivors has carved out a small 
  wasteland settlement.  The settlers are in fact a band 
  of escaped slaves, formerly the property of a raider 
  gang situated to the west.  These slaves escaped their 
  masters and wandered the wasteland until they came 
  upon the clubhouse.  Alan, the group’s leader and a 
  tinker, discovered and repaired the clubhouse’s well 
  system, providing the band with relatively clean 
  water. 
  With a functioning well, the escaped slaves decided 
  to make this their permanent home.  The residents 
  are normally very welcoming to strangers, offering 
  them shelter, water and food (when available); 
  however, they rarely let visitors know that they have 
  a functioning well. 
  Unfortunately, a recent visitor—Eton the Eager—
  discovered the well.  Being a person of insatiable 
  greed, he stole the more expensive parts of the well 
  system and ﬂed the settlement undetected.  Needless 
  the say, the residents are not particularly happy with 
  the situation.  While they have a reserve of water 
  and can survive for the immediate future, they now 
  need to either ﬁnd the scav and retrieve the parts, or 
  salvage new parts from somewhere else.  Since they 
  have already searched the area around the settlement 
  to no avail, the latter option may prove very difﬁcult.
  Alan, Bearpath leader (Post-Apocalyptic Hero 
  3/Tinker 1): CR 4; Medium-size humanoid; HD 
  3d8+3 plus 1d6+1; HP 22; Mas 12; Init +1; Spd 30 
  ft; Defense 15, touch 14, ﬂatfooted 14 (+1 Dex, +3 
  class, +1 equipment); BAB +2; Grap +1; Atk +1 
  melee (1d6+-1, riﬂe butt), or +3 ranged (2d8+0, 
  Beretta M3P); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Bearpath; SV Fort +3, Ref +3, Will +5; AP 2; Rep +1; 
  Str 8, Dex 12, Con 12, Int 15, Wis 14, Cha 10.
  Occupation: Repairmen (Disable Device, 
  Knowledge [technology])
  Background: Resurrector (Repair)
  Skills: Computer Use +4, Disable Device +8, 
  Hide +3, Knowledge (ancient lore) +4, Knowledge 
  (technology) +8, Listen +4, Move Silently +2, 
  Navigate +4, Repair +10, Search +5, Spot +8, 
  Survival +8
  Feats: Gearhead, Intuitive Mechanic, Personal 
  Firearms Proﬁciency, Point Blank Shot, Post-
  Apocalyptic Technology, Primitive Technology
  Talents (Post-Apocalyptic Hero): Improvised 
  Toolkit, Restore
  Talents (Tinker): Jury-rig +2
  Possessions: Beretta M3P, (10) 12-gauge 
  ammunition, leather jacket.
  Typical Bearpath resident (Post-Apocalyptic Hero 
  1) (15): CR 1; Medium-size humanoid; HD 1d8+2; 
  HP 7; Mas 15; Init +2; Spd 30 ft; Defense 14, touch 
  13, ﬂatfooted 12 (+0 size, +2 Dex, +1 class, +1 
  equipment); BAB +0; Grap +0; Atk +0 melee (1d6+0, 
  staff), or +2 ranged (2d6+0, black powder pistol); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +3, 
  Ref +3, Will +1; AP 0; Rep +0; Str 10, Dex 14, Con 
  15, Int 12, Wis 13, Cha 8.
  Occupation: Slave (Climb, Survival)
  Background: Resurrector (Knowledge [earth and 
  life sciences])
  
  10
  Skills: Climb +2, Hide +4, Jump +2, Knowledge 
  (ancient lore) +2, Knowledge (earth and life sciences) 
  +3, Listen +5, Move Silently +4, Repair +3, Search 
  +3, Spot +6, Survival +5
  Feats: Alertness, Endurance, Personal Firearms 
  Proﬁciency, Post-Apocalyptic Technology, Primitive 
  Technology
  Talents (Post-Apocalyptic Hero): Wasteland Lore
  Possessions: Leather armor, staff, black powder 
  pistol.
  NOW IS NOT THE BEST TIME
  Normally friendly to visitors, the residents of 
  Bearpath are now reluctant to share their resources.  
  Alan and two residents meet the party as they 
  approach the settlement.  
  As you approach the settlement, three ﬁgures 
  make their way towards your group.  One man 
  stands in front of two others.  Each wears faded 
  clothing with a blue scarf tied to the right arm.  
  They are clearly armed, but don’t appear to be 
  trying to intimidate you.
  “Greetings, travelers.  Please accept my 
  apologies, but we cannot invite you to rest here 
  tonight.  We ask that you respect our wishes and 
  continue on to ﬁnd shelter someplace else.”
  With that, they await your response.
  The Bearpath residents are the key to the vault 
  dwellers’ long-term survival—they can, after all, 
  provide the characters with food, water, and shelter.  
  The players should have two pieces of information 
  that can win the trust of the Bearpath community.  
  First, they know the fate of the community member 
  sent to track down Eton.  Second, they have met 
  the scav and may have a good idea as to where he’s 
  heading.  
  A Diplomacy check (DC 13) will convince the 
  residents of Bearpath to explain their predicament.  
  The characters receive a +2 bonus if they reveal 
  that they know the whereabouts of the missing 
  community member.  Once the players explain their 
  own situation and detail their encounter with Eton in 
  the wasteland, Alan deduces (if the players haven’t 
  already) that the scav is headed for the characters’ 
  vault, there to salvage ancient artifacts.
  With this realization, Alan offers the players a deal: 
  if the character return to their vault and get the water 
  system parts from Eton (by force if necessary), the 
  residents of Bearpath will supply them with food and 
  water (and even allow them to join the community, 
  if desired).  If the players feel they are not up to the 
  challenge, a Diplomacy check (DC 15) can convince 
  Alan to send four community members to aid them.
  5. THE SUICIDAL RAIDER (OPTIONAL)
  Like The Fate of Vault 12, this encounter is optional.  
  During the trek back to the vaults—perhaps at the 
  scene of the vault dweller massacre—the party is 
  confronted by one of the raiders responsible for the 
  sadistic butchery.
  A mechanical rumbling is audible in the 
  distance. As you proceed down the ancient 
  roadway, the source of the sound comes into 
  view: mounted on a spike-laced motorcycle, 
  wearing leather and chains, a lone ﬁgure seems 
  to be awaiting your approach. As soon as you 
  make eye contact, the rider gives out with a 
  bloodthirsty cry and begins swinging a chain 
  above his head. 
   
  Perhaps the most crazed member of the raider gang 
  that committed the original massacre, this raider has 
  returned in hopes of ﬁnding more wandering vault 
  dwellers to add to his body count.  He isn’t interested 
  in talking.  After a few moments of intimidation, 
  he attacks the party, racing towards them on his 
  motorcycle. 
  Tactics: This particular raider is suicidal.  He has 
  no fear of self-injury, and employs a tactic of running 
  over one opponent while attacking another with 
  his chain.  The raider attempts to remain at street 
  speed for the duration of the combat; on a successful 
  collision, his vehicle inﬂicts 4d4 damage to the 
  collision target (and to his motorcycle).  The target 
  may make Reﬂex save (DC 15) for half damage.  
  Note that the raider must make a Drive skill check 
  (DC 15) or lose control of his motorcycle upon a 
  collision.
  More information on vehicle combat can be found 
  in the Combat chapter of d20 Modern.
  Raider (Strong Hero 3/Raider 1): CR 4; Medium-
  size humanoid; HD 3d8+6 plus 1d10+2; HP 28; 
  Mas 14; Init +1; Spd 30 ft; Defense 17, touch 
  14, ﬂatfooted 16 (+0 size, +1 Dex, +3 class, +3 
  equipment); BAB +4; Grap +7; Atk +7 melee (1d6+5, 
  chain), or +5 ranged (1d6+0, weapon); FS 5 ft by 
  5 ft; Reach 5 ft; SQ medical incompatibility, ﬁre 
  resistance, cannibalism; AL none; SV Fort +5, Ref 
  +3, Will +1; AP 2; Rep +1; Str 16, Dex 13, Con 14, 
  Int 12, Wis 10, Cha 8.
  Occupation: Predator (Intimidate)
  Background: Radical (Drive)
  Mutations and Defects: Energy Immunity (Fire), 
  Cannibalism
  Skills: Climb +9, Drive +8, Intimidate +6, Jump 
  +10, Survival +1
  Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Drive-By Attack, Exotic Melee 
  Weapons Proﬁciency (chain), Post-Apocalyptic 
  Technology, Power Attack, Primitive Technology
  
  11
  Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
  Talents (Raider): Chaps and Chains +1
  Possessions: Leather armor, chain, motorcycle, 25 
  cp.
  Raider Motorcycle: Crew 1; Pass 0; Cargo 0; Init 
  +0; Maneuver +2; Speed 165 (16); Defense 10; 
  Hardness 5; HP 18 (currently 10); Size Medium.
  6. BACK TO THE VAULTS!
  Given the task of returning to the vault, the players 
  must navigate their way back through the wasteland.  
  Finding the path back to the vault should require a 
  Navigate check (DC 15).  If they characters fail this 
  check, make them feel as if they are losing time; 
  fortunately for them Eton will remain at the vault for 
  several days (although the players don’t know this!).
  When the players arrive, they ﬁnd both the outer 
  and inner vault doors open and disabled.  Unless the 
  players are intentionally moving silently, Eton hears 
  their approach.  
  Combat: Eton relies on his standard tactic of 
  hiding until his opponents approach, and then 
  shooting at the toughest looking target.  Eton ﬁghts 
  until he is reduced to less than one-third hit points, 
  at which time he attempts to ﬂee out of the vault and 
  into the wasteland.  If cornered, he tries to negotiate 
  for his life.
  Mutation Notes: Don’t forget that Eton has the 
  Blindsight mutation and the Critical Vulnerability 
  defect.  
  ENDING THE ADVENTURE
  With the water system parts in hand, the players 
  should be able to secure a partnership with the 
  Bearpath community.  The community will supply 
  the party with food and water (within reason) in 
  exchange for returning the parts stolen by Eton the 
  Eager.  Depending on the reason the characters were 
  forced to leave their vault, they might continue to 
  utilize the vault as a base of operations, or they might 
  be forced to look elsewhere for a permanent home. 
  Rewards: Depending on the size the party, the 
  encounters above should provide enough experience 
  for the players to reach 2nd level.  A suggested 
  ﬂat award of 1,250 experience points would be 
  appropriate. 
  MORE VAULTS ENCOUNTERS
  If the players choose to remain at the vault, using it 
  as a base of operations, the following encounters can 
  serve as starting points upon which to base additional 
  adventures. 
  GODS OF THE UNDERWORLD
  A group of spiritual tribals who call themselves the 
  “Servants of the Underworld” are on a religious 
  pilgrimage.  According to their mythology, they are 
  one day fated to discover a magical portal to the 
  land of their gods, which they believe resides under 
  the Earth.  They stumble upon the characters’ vault 
  and believe that they are at the end of their journey.  
  The characters, who look different than traditional 
  wasteland dwellers, are mistaken for gods of the 
  underworld.  
  The tribals’ conviction is very strong.  Unless the 
  characters do a superb job of convincing the tribal 
  leader that he is mistaken (Diplomacy check, DC 
  30), the situation presents them with a number of 
  problems.  
  First, they have a group (25 people) camping 
  outside their vault, which will surely attract the 
  attention of others—especially raiders (see the Raider 
  Jackpot encounter below).  If raiders do discover the 
  vault, they no doubt enslave or slaughter the tribals 
  camping outside.  Will the players help? Or will they 
  only intervene if the raiders attempt to gain entrance 
  to the vault?
  Second, the characters may feel awkward 
  and uncomfortable being worshiped as deities.  
  The tribals constantly perform rituals and other 
  ceremonies at the vault doors, begging their “gods” 
  for protection and gifts.  Some may even try to sneak 
  into the “Underworld.” 
  Gorgen, Servitor of the Underworld Leader 
  (Post-Apocalyptic Hero 3/Demagogue 3): CR 6; 
  Medium-size humanoid; HD 3d8+6 plus 3d6+6; HP 
  37; Mas 14; Init +4; Spd 30 ft; Defense 19, touch 15, 
  ﬂatfooted 17 (+2 Dex, +3 class, +4 natural); BAB +3; 
  Grap +2; Atk +2 melee (1d6-1, spear), or +5 ranged 
  (1d6, javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, horns, phobia; AL Servants of the 
  Underworld ; SV Fort +6, Ref +5, Will +7; AP 3; Rep 
  +2; Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 15. 
     Occupation: Demagogue (Diplomacy, Knowledge 
  [theology and philosophy]) 
     Background: Tribal (Navigate) 
     Mutations and Defects: Protective Dermal 
  Development, Aberrant Horn Development, Terminal 
  Limb Deﬁciency (Arm), Phobia (ﬂying creatures) 
     Skills: Diplomacy +13, Gather Information +7, 
  Investigate +2, Knowledge (theology and philosophy) 
  +9, Listen +4, Navigate +11, Search +2, Sense 
  Motive +3, Spot +5, Survival +9 
     Feats: Archaic Weapons Proﬁciency, Attentive, 
  Guide, Iron Will, Leadership, Primitive Technology, 
  Super-Charismatic, Trustworthy 
     Talents (Post-Apocalyptic Hero): Wasteland Lore, 
  
  12
  Survival Sense 
     Talents (Demagogue): Followers, Lead Followers 
     Possessions: Javelin.
  Typical Servitor of the Underworld (Post-
  Apocalyptic Hero 2): CR 2; Medium-size humanoid; 
  HD 2d8+2; HP 11; Mas 13; Init +2; Spd 30 ft; 
  Defense 18, touch 14, ﬂatfooted 16 (+0 size, +2 
  Dex, +2 class, +4 natural); BAB +1; Grap +3; Atk 
  +4 melee (1d6+2, horn), or +3 ranged (1d6+0, 
  javelin); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, horns, phobia; AL Servants of the 
  Underworld ; SV Fort +3, Ref +4, Will +3; AP 1; Rep 
  +0; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
     Occupation: Wanderer (Climb, Navigate) 
     Background: Tribal (Survival) 
     Mutations and Defects: Aberrant Horn 
  Development, Protective Dermal Development, 
  Phobia x2 (ﬂying creatures) 
     Skills: Climb +7, Listen +5, Navigate +4, Search 
  +2, Spot +6, Survival +6 
     Feats: Archaic Weapons Proﬁciency, Iron Will, 
  Power Attack, Primitive Technology, Weapon Focus 
     Talents (Post-Apocalyptic Hero): Wasteland Lore 
     Possessions: Javelin.
  RAIDER JACKPOT
  An undiscovered vault is a veritable gold mine for 
  raider gangs.  The reward is high, and vault dwellers 
  are often too weak to defend themselves.  It will 
  be hard for the vault dwellers to keep their place 
  of origin a secret; eventually, others will guess or 
  discover the existence of the vault.  Perhaps the 
  players are followed during an expedition into 
  the wasteland or maybe it’s just dumb luck; either 
  way, the players are forced to defend their vault or 
  negotiate some sort of settlement to keep raiders 
  away.  The raiders are unlikely to leave the vault 
  dwellers alone without signiﬁcant compensation, and 
  even then, they’re likely to return to demand further 
  payments in the future.
  Statistics for raiders can be found in the starter 
  adventure and in Darwin’s World 2nd Edition.
  METAL GODS TAKE NOTICE
  U723 is an agent of the Metal Gods who searches 
  the wasteland for robotic life to free—preferably 
  intelligent life such as droids or androids.  Recently, 
  U723 has discovered the existence of the vault 
  complex.  With its vast knowledge of ancient 
  technology, it knows that nearly every vault system 
  possessed a coordinator droid, a highly advanced 
  intelligent life-form designed to serve and care for the 
  vault and its inhabitants.  U723 is determined to free 
  the vault’s coordinator droid and convince it to join 
  the ranks of the Metal Gods.
  U723 (Fast Hero 3/Skulk 6): CR 9; Medium-size 
  android; 9d12+7; HP 57; Mas -; Init +2; Spd 25 ft; 
  Defense 25, touch 20, ﬂatfooted 23 (+2 Dex, +8 
  class, +5 equipment); BAB +6; Grap +8; Atk +8 
  melee (1d6+2, Riﬂe Butt), or +8 ranged (2d12+0, 
  Infra Red Riﬂe); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  android traits; AL Metal Gods; SV Fort -, Ref +9, 
  Will +5; AP 4; Rep +2; Str 14, Dex 15, Con -, Int 13, 
  Wis 14, Cha 10.
  Occupation: Security (Android) (Investigate, 
  Knowledge [Ancient Lore])
  Background: Android 
  Features and Deteriorations: Damage Control 
  x 3, EMP Countermeasures, Damaged Voice 
  Synthesizer, Weak Joints
  Skills: Balance +0, Bluff -4, Climb +0, Diplomacy 
  -4, Disable Device +5, Drive +4, Escape Artist +0, 
  Gather Information +6, Hide +6, Investigate +7, 
  Knowledge (Ancient Lore) +9, Listen +6, Move 
  Silently +6, Read/Write Language (unislang, ancient), 
  Repair +1 (+16 self), Search +4, Sleight of Hand +6, 
  Speak Language (unislang, ancient), Spot +4, Tumble 
  +3
  Feats: Advanced Technology, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Double Tap, 
  Civil Authority, Feature Advancement (Damage 
  Control), Free Will, Futuristic Firearm Proﬁciency, 
  Point Blank Shot, Post-Apocalyptic Technology, 
  Primitive Technology
  Talents (Fast Hero): Evasion, Uncanny Dodge 1
  Talents (Skulk): Sweep, Skill Mastery (Hide, 
  Sleight of Hand, Move Silently, Tumble), Sneak 
  Attack +2d6
  Possessions: Light Duty Vest, Riﬂe Butt, Infra 
  Red Riﬂe, Power Belt, Autograpnel, Basic Electrical 
  Toolkit.
  
  13
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  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Vault Dwellers Copyright 2005, RPGObjects; Author Chris Davis
  Darwin’s World 2nd Edition Copyright 2003, RPGObjects; Authors Dominic 
  Covey and Chris Davis.
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the 
  Twisted Earth, Artifacts of the Ancients, Cave of Life, Benders, Brethren, 
  Brotherhood of Radiation, The Cartel, Children of the Metal Gods, Clean 
  Water Clans, Far Traders, Enthropist, The Foundationist, The Movement, 
  Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower, 
  Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert, Willy 
  World.
  Designation of Open Gaming Content: The following sections of Vault 
  Dwellers are designated as open gaming content except for terms deﬁned as 
  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  All monster, npc, and trap statistics blocks are open content.  All other 
  content is closed.
  
SOURCE: textdata/thevault/Darwins World/Darwin's World Vault Dwellers.pdf