TEXT: Key
  Ujara’s Wild Flora
  Throughout this campaign, the PCs will be able to ﬁnd 
  four different plants with beneﬁcial effects: Tophet, Furo-
  throxylum, Papaver Sativa, and Insanus Vitis. It will be up 
  to you to decide when and where the PCs ﬁnd these plants. 
  Use this mechanic to adjust the difﬁculty of the campaign 
  for your group.
  The Ravager
  All Ravager creatures communicate through radio 
  waves, and share the same characteristic: If they are 
  hacked, they will fail their current action, or suffer a disad-
  vantage towards their next action.
  Achieved                Not resolved yet                 Play multiple times
  Resting
  Resting ends the current scene and, during Act Two, 
  spends one Span (a Span is a mechanic speciﬁc of Act Two). 
  Encounter Level
  Multiply the number of PCs by the encounter level. The 
  resulting number should match the added levels of the 
  NPCs in that encounter (i.e. in a level 3 encounter with 3 PCs, 
  use a group of NPCs whose added level is 9).
  If the players have any NPC companions, reduce the ﬁnal 
  value of the encounter by the combined level of these com-
  panions (i.e. in an encounter of value 9, having two level 1 
  companions would decrease the encounter value to 7).
     ADDITIONAL RESOURCES
  Visit our website to ﬁnd additional resources to help you understand the game and run your campaigns. You will 
  ﬁnd videos explaining the basic rules, and you are welcome to post questions in our forum, which will be answered 
  by one of the game creators.
  gm’s outline
     READ THIS DOCUMENT FIRST!
  If you are a group new to roleplaying games in 
  general, or to FAITH in particular, the Campaign 
  Book found in this boxset includes a Learn to Play 
  Scene, meant for the Game Master to read out 
  loud. It will walk the group through the main rules 
  of the game, explaining all the important concepts 
  in detail. We recommend reading during your ﬁrst 
  session, which will allow you to start playing right 
  away.
  While FAITH is a relatively simple RPG, you should 
  still eventually read through the whole Rulebook 
  to get a complete understanding of the rules. We 
  recommend that whomever you choose to be 
  the Game Master reads it carefully, as she will be 
  running the game. However, all players can beneﬁt 
  from reading it, as having a deeper understanding of 
  it will give them insight into the possibilities offered 
  by the system.
  Choose who will be the Game Master of this 
  campaign and hand this document over to her. If 
  you are unsure about what being the Game Master 
  entitles, you can read about it on page 3 of the 
  Rulebook. Then, hand over the Campaign Book to 
  the Game Master.
  In A Garden in Hell, many early on achievements 
  and failures have an impact later during the course 
  of the story, as detailed in each Chapter of the 
  Campaign Book. You can use this document to keep 
  track of the progress of the group through the 
  campaign, as well as their different achievements.
  Happy gaming!
  Return to the previous Chapter 
  after ﬁnishing this one
  
  TIME SPANS TRACK KEEPING
  ACT ONE: A FIELD TRIP TO NT-44
  Prologue: The Crashed Ship
  Chapter 1: Through the Wilderness
   
  Chapter 2: Crash Site One
   
  Chapter 3: Crash Site Two
   
  Chapter 4: Crash Site Three
   
  Chapter 5: Finding Gamma
  ACT TWO: UJARA
  After playing 18 Spans, or 16 if they failed to track 
  the beacon at the beginning of Chapter 5, go to 
  Chapter 10.
  Chapter 14 begins after meeting one of the following 
  conditions: Returning from the Kira Settlement in Chapter 
  13, being arrested in Chapter 8, or failing to obtain Friendly 
  Kira in Chapter 11 and playing 6 more Spans.
  Chapter 14: The Herald of  
   
   
   
   Extinction
  click!
  Chapter 6: Camp Gamma
  Chapter 7: Rec. Missions
   
  The Alpha Crash
   
  Fleeing Scouts
   
  The Kira scout
   
  Strange Ruins
   
  The Hammer and the    
   
  Anvil
    Chapter 8: The Boiling Sea
    Chapter 9: Inc. Missions
   
    Assisted by Nature
   
    Fighting the Elements
   
    The Swamplands
  Chapter 10: Star One Squad
  Chapter 11: The Kira
  Chapter 12: Camp Alpha 
  Chapter 13: The Kira                  
   
   
   Settlement
  
  ACT THREE: THE SECRET OF THE RAVAGER
  ACT FOUR: NOR THE UNENDING
  Chapter 15: After the Battle 
  Chapter 16: The New Base
  Chapter 17: Across the Boiling Sea
  Chapter 18: The Shapers’ Tower
   
   
  Room G1
   
  Room G2
   
  Room G3
   
  Room G4
   
  Room G5 
  Room L1
  Room L2
  Room L3
  Room L4
  Room L5
  Room C1
  Room C2
  Room C3
  Room C4
  Room C5
  Chapter 19: The Anti-air             
   
   
   Cannons
   
  Cannon Site A
   
  Cannon Site B
   
  Cannon Site C
  If the group failed to obtain the Unravel Agent, or after completing Chapter 19, proceed to Chapter 20. 
  Chapter 20: To the Queen
  Chapter 21: In the Belly of the
   
   
   Beast
  If  at any point during an encounter against the Ravager there are no PCs in normal health state, they are captured. Go to 
  Chapter 18 Epilogue: Taken by the Ravager. Otherwise, skip it. 
  Chapter 18 Epilogue: Taken by the Ravager
  Once the group leaves the Shapers’ Tower or is rescued at the end of Chapter 18, proceed to Chapter 19.
   
  EPILOGUES
  Mission Failed
  Tzix’s Ascension
  The End of Ujara
  The Alliance
  The End of Nor
  Other
  
  GAME PROGRESS
  Ad’gan (Ch. 3) 
  Ronar (Ch. 3)
  A’Mar (Ch. 4)
  Lin Muyeng (Ch. 4)
  Tan Tang (Ch. 4)
  Al’Moah (Ch. 6)
  Tarok (Ch. 6)
  Bao Fen (Ch. 6)
  Kor’Sana (Ch. 7)
  Vash’Uh (Ch. 12)
  4
  Found
  NPC COMPANIONS
  Level
  Commlink (Prologue)
  Comm Unit (Ch. 2)
  Biodata Collector Unit (Ch. 6)
  Science Intercomm (Ch. 6)
  Protect the Kira Scout (Ch. 7)
  Crystal Prism (Ch. 7)
  Hammer and the Anvil (Ch. 7)
  The Egg Guardians (Ch. 8)
  Secure Ravager Egg (Ch. 8)
  Free the Captive Kira (Ch. 10)
  First Class Scouts (Ch. 10)
  Friendly Kira (Ch. 11)
  Kira Allies (Ch. 11)
  Triple Star (Ch. 12)
  Battle of Camp Gamma (Ch. 14)
  Auranium Pellets (Ch. 18)
  Keycard (Ch. 18)
  An Insidious Parasite (Ch. 18)
  The Unravel Agent (Ch. 18)
  Anti-Air Cannons (Ch. 19)
  Reinforcements (Ch. 20)
  Tzix’s Prisioners (Ch. 21)
  Used
    FIGHTING THE HERALD
     Appendages
     Assault soldier 1 health
     Assault soldier 2 health
     Assault soldier 3 health
   
     Assault soldier 4 health 
  CHAPTER 18: ESCAPED TECHNOS
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SOURCE: textdata/thevault/Faith/FAITH - The Sci-Fi RPG - A Garden In Hell - GM's Outline [Forms].pdf