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Wilderness Encounters #1

deadEarth Wilderness Encounters #1 2

Read This Or Die

This document is licensed under the GNU Free Documentation License. See Appendix A for

Notice of Trademark
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.

writer JT Smith

cover art Ryan Moore

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

For more information about The Game Crafter and our other games, visit our web site at

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deadEarth Wilderness Encounters #1 3

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

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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deadEarth Wilderness Encounters #1 4

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

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

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 5

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

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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deadEarth Wilderness Encounters #1 6

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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deadEarth Wilderness Encounters #1 7

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 pre-
apocalypse 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

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

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

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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deadEarth Wilderness Encounters #1 8

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

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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deadEarth Wilderness Encounters #1 9

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

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

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deadEarth Wilderness Encounters #1 10

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

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

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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deadEarth Wilderness Encounters #1 11

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

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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deadEarth Wilderness Encounters #1 12

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.


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.


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
(or to related matters) and contains nothing that could fall directly
within that overall subject. (For example, if the Document is in part
textbook of mathematics, a Secondary Section may not explain any

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deadEarth Wilderness Encounters #1 13

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

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,
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for automatic translation to a variety of formats suitable for input
to text formatters. A copy made in an otherwise Transparent file
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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.


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
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

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Wilderness Encounters #1 14

you may publicly display copies.


If you publish printed copies of the Document numbering more than 100,
and the Document's license notice requires Cover Texts, you must
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

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
them a chance to provide you with an updated version of the Document.


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.

©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Wilderness Encounters #1 15

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
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
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

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.
deadEarth Wilderness Encounters #1 16

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.


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."


You may make a collection consisting of the Document and other
released under this License, and replace the individual copies of this
License in the various documents with a single copy that is included
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
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.


©2001 The Game Crafter, LLC – See license for copying details.
deadEarth Wilderness Encounters #1 17

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.


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.


You may not copy, modify, sublicense, or distribute the Document
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.


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

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.
deadEarth Wilderness Encounters #1 18

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
under the terms of the GNU Free Documentation License, Version
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.