Deadearth - Wilderness Encounters #1

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Wilderness Encounters #1

deadEarth Wilderness Encounters #1

Read This Or Die

License This document is licensed under the GNU Free Documentation License. See Appendix A for Details. Notice of Trademark TM deadEarth is a trademark of The Game Crafter, LLC. The Game Crafter is a registered trademark of The Game Crafter, LLC. Notice of Copyright deadEarth is Copyright 1994-2002 The Game Crafter, LLC. Wilderness Encounters is Copyright 2001-2002 The Game Crafter, LLC. All rights reserved. Credits writer cover art

JT Smith Ryan Moore

Revision Revision 1.2, released on March 30, 2002. More Information For more information about the world of deadEarth and other supplements, visit the web site at http://www.deadearth.com. For more information about The Game Crafter and our other games, visit our web site at http://www.thegamecrafter.com

©2001 The Game Crafter, LLC – See license for copying details.

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How It Works While you are wandering around in the wilderness of deadEarth, you may stumble upon any number of things. Your Game Master will probably have specific plans for your adventures, but there are always those lull times when you need to find something new to do; this table should help fill in the gaps. Note that this table does not (and should not) represent everything that could happen while you are traveling through the wilderness. Chance of Encounter Roll percentiles on the following table and follow the instructions. 01-23 Radiation Storm. Each member of the party should roll on the Radiation Table immediately. 24-28 Trouble knows thy name. Roll D6 times on the Wilderness Encounters Table. 29-45 Uneventful. Absolutely nothing of interest happens. 46-50 The lesser of two evils. Roll twice on the Wilderness Encounters Table and take the one that is more beneficial to the group. 51-67 Uneventful. Absolutely nothing of interest happens. 68-72 The greater of two evils. Roll twice on the Wilderness Encounters Table and take the one that is least beneficial to the group. 73-85 Uneventful. Absolutely nothing of interest happens. 86-00 Encounter. Roll once on the Wilderness Encounters Table.

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Wilderness Encounters Table 01 Hungry animals attack. 2D6 animals attack the adventurers looking for food. The Game Master should choose a wild carnivorous species that fits the locale. 02 Unpredictable storm. A storm crept up on the unsuspecting the adventures without warning. There is a 30% chance that this storm is highly radioactive. The storm will last for 4D6 hours. 03 Deadly illness. One of the party members has come down with a deadly illness. Unless a medical doctor can treat this person (beat average difficulty) they will die in D6 days. There is only a 50% chance that the physician will have the medicine necessary to treat the illness. A pharmacologist would have to beat simple odds to create the medication once the herbs are found to create it. 04 Good Samaritan. The adventurers happen upon a hermit who is willing to provide them with shelter for the night. The next morning s/he gives each adventurer two rations before they leave. 05 Short cut. If one of the adventurers can beat difficult odds with their navigation, they will notice a shortcut. This shortcut will cut 1/3 of the adventurer's travel time off of their trip. 06 Left behind. One of the adventurers just noticed that they left a piece of equipment (chosen randomly) back at the camp D6 days ago. 07 The flock. The adventurers stumble upon a group of animals that would normally be considered livestock (pigs, geese, cattle, etc.). There are D6 animals in this group. 08 Spawn. The group runs into some mutated animal. 09 Swimming in broth. The group is traveling through an area with high levels of radiation. Every day there is an 85% chance that each member of the group will have to roll on the radiation table. The group shall remain traveling through the broth for D6 days. 10 Stockpile. The group finds someone's stockpile of goods. These goods should be determined by the Game Master and are worth a combined value of 3D6 x 100 $tandards. 11 Military runabout. The group encounters a patrol (2D6) of the local military force (whichever is prominent in the area). Roll a D6, on a 1 the group was ambushed by the patrol; on a 2 or 3, the group is stopped by the patrol and asked some questions; on a 4 or 5 the group has seen the patrol but the patrol has not noticed the group; on a 6 the group has caught the patrol in a compromising situation. 12 Thief. If the group has not posted a guard for the night D6 group members will lose D6 items each to a thief. If they have posted a guard, the guard must make a difficult senses or an average search roll to detect the prowler, else the group still loses their stuff. The guard will have D6 chances to make the roll. 13 Fire. As will happen in nature, a freak fire has been started in the area where the group is. They can really only travel in one direction and the fire is advancing at 3 + D6 moves. 14 Village. The adventurers stumble onto a small village. Nothing much to see, but there is the possibility of getting re-equipped or finding shelter.

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deadEarth Wilderness Encounters #1

15 Weary travelers. The group encounters D6 travelers headed in the same general direction they are. They ask to join the party for the remainder of the trip. 16 Raided. If the group has not posted a guard for the night half of the group's food supply will be raided by hungry wildlife. If they have posted a guard, the guard must make an average senses or a simple search roll to detect the animal, else the group still loses their food. The guard will have D6 chances to make the roll. 17 Military entanglement. The group encounters a brigade (2D6 x 10) of the local military force (whichever is prominent in the area) on maneuvers. Roll a D6, on a 1 the group was ambushed by the brigade; on a 2 or 3, the group is stopped by the brigade and asked some questions; on a 4 or 5 the group has seen the brigade but the brigade has not noticed the group; on a 6 the group has caught the brigade in a compromising situation. 18 Whoa ugly! The group has run into a group (D6 +3) of mutated deadEarth creatures. 19 Radiation warning. The level of radiation in this area is incredibly high. Each of the group members have a 90% chance (minus shielding of course) of rolling on the radiation table for each day that they spend here. 20 Biohazard. Phew! Can you smell that? It smells like something died. Indeed it has. Some sort of epidemic has affected all of the animal organisms in this area. For each hour that the group remains in this area they have a cumulative 5% chance of death, so if they stay for three hours they have a 15% chance of death by the third hour. Roll once per hour. Also, after the group leaves the area, use deadEarth Medical Mutations to determine what disease(s) they may have picked up. 21 Good misfortune. Wow! It looks like these unfortunate souls were gorged by a vim dawg, or worse. It's probably best not to stay too long around here just in case whatever did this comes back. But, as long as you are here, you might as well help yourself; these guys won't need it. There are D6 bodies, each with $D6 x 100 worth of goods on them. 22 Overheated. An incredible heat wave has set in. The group must consume twice the usual amount of water or beat a difficult resolve roll to keep from passing out each hour. Look up. Is that a vulture? 23 Campers. The adventurers have stumbled on someone's camp. Roll a D6, on a 1 the campers are home and pissed off; on a 2 the campers have snuck up behind the adventurers; on a 3 the campers are dead and whatever killed them is still here; on a 4 the campers have not noticed the adventurers; on a 5 the campers invite the group to a meal; on a 6 the campers appear to have some gear that the group "lost" a few days ago. 24 Klutz. One of the group has tripped on something. If s/he does not beat an average acrobatics roll his/her leg will suffer D6 damage regardless of resiliency. 25 Slave camp. The adventurers have discovered a hidden slave camp. So far they are unnoticed. 26 Flicker. You see a glint (or perhaps smoke) off in the distance. For whatever reason, it strikes you as particularly odd. It is approximately D6 miles away. 27 Distress. The group stumbles upon a person in need of help. The person is complaining of many wounds and pains. S/he says that s/he will reward the group handsomely if they will just help him/her back to his/her camp. If the group is on a trip, the delay will throw them off course by D6 days. There is a 40% chance that the victim is lying about something. A player would have to beat average odds with their reason to detect the lie.

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28 Hmmm..bears? The group has discovered a cave. There is a 35% chance that the cave houses an animal or group of animals. 29 It's a trap. Randomly choose a player. That player has discovered a snare or a trap. Roll a D6, on a 1 the player has destroyed the trap by walking into it; on a 2 there is a live animal stuck in the trap; on a 3 there is a dead animal stuck in it; on a 4 the trap remains undisturbed; on a 5 the player takes D6 damage to his/her foot from spikes in the trap; on a 6 the player trips over the trap and takes 2D6 stun from the fall as they hit a rock on the way down. 30 Wild game. The group has snuck up on some wild game (foxes, rabbits, pheasants, deer, etc.). There are 2D6 animals in all. 31 The road less traveled. The group has come upon a navigable trail. Roll a D6, on a 1 it is an old highway; on a 2 it is a railroad; on a 3 it is an animal trail; on a 4 it is a hiking trail; on a 5 it is a dirt road; on a 6 it is an old paved trail (like a bike trail). 32 Dead as doornails. The adventurers have encountered a camp. Unfortunately all of the camp members are dead. They sit resting around what looks like used to be a campfire. The bodies have obviously been here a while because they are half decomposed. 33 Mommy. The group has found a small child. Roll a D6, on a 1 the child tells them a sob story group members may try to beat difficult odds with reason to resist the child's story. Those who give in will want to keep the kid in the party until they can find a suitable home; on a 2 the child will tell a sob story (same odds) and if the group keeps him/her, s/he will take off with D6 items during the night; on a 3 the child will start screaming and run away calling for adults; on a 4 the child will start running and try to hide. The adventurers will have to beat average odds with senses or simple odds with search to detect the child's hiding spot; on a 5 the child will run up to one of the group members and yell "daddy" or "mommy"; on a 6 the child will stare in awe as the group approaches. 34 Mudslide. It began raining a few hours ago and now hillsides are beginning to give way. Lookout below! 35 Twister. A massive windstorm brews into a tornado (or a hurricane if near the ocean). Tornados are measured on the Fujita scale (F1, F2, F3, etc). An F1 is a enough to take the corner off your house. An F5 can be as much as 2 miles wide and will destroy anything in it's path. F5's are so big that there have only been a handful of them in recorded history. An F6 has never been recorded (and isn't even an actual rating), but lets just say the group is killed because there would be no shelter to seek from an F6. Roll a D6, a 1 equals an F1, a 2 equals an F2, and so on. 36 Bungled navigation. The adventurer leading the party just realized that s/he has been reading the map/holding the compass/judging the sun backwards and upside-down. His/Her bungling has added D6 days to the journey. 37 Hermit. The group finds an old codger who has chosen to stay away from society. In fact, s/he may not even know what caused the fallout sky. S/He is wise in many ways and could teach the group much about the wilderness, if s/he isn't having a bad day. 38 Waterfall. Can you hear that? The crash of a waterfall is rumbling up ahead. Questions fill your head, one might be, will we be able to make it across? 39 Quicksand. Forget about running and don't move too much. It will only pull you in deeper. The only way out of quicksand is to pull yourself out, or to be pulled out. D6 of the group members have fallen into the quicksand.

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40 Impassible. Impassible, more like impossible, or is it? Roll a D6, on a 1 the group has come across a cliff and they are on top of it; on a 2 they are at the bottom of the cliff; on a 3 it is a river; on a 4 it is a mountain; on a 5 it is a crevasse/canyon/ravine; on a 6 it is a geyser brook with boiling water. 41 Ruins. The group has uncovered some ruins. Roll a D6, on a 1 they are ancient ruins (like Aztec); on a 2 they are the ruins of a pre-apocalypse town; on a 3 they are the ruins of a preapocalypse village; on a 4 they are the ruins of a pre-apocalypse city; 5 they are the ruins of a post-apocalypse battle (recent); on a 6 they are in the process of being ruined by an ongoing battle. 42 Bridge. Just across that gorge is the way the travelers were headed. Unfortunately the only way across is that bridge. Roll a D6, on a 1 the bridge is old and will support the weight of 200 lbs. maximum at one time; on a 2 the bridge is completely out; on a 3 the bridge is completely stable, though it doesn't look it; on a 4 the bridge is booby trapped roll spot trap and beat an average difficulty; on a 5 the bridge looks completely solid, but isn't; on a 6 the players are wishing there was a bridge about now because something chased them here and it is still behind them. 43 Aw Hell! One of the group members just found a sinkhole, and they found it by falling into it. The hole is D6x10 feet deep and exploration may or may not reveal a cave system. The player will suffer two points of damage and D6 stun for each 10 feet s/he falls after the first. 44 Strung up. Someone has killed an animal here and strung it up from a tree to dress it. The carcass of the animal is fresh, but there is no sign of the person who killed it and hung it here. 45 Rust in peace. The group has discovered an old car rusting the place where it sits. Roll a D6; on a 1 or 2 the car is completely wasted; on a 3 or 4 the car could still run with some minor repairs and fuel; on a 5 or 6 the car is home to a very large swarm of bees! 46 Interchange. The group has come upon an interchange of D6 major roads. At this interchange are D6 abandoned gas stations, convenience stores, or fast food restaurants. 47 Like a glove. This area “just feels right” for a good campsite. The area includes a small empty cave, a fast running brook, an apple tree, and plenty of dry grasses and wood to start a fire. 48 Precious metal. If any of the group members have a decent metallurgy skill, allow them to roll it. If they can beat average odds, they will notice the makings of a good mine here. Roll a D6, on a 1 it is a silver mine; on a 2 it is a copper mine; on a 3 it is a tin mine; on a 4 it is an iron mine; on a 5 it is a gold mine; on a 6 it is a salt mine. 49 A river runs through it. The group has encountered a large river. This area is impassible by wading, and the river is too fast to swim across it. 50 Blisters. One of the adventurers has some very severe blisters on his/her feet. The blisters have ruptured and are bleeding badly. S/he cannot continue without medical attention and rest. 51 Pharmacopoeia. If any of the group can beat average odds with their pharmacology skill, they will realize that they are walking through a field of plants that are used in making medicinal drugs. 52 Spring is here. The group has encountered a natural hot spring. The temperature of the water is about 95 degrees Fahrenheit—just about perfect for a warm bath.

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53 Scratch…rip. The group is traveling through a passable, but difficult briar patch. By the time the group reaches the other side, D6 articles of clothing will have tears (for the entire group, not per individual) and each player will have suffered D6 damage (resiliency counts). 54 Holy hill Batman! As the group enters a clearing outside the brush they have been traveling through, they notice a huge mountain range in front of them. Without exploration, it is impossible to know how difficult the journey will be across the mountain. However, it is clear that any mountain will be far more difficult than the flatland that the group is in now. 55 City. The adventurers have stumbled onto a fairly large city. There should be plenty of opportunities for trouble here. 56 The hunted. Don't you just hate it when something you have been hunting, all the sudden starts hunting you. A pack of ravenous animals (or mutant animals) has decided that this group of characters would make a nice snack. The characters are surrounded and must fight. There are 4D6 creatures waiting to pounce on the group. 57 On golden pond. The group has encountered a pond. It appears to abound with local wildlife. 58 Faulty footwear. One of the adventurers has worn out the soles of his/her shoes. S/he will have to continue barefoot which will slow his/her progress to two miles an hour (or two moves). 59 Deadfall. One of the group members falls into a pit trap with long wooden spikes in the bottom of it. The unlucky adventurer will suffer 2D6 damage to D6 areas of his/her body. 60 Spoiled. The group has lost 2D6 rations to spoilage due to poor curing and storage. 61 Angry angry ants. As the group set up camp, they accidentally set up on a large anthill. The ants will first start pillaging the food and then start gnawing on the group. 62 Glimpse. If any of the group can beat average odds with their senses roll, they’ll catch a glimpse of something moving along-side them. This phenomenon will repeat D6 times over the next hour. If anyone sees it more than once, they’ll need to beat average odds with their resolve to avoid becoming paranoid by it. 63 Musty. One of the group members didn’t keep their pack free of moisture, and now s/he has a terribly musty smell emanating from him/her. 64 Tracks. If any of the group can beat average odds with their tracking skill or difficult odds with their senses, then they will pick up the trail of a large hoofed animal—perhaps a deer. The adventurer who decides to track it will come upon the animal in D6 hours provided s/he can make D6+1 successful tracking rolls (average) in succession. 65 Earthquake. The group feels the ground begin to shake beneath their feet. Flip a coin; on heads the earthquake will open a crevice nearby. 66 Bottomless pit of despair. Unless the first member of the group can make an average acrobatics check, they will be taking a tumble into an unseen crevice. The crevice is quite possibly a half-mile deep, and may be a vent for a volcano. 67 Swamp. The solid ground the group has been traveling on has become a swamp. Progress is slowed to one mile per hour (or one move).

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68 Fog. What happens when the cold air hits hot ground? Fog. And this fog is thick. They adventurers can no longer see where they are going. In fact, they can barely see each other. Roll 2D6. That is the distance that they can see in front of themselves. 69 Bug bomb. I’ll bet you wish you had some bug spray right now. The adventurers are being eaten alive (figuratively speaking) by the various insects of this area. 70 Cave. The group comes across a small opening in the rocks. Some one in the group will have to roll above average to see the opening. Roll a D6, on a 1 the cave opens up on the inside to a space that is D6 x 10 square feet but provides nothing but shelter; on a 3 or a 5 it is the home of a medium sized animal of the region; on a 2 or 4 the group finds a large cave with bones scattered throughout and 3D6 x 100 worth of goods. 71 Rope bridge. To cross the quickly moving river the group must navigate a rope bridge. The bridge is in decent shape but does have a 10% chance of breaking each time a traveler crosses on it. To cross successfully each person must beat an average climbing or acrobat roll three times. One to start across, one to actually walk on it and one to get off at the other side. 72 The big chill. A cold front moves through the area putting a thick frost over everything in the area. The cold weather ranges from 25 to 35 degrees Fahrenheit and will last for D6 days. 73 Large lake. The travelers come across a large lake that they can barley see across. The lake has an odd look to it, something just doesn't seem to fit. If someone in the group can beat an average search roll then roll a D6. On a one or two there is a sailboat large enough to hold six people and gear. If a three of four is rolled the travelers will find an old canoe kept under a tarp. If the die shows a five or six the travelers find a very rickety old raft that may hold up to five people. 74 Sinking fortune. The group comes across a house that is about half way above ground; the other half is submerged in a marsh. If a group member steps into the marsh he/she will sink one foot per 200 lbs. of weight. Remember this when members of the group are carrying items from the house. There will be 10 x D6 items in the house. Roll percentiles. If you roll between 1 and 25%, 1/10th of the items are rare and between 75 and 100% there is nothing. 75 Green lagoon. The travelers see a green light that seems to be coming from an area just beyond a small group of very strange looking trees. If the travelers decide to explore they will see a lagoon with a green mist above it and extremely hot temperatures. For every minute they stay they will have a 70% chance of rolling on the radiation table. Nothing normal lives in this area. 76 Petrified forest. All of the major forms of vegetation in these woods have turned into stone. As a result there is very little wildlife here, but stone branches and twigs would make good weapons if sharpened. 77 Animal planet. In the days before the war, it was amazing to see what the animal kingdom had to offer. These days you’re amazed to see an animal at all. Today must be your lucky day. It seems that this area of the wilderness has been largely unaffected by the destruction of the planet. Plants grow in abundance, and perhaps more importantly, animal life here is flourishing. 78 Flash flood. It starts with just a few raindrops, then it starts coming down pretty good. Before the adventurers realize it, they’re in the middle of a flash flood. They’ll see a foot of rain an hour for D6 hours. 79 Greener pastures. The adventurers find an open field where many large game animals are feeding. If they’re sneaky enough, the just might be able to snatch one before scaring them all off.

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80 Wetlands. The group has encountered some wetlands. The area would seem to be a suitable home for water fowl. 81 Nightfall turns to snowfall. It has been getting colder in the evenings. Tonight, it’s going to snow. I hope the group has brought something warm to snuggle up in. 82 Starlight, star bright. The dust cloud seems thin in this area. You can almost make out the stars at night. 83 Morning massacre. A group of local hostiles has crept up on the group as the slept. If the group had a night watch the night watchman would have to beat difficult odds to detect the sneak attack. There are D6 bandits in the group. 84 Thick air. Due to the moisture held by the foliage in this area, humidity is high. The group will need to drink twice as much water as normal and fatigue will come about much more quickly. 85 Temple of the bees. The group has encountered a beehive. If any of the group has beast lore, they may roll it against average odds to determine that these are honeybees. The sweet taste of honey would be a rich reward right about now. 86 Serpent pit. This region is snake country. Some are poisonous, some not, but all will bite should the adventurers not be wary of them. 87 Rats! The group encounters an overturned wagon. Upon closer examination they’ll note that the wagon is full of food: two sacks of flour, a basket of raw vegetables, a barrel of molasses, and a keg of beer. If any of the adventures moves any of the food, a gaggle of rats erupt from within the wagon and spill out to surround it. 88 Rut. Someone in the group should roll tracking. If they beat difficult odds they’ll notice an old rut made by a caravan of vehicles or wagons. The adventurers may find it adventurous to follow the trail. 89 New owner. A stray animal has decided that one of the members of the group is its new owner. 90 Pushy merchant. The group has encountered a very pushy merchant. No matter how pushy he is though, he is incredibly good at convincing the group that they need whatever it is that he has. GM Note: Make your players think of a creative way of getting away from this salesman. If they can’t, force them to purchase something for a huge price. 91 Mushroom field. The group has encountered a field of flowers or mushrooms or some other funny plant. Depending on your mood make them sleepy, itchy, dizzy, giggly, etc. Also feel free to give them a negative D6 or two until the effect wears off. 92 Town. Hey look! It's a town. There might be some rations or even equipment in there; but will they let us in? 93 Quicksand. Although in real life it’s almost impossible to die in quicksand, the group has somehow gotten themselves stuck. See if they can creatively find a way out. If they do, this is a good chance to get rid of some of their equipment. 94 Sign says. The group has discovered a sign buried under some brush. What does it say? That’s up to you. It could be a town, high voltage, an advertisement, etc. Keep in mind that it can be pre or post-war.

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95 Animal fight. Have someone in the group do a senses check. If they succeed they’ll hear a growling noise up ahead. If they should check it out, they’ll find that a couple of animals are in a quarrel. If they wait long enough they may get a free meal. 96 A house. The group has discovered an abandoned house. There are 2D6 useful items in the house if they can find them. 97 Berry patch. The group has found a berry patch. This means two things: food and briars. 98 Lightning storm. A lightning storm is brewing. The group needs to find cover. 99 Crumb trail. It appears as though someone is traveling ahead of the group leaving a trail for them to follow. It may be crumbs, stones, strips of cloth, or something else. But the trail is evident. 00 Misleading landmark. One of the members of the group will notice a landmark that s/he is sure s/he has seen before. S/he will choose whether or not to inform the group. The landmark is simply one of many in the area that look the same.

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Appendix A GNU Free Documentation License Version 1.1, March 2000 Copyright (C) 2000 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.

0. PREAMBLE The purpose of this License is to make a manual, textbook, or other written document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others. This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software. We have designed this License in order to use it for manuals for free software, because free software needs free documentation: a free program should come with manuals providing the same freedoms that the software does. But this License is not limited to software manuals; it can be used for any textual work, regardless of subject matter or whether it is published as a printed book. We recommend this License principally for works whose purpose is instruction or reference.

1. APPLICABILITY AND DEFINITIONS This License applies to any manual or other work that contains a notice placed by the copyright holder saying it can be distributed under the terms of this License. The "Document", below, refers to any such manual or work. Any member of the public is a licensee, and is addressed as "you". A "Modified Version" of the Document means any work containing the Document or a portion of it, either copied verbatim, or with modifications and/or translated into another language. A "Secondary Section" is a named appendix or a front-matter section of the Document that deals exclusively with the relationship of the publishers or authors of the Document to the Document's overall subject (or to related matters) and contains nothing that could fall directly within that overall subject. (For example, if the Document is in part a textbook of mathematics, a Secondary Section may not explain any

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mathematics.) The relationship could be a matter of historical connection with the subject or with related matters, or of legal, commercial, philosophical, ethical or political position regarding them. The "Invariant Sections" are certain Secondary Sections whose titles are designated, as being those of Invariant Sections, in the notice that says that the Document is released under this License. The "Cover Texts" are certain short passages of text that are listed, as Front-Cover Texts or Back-Cover Texts, in the notice that says that the Document is released under this License. A "Transparent" copy of the Document means a machine-readable copy, represented in a format whose specification is available to the general public, whose contents can be viewed and edited directly and straightforwardly with generic text editors or (for images composed of pixels) generic paint programs or (for drawings) some widely available drawing editor, and that is suitable for input to text formatters or for automatic translation to a variety of formats suitable for input to text formatters. A copy made in an otherwise Transparent file format whose markup has been designed to thwart or discourage subsequent modification by readers is not Transparent. A copy that is not "Transparent" is called "Opaque". Examples of suitable formats for Transparent copies include plain ASCII without markup, Texinfo input format, LaTeX input format, SGML or XML using a publicly available DTD, and standard-conforming simple HTML designed for human modification. Opaque formats include PostScript, PDF, proprietary formats that can be read and edited only by proprietary word processors, SGML or XML for which the DTD and/or processing tools are not generally available, and the machine-generated HTML produced by some word processors for output purposes only. The "Title Page" means, for a printed book, the title page itself, plus such following pages as are needed to hold, legibly, the material this License requires to appear in the title page. For works in formats which do not have any title page as such, "Title Page" means the text near the most prominent appearance of the work's title, preceding the beginning of the body of the text.

2. VERBATIM COPYING You may copy and distribute the Document in any medium, either commercially or noncommercially, provided that this License, the copyright notices, and the license notice saying this License applies to the Document are reproduced in all copies, and that you add no other conditions whatsoever to those of this License. You may not use technical measures to obstruct or control the reading or further copying of the copies you make or distribute. However, you may accept compensation in exchange for copies. If you distribute a large enough number of copies you must also follow the conditions in section 3. You may also lend copies, under the same conditions stated above, and

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you may publicly display copies.

3. COPYING IN QUANTITY If you publish printed copies of the Document numbering more than 100, and the Document's license notice requires Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on the back cover. Both covers must also clearly and legibly identify you as the publisher of these copies. The front cover must present the full title with all words of the title equally prominent and visible. You may add other material on the covers in addition. Copying with changes limited to the covers, as long as they preserve the title of the Document and satisfy these conditions, can be treated as verbatim copying in other respects. If the required texts for either cover are too voluminous to fit legibly, you should put the first ones listed (as many as fit reasonably) on the actual cover, and continue the rest onto adjacent pages. If you publish or distribute Opaque copies of the Document numbering more than 100, you must either include a machine-readable Transparent copy along with each Opaque copy, or state in or with each Opaque copy a publicly-accessible computer-network location containing a complete Transparent copy of the Document, free of added material, which the general network-using public has access to download anonymously at no charge using public-standard network protocols. If you use the latter option, you must take reasonably prudent steps, when you begin distribution of Opaque copies in quantity, to ensure that this Transparent copy will remain thus accessible at the stated location until at least one year after the last time you distribute an Opaque copy (directly or through your agents or retailers) of that edition to the public. It is requested, but not required, that you contact the authors of the Document well before redistributing any large number of copies, to give them a chance to provide you with an updated version of the Document.

4. MODIFICATIONS You may copy and distribute a Modified Version of the Document under the conditions of sections 2 and 3 above, provided that you release the Modified Version under precisely this License, with the Modified Version filling the role of the Document, thus licensing distribution and modification of the Modified Version to whoever possesses a copy of it. In addition, you must do these things in the Modified Version: A. Use in the Title Page (and on the covers, if any) a title distinct from that of the Document, and from those of previous versions (which should, if there were any, be listed in the History section of the Document). You may use the same title as a previous version if the original publisher of that version gives permission.

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B. List on the Title Page, as authors, one or more persons or entities responsible for authorship of the modifications in the Modified Version, together with at least five of the principal authors of the Document (all of its principal authors, if it has less than five). C. State on the Title page the name of the publisher of the Modified Version, as the publisher. D. Preserve all the copyright notices of the Document. E. Add an appropriate copyright notice for your modifications adjacent to the other copyright notices. F. Include, immediately after the copyright notices, a license notice giving the public permission to use the Modified Version under the terms of this License, in the form shown in the Addendum below. G. Preserve in that license notice the full lists of Invariant Sections and required Cover Texts given in the Document's license notice. H. Include an unaltered copy of this License. I. Preserve the section entitled "History", and its title, and add to it an item stating at least the title, year, new authors, and publisher of the Modified Version as given on the Title Page. If there is no section entitled "History" in the Document, create one stating the title, year, authors, and publisher of the Document as given on its Title Page, then add an item describing the Modified Version as stated in the previous sentence. J. Preserve the network location, if any, given in the Document for public access to a Transparent copy of the Document, and likewise the network locations given in the Document for previous versions it was based on. These may be placed in the "History" section. You may omit a network location for a work that was published at least four years before the Document itself, or if the original publisher of the version it refers to gives permission. K. In any section entitled "Acknowledgements" or "Dedications", preserve the section's title, and preserve in the section all the substance and tone of each of the contributor acknowledgements and/or dedications given therein. L. Preserve all the Invariant Sections of the Document, unaltered in their text and in their titles. Section numbers or the equivalent are not considered part of the section titles. M. Delete any section entitled "Endorsements". Such a section may not be included in the Modified Version. N. Do not retitle any existing section as "Endorsements" or to conflict in title with any Invariant Section. If the Modified Version includes new front-matter sections or appendices that qualify as Secondary Sections and contain no material copied from the Document, you may at your option designate some or all of these sections as invariant. To do this, add their titles to the list of Invariant Sections in the Modified Version's license notice. These titles must be distinct from any other section titles. You may add a section entitled "Endorsements", provided it contains nothing but endorsements of your Modified Version by various parties--for example, statements of peer review or that the text has been approved by an organization as the authoritative definition of a standard. You may add a passage of up to five words as a Front-Cover Text, and a

©2001 The Game Crafter, LLC – See license for copying details.

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passage of up to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be added by (or through arrangements made by) any one entity. If the Document already includes a cover text for the same cover, previously added by you or by arrangement made by the same entity you are acting on behalf of, you may not add another; but you may replace the old one, on explicit permission from the previous publisher that added the old one. The author(s) and publisher(s) of the Document do not by this License give permission to use their names for publicity for or to assert or imply endorsement of any Modified Version.

5. COMBINING DOCUMENTS You may combine the Document with other documents released under this License, under the terms defined in section 4 above for modified versions, provided that you include in the combination all of the Invariant Sections of all of the original documents, unmodified, and list them all as Invariant Sections of your combined work in its license notice. The combined work need only contain one copy of this License, and multiple identical Invariant Sections may be replaced with a single copy. If there are multiple Invariant Sections with the same name but different contents, make the title of each such section unique by adding at the end of it, in parentheses, the name of the original author or publisher of that section if known, or else a unique number. Make the same adjustment to the section titles in the list of Invariant Sections in the license notice of the combined work. In the combination, you must combine any sections entitled "History" in the various original documents, forming one section entitled "History"; likewise combine any sections entitled "Acknowledgements", and any sections entitled "Dedications". You must delete all sections entitled "Endorsements."

6. COLLECTIONS OF DOCUMENTS You may make a collection consisting of the Document and other documents released under this License, and replace the individual copies of this License in the various documents with a single copy that is included in the collection, provided that you follow the rules of this License for verbatim copying of each of the documents in all other respects. You may extract a single document from such a collection, and distribute it individually under this License, provided you insert a copy of this License into the extracted document, and follow this License in all other respects regarding verbatim copying of that document.

7. AGGREGATION WITH INDEPENDENT WORKS

©2001 The Game Crafter, LLC – See license for copying details.

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A compilation of the Document or its derivatives with other separate and independent documents or works, in or on a volume of a storage or distribution medium, does not as a whole count as a Modified Version of the Document, provided no compilation copyright is claimed for the compilation. Such a compilation is called an "aggregate", and this License does not apply to the other self-contained works thus compiled with the Document, on account of their being thus compiled, if they are not themselves derivative works of the Document. If the Cover Text requirement of section 3 is applicable to these copies of the Document, then if the Document is less than one quarter of the entire aggregate, the Document's Cover Texts may be placed on covers that surround only the Document within the aggregate. Otherwise they must appear on covers around the whole aggregate.

8. TRANSLATION Translation is considered a kind of modification, so you may distribute translations of the Document under the terms of section 4. Replacing Invariant Sections with translations requires special permission from their copyright holders, but you may include translations of some or all Invariant Sections in addition to the original versions of these Invariant Sections. You may include a translation of this License provided that you also include the original English version of this License. In case of a disagreement between the translation and the original English version of this License, the original English version will prevail.

9. TERMINATION You may not copy, modify, sublicense, or distribute the Document except as expressly provided for under this License. Any other attempt to copy, modify, sublicense or distribute the Document is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.

10. FUTURE REVISIONS OF THIS LICENSE The Free Software Foundation may publish new, revised versions of the GNU Free Documentation License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. See http://www.gnu.org/copyleft/. Each version of the License is given a distinguishing version number. If the Document specifies that a particular numbered version of this License "or any later version" applies to it, you have the option of following the terms and conditions either of that specified version or of any later version that has been published (not as a draft) by the Free Software Foundation. If the Document does not specify a version

©2001 The Game Crafter, LLC – See license for copying details.

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number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation.

ADDENDUM: How to use this License for your documents To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page: Copyright (c) YEAR YOUR NAME. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with the Invariant Sections being LIST THEIR TITLES, with the Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST. A copy of the license is included in the section entitled "GNU Free Documentation License". If you have no Invariant Sections, write "with no Invariant Sections" instead of saying which ones are invariant. If you have no Front-Cover Texts, write "no Front-Cover Texts" instead of "Front-Cover Texts being LIST"; likewise for Back-Cover Texts. If your document contains nontrivial examples of program code, we recommend releasing these examples in parallel under your choice of free software license, such as the GNU General Public License, to permit their use in free software.

©2001 The Game Crafter, LLC – See license for copying details.

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