TEXT:  
   
   
   
   
  Hidden Alliances 
  Written by: Neal Bailey  
  Story and Revisions by: John Wyatt 
  Edited by: Aijalyn Kohler  
  Play Testers: Mike Mazel, Scott Reid,  
  Jason Sanford, and Wayne Ward 
    An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual 
  A merchant in Alamogordo needs help! His daughter was captured by Tribals in a caravan raid, and he’ll pay 
  top dollar to get her back. Brave the depths of Tribal territory and face off against fierce foes – will you cut a 
  deal or will you go in guns blazing?  Hidden Alliances is an Exodus OPS campaign scenario recommended for 
  4 to 6 characters of 3rd to 5th  level.  
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Hidden Alliances) is copyright Glutton Creeper Games 
  ©2009 and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper 
  Games. Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy 
  laws and may be prosecuted to the fullest extent of these laws. 
  20 
   OGL 
  Modern Apocalypse 
  
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  it enforceable.  
  15. COPYRIGHT NOTICE  
  Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary 
  Gygax and Dave Arneson.  
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Open Content Declaration: 
  All game mechanics presented in this text are Open Gaming Content (OGC).   
  Product Identity (to include Chi Dynasty, Mutant Army, NEMO, Slaver’s Union, and Tribal Nation details and references), descriptive text, 
  characters, proper names, and pictures or maps are closed content and may not be reproduced without written consent of Glutton Creeper Games.     
  END OF LICENSE  
  
   
  Legal and Contact Information 
  OPS is a registered trademark of Glutton Creeper Games.   
  Exodus and the GCG Logo are trademarks of Glutton Creeper Games.  
  Exodus OPS: Hidden Alliances is copyright ©2009 Glutton Creeper Games.  This product is e-commerce and 
  may not be redistributed after purchase without written consent from Glutton Creeper Games.  Persons 
  distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy laws 
  and may be prosecuted to the fullest extent of these laws. 
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  OPS Introduction 
  This is an Exodus OPS campaign adventure designed for the OPS setting and consumes between 3 to 5 hours of 
  game time.  This adventure can also be used outside of the OPS setting as a stand-alone home game adventure 
  within a post-apocalyptic setting. 
  This adventure requires the Exodus Survivor’s Guide, and the Exodus OPS campaign manual.  The Exodus 
  campaign manual can be found at the GCG website listed above.  All game mechanics are denoted by 
  chapter/topic and book.  Those not presented with an aforementioned book above is included within this 
  scenario as a sidebar within the encounter or an appendix at the end of the adventure.    
  Preparation 
  First, you should print this scenario.  This scenario supports single and double-sided printing.  There is enough 
  room along the inside margin to bind the adventure.  
  Read this entire scenario at least once before you run your game.  Familiarize yourself with any special rules or 
  new equipment not presented in the books listed above.  Highlighting particularly important passages may help 
  with the flow of the game mechanics.  
  A grid map (one-inch square) or graph paper and a representation of adventurers, NPCs, and creatures will 
  enhance game play, as well as the other necessities (scrap paper, writing materials, and a set of dice) needed to 
  run the game.  
  Game Time: Have the players prepare their characters according to Exodus OPS campaign rulings, get them to 
  the scenario start point, and read the scenario introduction.  
  There is descriptive text in this scenario that is written so that you may present it to the adventurers, while 
  other text is for your eyes only.  Text for the players is bold text.  It is strongly recommended that you 
  paraphrase player text instead of reading it aloud.  Some of the text is general and needs to be adapted to the 
  specific situation, or to the actions of the adventurers. 
  
   
  Exodus OPS 
  Hidden Alliances 
  4 
   
  ©2009 Glutton Creeper Games 
  Hidden Alliances 
  Exodus OPS 
  Scenario 2-04 
  Hidden Alliances 
  Location: Alamogordo, Bullshead, Tribal Nation, Supai  
  Number of Characters: 4 to 6 
  Average Character Levels:  4th 
  Max CEL: 24/SC 18  
  Max Purchasable Equipment Value: Alamogordo (5000 steel), Bullshead (500 steel in trade) 
  Adventure Summary  
  The Chi Dynasty is preoccupied with defense, and to this end they’ve set up networks of operatives 
  throughout the Wastelands. These operatives monitor the capabilities and military potential of other 
  organizations throughout the wastes while posing as simple Wastelanders or Chi refugees. 
  In Hidden Alliances, the party is approached by a member of one of these networks in Alamogordo. He poses 
  as a simple merchant whose caravan was attacked by the Tribal Nation, resulting in the death of his wife and 
  the kidnapping of his daughter. However, this is all a ruse and the daughter was actually a member embedded 
  in the Tribal Nation to spy on them. Party members who are affiliated with the Chi Dynasty are told this 
  information and sworn to secrecy. 
  After accepting the mission, the party travels northwards through mutant army territory, either on a Caravan 
  to the Tribal trading town of Bullshead, or alone directly into the Tribal Nation. If they’re alone, the party will 
  come across one of two separate random encounters – NEMO slavers who can provide either a fight or 
  directions to a Tribal settlement, or a Mutant Army scout who was carrying a map detailing the same 
  settlements. If they head to Bullshead, they can gather information that leads them towards the Tribal 
  settlements. 
  When heading into the Tribal Nation Territories, the party comes across Stone Free’s Camp.  Stone Free’s 
  camp is run by the Ghost Dancer, Stone Free, who has heard of the missing Chi girl, and will tell the party 
  she’s being held in Supai. If the party acts properly, he will accompany them to provide his blessing for entry. 
  If the party acts poorly or attacks the camp, they are eventually overwhelmed, forced to reveal their mission, 
  and the marched to Supai with Stone Free in the lead. 
  Traveling the Outskirts of Supai results in the party coming across Stone Free, even if they’ve yet to meet him. 
  He and the Beastmasters will speak and agree that this is a matter that must be handled by Purple Haze, the 
  local Shaman and one of the Tribal community leaders. 
  The meeting with Purple Haze can end the adventure if the party isn’t careful, resulting in their expulsion 
  from the Tribal Nation. If their conduct is reasonable and if they’re convincing enough, Purple Haze will allow 
  them to meet with Wind Cries Mary, the missing Chi girl, saying that they found her and believed she was a 
  half-Tribal refugee. Here, though, the Tribals will reiterate that they do not attack caravans and point out that 
  the girl could already speak Tribal when they found her, deepening the mystery. This adds an extra layer of 
  confusion for the players, possibly leading to suspicion concerning the motives of this rescue. 
  On meeting Wind Cries Mary, the party sees a woman who is acting and speaking like a Tribal. She doesn’t 
  remember any attack, but expresses interest in meeting the man claiming to be her father. Immediately after 
  the meeting, Stone Free will pass along the decision that Wind Cries Mary stays with the Tribals, and that the 
  party is to leave the camp at sunrise. Either the party opts to agree to these terms, or they must escape with 
  Mary. 
  The Escape can proceed in two ways – sneaking out or fighting it out. Both result in the party being pursued 
  by a Beastmaster, who will catch the party at a different point depending on their mode of travel. The faster 
  the vehicle, the farther from the Tribal Nation he catches the party and the more desperate his attack.  
  
   
  Exodus OPS 
  Hidden Alliances 
  5 
   
  ©2009 Glutton Creeper Games 
  Alamogordo 
  Population – 500 citizens (95% human, 5% other) 
  Military – 200 soldiers, 100 volunteer militia 
  Trade Goods – Infrequent  up to 3500 steel, rare 
  (10%) up to 5000 steel. 
  Services – Doctor Services, Hotel Rooms, Kitchen 
  Meal, Repair Services 
  Alamogordo is a technological center that draws 
  scavengers and merchants that deal in pre-Exodus 
  technology. The city is the main hub of the Techno-
  Reaper cult, housing their headquarters and the old 
  space museum. 
  Techno-Reaper attitudes on Outsiders  
  Techno-Reapers accept anyone in their domain with 
  the exception of Trans-Genetic mutants. Mutants are 
  seen as a nuisance due to their association with the 
  Mutant Army. 
  Laws 
  -Damage to a technical device is punishable by hard 
  labor for a number of days equal to the item’s repair 
  cost value, or 1 year if the item was destroyed. 
  -Violence and Theft are punishable by the law of Gulag 
  – the offender is stripped of all gear save for a metal 
  canteen and taken out to the desert, 3 days away 
  from civilization. 
  -Mutants require a daily license at a cost of 100 steel, 
  and must forfeit their weapons for the duration of 
  their stay. They are not permitted in the town at 
  night, period. 
  YaoZhu Li 
  Human male 
  Int 18, Wis 16, Cha 17 
  Barter +11, Bluff +18, Diplomacy +8, 
  Disguise +9, Knowledge (Street) +18,  
  Sense Motive +8 
  The town of Alamogordo is busy as always. Traders and refugees from across the wastes come to this 
  outpost to exchange goods, pick up jobs, and scratch out a living as best they can. The sun beats down 
  on the open market sprawled around the massive steel hangers of the Alamogordo Space Museum, 
  while merchants shout and point at their displays in the hangers behind the museum. Suddenly there’s 
  a crash, and a portly Asian man tumbles out onto the ground in front of you.  A number of cans of 
  Toxicola spill out from the man into the area, with some rolling into your feet. 
   
  “There’s something about you outsiders that makes me 
  believe that you are competent, and competence is one 
  trait I sorely require. If you will come, I will offer you a 
  refreshment for your trouble. If you will listen, I may have 
  a proposition for you. Would you hear me out?” 
   
  The trailer you’re led to is small, completely stuffed with 
  hanging paper lanterns, and lined with shelves stocked 
  with hundreds of books and jars. The portly Chi merchant 
  turns and bows to you. “Thank you for your just and kind 
  decision. My name is Li, and a great tragedy has befallen 
  my family. My daughter Chan Li has been kidnapped.” 
   
  Once the Beastmaster is dealt with, the party can return Wind Cries Mary to her ‘father’. The party now has a 
  chance to eavesdrop and learn what the Chi have been doing in the wastes, nicely tying into further story arcs. 
  Introduction 
  While visiting the town of Alamogordo, a Chi spy named YaoZhu Li, posing as a merchant, makes it his 
  business to recruit adventurers to recover another Chi spy from the Tribal Nation under an elaborate web of 
  lies.  Give any Chi Dynasty characters their secret orders.      
  The portly man will begin to gather up the cans of Toxicola, 
  apologizing to the characters.  If they don’t help him up or 
  recover his soda, he’ll mumble something along the lines of “I do 
  understand men of renown such as yourselves are occupied 
  with grander plans than helping an old merchant, but please 
  have pity on me. My back is not what it was.” If they continue to 
  walk away he runs to catch up, adding something like “You must 
  be very prestigious, and this humble merchant apologizes for 
  inconveniencing you. Wait 
  just a moment, outsiders, 
  and I shall make it up to 
  you.” If they do stop to help 
  him out, the man will thank 
  them and bow. Either way, 
  proceed to the following 
  conversation. 
  The party has the option of choosing yes or no here. If they 
  choose no, simply head to one of the alternate plot hooks. If they 
  say yes, YaoZhu takes them back to a small trailer. 
  
   
  Exodus OPS 
  Hidden Alliances 
  6 
   
  ©2009 Glutton Creeper Games 
  “My family was traveling across the wastes to the north through the Tribal territories, when our 
  caravan was hit by a raid.  My wife was killed and I barely escaped with my life.  However, my daughter 
  was taken – I saw them catch her and drag her away. Lord only knows what those barbarians may do 
  to her.  My request is for your help in recovering my daughter.  Her loss would destroy me.”  
  “I believe she is deep within the Tribal nation to the northwest. The nation extends around the 
  Grand Canyon where I believe there are several settlements.  The Tribal people are very territorial 
  and often drive outsiders away.  There is one place where they do not, though.  The Tribals run a 
  trading post at the city of Bullshead, you may find more information there.  Or you could simply sneak 
  in over the mountains.  I don’t really care how you do it, just help her!” 
  “I can offer more than just money.  My family is widely connected in very powerful circles amongst 
  the Techno Reapers and other organizations.  Perhaps if you helped me, I could speak highly of your 
  honorable contribution.” 
   
  YaoZhu will pause for a moment before continuing. 
  The party has the option to agree or disagree. If they accept, YaoZhu offers a total reward of 500 steel per 
  head (the party can bargain this up to 750) and he will provide a week’s supply of Toxicola as a gesture of 
  goodwill.  If they don’t agree to help, YaoZhu will give them a dejected ‘thanks anyways’ then suddenly 
  brighten. 
  If they continue to decline Yaotzu’s proposition, he bids them farewell and the adventure is a non-starter. 
  After acceptance of the mission, you can head to Encounter 1. 
  Alternate Plot Hooks 
   
  If the party doesn’t bite at first, they can find a flier posted up with a reward for the girl that states, in 
  bold terms “(500 steel per number of characters) reward for the recovery of a young lady, kidnapped 
  by devilish Tribals.  Refreshments available at interview.  See Yaozhu Li at his shop east of the market 
  in Alamogordo.”  In this case, YaoZhu can be a completely different individual, but follows the same 
  basic interview proceedings as above. 
   
  If there is a Chi Dynasty affiliated party member, YaoZhu will come to them at some point while 
  they’re browsing the market and take them aside. After swearing secrecy, YaoZhu will explain that 
  the Chi have a spy placed in a Tribal camp in an attempt to gauge their potential threat. However, she 
  is under deep cover as YaoZhu’s daughter. YaoZhu asks the party member to convince his allies to 
  assist in the girl’s extraction while sticking to the story that she had been abducted by the Tribal 
  Nation. Disagreement towards this suggestion is not taken kindly.  The Chi player is at risk of losing 
  their affiliation for refusal and YaoZhu will stress the importance of the mission to all Chi. 
  If the players are in town for a little while, they can hear random gossip and chatter about a missing girl and 
  how it was strange that the Tribal nation would resort to such tactics.  Any inquiry eventually leads to YaoZhu 
  and the interview conversation above. 
  Encounter 1: Nationwide 
   YaoZhu was fairly clear about the two paths the party can choose to progress. After receiving their mission, 
  the players need to either head to Bullshead, or travel through the mountains and past Mutant Army territory 
  to reach the Tribal Nation. This is an extended journey that is quite difficult on foot, but a lot easier in a 
  caravan or vehicle.   
    The party begins in Alamogordo, where it’s a simple enough matter to catch a ride with traveling merchants 
  all the way to Bullshead. If the party wants to look for transport to the Tribal nation, proceed to Encounter 
  1A – Caravan to Bullshead. 
   
  
   
  Exodus OPS 
  Hidden Alliances 
  7 
   
  ©2009 Glutton Creeper Games 
  It is not too difficult to find a caravan heading out of Alamogordo, since the trading market attracts 
  the majority of caravans and individual traders.  Several groups look to be packing up newly traded 
  items and preparing to leave Alamogordo into the Wasteland.   
   
  The journey across the badlands finally ends at a great canyon that expands several hundred of feet 
  across and even further down to a wide violent river.  A dirt road skirts alongside the canyon’s cliff 
  ending at a bridge.  The bridge is made of stout planks and thick rope stretching to the opposite side of 
  the canyon where a small Tribal settlement lies.  Several Tribal guards with Dobermans stand at both 
  sides of the bridge.  
   
  Alternately, the party may choose to go directly to the Tribal territories, in which case they wind up in 
  different encounters depending on which way they journey.  Due north, and they come across a Mutant Army 
  patrol, northwest and they encounter a NEMO patrol.  Proceed to Encounter 2 – Patrols if the party decides 
  to travel without a caravan ride to Bullshead. 
  Encounter 1A: Caravan to Bullshead 
  Finding a group of people traveling between Alamogordo and Bullshead is not too difficult a task.  Read the 
  following if the characters are looking to join a caravan in its travels. 
  Out of the many caravans that are preparing to depart Alamogordo, three of the caravans are traveling 
  northwest and stopping at Bullshead before continuing on their journey to other destinations.  Each of the 
  three caravans presented below have different uses for the characters. 
   
  The Crimson Blood Trading Company: While they’re normally limited to northern California and 
  Nevada, the Crimson Blood has come all the way out to Alamogordo to purchase some technology 
  and weapons for the Chi Dynasty in Barter Town.   The caravan needs extra guards, and will offer 100 
  steel per character to Bullshead.  It will take the caravan 4 days to journey from Alamogordo to 
  Bullshead.  
   
  Fresco Waters: This caravan has just completed a run to Los Cruces and is making their way back to 
  Vegas with a bunch of the giant Los Cruces lizards in cages.  These lizards are very angry and the 
  caravan is looking for characters with animal handling abilities as well as a few extra guards.  The 
  caravan will pay the characters 200 steel each if they have 5+ ranks in Handle Animal, or 100 steel 
  each as a guard.  The caravan will drop off the characters near Bullshead, as it is on the way to Vegas.  
  It will take the caravan 5 days to journey from Alamogordo to Bullshead.  
   
  Techno Reapers:  Two Techno Reapers and a Ghūl are heading to Berkley with some technical parts 
  in a fusion powered cargo van.  The Reapers will take on passengers for 135 steel each and drop 
  them off in Bullshead.  It will take the Reapers 2 days to journey from Alamogordo to Bullshead, 
  driving recklessly over the old highways at a high rate of Speed.    
  There is no negotiation on the terms of the payments by the caravans above.  It is a take it or leave it situation.  
  If the characters don’t get on a caravan, proceed to Encounter 2: Patrols. 
  All three of the caravans are doing pretty interesting things, so be careful not to emphasize their missions to 
  the players to the point that the adventure gets derailed.  Just run it as background info to get the characters 
  to Bullshead.  Proceed to Encounter 1b: Bullshead. 
  Encounter 1b: Bullshead 
  If they opt to travel by caravan, the party will eventually reach Bullshead; read this introduction when they 
  do. 
  At the bridge, the party will be stopped by a number of heavily armed Tribal guards. Only simple carts can 
  travel across the bridge and the caravan haulers and animals will have to stay on this side of the bridge.  The 
  
   
  Exodus OPS 
  Hidden Alliances 
  8 
   
  ©2009 Glutton Creeper Games 
  Gather Information (General – 1d4 min) 
  DC 5: Tribals have been the target of Slavers from the south and the 
  city to the north. 
  DC 10: Tribal Warriors will kill individuals with slaver tattoos on sight as 
  well as any intruders entering into the Nation without a invitation from 
  the Great Chief or his loyal brethren, the Ghost Dancers.  
  Gather Information (Chan Li – 3d10 min)  
  DC 15: A non-Tribal girl was found wandering in the Tribal Nation east 
  of Bullshead.  She was taken to the Ghost Dancer of Supai. 
  DC 20: The non-Tribal girl found in the wasteland suffers from memory 
  loss, stolen from her by the fox. 
   
  Bullshead 
  Population – 210 citizens (99% tribal human, 1% 
  other human) 
  Trade Goods – Uncommon up to 500 steel in trade. 
  Services – Kitchen Meal, Cheap Motel Room 
  Bullshead is a large Tribal Nation community overseen 
  by a Ghost Dancer named Loco Motive Breath.  The 
  town is situated on a small ridge along the banks of 
  the (greatly diminished) Colorado River, and is 
  surrounded by a palisade.  Visitors without the favor 
  of the tribes can’t go anywhere in town past the 
  Pavilion District, an area created specifically to trade 
  with outsiders.  The characters will be spending their 
  time in that region. 
  Tribal Nation attitudes on Outsiders  
  Tribals fear the presence of Ghūls (the walking dead) 
  and Trans-Genetic Mutants.  The presence of walking 
  dead in Tribal territory is an omen of the coming of 
  the Bahana (the journey to the underworld).  Tribals 
  will avoid Ghūls like a plague, and Tribal Warriors will 
  attempt to kill the Bahana messengers to prevent the 
  next Apocalypse.  
  Trans-Genetic Mutants are viewed as the spirit of the 
  Coyote, as they are known to steal young Tribals and 
  destroy livestock and crops.  Tribals will carefully 
  watch single mutants, and flee from groups of them.  
  Beastmasters and Tribal Warriors earn ranks of honor 
  for killing these beasts, and wear trophies taken from 
  the bodies. 
  Bio-Genetic Mutants are looked at as oddities.  The 
  Tribals are currently neutral against this new species 
  of the human race. 
   
  Bullshead is a simple place with even simpler 
  accommodations.  A small city of hide and canvas tents 
  called the Pavilion is set aside for merchants and as a way 
  point.  Broad open tent entrances lead to stalls filled with 
  trade goods spread over woven carpets, while other 
  merchants spill their displays out into the courtyard 
  itself.  Dozens of people, both Tribal and outsider, mill 
  about from stall to stall and haggle over goods.  The entire 
  area is enclosed by a rough stone wall with two main exits 
  – a very large gate that leads back towards the bridge out 
  of town, and a somewhat smaller, but sturdier, gate 
  guarded by six powerful looking warriors.  Large adobe 
  dwellings rise behind this inner gateway, and three large 
  buildings in the style of Aztec pyramids can be seen 
  beyond. 
  Tribals are careful to make sure no one will cause any trouble.  
  This means that Trans-Genetic Mutants and Ghūls will not be 
  allowed across the bridge, but the other characters won’t have 
  any problems.  
  Gathering info around the pavilion will provide leads as 
  detailed on the Bullshead gather information chart.  Even if 
  they roll very poorly, odds are they have enough information to 
  head to Encounter 3 or Encounter 4.  If they seem to be lagging, 
  you can provide more concrete clues or have multiple people 
  drop the same clues to speed them on their way.  The party can 
  kick around and trade for a while if they wish to, but try to 
  impress a sense of urgency on them so they continue on their 
  way. 
  The party may seek to gain an audience with Locomotive 
  Breath, the Ghost Dancer of this Tribal region.  Locomotive 
  Breath is a busy leader, but will grant the audience if the 
  characters have 5% or more fame in the Tribal Nation or offer a 
  tribute of 500 steel or more in trade goods. 
   
   
  Tribal Nations Knowledge (street)  
  DC 5: Tribals live all throughout central and northern 
  Arizona. 
  DC 10: The Tribals in Arizona are fiercely territorial 
  and fight back against slavers who would take their 
  people. They will kill individuals with slaver tattoos on 
  sight. Tribals are organized into several small tribes 
  that have overlapping territories. 
  DC 15: Tribals in the region mark their territories in 
  several different ways. Many use wooden or metal 
  poles topped with animal skulls and decorated with 
  specific tribal feathers. 
  DC 20: The Tribal Nation is divided into four territories 
  that are controlled by a Ghost Dancer.  The Ghost 
  Dancers govern their territories as they see fit, but 
  answer to the Big Chief, who rules the entire Tribal 
  Nation. 
  
   
  Exodus OPS 
  Hidden Alliances 
  9 
   
  ©2009 Glutton Creeper Games 
  If an audience is granted, the party will be escorted to middle temple, an old Native American casino.  The 
  characters can state their case to the Ghost Dancer.  After the Ghost Dancer hears the characters’ statements, 
  they will still need to make a Diplomacy DC 20 skill check to convince Locomotive Breath to aid them.  The 
  characters gain +1 reputation bonus for every 5% fame they have in Tribal Nation (this is a total party bonus, 
  so add all of the character’s fame together).  If successful, Locomotive Breath will provide an escort for the 
  party to Supai.  Proceed to Encounter 4: Supai.    
  Encounter 2: Patrols 
  The players must travel northwest from Alamogordo into Tribal territory. This is hundreds of miles of travel 
  across low foothills and desert scrub. On foot, assuming a 30 mile per day walk (not an easy nor a difficult 
  pace), it will take almost 2 weeks.  To properly plot a course requires a Navigate DC 28 check, with a +4 
  circumstance modifier if the players have a map and/or a +6 circumstance bonus if they follow the old 
  highways.  Make the check at the outset of the journey. If the character succeeds, the party will arrive at their 
  destination in 12 days on foot, 6 days with herd animals, or 4 days by fusion vehicle (at Wasteland speed).  If 
  unsuccessful on the Navigate check, double the amount of days it takes to arrive at the destination.  
  Daily Conditions 
  Conditions are provided for various types of weather that the party will encounter. Each day you can choose 
  one or roll to determine which occurs randomly. There is no need to run the party through every day that 
  passes unless you’re very much into emphasizing the difficulty of the trek through a post-apocalyptic 
  Wasteland and providing a sense of scale. If not, you can just skip right to the appropriate encounter below 
  (2a or 2b). 
   
  Day 1 – Very hot. Clouds come up from the south (roughly to the left), but no rain at all. At least there 
  aren’t any insects. Survival checks to find water are actually easier (+2 bonus) because large birds or 
  other terrain appropriate small game and other animals have aggregated around the water holes to 
  stave off the heat.  Getting at this water does require dealing with the animals, of course. 
   
  Day 2 – Very hot, and perfectly clear.  No wind at all.  Similar to day one, but with no bonus to finding 
  water.  If the party is not properly prepared, they risk dehydration.  This is a Survival DC 15 check, or 
  a DC 10 Fortitude save for those failing the Survival check.  Anyone who becomes dehydrated takes 1 
  point of Constitution damage and does not recover any hit points from rest. 
   
  Day 3 – Hot and windy. There is no weather in this part of the badlands that is not hot.  At any point 
  during the day there’s a dust storm and finding shelter requires a DC 15 survival check.  Attempting 
  to press on through the storm requires a Navigation DC 35 check or else the party becomes lost 
  immediately (add one day to the journey).  The dust storms last between an hour and 4 hours. 
   
  Day 4 – Hot, and rumblings of thunder and lightning from the mountains to the north.  No particular 
  penalty to survival checks.   
   
  Day 5 - An overcast day accompanied by the smell of smoke. Visibility is a little bit bad, and 
  navigation at night is very difficult.  If the party decides to travel at night, have them make another 
  DC 28 Navigation check or else they become lost. 
   
  Day 6 – Sudden, torrential rains and a violent wind storm throughout the day. Characters who are 
  dehydrated can recover hit points normally, and also recover 1 point of Constitution.  Any plants 
  around turn vibrant green. 
  Whenever you feel it is dramatically appropriate, introduce Encounter 2a if the party was heading more into 
  the mountains to the northwest, or Encounter 2b if the party was headed more directly west through the 
  easier terrain. 
  
   
  Exodus OPS 
  Hidden Alliances 
  10 
   
  ©2009 Glutton Creeper Games 
  The ground here is hard, cracked and dusty.  Insects flit about in the half-light, attracted to a few 
  nearly dried up creeks.  Several patches of tawny scrub and cactus look like suitable places to camp, 
  although the bugs will be unpleasant. There are plenty of skeletal trees around, dead from the heat 
  years ago. They’d make suitable firewood. 
  Encounter 2a: Mutant Army Patrol (CEL 4) 
  Proceeding more north than west eventually leads the party into an encounter with a Mutant Army scout.  A  
  Mutant Scout is out running a reconnaissance mission into Tribal lands in an attempt to test Tribal defenses. 
  The party will encounter this scout in the early evening near a dense patch of scrub where the Mutant set up 
  an outlook point.  In order to steer them into the encounter, describe how the players are getting hungry, 
  thirsty and tired – just generally steer them towards wanting to camp.  When they decide to, allow a Survival 
  check, and read the following. 
  Little does the party realize that the Mutant 
  Scout is hiding in the scrub near the trees.  
  Allow the characters a Listen DC 19 check. If 
  successful, they hear a faint scuffling noise 
  coming from the scrub. 
  If they decide to investigate at all, they’ll 
  quickly spot a camo blind set up in the scrub, 
  and the Mutant Scout will pop out of the grass 
  and attack.  If the characters either don’t bother 
  to investigate or don’t hear anything in the first 
  place, the Mutant will observe the party. 
  The Mutant Scout is not at all interested in 
  fighting the characters unless discovered and 
  will flee using his stealth suit if he loses 50% or 
  more of his hit points. 
  If there is a Mutant Spy in the party, and the 
  proper signals are exchanged, the Scout will 
  detail the information gathered on the Tribal 
  Nation (below) to the Spy in private, and even 
  give the Spy a crudely detailed map of the 
  region. 
  If the Mutant Scout is captured and tortured (Intimidate check), or if there is a Mutant Spy character in the 
  party, the Scout will reveal the following information:  
   
  There are Tribal warrior camps throughout the Nation’s territory.  They tend to be around light scrub 
  and dead forest areas to conceal their numbers in case of attack.  The war parties appear to have few 
  in numbers, but many warriors hide in the surroundings. 
   
  The Tribal Nation has a number of small warrior camps in the area to protect against all outsiders’ 
  intrusion.  Supai is particularly well-defended and completely surrounded by the satellite camps.  It 
  may be possible to sneak through there using several small rifts that run south along the Grand 
  Canyon. 
   
  Supai is a mid-sized Tribal encampment of around 100-150 Tribals.  Stone Free is their leader, or 
  Ghost Dancer, the spiritual leader for this region.  He is on the vanguard of an anti-slaving Tribal 
  effort.   
  Supai is to the northwest, however Stone Free is visiting some of the camps to the west. Characters with 
  Knowledge (geography) or Knowledge (local) might know a bit about these locations; consult the sidebar for 
  details. If the party decides to follow the map, head to Encounter 3 – Tribal Nation if they head to Stone 
  Free’s camp, and Encounter 4 – Supai if they head to Supai. 
  Mutant Scout  
  Male Trans-Genetic Mutant 
  Aggressive Class 3 (CR 4)  
  Medium Mutated Human; HD 3d10+9; hp 26; Mas 16; Init +2; Spd 
  30 ft.; Defense 17 (+3 armor, +2 Def., +2 Dex), touch 14, flat-footed 
  15, PDR/5, EDR/1, LDR/1; BAB +3; Grap +9; Atk Brawl +6 melee 
  (1d3+2 non-leathel) or Rifle +5 ranged (2d10); FS: 5 ft./5 ft.; SV Fort 
  +4, Ref +3, Will +2; Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 8.  
  Feats: Advanced Firearms Proficiency, Archaic Weapon Proficiency, 
  Armor Proficiency (light and mutant), Brawl, Heavy Weapons, 
  Personal Firearm Proficiency, Point Blank Shot, Track 
  Languages: English. 
  Skills: Hide +3 (+13), Move Silently +5, Spot +5, Survival +5. 
  Talents: Sneak Attack, Snipe 
  Background: Mutant Army 
  Occupation: Military 
  Traits: Physically Fit 
  Equipment: AK 47 Rifle, Ammunition (7.62) (50 rounds), Grenade 
  (fragmentation) x2, H-Rations (30), RoboCore Stealth Belt 1010 (+10 
  to hide), Undercover Vest (mutant-sized), Water (30).  
  
   
  Exodus OPS 
  Hidden Alliances 
  11 
   
  ©2009 Glutton Creeper Games 
  There’s a dust cloud on the horizon, shimmering under the desert sun. It seems to be getting larger 
  as time passes, and in seconds you realize that this is a vehicle hurtling across the badlands headed in 
  your direction. 
   
  A rusted pickup truck filled to the brim with armed men roars across the dust. One of the men in the 
  pickup bed points at you and the vehicle curves around and slows to a stop around 120 feet from 
  where you stand.  Several of the men hop out guns a blazing, while the vehicle peels outs to the south. 
  A rusted pickup truck filled to the 
  brim with armed men roars across the 
  dust. One of the men in the pickup bed 
  points at you and the vehicle curves 
  around towards your vehicle.  Several 
  of the men pull SMGs and the vehicle 
  proceeds to accelerate. 
  Encounter 2b: NEMO Patrol (CEL 5) 
  Proceeding northwest into the low foothills and desert has the party run afoul of a NEMO patrol. Once these 
  soldiers spot the party, they want what the characters have and will move in directly for an attack.    
  The party has the option of trying to hide, although little cover is available. There is some light scrub and a 
  few tufts of high grass, but they’re looking at a DC 22 hide check to get out of the way and conceal themselves. 
  If they manage to do so, they’ve bypassed this encounter and you can proceed to Encounter 1a – Bullshead 
  or 3 – Tribal Nation.  If the party does nothing to avoid the NEMO patrol, read the following if the party is on 
  foot or using animal haulers. 
  These NEMO soldiers will advance on the characters, focusing gun fire on one character at a time.  They do 
  not care if the characters live or die, they just want their equipment.  Should the soldiers win, any character 
  still alive will be sold into slavery.  Proceed to Conclusion C: Chain Gang. . 
  If the party succeeds in defeating the soldiers, proceed to Encounter 1a – Bullshead or 3 – Tribal Nation. 
  If the party contains a vehicle that they are using, read the following:  
  These NEMO soldiers will burst fire on the 
  character vehicle on the first pass.  Use the 
  Driving Combat rules presented in Chapter 
  4 of the EXS.  The soldiers will wheel 
  around their vehicle for a second pass, 
  firing a one use rocket launcher at the 
  vehicle.  If this does not disable the 
  characters’ vehicle, the soldiers pull away 
  heading back to Phoenix at a high rate.  If 
  the characters’ vehicle is disabled, some of 
  the soldier will jump out as detailed above.  
  The characters will not be able to obtain the 
  pickup truck in this encounter.  
  If the party succeeds in defeating the soldiers, proceed to Encounter 1a – Bullshead or 3 – Tribal Nation. 
   
  NEMO Soldiers (4) (CEL 5) 
  Male Humans  
  Aggressive 3  
  Medium Human; HD 3d10+6; hp 26; Mas 14; Init +2; Spd 30 ft.; Defense 
  15, touch 12, flat-footed 13 (+1 armor, +2 Def, +2 Dex); BAB +3; Grap 
  +5; Atk +5 melee (pipe 1d6+2 x2) or ranged +7 (Colt 6520 2d6 or Colt 
  935 SMG 2d6); SV Fort +6, Ref +2, Will +0; Str 15, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 8. 
  Feats: Advanced Firearm Proficiency, Archaic Weapon Proficiency, 
  Armor Proficiency (light), Brawl, Burst Fire, Personal Firearm 
  Proficiency, Simple Weapon Proficiency. 
  Skills: Gamble +2, Intimidate +3, Spot +6. 
  Talents: Gunslinger, Pistoleer   
  Background: NEMO (gangster) 
  Occupation: Soldier 
  Traits: Physically Fit, One Hander 
  Equipment (each): Ammunition (9mm – 90 rounds, 10mm – 48 rounds), 
  Beer (2), Colt 6520 10mm, Deck of Cards, HtH Weapon (chain, pipes, 
  crowbars), Leather Jacket, Meat Jerky (4), Metal Canteen, and 25 coin 
  each. 
   
  
   
  Exodus OPS 
  Hidden Alliances 
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  ©2009 Glutton Creeper Games 
  Badlands and desert spread to the horizon in all directions. The ground here is riddled with narrow 
  gullies and dried up stream beds, many of which contain heaps of debris. Stop signs, bricks, and 
  chunks of asphalt are piled up into small mounds around the edges of the gullies. This was obviously 
  the work of human hands – wooden poles jut up from the mounds, topped with lizard skulls, and dyed 
  purple or red feathers. 
   
  The smoke on the horizon leads you towards a cluster of hide tents, arranged in a circle around a 
  blazing bonfire. A number of women and children sit around the light, roasting lizards on long sticks. 
  Amongst them, several Tribal warriors are fletching arrows and cutting arrowheads from the metal of 
  an old muffler.   Behind them, an older Tribal wearing Bermuda shorts and a pair of brightly colored 
  feather boas wrapped around his neck sits on a rusting folding garden chair. 
  Encounter 3: The Tribal Nation (SC 1) 
  Within a few hours of entering Tribal territory, the party comes across a small community of Tribals. While 
  wary at first, if the party can appeal to the Tribals successfully, they will attempt to aid in finding the missing 
  Chi girl.  
  A party with vehicles will have a difficult time attempting to bypass the gullies and debris roadblocks.  Drivers 
  will need to succeed a Drive DC 35 skill check to bypass the roadblock.  Failure by 5 results in no progress; 
  failure by 10 results in the vehicle getting stuck requiring 1d4 hours to get unstuck; failure by 15+ results in 
  the vehicle tipping over and 1d6 points of damage per 200 lbs. to the vehicle.  The roadblocks surround the 
  entire Tribal Nation, so regardless of how far the characters drive, they will need to succeed the Drive check 
  to bypass the roadblock or continue on foot. 
  Within a few more hours of travel on foot, the party will spot smoke in the distance. Following it leads to a 
  small Tribal camp.  
  In either case, the party has the option to proceed with force, 
  or to follow the path of peace.  
  The Tribals are used to small groups of trespassers passing 
  through their lands. While not hostile toward intruders, the 
  Tribals are prepared for hostilities with a group of hidden 
  Tribal Warriors.  If the characters approach peacefully, the 
  Tribals will have an attitude of Indifferent for purposes of 
  Social Skill checks.  Should the characters initiate an attack, a 
  number of Tribal Warriors equal to twice the number of 
  characters will attack them from all directions.     
  The old Tribal on the lawn chair is the village elder, Stepping 
  Stone.  He will be more than happy to help the characters as 
  long as they pay him tribute with a gift of friendship (equipment or food worth a minimum of 200 steel per 
  character).  Should the characters pay the tribute, Stepping Stone will answer their questions and send an 
  escort with them to Supai.    
  The party can at least gain enough information or an escort to lead them to Supai, proceed to Encounter 4 – 
  Supai. 
  Tribal Diplomacy Chart 
  DC 5: The Tribals are here as a lookout against the 
  Mutant Army, but welcome other travelers. 
  DC 10: Stone Free is the Ghost Dancer of this 
  territory. He is a fierce warrior that has earned his 
  rank by defeating many slaver bands and mutant 
  scouting parties. 
  DC 15: Stone Free has only recently taken over the 
  position of Ghost Dancer and often seeks the Tribal 
  Shaman Purple Haze’s advice. 
  
   
  Exodus OPS 
  Hidden Alliances 
  13 
   
  ©2009 Glutton Creeper Games 
  Tribal Warrior 
  Male and Female Humans  
  Aggressive 2/Tribal Warrior 2  
  Medium Human; HD 4d10+4; hp 26; Mas 12; Init +1; 
  Spd 30 ft.; Defense 13, (+2 Def, +1 Dex) touch 13, flat-
  footed 11; BAB +3; Grap +5; Atk +5 melee (spear 
  1d6+2 x2) or ranged +4 (short bow 1d6, x3 or spear 
  1d6+1); SV Fort +3, Ref +6, Will +2; Str 14, Dex 12, Con 
  12, Int 10, Wis 13, Cha 10. 
  Feats: Archaic Weapon Proficiency, Brawl, Power 
  Attack, Simple Weapon Proficiency, Track 
  Skills: Spot +5, Survival +9, Tumble +6. 
  Talents: Evasion, Remain Conscious   
  Background: Tribal 
  Occupation: Military 
  Traits: Physically Fit 
  Equipment (each): Arrows (20), Short Bow, Spear 
   
  A dusty, difficult road leads up to the Tribal city of 
  Supai. Several high sandstone ridges rise on either 
  side, lit by bonfires burning in the early evening 
  dusk. Numerous adobe houses are scattered atop 
  these ridges; high poles topped with coyote skulls 
  rise from their roofs. You head towards a rusted out 
  jeep chassis, painted in white stripes and completely 
  filled with large chunks of rubble. A thin warrior 
  crouches atop the pile and squints down at you 
  before waving you through. He starts to beat on a 
  large canvas drum and in seconds, another answers 
  in the distance. 
   
  The ground here is worn with crisscrossing trails 
  and paths running between patches of scrub and 
  stands of cactus.  Off in the distance, a number of 
  glowing red lights are visible amongst a series of low 
  ridges.  These are dozens of campfires, sending thin 
  plumes of smoke skyward.  From the scrub, a gruff 
  voice calls out in Tribal, “Halt!” as several Tribal 
  Warriors appear, weapons in hand. 
   
  Encounter 4: Supai 
  The party can arrive at Supai in several different ways.  
  Either they went to Bullshead and negotiated a meeting 
  with Stone Free through Locomotive Breath, gained a map 
  off the Mutant Scout and came here directly, or 
  encountered the Tribal camp and were provided with 
  direction or escorted.  Regardless of how it happened, the 
  party will be confronted by a group of Tribal Warriors 
  when arriving at Supai. 
  If the party has an escort, then they will be taken to meet 
  Purple Haze, a Tribal Shaman.  If they don’t have an 
  escort, the Tribal Warriors will demand that they 
  surrender, taking their weapons and then take them to 
  Purple Haze.  Proceed onward to Encounter 4a: Purple 
  Haze.  
  If a fight breaks out, there will be a number of Tribal 
  Warriors equal to twice the characters.  Every 5 rounds a 
  number of Tribal Warriors equal to twice the characters 
  will join in the fight until the characters retreat or 
  surrender.  If any Tribals are killed, the characters will 
  gain +2% Infamy in the Tribal Nation category.   
  Settlement Details 
  Settlement Details 
  Supai does not normally deal with outsiders at all. There 
  is no market and anyone who is not a Tribal is not 
  tolerated unless they’re accompanied by a Tribal guide. Supai’s chief purpose amongst the Tribals is a 
  training ground for Beastmasters. Any vehicles the party has must be left by the jeep chassis at the 
  Settlement’s ‘gate’. 
  Supai 
  Population – 200 citizens (99% ribal human, 1% other 
  human) 
  Military – 120 troops (80 warriors, 40 Beastmasters) 
  Trade Goods – Tribal remedies and simple weapons 
  only 
  Services – Free lodging, animal husbandry, and 
  medical care for Tribals 
  Supai is an isolated Tribal town deep in the heart of 
  the Tribal Nation. Non-Tribal individuals are not 
  tolerated there without a guide, and will be ejected or 
  killed depending on the judgment of Purple Haze. 
   
  Supai serves as the training ground for Beastmasters 
  and there are quite a large number of them. It’s also 
  home to various kennels and runs for the 
  Beastmasters’ coyotes, pumas, and bald eagles. 
   
  Tribal Nation attitudes on Outsiders  
  Supai simply does not tolerate outsiders without the 
  express permission and accompaniment of a Ghost 
  Dancer or Shaman. Anyone else must make a DC 15 
  Diplomacy check or be killed on the spot. A successful 
  check means the offenders are captured and brought 
  to Purple Haze. He almost always has the trespassers 
  sent to the south, near the edge of Tribal territory. 
   
  Any individual who attacks a Tribal citizen around the 
  vicinity of Supai will be killed or driven off. Doing so 
  also results in the Killers of the Innocent special 
  certificate. 
   
  
   
  Exodus OPS 
  Hidden Alliances 
  14 
   
  ©2009 Glutton Creeper Games 
  The Shaman looks you steadily in the eye, speaking in broken English. “What truth say you, 
  strangers.  Seek one as Wind Cries Mary. Not long ago here arrived. Come, speak Stone Free, shall we.  
  Story to him we tell tale of circle at Shaman.” 
   
   
  Layout 
  The town is not built with a concentrated defense in mind, instead it is almost completely decentralized with 
  small groups of houses scattered across several ridges. In the unlikely event of an attack, long distance 
  communication is achieved by a drum relay, and several dozen Tribal Warriors and Beastmasters can be 
  mobilized very quickly. There are a few key locations that the party can ask to visit once they arrive. 
  A: Beastmaster Grounds 
  The Beastmaster Grounds extend all along the edge of the Grand Canyon, behind most of the town’s 
  habitations. They are a wide swath of wild land where young Beastmasters train with their animal 
  companions. At any time during the day or night, visitors could expect to see Beastmasters running alongside 
  their coyotes, wolves, giant lizards or cougars, snagging colored scarves from various poles set up as an 
  obstacle course. The southern end of the Beastmaster Grounds is home to a number of kennels and pens 
  where younger or wilder animals are trained. 
  B: Shaman’s Circle 
  This is effectively the center of Supai. It consists of a large circle of stones, each covered with pictograms in 
  white paint. The circle is set inside a dried gully and high cliff faces surround it on four sides. The Shaman’s 
  Circle is used as a meeting place between Tribal shamans and Ghost Dancers when they have to decide on 
  what pass for matters of state amongst the Tribal Nations. 
  C: Tribal Villas 
  Small clusters of four or five adobe houses, generally arranged around a small, square courtyard. Each Tribal 
  Villa sits in the center of a primitive stretch of garden. There are a total of 8 Tribal Villas that make up the 
  town of Supai and they house perhaps 200 people in total. Wind Cries Mary is staying at a Tribal Villa just to 
  the east of the Shaman’s Circle. 
  After the party has had their chance to look around at pretty much nothing, Stone Free will quickly call them 
  to the Shaman’s Circle to meet with Purple Haze. 
  Encounter 4a: Purple Haze (SC 1) 
  The party has managed to conduct a meeting with either Purple Haze or Stone Free and regardless of their 
  method of arrival have been escorted to Supai and led to the Shaman, Purple Haze.  If escorted by 
  representatives of Stepping Stone or Locomotive Breath, the characters will be able to speak to Purple Haze 
  without offering a tribute or making a Diplomacy check.  On the other hand, if the party does not have an 
  escort, an explanation of their purpose and a few gifts or peace offerings (equal to 1000 steel in trade goods) 
  will go a long way towards convincing Purple Haze that they mean well along with a Diplomacy DC 15 check.  
  If successful, they manage to convince Purple Haze of their intentions of peace.  Purple Haze will speak bad 
  broken English to the characters, mixing the words of his sentences around. 
  Proceed to Encounter 4b. 
  
   
  Exodus OPS 
  Hidden Alliances 
  15 
   
  ©2009 Glutton Creeper Games 
  “I believe what you say is true, strangers. The one known as Wind Cries Mary is amongst us, but it is 
  not how you said.  We did not kidnap her.  We do not raid caravans or kill innocents.  She came to us 
  delirious from wandering in the desert and we took her in.  If you know of her family, please speak with 
  her, perhaps you can calm her mind.” 
   
  “This tree is dead, yet it is the lifeblood of this village.  It stands as a silent sentinel that guards these 
  Tribals from spirits, yet it represents death, the old way of life.  Look into the tree of sorrow and tell me, 
  what do you see stranger?” 
   
  The old Tribal walks to the tree in the center of the stone circle and motions for you to enter.  He 
  stares at you with glassy eyes, and says in English, “Strangers, why have you come to this sacred land?” 
  Purple Haze leads you down a trail to a Tribal Shaman’s Circle.  Tall cliffs and broken ground rise just 
  beyond the edge of the path, with adobe huts overlooking from high above. After pitching downhill for 
  a couple minutes, the pathway suddenly turns and opens into a wide gully.  It’s a roughly circular 
  clearing.  There’s a broad ring of large stones arranged on the earthen ground, surrounding a ragged, 
  skeletal tree in the center.  The far cliff wall bears water stains as if a waterfall once ran down it and 
  emptied into this space.  As you watch, a muscular old man that is heavily tattooed, wearing cut off 
  jeans and a Tribal headdress, carrying a glaive decorated with colorful feathers, winds his way down 
  another jagged path leading to the circle. 
   
  “Outsiders, you hide your true intentions from us.  The Tribal Nation cannot tolerate your presence.  
  We do not believe you are men of peace.  You will be taken from our lands and left to the wastes, as is 
  our way.  Do not return.” 
   
   
  Encounter 4b: Stone Free (SC 3) 
  The man approaching is Stone Free. So long as the party doesn’t interrupt him, he’ll walk to the tree in the 
  center and begin to speak. 
  Stone Free will listen to the party, as well as to Purple Haze’s account of their behavior (which also includes 
  any message sent from Stepping Stone).  Stone Free is a very patient, slow-speaking man and will look kindly 
  upon respectful party members, while openly chastising the louder, more glib, or aggressive types. Keep his 
  predilections in mind and apply appropriate circumstance modifiers to the party’s Diplomacy checks.  
  Once the truth is revealed about Chan Li being kidnapped by Tribals, Stone Free will point to the dead tree 
  and blow some powder into the face of the most predominate speaker (the loudest or most talkative player).  
  The powder is just for effect and does not harm the character beyond blinding him for a few rounds.  When 
  the character can once again see, Stone Free will point to the dead tree and speak: 
  No one answer is correct, but there are several answers or statements that can be made that will satisfy Stone 
  Free.  As long as the character conveys a convoluted statement reflecting both life and death, this will be 
  satisfactory to Stone Free.  If the character fails to satisfy Stone Free, the characters must then succeed a 
  Diplomacy DC 25 check, to convince Stone Free to allow them to see Wind Cries Mary.   
  If the characters succeed, read the following; else they are escorted out of the Tribal Nation as detailed below. 
  The party can now proceed to Encounter 4c – Meeting with Mary. 
  On the other hand, if the party refuses to reveal their mission, tries to start a fight, or fails the Diplomacy 
  check, Stone Free takes a much dimmer view of them. 
  With this, the party is escorted away from Supai by a large number of Tribal Warriors (4 times the party) and 
  released at a random location in the Wasteland to the south.  Without any knowledge of where Wind Cries 
  Mary actually is in Supai, that’s the end of the scenario – head to Conclusion B – Didn’t return with the Girl. 
  
   
  Exodus OPS 
  Hidden Alliances 
  16 
   
  ©2009 Glutton Creeper Games 
  Wind Cries Mary 
  Female Asian Human 
  Cautious 5 / Infiltrator 7  
  Bluff +21, Hide +17, Move Silently 
  +17, Sense Motive +14 
  Much of Supai consists of groups of small adobe houses, clustered together around central yards.  
  Purple Haze escorts you to one of these clusters and quietly informs you that Wind Cries Mary is staying 
  inside, before backing to a respectful distance to allow you to speak with her. The door is partially 
  open, and a young girl of about 15 looks up at you.  She’s dressed in a Tribal garb but is very clearly of 
  Chi birth. 
   
  Encounter 4c: Meeting with Mary 
  The party managed to score a meeting with Wind Cries Mary. She’s staying at a Tribal villa just to the east of 
  the Shaman’s circle. The party will be taken to where she is but allowed to speak with her in relative privacy. 
  A brief description of the villa and Mary herself follows. 
  Wind Cries Mary will feign amnesia. She acts like any other young, soft-
  spoken Tribal woman and only speaks in the Tribal language.  However, 
  she listens to the party’s story, if they can speak Tribal (Purple Haze can 
  translate, albeit poorly) and will express interest in meeting with the man 
  who claims to be her father.  She will, of course, speak highly of the Tribal 
  Nation and reinforce the fact that the Nation didn’t attack any caravan or 
  kidnap her.  She’ll openly provide the following information. 
   
  She’s been living with the Tribals for about a month. 
   
  She’s always been able to speak the Tribal language. 
   
  She doesn’t remember anything from farther than a month back. 
   
  She’ll hint that she would come along if the party could secure her passage to go meet the man who 
  says he’s her father. 
  It is possible that the party can pick up on her feigned amnesia with a Sense Motive DC 30 skill check; 
  bringing attention to this results in her continuing to play ignorant, but slightly more desperately.  
  After the party is finished speaking with Wind Cries Mary, Stone Free will come to them. He refuses any 
  suggestion that Mary be taken from Supai, and decides that the party must leave by morning the next day. 
  This means the party gets to stay the night in the town, and they have several options to complete their 
  mission.  
  Should the party plan to rescue Chan Li, the most obvious is an escape attempt, if they decide to do that, 
  proceed to Encounter 5 – The Great Escape.  If they don’t even bother, Chan Li will sneak into their tent at 
  night, and insist that they take her to her father.  If they still refuse to take her, then she will explain to them 
  that she is a Techno-Reaper spy that has infiltrated the Tribal Nation in order to locate several locations of 
  interest and that she had to put up this ruse when discovered by the Nation.  Of course this is a lie, and the 
  characters can request a Sense Motive DC 25 skill check to detect the deception, as the stories don’t connect 
  between her and YaoZhu Li.  If the characters catch on to the deception, she will insist that she is a Techno-
  Reaper and will not reveal she is a Chi spy.  Should the characters still not attempt the escape, she will sneak 
  off at night, leaving some evidence at the characters’ tent or vehicle (if they managed to make it here with 
  one), which will push the blame towards them; if this is the case, proceed to Conclusion D: Missing in 
  Action.     
  Encounter 5: The Great Escape (CEL 4/SC 1) 
  After speaking to Chan Li, the characters may formulate a plan to kidnap or help Chan Li escape from the 
  Tribal Nation.  Since the characters have been given a tent to rest in overnight, this is their best option to get 
  Chan Li and escape under the cover of darkness.  Should they attempt this earlier when it is still daylight, then 
  they will have to face a number of Tribal Warriors (4 times the characters) in order to get out of Supai and 
  Chan Li will put on an act like she is being kidnapped (just for show). 
  
   
  Exodus OPS 
  Hidden Alliances 
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  ©2009 Glutton Creeper Games 
  It’s almost pitch black in Supai in the middle of the night.  The only sources of light are a few bonfires 
  kept burning as markers, and the central fires in amongst the Tribal villas.  Wind Cries Mary’s villa is 
  one of the better lit places; orange firelight reaches out from between the houses and along the paths 
  leading into the courtyard.  Cricket song and the crackle of fire is the only noise you can hear.  A single 
  Tribal warrior dozes by the courtyard’s bonfire. 
   
  The party or even a single character can sneak into Wind Cries Mary’s house and extract her in the middle of 
  the night. So long as they’re stealthy, there will be a good chance of them getting out without any type of 
  altercation. Set the scene as follows. 
  There is only one Tribal warrior nearby, and he is napping on the job. Getting past him just requires a Move 
  Silently DC 15 skill check.  Success means the character can extract Chan Li without alerting the guard.  
  Failure on the Move Silently check results in the guard awakening, but he does not immediately spot the 
  character; the character can make a Hide DC 12 check to quickly hide. 
  If the guard is alerted of the characters’ actions, he will fire a screaming arrow into the air, alerting the other 
  guards of Supai.  An additional Tribal Warrior will join in the hunt or fight every 3rd round of combat and a 
  Beastmaster every 5th round of combat.  Should the characters be able to dispatch a warrior before another 
  joins the combat, they have a chance to get out of Supai, by making a Hide DC 15 skill check (if they have a 
  source of light active add +5 to the DC).  
  Once in the villa, Chan Li will go quietly with the character. However, unless the guard is subdued, the 
  character will have to sneak by him again, but Chan Li will automatically succeed.  The party can get out of 
  Supai, by making a Moving Silent and Hide DC 12 skill checks (if they have a source of light active add +5 to 
  the Hide DC). Proceed to Encounter 6 – The Return. 
  Encounter 6: The Return (CEL 7 / SC 1) 
  If the characters successfully extract Chan Li from the Supai at night, the Tribal Nation will not be alerted until 
  shortly after sunrise.  The characters should have a pretty large head start if they are on foot, on animals, or in 
  a pulled hauler.  If the characters have a vehicle, then they are able to bypass this encounter by driving faster 
  than Wasteland speed (Drive check required; if failed, consult slow moving vehicle), unless their vehicle was 
  left at the Nation’s border (due to a failed Drive check), at which point they are considered on foot for this 
  encounter.      
   
  If the Party is on Foot 
  When on foot, a Beastmaster catches up to the party relatively quickly, just on the outskirts of the Nation. 
  Allow a DC 22 Spot check for each character.  If nobody spotted the Beastmaster, he gains a surprise attack, 
  and will use a flash grenade.  His main goal is to recapture Chan Li and return her to the Tribal Nation.  The 
  Beastmaster and his animal companions will target one character at a time in melee combat until they are 
  disabled, then move to the next.  If the Beastmaster loses his companions or is reduced to ¼ his HP, he’ll 
  retreat or will surrender if unable to retreat.     
  If the Party has pulled Haulers, Mounts, or a slow-moving Vehicle  
  The Beastmaster takes a while longer to catch up to the party, but manages to 
  track them down in the mountains just to the north of Alamogordo, learns 
  their path and sets up some land mines up the road.  The characters can spot 
  the landmines with a Spot DC 15 skill check.  More than likely, they will spot 
  the mines, and move out to retrieve them, in which case the hidden 
  Beastmaster will throw a flash grenade at the characters.  Should the 
  characters attempt to bypass or set off the mines (Chan Li evades damage), 
  the Beastmaster will toss a flash grenade at the characters.  His main goal is to 
  recapture Chan Li and return her to the Tribal Nation.  The Beastmaster and his animal companions will 
  target one character at a time in melee combat until they are disabled, then move to the next.  If the 
  Landmines (2) 
  Burst (20 ft radius) 
  Damage: 4d12 (explosive)  
  Reflex DC 20 (save for half) 
  Disarm: Spot DC 15, 
  Demolitions DC 12 
  
   
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  ©2009 Glutton Creeper Games 
  Beastmaster loses his companions or is reduced to ¼ his HP, she’ll retreat or will surrender if unable to 
  retreat.     
  Beastmaster (CR 7) 
  Aggressive 1/ Beastmaster 6  
  Female Human  
  Medium Human; HD 1d10+6d8+14; hp 46; Mas 14; Init +2; 
  Spd 25 ft.; Defense 18, (+2 Armor, +3 Def, +3 Dex) touch 16, 
  flat-footed 15, PDR/1; BAB +5; Grap +7; Atk +8 melee 
  (machete 1d6+2, 19-20/x2) or ranged +8 (compound bow 
  1d8+2, x3); SV Fort +5, Ref +7, Will +4; Str 14, Dex 16, Con 14, 
  Int 12, Wis 13, Cha 12. 
  Feats: Animal Affinity, Animal Friend, Archaic Weapon 
  Proficiency, Armor Proficiency (light), Point Blank Shot, 
  Precise Shot, Simple Weapon Proficiency, Track.  
  Skills:  Balance +8, Climb +8, Handle Animal +10, Hide+10, 
  Move Silently+10, Ride +8, Search+6, Sense Motive +5, Spot 
  +8, Survival +8. 
  Talents: Evasion, Tag Team  
  Background: Tribal 
  Occupation: Adventurer 
  Traits: Flexible, Small Frame 
  Equipment: Arrows (20), Athletic Sport Pads, Compound Bow, 
  Flash Grenade, Hockey Mask, Machete, Meth Cube x4, 
  Morphine. 
   
  Animal Companion #1 
  Tiger, Evolved (+1 CR) 
  Large Animal; HD 8d8+10; hp 89; Mas 20; Init +2; Spd 40 ft.; 
  Defense 14, (+2 Dex, +3 natural, –1 size) touch 11, flat-footed 
  12; BAB +6; Grap +17; Atk Bite +13 melee (1d8+7); Full Atk 
  Bite +13 melee (1d8+7), Claw +8 melee (1d6+3), Claw +8 
  melee (1d6+3), FS/ R 10 ft. sq. / 5ft, ST: Improved Grab, 
  Low‐Light Vision, Pounce, Rake (2d8+6), Scent; Fort +9, Ref 
  +8, Will +3; Str 24, Dex 16, Con 20, Int 2, Wis 14, Cha 6. 
  Feats: Alertness, Endurance, Stealthy, Weapon Focus (bite) 
  Skills: Balance +11, Hide +9, Listen +7, Move Silently +9, 
  Spot +7, Swim +10 
  Talents: Tag Team  
   
  Animal Companion #3 
  Cougar, Evolved  
  Medium Animal; HD 7d8+21; hp 52; Mas 19; Init +8; Spd 40 
  ft., Climb 20ft.; Defense 15, (+4 Dex, +1 natural) touch 15, flat-
  footed 11; BAB +5; Grap +7; Atk Claw +9 melee (1d4+2); Full 
  Atk Bite +9 melee (1d6+2), Claw +4 melee (1d4+1), Claw +4 
  melee (1d4+1); ST: Improved Grab, Low‐Light Vision, Pounce, 
  Scent; Fort +7, Ref +8, Will +3; Str 14, Dex 18, Con 16, Int 2, 
  Wis 12, Cha 6. 
  Feats: Alertness, Improved Damage Threshold, Improved 
  Initiative, Weapon Focus (bite, claw) 
  Skills: Balance +12, Climb +14, Hide +10, Jump +10, Listen +5, 
  Move Silently +10, Spot +5 
  Talents: Tag Team  
   
  Animal Companion #2 
  Tiger  
  Large Animal; HD 6d8+30; hp 71; Mas 20; Init +2; Spd 40 ft.; 
  Defense 14, (+2 Dex, +3 natural, –1 size) touch 11, flat-footed 
  12; BAB +4; Grap +15; Atk Bite +11 melee (1d8+7); Full Atk 
  Bite +11 melee (1d8+7), Claw +6 melee (1d6+3), Claw +6 
  melee (1d6+3), FS/ R 10 ft. sq. / 5ft, ST: Improved Grab, 
  Low‐Light Vision, Pounce, Rake (2d8+6), Scent; Fort +8, Ref 
  +7, Will +3; Str 24, Dex 16, Con 20, Int 2, Wis 14, Cha 6. 
  Feats: Alertness, Endurance, Stealthy, Weapon Focus (bite) 
  Skills: Balance +11, Hide +5, Listen +7, Move Silently +9, 
  Spot +7, Swim +10 
   
  Animal Companion’s Species Traits 
  Improved Grab: If a creature with this special attack hits with a melee 
  weapon (usually a claw or bite attack), it deals normal damage and 
  attempts to start a grapple as a free action without provoking an 
  attack of opportunity. No initial touch attack is required. Unless 
  otherwise noted, improved grab works only against opponents at 
  least one size category smaller than the creature. The creature has 
  the option to conduct the grapple normally, or simply use the part of 
  its body it used in the improved grab to hold the opponent. If it 
  chooses to do the latter, it takes a –20 penalty on grapple checks, but 
  is not considered grappled itself; the creature does not lose its 
  Dexterity bonus to AC, still threatens an area, and can use its 
  remaining attacks against other opponents. A successful hold does 
  not deal any extra damage unless the creature also has the constrict 
  special attack. If the creature does not constrict, each successful 
  grapple check it makes during successive rounds automatically deals 
  the damage indicated for the attack that established the hold. 
  Otherwise, it deals constriction damage as well (the amount is given 
  in the creature’s descriptive text). When a creature gets a hold after 
  an improved grab attack, it pulls the opponent into its space. This act 
  does not provoke attacks of opportunity. It can even move (possibly 
  carrying away the opponent), provided 
  it can drag the opponent’s weight. 
  Low-Light Vision: A creature with low-light vision can see twice as far 
  as a human in lamplight, moonlight, starlight, and similar conditions 
  of shadowy illumination. It retains the ability to distinguish color and 
  detail under these conditions. 
  Pounce: When a creature with this special attack makes a charge, it 
  can follow with a full attack—including rake attacks if the creature 
  also has the rake ability.  
  
   
  Exodus OPS 
  Hidden Alliances 
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  ©2009 Glutton Creeper Games 
  Alamogordo is busy as normal.  Merchants, mutants, and visitors create a suitable background noise 
  as you approach YaoZhu’s residence.  Arriving at YaoZhu’s trailer, you see the portly merchant peering 
  out a small window, spotting Chan Li, and smiling broadly.  
   
  After about an hour passes, YaoZhu and Chan Li head out into the maze of streets in the housing 
  district and travel to a small house at the edges of Alamogordo. 
  Chan Li says, “It’s a good thing they came along when they did.  I would never have made it out of there 
  on my own without aid.  Those Tribals are barbaric and have little capabilities beyond sticks and stones 
  to defend themselves, but are skilled hunters.  I believe phase two of the plan should go under way.  
  Report back to the Chi Dynasty, and I will travel to Phoenix and Vegas to contact the Slavers Union and 
  set up the trap.”  YaoZhu responds, “Good, when the plan finally unfolds, the Southwest will be under 
  the thumb of the Chi Dynasty and the Children of the Apocalypse will be eradicated, with the inferior 
  races slaves to the Dynasty.” 
  Conclusion A 
  Once the party dispatches or escapes the Beastmaster, they are free to head into Alamogordo to reunite Chan 
  Li with YaoZhu. YaoZhu waits in his trailer for the party to return, and when they arrive with his ‘daughter’, a 
  suitably melodramatic scene unfolds. 
  Chan Li continues to feign amnesia if not discovered, but pretends to show signs of recovery. A Sense Motive 
  DC 22 check will reveal that something seems a little off between the two of them, but not precisely what it is. 
  At this point, the party receives their payment and is free to go on their way.  
  However, if they’ve become suspicious of YaoZhu and Chan Li, or have been told by Chan Li that they’re 
  Techno-Reaper spies, they can follow the pair, with a Hide DC 15 skill check, to a house on the outskirts of the 
  Alamogordo housing district where another scene plays out.  
  If listening at the door, a successful Listen DC 18 skill check will reveal the following conversation in Chinese: 
  Obviously, hearing this, the characters may attempt to intervene and capture the spies.  However, once they 
  attempt to get into the house, the spies will have escaped through a secret tunnel and flee from Alamogordo 
  on a Ninja Catapult Motorcycle.  The same will happen if the characters wait for them to exit the house.  The 
  house itself is empty, requiring a Disable Device (open lock) DC 25 check to open the door, and a Search DC 
  28 to find the secret passage under the house.    
  The party is presented with a choice of who to tell.  Characters gain +3% fame to one of the following 
  organizations: (Children of the Apocalypse, Desert Rangers, Ghūl Collective, NEMO, Steel Disciples, Techno 
  Reapers, Tribal Nation, or the Vegas Mafia).  If they approach a second organization, they will not gain any 
  additional fame, as that organization has already heard the information.   
  Conclusion B 
  Didn’t Return with the Girl 
  The party failed at their mission and didn’t return with Chan Li. Either the Tribal Nation drove them off or 
  they simply couldn’t find her.   
  
   
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  Hidden Alliances 
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  ©2009 Glutton Creeper Games 
  NEMO soldiers have captured you.  All of your equipment has been stripped from you and you have 
  been sold into slavery. 
   
  You’ve done a good deed today – returned an innocent girl to her father. With any luck, the Tribals 
  will think twice before capturing anyone else who’s just trying to make a living out on the wastes. 
   
  Conclusion C 
  Working on the Chain Gang 
  The characters have been subdued by NEMO and sold into slavery. 
  All of the characters that have been captured are sold into slavery as detailed by gender and race below.  All 
  of the characters will earn a slavery mark — a brand or a tattoo on a visible spot on the character — to denote 
  what faction owns the slave.  Allow each character to make up a slaver tattoo, along with the name of the 
  slaver, and note it in the Log. 
   Human Male characters are sold into a slave labor camp, excavating ruins in the Wasteland, and are 
  under watch at all times. 
   Human Female characters are sold to a brothel somewhere in northern Mexico. 
   Ghūl characters are sold to the Vegas Mafia and put to work in Vegas, as their skill set best fits them.   
   Trans-Genetic Mutants are put to work in heavy labor camps in the Junkyard. 
   
  The characters can escape from slavery by spending 60 Time Units.  Record this on the Scenario Log.   
  Conclusion D 
  Missing in Action! 
  If the characters refused to aid Chan Li in escaping the Tribal Nation, she has planted evidence on or near the 
  characters in an attempt to frame them for her disappearance into the night.  The Tribal Nation will condemn 
  the characters for the disappearance of Wind Cries Mary, regardless of evidence, as a bad omen and expel the 
  characters from the Tribal Nation.   
  The characters will each gain +1% infamy in the Tribal Nation for being associated with the disappearance of 
  Wind Cries Mary.  
  The End… 
   
  
   
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  ©2009 Glutton Creeper Games 
  Experience 
  Experience is divided into three categories: combat, skill, and role-playing, as denoted below.  First, 
  determine the character’s APL as it will be important to calculate Combat XP.  Second, add all XP earned 
  together and divide by the number of characters to get each character’s earned XP.  Record their earned XP 
  upon their OPS Certificate Log. 
  Average Party Level (APL): To determine APL, add together all of the player character levels, including 
  any animal’s CR (that is not an Advanced Class feature) or NPCs that are aiding the characters and then divide 
  by the number of characters, assisting creatures, and NPCs to determine the APL of the group.  APL plays a 
  factor in the amount of Combat XP earned and represents the challenge presented by the group.   
  CEL (Combat Encounter Level)  
  Combat XP = CEL (plus or minus the difference of APL) times total HP of the creatures or NPCs.  If the APL is 
  under the CEL add the difference to determine the adjusted CEL.  If the APL is over the CEL subtract the 
  difference to the CEL to determine the adjusted CEL. 
  SC (Skill Challenge)  
  RP (Role-Playing) 
  Skill XP = 250 times SC  
  Conclusion and Story Rewards 
  Experience 
   
  Combat Encounter (CEL)  
  Achievements 
  XP Earned 
  Mutant Patrol 
  Defeat the Mutant Army scout 
  4 (+/– APL) x 26 
  NEMO Patrol 
  Defeat NEMO soldiers or the slavers 
  5 (+/– APL) x 104 
  Tribal Warband 
  Escape with Wind Cries Mary 
  4+ (+/– APL) x 26+ 
  Beastmaster 
  Defeat the Beastmaster and Animal Companions 
  7 (+/– APL) x 258 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Patrols 
  Successfully Navigate through the Wastes (Navigation) 
  Survive the journey (Survival) 
  250 
  250 
  Bullshead or Tribal Nation 
  Convince Locomotive Breath or Stepping Stone to 
  escort them to Supai (Diplomacy)  
  250 or 125 
  Supai 
  Convince Stone Free to allow you see Wind Cries Mary 
  (Diplomacy) 
  375 
  Supai 
  Detect  Wind Cries Mary deceitfulness (Sense Motive) 
  375 
  The Great Escape 
  Sneak past the Guard to Extract Mary (Move Silently) 
  Escape from Supai (Move Silently) 
  125 
  125 
  The Return 
  Bypass or Disarm Landmines 
  125 
  Role-Playing (RP)  
  Achievements 
  XP Earned 
  Various Encounters 
  Gather Information on Supai from any source  
  125 
  Supai 
  Interact with Stone Free and Purple Haze 
  50 
  Supai 
  Interact with Wind Cries Mary 
  50 
  Conclusion A  
   
  1000 
  Conclusion A  
  Discovering YaoZhu and Chan Li are Chi Dynasty spies 
  125 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent: number of days spent in adventure (min. 6 TU) 
   
  Reputation 
  Reputation is gained through the actions of the characters as a group or of a single character during the 
  scenario.  Each character earns either fame or infamy in the Reputation category as defined by the actions 
  listed below.  Record all of the results on the Scenario Log.   
  Various Encounters (killing tribals): +2% infamy Tribal Nation 
  Conclusion A (discovering the Chi spies): +3% fame to one of the following organizations: (Children of the 
  Apocalypse, Desert Rangers, Ghūl Collective, NEMO, Steel Disciples, Techno Reapers, Tribal Nation, or the 
  Vegas Mafia) 
  Secret Orders: +3% fame Chi Dynasty 
  
   
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  Treasure 
  To determine the amount of treasure (loot and coin) that a character earns, consult the results below for 
  items, and add up the coin earned from the encounters in which the character participated.  A chart of 
  potential coin earned is included below for quick reference.  Allow the players to determine the items that 
  they are keeping and what they are selling.  Items with a quantity of (1) only one player can attain, and it is up 
  to the players to determine who gets the item without in-character fighting.  A common method to determine 
  who gets a disputed item is a dice roll off; or, one of the characters adding the sell value to the coin earn that 
  is split amongst the other characters.  Selling items is broken up into three categories below with a base sell 
  price (1/2 cost) and two barter categories (5% and 10%). 
  Encounter 
  Maximum Attainable Coin 
  Encounter 1: Caravan to Bullshead 
  Crimson Blood  
  Fresco Waters 
   
  100 steel each 
  100 or 200 steel each 
  Encounter 2a: NEMO Patrol 
  100 steel (25 each) 
  Conclusion A 
  500 to 750 steel each  
   
  Equipment  
  Sell Value 
  (individual) 
  Sell 
  Value 
  (total) 
  Barter  
  DC 20 
  Barter  
  DC 25 
  Barter  
  DC 30 
  Encounter 2a: Mutant Scout 
  +5% 
  +10% 
  +15% 
  AK 47 Rifle 
  650 
   
  Ammunition (7.62) (50 rounds) 
  4 
   
  Grenade (fragmentation) (2) 
  150 
   
  H-Rations (30) 
  5 
   
  RoboCore Stealth Belt 1010  
  500 
   
  Undercover Vest (mutant-sized) 
  600 
   
  Water (bottled ) (30) 
  20 
   
  Encounter 2b: NEMO Patrol 
  Ammunition (9mm) (360 rounds)  
  2.5 
   
  Ammunition (10mm) (192 rounds) 
  2 
   
  Beer (8) 
  .5 
   
  Colt 6520 10mm Handgun (4) 
  125 
   
  Deck of Cards (4) 
  .5 
   
  HtH Weapon (chain, pipes, crowbars) (4) 
  15 
   
  Leather Jacket (4) 
  125 
   
  Meat Jerky (16) 
  2.5 
   
  Metal Canteen (4) 
  12.5 
   
  Encounter 3 – 5: Tribal Nation 
  Arrows (20+) 
  .25 
   
  Short Bow (1+) 
  150 
   
  Spear (1+) 
  40 
   
  Encounter 6: The Return 
  Arrows (20) 
  .25 
   
  Athletic Sport Pads 
  75 
   
  Compound Bow 
  250 
   
  Grenade (Flash) 
  175 
   
  Hockey Mask 
  250 
   
  Machete 
  30 
   
  Meth Cube x4 
  100 
   
  Morphine 
  225 
   
  Total 
   
   
   
   
   
  
   
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  Certificate Entries 
  RoboCore Stealth Belt 1010:  This belt by RoboCore was their first released personal stealth device.  Much 
  like their 1050 model, when worn it generates a modulating field that transmits the reflected light from one 
  side of an object to the other, however the 1010 grants only a +10 Hide skill bonus. 
  Rules 
  Talents  
  Tag Team 
  Whenever an ally and you threaten an opponent in melee combat, you (not your ally) gain the bonus of 
  flanking, even if you are not in a flanking position. Should you enter into a flanking position, you gain an 
  additional +1 tactical bonus (+3 total) to your attack rolls. Should multiple allies possessing this talent engage 
  in melee combat against a single target, the Tag Team ability stacks with each character, granting an 
  additional +1 tactical bonus for each qualifying character involve in the combat. 
  Equipment  
  Grenade, Flash 
  Flash grenades explode in a bright explosion of light blinding anyone in the burst area that fall to make a 
  Reflex save DC 18. Targets that fail their Reflex save are blinded for 1d6 rounds. Targets that are wearing 
  sunglasses or other headgear that shade or protect the eyes gain a +2 equipment bonus to their Reflex save. 
  Athletic Sports Pads 
  Before the Exodus, several sports reigned as the king of entertainment. Athletes from football and hockey 
  leagues wore Athletic Sport Pads to protect themselves from impact injuries. Athletic Pads range from 
  Football shoulder pads to Hockey goalies or players pads. 
  Hockey Mask 
  A Hockey Mask is part of a goalie’s pads to protect the face and head from damage. These masks protect the 
  head against impact damage granting a +5 PDR to Targeted “Head and Eye” attacks. 
  Meth Cube 
  Resembling a Sugar Cube, the Meth Cube is a drug that is added to a drink creating a euphoric reaction. When 
  this drug dissolves and is drunk it bestows increased awareness, speed, and reflexes. The user gains +2 
  Wisdom, +5 Speed, and a +2 Reflex Save for 2 hours, but suffers from tunnel vision. The character only has 
  line of sight vision in a single direction that is 15 foot wide. Anything outside of the 15 foot range is blurred 
  beyond comprehension granting targets full cover from the user. After the drug wears off the character 
  suffers from Hallucinations for 2 hours. 
  Addiction: 40%; Addiction Effects: Hallucinations (Fort DC 45) 
  Morphine 
  Morphine comes in medical vials scavenged from Military Facilities and Hospitals after the Exodus. Morphine 
  is a pain-reducing drug that numbs the brain, reducing the pain reception of the body. When Morphine is 
  injected into the blood stream, it allows the user to ignore pain for 2 hours, doubling his Massive Damage 
  Threshold. The user however suffers a –2 Dexterity, Intelligence, and Wisdom penalty due to the mind-
  numbing effects of the drug. If used during a surgery upon a character, the doctor gains a +4 bonus to his 
  Treat Injury (Surgery) skill check and doubles the amount of Hit Points regained from the Surgery if 
  successful. However the treated character gains and suffers the use effect above. 
  Addiction: 30%; Addiction Effects: –2 Dexterity, Intelligence, and Wisdom (Fort DC 40) 
   
   
  
   
  Exodus OPS 
  Hidden Alliances 
  24 
   
  ©2009 Glutton Creeper Games 
  Chi Dynasty  
  The Chi Dynasty has secret operatives located in the Alamogordo and the Tribal Nation.  
  Seek out the operative YaoTzu to learn the location of Chan Li.  Retrieve Chan Li from the 
  Tribal Nation at any cost and return her to Alamogordo to YaoTzu for debriefing.   
   
  Secret Orders 
   
   
   
   
  
   
  Exodus OPS 
  Hidden Alliances 
  25 
   
  ©2009 Glutton Creeper Games 
  Overseer’s Land Map 
   
  Alamogordo 
  Los 
  Alamos 
  Supai 
  Phoenix 
  Bullshead 
  
SOURCE: textdata/thevault/Exodus/Operations/#15 Hidden Alliances V2/eXodus 2-04 Hidden Alliances.pdf