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THE SHIP OF DEATH

A scenario for Doctor Who Adventures in Time and Space


by misterharry

This scenario has been written for a group of time travellers, but it could be adapted for space
travellers with minimal modification. It is intended to be played in a single session.

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TABLE OF CONTENTS

INTRODUCTION 3
GM’S INFORMATION 3
PLAYERS’ INTRODUCTION 3

THE SHIP OF SEBEK 5


ABOUT THE SHIP 5
EXPLORING THE SHIP 5
OUTSIDE THE SHIP 10

TOMB RAIDERS 11
A BOARDING PARTY 11
THE TREASURE HUNTERS 11
THE EL DORADO 13
SCARAB INFESTATION 14

SEBEK AWAKES! 15
THE CROCS REVIVE 15
“IT LIVES!” 15
SEBEK’S PLANS 15

RESOLVING THE ADVENTURE 17


SURVIVAL 17
DEFEATING SEBEK 17
DEALING WITH THE CROCS 17
RECOVERING THE TARDIS 18

APPENDIX 1: PLAN OF THE SHIP OF SEBEK 19

APPENDIX 2: PLAN OF THE EL DORADO 20

APPENDIX 3: SEBEK, CROCODILE-GOD OF PHARAONIC MIGHT 21

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INTRODUCTION

GM’S INFORMATION

The year is 2674 AD. The TARDIS materialises in what first appears to be a stone chamber whose walls
are decorated with symbols and pictures in a style similar to that of the Ancient Egyptians. But the time
travellers soon discover that they are in fact in deep space. They have arrived on a ship with a dead
alien at the helm. With the TARDIS jettisoned by the ship’s robot scarabs, things turn from bad to worse
as they learn that the dead alien is Sebek, an Osiran who was one of Sutekh’s allies, and this is his
funeral barge. And when a team of treasure hunters turn up, Sebek may not remain dead for long.
Meanwhile, elsewhere on this ship of the dead, Sebek’s crocodilian servants are awakening to protect
their master…

PLAYERS’ INTRODUCTION

There is no initial hook to draw the players into this adventure, no distress call or emergency aboard the
TARDIS. Instead it relies on the PCs’ natural curiosity and willingness to explore their new surroundings,
much in the style of the TV series. If the GM considers that the players actually need a motive to exit
from the TARDIS at the start of each adventure, then something that the team will respond to should be
added – a signal in an ancient, unknown language perhaps, or a near-miss with the eponymous ship.
However, this introduction assumes that the PCs will voluntarily leave their TARDIS to have a look
around.

The TARDIS lands and the crew proceed with checking the console readings. Air breathable, low-level
background radiation, pressure and gravity approximately Earth normal, temperature is comfortable but
cool. The scanner doesn’t show much as it appears to be dark outside. Is that a wall over there? Have
they landed inside a room? A Difficulty 12 Awareness + Awareness roll might help:
 Disastrous: There’s absolutely nothing out there; the ship has materialised in a void!
 Bad: Are those stars twinkling in the night sky?
 Failure: It’s too dark to see anything.
 Success: Yes, the TARDIS has materialised inside something.
 Good: It appears to be a stone chamber.
 Fantastic: And the walls are covered with pictures of some kind.

Emerging from the TARDIS, the PCs find that they have indeed landed inside a stone chamber; this is
area C on the map in Appendix 1. The walls and ceiling are covered with columns of symbols and
pictograms resembling Ancient Egyptian hieroglyphs – a Difficulty 12 Ingenuity + Knowledge roll may be
made:
 Disastrous: I’ve never seen anything like them before!
 Bad: Actually they look more like pictograms found on Aztec ruins.
 Failure: They’re Ancient Egyptian all right!
 Success: Hmm, they look Egyptian but there are some odd differences.
 Good: Hang on, they might resemble Egyptian hieroglyphs, but they’re actually something
else.
 Fantastic: Um, these are actually alien in original [and anybody from a Tech Level 6+ culture
getting a Fantastic result will recognise them as Osiran].

The GM should note that this chamber also contains a concealed air-lock and secret alcoves containing
guardian Servicer robots. For this introduction, unless the PCs start conducting a detailed search of the
room, assume that they miss these on arrival – but see the section on “The Ship of Sebek” for a more
detailed description of the chamber. For now, their attention is drawn to the only visible doorway which
leads into a short corridor that looks like it opens up into another dark chamber beyond. And talking of
the dark, the party can make a Difficulty 12 Awareness + Ingenuity roll to notice that the level of light has
slowly been increasing, though there is no obvious source for this, and the temperature is now warm.
[GM Note: The arrival of the TARDIS is waking the ship up from its default setting. The light will settle at
a dim level, allowing long dark shadows to be cast even though there is no focussed light-source.]

The chamber beyond the exit doorway is area A on the map in Appendix 1; again, see the section on
“The Ship of Sebek” for a more detailed description of the chamber. The main thing that draws the PCs’
attention at this time is the massive black marble throne in the centre of the room, its high back to the
time travellers blocking their view of whoever is sitting in it. The figure is unmoving, and as the PCs
approach, they can see that it is a massive humanoid with the head of a crocodile, its eyes closed but its
head positioned as if staring straight ahead, and clothed in the headdress and garments of a Pharaoh!

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As the players move closer, there is a rumble of stone moving against stone, and the wall that Sebek is
facing begins moving upwards, rising like the shutter door of a garage and disappearing into the ceiling.
Beyond the rising shutter is a thick, wide window of clear glass, through which the PCs see that they are
looking out onto the prow of a ship built of carven stone blocks, beyond which are only stars and
galaxies. Far from being in an underground chamber, they are on board a stone ship sailing through
space!

As the players stare in wonder at the vista before them, they can make a Difficulty 15 Awareness +
Awareness roll (this assumes that none of the PCs remained with the TARDIS – if not, save this for
later):
 Disastrous: Ooh, look! Stars!
 Bad: Did you say something?
 Failure: There’s a skittering noise coming from one of the other exit doorways.
 Success: There’s a skittering noise coming from behind - a number of what appear to be
jewelled scarab beetles are running up the wall and disappearing into a cavity which seals shut
behind them.
 Good: There is more noise of skittering coming from the chamber in which the TARDIS is
parked.
 Fantastic: Not only that, but there is the almost-imperceptible sound of a door closing…

If the PCs rush back into the first chamber, they find that the TARDIS is gone, with no clue as to where it
went! Back out in the throne-room, through the viewing window and off the starboard bow, they will see
their timeship tumbling away from them through space, dozens of minute forms falling away from it as it
gets smaller in the distance. One or two of these forms bounce back across the ship – fist-sized robots
in the shape of a bejewelled scarab beetle, legs scrabbling to get purchase on the stone hull.

As the TARDIS disappears into the darkness outside, the players realise that they are trapped on this
stone ship with its dead god!

CUE INTRO MUSIC…

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THE SHIP OF SEBEK

ABOUT THE SHIP

The TARDIS has actually materialised on the funeral barge of Sebek, a long-dead Osiran who was
executed by Horus and, in accordance with Osiran custom, was sent on a 10,000 year journey to his
final resting place in the heart of a black hole at the centre of the Milky Way.

The funeral barge is unusual for a spaceship in that it is constructed largely of stone cut into massive
blocks and assembled by the lost science of the Osirans. From the outside, it bears a passing
resemblance to Ancient Egyptian ships, long and narrow with a raised prow and stern. Inside, it is all
stone passages and chambers, with walls and ceilings covered in pictures and symbols which bear a
superficial resemblance to those of the Ancient Egyptians (but which are actually the Osirans’ own
designs that influenced the Egyptians and many other cultures). The ship is powered by a miniature
artificial sun and contains examples of the Osirans’ highly advanced and now largely vanished
technology, including time corridor capability.

THE SHIP OF SOBEK:

Armour: 20 points. Hit Capacity: 50. Speed: 5 (manoeuvring speed in atmospheres)

Forcefield: the ship is protected by 2 levels of forcefield in addition to its Armour.

Sebek’s corpse is not the only inhabitant of the ship. He is joined in his final journey by twenty Croc
warriors from Sobek, his adopted homeworld, all volunteers to guard their master’s progress to the
Osiran afterlife, and all currently in suspended animation. There are also a number of Nile crocodiles
(descendants of specimens taken from Earth by Sebek many generations before) in a special enclosure
aboard the ship, their lives unnaturally extended for the journey, also fated to join Sebek in death. Sebek
also has four Osiran Servicer robots to serve him in the afterlife, and hundreds of robot scarabs which
maintain the vessel throughout the ten millennia of its voyage.

SCARAB ROBOTS:

ATTRIBUTES: Awareness 3; Coordination 4; Ingenuity 2; Presence 1; Resolve 4; Strength 1.


TRAITS: Climbing (Major); Natural Weapons (Major: Welding mini-laser – 4(2/4/6) damage); Networked
(Major; in contact with each other); Robot (Special); Size: Tiny (Major; -2 Speed, -4 to be hit, -8 to be
seen); Tough (Minor).
SKILLS: Fighting 1; Marksman 3; Subterfuge 4; Technology 3.
TECHNOLOGY LEVEL: 9 (Osiran)
STORY POINTS: 1-2

These robots are maintenance drones which look after the ship on its long voyage. They are shaped like
scarab beetles about 4-5 inches long and are decorated with gold and precious gems. Individually, they
are of little threat (though their miniature lasers pack a punch!), but en masse they can swarm over an
opponent. The scarabs move through the ship via tiny conduits, the entrances of which are hidden
behind small trapdoors hidden in the ships’ hieroglyphs.

At the start of this adventure, a swarm of scarabs work together to carry the TARDIS into an air-lock and
eject it into space as unwanted debris. If the PCs aren’t careful, the scarabs may try something equally
unpleasant with them!

EXPLORING THE SHIP

This section details the various areas aboard the ship, as labelled on the map in Appendix 1:

A. HELM/THRONE ROOM

This is the chamber towards the front of the ship in which the dead god Sebek sits on his throne. Apart

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from it being constructed of stone, this has a superficial appearance of being the bridge or control room.
Sebek’s throne sits facing a long curved wall at the base of which is a sweeping marble structure
resembling a control panel like a spaceship’s helm, its surface indented with bas-relief designs which
might represent controls. When the PCs first enter this chamber, the curved wall above this “control
panel” is smooth marble, but it is actually a blast shutter and rises to reveal the main observation
window looking out into space. The controls themselves though are non-functional; they are purely
decorative and are placed here as part of the Osirans’ funeral ceremonies.

Sebek himself sits on his throne, a massive black marble structure that equates to the captain’s chair on
a ship’s bridge. He presents an inscrutable figure, sitting upright with one arm resting on the throne’s
arm, the other holding an ornate jewelled mace, and his head staring forward through closed eyes. He is
untouched by the passage of millennia since his death, a miracle of the Osirans’ technology. Anybody
viewing Sebek can make a Difficulty 12 Ingenuity + Knowledge roll to identify him:
 Disastrous: Was this thing even alive? Isn’t it just a very detailed statue?
 Bad: It’s an alien all right, hopefully dead!
 Failure: Some sort of mythical figure perhaps? Maybe from one of the Earth mythologies…
 Success: This is an Ancient Egyptian deity… [Anybody from a Tech Level 6+ culture will recall
that many Earth gods were influenced by alien races.]
 Good: …and not a good one! Can’t remember the name though. [TL 6+ info: It’s an Osiran!]
 Fantastic: This is Sebek, crocodile-god of the Ancient Egyptians! [TL 6+ info: Yikes! He was
an ally of Sutekh!]

Depending on the success of the above roll and the backgrounds of the PCs, the GM can provide some
of the other information about Sebek from Appendix 3.

Set in Sebek’s forehead, between his eyes and just below the pharaonic headdress, is a large yellow
jewel which glows softly in the dim light. It appears to be growing out of the god’s scaly skin and will be
impossible to remove. It was the practice of the Osirans to capture the last vestiges of their lifeforce in
one of these crystals, which was then implanted in the body in this fashion to be taken through to the
Osiran afterlife beyond the event horizon of a black hole. This doesn’t mean that Sebek’s body is itself
any way alive, but that there is some tiny essence of him within the jewel.

B. ANTE-ROOM

This ante-room leads from Sebek’s throne room and apparently only contains a marble table across the
centre. Standing on this are four canopic jars made of a material similar to alabaster. These contain the
stomach, intestines, lungs and liver of a slave sacrificed during the ceremony of launching Sebek’s
funeral ship. Anybody making a Difficulty 10 Awareness + Medicine roll will realise that they did not
come from a human being! Despite the passage of time on the ship, they have not decayed.

What are not immediately obvious in this ante-room are three concealed sliding doors: one leading into
an air-lock, and the other two cover alcoves each containing an Osiran Servicer, a bulky robot whose
covering bandages give it the semblance of a lumbering mummy. All doors throughout the ship have 5
points of Armour and 10 Hit Capacity; the outer air-lock doors are also protected by the ship’s forcefield
from the outside.

OSIRAN SERVICE ROBOTS (SERVICERS):

ATTRIBUTES: Awareness 2; Coordination 2; Ingenuity 1; Presence 2; Resolve 6; Strength 7.


TRAITS: Armour (Minor: 5 points); Dependency (Major: power from the ship’s artificial sun); Enslaved
(Major); Environmental (Major); Fear Factor 1; Networked (Major; in contact with each other); Robot
(Special); Slow Reflexes (Minor).
SKILLS: Fighting 2.
STORY POINTS: 1-2

As in Pyramids of Mars, Osiran Servicers are constructed of a metal framework protecting the robot’s
inner mechanisms and a covering of chemically-treated fabric resembling bandages. They are strong
and persistent, but without intelligence. Without other orders, they will try to destroy all intruders.

These doors and their controls will not be discovered unless somebody undertakes a determined search
of the correct parts of the walls. A Difficulty 15 Awareness + Ingenuity roll is required for each door, and
if successful the searcher notices the door’s outline cunningly hidden within the pictures and designs on
the walls. A Good or Fantastic result also reveals that the door’s controls are disguised as a cartouche

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enclosing Sebek’s royal name in hieroglyphs. Once one door has been discovered, the searcher has a
+2 bonus to discover any others, or a +4 bonus if the result was Fantastic. The door controls require a
Difficulty 10 Ingenuity + Technology roll to work out how to operate (but remember that these are
Technology Level 9 controls, so penalties apply); once this has been worked out on one door, all the
others on the ship can be opened without requiring other rolls.

If the inner air-lock door is opened, the air-lock beyond ends in the outer door, which can be opened
from within the air-lock or from outside the ship. The air-lock controls are placed outside of the air-lock
itself and can be operated similarly to the door controls, but with a Difficulty 12 roll.

If either of the two alcove doors are opened, the Servicer within is revealed standing motionless. At the
start of the adventure, these robots are inactive and will remain so unless they are directly interfered
with, or until Sebek is either threatened or revived.

C. ANTE-ROOM (TARDIS ARRIVAL)

This chamber is where the TARDIS materialises at the start of the adventure and is identical to ante-
room B except that it does not contain a marble table and canopic jars.

It does however contain an air-lock and two alcoves, each concealed behind secret doors. Discovering
and opening these is the same as for ante-room B. The two alcoves each contain an Osiran Servicer.

D. TREASURE ROOMS

These four chambers are crammed with Osiran artefacts of all shapes and sizes piled high on tables,
benches and shelves, and in nooks and crannies on the walls. Most of these look decorative – statues,
ornaments and jewellery, for example – and are in a distinctly Egyptian style. But despite their
appearance, many of these are actually equipment of one sort or another. There are any number of
useful items within these rooms, but identifying which ones are functional and how they operate is
another matter. When looking around, the players can make a Difficulty 12 Awareness + Ingenuity roll to
realise that the contents of these chambers include technological devices; they get a +2 bonus if the
artefacts are examined closely.

The GM can treat these rooms in the same way as the Resourceful Pockets trait: either a player spends
a Story Point to find something useful to the situation they are in, or they can roll two dice and a double
turns up something helpful. There are weapons, forcefield generators, portable power plants, medical
equipment, matter converters, teleport bracelets, scanners, etc, etc. It is up to the GM precisely what the
PCs uncover, but whatever it is shouldn’t be too powerful, or should have limitations on usage (requiring
Story Points, or having limited charges for example). The GM should also remember that this is all Tech
Level 9 equipment, so the PCs may have a bit of difficulty in operating it correctly.

In typical Osiran fashion, some of these items may also be booby traps to deter space tomb robbers! If a
player chooses to roll dice to try to locate useful items, rather than spending a Story Point, the GM can
opt to rule that a double 2 results in them triggering a trap! Treat the trap as having attributes totalling 6
for a roll against the victim’s Awareness + Coordination to determine damage of 6(3/6/9). This could be
a small explosion, an electrical discharge, an energy blast, a psychic attack or whatever the GM
chooses.

These chambers will naturally be the focus of the treasure hunters’ attention when they arrive during the
adventure.

E. SARCOPHAGUS CHAMBERS

There are ten sarcophagi containing Croc warriors in suspended animation in each of these chambers.
The sarcophagi are similar in shape and design as those found in Ancient Egyptian tombs, though
somewhat larger, and they are all standing upright, positioned around the walls of the chambers.

If the PCs try to open a sarcophagus, it will require a Difficulty 14 Ingenuity + (either Technology or
Subterfuge) roll to achieve. If successful, they will be face-to-face with one of the Sobek Crocodilians,
which will groggily begin to revive from its deep sleep.

[See page 8 for details and stats of the Crocodilians, and the “Sebek Awakes!” section for the general
revival of the Crocs.]

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CAPTAIN SKIRR, CROC LEADER:

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 3; Presence 5; Resolve 4; Strength 8.


TRAITS: Alien (Special); Alien Appearance (Major); Argumentative (Minor); Environmental (Minor: able
to remain underwater for extended periods); Fear Factor 1; Frenzy (Minor: see Aliens & Creatures);
Natural Weapons (Minor: jaws inflict Strength +2 damage); Tough (Minor).
SKILLS: Fighting 5; Knowledge 2; Survival (swamp/jungle) 4.
WEAPONS: Crocodile-headed mace complete with snapping jaws delivers Strength +2 damage.
EQUIPMENT: Steel breastplate provides an additional 5 points of damage reduction.
STORY POINTS: 5

Captain Skirr is the officer in charge of the Crocodilians aboard the ship. Like his warriors, he resembles
a bipedal crocodile, seven feet tall and over ten feet from snout to tail, and wearing a steel breastplate.

All Crocs on the ship volunteered for the honour of guarding their god on his journey to the Osiran
afterlife. They will defend the ship to the death and any attempt at negotiation will be difficult.

SOBEK CROCODILIANS:

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 2; Presence 3; Resolve 4; Strength 7.


TRAITS: Alien (Special); Alien Appearance (Major); Argumentative (Minor); Environmental (Minor: able
to remain underwater for extended periods); Fear Factor 1; Frenzy (Minor: see Aliens & Creatures);
Natural Weapons (Minor: jaws inflict Strength +2 damage); Tough (Minor).
SKILLS: Fighting 4; Knowledge 1; Survival (swamp/jungle) 4.
WEAPONS: Crocodile-headed maces complete with snapping jaws deliver Strength +2 damage.
EQUIPMENT: Steel breastplate provides an additional 5 points of damage reduction.
STORY POINTS: 3

The swamp planet Sobek is home to an intelligent but brutal race of humanoid crocodilians with scaly
hides, long snapping jaws and powerful tails. They haven’t given themselves a name, but are generally
referred to as Crocodilians or just Crocs. In antiquity, their world was ruled by the Osiran, Sebek, who
admired the Crocs’ bestial ferocity and strength, and adopted their form. Sebek used the Crocs as the
basis for his army, which invaded numerous other worlds in his name. When Sutekh and Sebek were
finally defeated by Horus, the Crocs were free to pursue their own destiny and went on to found a
tyrannical empire across the galaxy. This eventually fell when internal conflict between the ruling Crocs
and their enslaved brethren lead to civil war. By the time that mankind reaches the stars, they are
reduced to scattered warring factions, each trying to gain the upper hand over the others.

The Crocodilians are a brutal race, dealing with their foes without mercy, enslaving both their own
people and other species, and devouring the flesh and blood of intelligent creatures. The Crocs are
naturally belligerent, and those in power have to rule with a rod of iron to keep control.

Sobek Crocs appeared in The Skull of Sobek, an audio adventure from Big Finish.

F. LABYRINTH

A large part of the central section of the ship is taken up by the Labyrinth and the Crocodile Pool (area
G, below). Both of these are unusual inclusions for a spaceship, but they have an arcane ceremonial
purpose in Osiran funeral rites, the former representing the Osirans’ non-linear motivations and complex
machinations, and the latter being specific to the worship of Sebek.

The Labyrinth is a maze-like series of passageways which are required to be traversed in order to pass
from the fore of the ship to the aft. The design of the maze on the ship’s plan in Appendix 1 could be
used by the GM when the players are trying to find their way through. Alternatively, for a more abstract
method, the GM could require the players to make a Difficulty 14 Awareness + Ingenuity roll:
 Disastrous: You find yourself back at the entrance you came in from; make another roll with a
-4 penalty.
 Bad: You are wandering lost; make another roll with a -2 penalty.
 Failure: You’re getting there, but you need to make another roll (no bonus or penalty).
 Success: There’s light at the end of the tunnel; make another roll with a +2 bonus.

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 Good: You make it through with no problem.
 Fantastic: You make it through and get an additional +2 bonus on all future attempts.

After successfully finding a way through the maze, a +2 bonus is applied to all subsequent attempts (not
cumulative; only a single +2 bonus ever applies for this, unless a Fantastic result is achieved – see
above). Bonuses also apply for anybody with the Sense of Direction or Photographic Memory traits, +2
for each trait. Obviously if the players mark a route in some way or make a map, then they will always
be able to find their way through on subsequent attempts.

There are two air-lock doors in the Labyrinth. Like those in ante-rooms B and C, these are concealed
within the designs on the wall. Use the same chances of discovery and operation as set out for the ante-
rooms. When the treasure hunters arrive, they will dock their ship at the port air-lock and that air-lock will
be opened and obvious. The door from the foreward section of the ship is not concealed on either side.

Note that the exits from the Labyrinth into the Crocodile Pool are open – there is no door barring egress.
The Nile crocodiles residing in the pool are therefore able to enter the Labyrinth, though in practice they
rarely do this, as their bulk makes it difficult for them to turn in the Labyrinth’s winding corridors. They
might be tempted if pursuing a possible meal though…

G. CROCODILE POOL

The Crocodile Pool is the only area of the ship which is being kept permanently powered for warmth and
light during the voyage, and it is noticeably hotter and brighter than the other areas. As the name
suggests, it is a sunken area flooded with around two metres of water, and dotted here and there with
tropical vegetation. Lurking under the surface are half a dozen formidable crocodiles. On first entering
this area, the PCs can make an Awareness + Awareness roll against theses creatures’ Coordination +
Ambush to spot them lurking in the water. Otherwise, they are unseen for the present…

The crocodiles are now thousands of years old, having been on the ship since its launch and are kept
alive by the Osirans’ science. They are kept fed and well by the scarab robots, but will welcome fresh
meat as a tasty alternative to the artificially created substitute they normally receive. The players may
need to come up with a plan of distraction to get through the pool chamber unscathed. Maybe a sonic
will keep the beasts at bay, or maybe there’s something from the treasure rooms they can use. Or
maybe they just need to be fast on their feet! Note that the crocodiles will not attack the Sobek Crocs or
Sebek himself.

NILE CROCODILES:

ATTRIBUTES: Strength 8; Coordination 2; Awareness 3.


SKILLS: Ambush 4; Bite 2 (5/10/15 damage)
SPECIAL ABILITIES: Armour (Minor: 5 points); Environmental (Minor: able to remain underwater for
extended periods); Fast (Major: Speed 4 when swimming, or in short bursts on land)

These ancient beasts are descended from crocodiles taken from Earth as trophies by Sebek many
millennia ago. They are about 5 metres long, with thick scaly armour and formidable jaws.

There are two pathways across the water, one from each of the exits from the Labyrinth which both lead
to the door on the opposite side of the chamber. These are constructed of roughly hewn rock and are a
couple of metres wide, rising an inch or two above the water level.

If the players have not yet managed to open any other door on the ship, the one leading from the
Crocodile Pool to the stairs up to the Power Room will require a Difficulty 10 Ingenuity + Technology roll
to work out how to operate (but remember that these are Technology Level 9 controls, so penalties
apply). As noted before, once this has been worked out on one door, all the others on the ship can be
opened without requiring other rolls. This door is not concealed.

H. POWER ROOM

This large circular chamber contains the power source of the ship: a miniature artificial sun floating in
the centre of the room. The sun is held behind a forcefield which protects anyone in the chamber from
being instantly burnt to death, although it is still uncomfortably hot in here and the light is dazzling. The
sun is slightly sentient, in the same way that a TARDIS is sentient, and anybody spending more than a
few seconds in its presence will begin to feel it tickling at the back for their mind, an unnerving sensation

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but not dangerous.

The controls for the sun and the forcefield holding it in check are all in the altar room (area I). The door
to the altar room is not concealed. By now, the PCs have presumably worked out how to open them, but
if not it requires the usual Difficulty 10 Ingenuity + Technology roll to figure out how to operate

I. ALTAR ROOM

This is the sternmost chamber on the ship. It is dominated by an ornate stone altar in the centre of the
room, which is covered in hieroglyphs and painted bas-relief carvings. A Difficulty 12 Awareness +
Ingenuity roll is needed to recognise that the altar is actually the control console for the entire ship
(though if the players have already worked this out from the door controls, then a roll isn’t needed).
From here, a pilot can control the ship’s flight, the internal life support and other systems, the artificial
sun powering the ship, communications and so on. Various viewing screens and readouts appear on the
walls around the chamber. It requires Ingenuity + (either Technology or Transport) to master the
controls, with Difficulty assigned by the GM according to the complexity of what is attempted. Again,
remember that this is Tech Level 9 equipment.

Behind the altar, set in the rear wall of the chamber, is a tall alcove whose back is plain and
undecorated. This is the entrance gate of a time-space tunnel which can also be operated from the altar-
console. It requires a Difficulty 12 Awareness + Ingenuity roll from somebody from a Tech Level 8+
culture or having the Vortex trait to realise this. There is a +2 bonus if the alcove is investigated closely,
and another +2 bonus for the Feel the Turn of the Universe trait.

If operated, the time-space tunnel opens into the Vortex and can be extended to a target location
anywhere in time and space. It requires the Vortex trait and appropriate Ingenuity + Transport rolls to
operate properly, with a base Difficulty of 10 (but the usual penalties for Tech Level differences).

J. AIR-LOCKS

See the section on area B (ante-room) for details on discovering and operating the concealed air-locks.

OUTSIDE THE SHIP

In an emergency, the PCs may want to exit the ship to get away from danger and spacewalk to safety!
The characters will clearly need protection from the vacuum of space. When the treasure hunters arrive,
they will have spare spacesuits in their ship which the PCs could use. Alternatively, they might be able
to find a useful gadget or two in the treasure rooms (area D) – an amulet which confers the
Environmental trait on the wearer perhaps.

A more imaginative option would be for the PCs to extend the forcefield around the ship by a couple of
metres in all directions. The forcefield controls are located in the altar room (area I), so this option
requires either a bit of forethought or a volunteer to head there while the other wait near the air-locks. If
successful, the PCs will find a walkway extending all around the ship so they can easily move from one
air-lock to another along the outside while the expanded forcefield retains both atmosphere and
temperature.

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TOMB RAIDERS

A BOARDING PARTY

The timing of the arrival of a party of treasure hunters is up to the GM, but the PCs should be allowed a
little time to start exploring Sebek’s ship. They will probably be looking for ways to recover the TARDIS,
most likely trying to find the real control room so they can manoeuvre the ship in pursuit. However, it
would be better to introduce the treasure hunters before the PCs have got to the rear of the ship, maybe
while they are in the sarcophagus chambers, or even in the Labyrinth.

The first the PCs will know of the new arrivals will be the unmistakable sound of something docking with
the ship, a reverberating clang of metal on stone as a connection is made with one of the outer air-lock
doors. Quite where the sound comes from is likely to be difficult to pinpoint, as it echoes throughout the
ship. A Difficulty 15 Awareness + Awareness roll may help, with a +2 bonus for anyone with Sense of
Direction or Keen Senses: Hearing. The treasure hunters will dock with the port air-lock leading into the
Labyrinth, so anybody near that location will have an additional +4 bonus to locate it.

If the PCs haven’t discovered the concealed air-lock door, they will no doubt be surprised if they are
present to witness a section of Labyrinth wall suddenly slide open, revealing the air-lock chamber and
the treasure hunters within. On the other hand, if the PCs aren’t present, the treasure hunters will use
hand-held scanning equipment to make their way towards the front of the ship, until they locate the
treasure rooms. These are their main targets and they will immediately begin searching through for the
choicest items. The two Dar Traders among them will continue on towards the throne chamber.

THE TREASURE HUNTERS

This motley group are headed by husband-and-wife team Piotr and Eve Woliska, who like to think of
themselves as explorers and archaeologists, but who are in fact little more than grave robbers. They are
accompanied by their “security advisor”, a hulking figure called “BT” Balfour, who is a member of the
Killoran species. With them are two bizarre creatures like walking cybernetic corpses, a pair of Dar
Traders whose obsession with death has led them into a partnership with the Woliskas.

PIOTR WOLISKA, TOMB ROBBER:

ATTRIBUTES: Awareness 4; Coordination 3; Ingenuity 4; Presence 5; Resolve 3; Strength 3.


TRAITS: Charming (Minor); Impulsive (Minor); Run for Your Life! (Minor); Selfish (Minor).
SKILLS: Athletics 1; Convince 3; Fighting 1; Knowledge 3 (AoE: Xeno-archaeology); Marksman 2;
Science 1; Subterfuge 3; Survival 2; Technology 2; Transport 1.
WEAPONS: Laser pistol 7(3/7/10).
EQUIPMENT: Scanner (Scan: +3 to detect electrical activity; +1 for other energy readings)
TECHNOLOGY LEVEL: 6
STORY POINTS: 6

Piotr is a charming rogue. He has used his interest in xeno-archaeology to make himself rich by
searching out undiscovered treasures and selling them on the black market. He is not an evil man,
merely a selfish one: he is unlikely to kill for money, but may not go out of his way to save others.

DR. EVE WOLISKA, TOMB ROBBER:

ATTRIBUTES: Awareness 4; Coordination 4; Ingenuity 5; Presence 3; Resolve 4; Strength 2.


TRAITS: Attractive (Minor); Insatiable Curiosity (Minor); Lucky (Minor); Selfish (Minor); Sense of
Direction (Minor).
SKILLS: Athletics 2; Convince 3; Knowledge 4 (AoE: Xeno-archaeology); Marksman 3; Medicine 1;
Subterfuge 2; Survival 1; Technology 1; Transport 1.
WEAPONS: Laser pistol 7(3/7/10).
EQUIPMENT: Infopad (Data Storage: contain info on the Osirans)
TECHNOLOGY LEVEL: 6
STORY POINTS: 6

Eve is a former academic, a lecturer in xeno-archaeology who fell for the charms of Piotr Woliska. Like
her husband, she is greedy rather than evil.

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“BT” BALFOUR, KILLORAN BODYGUARD:

ATTRIBUTES: Awareness 5; Coordination 4; Ingenuity 3; Presence 4; Resolve 2; Strength 7.


TRAITS: Alien (Special); Alien Appearance (Major); Fear Factor 1; Frenzy (Minor: see Aliens &
Creatures); Impulsive (Minor); Keen Senses (Major); Natural Weapons (Minor: claws and fangs inflict
Strength +2 damage); Tough (Minor).
SKILLS: Athletics 3, Fighting 3, Knowledge 1, Marksman 3, Subterfuge 3, Survival 1, Technology 2,
Transport 3.
WEAPONS: Pulse blaster L(4/L/L)
TECHNOLOGY LEVEL: 6
STORY POINTS: 4

“BT” Balfour is a seven foot tall Killoran, a bipedal creature with fur, fangs and claws. Like many of his
kind, he has prodigious strength. He is employed as the Woliskas’ bodyguard, but likes to refer to
himself as their security advisor. He also acts as the main pilot on their ship, the El Dorado. BT can be
short of temper and will often use his appearance to intimidate others.

Killorans are intimidatingly large bipeds with characteristics of dogs or wolves, including fur, claws and
th
fangs. Although they have an aggressive history, by the 27 Century they have more or less integrated
into human society, though their savage ancestry lurks just beneath their civilised veneer. Because of
their impressive strength, many Killorans find employment in the construction industry or in other menial
jobs. They tend to adopt human names for themselves, though often slightly odd ones.

Killorans have appeared in several Big Finish audios and books in both the Doctor Who and Bernice
Summerfield ranges.

K’SAN AND T’SORT, DAR TRADERS:

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 3; Presence 2; Resolve 4; Strength 4.


TRAITS: Alien Senses (Minor: sense death); Code of Conduct (Major: rules of trading); Cyborg
(Special); Fear Factor 2; Natural Weapons (Minor: cybernetic blades); Obsession (Major: death);
Special Trait – Resurrection (Special*); Tough (Minor).
SKILLS: Fighting 2; Knowledge 3 (AoE: Death); Medicine 3; Science 1; Subterfuge 1; Technology 2.
TECHNOLOGY LEVEL: 7
STORY POINTS: 4

K’san and T’sort are Dar Traders and share their species’ interest in understanding death. Their
fascination will lie with the body of Sebek, rather than any material treasures on the ship.

Dar Traders are an ancient race which is obsessed with death and with exploring the boundaries and
experience of dying. They are nomads who roam the universe seeking out ways to increase their
understanding of death. In appearance, they are tall skeletal humanoids with elongated skull-like heads
and are dressed in the remains of the dead – bones, furs, skins, and clothing and equipment scavenged
from the dead and dying. Beneath this, they are cyborgs, their cybernetic enhancements designed to
keep them on the edge of death. They move slowly and speak with a hollow, wheezing voice.

Dar Traders have the ability to bring the dying or recently dead back to life, by somehow exchanging the
experience of death with them. They have strict rules around this, and the subject must agree to this
trade. Dar Traders often frequent warzones, plague areas and other places where they can pursue their
obsession. They are not however evil, despite their appearance and interests.

The Dar Traders have appeared in two audio adventures from Big Finish: The Death Collectors and The
Darkening Eye.

* Special Trait - Resurrection: A Dar Trader can attempt to bring somebody back from the point of death
by making a Difficulty 12 roll using the Trader’s Resolve plus the target character’s (normal) Resolve. If
successful, the Trader gains 1 Story Point, while the dead person is restored to life. The restored
character’s Attributes are at a level determined by the GM. If unsuccessful, the Trader takes 1 point of
damage. A Dar Trader can normally only attempt this feat if the target is either still alive or recently
dead. At the GM’s discretion, certain types of death may be too final or traumatic to allow any chance of
success.

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The Woliskas located Sebek’s ship moving through space some time ago and have been tracking its
progress, researching the Osirans in preparation for boarding and looting it. Unfortunately, modern
records have very little information on the Osirans’ funeral ships as most have been lost in antiquity.

The players’ first encounter with the treasure hunters should be a tense one. BT is a threatening figure,
while the Dar Traders are downright scary! There should be an initial uncertainty as to the other group’s
intentions, and the Woliskas in particular will be very suspicious of the PCs, thinking they may be rivals.

After the initial introductions, Piotr will be all charm, trying to work out whether the PCs are rival tomb
raiders or not. If he is convinced that they are not, then there will be an uneasy truce. Once Sebek
wakes or the Crocs start to revive, he will see the time travellers as human shields, though he won’t be
too obvious about this. As for the PCs, there’s safety in numbers after all, and the treasure hunters could
provide useful distractions at key points in the adventure!

THE EL DORADO

The El Dorado is a small unarmed ship capable of interstellar travel and designed for mid-range
journeys lasting a matter of days rather than weeks or months. It is dwarfed by the ship of Sebek.

EL DORADO, THE TREASURE HUNTERS’ SHIP:

Armour: 10 points. Hit Capacity: 20. Speed: 8 (manoeuvring speed in atmospheres)

A. CONTROL CABIN

The control cabin has acceleration couches for the pilot and co-pilot, plus two additional ones for
passengers. Other passengers use the couches in the lounge during take-off and landing.

B. SLEEPING QUARTERS

The Woliskas share one of these cabins, BT has another and the Dar Traders take up the other two.
Each cabin contains a folding bed, lockers and cramped lavatory/washing/shower facilities at the rear.

C. CREW LOUNGE/GALLEY

This area doubles as the crew’s rest and recreation room and a small galley. Computer entertainment of
various sorts is available here, as is a small but well-stocked drinks bar. There are also four acceleration
couches against one wall.

D. STORAGE

This is the storage area for the day-to-day equipment needed on board the ship. Tools and components,
excavation equipment, spacesuits and air cylinders, electronic gadgets, food and drink, protective
clothing, and all sorts of other gear that may or may not be useful can be found in here, as well as the
ship’s laundry.

E. HOLD

This is the storage area for large items of equipment. It is currently empty in anticipation of it being
needed for the heaps of spoils that the Woliskas expect to find on Sebek’s ship.

F. ENGINE ROOM

This is the engine room, from which the ship’s engines can be monitored and maintained.

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G. SHIP’S ENGINES

The ship’s quantum thrust engines are usually off-limits while in space, but could be used as a hiding
place in an emergency.

H. AIR-LOCKS

There is an air-lock on either side of the El Dorado, each capable of extending a universal docking tube
to link with another ship. In this adventure, the starboard air-lock will be used to dock with Sebek’s ship.

I. LOADING BAY AIR-LOCKS

These doors are used for loading and unloading large items into and out of the cargo hold. If used while
in space or a hostile atmosphere, they extend outwards to form a large air-lock.

SCARAB INFESTATION

Almost as soon as the El Dorado has finished docking with Sebek’s ship, the robot scarabs will
investigate it, looking to get on board and destroy this intruder. Within a few minutes, they will have
managed to infiltrate it via the docking tube linking the ships, even if this means cutting through the
seals around the air-lock doors with their lasers. Once on board, their initial target will be the ship’s
electrics, as they seek to render the systems inoperable. They will attack wiring and cabling, computer
components and so on, systematically disabling the ship. Among the first casualties will be the docking
tube and air-lock controls, so that it is impossible to disengage the El Dorado from the larger ship or seal
the air-lock from the vacuum outside. From there, they will target the control cabin, looking to sever the
controls from the ship’s engines, then attack lighting and life support systems, and ultimately the
engines themselves. Given enough time, the scarabs will finally cut through the docking tube, setting the
El Dorado adrift and powerless. But they are unlikely to achieve this during the course of this adventure.

Characters returning to the El Dorado will find various systems not responding, and may come under
direct attack from the scarabs. See page 5 for stats for these robots. They will discover that any plan to
use the El Dorado as a means of escape has been thwarted.

If the damage is discovered early enough, it will be possible to repair it, though this will take time and a
series of successful rolls: (either Coordination or Ingenuity) + (either Technology or Transport), or
various combinations of these. But beyond a certain point, any survivors from the crew of the El Dorado
are either going to need to hitch a lift in the TARDIS or send out a distress signal and wait for
assistance.

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SEBEK AWAKES!

THE CROCS REVIVE

Whether or not Sebek is resurrected by the Dar Traders as described below, the presence of the PCs
and the treasure hunters means that the ship is slowly coming back to life. It is programmed to do this
so that it can properly protect itself and its cargo from intruders.

The crocodiles in the pool are active but unable to leave their chamber other than to venture into the
Labyrinth. However, the scarab robots can be used to defend the ship – they will already have ejected
the TARDIS and will soon start on the El Dorado. The Osiran Servicer robots hidden in the secret
alcoves in the ante-room to Sebek’s chamber can also be activated by the ship if it detects any direct
attempt to harm Sebek himself.

The other guardians on board are the Sobek Crocodilians. They are in suspended animation in the
sarcophagus chambers and the ship will start to revive them as soon as the TARDIS materialises. This
is however a slow process and they will not start to emerge from their sarcophagi for some time into the
adventure. They will also be revived in batches, with Captain Skirr and four of his underlings being the
first to awake. The ship will then wait for instructions from Skirr before reviving any further Crocs –
though if the initial five are killed, the ship will take the initiative to revive the next five, and so on.

The Crocodilians’ orders are to kill all intruders and prevent them from interfering with Sebek or stealing
any of his treasure. They will begin a systematic search of the ship, starting by heading to the throne
room to check on Sebek himself. Captain Skirr will attempt to deal with the time travellers and the
treasure hunters without waking any further Crocs. But if he takes any casualties, or he feels that
reinforcements are needed, he will return to his sarcophagus where he can instruct the ship to start
reviving his other warriors.

The GM should bear in mind that the Crocs will initially be sluggish as they have been asleep for
hundreds, probably thousands, of years. Apply a -2 penalty on all of the Crocs’ rolls for their initial
encounter with the PCs, and a -1 to their Speed. They are also not particularly bright creatures, so the
players could attempt to confuse them or bluff their way out of a tight spot.

“IT LIVES!”

One of the key turning points in this adventure will be whether or not Sebek is resurrected, and this will
depend on whether the Dar Traders are able to examine his corpse closely. They will not easily pass up
on an opportunity to examine a god-like being in death! The following therefore assumes that the PCs
are not successful in keeping them away from Sebek – either the players do not realise the potential
danger, or they cannot prevent the Dar Traders. Either way, it would be preferable for the PCs to
witness Sebek’s resurrection, as they are unlikely otherwise to understand how this has happened –
which would detract somewhat from it being a logical plot development if it appeared that he just
returned to life spontaneously.

K’san and T’sort will seek out the corpse of Sebek as their overriding priority. Once they discover the
throne room, they will undertake a superficial examination of the corpse. Their “death sense” will quickly
hone in on the crystal embedded in Sebek’s head, identifying that it contains a spark of the Osiran’s life-
force. They will immediately become animated – or at least as animated as cadaverous near-dead
creatures can become. They will realise that it is still possible for them to use the Dar Trader ability to
bring Sebek back to life, thereby experiencing his death for themselves. Unfortunately, they don’t realise
that Sebek’s life-force will be too much for their bodies and they will be killed in the process.

The pair will confer among themselves before turning back to Sebek’s throne. They will both lean close
to him, intoning the traditional Dar offer of exchange to the corpse: “We must trade!” For a moment
nothing seems to happen. Then the two Dar Traders both stiffen as a faint crackle of light passes
between their skull-like eye sockets and the crystal in Sebek’s head. They jerk for a few seconds before
collapsing to the floor in a lifeless heap. Sebek’s reptilian eyes snap open and he turns to survey the
room. In the chamber’s ante-rooms, the secret alcoves open and Sebek’s Servicer robots step out,
ready for their master’s commands…

SEBEK’S PLANS

Once Sebek is awake, his immediate priority will not necessarily be to kill the intruders on his ship. He

15
will initially be confused and, like his Croc warriors awakening from suspended animation, will be
sluggish at first. He does not know the situation on the ship and may not even be sure of where he is for
several minutes. The GM can use this period of confusion and recovery to allow the PCs to escape from
Sebek, rather than be immediately captured or killed. The Sobek Crocodilians will also be in awe of their
resurrected god and will prostrate themselves when they first see Sebek, again allowing the PCs an
opportunity to escape.

Additionally, Sebek has been dead for thousands of years and needs to gain information on the state of
the universe, who the dominant powers are and what has happened to the Osirans, most particularly to
Sutekh and Horus. He will therefore want to capture the PCs and interrogate them, having his Crocs or
Servicer robots torture them if necessary.

Unlike Sutekh, Sebek is not personally powerful enough to pose a threat to the universe as an
individual. His power base was the Crocodilian homeworld of Sobek and the army he could raise there.
Sebek will therefore also want to know what has happened to the Crocs. His plan will be to return to
their planet, unite the warring factions and recreate his old empire. From there, he can seek to revive the
Osirans, searching for other survivors of his race. His ship has time corridor capability and could be
used to return to Phaester Osiris in its days of empire, perhaps even changing history by rescuing
Sutekh from his fate at the hands of Horus.

All of these plans will of course take time. But the players should have no doubt that if Sebek were to
survive this adventure, he would become a major threat to the universe and perhaps to history itself.

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RESOLVING THE ADVENTURE

SURVIVAL

The major objectives of the players in this adventure are those of survival and escape. The ship of
Sebek is a restricted space within which the PCs must avoid being killed by who and what they find
aboard, while at the same time working out a means to get their TARDIS back. Because the ship is such
a small environment, the adventure could be fairly short and is unlikely to extend beyond a single
session of play unless the GM expands it in some way.

In addition to mere survival, the players should be aiming to defeat Sebek, if he has been revived. They
may also wish to find a long-term solution for the plight of the Crocodilians, despite their brutal nature.

On the other hand, the treasure hunters are less of a threat to the PCs, and are instead more of a
hindrance in the adventure. The PCs might be interested in ensuring that the powerful Osiran artefacts
and weapons found on the ship don’t end up in the wrong hands. How they go about this is left up to the
players to devise.

DEFEATING SEBEK

If Sebek has been resurrected, then the players’ priority should be his destruction. As an Osiran with
access to time corridor technology, he could become a threat to the universe.

The players could of course try to destroy the ship, though this may well result in their own deaths if they
have not recovered the TARDIS. The ship can be destroyed by setting the controls in the altar room to
detonate the artificial sun. They could also detonate the engines of the El Dorado to destroy both ships.
In either case, a Difficulty 14 Ingenuity + Technology roll is needed to overcome the controls’ safety cut-
offs, and then a Difficulty 10 Ingenuity + Transport roll to set the ship’s power on overload. They might
be able to set a time delay if they have a means of escape, but they would need a Good or Fantastic
result to achieve this.

A less apocalyptic ending to the adventure would be to try to kill Sebek without destroying the ship.
There are a number of possible methods for this. Here are some suggestions:
 They could lure him into an air-lock and open it into space, ejecting him into vacuum;
 They might be able to trick him into the entrance of the time-space tunnel in the ship’s altar
th
room and send him into the Vortex (or, as the 4 Doctor did with Sutekh, age him to death by
extending the time corridor to beyond Sebek’s life span);
 They could trap him in the ship’s power room and take down the forcefield around the artificial
sun for a fraction of a second, destroying him utterly;
 Or they might be able to find an Osiran weapon in the treasure rooms which is capable of by-
passing Sebek’s Immunity trait.

DEALING WITH THE CROCS

Even if Sebek is killed, or not resurrected in the first place, the players will still have to deal with the
Sobek Crocs. One thing worth remembering is that the Croc warriors do not have ranged weapons, so
the PCs merely have to stay out of their reach. In addition, the Crocs are not proficient with Osiran
technology, as they are from a bronze age culture, so they cannot operate the ship themselves.

If any of the Crocs survive (including any still in suspended animation), the players may feel they have a
moral obligation to do something about their predicament. They may have volunteered to be on the ship,
but it is also their death sentence. Could the players come up with a plan to return them to their home
planet? The Crocodilians will of course find themselves in the middle of a civil war among the various
Croc factions, so this might not be the best outcome for them – particularly as they are somewhat
th
primitive compared to their 27 Century brethren. Maybe the players could find an alternative home for
them, another swamp world preferably without an indigenous sentient species for the Crocs to threaten.

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RECOVERING THE TARDIS

Recovering the TARDIS will start out as the players’ main goal, but will quickly become a secondary
consideration as they just try to survive aboard the ship of Sobek. There are a number of ways that they
can succeed in getting the TARDIS back.

The one that will most likely be the players’ first thought is to work out how to pilot the ship of Sobek and
head off in pursuit of the TARDIS. This can only be done from the altar room, from where they can
attempt to locate and track the TARDIS, and then manoeuvre the ship after it. This will require Ingenuity
+ Transport rolls, and the GM should take into account that the ship is Tech Level 9.

If the players discover the space-time tunnel entrance in the altar room, they could also try to use this to
extend a time corridor to capture the TARDIS and bring is back aboard the ship. This will require the
Vortex trait and Ingenuity + Technology rolls, and again the GM should remember that this is Tech Level
9 equipment. They might also look to use the time corridor to escape from the ship. However, if Sebek is
active, he would be capable of tracing where they have gone and following them.

The players could also use the El Dorado to go after the TARDIS, either persuading the Woliskas to
assist them or just helping themselves. This requires Ingenuity + Transport rolls if the PCs are to pilot
this ship, and the El Dorado is a Tech Level 6 spaceship.

Finally, the players might be able to work out how to send out a distress signal from either ship and just
wait for assistance.

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APPENDIX 1: PLAN OF THE SHIP OF SEBEK

KEY
A: HELM/THRONE ROOM F: LABYRINTH
B: ANTE-ROOM G: CROCODILE POOL
C: ANTE-ROOM (TARDIS ARRIVAL) H: POWER ROOM (ARTIFICIAL SUN)
D: TREASURE ROOMS I: ALTAR ROOM (CONTROLS)
E: SARCOPHAGUS CHAMBERS J: AIR-LOCKS

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APPENDIX 2: PLAN OF THE EL DORADO

KEY
A: CONTROL CABIN F: ENGINE ROOM
B: SLEEPING QUARTERS G: SHIPS ENGINES
C: CREW LOUNGE/GALLEY H: AIR-LOCKS [starboard air-lock shows
D: STORAGE docking tube partially extended]
E: HOLD I: LOADING BAY AIR-LOCKS

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APPENDIX 3: SEBEK, CROCODILE-GOD OF PHARAONIC MIGHT

Sebek is an Osiran, a member of an advanced species from the planet Phaester Osiris. Like many of his
kind, Sebek was worshipped in Ancient Egypt on Earth, as he was on many other planets. His seat of
power was however on the swamp world Sobek (another name for Sebek), and whose sentient
crocodilian inhabitants were his servants.

In Egypt, Sebek was a god of might and was revered for his physical strength. His appearance was
originally that of a great crocodile, but he is more often found in the form of a human with a crocodile’s
head and tail. Sebek is physically imposing, standing
over 8 feet tall, and has a bestial nature despite his
intelligence. He lacks the mental strength of Sutekh’s
psychic abilities, but boosts these by wielding a
bejewelled war-mace which acts to concentrate his
psionic powers into blasts of pure energy.

Although he was widely worshipped during the time


of the Osirans, Sebek is often associated with
wickedness, and he was an ally of Sutekh in his war
against Horus. Sebek used his crocodilian army to
invade and destroy planets across the cosmos, until
he too was cornered by Horus. Sebek’s punishment
was death, and his body was placed in an Osiran
funeral barge sailing through space on a 10,000 year
journey which will end in a black hole towards the
centre of the Milky Way.

ATTRIBUTES:
Awareness: 3
Coordination: 3
Ingenuity: 4
Presence: 5
Resolve: 5
Strength: 9

TRAITS:
Adversary (Major): As an ally of Sutekh, Sebek is an
enemy of Horus.
Alien (Special)
Alien Appearance (Major)
Armour (Minor): Sebek’s scaled body provides 5
points of damage reduction.
Fear Factor 2: He has a +4 bonus to cause fear in
others.
Immunity (Major): Sebek is immune to most physical
damage, including standard energy weapons.
Indomitable (Major): He has a +4 bonus to resist
mental attacks.
Natural Weapons (Minor): Sebek’s massive jaws
inflict Strength +2 damage.
Networked (Minor): He is in mental contact with his
servants.
Psychic (Special): Sebek can attempt to read the minds of others
Telepathy (Special): As an Osiran, he can communicate telepathically.
Voice of Authority (Minor): Sebek has +2 on Presence and Convince rolls.
Vortex (Special): Sebek is familiar with Osiran time-travel technology.

SKILLS:
Convince 2
Fighting 3
Knowledge 2
Marksman 2
Science 1
Technology 2

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WEAPONS:
Sebek’s Mace: Delivers Strength +2 damage in close combat, and can fire deadly beams of psionic
force which inflict 7(3/7/10) damage. The latter attack requires the wielder to have the Psychic trait.

TECHNOLOGY LEVEL: 9 (Osiran technology almost rivals that of the Time Lords)
STORY POINTS: 6

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