TEXT: POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
  Page 1
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
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  CONTENT MANAGERs: 
  CHRIS DAVIS
  LAYOUT: 
  CHRIS DAVIS
  WWW.RPGOBJECTS.COM
  #1
  AN ARMY RISES…
  BY AUTHOR
  At the heart of one of the ancient necropolis, a sooty, 
  cracked, sagging network of factory buildings rises 
  from the bones of a long-dead industrial quarter.  
  Here, towering chimneys covered in ash rise like 
  broken pillars of some ancient monument, casting 
  deep solid shadows across the ruin of rubble and 
  human remains.
  At the center of the cratered, crumbling quarter, the 
  complex of buildings is slowly being rebuilt.  But by 
  whom, no one knows.  Wild men from the peripheral 
  regions of the vast ruined city have been driven off, 
  their curiosity sated by laser ﬁre from the metallic 
  sentries that patrol the factory’s perimeter.  Lone 
  scavs, wrapped in heavy scarves and wearing thick 
  goggles to protect their eyes from the sun, who would 
  otherwise be drawn to any sound disturbing the dead-
  quiet of the inner city, are staying away, spreading 
  rumors of an army of the “metal gods” being reborn at 
  the city’s heart.  Traders, set up in small tent towns on 
  the outskirts of the once-fabulous necropolis, dealing 
  in scrap and baubles found by the scavs who brave 
  the interior regions of the radiated sprawl, are afraid 
  of what these revelations might mean for the future of 
  their fragile way of life…
  The following is meant to ﬂesh out just one possible 
  adventure location involving rumors and stories 
  of the return of the “metal gods”.  In speciﬁc, this 
  encounter area covers a reactivated robot production 
  factory, which in this case has been brought back 
  online by a particularly powerful and charismatic 
  android commander, a survivor of the Final Wars.  
  Revived and reborn, he, his assassin lieutenant and 
  other followers, have gathered a mass of robots, 
  automatons, and simple-minded organic “thralls” from 
  the ruins to build a new army.
  An Army Rises is intended for 4-6 characters of 
  about 7-9th levels.  This adventure was previously 
  presented in Metal Gods (ﬁrst edition).
  KEY TO FACTORY
  1. WALLS (EL 5)
  The walls that once surrounded the compound during 
  the time of the Ancients have been rebuilt, utilizing 
  stone, brick, and corrugated metal from the ruins 
  of the surrounding industrial quarter.  The wall is 
  uniformly 15 feet high all along its length.  Whoever 
  rebuilt this palisade has taken great efforts to bolster 
  the effectiveness of the barricade by further clearing a 
  roughly 120 to 150 feet perimeter extending from the 
  walls into the neighboring ruins – in effect creating a 
  cleared “killing zone” to curb inﬁltration attempts.
  The perimeter of the complex is patrolled by 
  a single force of Children, men and women who 
  have been stripped of their sanity through painful 
  experiments on the mind and body.  They move in a 
  shambling pack in a clockwise pattern, keeping an eye 
  out for trespassers or threats to the complex.
  If a patrol spots a potential enemy, they will emit a 
  collective cry (or roar), and immediately give chase.  
  A typical patrol is composed of a mass of moronic 
  “thralls”, led by one or more experienced “leaders”.
   Thrall Children, Warrior1 (15): hp 5.
   Veteran Child Sub-Leader (1): hp 9.
   Elite Child Patrol Leader (1): hp 14.
  
  POST-APOCALYPTIC DISPATCH
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  2. WATCHTOWERS (EL 5)
  Two or three elevated parts of the factory facility 
  are now used as “watchtowers.”  These consist of 
  walkways on the exterior of the factory building itself, 
  or “crow’s nests” on the towering factory chimneys.  
  From these elevated platforms, sentries can see 
  virtually a half-mile in every direction, giving warning 
  of the approach of large parties (such as armies or 
  motorized columns moving through the city ruins).
  Walking these platforms and walkways are a 
  handful of cyborgs, former members of the mindless 
  masses of organic servitors that have gathered to heed 
  the mastermind’s call.  Converted through horriﬁc 
  surgeries that have stripped them of mind and soul, 
  they now simply keep guard, night and day, without 
  tire, scanning the nearby ruins for signs of spies and 
  inﬁltrators.
   Lesser Cyborgs (2): hp 37;
  3. GATE
  The gate is merely a rolling wire mesh fence on 
  wheels, drawn behind the wall to permit entrance to 
  patrols.  The gate is guarded by a pair of cyborgs, 
  night and day.
  A metal box attached to the inside of the gate is 
  adorned with a red-handled switch.  When activated, 
  the switch will raise a compound-wide alarm.
   Lesser Cyborgs (2): hp 37;
  4. YARD (EL 7)
  The “yard” is the broken, blasted area between the 
  compound walls and the factory itself.  This wide 
  open area looks like nothing more than a wide open 
  construction yard, with upturned earth, piles of gravel 
  and rusting scrap, and the remains of old trucks and 
  vehicles from before the Fall.
  The Children who have ﬂocked to worship the 
  mastermind, and serve, have set up something of 
  a primitive tent city here, ringing the giant factory 
  complex.  A few squalid ﬁres add a burning haze 
  that barely competes with the ugly black smoke that 
  belches out of the factory chimneys, day and night.
  The Children, brainwashed and surgically altered, 
  are on edge, ready at a moment’s notice to prove 
  
  POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
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  themselves to their new android “master”.  If intruders 
  are caught on the grounds, they will rise as a mass and 
  attack almost instantly (making distractions a very 
  effective means of luring the mass away).
   Thrall Children (80):  hp 5;
  GM’s Note:  There is another 20 or so thrall 
  Children (not included in the numbers above) among 
  the ruins of the city, scavenging for metal and usable 
  electronic equipment at any given time.  If they are 
  expecting an attack, the mastermind will recall these 
  forces from their foraging and bolster the masses 
  defending the yard.
  4A. SEPARATE BARRACKS
  This part of the yard has been taken over by some 
  of the more “elite” members of the thrall force, who 
  are given somewhat better rations (choice parts of 
  their own fallen comrades, taken from their bodies 
  before they rot too badly) to keep up their strength 
  and ensure their loyalty.  These brainless men and 
  women comprise a small but effective force, and live 
  separately in plastic tents made from wood planks and 
  garbage bags.
   Veteran Children (2):  hp 9.
   Elite Children, (2):  hp 14.
  5. FOUNDRY (EL 5)
  The continuous shower of hot sparks turning to steam 
  on water-soaked stone, and the roar of huge open 
  forges, ﬁll this gigantic warehouse-like building 
  with a deafening, erratic noise.  This place is where 
  scrap metal scavenged from the vast ruins of the 
  necropolis is brought, sorted, and melted down in 
  gigantic furnaces.  The molten metal is then poured 
  into a number of molds to create the parts needed to 
  assemble the robots at Areas 7 and 11.
  Among the gigantic piles of metal scrap (from 
  various sources:  the skeletons of buildings, the 
  wreckage of cars and trucks, etc), a sizeable number 
  of robots move about, performing a variety of tasks.  
  A pair of commercial processing robots receives and 
  sorts the bulky scrap, feeding metal odds and ends 
  into the huge forges where they are melted down at 
  high temperatures.  The liquid metal is handled and 
  poured into the molds of limbs, torso plates, etc. by a 
  number of smaller industrial automatons.  Both groups 
  of robots will generally ignore intruders unless they 
  are directly attacked, in which case they will turn 
  to individually defend themselves (the others will 
  continue their duties even while one is under attack).
  The noise is so great in the foundry that all Listen 
  checks within are made with a –4 circumstance 
  penalty.
   Commercial Processing Robots (2): hp 51.
   Automatons (6): hp 20.
  6. INCINERATORS (EL 5)
  This building was once an integral part of the foundry 
  complex, but its humongous furnaces have now been 
  converted to cadaver incinerators.  The bodies of some 
  50+ ill-fated Children, who for one reason or another 
  have failed to survive in the service of their master, 
  have been piled here and are regularly dumped into 
  the furnaces to be cremated, making room in the yard 
  for newer “recruits”.
  Many of these Children were victims of the 
  mastermind’s failed experiments (to turn them into 
  cyborgs), and thus any examination of the bodies 
  will likely be quite revolting.  Further adding to 
  the grotesque condition of the bodies is the fact 
  that to feed his complement of organic soldiers, the 
  mastermind has ordered choice parts of these bodies 
  chopped up and served to the “thralls” as daily rations.
  Feeding the incinerator furnaces, night and day, are 
  two commercial processing robots, reprogrammed by 
  the mastermind solely for the terrible purpose of doing 
  away with whatever cannot be recycled (bones, skulls, 
  tough muscles and tendons, etc).  As a result of their 
  continuous handling of the butchered corpses, and the 
  shoveling of human ash to clean the furnaces daily, 
  each of the robots is covered in a virtual “crust” of 
  ashy soot and oily grime (residue from the human fat 
  melted away in the extreme heat).
   Commercial Processing Robots (2):  hp 51.
  7. FACTORY FLOOR (EL 5)
  This huge vaulted structure looks more like an 
  airplane hangar than a factory ﬂoor, with broad, 
  wide-open spaces.  A heavy conveyor belt system 
  runs in a crazy pattern throughout, along which move 
  semi-assembled robot bodies in various states of 
  construction.  Only a handful has a head in place, and 
  these are lacking any features or complex electronics.  
  It is obvious the workers here only perform basic 
  construction tasks, leaving ﬁnal assembly to another 
  part of the factory complex.
  Moving along the conveyors, carrying arms, legs, 
  and head units, are a number of industrial automatons, 
  which are completely oblivious to the presence of 
  intruders.  They continue the monotonous task of 
  attaching limbs, welding, and applying rivets, even as 
  battle rages around them, unless they are personally 
  attacked (see Area 5 for how the automatons act).
  Assisting the automatons, however (mostly in 
  the capacity of bringing them additional parts from 
  the foundry, or providing physical labor to move 
  disassembled robots into place on the conveyor), are 
  masses of naked, brainwashed Children, all of whom 
  are sweaty, oily, and obscenely malnourished.  If they 
  detect intruders, half of these organic servitors will 
  immediately run to get help (from the yard at Area 4), 
  the other half remaining to ﬁght with lead pipes and 
  odd tools picked up from the factory ﬂoor.
  The noise is so great on the factory ﬂoor that all 
  Listen checks within are made with a –4 circumstance 
  penalty.
   Automatons (6):  hp 20.
   Slave Children (20): hp 4.
  
  POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
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  8. FINAL ASSEMBLY
  Like the Factory Floor, this gigantic area is ﬁlled with 
  noise from heavy industrial conveyor belts, roving 
  robots and automatons, and showers of screeching 
  sparks from welding tools and electrical apparatus.
  In this ﬁnal part of the facility, assembled robot 
  bodies are brought for ﬁnal completion – adding the 
  intricate electronic components that permit complex 
  limb movements and coordination, installing advanced 
  sensors, and giving the robot some degree of artiﬁcial 
  intelligence, programming, and protocol.
  Seeing to the ﬁnal steps of construction of the robot 
  “army” is a vast portion of the mastermind’s robotic 
  and “organic” workforce.  This mass consists of a pair 
  of gigantic industrial robots (who apply polish and 
  weather-resistant coating to the reproduced robots), 
  industrial automatons (who do most of the intricate 
  brain and wiring work), and a handful of skilled, 
  organic technicians.  Like other humanoid workers 
  in the complex, they are little more than brainwashed 
  slaves, naked and anemically thin, but showing some 
  technical skill – a fact that has moved them from the 
  ﬁghting line to the production line.  Moving with 
  quick but cowardly caution between the lumbering 
  robots (who would certainly crush them if they slipped 
  or hesitated for but a moment), they are a frightened 
  pack of simpering idiots, bent solely on staying alive 
  and keeping the conveyor belt moving.
  As in other parts of the factory proper, the noise is 
  so great here that all Listen checks within are made 
  with a –4 circumstance penalty.
   Industrial Robots (2): hp 51.
   Automatons (8):  hp 20.
   Slave Children (20):  hp 4.
  9. MARSHALLING YARD (EL 8)
  This large open area, behind the factory, appears 
  to be ﬁlled with a number of covered truck trailers, 
  arranged in neat rows.  There are a total of thirty truck 
  trailers assembled, their purpose – at ﬁrst – seemingly 
  innocuous.
  In truth, the mastermind at the heart of the complex 
  is using these trailers to store his “army” of newly 
  constructed robots.  By hiding his new creations inside 
  these trailers, outsiders who spy on his operation have 
  been unable to discern what, exactly, is going on here 
  (or, at the very least, are unable to ascertain how many 
  robots have already been made).
  Each trailer is unlocked, and once activated the 
  robots within can easily push the door ramp down and 
  emerge to do battle (that is exactly what will happen 
  if the mastermind is able to activate his robotic forces 
  should his compound come under attack).
  Currently only about six of the thirty truck trailers 
  have been ﬁlled, with a combination of reconstructed 
  hover sentries (three per trailer) and modiﬁed agrobots 
  (two per trailer) that the mastermind plans to use as 
  
  POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
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  minor “war machines” in his future campaigns of 
  conquest.
   Hover Sentries (9): hp 16.
   Lesser “War Machines” (converted agrobots) 
  (6): hp 37.
  In addition to the robot “army” concealed in the 
  maze of truck trailers, a group of trusted Children 
  soldiers patrols the area, keeping an eye out for 
  inﬁltrators and saboteurs.  They will move to attack 
  unrecognized or unauthorized intruders seen moving 
  through the yard.
   Veteran Children (6):  hp 9.
   Elite Children (2):  hp 14.
  10. CONTROL CENTER (EL 3)
  The control center for the factory overlooks the 
  ﬁnal assembly area (Area 8) through a bank of huge 
  glass and wire-mesh windows that barely numb 
  the deafening noise from the factory ﬂoor.  Within, 
  a group of slave technicians work tirelessly to 
  monitor the power levels of the factory, oversee daily 
  construction efforts, and meet their master’s grueling 
  production demands.
  Needless to say, those who are “promoted” to the 
  control center seldom last long, their bodies joining 
  those of the growing cyborg population as they either 
  fail or anger their “godly” master.
  The control center is ﬁlled with revived computers 
  to use running the factory.  Many were scavenged 
  from outside the complex, and jury-rigged to ﬁll a 
  number of roles in the complex maze of wiring and 
  computer screens.  From here, the heat levels of the 
  furnaces in the foundry and incinerator, as well as the 
  speed of the conveyor on the factory ﬂoor and ﬁnal 
  assembly area, can be adjusted. An advanced console 
  monitors the power levels and activation of the robots 
  within the containers.
  From this console, a user can call the robots 
  in the Marshalling Yard to action.  A Knowledge 
  (computers) check, DC 18, is required, each success 
  bringing two robots (of the user’s choice) online.  A 
  second check, DC 25, allows the user to reprogram 
  the robots for whatever task he chooses (one at a time, 
  each round). Currently, the “army” is programmed to 
  follow the mastermind’s verbal commands.
   Slave Children (5):  hp 4.
  GM’s Note:  If the facility comes under attack, and 
  the mastermind has reason to believe the attackers 
  have some chance of success, he will come here 
  immediately to begin activating his army.
  11. LABORATORY (EL 10)
  The purpose for this lower part of the factory 
  administration building (which also includes the 
  Control Center) has long been lost, and a new 
  inhabitant has moved in.  Between a maze of damaged 
  computers, bundles of wiring, thousands of yards of 
  piping, and other garbage, the factory complex’s new 
  master has taken up residence.
  Dwelling here in relative isolation from his 
  worshipful followers, the android mastermind behind 
  this ambitious operation has begun dabbling in 
  cybernetic experiments, turning select members of 
  his organic “host” into cyborgs.  Only a handful has 
  survived the clumsy attempts, but the mastermind 
  (who has taken the name Mengele as a kind of cruel 
  joke) has improved his technique.  Given more time 
  and resources, he will be able to convert many more 
  of his unsuspecting followers into cyborg conversions.
  The mastermind spends most of its time here, toying 
  with a handful of subjects (or handling the lobotomies 
  of new recruits), emerging only once each evening 
  to stand in the control center and overlook the robots 
  being constructed in the assembly area below.
  Filled with mad dreams of war and glory, utterly 
  cold-blooded and ruthless, he presents quite an 
  impressive ﬁgure wherever he is ﬁnally encountered 
  within his factory-fortress.
   Mengele: hp 65.
  The android mastermind Mengele was designed 
  to resemble a healthy human (though effectively 
  sexless, he has a male body shape), six and a half feet 
  in height, with an impressive stature.  His skeletal 
  frame is covered in a pristine coating of thick white 
  rubber, which expands and contracts to show the thick 
  myoelectric musculature – and armor plate – beneath.  
  His face, however, is made of a mirror-polished 
  silvery metal and is totally featureless, reﬂecting back 
  the images of those who look upon him in startling 
  perfection.  These reﬂections are often the last thing 
  his victims see before fading into darkness.
  12. CATWALKS (EL 5)
  A string of sturdy iron walkways run the length of the 
  entire interior of the factory, from the foundry (Area 
  5) to the ﬁnal assembly area (Area 8).  Each walkway 
  is set at a height of twenty feet over the ﬂoor of the 
  factory, and can be accessed at various points via 
  rickety metal ladders.
  A pair of cyborgs walks along these catwalks, 
  keeping an eye on the various parts of the factory.  
  They move roughly in a clockwise fashion, each 
  cyborg separated by roughly 120 feet.  They will open 
  ﬁre on intruders spotted within the factory proper.
   Lesser Cyborgs (2):  hp 37.
  13. GENERATORS
  The generators provide power to the factory complex, 
  keeping the production lines in operation and the 
  electricity running throughout the compound.
  GM’s Note:  A cunning intruder (or group of 
  intruders) would be able to cripple the entire operation 
  of the mastermind by shutting down these generators 
  indeﬁnitely.  This could be accomplished with a 
  modest amount of explosives set onto the generators 
  themselves; even if the detonation did not destroy 
  them, the resulting ﬁres would certainly do a great 
  deal of irreparable damage.
  
  POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
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  WILD CARD
  The GM can use the mastermind’s single cohort, 
  a cunning assassin android, as a “wild card”.  A 
  reactivated pleasure android, she was reprogrammed 
  for killing rather than entertaining and has served 
  her master, Mengele, quite well.  As a result Mengele 
  has taken an unusual liking to Delilah, and she to 
  him, and together they present a twisted mockery of 
  the “young couple in love.”  They are seldom apart 
  and magnetically drawn to one another despite the 
  incompatability of the master’s sexless body form.
  The GM can use Delilah in a number of ways.  The 
  simplest would be to place her as Mengele’s assistant 
  at the factory, either in his laboratory or in the control 
  center, helping oversee the operation.  However, it 
  would be more in character to use her in a far more 
  cunning manner.  The GM could use Delilah to lure 
  the PCs to the factory. Perhaps Mengele is looking for 
  new subjects to experiment on, hoping to use them 
  to ﬁll out the ranks of his cyborgs.  Or perhaps, after 
  assassinating a community leader, Delilah ﬂees to 
  the city ruins with the PCs hot on her trail.  She leads 
  them back to the factory for a climactic confrontation 
  with her “master”.
  Or lastly, if the PCs have been sent to destroy him, 
  Mengele might use her as a “hostage” (she can play 
  the role of a victimized captive quite effectively), 
  hoping to stall or trick the PCs, even letting them 
  escape with her to save himself and his operation.  
  Of course once they’ve escaped and are far from his 
  compound, Delilah would wait for them to go to sleep 
  before “revealing” herself in all her robotic glory.
   Delilah: hp 54.
  Delilah looks, for the most part, like a normal 
  human being, covered in intricate synthiskin that 
  disguises her perfectly.  For all intents and purposes, 
  she resembles a lovely, pale-skinned woman with long 
  black hair and perfectly sculpted ﬁgure – though her 
  cold gray eyes, with long dark lashes, seem strangely 
  hypnotic and ”inhuman”.
  She has a Laser pistol built into her mouth. When 
  it is ready to ﬁre, her jaw slides completely down and 
  back, revealing the weapon mount set deep into her 
  throat.
  STATISTICAL BLOCKS
  CHILDREN
  Thrall Child (Mutant Strong Hero 1): CR 1; 
  Medium-size humanoid; HD 1d8; HP 5; Mas 11; Init 
  +0; Spd 40 ft; Defense 11, touch 11, ﬂatfooted 11 (+1 
  class); BAB +1; Grap +1; Atk +3 melee (1d6+2, Brass 
  Knuckles); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility; AL metal gods; SV Fort +1, Ref +0, 
  Will +0; AP 0; Rep +0; Str 11, Dex 10, Con 11, Int 11, 
  Wis 10, Cha 9. 
     Occupation: Slave (Craft [structural], Survival) 
     Background: Ritual Preservationist (Repair) 
     Mutations and Defects:: Increased Movement, 
  Interior Moisture Reservoir, Terminal Limb 
  Deﬁciency (Arm), Aberrant Deformity 
     Skills: Climb +4, Craft (structural) +3, Disguise -7, 
  Jump +2, Repair +3, Survival +2 
     Feats: Brawl, Endurance, Post-Apocalyptic 
  Technology, Primitive Technology, Simple Weapons 
  Proﬁciency, Weapon Focus (brass knuckles) 
     Talents (Strong Hero): Melee Smash 
     Possessions: Brass Knuckles, rags
  Slave Children (Mutant Smart Hero 1): CR 1; 
  Medium-size humanoid; HD 1d6; HP 4; Mas 11; 
  Init +0; Spd 40 ft; Defense 10, touch 10, ﬂatfooted 
  10; BAB +0; Grap +0; Atk +0 melee (1d6+0, 
  lead pipe); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, increased critical threat; AL metal 
  gods; SV Fort +0, Ref +0, Will +1; AP 0; Rep +1; Str 
  10, Dex 10, Con 11, Int 11, Wis 11, Cha 9. 
     Occupation: Slave (Craft [structural], Survival) 
     Background: Ritual Preservationist (Repair) 
     Mutations and Defects:: Increased Movement, 
  Interior Moisture Reservoir, Aberrant Deformity, 
  Critical Vulnerability 
     Skills: Computer Use +6, Craft (chemical) +4, Craft 
  (electronic) +3, Craft (mechanical) +6, Demolitions 
  +4, Disable Device +4, Disguise -7, Knowledge 
  (Technology) +4, Repair +7, Search +4 
     Feats: Builder (Craft [electronic], Craft 
  [mechanical]), Endurance, Gearhead, Post-
  Apocalyptic Technology, Primitive Technology, 
  Simple Weapons Proﬁciency 
     Talents (Smart Hero): Savant (Craft [electronic]) 
     Possessions: lead pipe
  Veteran Child (Mutant Strong Hero 2): CR 2; 
  Medium-size humanoid; HD 2d8; HP 9; Mas 11; Init 
  +0; Spd 40 ft; Defense 12, touch 12, ﬂatfooted 12 (+2 
  class); BAB +2; Grap +2; Atk +4 melee (1d6+2, Brass 
  Knuckles); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility; AL metal gods; SV Fort +2, Ref +0, 
  Will +0; AP 1; Rep +0; Str 11, Dex 10, Con 11, Int 11, 
  Wis 10, Cha 9. 
     Occupation: Slave (Craft [structural], Survival) 
     Background: Ritual Preservationist (Repair) 
     Mutations and Defects:: Increased Movement, 
  Interior Moisture Reservoir, Terminal Limb 
  Deﬁciency (Arm), Aberrant Deformity 
     Skills: Climb +7, Craft (structural) +3, Disguise -7, 
  Jump +2, Repair +4, Survival +3, Swim +2 
     Feats: Athletic, Brawl, Endurance, Post-Apocalyptic 
  Technology, Primitive Technology, Simple Weapons 
  Proﬁciency, Weapon Focus (brass knuckles) 
     Talents (Strong Hero): Melee Smash 
     Possessions: Brass Knuckles, rags
  
  POST-APOCALYPTIC DISPATCH
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  Elite Child (Mutant Strong Hero 3): CR 3; 
  Medium-size humanoid; HD 3d8; HP 14; Mas 11; Init 
  +0; Spd 40 ft; Defense 12, touch 12, ﬂatfooted 12 (+2 
  class); BAB +3; Grap +3; Atk +6 melee (1d8+2, Brass 
  Knuckles); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility; AL metal gods; SV Fort +2, Ref +1, 
  Will +1; AP 1; Rep +0; Str 11, Dex 10, Con 11, Int 11, 
  Wis 10, Cha 9. 
     Occupation: Slave (Craft [structural], Survival) 
     Background: Ritual Preservationist (Repair) 
     Mutations and Defects:: Increased Movement, 
  Interior Moisture Reservoir, Terminal Limb 
  Deﬁciency (Arm), Aberrant Deformity 
     Skills: Climb +7, Craft (structural) +3, Disguise -7, 
  Jump +3, Repair +5, Survival +4, Swim +2 
     Feats: Athletic, Brawl, Endurance, Improved Brawl, 
  Post-Apocalyptic Technology, Primitive Technology, 
  Simple Weapons Proﬁciency, Weapon Focus (brass 
  knuckles) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Brass Knuckles, rags
  CYBORGS
  Lesser Cyborgs (Cyborg Strong Hero 2/Tough 
  Hero 2): CR 4; Medium-size Robotic Construct; HD 
  2d10 plus 2d10 plus 15; HP 37; Mas 0; Init +1; Spd 
  30 ft; Defense 19, touch 15, ﬂatfooted 18 (+1 Dex, +4 
  class, +4 natural); BAB +3; Grap +6; Atk +6 melee 
  (1d4+4, slam), or +5 ranged (2d12, laser pistol); FS 
  5 ft by 5 ft; Reach 5 ft; SQ robotic construct traits, 
  ﬂashback 10%; AL metal gods; SV Fort +4, Ref +1, 
  Will -1; AP 2; Rep +0; Str 16, Dex 12, Con 0, Int 14, 
  Wis 8, Cha 8. 
     Occupation: Slave (Craft [structural], Survival) 
     Background: Ritual Preservationist (Repair) 
     Features and Deteriorations: Armor Plating, Built-
  In Weapon (laser pistol), Damage Control, Flashbacks, 
  Atrophied Cerebellum (Wis) 
     Skills: Climb +7, Craft (mechanical) +6, Craft 
  (structural) +7, Jump +7, Knowledge (Tactics) +4, 
  Repair +15, Spot +3, Survival +6 
     Feats: Advanced Technology, Endurance, Futuristic 
  Firearms Proﬁciency, Point Blank Shot, Post-
  Apocalyptic Technology, Power Attack, Primitive 
  Technology, Simple Weapons Proﬁciency, Toughness 
     Talents (Strong Hero): Melee Smash 
     Talents (Tough Hero): Robust 
     Possessions: slam, laser pistol (built-in)
  METAL GODS
  Delilah (Charismatic Hero 3/Assissian Android 5): 
  CR 8; Medium Size Android Construct; HD 8d10+10; 
  HP 54; Mas -; Init +4; Spd 30 ft; Defense 21, touch 
  19, ﬂatfooted 17 (+4 Dex, +5 class, +2 natural); BAB 
  +4; Grap +5; Atk +8 ranged (2d12, laser pistol), or 
  +5 melee (1d6+1, slam); Full Atk +8 ranged (2d12, 
  laser pistol), or +5 melee (1d6+1, slam); FS 5 ft by 5 
  ft; Reach 5 ft; SQ android construct, command level 
  (IC), human mimicry; AL metal gods; SV Fort -, Ref 
  +10, Will +4; AP 4; Rep +3; Str 13, Dex 18, Con -, Int 
  15, Wis 15, Cha 20. 
  Skills: Bluff +14 (+16 seduction), Computer Use 
  +6, Diplomacy +14 (+16 seduction), Disguise +15, 
  Escape Artist +10, Gather Information +15, Hide +9, 
  Knowledge (ancient lore) +4, Knowledge (behavioral 
  sciences) +8, Knowledge (technology) +4, Listen +7, 
  Move Silently +9, Perform +15, Read/Write (ancient, 
  unislang), Sense Motive +10, Sleight of Hand +9, 
  Speak Language (ancient, unislang).
  Feats: Advanced Technology, Concubine, 
  Deceptive, Futuristic Firearms Proﬁciency, Point 
  Blank Shot, Trustworthy. 
  Talents (Charismatic Hero): Charm (Male), Favor.
  Class Abilities (Assassin Android): Folding 
  Limbs, Concealable Tools, Sneak Attack +2d6, Built-
  In Weapon (Laser Pistol).
  Possessions: Disguise Kit, Power Clip.
  Mengele (Android Smart Hero 2/Strong Hero 
  2/Android Mastermind 6): CR 10; Medium-size 
  Android Construct; HD 2d10 plus 2d10 plus 6d10 
  plus 10; HP 65; Mas 0; Init -7; Spd 30 ft; Defense 16, 
  touch 16, ﬂatfooted 17 (-1 Dex, +7 class); BAB +7; 
  Grap +8; Atk +8 melee (3d6+2/19-20, chain sword), 
  or +6 ranged (2d12, laser pistol); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ android traits, computer link, internal 
  power 10 charges, human mimic, immune to critical, 
  DR 2/energy, megalomaniac ego; AL metal gods; SV 
  Fort +2, Ref +4, Will +6; AP 5; Rep +5; Str 12, Dex 8, 
  Con 0, Int 15, Wis 10, Cha 16. 
     Occupation: Scientist Android (Craft [electronic], 
  Craft [mechanical], Repair) 
     Features and Deteriorations:: Computer Link, 
  Internal Power Source, Human Mimicry, Redundant 
  Systems, Advanced Materials, Megalomaniac Ego, 
  Faulty Wiring x2 
     Skills: Bluff +9, Computer Use +12, Craft 
  (electronic) +20, Craft (mechanical) +18, Craft 
  (structural) +4, Decipher Script +7, Diplomacy 
  +11, Disable Device +13, Gather Information +5, 
  Intimidate +9, Knowledge (Earth and Life Sciences) 
  +7, Knowledge (Technology) +7, Repair +16, 
  Research +7, Search +7, Sense Motive +6 
     Feats: Advanced Technology, Archaic Weapons 
  Proﬁciency, Builder (Craft [electronic], Craft 
  [mechanical]), Exotic Melee Weapon Proﬁciency, 
  Futuristic Firearms Proﬁciency, Iron Will, New 
  Feature x2, Remote Computer Link, Trustworthy 
     Talents (Smart Hero): Savant (Craft [electronic]) 
     Talents (Strong Hero): Melee Smash 
     Talents (Android Mastermind): Ignore 
  Commands, Leadership, Reason of the Artiﬁcial 
  Mind, Slave Control 
     Possessions: chain sword, laser pistol, manual 
  (craft)
  
  POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
  Page 8
  ROBOTS
  Automaton: CR 1/2; Medium Sized Robotic 
  Construct; HD 1d10+13; HP 20; Mas -; Init +2; Spd 
  30 ft; Defense 17, touch 11, ﬂatfooted 16 (+1 Dex, 
  +6 natural); BAB +0; Grap +3; Atk +3 melee (1d6+3, 
  slam); Full Atk +3 melee (1d6+3, slam); FS 5 ft by 5 
  ft; Reach 5 ft; SQ robotic construct, command level 
  (IC); AL none; SV Fort -, Ref +7, Will -1; AP 0; Rep 
  +0; Str 16, Dex 12, Con -, Int -, Wis 1, Cha 1. 
  Skills: None.
  Feats: Advanced Technology, Toughness.
  Commercial Processing Robot: CR 4; Large Robotic 
  Construct; HD 5d10+23; HP 51; Mas -; Init -1; Spd 
  ﬂy 30 ft (good); Defense 18, touch 8, ﬂatfooted 18 (-1 
  size, -1 Dex, +10 natural); BAB +3; Grap +13; Atk 
  +8 melee (1d8+6, slam); Full Atk +8 melee (1d8+6, 
  slam); FS 10 ft by 10 ft; Reach 10 ft; SQ robotic 
  construct, command level (IIC), DR 4/-, electricity 
  resistance 10; AL none; SV Fort -, Ref +2, Will -4; AP 
  2; Rep +0; Str 22, Dex 9, Con -, Int -, Wis 1, Cha 1. 
  Skills: None.
  Feats: Advanced Technology, Lighting Reﬂexes, 
  Toughness. 
  Lesser “War Machines” (converted Agrobots) : 
  CR 2; Large Robotic Construct; HD 3d10+20; HP 
  37; Mas -; Init -1; Spd 30 ft; Defense 16, touch 8, 
  ﬂatfooted 13 (-1 size, -1 Dex, +8 natural); BAB +2; 
  Grap +10; Atk +6 melee (1d10+4, shear); Full Atk +6 
  melee (1d10+4, 2 shears); FS 10 ft by 10 ft; Reach 
  10 ft; SQ robotic construct, command level (IIC); AL 
  none; SV Fort -, Ref +0, Will -4; AP 1; Rep +0; Str 20, 
  Dex 9, Con -, Int -, Wis 1, Cha 1. 
  Skills: Knowledge (earth and natural sciences) +5.
  Feats: Advanced Technology, Weapon Focus 
  (shear).
  Hover-Sentry: CR 2; Small Robotic Construct; HD 
  2d10+5; HP 16; Mas -; Init -1; Spd ﬂy 40 ft (perfect); 
  Defense 20, touch 15, ﬂatfooted 17 (+2 size, +3 Dex, 
  +5 natural); BAB +1; Grap -2; Atk +6 ranged (2d8, 
  gauss SMG); Full Atk +6 ranged (2d8, gauss SMG); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ robotic construct, 
  command level (IIIC), DR 4/-, energy resistance 4, 
  auto reloading; AL none; SV Fort -, Ref +5, Will -5; 
  AP 1; Rep +0; Str 12, Dex 16, Con -, Int -, Wis 1, Cha 
  1. 
  Skills: Move Silently +10.
  Feats: Advanced Technology, Lighting Reﬂexes. 
  Industrial robots: CR 4; Large Robotic Construct; 
  HD 5d10+23; HP 51; Mas -; Init -1; Spd 20 feet; 
  Defense 18, touch 8, ﬂatfooted 18 (-1 size, -1 Dex, 
  +10 natural); BAB +3; Grap +13; Atk +8 melee 
  (1d8+6, slam); Full Atk +8 melee (1d8+6, 4 slams); 
  FS 10 ft by 10 ft; Reach 10 ft; SQ robotic construct, 
  command level (IIC), DR 4/-, electricity resistance 10, 
  facing; AL none; SV Fort -, Ref +2, Will -4; AP 2; Rep 
  +0; Str 22, Dex 9, Con -, Int -, Wis 1, Cha 1. 
  Skills: Craft (varies) +10.
  Feats: Advanced Technology, Lighting Reﬂexes, 
  Toughness. 
  
  POST-APOCALYPTIC DISPATCH
  AN ARMY RISES…
  Page 9
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
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  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Post-Apocalyptic Dispatch #1 2004, RPGObjects; Author Dominic Covey
  OPEN GAMING CONTENT
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