TEXT:  
   
   
   
   
  The Watering Hole 
  Written by: Neal Bailey and John Wyatt 
  Edited by: Aijalyn Kohler 
  Play Testers: Philip Dunn, Steve Parks, 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 who runs the Watering Hole Trading Post in the rugged badlands north of Alamogordo needs 
  more help than he had bargained for.  He needs an escort back to the Watering Hole after losing all to the 
  Wasteland critters on a trip to Alamogordo.  Dare you answer the call of the merchant and venture deep into 
  the Wasteland to the Watering Hole?  The Watering Hole is an Exodus OPS campaign scenario for 4 to 6 
  characters of 1st to 3rd level.  
  This scenario has been updated from the original to reflex the new Experience system used in the Exodus 
  OPS campaign.  OPS players that have already played this scenario, cannot re-play it, or gain any benefits from 
  the changes within.   
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (The Watering Hole) is copyright Glutton Creeper Games 
  ©2008, 2010 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. 
   OGL
  20 
  Modern - Apocalypse 
   Adventure 
  
   
   
  OPEN GAME LICENSE Version 1.0a  
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  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, 
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  Open Content Declaration: 
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  reproduced without written consent of Glutton Creeper Games and Author(s).     
  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: The Watering Hole is copyright ©2008, 2010 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. 
  This PDF document requires the use of Adobe Reader.  Adobe Portable Document Format (PDF) and Adobe 
  Reader are registered trademarks of Adobe System Inc. 
  Glutton Creeper Games 
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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 
  set in 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. 
  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, NPC’s, 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 accordingly 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 highlighted within a shaded box (commonly 
  referred to as “box text”).  It is strongly recommended that you paraphrase player text instead of reading it 
  aloud.  Some of this text is general and needs to be adapted to a specific situation, or to the actions of the 
  adventurers. 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  2 
   
  ©2008, 2010 Glutton Creeper Games 
  The Watering Hole 
  Exodus OPS 
  Scenario 6 
  The Watering Hole 
  Location: Alamogordo, New Mexico   
  Number of Characters: 4 to 6 
  Average Character Levels:  2 
  Max CEL 18/SC 24      
  Max Purchasable Equipment Value: 3500 Steel coin  
  Adventure Summary  
  The characters have traveled to Alamogordo, New Mexico in search of adventure.  After a brief tour of 
  Alamogordo’s markets and Space Museum, Alan Terness offers them a job as escort guards to reunite him and 
  his brother at a Wasteland trading post.  If the characters fail to take the job, a Techno-Reaper forces them to 
  take the job after Alan dies. 
  On the road to the Watering Hole, Alan becomes very sick and is in need of medical aid, as he is suffering from 
  a festering infected wound.  Should Alan die, the characters must make a decision whether to continue to the 
  trading post or return to Alamogordo. 
  Arriving at the trading post, an old ranger’s station, the characters are greeted by Bart, who is very concerned 
  about his brother Alan's condition.  After some negotiations, Bart employs the characters to guard the trading 
  post while he returns to Alamogordo to take care of Alan.  The characters are tasked in protecting the trading 
  post and keeping the water pump running.  A robot sentry, called B.B., watches the characters while Bart is 
  gone.  
  A few days after Bart’s departure, some Mutants scout out 
  the trading post and attack the characters.  Two days 
  later, a Mutant defector runs into the camp with two 
  Mutant canines hot on his tail.  The characters are forced 
  to defend the post from both invaders. 
  After 8 days, Bart returns to the trading post, gets a report 
  from B.B., and rewards the surviving characters.    
   
   
  Alamogordo 
  Population: 500 citizens (95% human, 3% ghūl, 
  2% other) 
  Military: 200 soldiers, 100 volunteer militia 
  Trade Goods – Infrequent up to 3500; Rare 
  (10%) up to 5000 steel. 
  Services – Doctor Services, Hotel Rooms, 
  Kitchen Meals, and Repair Service 
  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 in the old 
  Space Museum.   
  Techno-Reaper’s attitudes on Outsiders  
  Techno-Reapers accept anyone except Trans-
  Genetic Mutants within their domain. Trans-Gens 
  are seen as a menace due to their upbringing in the 
  Mutant Army, which is a constant threat to the 
  Alamogordo way of life.  
  Mutants that are employed by caravans must stay 
  outside of Alamogordo, unless they purchase a 
  license, called a “Day Pass”.  A Mutant character can 
  buy a one day license for 100 Steel and must forfeit 
  all weapons at the license office until leaving 
  Alamogordo. 
   
  The Watering Hole 
  Population: 2 merchants (100% human), 2d4 visitors 
  Military: One Man’s Army 
  Trade Goods – Uncommon up to 1000 steel 
  Services – Hotel Rooms, Kitchen Meals, and Repair 
  Service 
  The Watering Hole is a small pre-Exodus mountain 
  resort, originally used by hunters.  The Terness brothers, 
  merchants from Alamogordo discovered the site not far 
  from the old highway and decided to set up shop for 
  travelers following the northern/southern route to or from 
  Alamogordo. 
   
  
   
  Exodus OPS 
  The Watering Hole 
  3 
   
  ©2008, 2010 Glutton Creeper Games 
  Introduction 
  The characters all have made their way to the Space Museum in Alamogordo.  The reasons that the characters 
  are here are their own.  However, several methods are presented below to get a character to Alamogordo: 
  Techno-Reaper: The character either belongs to the Techno-Reaper organization or is interested in joining 
  the Techno-Reapers and has traveled with other Reapers back to their base, located in an old aircraft 
  junkyard built on an underground military base.     
  Caravan: The character has served as a caravan guard or has purchased passage on a caravan that ended its 
  journey in Alamogordo. 
  Exploring the Wasteland: The character has gone walk-about hitch-hiking his way through the Wasteland, 
  ending his tour in Alamogordo. 
  Traveling through the Wasteland has brought you to the far Eastern reaches of the known region: 
  New Mexico.  New Mexico is known for many things, and most rumors speak of them all as being 
  dangerous.  In the North are the militant Trans-Genetic Mutants that are rumored to kill adult humans 
  and Ghūls on site and to capture children.  In the Southern reaches are the Meat Claw and Cruces 
  Lizard breeding grounds and the extremely hostile area of Roswell, which militant rogue robots 
  patrol, killing all living targets.  Also in the Southern reaches, in between the breeding grounds and 
  Roswell, is the only human controlled area in New Mexico, Alamogordo.  Alamogordo is controlled by 
  the Techno-Reapers, an extremist cult of humans and Ghūls set on collecting the technology of old and 
  bringing it back to the Wasteland for use.  The Reapers have set up their base in an old military 
  aircraft junkyard in the ruins of Alamogordo, and have restored the Space Museum as a place to 
  display operational technical items, as well as a portion of the city for living space and commerce. 
   
  Alamogordo 
  Alamogordo is sprawled out across an endless stretch of dead earth with an occasional large pile of 
  debris that was once a pre-war structure.  Unlike most communities, rubble strewn and decayed, 
  Alamogordo has largely been cleaned up.  However, the place looks as if it’s been fighting a losing 
  battle with the elements of the Wasteland – even worse than the other communities that stagger on in 
  the Known Lands.  The sun beats down on cracked, barren earth, drying out the water sources and 
  killing any vegetation.  It is very hot and very dry. 
  Life, however, still survives in this corner of the Wastes.  There are still people who make their 
  living in this hellhole.  While most of the town is long abandoned, a cell of dedicated Techno-Reapers 
  has set up shop in the largest and most well fortified building in town – the remains of the old Space 
  Museum, itself the remains of a small Air Force base.   
  Alamogordo always was a military town, and the current trade shows it.  The long line of trading 
  caravans that brings food, clothing, and other goods leaves with military grade weaponry, from 
  firearms and heavy weapons to technical survival gadgets and armor.  These constant arms deals 
  attract a varied clientèle, especially mercenaries, guerrillas, and survivalists.  Maybe it’s a little bit of 
  the pre-Exodus come home to roost – nevertheless, this is a modern-day bazaar, catering to a very 
  particular group of people. 
  Militiamen patrol the perimeter of the city proper and the Space Museum, overseeing all of the visitors 
  entering into the city.  Any Mutants are asked to remain outside the city with their caravan or master or be 
  escorted to the Space Museum to buy a Day Pass for 100 Steel.  They must forfeit all weapons at the License 
  Booth and can retrieve them upon exiting the city.  Failure to buy a Pass will result in great bodily harm and 
  possible death. The Day Pass is a random color determined each day, and comes on a chain that can be draped 
  around the neck, leaving the Pass itself to hang in the mid-chest region.  A Day Pass must be openly worn at 
  all times while in the city. 
  
   
  Exodus OPS 
  The Watering Hole 
  4 
   
  ©2008, 2010 Glutton Creeper Games 
  The Space Museum, a large polished white stone building with an aerodynamic design much like a 
  tall thin triangle, points high into the sky.  An automatic double door opens for people as they walk in 
  and out of the building.  To the left side of the museum lies an old airfield that stretches beyond sight, 
  filled with the rusted and junked out remains of various models of aircraft.  On the right side is a line 
  of caravans entering into the merchant area within the old aircraft hangers.    
  The plot hook for the adventure lies in the Space Museum with Alan, a wounded merchant who is looking for 
  guards to escort him back to his brother at the Watering Hole, a location only known to him and his brother.  
  However, if the characters go to the market first, they’ll see Alan attempting to barter a deal for a bovine and a 
  hauler. 
  Space Museum (SC 1) 
  After stepping through the automated doors, a woman’s voice speaks from the air above. “Greetings, 
  Wasteland travelers.  Welcome to the Alamogordo Space Museum, the Wasteland's only hope to 
  restore the Earth and sky from eradication by Man.  Within this museum, you’ll find the wonders that 
  the Techno-Reapers have recovered from the pre-Exodus world.  Please enjoy your visit, and don’t 
  forget to leave a donation to help further the recovery of technology.” 
  The Space Museum is a large circular room that extends several stories high and ends in a dome 
  with a large telescope that is currently under repairs.  The entry floor contains a twenty foot tall 
  construction robot with many other, much smaller, technological wonders surrounding it.  Amidst the 
  wonders, hanging from the walls, are several faded pictures of Man’s historical aeronautic 
  accomplishments.  All of the technological displays are roped off with red plush ropes and an armed 
  narrator speaks about the pieces as Wastelanders view them. 
  To the left of the entryway is a ticket booth.  A sign on the booth, written in several languages, reads 
  “Law and Licenses”.  An attractive woman sits in the booth, reading a book.        
  Only the first floor of the museum is accessible to the characters.  The characters can view the technical items 
  or visit the Law and Licenses booth.  After the characters spend some time in the museum, Alan Terness will 
  approach one or more of them, preferably a combative looking one.  Each of these options is presented below. 
  The Museum’s Attractions 
  When a character approaches a technical display, read the narrative below or start in mid-narrative to 
  represent the other people viewing the display as the narrator guard is describing the item.  If a character 
  attempts to move past the ropes, the guard will quick draw a laser pistol and point it at the character, saying, 
  “Stay behind the rope, sir or ma’am.  I am authorized to use lethal force.” 
  Alpha Station 4: This pre-Exodus game system, recovered from a residential district, was displayed on a 
  screen and used wireless controllers resembling nun chucks.  This system provided entertainment in the 
  form of visual stimuli involving the use of hand eye coordination within simulated military scenarios or 
  while perpetrating random violence against innocent bystanders within a game context.   
  Ballistic Missile:  This is a missile that was recovered from an army vehicle found in the Wasteland.  
  Ballistic missiles are considered WoMD (Weapons of Mass Destruction). They were used for short ranged 
  attacks by military forces.  This type of missile is powerful enough to destroy one-thousand square feet of 
  land along with any living thing in the blast area.  Many of these missiles do not contain explosive 
  warheads, but, instead, contain biological warheads, such as nerve gas and other gas based toxins. 
  Construction Robot: This giant yellow robot was a construction demolition bot before the Exodus.  A 
  single man would sit in the control cockpit located in the center of the bot.  As the controller moved, the 
  demolition bot would mimic his movements, such as walking and arm swinging.  The robot's powerful 
  arms were manufactured of thick metal to smash buildings into the ground from top to bottom, while the 
  thick leg stabilized the robot.  A three story building could be demolished within a few hours using one of 
  these construction robots.     
  
   
  Exodus OPS 
  The Watering Hole 
  5 
   
  ©2008, 2010 Glutton Creeper Games 
  Fusion Powered Toaster Oven:  This portable toaster oven was found in the ruins of the Alamogordo 
  residence district and has been restored to working order.  As you can see, the toaster uses a fusion cell.  
  A fully powered fusion cell will run this oven for over 5000 hours of cooking time.  Yummy.  Lizard, it’s 
  what for dinner. 
  Power Armor:  This suit of RoboCore Power Armor was discovered near Roswell.  However, it is non-
  operational, due to extensive damage to the fusion core.  Power Armor was created a few years before the 
  Exodus for military use to strengthen the power and senses of elite soldiers.  Power Armor works via the 
  power core attaching to the wearer’s central nervous system, thus increasing his strength while still 
  maintaining normal user mobility under the weight of the armor through the use of assisted servos. 
  Whoosh 2000: This normal looking stainless steel toilet is equipped with a motion sensor that detects 
  when waste has entered into its bowl and automatically flushes itself.  It then shoots a wisp of flowery 
  scent into the air from the back of the toilet.  The Whoosh 2000 was made by the Rotor Router Company 
  for use in the wealthy man’s house and upscale hotels.  A single fusion cell will power the Whoosh 2000 
  for 200,000 flushes before the cell is depleted.     
  The Law and License Ticket Booth 
  The Law and License Ticket Booth is where characters can learn about the Three Laws of the Techno-Reapers 
  or where Mutants can buy a license to enter the city without being gunned down.  The booth is run by the 
  lovely young lady, Lana Flame.  In addition to her jobs informing interested parties about the Three Laws and 
  selling licenses to Mutants, Lana also runs a personal fan club.  She passes out membership cards with her 
  image on them, which she makes on a technical machine that she repaired called a XAN-5000 color copier. 
  If a Mutant is escorted to the booth, he or she must buy a “safe passage” license, called a Day Pass, for 100 
  Steel (no bartering) and forfeit all weapons until the time that the Mutant leaves the city.  The Day Pass is 
  good for one day, from Sunup to Sundown.  No mutants are allowed to roam the city at night.  If a Mutant 
  refuses to buy a license, he must immediately leave or Techno-Reapers will gun him down in cold blood.   
  Lana will state all of the written laws of the Techno-Reapers and Alamogordo for the characters to commit to 
  memory.  They can also purchase a copy of the laws for 2 Steel. 
  The Laws of Alamogordo 
  Law 1: A citizen or visitor must respect all technology (broken or operational) that is in the domain of 
  Alamogordo, regardless of the owner of said technology.  Damage to a technical device is punishable by 
  hard labor equal in the number of days to the repair cost value of the device or 1 year if the device is 
  destroyed.    
  Law 2: A citizen or visitor must keep the peace while in the domains of Alamogordo.  Acts of Violence and 
  Theft are dealt with harshly through banishment of the First Law of Gulag.  The First Law of Gulag is 
  removal of all of a person’s equipment, except one metal canteen filled with water.  The guilty party is 
  then taken into the Wasteland, 3 days away from civilization, and left to fend for survival alone. 
  Law 3: No Mutants allowed in Alamogordo without a license during Sunup and Sundown.  No Mutants 
  allowed period during the night.  Mutants that fail to purchase a license will be sentenced to death. 
  The Three Laws of the Techno-Reapers 
  Law 1: A Techno-Reaper must seek out and learn about advanced working or non-working Technical 
  Devices.  He or she must either return with a found device, a blueprint, or a description and the location 
  of the device (if unable to acquire the device) to the Master of Technology at a regional base for 
  acquisition and/or recreation. 
  Law 2: A Techno-Reaper must protect and preserve all rare and unique technical devices that fall into the 
  jurisdiction and category of Law 1.    
  Law 3: A Techno-Reaper that fails to follow the edicts of Law 1 and Law 2 will be ejected from the order 
  and subject to the First Law of Gulag. 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  6 
   
  ©2008, 2010 Glutton Creeper Games 
  Alan Terness  
  After the characters spend some time in the Space Museum, Alan Terness, a trader and water merchant who 
  runs supplies to his brother in the Wasteland, will approach a character if he is separated from the rest of the 
  characters or approach the entire group if they stay together.   
   A little pale man, casually dressed, but with dried blood trailing down his right pant leg, approaches 
  you and speaks.  “Hello there chaps.  Name is Alan.  You look like the kind of people that can help a 
  bloke out.  I am in need of some escorts through the Wasteland. Let me buy you a drink at the Atomic 
  Café and we can discuss this further.  Come, come.  What is the worst that will happen?  You’ll get a 
  free drink.”  
  If the characters follow Alan, continue with the next box text, otherwise Alan finds other escorts.  If the 
  players don’t go with Alan, go to the “Alternative Plot” text, presented later. 
  After a few drinks and some chit-chat about your Wasteland survival skills, Alan pipes up with his 
  proposition. “You know, I’m looking for some decent blokes to help me out on the morrow, and I’ll be 
  paying in more than drinks, but at the end of the trip – when we reach our destination.  I need an 
  escort to keep the beasties off of me, and I couldn’t ask for better traveling buddies in the Wasteland.  
  You guys seem alright, like really good chaps.  Four days out for 200 Steel each. Do we have a deal?” 
  Alan will offer to pay the characters 200 Steel each to get him to the Watering Hole.  The characters can 
  attempt to barter it up to 240 Steel with a Barter skill check DC 20 or 300 Steel with a Barter skill check DC 
  25.      
  If the characters ask about Alan’s injury, he’ll brush it off, stating that it is just a superficial flesh wound that 
  he received from some Wasteland critters on his trip here and that it will heal in a few days.  Alan is 
  unconcerned about his wounds, which he thinks are minor.  They actually aren’t, though.  A Treat Injury DC 
  15 check will reveal that his leg has a long, infected cut running down it, which could obviously cause some 
  problems later on.  If pestered about it more than once, he’ll allow himself to be treated. 
  Once the characters accept the job, Alan will relate the following: 
  After you accept Alan's deal, he spells out the situation. “My brother Bart operates a small trading 
  station out in the badlands, where he sells fresh water and salvaged gear to travelers passing through 
  the area.  This is where we’ll be traveling to.  I’m the other half of the equation, running supplies to 
  Bart every other week.  This week, though, I came across some bad luck and was attacked by a Meat 
  Claw (a deadly bipedal Mutant reptilian). My bovine was killed in the assault, and my hauler 
  abandoned.  I escaped with a few wounds, but I know that Bart is depending on me to bring some food 
  in.  So, at Sunup, meet me in front of the Space Museum and we'll head out to the Watering Hole 
  Trading Post.  
  Alan will meet the characters in the morning at 5 and will wait for them to arrive.  Once all of the characters 
  show up, he’ll head into the Wastelands, directly north.  Jump to the encounter “Into the Badlands”. 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  7 
   
  ©2008, 2010 Glutton Creeper Games 
  The Alamogordo Market 
  The Alamogordo market is behind the Space Museum in and around several aircraft hangers.  There are 
  literally dozens of merchants, and the place has a distinct bazaar type feel to it.  There are militiamen who 
  patrol the market area in an attempt to keep the peace if anything uncivilized goes down. 
  Makeshift awnings shield the shops clustered around and in the old hangars next to the Space 
  Museum.  Many tiny stalls cling to the edges of the sides of the hanger like barnacles to an oil tanker, 
  and plaintive cries of “armaments and ammunition” and “RAD free water” drift over the baked, dusty 
  square.  Merchants and customers fill the square in the endless dance of commerce, bartering for just 
  about anything – scraps of metal to the bare necessities of life. 
  The marketplace is full of goods, with outside stalls packed with clothing, simple weapons, and 
  supplies of all varieties.  Food vendors are mixed in among the others, lending an aroma of spiced 
  ground lizard with roasted peppers to the entire square.  Inside of the hangers are the more elite 
  merchants.  These merchants display their wares on huge racks that rise to the ceiling, hiding their 
  rarer treasures in the gloomy heights of darkness.   
  The Alamogordo market is quite large and contains every item up to Infrequent Scarcity listed in the EXS up 
  to a 3500 Steel value.  The merchants in the hanger house some rare items for sale, but it takes time to find 
  these rare items.  These rare items are listed on the table below, along with some regional items.  The 
  descriptions for the regional items are provided below the table.  
  The characters can barter with the merchants of the market, up to a 20% discount.  All of the outside 
  merchants have a +8 to their Barter skill check, and the merchants in the hangers have +12 to their Barter 
  skill check.  
  Alamogordo Market  
  Item Descriptions 
  Bitter Cactus Juice: This is some harsh 
  medicine.  It causes Nausea for 2 hours, 
  but it restores 1d3 hit points, and cures 
  one point of STR, DEX, and CON ability 
  damage.  A character can only benefit 
  from the Cactus Juice once per day.   
  Caruso Sunglasses: These sunglasses 
  were the style of the rich and powerful in 
  tropical environments at the turn of the 
  century.  Wearing these sunglasses grants a +1 Circumstance bonus to Bluff, Gather Information, and 
  Intimidate skill checks. 
  Father Time’s Pork Rinds: Pork Rinds, an ageless treat. 
  Desert Cloak: This is a light, Mojave patterned, sand-colored cloak that provides a +2 Circumstance bonus to 
  Hide checks in a desert environment. 
  Desert Weave: This scaly sand-colored armor is made from several Cruces Lizard hides sewn together.   
  Light Armor  
  Defense  
  PDR  
  EDR  
  LDR  
  XDR  
  Dex  
  AP  
  SPD  
  WT  
  SCRC  
  Cost  
  Desert Weave 
  +2 
  2 
  0 
  0 
  0 
  +6 
  -1 
  30 
  5 
  I 
  1000 
  Meat Claw Dirk: This curved 
  dagger 
  is 
  made 
  from 
  the 
  sharpened claw of a Meat Claw.   
   
   
   
  Regional Item 
  Cost 
  Rare + Items 
  Cost 
  Bitter Cactus Juice 
  165 
  .10 gauge shells (box of 20) 
  340 
  Father Time’s Pork Rinds 
  1 
  Caruso Sunglasses  
  245 
  Desert Cloak 
  120 
  Combat Vest 
  3100 
  Desert Weave 
  1000 
  Concealed Mesh Vest 
  2500 
  Meat Claw Dirk 
  185 
  EM 500 Laser Pistol 
  3500 
   
  Glock 10mm  
  2200 
  Inferno (2) 
  400 
  Riot Shield (2) 
  1800 
  Scrubs (light blue) (4) 
  300 
  Suppressor 
  850 
  Melee Weapons  
  DMG  
  CRIT  
  SIZE  
  WT  
  PROF  
  SCRC  
  COST  
  Meat Claw Dirk 
  1d3 
  18-20/x3 
  Tiny 
  1 
  simple 
  I 
  140 
  
   
  Exodus OPS 
  The Watering Hole 
  8 
   
  ©2008, 2010 Glutton Creeper Games 
  Merchant (human): Defensive 2, Master Trader 4 
  WIS 12, CHR: 15; Barter +16, Sense Motive +6.  
  Alan Terness (Market) 
  Should the characters go to the market before the Space 
  Museum, they’ll encounter Alan attempting to barter a fair 
  price for a hauler and an ox.  If they intervene on Alan's 
  behalf, he’ll offer them the job as guards.   
  The hot sun beats down on the market square relentlessly, as sweaty merchants and customers 
  make exchanges of goods and Steel.  As you view the wares of the market, pushing your way through 
  the vast throngs of people, you see a stern-looking hulk of a bovine merchant push a little fellow down 
  on the ground.  The little man, pale and exhausted looking, with dried blood trailing down his right 
  pant leg, stands and retorts to the hulking merchant: “I, as a fellow merchant, cannot believe your 
  prices. You want 300 Steel for this ox that is half dead?  That’s robbery!  I will not pay you more than 
  200 Steel or I will find a better deal elsewhere.” 
  The characters can attempt to aid Alan at this point or they can continue on their way.  If the characters 
  intervene, they can attempt to persuade the hulking merchant to lower his price for the ox, with an opposed 
  Barter check.  However, Alan is looking for the best deal and will use the characters' intervention to 
  strengthen his bid to include feed for the ox and a small hauler for a total of 300 Steel.  If a character looks 
  over the ox, he can determine with a Treat Injury skill check (DC 20) that the ox is very old and is suffering 
  from malnutrition.  The value of the beast at best is half of what the hulking merchant asks for.  Should a 
  character point this out to the merchant, Alan will make a new offer to include the feed and hauler, which the 
  merchant will take (giving the worst looking hauler to Alan).  Alan will thank the character(s) that aided him 
  in the transaction and will ask them if they are interested in a job escorting him back to his base of operation, 
  several days North of the city.  If the characters are interested, he’ll offer to pay them each 200 Steel to get 
  him there.  The characters can attempt to barter it up to 240 Steel with a Barter skill check DC 20 or 300 Steel 
  with a Barter skill check DC 25.      
  Alternate Plot: 
  If the characters are not interested in accepting Alan’s job, then Alan leaves the next day.  Since Alan was seen 
  talking to the characters, a Techno-Reaper Master later approaches the characters to tell them that Alan 
  Terness was last seen talking to them and is now dead.  The characters are obligated to go and inform his 
  brother of his death. If they refuse to do so, they will be sentenced to the First Law of Gulag.  If the characters 
  accept, the Techno-Reaper will hand them Alan’s Map and tell them that the Techno-Reapers expect to see 
  Bart, Alan’s brother, in no more than 10 days or a bounty will be put on their heads.  If the characters skip 
  town and do not go to the Watering Hole Trading Post, they earn +5% infamy in Techno-Reaper circles. 
  Into the Badlands (SC 1) 
  Nobody likes trekking through the badlands, not even Alan.  Baked earth, scrub, and an occasional 
  cactus stretch on for miles, illuminated in all too bright shades of pink and red by the early morning 
  sun.  Even at this time of morning, the heat is becoming perceptible, seeping in as the hot wind lathers 
  you in a slick film of grime and sweat.  Buzzards wheel overhead and call against the brightening sky; 
  you hope this isn’t some type of omen. 
  Alan seems cheerful, but looks tired.  He sits astride an old half-dead ox, driving his rusted hauler 
  full of dried food stocks down a path.  He’s chatting to you about this and that as you all lurch back and 
  forth to the rhythm of the path’s ruts.   
  Travel Time and Difficulty 
  Reaching the Watering Hole from Alamogordo requires 4 days of North by Northeast travel.  The terrain 
  gradually changes from flat, cracked desert to open sand dunes, then eventually to ridges and narrow gulleys.  
  The actual trading depot is right at the southern tip of a range of mountains.  Alan has purchased 70 days of 
  food for one person in order to feed everyone for the trip and Bart and himself after the trip is completed.  He 
  is also a skilled Navigator and is familiar with the route.   
  
   
  Exodus OPS 
  The Watering Hole 
  9 
   
  ©2008, 2010 Glutton Creeper Games 
  Alan’s Injury 
  The Badlands live up to their name and they're worse when you’re sick or injured.  Alan came prepared with 
  food and water, but he didn’t come prepared to deal with a festering wound.  He is suffering from Blood 
  Poisoning and takes 1d3+2 points of Constitution damage each day.  If Alan receives a Treat Injury (disease) 
  DC 15, he suffers no damage for that day.  If any Treat Injury check fails, the next day’s DC increases by 2.  If 
  Alan's Constitution score reaches 0, he dies.   
  If Alan does worsen, he becomes increasingly feverish.  
  He’s also increasingly insistent that he’s fine, even 
  when ghostly pale and beaded with sweat.  If he bites 
  the Big One, consult Encounter “Alan’s Death”.  If Alan 
  survives the journey and the party reaches the 
  Watering Hole, consult “Reaching the Watering Hole”.   
  Alan’s Death (SC 2) 
  If Alan dies in transit, conditions rapidly worsen for the characters.  Without the aid of his navigation abilities, 
  there’s a good chance that they could get very lost on their way to the Watering Hole. It doesn’t help that Alan 
  never revealed a set path or route.  Then again, the characters can always attempt to return to Alamogordo.  
  The base Navigation DC to reach either Alamogordo or the Watering Hole is DC 25.  If the party bothers to 
  search Alan’s body, they’ll find a map that provides a +5 Circumstance bonus to the Navigation check.  Keep 
  track of the amount of the day it takes the characters to reach a destination based on Navigation skill. 
  If the characters remain lost for more than three days, they stumble upon the following encounter: 
  Since being lost in the desert is really terrible and makes for a poor session, this encounter was designed to 
  provide the party with a bit of an upside.  In essence, the characters come across the rusted out remains of a 
  car, which some other traveler had used as shelter before he died. 
  After days of wandering in the Wasteland, the heat from the sun feels like an oven, baking your 
  bones.  Your skin burns and prickles like a sharpened rake is being continually dragged across it.  It 
  doesn’t help that the desert looks identical in all directions. 
  After days of nothing, an oasis of paved road running roughly east to west suddenly peeks out from 
  beneath shifting sand and dust.  A rusted out car, likely an ancient Roadster, casts a pool of tempting 
  shade next to the pavement.  It looks like it was made into a makeshift tent, with white, floral print 
  sheets stretched over the passenger-side windows, facing into the sun.  Then again, maybe it's just the 
  heat making you hallucinate.  
  If the characters opt to investigate the illusion, read the following when they get closer. 
  There is a figure huddled within the car, motionless, with one arm hanging out the driver’s side 
  window.  Even from this distance you can tell he’s very, very dead. 
  This was a human man and he hasn’t been dead more than a month, although the heat has desiccated him 
  quite severely.  A Treat Injury DC 15 skill check reveals that he was killed by a rattlesnake bite.  A DC 15 spot 
  check finds a similarly dead rattlesnake under the car, whose head has all but been obliterated by a boot 
  stomping.  There are numerous bullet holes in the dirt and pavement around the snake, as well. 
  There are 4 metal canteens full of irradiated water (50 RAD) in a leather backpack on the back seat, a wool 
  blanket, 2 doses of Radium X, a first aid kit, and an empty vial that once held a poison antidote.  It looks like it 
  was spilled on the floor.  There’s also an ancient, rusted wooden axe in the trunk, and a new MAB P15 
  handgun with 2 magazines stashed in the dashboard.  The man was wearing casual clothes and had a cache of 
  coins – 240 Steel.   
  Alan Terness, Defensive 1, Master Trader 2 
  Personality: Talkative and Inquisitive 
  Human Male; HP 21 (currently 15); STR 10, CON 14 
  (currently 10), DEX 11, INT 13, WIS 15, CHA 13; Fort +3, 
  Ref +2, Will +6; Appraise +5, Barter +12, Diplomacy +5, 
  Handle Animal +3, Navigate +10, Sense motive +4, 
  Survival +8. 
   
  
   
  Exodus OPS 
  The Watering Hole 
  10 
   
  ©2008, 2010 Glutton Creeper Games 
  B.B., Bart’s Robot CR N/A; Small-sized construct; HD 1 
  (1d10+5), HP 15, BAB +0, Mas NA; Init +0, Spd 30 feet; 
  Defense 15, touch 11, flat-footed 14 (+4 Natural +1 Dex); 
  BAB +0, Grap +0, Atk none; SV Fort +0, Ref +1, Will +5. 
  SQ: Darkvision 60 feet, construct traits 
  Abilities: Str 10, Dex 12, Con -, Int 16, Wis 20, Cha 9  
  Skills (preprogrammed): Knowledge (Nature) +7, Listen 
  +11, Search +7, Spot +11 
  Feats: Alertness   
  Possessions: A quick ‘wit’ 
  Wealth Bonus: None  
  Languages: Arabic, English, French, Spanish 
  If the characters manage to make it back to Alamogordo, read Conclusion C.  If they make it to the Watering 
  Hole, continue with the Encounter “The Watering Hole”.  If they wind up good and lost, you’re looking at 
  Encounter 1b. 
  The Watering Hole 
  Traveling onward - it’s like the Wastelands never end.  The hours pass, and the small rocks and sand 
  dunes become flat cracked earth and jagged rocks that rise all around you, looming like silent 
  sentinels.  Cracked and broken hills appear against the dusty horizon, giving way to majestic 
  mountains that you never quite seem to reach.  As you round a bend on the trail, a blasted-out 
  building comes into view.  This ruin rises up from behind a rocky escarpment that hugs the left hand 
  side of an old concrete road.  This, however, is not just any building, but one that shows some signs of 
  life – wheel tracks, discarded foil wrappers, cigarette butts.  The building itself is whitewashed, 
  scorched and roofless; it pokes from the dusty nook in the rock like a decayed tooth.  Oil drums 
  cluster together in front of one corner of the walls, and a shaggy bison chews placidly on a patch of 
  scrub nearby.  You can also see a beat up box van parked beneath a makeshift awning. 
  A scratchy voice calls out from inside the building.  “Hey, customers!  You’re lookin’ pretty tired!  
  Need a place to stay?  This here’s the best inn in the Wastelands!” 
  “It’s the only inn in the Wastes,” another, tinnier voice squawks. 
  “Shut up!” And then a man steps out from the ruins, waving openly.  He’s short, round, and covered 
  with grime, yet his broad grin seems to light him up. 
  The little round man is Bart, Alan’s brother.  He is loud, 
  friendly, and incapable of silence; he talks constantly 
  and excitedly about everything.  Bart will readily go 
  into a spiel on any subject, regardless of whether or not 
  he knows a thing about it. 
  Bart is a small-time merchant who operates a makeshift 
  water-selling operation.  He traveled here via his van 
  and bison, carrying a small supply of goods in the back.  
  Bart has fixed the place up a little bit; he stretched a 
  tarp between the walls in the ruin and set up a number 
  of oil barrels to collect the water that he sells to 
  passers-by.  Bart can supply the characters with any 
  equipment up to an Uncommon Scarcity under 300 
  Steel and will barter up to 10% off of prices.  Bart only 
  has a stock up to 1000 Steel value, so once the 
  characters spend 1000 Steel, Bart is out of supplies. 
  There’s also another ‘person’ at the shop, a small robot 
  Bart scavenged from the ruins of a ranger’s station.  
  Bart’s companion is a small robot called B.B. 
  B.B. stands for ‘Birding Bot’, which is exactly what B.B. originally was.  He was designed to recognize birds by 
  their calls and appearance and then to catalog their migration patterns in the Wastelands – tasks he is more 
  than capable of performing.  All Birding Bots were also programmed with some ‘conversational skills’, to keep 
  the rangers from going insane due to isolation.  Results have been mixed.  
  B.B. no longer catalogs birds. Now he catalogs goods and transactions.  He isn’t so great at it and his frequent 
  mistakes provoke curses or hurled shoes from Bart.  The little robot has an infuriating love of puns and 
  wordplay which disgusts and alarms anyone who talks to him. 
   
   
  Bart Terness, Defensive 3, Master Trader 3 
  Personality: Talkative and Gregarious 
  Human Male; HP 31; INT 15, WIS 12, CHA 16; Appraise 
  +8, Barter +18, Diplomacy +8, Handle Animal +3, 
  Navigate +6, Sense motive +8, Survival +12. 
  
   
  Exodus OPS 
  The Watering Hole 
  11 
   
  ©2008, 2010 Glutton Creeper Games 
   
  Next to Bart is a strange device.  This device is little more than a vaguely head-shaped appendage 
  with a cluster of lenses spread across the ‘face’.  Its head is at the end of a long, swiveling arm that 
  unfolds from a small, wheeled box sitting on a beat-up table and it speaks in a sharp, metallic voice, 
  following your every movement with a weird bobbing motion. 
  Bart’s initial reaction varies according to whether or not Alan has survived the journey.  If Alan is alive, the 
  two brothers greet each other right away; Alan pipes up as soon as Bart finishes his intro spiel.  They embrace 
  and Alan gives Bart a glowing account of the party members.  You can now basically proceed right into 
  Encounter “Running the Joint”.  With Alan alive, Bart’s reactions all start at Friendly. 
  If Alan is dead, things are a little different.  Although Bart appears to be friendly, he is actually Indifferent if 
  the party conceals Alan’s death or Unfriendly if they are open about it.  Bart’s reaction must be shifted to 
  Friendly or Helpful before he offers the party the “Running the Joint” mission.  This can be done either 
  through simple diplomacy by the characters spending a night at Bart’s inn and talking to him, or through their 
  helping him out in the small combat encounter “Coyote Ugly” and eliminating the beasts.  Either method can 
  be chosen, depending on the makeup of the party, and whether interest permits a bit of combat for the group 
  at this time.  At your option, the encounter “Coyote Ugly” can even be used if Alan has survived – so long as 
  the party is looking for some action. 
  The following are general descriptions of the details within the Watering Hole, which will come in handy later 
  in the scenario. 
  The Depot 
  The depot is really the only man-made structure at the Watering Hole.  It consists of a small, burnt-out 
  ranger’s station. 
  The depot really doesn’t look like much.  Its whitewashed walls are blackened with soot and scorch 
  marks.  The entrance to the place faces West and has a dilapidated look to it, save for a bright yellow 
  sign that says ‘REST EASY’ in cheerful letters.  The Northern section of the roof has completely 
  collapsed, but is covered over with a waterproof tarp.  Overall, the building is squat, square, and 
  maybe a story and a half high. 
  The interior of the building is not much more exciting.  
  Bart’s home is not impressive.  The layout is simple, consisting of four rooms.  The main room, the 
  one you’re standing in, is dimly lit by a few small electric lanterns set out on a small wooden table to 
  the left.  In the flickering yellow light, you can see that all the walls are lined by ramshackle shelves 
  crammed with junk of every description.  There’s an area of open floor to the left, dominated by a 
  faded rug and an old TV next to a small generator, a hot plate, a game station system, and a space 
  heater.  This is the only corner of the store not packed with shelves.  A square, shuttered window 
  opens out of a bare spot on the southern wall behind it.   
  In the back of the main room are two doors in an alcove on the east wall.  The one on the left leads to 
  what looks like Bart’s Bedroom – a bunk bed, end table, dresser, and more shelving units stuffed with 
  dry goods.  The other door, on the right, seems to be a tiny restroom with a hole busted into the floor 
  and a toilet placed over it. 
  On the right from the restroom is yet another doorway, this one closed.  It opens into a long, narrow 
  room that contains more storage space, with shelves on the left converted into makeshift bunks.   
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  12 
   
  ©2008, 2010 Glutton Creeper Games 
  The Yard 
  This is a broad area of open, caked dirt that stretches to the west of the depot.  The road leads to this location 
  after curving around from the South. 
  A disintegrating wooden fence is the dominant feature of the yard.  There’s a gap in its center that 
  allows a narrow dirt trail through, but, aside from that, the area is little more than cracked, caked 
  earth.  On the Northern side of the path, you see what looks like a little camp site – there’s a fire pit, 
  some old lawn chairs, a couple of oil drums, and a few tattered flags on poles.  A rusted old van slumps 
  right behind this makeshift camp. 
  The van can be hauled by an animal (indeed, Bart uses it to transport goods when he has to), but it’s unfueled 
  and gutted.  The engine, gas tank, and most of the internal machinery were removed to reduce weight. 
  The Gully 
  The gully stretches to the East and South of the depot.  It consists of a dry stream bed and a stretch of 
  scrubland, clustered up against a high, limestone ridge to the East.  The ridge initially blocks the view of the 
  depot to those approaching from the East, as the party is. 
  This is probably the most verdant place near the depot, but that isn’t saying much.  Some scrub 
  huddles around the remains of a dry stream bed, which winds itself up against a limestone ridge to 
  the East.  A couple of scrawny pine trees poke out of the scrub.  As you look Southward, both the 
  vegetation and the ridge gradually taper out into sparse grassland, then rolling, sandy badlands, and 
  eventually to open desert on the horizon.  You can see the road you traveled to get here winding 
  amongst the scrub in the distance. 
  The Ridge 
  Here we have what is likely the dominant feature of the area.  The ridge is a Southern outlier of the Mountains 
  and it shares many of the same traits – limestone composition, square and blocky appearance, color ranging 
  from brownish to white.  The ridge curves from the North, around the Eastern side of the Depot, before 
  gradually diminishing Southward. 
  The ridge towers above you, its pale brown stone cracked and riddled with small tufts of grass.  The 
  light here is dappled by a few slender, barren trees, and the scent of pine wood floats thinly in the arid 
  breeze.  Many crevices and crannies greet you – you imagine there are probably a few caves here. 
  Alan and B.B at the Watering Hole 
  Alan, if alive, and B.B. can be present for all of the encounters that take place at the Watering Hole.  Alan is 
  basically inefficacious due to his infection and subsequent Constitution loss – he stays inside and occasionally 
  asks for food or water.  He won’t help with fighting or interact with the party except to play cards and 
  demand a fire each night.  B.B., on the other hand, has a convenient 30 speed that allows him to keep up with 
  the party to serve as comic relief and/or a source of nature information. 
  Coyote Ugly (CEL 1) 
  Bart has asked the characters to eliminate some wolves that return to his camp every night, attempting to kill 
  him and his bovine.  They already got his dog, Bandit. 
  Night falls rapidly out in the desert, and the cold hits the moment the sun dips beneath the horizon.  
  As daylight drains out of the sky, like water from a broken dam, you catch the distant cackle of 
  barking and howling on the breeze, singing the song of the badlands' night.  Bart stands up almost 
  immediately.  He walks into the station, over to a beat-up end table, and opens a drawer, revealing a 
  carefully maintained handgun. 
  
   
  Exodus OPS 
  The Watering Hole 
  13 
   
  ©2008, 2010 Glutton Creeper Games 
  Whiteback Coyote (4): small animal; HD 1d8+2; hp 7; Mas 13; Init +5; Spd 50 ft.; 
  Defense 14, touch 11, flat-footed 12 (+1 Dex, +1 size, +2 natural); BAB +1; Grap 
  +3; Atk bite +2 (1d4+2 melee); FS: 5ft. by 5ft.; SV Fort +1, Ref +0, Will +1; Str 12, 
  Dex 13, Con 14, Int 1, Wis 12, Cha 2. 
  Skills: hide +5, listen +4, move silently +5, spot +4.   
  Feats: Improved initiative 
  Night Scent (Ex): As per the scent special quality, but also counts as the 
  blindfighting feat. 
  Whiteback Pack Attack (Ex): For every additional Whiteback Coyote in a battle 
  beyond the first, all Whitebacks gain a +1 bonus to damage rolls.    
   
  “You boys want a little target practice?”  Bart chuckles, maybe a little bit nervously. Even though the 
  fire-pit is already stoked, you’re starting to get the impression that simple fire isn’t about to keep 
  these particular coyotes away. 
   
  The party has the option of helping Bart or not.  If not, only one Coyote appears, and he sends it running with 
  a few warning shots. 
  Whiteback Coyotes are vicious, rippling 
  masses of canine muscle with two skunk-
  like stripes down their backs.  They’re 
  noted for their chilling howls and 
  complete lack of fear toward humans. 
  The battle should begin with the coyotes 
  attempting to sneak into the perimeter 
  around the Southern edge of the ridge.  
  Once they’re within 100 feet, they’ll 
  charge.  Thankfully, the coyotes are more 
  stupid and vicious than they are cunning, and will attack everyone, as opposed to just focusing on a single 
  target.   
  When the battle is finished, Bart will accept the characters as friendly, and invite them to stay at the inn free 
  of charge.  He then offers them a chance to protect the trading post in “Running the Joint”, while he attends to 
  his brother and returns to Alamogordo for a short period. 
  Running the Joint (SC 1) 
  If the players have won Bart’s trust, he offers them a special job.  He has to run into town to either get 
  medicine for Alan, or to inform his family of Alan’s death (choose the appropriate reason based on Alan’s 
  status).  While Bart is off, he wants the party to look after the Watering Hole, protect it, and keep the 
  extraction of water working properly.  If Alan is still alive, he has to rest up at the depot, and will stay with the 
  characters.  If Alan is dead, obviously he gets buried (out in the front yard) after a brief and awkward service 
  during which Bart has to repeatedly shush B.B.   
  Bart should give the party a quick rundown of the joint; he offers the following basic information and intro 
  without being questioned. 
   “This here is my place, and I try to keep it together.  While I’m gone, you gotta make sure that the pump 
  keeps working.  There’s a big aquifer underneath the caves in the ridge back there, and I’ve got a bunch a 
  pumps that pull water from outta the place. Then I seal it up in barrels and roll 'em topside.  Most of the 
  machinery’s in the upper parts of the larger cave out back behind the depot - the one marked with the 
  ‘Caution’ sign.  Heh. To keep vandals and such out.  Actually, it’s the safest of all the caves by far.  Ain’t 
  nothin’ in there I haven’t gotten round to killing yet.  So just mosey down there in the morning with a barrel, 
  fill ‘er up, reset the pumps for the day, then head back.  No problem.  I’ll take you on a little tour so you know 
  what you’re doin’'.” 
  If Bart is asked about the other caves, he looks briefly uncomfortable, before piping up: 
   “Yeah, there’s some kinda critter livin’ in the other cave.  He comes out on warmer nights to hunt and so on; 
  he’s kinda like a big lizard, all red and black.  Weird lookin'.  I keep my distance, and he seems okay to stay 
  away from me.  Although, I used to have a dog...  poor Bandit.” 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  14 
   
  ©2008, 2010 Glutton Creeper Games 
  If questioned about raider attacks and other travelers coming to the depot, Bart answers readily.  He also 
  offers this info as an afterthought, right before he leaves, if not already questioned about it. 
   “I get a few people in a month, but this is the hot season and it slows right down.  I time it so I run outta stock 
  about now so it’s okay to get Alan to come in with refills without me having to worry about disappointing 
  any customers, ya see.  Better not to have to stock up more than a few times a year.  As for bandits… yeah.  
  It’s the hot season, and the mutants out there start getting desperate around now.  There’s a chance you 
  might get attacked.  That’s another reason I want Alan here, because with two of us we’re less likely to get 
  rolled.  I ain’t worried about traveling myself; they’re always on foot and can’t hope to catch a bovine.  But 
  you guys should watch out.” 
  After he supplies all the information, he takes the party on a tour of the extraction cave. 
  The entrance to the cave is nothing more than a narrow crack in the cliff with a wooden ‘Caution’ 
  sign screwed into the wall nearby.  But once you pass through the rough hewn sandstone entrance, it 
  feels like a whole different world.  The relentless dry heat of the desert is gone, replaced with cool, 
  moist air carrying the faint scent of moss and wet stone.  The smooth, limestone walls have an almost 
  organic appearance, and come to a gradual meeting point about 15 feet above you while the floor 
  pitches steadily downward.  You follow a trail of cigarette butts into the depths of the ridge. 
  The lantern light reflects bright white off the walls as you spiral downwards.  Cool air wells up from 
  below.  At the edge of the darkness, you can see it – a large, open chamber that was clearly once some 
  type of reservoir.  Stalagmites hang from the ceiling and sparkle with traces of gypsum.  Small pools of 
  water litter the ground, rippling with each footstep.  Here is the pump – a massive conglomeration of 
  cobbled pipes and valves, clearly the remains of some great, pre-war machine.  A dozen or so oil 
  drums cluster at the device's feet. 
  “Pretty ain’t it?” Bart chuckles a bit while he saunters over to a series of dials and levers.  “Don’t 
  worry, there’s nothin’ to it.” 
  Bart explains the basics of operating the pump and that the pump must stay running in order to extract the 
  water.  Each day the pump requires a maintenance check to make sure there are no problems.  This requires a 
  Repair DC 15 check; characters cannot take 10 on this check.  If a character has ranks in Profession 
  (mechanic), he may add his ranks to his Repair check.  If all the checks are made, then the machine operates 
  smoothly, but if at some point a character fails the check by 5 or more, then the pump begins to moan and 
  groan 4 hours after the character last checked it.  When the character next checks the pump, he’ll find that the 
  chamber is flooded.    
  If the characters manage to mess this up, Bart only pays them half his promised price when he returns, unless 
  the party can repair the pump and get it operational again.  The pump will require a Repair check DC 18 to get 
  up and running, and it will take a full day of work to pump out the water, and a maintenance check every 4 
  hours to make sure that the pump does not overheat.   
  The Lizard King (CEL 2) 
  If the characters choose to explore the other cave, they will encounter the Lizard King, a giant Gila Monster. 
  This cave is much smaller than the one which holds the water pump.  The air is thick with a musty 
  aroma, and a single narrow pathway spirals downwards into the gloom.  Here and there, wisps of 
  what looks like tattered white parchment are kicked up as you pass by, short-lived as white ghosts in 
  the flickering light. 
  This is the cave Bart warned the party against, the home of a Giant Gila Monster.  Those white floating tufts 
  are bits of shed lizard skin which can be identified with a Knowledge (nature) DC 10 skill check.  A Search DC 
  15 skill check will discover fine scratches on the walls, and DC 20 will reveal claw shrapnel. 
  The Gila Monster lives in a large, stalagmite-studded cavern at the end of the winding entrance passage.  The 
  ceiling here is extremely low (only about 4 feet high), effectively making all characters squeeze into the area, 
  except for characters with the Flexible trait, rendering combat difficult if it takes place in the cavern.   
  
   
  Exodus OPS 
  The Watering Hole 
  15 
   
  ©2008, 2010 Glutton Creeper Games 
  Mutant Lizard (Venomous Gila Monster): Medium Animal; HD 3d8+9; hp 22; 
  Mas 17; Init +2; Spd 30 ft., swim 30 ft; Defense 15 (+2 Dex, +3 natural), touch 12, 
  flat-footed 13; BAB +2; Grap +5; Atk Bite +5 melee (1d4+3 plus poison); SV Fort 
  +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2. 
  Feats: Alertness, Great Fortitude 
  Skills: Climb +7, Hide +6 (+10 in rocky surroundings), Listen +4, Move Silently +6, 
  Spot +4, Swim +11 
  Special Attacks 
  Venomous Bite (ex): The Gila Monster’s bite attack contains a potent toxin.  
  Damage is 1d4 dexterity, secondary damage 1d4 dexterity; Reflex save DC 14 to 
  negate.   
  Special Qualities 
  Scent, Low-light vision 
  The Gila Monster’s chamber contains 
  little more than a pile of bones, some 
  shredded 
  skin, 
  a 
  grooved 
  Gila 
  Monster tooth that houses a single 
  application of venom, and a dog 
  collar. 
  Unlike some Mutant Gila Monsters, 
  this one has a venomous bite which 
  renders 
  it 
  somewhat 
  more 
  dangerous.  Bite aside, the lizard is 
  formidable and surprisingly quick-
  moving.  It is broad, squat, and low 
  to the ground, with pebbly red and 
  black skin. 
  The Gila Monster itself is not always present in the den.  At around 9 PM and until Midnight, every night, the 
  lizard goes out on the prowl.  During this time, players can explore the den without fear of encountering the 
  creature.  They won’t find anything aside from the aforementioned bones, tooth, and the dog collar.  However, 
  if any party members are wandering around outside at this time of night, they have a 20% chance of 
  encountering the lizard while he’s hunting.  He tends to spend most of his time in the gully. 
  Harvesting 
  The hide makes a rather fetching leather jacket, but requires a Survival DC 14 skill check to skin, and a Craft 
  (mechanical) DC 12 skill check to actually manufacture.  A Gila skin jacket has a market value of around 300 
  Steel, and has stats identical to a regular leather jacket.  The Gila Monster’s bottom teeth are grooved and 
  contain a reservoir of toxin. There are 2d4 teeth, each of which contains a single application of Gila Monster 
  venom.  The Market price for the toxin is 15 Steel per dose. 
  Mutant Attack (CEL 4/SC 1) 
  On the third day at the Watering Hole, a pair of Mutants discovers the area and is scouting it out.  They want 
  to drive the party off and capture any women or Ghūls for use as slaves.  Allow alert characters an occasional 
  Spot DC 17 skill check throughout the day to notice the stealthy Mutants.  If one of the party members spots 
  them before they can attack, read the following: 
  A bulky shape moving from a stone outcropping to a tuft of brambles, and from the brambles to a 
  stand of pines, catches your eye.   
  If the Mutant cover is blown, and a character sounds an alarm, the Mutants will charge in.  Read the following 
  if this is the case or if the Mutants sneak in and make the first attack. 
  Appearing before you, are two huge muscular monsters carry baseball bats studded with metal 
  shards and strips of tape outfitted in what looks like the remains of umpire padding.  Streaks of 
  yellow paint in some type of warrior pattern are clumsily applied to their faces, marking them as 
  obvious members of the Mutant Army. 
  One of them smiles with a wide gapped-tooth grin; these Mutant brutes clearly do not come in peace.  
  The Mutants scout the camp from early afternoon to dusk.  They spend several minutes skulking about the 
  edges of the Front Yard, trying to get a feel for the place and to see how many people dwell there.   
  Once combat begins, the Mutants first rush in and attempt to engage the party in melee.  Both will approach 
  any human male character and beat him down into unconsciousness.   
  The Mutants will continue to fight until one them is dead and the other fleeing (preferably with a woman or 
  Ghūl), or they capture the Watering Hole.  If a Mutant escapes, the characters will earn +1% infamy within the 
  Mutant Army. 
  
   
  Exodus OPS 
  The Watering Hole 
  16 
   
  ©2008, 2010 Glutton Creeper Games 
  Bruno 
  Trans-Genetic mutant, male; Defensive 1 
  Medium Humanoid; HD 1d8+3+1; hp 12; Mas 16; Init +1; Spd 
  25 ft.; Defense 13 (+1 Dex, +2 class), touch 12, flat-footed 12; 
  BAB +0; Grap +11; Atk punch +7 melee (1d4+7 non-lethal); FS: 
  5 ft./5 ft.; SV Fort +3, Ref +1, Will +2; Str 24, Dex 12, Con 16, 
  Int 6, Wis 10, Cha 7. 
  Background: Mutant Defector 
  Occupation: City Worker 
  Feats: Brawl, Strong back 
  Skills (12): Craft (Structural) +0, Listen +4, Repair -1, Sense 
  Motive +2, Spot +4, Survival +4 
  Talents: Robust 
  Traits: Big and Dumb 
  Personality: Slow, Dull, Apologetic and Obedient 
  Special Qualities 
  Trans-Genetic Mutant Traits 
   
  Mutant Canine (CR 3): Medium Animal; HD 4d8+12; hp 30; Mas 
  17; Init +2; Spd 40 ft.; Defense 14 (+2 Dex, +2 natural), touch 12, 
  flat-footed 12; BAB +2; Grap +5; Atk Bite +6 melee (1d6+4); FS: 5 
  ft./5 ft.; SV Fort +7, Ref +6, Will +2; Str 17, Dex 15, Con 17, Int 2, 
  Wis 12, Cha 6. 
  Feats: Improved trip, weapon focus (bite) 
  Skills: Jump +5, Listen +5, Spot +5, Spot +5, Survival +1 (+5 when 
  tracking by scent), Swim +6 
  Special Attacks 
  Take Down (ex): If a mutant canine lands a successful bite attack, 
  make an immediate opposed strength check versus the bitten 
  target.  If the canine wins, the target is knocked prone.  Take 
  down has no effect on individuals who are already prone. 
  Special Qualities 
  Scent, Low-light vision 
  Mutant Raiders (2)  
  Aggressive Class 2  
  Medium Humanoids; HD 2d10+10; hp 26; Mas 20; Init +0; Spd 30 ft.; Defense 12 (+0 Dex, +1 Class, +1 armor), touch 10, flat-
  footed 11; BAB +2; Grap +10; Atk Baseball bat +7 melee (1d6+6); FS: 5 ft./5 ft.; SV Fort +8, Ref +0, Will +0; Str 18, Dex 10, Con 
  20, Int 10, Wis 10, Cha 6.  
  Feats: Brawl, Cleave, Power Attack, Weapon Focus (Archaic) 
  Skills (10): Hide +5 (+7), Survival +5 
  Talents: Melee Smash 
  Traits: Physically Fit 
  Special Qualities 
  Trans-Genetic Mutant Traits 
  Equipment: backpack (cloth), baseball bat (2), flashlight (solar powered), flat bread (10), improvised armor (2), meat jerky (20), 
  metal canteen (4).  
   
  The Refugee (CEL 4)  
  On the fifth day at the Watering Hole, Bruno, a Mutant defector, comes running into the front yard being 
  chased by Mutant canines.  The characters can act as they wish in this encounter. 
  The last few days have been pretty quiet.  However, the barking of dogs draws your attention to the 
  yard.  You can see a Mutant in full stride, running into the compound's front yard.  
  At this point, it’s a good idea to ask what the characters do.  The characters have two rounds of actions before 
  the Mutant canines arrive.  Bruno will run right by the characters, ignoring any dangers, and flee straight into 
  the building to hide.   
  Seconds later, as the Mutant runs into the building, two large black mastiff hounds run into the yard.  
  Both stop, sniffing in the air, while foaming from the mouth. 
  The canines will attack everyone in their area of scent, starting with whoever is closest until they get Bruno.  
  They attack in a pack mentality, choosing the same target until it stops moving. 
   
  Bruno is a Mutant defector.  He isn’t the brightest 
  fellow around, which is why he figured that defecting from the Mutants by running out in the middle of the 
  mountains (with no equipment!) would be a wise idea.  He is insanely lucky, though - lucky enough to stumble 
  across the only clean watering hole for probably a hundred miles in any direction. 
  Bruno’s been on the lam for 2 days, and the Mutants weren’t all that happy to see him go.  In retaliation, they 
  loosed a pair of near-feral Mutant canines on the poor guy in the hopes that the dogs would kill him.  One 
  
   
  Exodus OPS 
  The Watering Hole 
  17 
   
  ©2008, 2010 Glutton Creeper Games 
  George, the Goddamned Enormous Packrat (CR 1): Small Animal; HD 1d8+1; hp 
  5; Mas 12; Init +3; Spd 40 ft.; Defense 16 (+3 Dex, +2 natural, +1 size), touch 14, 
  flat-footed 13; BAB +0; Grap -3; Atk Bite +4 melee (1d4+1); FS: 5 ft./5 ft.; SV Fort 
  +3, Ref +5, Will +2; Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 2. 
  Feats: Weapon finesse (bite) 
  Skills: Balance +11, Climb +13, Hide +11, Move Silently +11, Sleight of Hand +12, 
  Swim +11 
  Special Attacks 
  Foul Bite (ex): Rats are a well-known vector for plagues.  It stands to reason that 
  the larger the rat, the more plague you can get from it.  All Goddamned 
  Enormous Packrats bites force a DC 11 fortitude save on a successful bite, to 
  prevent the contraction of a mild disease that inflicts 1 Con damage per day for 
  1 week. 
  Special Qualities 
  Scent, Low-light vision, +8 racial bonuses on balance, climb, swim, and sleight of 
  hand checks. 
  could hardly call these canines ‘trained’ – they’re simply vicious and persistent, and the Mutants don’t even 
  try to control them.  The animals got wind of Bruno’s scent and have pursued him out of pure tenacity and a 
  touch of bestial cruelty. 
  If the characters do not gun down Bruno and they save him from the Mutant canines, he will be insufferably 
  grateful, fawning over whichever character seems like he would be irritated by it the most.  Bruno begs to 
  stay at the Watering Hole, with promises that he’ll work for his share, and that he can lift really heavy things.  
  If they let him stick around, check his stat block above.  Even if the party tells him to get lost, Bruno will 
  secretly hang around at the edge of the Watering Hole. 
  Bruno is very powerful, good-natured, and profoundly stupid.  He is so dim that even his former Mutant 
  friends were leery of giving him any combat training, and instead tasked him with carrying really large things 
  around.  While he is trained in construction and repair work, it probably isn’t that wise to let him build or fix 
  anything unless it can be repaired with a well-placed hammer smack.  While he may be as dumb as a sack of 
  doorknobs, he certainly has keen senses and fairly polished survival skills.   
  The party can question Bruno easily; his reaction starts out at Friendly even if a character put a couple of 
  plugs in him.  Bruno reveals who he is and that he came from a Mutant city ‘that way’, pointing north.    
  I’ll Call him George (CEL 2/SC 1) 
  This encounter happens only if Bruno is alive.  Late in the night, following Bruno’s harrowing Mutant canine 
  experience, Bruno flips out when his pet rat escapes. 
  In the middle of the night, you hear a loud rustling noise from behind the building.  A soft, gravelly 
  voice calls over and over, “George, George… George?”  The night quiets for a moment and then erupts 
  with a high-pitched scream, like that of a terrified little girl. 
  It’s fairly likely that the party will want to investigate this disruption of their idyllic evening.  The sounds are 
  clearly coming from behind the ruin of the ranger’s station. Turns out it’s Bruno, and he’s having a personal 
  crisis. 
  Peering through the darkness before you, you see, dashing around behind the back of the Depot, 
  Bruno, the lunk-headed Mutant.  He’s squealing and crying like a little girl; frankly, you don’t 
  understand how he can even make that noise.  The giant man sobs and shudders, letting out tiny gasps 
  as he relates in a mouse-like voice, “It’s… it’s George.  George is gone!  And I just met him… Please 
  guys, we have to find George!  I think he went over into the brush.  He’s my friend!” 
  Bruno will sob loudly, drawing attention to the Watering Hole’s location, until the characters help him out. 
  A Search DC 15 skill check finds 
  some scratchy footprints and drag 
  marks leading off into the bush at 
  the base of the ridge.  A Knowledge 
  (nature) DC 14 skill check will 
  reveal that they are from some type 
  of giant rodent.  A Track DC 18 
  check will track the rodent back to a 
  nest about 100 feet south of the 
  yard.  In the nest is George, a 
  Goddamned 
  Enormous 
  Packrat, 
  who has been stealing little trinkets 
  from the depot for months.  As soon 
  as the players manage to stumble 
  across his nest, read out the 
  following: 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  18 
   
  ©2008, 2010 Glutton Creeper Games 
   
  You find what looks like some kind of nest made of matted scrub and mud, carefully hidden 
  between the rocky ridge wall and a clump of brush.  There is all manner of junk – old foil, cigarette 
  butts, and whatnot – scattered around the entrance. Looks like whatever lives in there is a hoarder.  
  You barely have time to wonder if anyone’s home when there’s a flash of brown fur followed by a high-
  pitched chittering.  Oh holy hell, that is a Goddamned Enormous Rat. 
  Bruno caught George and tried to make him a pet, but the creature had none of it and fled at first opportunity.  
  George is more or less cornered in his home and will fight back if provoked (making a single attack against 
  the closest person and then a full retreat Southwards into the desert the next round), but he can also be 
  coaxed out and placated with a DC 12 handle animal check.  A player who has placated George can make 
  another handle animal check with a DC of 18, and George will follow the party back like a puppy – a really 
  greasy and diseased puppy.  (If George is handed over to Bruno, the big dumb Mutant pets him to death 
  overnight as per below). 
  If the characters don't kill George (which will cause Bruno to cry for hours), they can coax him out as per 
  above, or they can just leave him alone, in which case Bruno eventually catches him and pets him to death.  
  Bruno is too stupid to realize that he killed the thing, and so continues petting its corpse for the next several 
  days before tiring of it. 
  Of course, there are a lot of trinkets to be found in the nest.  There are several coins (12 Copper and 5 Steel), a 
  bag of chips (half eaten), bullets (12 rounds of 10mm), old bullet casings, 2 dead fusion cells, a gold chain with 
  a cross on it, and a tattered faded adult pin up magazine (called ‘Grape Grenade’ - a cheap knockoff of Cherry 
  Bomb featuring women who could be generously described as ‘simian’). 
  Conclusion A: Bart’s Return 
  On the evening of the eighth day of guarding the Watering Hole, Bart returns with supplies.  
  Late in the evening, you hear the whine of rusty axles and the snort of a bovine from down the bend.  
  Soon enough, you see your patron heading up the path, piloting his rusted old bovine-drawn van.  
  Bart’s finally returned from Alamogordo.  After a round of hearty thanks and back-slapping praise, 
  the little round man absolutely insists that you all stay at the depot for one more night, so that he can 
  treat you all to copious amounts of liquor, cigars, and various other delicacies.  He’s also more than 
  eager to hear about what went on while he was gone. 
  Bart’s absence should cover a total of 8 days. When he does get back, he’s bursting with praise, although he 
  will be somewhat disappointed if the place is damaged.  He still stays friendly and thankful even if that is the 
  case.  Bart demands that the party stay one more night with him and share a selection of fine cigars and not-
  so-fine liquor that he purchased for the occasion.   
  Successfully Defending the Watering Hole 
  The party has managed to keep a lid on things, and Bart returns to see his place in decent shape. Bart thanks 
  the characters and provides them the reward that Alan promised, in addition to another 300 Steel each for 
  looking after the Watering Hole.  Finally, Bart rewards the characters with the sale of one piece of equipment 
  of Infrequent Scarcity from the EXS at a 50% discount (sorry, no bartering on this item); see Bart’s Favor on 
  the OPS Log.   
  The characters also gain +1% with the Techno-Reapers as Bart talks them up on his next visit to Alamogordo. 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  19 
   
  ©2008, 2010 Glutton Creeper Games 
  Conclusion B 
  The Characters Abandoned the Watering Hole 
  Either the characters let the Mutants drive them off or just up and left.   
  If Alan is still alive, he’ll thank the characters for their effort, but state that Bart has all of the money, and, 
  unfortunately, he cannot pay them. 
  The characters will not get any reward from Bart.  Bart will also talk badly of the characters on his next visit 
  to Alamogordo.  The characters gain a +1% infamy within the Techno-Reapers. 
  Conclusion C 
  The Characters Couldn’t Even Find the Watering Hole 
  For whatever reason, the party was thwarted by the desert and forced back to Alamogordo, never even 
  reaching the Watering Hole.   
  Once more, the dusty city streets of Alamogordo stretch before you.  Your endeavor seemed 
  particularly fruitless; the desert chewed you up and spat you out without so much as a second 
  thought.  You hope this doesn’t impact your reputation too badly.  
  If Alan is still alive, he’ll thank the characters for their effort, but state that Bart has all of the money, and, 
  unfortunately, he cannot pay them. 
  If Alan is dead, then the party suffers no negatives unless they bring Alan’s body back to town – dead men in 
  the desert tell no tales.  Bringing back the body grants a +1% to infamy within the Techno-Reapers. 
  The End… 
   
   
  
   
  Exodus OPS 
  The Watering Hole 
  20 
   
  ©2008, 2010 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/minus difference of APL) times total HP of the creatures or NPCs 
  SC (Skill Challenge)  
  RP (Role-Playing) 
  Skill XP = 250 times SC  
  Conclusion and Story Rewards 
   
   
   
  Experience 
  Combat Encounter (CEL)  
  Achievements 
  XP Earned 
  Coyote Ugly  
  Defeat the Coyotes 
  1 (+/– APL) x 28 
  The Lizard King 
  Defeating the Gila Monster 
  2 (+/– APL) x 22 
  Mutant Attack 
  Defeating the Mutants 
  4 (+/– APL) x 22 
  The Refugee 
  Defeat the Mutant Canines 
  4 (+/– APL) x 22 
  I’ll Call Him George 
  Defeat the Packrat 
  2 (+/– APL) x 11 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Space Museum 
  Detecting that Alan leg is infected from his wounds (treat 
  injury) 
  250  
  Alamogordo Market 
  Determining the health of the Ox Alan is haggling for (treat 
  injury) 
  500   
  Into the Badlands 
  Keeping Alan alive during the journey to the Watering Hole 
  (treat injury) 
  250  
  Alan’s Death 
  Continuing to the Watering Hole or Returning to 
  Alamogordo (navigate) 
  750 
  Alan’s Death 
  Finding the old car, and determining how it occupant died 
  (spot, treat injury) 
  250 
  Running the Joint 
  Keeping the Water Pump Operational (repair)  
  325 
  Mutant Attack 
  Spotting the Stealthy Mutants 
  250 
  I’ll Call Him George 
  Tracking Down the Packrat 
  250 
  I’ll Call Him George 
  Domesticating the Packrat 
  325 
  Role-Playing 
   
   
  Space Museum or  
  Alamogordo Market 
  Speaking with Alan Terness 
  50 
  Alamogordo Market 
  Searching the Market for Rare+ items  
  100 
  The Watering Hole 
  Interaction with Bart and taking the tour of the Watering 
  Hole 
  100 
  The Refugee 
  Interaction with Bruno 
  250 
  Conclusion A 
   
  1000 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent:  12 
  
   
  Exodus OPS 
  The Watering Hole 
  21 
   
  ©2008, 2010 Glutton Creeper Games 
  Reputation 
  Reputation is gained through the actions of the characters as a group or those 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.   
  Alternative Plot: +5% infamy in Techno-Reapers for accepting to travel to the Watering Hole and failing to 
  do so.   
  Mutant Attack: +1% Infamy in the Mutant Army if a Mutant Raider escapes. 
  Conclusion A: +1% infamy in Techno-Reapers. 
  Conclusion B or C: +1% infamy in Techno-Reapers. 
  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 those they are selling.  Only one player 
  can attain items with a quantity of (1), 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%).   
   All Rare, Very Rare, and 
  Unique scarcity items 
  are no longer listed on 
  the certificate.  These 
  items are entered under 
  the acquired items, just 
  as 
  acquiring 
  normal 
  scarcity 
  items 
  unless 
  otherwise noted by the 
  treasure entry. 
  Certificate Entries 
  Special 
  Bart’s Favor: The characters may purchase one piece of equipment of Infrequent Scarcity from the EXS at a 
  50% discount from the Watering Hole Trading Post or from a Techno-Reaper merchant.  This service can only 
  be redeemed once.  Note the item purchased on your current OPS log (if different than here) and 
  strikethrough this service when cashed-in. 
  Rare and Very Rare Items Acquired: Items that can be purchased from the Alamogordo market. Cross off all 
  items that the characters do not buy from their OPS log. 
   
   
  Equipment  
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter  
  DC 20 
  Barter  
  DC 25 
  9mm ammunition (30 rounds) 
  2.5 
  90 
  +5% 
  +10% 
  10mm ammunition (12 rounds) 
  2 
  24 
  Backpack (cloth) 
   
  25 
  Backpack (leather) 
   
  50 
  Baseball Bat (2) 
  22.5 
  45 
  Casual Clothes (2) 
  10 
  20 
  Fatigues (2) 
  250 
  500 
  First Aid Kit 
   
  100 
  Flashlight (solar powered) 
   
  20 
  Flat Bread (10) 
  .5 
  5 
  Gold Crucifix 
   
  110 
  MAB P15 Handgun 
   
  112.5 
  Meat Jerky (20) 
  2.5 
  50 
  Metal Canteen (8) 
  12.5 
  100 
  Radium X (2) 
  150 
  300 
  Tattered ‘Grape Grenade’ magazine 
   
  150 
  Total 
  —— 
   
   
   
  Encounter 
  Maximum Attainable Coin 
  Alan’s Death  
  240 Steel 
  I’ll Call him George 
  12 Copper, 5 Steel 
  Conclusion A 
  Up to 600 Steel each 
  
   
  Exodus OPS 
  The Watering Hole 
  22 
   
  ©2008, 2010 Glutton Creeper Games 
  Overseer’s Map 
   
   
   
  KEY 
  A: The Depot 
  E: The Watering Hole 
  B: The Yard  
  F: The Lizard King 
  C: The Gully 
  G: Trail to Alamogordo 
  D: The Ridge 
  H: Path to Mutant Army Base 
   
   
   
   
  B 
  C 
  D 
  E 
  F 
  G 
  A 
  H 
  The Watering 
  Hole 
   
  1-square = 5 feet 
  
SOURCE: textdata/thevault/Exodus/Operations/#6 The watering hole V2/The Watering Hole v2.pdf