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Aly Dose es age rae Why neath os NEPAL NIGHTMARE” ADVENTURE PACK pe nmaisnrenos | Name st MV PR ATK BK IN Roll_ Hazard Spider 132 Wadi 2860 Ta Ramee Nc GumA MACdNOmay | Ratpack 4 Sao) 56 wma) 38 aD 12 Rutleon ie pound Makes Movenen | BALES oo Se #8 344 Pit too wide to jump. PCs must detour eae i owen eke ee Snow Leopard 808960) 72 Wd 6068 cies eee ena xen 5% Wade1 ** FG mun aie Mavenem Chetsio | Nall 24 4400) 48 Wad kt fg a oe eras vik a 740 Wad+1 6040 7a Paddnaeee Toe ping romps | Rhinoceros ©1400) 6A Winds 8332 peony awe, Monkey ou 8 i 410 Thora bbe Tove tempting eran through them mst make Seng Shek or take Light injury es MINOR NPCS LABYRINTH ENCOUNTERS Name ST MV PR BK IN AP WP TYPE me = Ocga Es EN ESEa ESSN Rel ee ee Minotur 90 70°76 60.50 10 chub goon 1-2 Spiderweb clo off he cori here Bar Gre Speers (1410) dopon ech PC who Geone 52 36 32 2 40 40 Init emgesto ct though Each PC BillKentaw 66 40 36 MOM 30 Should mate a Backbone Check Fhe Trained Dig Steck sured the pes do not Soders 60 4036 44 44 40. ie goon sine chee 9% a hance the PC i bite oes i ae Remis 5236 30 44 3240. sie 4 Bad Bretton bie somatic. Sherpas 6060 60-52-40 60. kale Pein ring: Extremely weak ara *4 Fick ao na corer of dar them, a oe otc (on) eet Nong areas eae oe nds «52-40-36 $432.12 nile, goon {he PCs wish ofighten them ay, . ub fall eat te ra Bachbone Roe Chen Sha's $6 Thevalshere ar crctd and inge Guards” 60 50 50 4444 50° nifty goon thd ecavein ors, PS mst ee ReLundi vemos Checks 2 the check Chizen” = «50 4036 «32-326 —— ‘igh injury. Danger Rating 30) Abbreviations 78 A powenous ard crawling up the ftaland PCs must make Bacon ATK rack form ‘Gheck fre tempting tops. The BK Backbone ability eee nee ere Gore Medium wound pase tbr the psn Wek IN Instinct bly Tees fans nthe daopoes dog Inj Injury damage thew, Unies a 8Cmiest MV Movement ability ‘ces nsine Chek the sake PR Prowes ability tempt ite PCs mat make Rend Wound +1 rowan Checks to jump ou ofthe (ily SURV type indicates the seveity modifier for damage Soy Pate Rating Dangerous cxval other wif neatve, move to les severe result = Irpockine ove wo more severe rel SPEC Spec atack-once every oer atack St Srength SURV Survival type (Goon or Visi) Wad Wound drape 1905 LUCASFILM, LTD, wmaty fp crane Gmbgce runker ea we HANISTAN, IRAQ — men THBET — Anson won aenica Ce tenella Labyrinth of Knossas fee od no } Oe ear NEPAL We The Dig at Kara Kavan™ N ACE NORTH. Key He: fi [ese fe) ere Ee ae oe FE t DI sete [5 ij ae (8 eatin fiom [foam A) cistern [Blovra 4 LN ers flrs Paddles Re] Hae TIS Fonte’s Office Tent” Serer cs ENTRANCE _ Editing ‘Anne C. Gray Graphic Design: Dennis Kauth 8:0 Adventure Fold-Up* Figures: Dennis Kauth iWustrations: Jett Easley Cartography: "Tom Darden ‘Typography: Betty Elmore, Kim Lindau Keyline: Colleen O'Malley ‘The names of characters used herein are ft- tious and do not rete to any persons living oF dead. Any similarty 0 any’ persons living or {oad is merely coneidasta This adventure pack is protected under the copyright laws of the United States of America. [Any reproduction or other unauthorized use of ‘the matoral or arwork containad heroin is pro- hibit without the express writen permission ‘of Lucastim Lid. and TSA, ne Distributed to the book trade by Random +House Inc., and in Canada by Random House ‘of Canada Lt, Distibuted tothe toy and hobby 1 by regional istibutors. Disvibuted inthe ited Kingdom by TSA UK Lig. TSR IRS ow TSA, ne TSAUK Us P08 736 ‘The ml, Rathore Road Lake Geneva ‘Cambridge CBI 4AD wssia7 United Kingdom + THE AQVENTURES OF INOANA JONES, NEPAL IGHTWARE, game smais and characte namo ‘utorsaton* "oes Lucmtim is Au Pigs Aeseroe PRODUCTS OF YOUR IMAGINATION, ADVENTURE FOLOUR, andthe TA logo ae agente wed Printed in U.S.A, (SBN 294546353 ons iwTRODUCTION EPISODE 1: MEETING WITH THE MINOTAUR. EPISODE 2: THE KARA KAVAN «0.0.0. EPISODE 3: DEATHOF ICE «0-00 sss EPISODE 4: ON THE EDGE OF FOREVER’ maps The Labyrinth ‘The Dig at Kara Kavan, ‘The Office Tent Re-Luna ‘The Templo of F’han-tal Mountain Wilderness HaNoouTs Medallion Map, : ‘Telegram : Naz letter 5-0 FIGURE SHEET ‘Assembly Instructions .. HOW TO USE THIS PRODUCT Nepal Nightmare™ is an adventure pack for the ADVENTURES OF INDIANA JONES™ game system, This adventure consists of four Episodes, just ike an old movie serial Each Episode is divided into one or more ‘Scenes, An average Episode can be played in one to three hours. you are going to be a player in this ‘game, stop reading now. If you are going to be the referee, it's @ good idea to read the entire booklet bafore starting play. ‘Check the ADVENTURES OF INDIANA, JONES® rules if there is anything you ‘don't understand or if you need t0 refresh your memory. Think of the things the players might decide to do when ccontronted by the many dangers in the ‘adventure, and then be prepared for ‘surprises. You may havo to improvise 10 keep things moving along. In addition to planned encounters, all the episodes include random ‘encounters, which are determined by die rolls and which occur either at definite times or at the referee's discretion. This adventure’s main player characters are Indiana Jones* and ‘Marion Ravenwood". As referee, you ‘must play the nonplayer charactors (NPCs), Such as fan Melver™, who speaks with a Scottish accent and is a villain, and Chen Sha", High Priest of F'han-Tal, who is an extremely old man ‘TABLE OF CONTENTS, ADVENTURE Pack but power-hungry and vary strang. You ‘aan inerease enjoyment of the game i you try to make these characters sound real. For example, Chen Sha might speak in a shaky voice and appear kindly in the beginning but quite cruel later as, the adventure draws toa close. Indiana Jones usually finds himself in exotic places filled with terrible dangers, strange sights, and extreme climates. The adventure will seem more real it you tty to set the scene for the players. For ‘example, when they enter the labyrinth of the Minotaur, you might tell them itis ddark and damp and smells of moid, Describe the sounds they might hear, lke the rustling of rats in a far corner. But ‘most ofall, have fun. The more you enjoy the game, the more your players will enioy it Characters From the game set: indiana Jones, ‘Marion Ravenwood, goons, Nazis and natives, Also useful are the battle grid, the walls, pillars, and doorways to acd ‘more color to your encounters. From this adventure: The Minotaur La Fonte, Jan Molver, Chen Sha, and the Yeti. Also included is the Deathtrap ADVENTURE FOLD-UP™ figure. Indy and Marion must evade the New Dorians, old enemies who havea scare to settle with Indy and find Bill Kershaw, 3 former sstociate of Abner Ravenwood. PC (PLAYER) OBJECTIVES ‘To escape the New Dorians and their ‘Minotaur (2 player points). To find old Bill Kershaw and get the information from him ‘without creating a ruckus (1 player point) NPC (REFEREE) OBJECTIVES “To get fady and Marion to jump off the bridge to escape the New Dorians (1 player point), To create an exciting chase through the labyrinth (1 player point) ‘To act well the part of drunken Bill Kershaw. Background Tadiana Jones has been away on business in the South Pacific. When he reurns he learns ‘Marion has received word about her father, ‘Abner Ravenwood, and has gone to Crete, Inds’ fiend Marcus shows hima the telegram. Individually show the players acting as Marion and Indy the telegram. hhendout. You may make photocopies ofthe hhandouts for this purpose, or you may remove the page from the booklet. Be sure, however, that PCs see only the handout SCENE 2: DIVE RIGHT IN! As Indy nears the edge of town, read the {allowing alou Just ahead of you is a narrow footbridge spanning a gorge about 100 feet across Along the edge ofthe bridge isa low stone wall, an about 40 feet below is a slow-moving river, the backs of which are lined with bushes and trees. You spot ‘Marion ahead of you, starting across the bridge. You call to her and she turns. Once Marion and Indy mect and discuss the telegram and their plans and start again across the bridge for the Bar Greo, read the following: Just as you reach the center ofthe bridge ‘you see three tough-looking men ermed ‘with clubs step onto it and stand there, blocking your way. You recognize the tattoos on their erma—they're New ‘Dorians, members ofa fanatic cult who ‘make sacrifices tothe Minotaur. And it seems they remember that you were the ‘one who brought the government down, ‘on them afew years ago! needed at this time. ‘Concemed about Marion and about what har father's rerura might mean to their relationship, Indy leaves immediately to join her, SCENE 1: HOTEL IN HERAKLION ‘There is only one good hotel for tourists in ‘Heraklion and Marion is registered there. When Indy checks in, he Tears the sutease ‘containing his gun has been misplaced and ‘didnot arrive with his other luggage; his whip and knife are here, however, The desk clerk promises ro watch for the suitcase and let Indy know as soon as it arrives. 1f Indy wishes to purchase another gun in Heraklion, be may do so, but the gun’s quality will be sub-standard and it will am 10% of the time, "The desk clerk also tells Indy that Marion sid she was going to a place called the Bar Gree. The clerk knows the Bar Grecis Jocated on the outskirts of town near the ruins of Knossos, site of the former palace of the legendary King Minos, ‘After Ind leaves the hotel, make a secret Instinct Check for him. IF the check succeeds, Indy notices a man following him, ‘but he does not recognize the man. IPhe ries toapproach the man, the man ducks into a doorway and disappears. If the PCs look behind them, they see another pair of New Dorians coming from that direction. Ifthey decide to fight the [New Dorians, two more appear every round ‘uml the PCs are overwhelmed. The New Dorians do not kill them but take them 2s sacrifices to the Minotaur. Tn this event, go irectly to Scene 4 If the PCs leap from the bridge tothe river below, they must make ro Danger Checks, ‘ne for falling (Rating 30) and one for flowing water (Rating 30). The swim ro the shore is fairly easy, but the New Dorians hhave not given up and are following. ‘No suatter which side ofthe river Indy and ‘Marion emerge from, they find themselves at Scene 3. Tf the PCs tey to run from the New Dorians, use the Chase Flow Chatt ftom The Adventures of Indians Jones Rule Book. The ‘ridge i circle 1. The doorway to the labyrinth, which they must eventually enter, is cirele 6, Use Table 1: “New Dorian Chase Hazards” to determine hazard encounters, SCENE 3: THE LABYRINTH Read this tothe players as they emerge from the river of when they ate Finally, chased to the ruins ‘The ruins ofthe palace of King Minos stretch before you. They consist mostly of a large expanse of stone pavement and low, broken walls. But not far away is 2 doorway into a palace building tll standing ‘The walls are too low to hide a person, and ‘ees of bushes ate too fir in the distance for the PCs to reach without being seen. Any route they attempt to take other than that into the building doorway is blocked by an additional Id10 New Dorians. Just inside the doorway is a light of stairs lading down, SCENE 4: THE HORNS OF A DILEMMA 1f Marion and Indy were captured by the ‘New Dorians in Scene 1, they are brought to ‘the cemter ofthe labyrinth (use the Labyrinth ‘Map), untied, and eft for the Minotaur, who arrives in one round, If they arrive here from Scene 3, they have voluntarily entered the labyrinth. IF they swish to explore i, lt them find their wey ‘through the maze to its center where the ‘Minotaur waits. Each time they tuea a ‘comer, roll 2410. If the darker die is 1-3, the PGs have an encounter from Table 2. The lighter die indicates what they encounter (consult the table). Tf the PCs wish only to duck inside the doorway and hide ftom the New Dorians, the ‘New Dorians wait just outside the entrance ‘and do not leave uatil the PCs encounter the Minotaur. I'the PCs refuse to go further inside, the New Dorians enter and drive them in. When they meet the Minotaur, read the folowing ‘You are in alow room, perhaps 8 feet high. Its plester ceiling and stone walls are supported by wooden beams, Burning torches held by brackets are scattered along the wall, In one corner is what looks lke a human skull Then you hear @ footstep, and before you can duck into the shadows, a large form fills the room and ‘cuts off the ext, The shape is that of a large man—or pechaps more than a ‘man-—for is head is nota man's head but the head of a bull. The menthing carries 4a club bigger than a baseball bat and ‘wings itat your heads! Roll Backbone Checks for both PCs. Ifthe (Check sucozeds the PC brushes ofP the crawly sensation that seeing the Minotaur creates Ifthe check fils, bis or her ‘Movement is reduced to 1/2. If2 PC rolls a ad Break, his or her Strength is also reduced to 1/2, but for the frst round only During the stragee there is « 30% chance after every attack thatthe bull mask is knocked off the Minotaur, evealing a giant ‘New Dorian. In this event, any PC Artribute Ratings reduced by fear are restored to nora Tf Jandy has purchased another gun in Heraklion, and ifat any time be tries to draw ft, the Minotaur swings his club t the ceiling and dislodged plaster knocks Indy's fun out of his hand, “After 5 rounds or after Indy or Marion take 1/2 damage, the Minotaur's club misses one of them and hits the floor, which collapses, land Indy and Marion fll through to the lower level in Scene 5 If the PCs manage o escape the monster in some way Before Scene 5 or if they defeat him temporarily, chey must make their way back out of the labyrinth. The Minotaur, if alive, follows them through the maze but ‘doesnot leave it. As they wander, the Door fives way and they find themselves at Scene SCENE 5: GOING BATTY ‘You tumble 15 feet into a room on the lower level of the labyrinth. After you | pick yourselves up, you see you are ina oom measuring 35 feet by 45 fet, and ‘one valli a door slightly ajar. As you dust yourself ff, you grow avare of a squeaking sound over your head and a rush of sir. Suddenly a bar brushes your sem, The room i live with them! ‘The PCs must first check for falling damage. The danger rating forthe fal is 24 ‘Use the Labyrinth (Lower Level) Mep. This room i the favorite hangout of every bet in the labyrinth, and they can't be avoided. Bas (1d10) drop on each PC immediately and for every round thereafter Have each PC make a Backbone Check. If the check succeeds, the bats do not cling or bite, Ithe check fils, the bats hang on, their wings and squealing. fa PC rolls a Bad Break or a number seater than his Backbone Rating x2, he is bitten, Bat bite rating: light wound. “The door is to Room B. There is no other ‘exc and the ceiling is to high for them to climb back out. When PCs go through the door, goto Seene 6. SCENE MINOTAUR ENCORE ‘This room measures 20 by 25 feet and is empty. Wooden beams cross the ceiling at_| threefoor intervals. A fourfoot-long | faye rope dangles in fot of he door from a beam, The door as a cross-bar on this side and can be locked, Ta the wall across from the door is an arched opening through which you can see a stair and ‘what looks like Faint daylight. Suddenly, you hear heavy footsteps descending ‘The footsteps belong tothe Minotaur who arrives in one round. The rope can be removed from the ceiling beams i left in place it will bear a man's weight, Indy can loop his whip berween the beam and the ceiling if he wishes. “The stats lead to the upper level ofthe labyrinth and ta a door tothe outside, The door is ajar. Ifthe PCs leave the labyrinth through this door or through the main ace, the New Dorian thugs are gone. SCENE 7: THE BAR GREC When the PCs resume their search for Bill Kershaw and finally arrive atthe Bar Gree, read the folowing Te takes your eyes a Few minutes to adjust to the dimness of this seedy place. F ‘you cen make out four tables with chairs ‘and the bar itself. Three toughs sit on | stools atthe bar, and there is one man stumped over a table atthe back. The smells of cheap liquor and tobacco hang | heavily in he ait, “The men atthe bar don't really want trouble, They won't fight unless they are provoked. The man atthe table is Bill Kershevs. He is drunk and incoherent, For every round Kershaw is forced to drink coffe oF is dunked into 2 bucket of cold water, make a Backbone Check for him 1 the check succeeds, he sabers up. It fails, the must roll again or slep for atleast six hours TE Kershaw is paid the $500 he in his telegram t0 Marion, be tl that before Abner caught him and Andre LaFonte cheating on invoices, LaFonte found a map ofa legendary city in Tibet called Ra-Lundi. Recently he's beard that a White man was seen there. Aber was looking Far Re-Lundi when he disappeares, ad Kershaw wonders ifthe white man rumored to be there is Abner, He tells the PCs that [LaFonte has the map and isa a dig in on | } | | | | | | ; sted the PCs the PCs make an Appeal Check. IFit succeeds and if they give Kershaw another $100, he tlls cher he heard LaFonte found some rich friends who are financing his expedition, but Kershow doesn’t knows who they ae Ifthe PCs refuse 10 give Kershaw the $500 the ells them nothing and goes back to drinking. They have to bring him eround again if they want the information. This time Kershaw gets rowdy and tres to fight beck phe can’t be subdued within 5 rounds, che ‘men atthe bar become annoyed and try © throw the PCs out. Indy and Marion seek a map to the fabled land of Ra-Lundi for Bill Kershaw had said that was Abner's last goal. Unfortunately, the ‘map isin the hands of one who may not wish to part with it. Through guile and stealth Tndy must discover the location of the map and somehow acquire it PC (PLAYER) OBJECTIVES: ‘To recover the map to Re-Lundi (3 player points) and to escape from the clutches of ‘Metver(I player point) NPC (REFEREE) OBJECTIVES “To keep Jan Melver's presence a secret ‘until Indy captures the map (2 player points), “To capture the PCs and stake them out (1 player point) Background Use the Dig Map. During this episode, ‘which takes place in Nepal in che area called the Kare Kevan, Indy and Marion meet LaFonte and try to obtain from him the map to Re-Lundi. While they are there they should discover thar LaFonre is working with their enemy, lan Melver, and the Nazis, The [Nazis plan to invade Re-Lundi and seize the source of ts healing power. ‘Depending upon the decisions of the PCs, some of the scenes in this episode will noc ‘ceur. If Indy and Marion ae able to explore the dig, either openly or in secret, you should use the Key tothe Dig Map to tell you what they find. The office (A) and munitions tents (0) ate the most important; pay particular attention to what they cont Tis posible forthe PCs to sneak into camp, find the map t9 Ra-Lundi, learn about ‘Melver and the Nazi plan, and sneak back ot aguin unseen, Possible, but extremely dificult. Otherwise, they must contend Wi ‘LaFonte, Mctver, and their hited soldiers. “The comp comtains a tot! of 50 soldiers; 40 are trained, 10 are raw recruits. There is slays 20% chance that half the soldiers Fighting or guarding the PCs are raw recruits. See the back cover for standard ‘Auuibute Ratings for the troops. Roll 2410 to learn how many soldiers are visible at any ‘onc time, However, there are always 10 ards on duty (see map for locations), day ot hight. Theie shits last eight hours and ‘change at 6 a.m., 2 pam., and 10 pam, SCENE 1: GETTING THERE You return to Athens where you board the Simplon Orient Express for your ultimate destination: Nepal. Your journey takes the better part of three weeks with stops in ‘such exotic cities as Constantinople, “Teheran, and Delhi, Outside your win- lows the deserts and high plateaus of Iran land Afghanistan gradually give way to the lush forests end teeming cities of India, From Delhi you take a local train to | Katmandu, the capital of Nepal. There you buy horses and supplies for your Journey into the interior where the Kara Kavan and Andre LaFonte await you. the PCs ask about the need for money, tell them they can exchange their currency for Tibetan sang-sang. In 1935 a song-sang ‘was worth about 10 cents, If they do not ask, they must make Appeal Checks as needed to ‘convince others ther Western money is food. Roll an Instinct Check for both Marion sand Indy to learn if either one wonders why ‘LaFonte would bother digging for ertifacts in such an unpromising area as the Kara Kavan SCENE 2: THE DIG ‘After three days’ ride you find yourselves tn the foothills overlooking the dig at Kara Kavan. Along the horizon to the north and east lies the great mountain chain of the Himalayas. Here, however, except for occasional outcroppings of low hills, the land is fat and covered by sparse grass ‘The dig excavations are ro the north “They consist of three trenches, mounds of dirt, and ropedoff ares. To the south is the camp. A number of tents are in the foreground. Two large military convoy trucks, «cargo truck, one jeep, and ten horses ae visible inthe background near 4 stack of ol drums. From where you are standing 10 guards are visible: two in the oothills behind the camp, one each in front of twa tens in the foreground, 170 around a tent a the back, and one atthe vehicles. A group of uniformed and armed ‘men ate performing some kind of drill at the encampment’s center the PCs decide to wait until dark to sneak into the camp, go to Scene 3. IF chey decide to go in openly but ro be cautious about revealing their purpose, go to Scene 4 they decide to goin openly and simply ask LaFonte forthe map, goto Scene 5. SCENE 3: SNEAKING IN AT NIGHT. Use this encounter only ifthe PCs decide tosneak into the camp at night, “The camp stretches below you, bathed in moonlight. The dig excavations are deserted except for two guards in the foothills behind them. Each guard is warming himself beside a fre. The tent closest tothe road has z light, and it and the tent hebind it till have guards. The other tents are dark. The fires of three ‘more guards ae visible inthe fothills ‘behind the ents. Inthe center ofthe encampment isa large bonfire, A number of uniformed and ermed mea sit around the fire drinking and laughing. Some- where horse whinnies. ‘The PCs may tether their horses in the {oothills outside the eamp if they wish; how- ever, for every four hours the PCs are absent, there is a 208 chance the horses ate discov- cred and a 10% chance one horse has broken loose and wandered away. ‘Alter midnight everyone except the guards isin bed and the light in tent A fs out. The ‘only remaining lights are the guards’ fies in the foothils and the glowing embers of the large bonfire. The guards around the muni- tions ten (1) are not visible except from the Foahills tothe south 1 Indy and Marioa manage co sneak into rent A (Gee Office Tent Map) without being seen by the guards, read the following aloud: “Moonlight filters chrough a ventilation ‘opening in the roof of the tent and lights a way. Tn the center ofthe tent isa large table covered with papers, one of ‘which in the dimness looks like a map. ‘Another looks like a letter with a swastika on it, Next tothe map isa bone medallion of some kind with inscriptions on it. Also fon the table i a model ofan ancient city In one coener ofthe tent ae several large rates, Across from the erates and against ‘the wall i a cor witha sleeping form on. it Against the rear wall i another cor and ‘another sleeping form. Scatered around the room are several other smaller tables ‘bearing books and artifacts, Each round the PCs remain inthe tent there is 2 10% chance the sleeping forms of| LaFonte ot Melver wake up. However, since LaFonte and Melver will be sill half aslep, any PC attempting to grab anything from the table unseen is sutomatcally succesful, ‘Also, during cach round there isa 10% cance the guard outside looks inside and sees them, Ifthe PCs are discovered, McIver assumes they know about Ra-Lundiy and attempts tole or play dumb do not work. In this case go directly to Scene 5, Ifthe PCs manage 1 get away with the medallion, map, oF Nazi lerter, give them a copy ofthe appropriate handout. (The medallion and map are the same ) They must sake an Instinct Check if they wish to read any Tibetan writing. Translations ae given in Scene 5 SCENE 4: PLAYING CAGEY Ifthe PCs wish to hide ther real purpose from LaFonre, they must enter the camp ‘openly; if they sneak in and are caught, none ‘of their stories are believed, ‘A guard meets them on the road leading into camp end takes them at once tothe office tent (A), Use the Office Tent Map, ‘A guard takes you into the main tent, ‘where Andre LaFonte sits behind 2 large table where eas been working on some drawings. One ofthe drawings resembles ‘Alarge ‘amap with Tibetan writing on ‘medallion and an offcial-looking ierter bearing a swastika lie beside the map. At the other end of the table i an architec: tural model of an ancient city. Jan Melver hides atthe back ofthe tent and doesn't reveal himself, LaFonce relu- tantly takes the PCs on tour ofthe dig if they ask but constantly urges them to leave with excuses such as, “We've got alot of work to da" of “This is a dangerous area for women.” Ife is questioned ahout the troops, hhe makes up some excuse about the country being politically unstable. ‘Ifthe PCs manage to heng around awhile, roll against LaFonte’s Instinct score to deter- mine if LaFonce les thera stay. IUhey fil but remain friendly, LaFonte has them escorted cut of camp and doubles the guards. IFthey fail but stare trouble with him he calls the {guards and bas them taken tothe ofice tent. In this cas, zo directy to See 5. they succeed and explore the camp, the fauards prevent them from entering tents A, Land O. Ifthey fight the guards, 1410 soldiers arrive during every round until the PGs can be restrained and taken to the office tent for Scene 5. I they try to sneak into these tents, double their Prowess Ratings and roll d100, While they ae intents C oI they hheve @ 30% chance of being discovered for every round they remain. Ifthey ae discov- cred, they are taken to tent A for Seene 5. IF they sneak into tent A, they automatically find Melver and he calls 1410 guards. In this cage goto Scene 5 the PCs overpower LaFonte and Melver and hold them hostage, the soldiers et them escape but follow them to the outskirts of ‘Katmandu or tothe Sherpe village, where they then quit following SCENE 5: AULD ACQUAINTANCE If Indy and Marion ride openly into the ‘camp, a guard meets them and takes them at ‘once to the office tent (A). Use the Office “Tent Map. They may also be brought here if they sneak in and are caught or if they make ‘rouble. Adjust che text read to players as needed "After the PCs tell LaFonte their purpose and ask him for the map, read the following: TaFonte it behind lange able where he bis been working on some dfwiS- One ofthe drawings resembles a map with Tibetan wring on and there sa lenge medalion lying beset and om offctaooking leer bearing a swe ‘Atthe other end ofthe able ian archi tecture model ofan ance city. “You hear oie form behind some packing crates atthe back ofthe ten, and fro should step ott of he shadows with {gue tained on you but your ol exemy fan Metver “Sure andi’ good tobe sci’ ye asin." Melver says, specially you ins and he winks ierngy at Marion, “Bor Leant have ye messin’ with mp plas “And a god plan iti, mes amis” ads LaFone, picking up the redallon, “Tor this map wl ae us 0 one ofthe retest reese mayors in pofeson ak ever hope fina” "Melerchackles delighted. “He doesn't mean us old pos apd bones indie. He means German marks” “The Nazi goveomen i our part in thivoxpedition” says LaPorte. “Rav Landis rumored to bold a secret of esting, a stcret that would mean 8 great del toa government at war. Sacre ble! Just think of it! Their armies will be Unbeatable~cut down st night and ready to Bight again in the morsinl So, you se, dre cannot give you the map. Nor ean we low you toleve”™ | “Aedver calls in owo ofthe guards, “Tie | them up inthe supply tent. Then late tonight when everyone i alep, ake them tothe chases of here and ean scien ‘The PC’s weapons ae taken but nothing cls, Ifthe PCs create a diversion and attempt to grab the medallion or drawing, have them make a Movement Check to see if they manage to take one othe other unnc- Scene 6, Irthey wound either LaFonte or ‘Melver in a struggle and ae then over ‘helmed, they are taken to the discipline Stakes (M), In this event go directly to Scene 8, Tf the PCs attempe to fight all the way out ofthe camp, go to Scene 7. If Indy or Marion has grabbed the medal lion, map, oF Nazi letter, give them the appropriate information. (The medallion and