TEXT: �
  THE END:
  EXODUS
  THE END:
  EXODUS
  �
  
  �
  THE END:
  EXODUS
  THE END:
  EXODUS
  �
  Copyright 2002 Tyranny Games LLC
  by Joseph Donka and
  Joseph Tierney
  
  RAKOW,  MONTANA
  This chapter is a combination of
  an introductory adventure common
  to almost all good roleplaying
  games, as well as a detailed descrip-
  tion of one of the major colonies.
  We recommend that until you are
  used to running a game of The End,
  you use this section as your setting.
  It answers most of the off-the-wall
  questions that your players will
  come up with to make your life dif-
  ficult. Once you are used to running
  this game, it's up to you.
  SCOPE
  The scope of this adventure is
  very small. There are only 666 resi-
  dents of Rakow, not including the
  2
  The text in this book is designated Open Game Content with the
  exception of such text as is specifically identified as Product Identity
  in the Designation section of the Open Game License compliance
  section at the end of this book.
  EXODUS
  EXODUS
  WARNING!
  The following section is for
  Judges only! If you are going to play
  The End, you should not read this
  section. There are a lot of surprises
  in the town of Rakow, and if you are
  aware of them beforehand it will
  spoil the fun. Content yourself with
  the rest of this book, that's plenty to
  read.
  If, on the other hand, you pos-
  sess a truly burning curiosity to read
  this section, browbeat your Judge
  into running it quickly so you can
  read it after the part of the game set
  in Rakow is over.
  You have been warned.
  
  characters, and many of them live far
  out on the outskirts of town. The
  whole of the adventure will probably
  involve fewer than twenty people.
  This entire adventure centers around
  a personal ethical question for the
  characters, and how they live with
  their answers.
  Depending on how everything
  works out in the wrap-up, this could
  be the springboard for an epic adven-
  ture, but we will leave that up to the
  individual Judge to decide.
  THEME
  The theme and main conflict in
  Rakow is the battle between comfort
  and sacrifice. If the characters give
  themselves over to the comfort that
  this idyllic little town offers, they
  will have to live with the heavy price
  that it demands.
  If, on the other hand, they give
  up their comfort for their ethics, they
  will be made pariahs and scapegoats
  for all that is going wrong in the
  community. This theme will not be
  introduced until the characters have
  been in the town for some time how-
  ever, so the initial theme will be a
  conflict of man vs. nature. Most of
  the surprises written into this section
  depend on the unexpected change in
  theme. A quick mid-stride change
  will throw the characters better than
  anything that you can do directly, so
  plan when and how exactly you are
  going to spring this change on them.
  MOOD
  The mood of Rakow is another
  thing that will change direction
  rapidly later on. Initially, you should
  portray the town as positively idyl-
  lic. Every night should be a crystal
  clear 
  summer 
  night, 
  perfectly
  designed for romance and dreams.
  Emphasize the positive aspects of
  3
  THE  END
  EXODUS
  
  Let them settle into their new lives.
  Part Three: Modest Proposals is
  where all of the twists come into
  play. After this point, which is
  detailed fully later on, the pace
  becomes nightmarishly fast again
  until the problems are resolved.
  SETTING
  Rakow is located twenty miles
  off of I-94 between the towns of
  Circle and Lindsay in Dawson
  County Montana. It was once a small
  farming community, charmingly like
  so many small towns throughout the
  area.
  GETTING TO RAKOW
  Rakow was directly off route
  200s which ended twenty miles to
  the southeast in I-94, which is a
  remarkably well-preserved part of
  The Way. Road travel down 94 is as
  suspected, clear and fast except for
  the parts that have been clogged by
  stalled traffic from Before.
  Route 200s is quite another
  story. Since the End, Route 200s has
  decayed to the point of being no
  more than an overgrown dirt road
  that is impassable without a four-
  wheel drive vehicle. Even with such
  a vehicle, the twenty miles are
  extremely hard driving. It should
  take the characters almost a full day
  to travel from the exit at Glendive to
  Rakow. Several jaunty signs off of I-
  94 proclaim "This way to Rakow"
  complete with good directions. The
  markers are always signed by
  "Auntie Ruth". Vehicles outfitted
  with CB radios will also hear a
  recorded message of directions to
  Rakow on the channel formerly
  reserved for emergencies.
  Route 200s does not pass
  through any towns or wrecks for the
  twenty miles to Rakow, so there will
  be no opportunity for the characters
  small town life. The characters
  should be positively intoxicated with
  a feeling of community and respon-
  sibility to their new home.
  Later, the mood will change to
  horror, as the characters realize just
  exactly what they have put their faith
  in. Again this change is best if it
  comes suddenly and unexpectedly,
  plan this change very carefully.
  PACE
  Again, the quick change will
  play a tremendous part here. The
  pace throughout Part One: Getting
  There, should me nightmarishly fast
  and filled with constant threats to
  life and limb. Around every turn
  should be many opportunities for a
  quick and messy death.
  Part 
  Two: 
  Meeting 
  the
  Neighbors, should crawl by contrast.
  Let the characters relax, make new
  friends and adjust to their new home.
  4
  THE END
  EXODUS
  A Word to the Judges
  Much like other adventures in
  the world of The End, this story deals
  with tough choices and forces the
  players to make a decision that not
  everyone may be comfortable with. It
  is entitled  Do not take this lightly.
  Keep the tastes and boundaries
  of your players in mind when running
  this game. Your players may get
  uncomfortable if you provide too
  much detail on the murders and the
  violence. Don’t provide intricate
  details of the violence if you know or
  even suspect that it will make your
  players uncomfortable.
  
  to replace any lost gear between the
  interstate and Rakow proper.  Other
  than 200s, there is no way in or out
  of Rakow. The other country roads
  have been completely lost to the
  Blues, there are no
  rail lines anywhere
  near the town and
  the nearest airport
  is 350 miles away.
  CLIMATE
  The weather
  in 
  Rakow 
  is
  extreme. In the
  winter months it is
  extremely 
  cold
  being 8 is the aver-
  age 
  high 
  in
  January, and in the
  summer months it
  is extremely hot,
  often climbing as high as 99 degrees.
  The spring and fall are a little more
  endurable, and the summer nights
  tend towards the beautiful side.
  PART ONE:
  GETTING THERE
  DAY ONE:
  After you have run the charac-
  ters through the introduction, it is
  your responsibility to shepherd them
  in the direction of Rakow. This will
  be easier if the characters are from
  the Great Plains or Rocky Mountain
  regions, but if you get them onto I-
  94 heading west from just about any-
  where east of Montana they should
  be just fine.
  The driving down I-94 should
  be relatively easy until the characters
  reach the Montana border. Once over
  the border, it is vital that you make
  them begin to feel uncomfortable. 
  The first incident should take
  place just over the border. The char-
  acters should find the remains of a
  campsite, complete with burnt out
  fires and discard-
  ed food wrap-
  pings. 
  A
  Spot
  check (DC 10)
  will reveal that
  these 
  camps
  should 
  have 
  a
  large amount of
  spent bullet car-
  tridges 
  lying
  around, as well as
  empty liquor bot-
  tles, drug para-
  phernalia 
  and
  Harley tracks. If
  you really want to
  drive the point
  home, 
  include
  several fresh corpses in the descrip-
  tion of the remains.
  This entire area is being prowled
  by a chapter of a bizarre cycle gang
  known as The Black Spike that is a
  mixture of former Hell's Angels, for-
  mer soldiers and “former” criminals.
  They spend their days looking for
  food and gear, but they don't shy
  away when they find the occasional
  victim. They have been preying on
  people traveling to Rakow for sever-
  al weeks, and at least one of the
  campsites should contain the bodies
  of a young man and woman. The
  gang has taken a liking to crucifying
  the men that they catch. The women
  are always raped and then shot once
  in the head.
  NIGHT ONE:
  Throughout the character's first
  night in Montana, several things
  should happen. The night should be
  filled with far-off sounds of motor-
  cycles, gunshots and screams. Don't
  actually attack the characters, just let
  5
  THE  END
  EXODUS
  The Real World
  Judges may or may not want to
  refer to real world maps and docu-
  ments to provide detail and realism to
  this adventure. We have also provid-
  ed some maps. On the whole, Exodus
  provides enough details to ground
  itself and provide a starting place for
  Judges who do want to research more
  detail. Groups comfortable with a
  much more loose gaming style need-
  n’t worry, as setting the game against
  a much less distinct backdrop of
  streets and forests is just as easy.
  
  the wind carry the sounds back to the
  camp. Make them nervous and edgy.
  Here you should give them the
  first signs of Rakow. If the charac-
  ters have been prudent enough to
  pick up a CB, let them hear the
  soothing message and the directions
  to Rakow. Let them know that they
  could be there in two days. If they
  attempt to respond, let them. A
  matronly voice will come on and ask
  them a few questions before telling
  them to come ahead. One of the
  questions that the voice WILL ask is:
  is anyone hurt or does anyone need
  medical attention? If the characters
  answer affirmatively, they will
  inquire why the doctor is needed. If
  there is a pregnant woman in the
  group, they will have the characters
  stay where they are until they can
  send out someone to pick them up. If
  there isn't a pregnant woman, they
  will give exact directions to town.
  The night, other than these two
  events, passes uneventfully.
  DAY TWO: Morning
  The characters are awakened by
  the sound of Harleys coming from
  the east. If the characters have post-
  ed a watch, then they will have
  almost three rounds to prepare for
  the coming attack. Since the country
  is flat and uncultivated, there is
  nowhere for the characters to hide
  besides a few trees that they can use
  for concealment when the shooting
  starts. It is important that the charac-
  ters be very nervous about this meet-
  ing, since if they don't resist, they
  will be slaughtered.
  The bikers ride out of the rising
  sun and combat ensues. The Judge
  should have between 4-10 bikers
  present depending on the party's
  size and experience.
  6
  THE END
  EXODUS
  
  Chuck rides point, with the oth-
  ers in tow. They will ride in, hoping
  to catch the characters unaware.
  They will ride in with their guns
  drawn, and combat will ensue. The
  bikers make a point of never getting
  off of their cycles, so that if combat
  goes against them they can beat a
  hasty retreat. They will not shoot at
  any women traveling in the group,
  but will attempt to kill any armed
  men quickly.
  7
  THE  END
  EXODUS
  Character Statistics Blocks
  A note upon character statistic
  blocks (as opposed to monsters): The
  Judge should note that the entries for
  Attacks, Saves, and Skills are merely
  "Base" levels and do not reflect
  bonuses from abilities, feats, or items.
  This was done to allow the adventure
  to be easily customizable. Judges
  should adjust encounters to the level
  of the party as they see fit.
  BIKER
  Sin: Varies
  Place of Birth: Varies
  Apparent Age: Varies
  Citizenship: None
  Type/Class/Level: Meek 3
  Challenge Rating: 3
  Size: M
  Hit Dice/Points: 21 Hit Points
  Initiative: +2 (+2 Dex)
  Speed: 30 ft.
  Armor Class: 13 (+1 Armor, +2 Dex)
  Attacks: +2 (Adjust for weapon used,
  proficiency, feats, etc.)
  Saves: Fort  +1, Ref +1, Will +3
  Abilities: Str 13 (+1), Dex 14 (+2), 
  Con 13 (+1), Int 10 (+0), Wis 10 
  (+0), Cha 12 (+1)
  Skills: Climb +2, Bluff +2, Disguise 
  +3, Driving (Automobile/ 
  Motorcycle) +5, Gather 
  Information +3, Hide +6, Jump +2,
  Wilderness +3
  Feats: Firearms Proficiency- Pistol, 
  Rifle, Shotgun; Any three of the 
  following: Blind-fight, Combat 
  Reflexes, Endurance, Iron Will, 
  Lightning Reflexes, Toughness
  Special Abilities: Survivor, Soul
  Possessions: At a minimum, the 
  equivalent of a Kevlar Vest(Worn),
  one firearm (Good), and other 
  general equipment. Judge should 
  adjust to fit the encounter.
  BLACK CHUCK,
  THE LEADER
  Sin: Sinner
  Place of Birth: Los Angeles, CA
  Apparent Age: 30
  Citizenship: None
  Type/Class/Level: Meek 4
  Challenge Rating: 4
  Size: M
  Hit Dice/Points: 21 Hit Points
  Initiative: +3 (Dex)
  Speed: 30 ft.
  Armor Class: 14 (+1 armor, +3 Dex)
  Attacks: +3 (Adjust for weapon used,
  proficiency, feats, etc.)
  Saves: Fort  +1 Ref +1 Will +4
  Abilities: Str 13 (+1), Dex 16 (+3), 
  Con  13 (+1), Int 10 (+0), 
  Wis 10 (+0), Cha 12 (+1)
  Skills: Climb +3, Bluff +5, Disguise 
  +3, Driving (Automobile/ 
  Motorcycle) +6, Gather 
  Information +3, Hide +5, Jump 
  +3, Wilderness +3
  Feats: Firearms Proficiency- 
  Shotgun, Blind-fight, Combat 
  Reflexes, Lightning Reflexes, 
  Toughness
  Special Abilities: Survivor, Soul
  Possessions: Leather equivalent to a 
  Kevlar Vest (Good), Shotgun
  (Excellent), Motorcycle (Good)
  and other general equipment.
  
  The characters will have to
  camp that night in the forest, since
  the darkness is total. This is when
  they meet danger number two: the
  wolves. Once the characters have
  bedded down for the night, they
  begin to hear howling in the dis-
  tance. After a few hours, they can see
  movement in the shadows to the
  north. Once they have noticed the
  movement, they will begin to see the
  eyes of what they will assume to be
  wolves.
  The wolves do not attack, nor do
  they come close enough for the char-
  acters to actually see them. Force the
  characters to go without sleep or rest
  of any kind. When dawn comes, the
  wolves disappear back into the for-
  est. 
  DAY THREE: Morning
  The characters awake to find
  that there is a new addition to their
  group. A large Irish Setter has
  slipped into camp and curled up next
  to the fire. If treated well or fed the
  If the characters are prepared
  and behind cover, they should be
  able to fend the bikers off fairly eas-
  ily. Don't make it seem easy for them
  however. It is important that at least
  one of the bikers escapes, so that he
  can get the other (6-8) gang mem-
  bers who are camped 5 miles due
  east.
  During the cleanup, or shortly
  thereafter, make sure that the charac-
  ters hear more cycles coming at them
  from the east. The bikers will be rid-
  ing hard, so make it sound like at
  least 15 more are coming and begin
  the chase.
  DAY TWO: Evening
  This section assumes that the
  characters have been traveling all
  day without being caught. This is not
  to say it has to be easy. Give the
  characters a few shots at the bikers
  who are riding behind in the dis-
  tance. Throw a few blockages in the
  road that the characters have to make
  some tricky rolls to drive around, or
  worse, take the time to clear. Make
  this one of the longest days of the
  character's lives, filled with danger
  and excitement. If you feel particu-
  larly sadistic, give one of the bikers
  a sniping rifle and the skill to use it
  for whenever the characters have to
  stop.
  At nightfall of day two, the char-
  acters should make it to Route 200s,
  which will take them the rest of the
  way to Rakow. The road has been
  completely overgrown and is now
  impassable to all but off-road vehi-
  cles. The bikers will not be able to
  follow them anymore. (Unless the
  characters are on cycles or in an
  ordinary automobile. Even then, the
  bikers aren't going to follow the
  characters into a forest where there
  are ample opportunities for an
  ambush, but the players don't have to
  know that).
  8
  THE END
  EXODUS
  Character Involvement
  Much of this adventure is written as it
  would unfold without direct or signifi-
  cant character involvement, to allow
  Judges to properly tailor the situation
  to their needs. If players have built
  characters with the status of lower sol-
  diers, they will have little say in broad
  decisions and their influence will be
  limited to their immediate surround-
  ings, as dictated by the orders they
  receive. Characters that are given lead-
  ership roles have a much greater
  impact, as their decisions direct a large
  number of men. Any success they
  achieve may lead to a better outcome
  than the event summarized in this
  book, just as their failures could turn
  this into an even greater tragedy, at the
  Judge’s discretion.
  
  dog will bond with one or more of
  the characters. If the dog is attacked,
  he will flee. The dog looks malnour-
  ished, but healthy. The dog's collar
  has the name "Barkeley" and the
  address 130 Abercrombie Road,
  Circleville, Kansas. Other than this
  the morning and afternoon should
  pass uneventfully.
  DAY THREE: Evening
  The characters, following the
  directions from either the CB or the
  highway signs, find the town of
  Rakow. The howling seems very
  close when they arrive, which should
  be around sundown.
  The characters are stopped
  along the road by three men wearing
  Montana State Police uniforms. The
  leader is a short, well built Filipino
  man. He introduces himself as Terry
  Prado (see below) and interrogates
  the characters. He will ask the char-
  acters to surrender their weapons for
  the time being, and inquire where
  they are going. If the characters
  answer his questions honestly and
  politely, they will be driven into
  town. If they are obviously wound-
  ed, he will skip the interrogation and
  rush them into town to the Dr.
  Rackett's office, but he will still ask
  for their weapons first. Under no cir-
  cumstances will he allow anyone
  into the town carrying firearms. He
  has two deputies with shotguns
  behind him in case anyone tries
  something (see below).
  Unless the characters do some-
  thing stupid, they will be driven into
  town, and what they see there is
  bound to leave them speechless. 
  The characters are driven into
  town to see...a town picnic. The
  entire town is out on the common
  celebrating the perfect summer
  night. Several young women are giv-
  ing out fresh squeezed lemonade
  beside two matronly women who are
  serving fresh fried chicken and but-
  termilk biscuits. The characters are
  flocked around and made to feel
  comfortable. Lawn chairs are pulled
  up, plates brimming over with a fine
  country feast are put into their hands
  and places to stay are offered, with-
  out reservation.
  Any character in need of med-
  ical attention will be driven directly
  to Dr. Rackett's office. Rackett is a
  curmudgeonly old country doctor,
  but he does his job conscientiously
  and well. If the characters seem to be
  physically competent, or are veter-
  ans, he will offer to let them stay in
  his home until they find homes for
  themselves. The healthy characters
  are welcome to stay with their
  friends, but the doctor will suggest
  that they join the festivities.
  THE FESTIVAL
  It is assumed that the characters
  are going to take part in the festival,
  if they do not, you will have to help
  them into the party spirit. Once they
  have joined into the festivities there
  are a few events that need to occur.
  These need not happen in any partic-
  ular order, with the exception of
  "The Seduction" which must take
  place before nightfall. If, for some
  reason, this section can't take place
  before nightfall, you will have to
  work it in on another day.
  Meeting Auntie Ruth:
  One of the first things that the
  characters will have to do is be intro-
  duced to Auntie Ruth. Immediately
  following the character's arrival,
  Auntie Ruth will approach them
  with Terry Prado in tow. She will
  shoo off all of the people who gather
  around the characters with lines like
  "Back away, y'all. Let these folks
  have a little breathing room" or
  9
  THE  END
  EXODUS
  
  are expected to care for the men who
  are on Wolf or Perimeter Watch.
  While the characters may remark on
  the sexism of this, Prado quiets them
  down by saying that they can't risk
  the women's lives if they expect to
  repopulate this town.
  If the characters refuse to live up to
  this obligation, they will be informed
  that they have worn out their wel-
  come. They will be escorted out of
  town and given back their (now
  unloaded) firearms.
  Foundlings:
  Throughout the festival, the
  male characters will be approached
  by women with offers of hospitality.
  These will range from sly sexual
  innuendo to motherly hospitality. At
  some point the male characters are
  expected to choose one to cook and
  clean for them. Some of the women
  in this town look at this as a place to
  meet a mate and some are mothers
  who lost their children in the
  Revelation and want to replace them.
  These characters may stay with the
  person they have chosen to care for
  them, but they will be expected to set
  up their own homes within the week.
  These women are offering hospitali-
  ty to the newcomers, they are not
  offering indentured servitude.
  The Seduction:
  At some point after the charac-
  ters receive their first offers of hos-
  "Like hungry dogs around a pork
  chop" or something equally rural.
  She will introduce herself as
  Mrs. Ruth Remmand, but will
  demand that the characters call her
  Auntie Ruth. She will tell them that
  she is the only native of Rakow, and
  therefore she can help them find a
  place to stay better than anyone. She
  also lets the characters know that she
  is the chairman of the town council
  and an excellent cook. Once she
  learns the character's names, she will
  leave them to the festival.
  She stops short a few steps away
  and comes back to inform the char-
  acters that the chapel that sits in the
  middle of the town common (rough-
  ly 45 feet away) is unsafe. She will
  tell them that it has been abandoned
  for years and should not be entered
  for any reason. With that, she leaves.
  Hiring Hall:
  After the characters have had the
  time to have a full meal and a few
  drinks. Terry Prado approaches them
  again. He lets them know that if they
  are going to stay on in town, they
  will have to take on a work detail.
  They have a choice between
  Wolf Watch, which entails sitting on
  a roof and shooting the wolves that
  approach the town with high-pow-
  ered rifles, and Perimeter Watch,
  which is what Prado was doing when
  he met the characters.
  This choice will only be offered
  to the men in the group, any women
  10
  THE END
  EXODUS
  Rakow at a Glance
  Population: 666
  Leader: Auntie Ruth
  Government: Democracy
  Attitude: Friendly
  Electricity: Nominal
  Supplies needed: Virtually everything, weapons, med-
  ical supplies and manpower
  
  pitality, Gina Harris will make her
  appearance. She is wearing a white
  cotton sun dress that leaves very lit-
  tle to the imagination. Immediately
  after Gina arrives, the characters
  should begin to hear the gossip start.
  Let them overhear snatches of con-
  versation such as "here comes that
  little slut" and "that whore". One of
  the older ladies nearby will even
  warn the characters away from "that
  big city tramp".
  She will approach the character
  with the highest Charisma, or the
  character that seems most capable of
  protecting her, and introduce herself.
  She will invite the character to stay
  with her, and whisper in his ear what
  that will include. If she does not
  receive a "yes" immediately she will
  move on to the next most desirable
  member of the group. Regardless of
  when she appears, she will disappear
  just before it gets dark. If she does
  not get a "yes" from one of the char-
  acters before nightfall, she will never
  approach the characters again.
  PEOPLE
  Dr. George Rackett: George
  began his medical career with a tour
  in Vietnam. When he finished his
  tour, he returned to the States and
  moved to a town where he never
  thought he would have to deal with
  gunshot wounds again. He set up his
  practice in Mosby, MT and remained
  there until the Revelation. He was
  one of the first arrivals to Rakow and
  is indispensable to the community.
  While he seems like a grouchy old
  widower, he is proud of his career
  and his time in the military and will
  amiably talk your ear off if he is
  given an opportunity.
  11
  THE  END
  EXODUS
  DR.  GEORGE RACKETT
  Sin: Humanist
  Place of Birth: Las Vegas, NV
  Apparent Age: 55
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 4 / 
  Physician 3
  Challenge Rating: 7
  Size: M
  Hit Dice/Points: 24 Hit Points
  Initiative: +2 (+2 Dex)
  Speed: 30 ft.
  Armor Class: 12 (+2 Dex)
  Base Attack: +4 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +5, Ref +2, Will +8
  Abilities: Str 12 (+1), Dex 14 (+2), 
  Con 10 (+0), Int 17 (+3), Wis 13 
  (+1), Cha 14 (+2)
  Skills: Animal Empathy +3, Bluff 
  +1, Climb +2, Concentration +4, 
  Diplomacy +2, Driving(Auto) +3,
  Medical-Treat Illness +7, 
  Medical Investigation +5, 
  Medical-Treat Wounds +7, 
  Professional (Doctor) +3, Read 
  Lips +3, Spot +5, Science-
  Chemistry +6, Science-Electric 
  +3, Wilderness +2
  Feats: Improved Initiative, Dodge, 
  Mobility, Stabilize, Run, Combat
  Medic 1, Counter Poison 1, 
  Improved Treatment 1
  Special Abilities: Survivor, Soul, 
  Nature Sense
  Possessions: Medicine Kit and Tools 
  (Excellent) (pretty much every
  thing a combat doctor could 
  carry), Knife (Good), .45 Pistol  
  (Good)
  
  Gina Harris: Gina is a striking
  woman. Long red hair, long legs,
  oozes sex from every pore. She was
  born and raised in Seattle and is hor-
  ribly bored by this bucolic little
  town. She will flirt and tease any
  man that she sees as "a real big-city
  type" until they come home with her.
  She also always seems vaguely edgy,
  and is constantly checking over her
  shoulder.
  Auntie Ruth: Every new arrival
  meets Auntie Ruth. She is a gray
  haired, 
  wrinkled 
  woman 
  who
  reminds just about everyone of their
  mother. She takes a personal interest
  in every new arrivals affairs until
  they settle down. At times it is hard
  to tell whether she is an old gossip or
  whether she really cares, but since
  everyone in town takes her word as
  gospel it is probably the latter.
  12
  THE END
  EXODUS
  AUNTIE RUTH
  Sin: Agnostic
  Place of Birth: Aurora, CO
  Apparent Age: 63
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 3 / 
  Founder 3
  Challenge Rating: 6
  Size: M
  Hit Dice/Points: 19 Hit Points
  Initiative: +0
  Speed: 30 ft.
  Armor Class: 10
  Base Attack: +3 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +3, Ref +2, Will +5
  Abilities: Str 6 (-2), Dex 10 (+0), 
  Con 12 (+1), Int 14 (+3), Wis 17 
  (+3), Cha 15 (+2)
  Skills: Bluff +5, Diplomacy +7, Hide
  +4, Knowledge(Rakow) +7, 
  Language/Literacy +2, Medical- 
  Treat Illness +3, Medical-Treat 
  Wounds+4, Perform +5, Sense 
  Motive +3, Spot +2
  Feats:Leadership (Fou), Alertness, 
  Endurance, Firearms-Shotgun 
  Special Abilities: Survivor, Soul, 
  Inspire 2/day, Latent Energy 
  (When available- See Cartaiesh 
  entry)
  Possessions: Basic First Aid 
  Kit (Good), Shotgun (Good), 30 s
  hells worth of ammunition 
  (Good).
  GINA HARRIS
  Sin: Agnostic
  Place of Birth: Seattle, WA
  Apparent Age: 25
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 2
  Challenge Rating: 2
  Size: M
  Hit Dice/Points: 12 Hit Points
  Initiative: +0
  Speed: 30 ft.
  Armor Class: 10
  Base Attack: +1 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +0, Ref +0, Will +3
  Abilities: Str 9 (-1), Dex 11 (+0), 
  Con 10 (+0), Int 11 (+0), Wis 11 
  (+0), Cha 16 (+3)
  Skills: Climb +2, Bluff +2, Disguise 
  +1, Driving (Automobile) +2, 
  Gather Information +3, Listen +3,
  Hide +5, Jump +2, Knowledge 
  (Seattle) +2 Wilderness +3. 
  Feats:Alertness, Combat Reflexes, 
  Endurance, Iron Will
  Special Abilities: Miscellaneous, no 
  weapons or armor.
  
  Terry Prado: Terry is a stocky
  31 year old Filipino who actually
  looks about 20 years older. A career
  policeman from San Francisco,
  Terry has been appointed as the
  Town Watch Commander, and he
  takes his job very seriously. Most of
  the other citizens of the town avoid
  him, but he doesn't seem to mind. He
  is known for being grim and lacking
  any sense of humor whatsoever.
  Most of the town has been gos-
  siping about his rapid aging, but
  none of them have any proof of their
  wild theories.
  13
  THE  END
  EXODUS
  TERRY PRADO
  Sin: Pride
  Place of Birth: Seattle, WA
  Apparent Age: 50
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 7 / Thug 1
  Challenge Rating: 9
  Size: M
  Hit Dice/Points: 35 Hit Points
  Initiative: +3
  Speed: 30 ft.
  Armor Class: 15 (+2 Kevlar Jacket, 
  +3 Dex)
  Base Attack: +6 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +3, Ref +2, Will +7
  Abilities: Str 15 (+2), Dex 16 (+3), 
  Con 12 (+1), Int 11 (+0), Wis 13 
  (+2), Cha 10 (+0)
  Skills: Appraise +2, Bluff +4, Climb 
  +2, Diplomacy +2, Driving 
  (Automobile) +3, Driving 
  (Motorcycle) +2, Gather 
  Information +3, Hide +3, 
  Intimidate +2, Innuendo +1, 
  Jump +2, Knowledge (Seattle) 
  +4, Medical Investigation +2, 
  Medical- Treat Wounds +2, Move
  Silently +2, Open Lock +2
  Feats:Alertness, Automatic Weapons 
  Proficiency, Blindfight, Dodge, 
  Firearms Proficiency- Pistol, 
  Firearms Proficiency- Shotgun, 
  Mobility, Point Black Shot, Shot 
  on the Run, Track, Weapon 
  Specialization (Shotgun)
  Special Abilities: Survivor, Soul, 
  Latent Energy (When available- 
  See Cartaiesh entry)
  Possessions: .38 Pistol (Good), 30 
  rounds, HK Caws Shotgun 
  (Good), 50 shells, Kevlar Jacket 
  (Excellent), Handcuffs (Good)
  
  Helen DuChamplain: Helen, a
  pretty woman in her mid-thirties, is
  Terry's second in command and the
  head of the Perimeter Watch detail.
  She is a driven woman who will not
  allow any man to talk down to her
  simply 
  because 
  of 
  her 
  sex.
  Unfortunately, she often mistakes
  any flirtation that her beauty brings
  on as sexism. She is not afraid to
  take any man down a few pegs, espe-
  cially one that threatens the chip on
  her shoulder.
  Candy Wallheim: Candy is one
  of the women who will offer to take
  in the characters at the festival. She
  is petite, fairly pretty and very intel-
  ligent. She was a newlywed when
  the Revelation began, and is grieving
  for her dearly departed husband. At
  least one of the characters should be
  taken in by this woman, as she will
  play an important part later in the
  story.
  14
  THE END
  EXODUS
  CANDY WALLHEIM
  Sin: Sinner
  Place of Birth: San Jose, CA
  Apparent Age: 24
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 2
  Challenge Rating: 2
  Size: M
  Hit Dice/Points: 14 Hit Points
  Initiative: +0
  Speed: 30 ft.
  Armor Class: 13 (+3 Dex)
  Base Attack: +1 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +0, Ref +0, Will +3
  Abilities: Str 9 (-1), Dex 16 (+3), 
  Con 10 (+0), Int 114 (+0), Wis 11 
  (+0), Cha 17 (+3)
  Skills: Bluff +2, Climb +2, Driving 
  (Automobile) +3, Handle Animal
  +1, Innuendo +2, Jump +1, 
  Knowledge (San Jose) +1, Listen
  +2, Perform +2, Sense Motive +1,
  Spot +1, Swim, +3, 
  Wilderness +2
  Feats:Alertness, Dodge, Mobility, 
  Run
  Special Abilities: Survivor, Soul, 
  Possessions: .Glock .22 (Good), 10 
  rounds, Knife (Good).
  HELEN DUCHAMPLAIN
  Sin: Sinner, Pride
  Place of Birth: Los Angeles, CA
  Apparent Age: 33
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 5 
  Challenge Rating: 5
  Hit Dice/Points: 25 Hit Points
  Initiative: +3 (+3 Dex)
  Speed: 30 ft.
  Armor Class: 15 (+2 Kevlar Jacket, 
  +3 Dex)
  Base Attack: +3 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +1, Ref +1, Will +4
  Abilities: Str 11 (+0), Dex 16 (+3), 
  Con 10 (+0), Int 13 (+1), Wis 15 
  (+2), Cha 17 (+3)
  Skills: Carpentry +2, Climb +2, 
  Disable Device +2, Driving 
  (Automobile) +4, Gather Info +5,
  Hide +4, Intuit Direction +2, 
  Jump +1, Science-Electric +7, 
  Spot +3, Swim, +1,Wilderness +2
  Feats: Dodge, Mobility, Make Motor,
  Quick Work-Electrical, Firearms 
  Proficiency- Rifle, Point Blank 
  Shot, Far Shot
  Special Abilities: Survivor, Soul, 
  Latent Energy
  Possessions: ..30-06 Rifle (Good) 50 
  rounds, Glock .22 (Good), 10 
  rounds, Knife (Good), Kevlar 
  Jacket (Good)
  
  Leo Krogger: Leo is a heavyset
  young man who had an affinity for
  videogames 
  and 
  easy 
  living.
  Thoroughly lazy prior to The End,
  Leo was forced to work to find a new
  place to live. He does not want to
  work that hard again and will now
  work "a little bit" just to make sure
  of his place.
  15
  THE  END
  EXODUS
  LEO KROGGER
  Sin: Sloth
  Place of Birth: Dublin, OH
  Apparent Age: 28
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 3 
  Challenge Rating: 3
  Size: M
  Hit Dice/Points: 19 Hit Points
  Initiative: +1 (+1 Dex)
  Speed: 30 ft.
  Armor Class: 11 (+1 Dex)
  Base Attack: +2 (Adjust for weapon 
  used, proficiency, feats, etc.)
  Saves: Fort  +1, Ref +1, Will +3
  Abilities: Str 15 (+2), Dex 12 (+1), 
  Con 14 (+2), Int 11 (+0), Wis 11 
  (+0), Cha 10 (+0)
  Skills: Bluff +4, Climb +1, Driving 
  (Automobile) +3, Innuendo +3, 
  Jump +2, Knowledge (Dublin, 
  OH) +1, Spot +3, Swim, +3, 
  Wilderness +2
  Feats: Alertness, FirearmProficiency-
  Rifle, Point Blank Shot, Power 
  Attack, Improved Bull Rush 
  Special Abilities: Survivor, Soul, 
  Latent Energy
  Possessions: ..30-06 Rifle (Good) 10 
  rounds, Knife (Good)
  TOWNSFOLK
  Sin: Varies
  Place of Birth: Varies
  Apparent Age: Varies
  Citizenship: Rakow, Montana
  Type/Class/Level: Meek 2
  Challenge Rating: 2
  Size: M
  Hit Dice/Points: 12 Hit Points
  Initiative: +0
  Speed: 30 ft.
  Armor Class: 10
  Base Attack: +1 or +2 (Adjust for 
  weapon used, proficiency, feats, 
  etc.)
  Saves: Fort  +0, Ref +0, Will +4
  Abilities: Str 9 (-1), Dex 11 (+0), 
  Con 10 (+0), Int 11 (+0), Wis 11 
  (+0), Cha 10 (+0)
  Skills: Bluff +2, Climb +3, Driving 
  (Automobile/Motorcycle) +3, 
  Gather Information +1, Hide +3, 
  Jump +2, Knowledge (Rakow) 
  +3, Wilderness +3. These can be 
  adjusted to reflect particular 
  Professions or crafts as well.
  Feats: Any 3 of the following- 
  Alertness, Combat Reflexes, 
  Endurance, Iron Will, Lightning 
  Reflexes, Toughness
  Special Abilities: Survivor, Soul, 
  Possessions: A rifle or pistol, and a 
  knife or club. Other typical 
  possessions. 
  �
  
  16
  THE END
  EXODUS
  Average Townsfolk: For any individuals in this adventure that are not
  detailed above, please use the following statistics.
  Two example average townsfolk: 
  Sheila: Sheila is a twelve year old girl that lives with Candy. She has
  lost a lot of memory about the Revelation and her life before it. She wan-
  dered into town a few days after Candy and became convinced that Candy
  was her mother. She is a delightful, if disturbed, child who will immediate-
  ly begin treating any man who stays with Candy as her own father.
  
  Sharon Brown: Mrs. Brown is a
  sweet older woman who takes an
  active interest in the lives of any new
  arrivals. She is the one most likely to
  appear at the characters door with a
  fresh apple pie as a welcome present.
  She knows just about everyone in
  town and goes out of her way to play
  matchmaker for two "nice young
  people". She is in her 60s, and has
  terrible arthritis problems, but she is
  easily the friendliest person any of
  the characters will meet. Any charac-
  ter that she takes in can expect to be
  well fed and well taken care of.
  PART TWO:  
  THE NEIGHBORS
  It is assumed that all of the
  requirements in the Part One synop-
  sis have been met before moving on
  to this section. This section will have
  to be modified if not all of the
  requirements have been fulfilled,
  such as no one going home with
  Gina Harris.
  Additionally, the characters may
  have to split up for this section.
  There are four places that the charac-
  ters may end up: on Perimeter
  Watch, 
  on 
  Wolf 
  Watch, 
  on
  Maintenance Duty or in Dr. Racketts
  office. Each of these areas will be
  addressed separately.
  DAY ONE: MORNING
  Perimeter Watch:
  Men on the perimeter watch are
  driven back to the place where they
  entered Rakow. It is their duty to set
  up a watch over Route 200s to the
  southeast.
  The first adventure for the char-
  acters 
  is 
  meeting 
  Helen
  DuChamplain. She is the person in
  charge of this whole operation. She
  will be personally overseeing the
  training of the character or charac-
  ters that have ended up on Perimeter
  Watch. She is stern, aggressive,
  intolerant of incompetence, short-
  tempered and mean. She is also
  extremely attractive. Any man who
  points this fact out is almost certain
  to get a left hook in the mouth.
  She will set them into positions
  and instruct them to keep an eye out
  for any other people trying the road.
  She will instruct them on how to use
  the walkie-talkies and when they are
  allowed to open fire.
  One odd thing that she says
  before leaving is that under no cir-
  cumstances are the characters to
  open fire on any group containing a
  pregnant woman. She instructs the
  characters that they may not even
  open fire on a group containing a
  pregnant woman if they are shooting
  at the characters. The penalty for
  shooting at the wrong people is exile
  or death. She then leaves the charac-
  ters to their work. Nothing else of
  note will happen until the shift
  change.
  Maintenance Detail: 
  This work detail, made up
  entirely of women and skilled repair-
  men, is responsible for preparing
  houses for the new arrivals. This
  morning they will be preparing
  homes for the characters to move
  into.
  The character who is on mainte-
  nance is put into a group to go and
  get "the Smits' House" ready. The
  character will notice that the others
  on the detail with them muttering
  and crossing themselves, but will not
  have a chance to inquire before their
  truck pulls up to the house.
  The Smits' house is a magnifi-
  cent Victorian style house with large
  stately columns and sprawling ter-
  17
  THE  END
  EXODUS
  
  er's name, Lizzie, cracked up. She
  would sit up in that nursery and cry
  and cry. One day, round about two
  weeks ago, Allan came home from
  Perimeter Watch and finds her. She
  hung herself right there in the nurs-
  ery."
  "Allan Smits, he lasted about a
  week before he gave in. Shot himself
  upstairs in the master bedroom.
  Carol's upstairs trying to shampoo
  the stain out of the carpet. They're
  both buried in the cemetery down the
  way. I'm surprised no one told you
  that story before now dearie."
  The cleanup goes quickly, with
  the exception of a bloodstain on the
  carpet in the center of the master
  bedroom. The character who took
  part in the cleanup is welcome to lay
  claim to this house...if they really
  want it.
  races. It is easily the largest and most
  beautiful house in town. It is the
  work crew's job to replace the fuse
  box, clean the carpets and supply the
  house from a few of the abandoned
  stores around town for the new
  arrivals.
  If the character asks any of their
  co-workers about this house, a mid-
  dle aged lady by the name of Collette
  Jenkins will tell the story of why it
  frightens the residents so much.
  After starting the dishes Collette
  begins to talk:
  "Well, a young couple moved
  into this house, oh, almost a month
  ago, right after they got into town.
  Well, shortly after they settled in,
  Tommy Smits, that was this little boy
  that they were taking care of, just up
  and wandered off. Well, they turned
  this town upside down. Bout half a
  day later, they found him. He'd been
  picked over pretty badly. Wolves,
  Terry said."
  "Well, Lizzie, that was the moth-
  18
  THE END
  EXODUS
  
  DAY ONE: NIGHT
  Wolf Watch: 
  Any characters who have elect-
  ed to work the Wolf Watch are
  instructed to sleep through the day,
  since the wolves are only active at
  night. Shortly before sunset, Leo
  Kroegger, a heavyset young man,
  will come by to pick them up. The
  work crew is very relaxed and social.
  Introductions will be made all
  around and several of the experi-
  enced Wolf Watchers will volunteer
  to train "the new guy". The character
  is quickly placed on a roof alongside
  any of the main roads in Rakow, and
  instructed to shoot any wolves that
  they see. They are also given a
  walkie-talkie, but it should be obvi-
  ous that this is used more for sharing
  dirty jokes than any actual work.
  Around midnight the Wolf
  Watchers will go to work. A dozen
  low, creeping shapes will appear out
  of the woods and begin approaching
  Main Street. The character, who will
  have been supplied with a .30-06
  rifle if they did not have a rifle
  already, is instructed to start shoot-
  ing.
  Two shots will scatter the
  wolves, so the character will have to
  down one on one of his first two
  shots to do any good. Downing a
  wolf will entitle the character to an
  ice cold beer, which Leo brings
  around when he picks up the wolf
  corpse. Steve, the character's trainer,
  will offer to cover for the character
  that downed the wolf so they can
  sneak down and look at the kill
  before he calls in Leo. Steve con-
  cludes his offer with "It's against the
  rules, but hey, what the hell."
  If the character does not check it
  out, the night goes by quickly. If the
  character does slip down to check it
  out, they will find the corpse of a
  large mutt. It looks like a Siberian
  Husky/German Shepherd mix, but it
  is definitely not a wolf.
  19
  THE  END
  EXODUS
  WOLVES
  Hit Dice: 1d10 (9 hit points)
  Initiative: +0
  Speed: 30 ft.
  Armor Class: 16 (+4 Dex, +2 
  Natural)
  Attacks: Bite +4 melee
  Damage: 1d6+1
  Face/Reach: 5 ft.
  Special Attacks: None
  Special Qualities: Scent
  Saves: Fort  +6, Ref +6, Will +3
  Abilities: Str 10, Dex 16, Con 15, 
  Int 4, Wis 8, Cha 10
  Skills: Hide +6, Listen +6, Move 
  Silently +6 Spot +6
  Feats: Alertness
  Climate/Terrain: Any
  Organization: Pack 2-4, 5-20
  Challenge Rating: 1
  Treasure: None
  Advancement: None
  Combat Actions: 
  A "wolf" (Dog) may detect oppo-
  nents within 30 feet by sense of smell.
  If the opponent is upwind, the range
  increases to 60 feet; if downwind, it
  drops to 15 feet.  When a creature
  detects a scent, the exact location is
  not revealed- only its presence within
  range. 
  The creature may take a partial
  action to note the direction of a scent,
  and if it moves within five feet of a
  scent, it may pinpoint the scent's loca-
  tion. 
  A creature with scent may follow
  tracks by smell, making a Wisdom
  check (typically DC 10 modified as
  appropriate) to follow or find a track. 
  In addition, the "wolves" receive
  a +1 racial Bonus to Listen, Move
  Silently, Hide and Spot checks. The
  "wolves" also receive a +2 bonus to
  Wilderness Lore checks when track-
  ing by scent.
  
  DAY TWO: EARLY MORNING
  Whichever character has gone
  home with Gina Harris will have a
  curious encounter early in the morn-
  ing.  If the character is on Wolf
  Watch, he will come home to find a
  very large German Shepherd sitting
  on the front porch. It will growl
  menacingly 
  at 
  anyone 
  who
  approaches. If the character contin-
  ues approaching the house, it will
  attack.
  If, on the other hand, a character
  stays still and lets the dog check him
  out, the dog will eventually lope off
  down Main Street.
  If the character that went home
  with Gina is on Perimeter Duty or
  one of the Maintenance Crews, they
  will come out early and find the dog
  sitting amiably on the porch. Gina
  will not have mentioned any dog the
  night before, but it looks so at home
  on the porch that any character
  should assume that the dog is Gina's.
  When Leo and his helper Tony
  (regular townsfolk ) get there, they
  will pick up the corpse just the same
  and climb up to talk to the character
  that shot it. If the character does not
  mention that it was a dog, Leo will
  spin a huge yarn to the effect of "that
  was one of the biggest wolves he's
  ever seen. Must have been easy to hit
  that big bastard." If he is corrected
  about it being a wolf, he will slink
  away quietly, but the character will
  be closely watched after that.
  Dr. Rackett's Office:
  Any 
  characters 
  who 
  were
  brought here upon their arrival in
  Rakow will just be waking up from
  the powerful sedative that they were
  given. Shortly after they awake, Dr.
  Rackett will come in and chat ami-
  ably with them. He will want to
  know where the character is from,
  what they did for a living before, etc.
  It is meant to be an informal little
  chat, but in actuality, the good doctor
  is deciding whether or not he can
  trust the newcomer. If the character
  is being honest and courteous with
  the doctor, make a note of it.
  Whether or not the doctor trusts
  them could be important later on.
  20
  THE END
  EXODUS
  
  DAYS TWO THROUGH FIVE:
  The 
  characters 
  should 
  be
  allowed to settle into a regular rou-
  tine. This will be the trickiest part of
  this adventure. Characters should be
  made to feel at home. Their shifts on
  Perimeter or Wolf Watch duty should
  provide all the excitement that they
  need.
  Encourage the characters to take
  an active part in the rebuilding of the
  town. If they notice that the town
  doesn't have something, encourage
  them to build it. Spare-time projects
  that are already at work in the com-
  munity include maintaining the
  power station, deer hunting, repair-
  ing and reopening the drive-in movie
  theater, clearing the abandoned vehi-
  cles off of the back roads that lead to
  residential areas, cleaning up the
  streets, fixing up the town watering
  holes, etc.
  On Day Five the town will be
  shocked by a gruesome double mur-
  der. Hank Cartwright and Mary
  DiUlio, everyone's pick for the
  cutest couple in town, will be found
  dead. He has been beaten and cruci-
  fied in his living room. She has been
  brutally raped and then shot through
  the head.
  The characters should recognize
  this as the trademark of Chuck and
  his gang of bikers. (Even if the char-
  acters wiped out Chuck and his gang
  in part one, the details of this should
  not be modified). Either way, thanks
  to a heavy rain last night, there are
  easy to follow vehicle tracks in the
  mud around the farmhouse. The
  tracks lead out of town down rural
  route M76.
  Less than two hours after the
  bodies are found, Auntie Ruth and
  Terry Prado will gather the charac-
  ters together and ask them to go after
  the people who did this. If they are
  asked why them, Auntie Ruth will
  explain that the characters have been
  "out there" a lot more recently than
  anyone else. She will also mention
  how none of the characters have
  "settled down" yet, regardless of
  whether any of the characters have
  shacked up with Gina Harris.
  If the characters say no, they are
  informed that they are no longer wel-
  come in Rakow, and that they have
  24 hours to leave. If they refuse to
  leave, they will be dealt with...termi-
  nally.
  If the characters accept this mis-
  sion, they will be given all the sup-
  plies that they ask for as well as a
  high-powered CB radio to keep in
  touch with Terry.
  This will give you an opportuni-
  ty to play up how bad it is outside of
  Rakow, and give the characters
  every inclination to stay in and pro-
  tect this town. This feeling of safety
  is very important in Part Three, so it
  is important that you play it up at this
  time.
  Gina will not take the exit of her
  protector very well, and will likely
  go into hysterics. She will scream
  endlessly about "they'll come back to
  get me" and "they'll kill me as soon
  as you leave." She will not say, and
  in fact does not know, who "they"
  are. She will not go along with the
  characters.
  The characters, now equipped
  and armed, will be driven out to
  Cartwright's farm and seen off. Their
  departure marks the end of Part Two.
  21
  THE  END
  EXODUS
  
  Oldsmobile. The woman, Cheryl
  Teuler, is also almost 6 months preg-
  nant. They are on I-94, about 50
  miles from Route 200s.
  Helen informs them that they
  are to proceed directly to the group
  as fast as they can. Whether they
  knock out the biker gang or not, the
  group is to arrive in Rakow alive and
  in good health. Once they reach the
  perimeter guards, the group can con-
  tinue with their original mission.
  Darren and Brian, the two men
  in the incoming party, will attempt to
  come with the characters. Terry and
  Helen will not hear of it. They will
  turn over their weapons and be taken
  to Auntie Ruth immediately. Cheryl
  will be rushed to Dr. Rackett's office.
  The characters must leave
  immediately if they are going to get
  back to I-94 before Chuck's gang
  gets too far. The gang should have
  taken a few heavy hits by now and is
  getting a little threadbare. Taking
  them out shouldn't be too difficult
  for the characters.
  Should the characters capture a
  member of the gang, he will deny
  ever being in Rakow. He claims that
  the gang didn't think the road the
  characters came out on could handle
  their bikes. Besides, there are too
  many people in Rakow, they like to
  pick off travelers that they outnum-
  ber 5 to 1. He will sound sincere, and
  no amount of torture or threatening
  will change his story.
  Once the gang is killed or cap-
  tured, the characters can return to
  town.
  PART THREE:
  MODEST
  PROPOSALS
  The characters can easily follow
  the tracks as far as 10 miles out of
  Rakow. After that the trail gets
  increasingly harder to follow since
  the downpour of two nights ago did
  not extend this far north.
  Allow the characters to use
  whatever methods they choose to
  find the bikers. Chuck and his crew
  are apparently heading back to I-94
  to lay in wait for more travelers.
  They have a long head start on the
  characters, so feel free to make them
  spend a couple of days traveling.
  When the characters make
  camp, it is very important to make
  them feel in danger. On at least one
  of the nights that they spend outside
  of Rakow, they should be attacked
  by real wolves (See MM). They need
  to feel terrified at night.
  On the third day out of Rakow,
  Helen DuChamplain calls on the CB.
  A group of three people are heading
  towards town, but they're afraid that
  they are being stalked by someone.
  They said that they can hear motor-
  cycles in the distance. They have not
  been attacked yet, but they would
  appreciate an escort.
  The incoming group consists of
  two well-armed men and a female
  who was wounded in a wolf attack
  three nights ago in a battered gray
  22
  THE END
  EXODUS
  
  DAY ONE:
  Once the characters return to
  town, they will be taken to Auntie
  Ruth. She will want to know all of
  the details to take before the town
  council at the meeting tomorrow.
  She will question each one of the
  characters about what happened in
  the fight with the bikers. She guaran-
  tees each one of the characters a
  medal for their bravery.
  The meeting with Auntie Ruth
  being over, the characters can return
  to regular duty and their normal lives
  in town.
  After a few days, the characters
  will notice that they have not seen
  Darren or Brian in town. They are
  not on Wolf Watch or Perimeter
  Detail, and no one in town knows
  who they are talking about if they
  ask. Everyone is positive that the
  characters were the last new arrivals
  in town. If they think to ask, no one
  knows anyone named Cheryl either.
  (The plot will have difficulty pro-
  gressing if the characters did not get
  along with Darren or Brian.  It is
  important that they try to look them
  up as soon as they return to town, so
  be sure to play them as sympathetic
  characters).
  When the characters go out to
  Dr. Rackett's office, they will find
  him without any patients. He
  explains that they haven't brought
  him anyone since the characters
  arrived in town. He does not seem
  amazed that three people have disap-
  peared. Whatever his suspicions, he
  keeps them to himself.
  THE INVESTIGATION:
  The strange disappearance of
  the party that the characters worked
  so hard to rescue should motivate the
  characters into action. There are a
  few details that the characters will
  need to know if they are to carry on
  a, quite unofficial, investigation.
  Detail #1: The only other people
  that have definitely had contact with
  the three missing people are Helen
  DuChamplain and Terry Prado.
  Detail #2: Darren, Brian and
  Cheryl all disappeared between the
  perimeter and town, without going
  down the standard road into town.
  They will know this since no one on
  Perimeter Watch will say that they
  know anything about any new
  arrivals.
  Once these details have been
  agreed upon, there are several meth-
  ods the characters could use:
  Since the missing people were
  not driven by any of the checkpoints
  on 200s, the characters could look
  for other routes that they might not
  know about into or around town.
  After two nights of Searching (or a
  successful check against DC 25
  whichever comes first) the charac-
  ters will find a trail through the
  woods south of town.
  The trail is extremely long
  (almost 10 miles) but it eventually
  ends about 300 yards from the
  Cartwright farm. Any character
  walking down the path should be
  allowed a Spot (DC 12) roll to spot
  the car. The gray Olds that Darren,
  Brian and Cheryl were driving has
  been pushed into the woods and cov-
  ered with undergrowth. The rear dri-
  ver side window and the front pas-
  senger side window have been shot
  out and there are bloodstains on the
  front and back seats. There is an
  empty syringe on the floor of the
  back seat. The only thing that seems
  to have changed here is the addition
  of two graves marked Henry
  Cartwright 
  and 
  Mary 
  DiUlio.
  Judging from the condition of the
  gravesite, the couple was apparently
  buried only two or three days ago.
  23
  THE  END
  EXODUS
  
  If the characters confide in Dr.
  Rackett, he will confirm that he also
  has suspicions about this town. In
  addition, he will be able to provide
  information that the character would
  have to take the time to discover for
  themselves, such as when the couple
  was buried, where the path to Hank
  and Mary's farm is, and how Darren
  and Brian were killed if he should
  see the bodies. He will not accompa-
  ny them to confront Auntie Ruth,
  Helen or Terry, but he will help them
  in any way he can as long as it does
  not involve actual conflict.
  He will also impart a strange
  piece of information if the characters
  have earned his trust. Mary DiUlio
  was four months pregnant when she
  was killed. As far as Dr. Rackett
  knows, only he, Hank, Mary and
  Auntie Ruth were ever told this
  information.
  Summary of the Facts
  By this time it should be unmis-
  takable to the characters that some-
  thing very strange is happening in
  Rakow. The following facts should
  be clear at this time.
  1.
  Auntie Ruth wants them to stay
  away from the church in the town
  square. Though the church is a little
  decrepit, it does not seem as unsafe
  as she claims.
  2.
  The wolves that everyone are so
  afraid of are actually a pack of large
  stray dogs, many of which still wear
  collars.
  3.
  The "wolves" are always seen
  approaching the church. The only
  confirmed "wolf attack" was on Gina
  and her previous lover as they came
  out of the church.
  In actuality, the couple was
  buried the night that the characters
  left to pursue Chuck and his gang.
  This is common knowledge to any-
  one who was in town on the day of
  the burial (i.e. everyone except the
  characters). Until they ask someone
  about this, let them continue to
  believe that they were recently
  buried.
  Two shallow graves were dug
  directly above where Hank and
  Mary are buried, and the bodies of
  Darren and Brian were thrown in.
  From the looks of the lawn, Leo
  Kroegger had been out here with the
  backhoe that they use to bury the
  wolf carcasses. Darren and Brian
  had both been shot through the head.
  A Successful Medical Investigation
  roll (DC 15) will determine that they
  were shot with a .357 at point-blank
  range.
  The syringe once held a power-
  ful 
  morphine-based 
  sedative
  (Medical Investigation, DC 12). Dr.
  Rackett can identify the drug as well
  as its most common use. It is an
  anesthetic, designed to be used on
  pregnant women, which will not
  affect an in utero child adversely.
  The second method that the
  characters could use is to confront
  Terry, Helen or Auntie Ruth. Auntie
  Ruth will be just as confused as
  everyone else is if these newcomers
  are mentioned, but will tell the char-
  acters that Terry and Helen are in
  charge of new arrivals. She will sug-
  gest that the characters go and see
  Terry and Helen.
  Terry and Helen will not try to
  lie to the characters. In fact, they will
  hardly talk to them. They will listen
  to any questions that the characters
  have and then respond: "If you want
  to keep your place in this town safe,
  you won't go asking folks these stu-
  pid questions." They will say no
  more.
  24
  THE END
  EXODUS
  
  4.
  There is a strange dog that sits
  on Gina's front porch whenever she
  is home and attempts to scare away
  anyone who approaches from the
  outside.
  5.
  Rakow 
  puts 
  an 
  incredible
  amount of importance on protecting
  pregnant women, but the first one to
  come into town disappears without a
  trace.
  6.
  Tommy Smits was supposedly
  mauled by "wolves" miles from the
  church, despite the fact that the
  "wolves" have never been know to
  attack anywhere except around
  downtown.
  7. Chuck's gang denies ever being
  in Rakow, but someone killed Hank
  and Mary in their trademark fashion.
  The only other people who could
  have known the gang's modus
  operandi is anyone that talked to
  incoming parties on the CB, namely
  Helen and Terry.
  Choices
  No matter how the characters
  dress it up, they have only three
  choices. They can do nothing and
  forget about all the weird things that
  are going on. They can look around
  the church, which is the only truly
  unexplored ground that they should
  have left. Finally, they could go and
  confront Terry, Helen and Auntie
  Ruth with what they know.
  If they go to the church, they
  will have to go in the dead of night,
  or else they will be seen defying
  Auntie Ruth's orders. Dr. Rackett
  will not go with them.
  The First Methodist Church of
  Rakow is a run-down structure that
  has obviously stood since Rakow
  was first settled as a cow town in the
  1890's. It is dull and unremarkable
  inside, without any form of idols, art
  or decoration. A simple altar is the
  sole point of interest in the structure.
  It is unadorned, except for a large
  green vomit stain and a pair of leop-
  ard skin print panties. There are a
  few empty bottles of Grant's Creme
  deMenthe and White Zinfandel.
  There is a small room to the
  right of the altar which is obviously
  someplace for the now absent rev-
  erend to prepare his sermons. It is
  cluttered with decorations and para-
  phernalia for weddings and funerals.
  One wall has a picture of a reverend
  standing arm in arm with a younger
  Auntie Ruth at a church picnic.
  Beneath a small writing desk is a
  trap door, which is locked with an
  old-fashioned skeleton key lock. The
  door can be easily forced open with
  a crowbar to expose a bare-earth cel-
  lar (Str check  DC 18. The cellar
  stairs go down at least twenty five
  feet, and don't look as if they have
  been used in over 20 years. The first
  person to go down them will crash
  right through the first step and take
  out the rest of the stairs on the way
  down (Damage: 1d8, Reflex save
  DC 12 for half damage). Anyone
  else who wants to go down will have
  to find another way.
  The character, now in the cellar,
  may look around if they are still con-
  scious. The entire cellar consists of
  one room as large as the above struc-
  ture. There are no light sources in the
  cellar, so the character will have to
  have some way to see or they may
  fall down the well. If they fall down
  the well...they will likely die (10d10
  damage from the drop and stones at
  the bottom).
  Once the character provides a
  light source, they will see the
  decomposing body of Cheryl Teuler
  next to a large hole that looks con-
  spicuously like a well. She has been
  killed by a wound that appears to
  have been made with surgical preci-
  sion (Medical Investigation check
  25
  THE  END
  EXODUS
  
  leave sleeping dogs lie. You had to
  go sticking your noses into business
  that wasn't yours. I'm just surprised
  that I haven't had this little meeting
  more often."  
  "I guess you have to know
  what's going on. We have ourselves a
  benefactor here in town. He set it up,
  got the power on, hell, He even got
  rid of the bodies that were here from,
  you know, before."
  "He doesn't ask for much really.
  A little blood and a few souls from a
  few little people who aren't of any
  use to us anyway."
  "You're smart. You handled
  those motorcyclers and we were
  really just sending you out there to
  die. We figured you'd just be too
  curious, and you were just not the
  right element for this town."
  "I'm going to give you a choice.
  You can work for us, or we can feed
  you to Him. You're smart, and tough
  and you know our little secret, so I'm
  going to make you our little sacrifice
  committee. You just round us up an
  infant every week and you can stay
  here. What will it be? He'll want to
  eat the day after tomorrow."
  This having been said, Auntie
  Ruth will await an answer. She will
  be polite and allow the characters to
  talk amongst themselves while she
  and Helen "go up and have some
  cocoa". She will wait until she is
  called back down to the basement for
  the character's answers.
  Let the players talk about this
  amongst themselves for as long as
  they want. Make them feel the temp-
  tation of the town. Not only will they
  have all the benefits of this beautiful
  and perfect little town, but they may
  become the most important people in
  the community. They really have no
  choice but to accept, but make them
  feel the guilt over actually accepting
  this offer.
  DC 16). Her lower abdomen has
  been slit open and the infant
  removed from her womb. There is
  no sign of the infant.
  While the characters above are
  searching for a way down, they are
  surprised by the door of the church
  opening and two figures slipping
  inside. Since the characters must
  have had a light source to see inside
  the church, they can not hide.
  Terry and Helen walk out of the
  shadows, each is holding a drawn
  shotgun. They will force the charac-
  ters to lay down on the altar and
  Helen will inject them with a
  syringe. If the characters do not sur-
  render, they will open fire. Before
  they black out, the characters can
  identify Leo Kroegger and his assis-
  tant Tony as the ones standing
  behind Helen. Terry will walk back
  to the trapdoor, close and lock it
  again. He does not seem to care if
  there is someone down there or not.
  If the characters do not go to the
  church, opting instead to confront
  Helen, Terry and Auntie Ruth direct-
  ly, they will deny all allegations. The
  characters will begin experiencing
  strange attacks in the dead of night.
  (The secret police is out to get rid of
  the snoopers. These attacks are not
  detailed, since you should tailor
  make them to fit any given situation.
  Let your imagination go wild).
  THE PROPOSAL
  The characters will wake to find
  themselves strapped to sheets of
  wood in what looks like an unfin-
  ished basement. Their hands are
  cuffed behind the boards and they
  are tied at the throat, chest, stomach
  and ankles (Escape Artist, DC 30).
  Auntie Ruth and Helen are in front
  of them. Auntie Ruth speaks:
  "Well, you kids just couldn't
  26
  THE END
  EXODUS
  
  Throughout the conversation the
  characters can hear Helen and
  Auntie Ruth talking upstairs. They
  can make out the conversation quite
  easily. Though their conversation
  contains no useful information, it is
  important for the characters to know
  that their conversation can be lis-
  tened in on as well, so discussing
  treachery will earn them just as
  messy a death as refusal will.
  THE TEST
  Once the characters accept, as
  they must, a test will be put to them.
  Helen will inform them that the little
  girl that lives with Candy Wallheim,
  Sheila, will have to be the next sacri-
  fice. The benefactor, who is actually
  a demon, prefers the blood of unborn
  children, but will make do with the
  blood of a virgin.
  If the characters balk, especially
  the character who was living with
  Candy and Sheila, Helen will tell
  them that it worked before and that a
  place to live that is this good
  demands a few sacrifices from all.
  It is up to the characters how
  they capture her, but it has to be in
  the next two nights. If they try to
  stall, they will be reminded that their
  friend is still in that cellar with
  Cartaiesh, the demon.
  If a character refuses to join up
  with their captors, Helen will pro-
  duce a ball-peen hammer and calmly
  break the nearest character's left
  kneecap (-1 Dex permanently). They
  will let the others consider some
  more after they see this.
  THE ESCAPE
  The character that has been
  stranded in the basement will be left
  there for about 24 hours. Provided
  that they do not attempt to go down
  the well, nothing in the basement
  will harm them. If they attempt to go
  down the well...let's just say that sac-
  rifices are thrown down the well and
  anyone climbing down will be treat-
  ed the same way as a sacrifice.
  After 24 hours, at about the
  same time that the captured charac-
  ter(s) are regaining consciousness,
  the trapdoor above is unlocked and
  opened. Someone, who the character
  can not see, throws down a rope lad-
  der. Once the character climbs out,
  he will be greeted by Terry and Dr.
  Rackett.
  Terry carefully avoids eye con-
  tact with the character while he says:
  "Get out of here, but don't try to
  leave town. Stay in hiding and make
  sure no one sees you, especially
  Helen or Auntie.  I'll cover for you as
  long as I can.  If you hear the air
  raid siren on the town hall go off, get
  the hell out of Dodge. Got it?"
  If the character asks why he is
  doing this, he will respond that
  "George and I had a talk. I just can't
  do this shit anymore. I like being
  able to look at myself in the mirror
  without feeling sick."
  Dr. Rackett will explain that
  there is no way that he can harbor the
  character, since Terry has just
  informed him that he has been
  watched for the last three weeks.
  Helen did not trust the good doctor
  not to act on his suspicions like the
  other residents. He will recommend
  that the character either return to
  where they were living and stay in
  the basement or cellar or find a nice
  abandoned house, like the Smits'
  place.
  IMPORTANT NOTE: If the charac-
  ters have not confided in Dr.
  Rackett, or have impressed him as
  being untrustworthy, this event will
  not happen and the characters will
  remain trapped in the cellar.
  27
  THE  END
  EXODUS
  
  wake Cartaiesh and tell him that the
  characters know their secret.  He will
  take wing and go out to kill the char-
  acters himself. There is only one
  way to escape this demon: at present
  he may not go farther than 25 miles
  from the place that he has bound
  himself 
  to, 
  namely 
  the 
  First
  Methodist Church.  He will be awak-
  ened after the very first shot is fired
  and will not rest until the characters
  have escaped the area or they are all
  dead.
  If the characters fight:
  They really don't have much
  opposition.  If the characters can
  take out Helen DuChamplain, Auntie
  Ruth and Leo Kroegger the rest of
  the town won't have enough leader-
  ship to fight back.  
  If the rustic cabal is attacked,
  Auntie will wake the demon just the
  same as if the characters had fled.
  Also, if Auntie Ruth is killed, the
  demon will wake automatically. 
  If the characters do not defeat
  Cartaiesh, he will continue to grow
  and 
  demand 
  more 
  sacrifices.
  Eventually, Rakow will not be
  enough for him and its citizens will
  begin to raid other communities for
  their children.  If he were to stop
  receiving sacrifices, he would
  attempt to raze the colony to the
  ground, which is the only way to
  break the spell of binding that he cast
  upon himself. If the characters some-
  how released Cartaiesh (by burning
  the church down, for example), he
  would first attempt to destroy them
  and then move on to greener pas-
  tures such as becoming the patron of
  another colony or a biker gang.
  Chasing Cartaiesh could be the basis
  of further adventures. 
  THE DECISION
  At this point the characters have
  three choices:  They can capture
  Sheila and turn her over to Helen and
  Auntie Ruth, effectively joining
  them, they can flee or they can fight.
  If the characters join Auntie Ruth:
  This is an option to be dealt with
  if you ran this adventure correctly.  It
  should be entirely possible, and even
  normal, that the characters should
  become the Sacrifice Squad for this
  idyllic community.  
  If they do throw in for good,
  they will be expected to bring on or
  eliminate any of their friends who
  don't go along with the program.  It
  is then their responsibility to gather
  the proper sacrifices on a weekly
  basis.  The town does not have
  enough of the proper type of people
  to maintain the demon, so they will
  probably be forced out into the
  wastes to raid any small community
  that they can find.  Eventually the
  sacrifices will run out and then the
  entire town will have to face the
  demon's wrath.
  This can make for an excellent,
  if jaded, long-term campaign, with
  the characters desperately struggling
  to keep up with the demon's hunger
  balanced against the constant threat
  of losing the perfect home.
  If the characters flee:
  The entire Wolf and Perimeter
  Watches will be called out and heav-
  ily armed.  They will be given orders
  to shoot the characters on sight, and
  not to ask any questions.  This can
  lead to some extremely fast-paced
  action, since the characters will most
  likely attempt to rescue a few of their
  favorite NPCs like Gina Harris,
  Candy Wallheim, Dr. Rackett and
  Sheila.
  If it looks like the characters are
  actually going to escape, Auntie will
  28
  THE END
  EXODUS
  
  29
  THE  END
  EXODUS
  CARTAIESH
  LESSER LORD OF SLOTH
  Hit Dice: 9d8 +10 (52hps)
  Initiative: -2 (-2 Dex)
  Speed: 10 ft/20 ft Flying (three round limit).
  Armor Class: 20 (-2 Dex, +12 natural)
  Attacks: Bite +6 melee; 2 claws +10 melee
  Damage: Bite 1d6+3, Claw 2d4 +3
  Face/Reach: 10 ft.
  Special Attacks: Sloth
  Special Qualities: Damage Reduction 10, Immunities (Poison, Fire), 
  Resistances (Cold 20, Acid 20), Telepathy 100 ft, See in Darkness, Latent
  Energy
  Saves: Fort +4, Ref +0, Will +11
  Abilities: Str 18, Dex 8, Con 14, Int 17, Wis 17, Cha 18
  Skills: Climb +10, Hide +10, Intuit Direction +3, Listen +9, Move Silently +9,
  Search +6, Spot +9 
  Feats: Multiattack, Weapon Finesse (Bite), Alertness, Power Attack, Cleave, 
  Fly-by Attack
  Challenge rating: 10
  Combat:
  SPECIAL ATTACK: 
  Sloth.  If Cartaiesh can make eye contact (free action) with a target, he can
  overwhelm the target with sloth.  The character must make Will Save (DC16)
  to successfully resist this power.  If the character fails to save, they are unable
  to take any action for 1d3 rounds (treat as Stunned). A character who fails three
  such saves within a day, becomes a minion of Cartaiesh and will serve him
  unquestioningly until the death of either. Fortunately, Cartaiesh is too lazy to
  aggressively use this aspect of his power. His minions are Auntie Ruth, Terry
  Prado, Helen Du Champlain, and Leo Krogger.
  SPECIAL QUALITY: 
  Latent Energy. Cartaiesh' sloth throws off latent energy which his servants
  (Ruth, Terry, Leo, Helen) can utilize. Up to seven times per day, the minions
  of Cartaiesh can utilize this latent energy to give the individual servant ten
  temporary hit points or +7 on any single save or attack roll. This use of latent
  energy is a free action. If Cartaiesh has received a sacrifice of consumed a soul
  within the last twenty four hours, this ability may be used five more times per
  sacrifice or soul. This energy is spread across all his minions. For example, if
  Ruth used the energy twice and Terry once, there would be four uses remain-
  ing. If Cartaiesh has not received a sacrifice in the last week, no use of latent
  energy is possible.
  
  colored skin.  His wings are shriv-
  eled and atrophied, but still adequate
  for flying. Cartaiesh does not move
  or speak unless in combat, and then
  he does both extremely slowly.
  Since there are so many possi-
  bilities on how the characters could
  react, there are no hard and fast rules
  for the ending.  One thing that is cer-
  tain, however, is that sooner or later
  the characters will have to deal with
  Cartaiesh, either in combat or while
  fleeing for their lives.
  Description of Cartaiesh: Cartaiesh
  was one of the demons that spilled
  onto the Earth during the last days of
  the Revelation.  When the end final-
  ly came, he preferred dominion on
  Earth to servitude in Hell.  He bound
  himself to the First Methodist
  Church of Rakow shortly after Ruth
  Remmand defiled the altar. Cartaiesh
  is a lesser lord of sloth, and, as such,
  in not a very active demon.  He has
  not left the church since he put the
  town back in working order, fulfill-
  ing his compact with Auntie Ruth.
  He finds it difficult to move except
  immediately after receiving a sacri-
  fice, and he even lacks the energy to
  speak most of the time. (Any
  attempts to communicate with him
  will be hampered by this fact). As
  long as he receives his sacrifices, he
  will not move.  If he has received a
  sacrifice recently, his hit points will
  be 15 points higher and his move-
  ment will double.  Each sacrifice
  permanently increases his points by
  five. If Cartaiesh reduces a human to
  negative hit points, he may consume
  its "Soul" to gain 10 temporary hit
  points. Consumption of a Soul takes
  one full round. The character whose
  Soul is being consumed must make a
  Will Save against DC 20 to avoid the
  consumption. If the save is success-
  ful, the character's Soul cannot be
  consumed.
  Cartaiesh’s Appearance: Cartaiesh
  is bound into his current form as
  long as the First Methodist Church is
  standing.  He is eight and a half feet
  tall and muscular with smooth ebony
  30
  THE END
  EXODUS
  �
  
  FIRST PRINTING © 2002 Tyranny Games; 
  "The End" under license from Joseph Donka
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  d20 System Rules and Content, System Reference Document,  Copyright 2000, Wizards of
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  WRITTEN BY:  
  JOSEPH DONKA
  JOSEPH TIERNEY
  SYSTEM DESIGN:
  JOSEPH TIERNEY
  MARTIN TIERNEY
  JEFF KONKOL
  EDITING:  
  JOSEPH TIERNEY
  MARTIN TIERNEY
  ART DIRECTION: 
  JOSEPH TIERNEY
  MARTIN TIERNEY
  TYPESETTING AND LAYOUT:
  MARTIN TIERNEY
  ARTISTS:  
  MARTIN TIERNEY
  MICHAEL EVERETT
  SPECIAL THANKS:
  Thank you to the families and friends of all
  involved.
  DISCLAIMERS:
  The End - Exodus is a work of fiction.  Any
  similarity between characters and events
  portrayed in this book and any real per-
  sons, living or dead is purely coincidental
  and wishful thinking on behalf of some
  lawsuit-hungry party.
  The premise of The End is based on Judeo-
  Christian apocalypse stories.  This does not
  represent a religious statement on behalf
  of the management of Tyranny Games LLC,
  nor is it meant as a religious treatise.  It is
  just a game, folks.
  This is only a game.  If, at any time, what
  happens while playing The End becomes
  more important than reality, seek compe-
  tent psychiatric help.
  Due to the subject matter of The End, this
  product should be used only by those indi-
  viduals mature enough to handle it.  We
  recommend a minimum age of 17 be
  required before playing.
  All Biblical quotes as well as chapter and
  verse notations come form the King James
  version of the Bible, available everywhere.
  The End - Exodus © 2002 by  Tyranny
  Games LLC. The End © 2002, 1997, 1995
  by Scapegoat Games and Tyranny Games
  LLC.  All rights reserved.  Any reproduction
  of this book without the express consent of
  the publisher is forbidden, except for short
  excerpts for the purpose of press reviews.
  The End, The Meek, The Blues, Ennui, The
  Dark Arts, The Forsaken, The Sons of
  Liberty, The Dream, and all original charac-
  ters and settings contained herein are
  trademarks of  Tyranny Games LLC.
  
  The  End  is  only  the  Beginning...
  Salvation’s  Tears:
  An adventure of horror and hope,
  Salvation's Tears investigates the
  phenomena of hope in the western
  desert. The desert holds many
  mysteries, not the least of which is
  the appearance of a path to salva-
  tion. In the midst of the desperate
  scrabblings of the new colonies,
  have the Meek found redemption?
  The  Dogs  of  War  -
  Washington  D.C.
  The sourcebook for Washington
  D.C., The Dogs of War deals with the
  mystery of what happened to D.C.
  Often assumed to be the center of
  the military threat to the eastern
  seaboard, Washington D.C. is a
  place shrouded in mystery from
  which few ever return. Those who
  have escaped from D.C. tell of a tow-
  ering six-sided fortress ripped from
  the ground and a strange and des-
  perate colony in which the survivors
  engage in constant pyschological
  and physical warfare for the grim
  amusement of a dark, pensive man
  and his new world order.
  And  see  our  free  web  enhancements  for  The  End  at:
  www.tyrannygames.com
  
SOURCE: textdata/thevault/D20 system/The End/Net Books/Exodus.pdf