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AUTHOR
TITLE
REF ID
STARGATE COMMAND PROGRAM
PROJECT PHOENIX

BENJAMIN L. EASTMAN
WATERSHED
S01-E02
TOP SECRET
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A Living RPG Series presented by Wyvern Gaming

Watershed
“Season” 1 “Episode” 2

Introduction: As part of a Phoenix Site team, you have been pushed hard during
your training and missions. With a much needed rest and relaxation in the local
town of Haven, you come upon a dispute about water rights, as the river is low. Can
you settle the dispute, and resolve the issues before catastrophe ensues?

A three-hour episode for level 1-4 characters of the


Stargate SG-1 Roleplaying Game

by Benjamin L. Eastman

STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 1997 - 2021 MGM Television Entertainment Inc. and MGM Global Holdings Inc.
STARGATE SG-1 ROLEPLAYING GAME TM & © 2021 Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.

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If you have first-time players, this can be read Preparing the Adventure Play
verbatim or paraphrased as you see fit. You are the Gatemaster (GM). The GM is a vital role
THE STARGATE PROGRAM and can be as much fun, if not more fun, as being
a player. You control the story and the non-player
Earth’s Stargate (SG) Program began when a Stargate
characters (NPCs) that interact with the player’s
was unearthed in Egypt in 1928. The device was
characters (PCs).
brought to the United States in 1939 to keep it out of
Nazi hands and was installed deep beneath Cheyenne Before you run this episode as a GM for a group of
Mountain in Colorado. players, you should do the following:
When it was discovered that there were grave • Read through the episode.
threats in the Universe, in the form of the Goa’uld
• Highlight important items as reminders.
System Lords, the United States established
Stargate Command, under the command of General • Gather your notecards, a screen, dice, etc.
Hammond. Nine teams, known as Stargate teams
• The Stargate Roleplaying Game can be played as
(SG 1-9) were initially created to travel through the
a theatre of the mind type game; however, some
Gate to assess threats, open negotiations with other
players enjoy playing on a tabletop with a battle
civilizations and procure technology to defend Earth.
mat and miniature characters. This is completely
As the SG teams went on missions, contact was optional but helps some people picture the
made with several intelligent races as well as distant tactical nature of combat.
Earth descendants, which were under the control or
• Familiarize yourself with the Stargate Roleplaying
influence of the Goa’uld. These team visits were many
Game rules.
times a spark that lit the freedom fighting spirits of
those worlds. • Ensure your players play legal Phoenix Living
Series characters. (see StargateTheRPG.com/
about/SGP for more information)
STARGATE PHOENIX Timeframe
As more and more refugees from alien worlds This episode starts on August 17, 2002, just after the
began to rise up, a classified site, authorized by events in S6 E10, Cure.
the President and headed up by General P.K. Loyer,
was created. Its mission is to establish an off-world To help with immersion in the episode, the GM is
Stargate site called Phoenix Site, which brings encouraged to provide details of this time period.
together and trains the freedom fighting individuals While the Phoenix Site is not on Earth, newspapers of
from worlds oppressed by the Goa’uld System Lords. the previous day or taped broadcasts can be playing
in the background.
Once trained, these highly functional SG teams are
sent on missions with the defense of the Universe in • Nelly’s “Hot in Herre” and Avril Lavigne’s “Sk8r
mind. Boi” were at the top of the Billboard charts.

“You recruits are members of the selection process to • US Airways files for bankruptcy.
be placed on one of these teams.” Previously in Phoenix Site
Before starting a new episode, prompt your players
to recount their last mission by saying, “Previously in
Phoenix Site...”
Feel free to add some details that may be relevant to
this episode.

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ACT 1: A HULLABALOO IN by the HOME Initiative (the Headquarters for Off-
World Migration Endeavors).
HAVEN
While the planet appears devoid of sentient life, the
GM NEED TO KNOW INFORMATION Phoenix Alliance has built the town of Haven atop
The players are between missions and are spending the ruins of an ancient settlement. The Tau’ri have
some quality time in the Phoenix Site’s support town erected barracks using building materials brought
of Haven. General Loyer has asked the team to be through the Stargate, and the stoic Jaffa have used
social and try to make the refugee settlers feel at repurposed rubble to construct their dwellings. The
home. Tok’ra have coaxed structures from stone and crystal
while the Aturen sculpt and mold huts from vines and
As the team soon finds out, tensions are high and
brambles. This unplanned, patchwork appearance has
there are a lot of accusations going around about the
created distinct quarters in the town. Nevertheless,
water supply, or the lack thereof.
this melting pot of cultures gives Haven its well-
In this act, the team’s initial socialization will give deserved nickname of “Fondue.”
them bonuses with the larger group when they need
to defuse the situation. Get Out There and Make Some Friends
In the interest of inter-Alliance cooperation, General
Gearing Up P.K. Loyer has asked team members to spend time
PCs have no special gear in this act. They would likely with other members of the Phoenix Alliance and
be in casual off-duty attire. the HOME settlers. He hopes that a deeper cultural
understanding will help strengthen the alliance
What the PCs MAY DO among all cultures in Haven.
The PCs may explore Haven to try to learn more about
it, use the information provided here to come up with General Loyer has provided all team members his
background as necessary. expectations while they’re in Haven:

THE PROBLEM – The town’s water supply is running 1. Be polite and friendly.
low due to a recent decrease in the water flow from 2. Learn about and help out the HOME settlers.
the river supplying the town.
3. Don’t go outside Haven.
RESOLUTION – The PCs need to calm the crowd down
enough so they don’t come to blows. The leaders of 4. Take time for yourself, but don’t have too much
each group of refugees are important NPCs that the fun.
PCs need to befriend in order to be successful. Team members who are members of the US military
are expected to follow the Air Force Leave and Liberty
ENCOUNTER 1: A TEAM ABOUT TOWN policies and procedures.
This episode opens with the team relaxing topside TENSION DIE
in the support town of Haven. This growing village This episode is has a Tension Die (TD) of D6.
houses off-duty members of the Phoenix Alliance.
Be sure to let your players know this as many feats,
Start off by describing some details about Haven to equipment, and other player
the team that is common knowledge. options use the (TD) to add to
a roll.
Haven
Due to the cramped quarters of the underground As a GM you will also use (TD)
Phoenix base, most team members spend their time for Combatants and some
off-duty in Haven. Haven also boasts a large civilian damage elements.
population of displaced peoples who were resettled

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Things to Do In Town have advantage on Charisma checks with
Team members may elect to do any of the following Henare for the remainder of the episode.
six activities during their downtime. Ask players how • Playground Construction - Team members may
their characters are learning or participating in these also be building a playground in the town center.
activities before asking them to make the associated The many displaced persons resettled by the
skill check. If successful, the characters gain HOME Initiative also brought their children to the
Inspiration and gain advantage on Charisma checks planet. Lacking any infrastructure to entertain,
with certain NPCs later in the episode. the children made mischief around town. To offer
COMPETITIVE ACTIVITIES the children with different distractions, many
engineers from Stargate Phoenix are building a
If two team members wish to participate in the same playground for the children to play on.
activity, you may decide that they are competing
against each other. If so, have both team members ꟷ Athletics or Engineering DC 13: Help build the
make opposed checks. The team member with the playground and earn a Determination Point.
higher result wins the competition, but any team They also have advantage on Charisma checks
members who succeeds at the attribute check gains with Palila for the remainder of the episode.
the benefit associated with the activity. • Poetry - Team members may also spend time
Note: player’s characters can have more than their reading or singing poetry in the Aturen quarter.
maximum Determination Points While the Aturen traditionally weave together
multiple poems and multiple melodies to create
• Sports - Members may be playing a pickup game a new song, most other residents use their own
of puaoro. This Jaffa game seems like a mixture of ballads, ditties or chants to impress locals.
the Tau’ri sports of soccer and basketball. Players
kick a round inflated ball around small rectangular ꟷ Deception or Performance DC 13: Impress the
field. Players score a point by kicking the ball audience and earn a Determination Point. (If
through a small hoop that is perpendicular to the the player tells a particular compelling story,
ground mounted five feet in the air. Players are the GM can choose to waive the roll.) They
penalized for handling the ball with their elbows, also have advantage on Charisma checks with
forearms or hands. Lotoda for the remainder of the episode.

ꟷ Athletics DC 13: Win their game of puaoro and • Brewing - Team members may also spend time
earn a Determination Point. They also have learning the art of brewing. While U.S. Air Force
advantage on Charisma checks with Lotoda for regulations forbid alcohol from coming through
the remainder of the episode. the Stargate, the Council of Haven reluctantly
allows its production of alcohol in Haven. Some
• Darts - Team members may also be playing Tok’ra artisans brew rice wine reminiscent of sake
darts in Natok’s tavern. Four Air Force while some of the displaced persons brew ales
noncommissioned officers introduced the game from local wild grain and make wine from local
to Natok’s, thereby providing a legitimate reason fruits to supplement their diets and incomes.
to frequent the establishment that base security
believes to be a gambling den and smuggler’s ꟷ Nature or Medicine DC 13: Brew a fine batch
haven. The game caught on like wildfire with and earn a Determination Point. They also
Haven residents, who now look forward to new have advantage on Charisma checks with
tungsten-tipped darts coming through the gate Henare for the remainder of the episode.
with every scheduled opening of the Stargate iris. • Cooking - Team members may also be learning
ꟷ Sleight of Hand DC 13: Defeat their opponents more about Haven’s melting pot through their
and earn a Determination Point. They also stomachs. While the town first relied upon
foodstuffs brought through the Stargate, the

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population boom is forcing the town to locally An older human strokes his greying beard, barely
source many needs. The Aturen grow local fruits in holding back his anger and fear. “You told me I
nearby orchards while displaced persons cultivate was superstitious when the fire fell from the sky,”
root vegetables and grain. The Haven Council he bellows to the crowd. “Now the water’s drying
has reluctantly permitted the Unas to travel a up below us! This is the Goa’uld punishing us for
nearby river where they harvest a local fish now throwing our lot in with Tau’ri.”
called “tuna-shrimp.” This fish has fins and scales Culture DC 12: (if the PC has advantage with Lotoda
but tastes like just like jumbo shrimp --- which is they get this automatically) Recent human HOME
delightful for the resident U.S. Air Force chaplain, settlers comprise this first group. Many of these
Rabbi Baronofsky. settlers come from agricultural or mining planets
ꟷ Nature or Medicine DC 13: Cook a fine meal where the Goa’uld system lords mightily abused their
and earn a Determination Point. They also people.
have advantage on Charisma checks with The leader of the first group, Lotoda, is an older
Palila for the remainder of the episode. human man in his fifties, although he looks at least
a decade older due to abuse suffered at the hands
Resolution
of the Goa’uld. He is distraught by a lack of drinking
Once all of the PCs have had a chance to participate
water. Over the past few days, the drinking water
in activities in the town, have the PCs wander towards
available to him and the other recent settlers.
the center of town.
Lotoda Background for GM
ENCOUNTER 2: A RUCKUS IS RAISED Reveal this information as the following Convince
When the team members near the town center, they Encounter unfolds:
start to hear a loud uproar. • Curious, he snuck outside Haven to see the source
Three groups of settlers have congregated at the with his own eyes. While he had not seen this
center of town and are shouting angrily at each other. river before, he could tell the water level had
The leaders from each group step to the fore. Two dropped precipitously by the exposed mud that
humans - one older, one younger - gesticulate wildly form its banks.
as they discuss something about “the water.” • Lotoda is very superstitious and already has been
spooked by the nightly meteor showers in the
Engineering or Culture DC 8: As the Phoenix Site Haven sky. He doesn’t believe the story that this is
serves as a secret military base and not a colony, few caused by rings surrounding the planet. Instead,
resources have been devoted to exploring beyond he believes that the Goa’uld system lords are
the immediate outskirts of Haven. However, some striking out at their escaped slaves. He sees that
intrepid Marines discovered a murky lake fifteen the drop in the river level as yet another way that
minutes from the town, and the Unas located a the Goa’uld are punishing the HOME settlers for
nearby river. As the population of Haven increases, so allying with the Tau’ri.
do the demands on its infrastructure. The Aturen have
• Upon returning from the river, Lotoda formally
diverted flow from the river to both provide fresh
requested to return to his home planet. Stargate
drinking water and irrigate locally grown crops. This
Phoenix security flatly rejected his request
must be what they are talking about.
because he has visited Haven and can potentially
identify its location based upon the constellations
Whoa Now in the night sky. Now stuck on the planet, he riled
If the team chooses to intervene, they simmer down up his fellow HOME settlers to lash out at the
the boiling crowd—if only for a moment. The leaders Phoenix Alliance, whom he believes brought him
of each group are willing speak with the team. to the planet just to kill him.

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A younger human steps forward to confront Lotoda. A Tollan woman steps to the fore, confronting the
“Old man, the Goa’uld don’t have anything to do with other two groups. “I think that we’re getting ahead
the water level. It’s the Tau’ri military diverting the of ourselves here,” she says. “You’re both leveling
water to fuel their war machines hidden below the accusations that aren’t supported by any facts. Why
surface!” don’t we investigate first?
Culture DC 12: (if the PC has advantage with Henare Culture DC 12: (if the PC has advantage with Palila
they get this automatically) Established human HOME they get this automatically) Settlers or residents of
settlers comprise the second group. Most of these more advanced species and cultures comprise the
settlers are respected members of Haven society and third group. These settlers emigrated to the planet in
may own businesses in town. waves and come from all walks of life.
The leader of the second group, Henare, is a The leader of the third group, Palila, is among the
younger human man who was one of Haven’s first remnant of the Tollan in Haven.
HOME settlers. He works as a foreman at one of the
Culture DC 8: The Tollan were among the most
orchards, and the PCs recognize him as a seller in
advanced humans in the galaxy, relying on ion
Haven’s black market.
cannons to defend themselves against Goa’uld
Henare Background for GM threats. After Anubis developed shields strong
Reveal this information as the following Convince enough to withstand these ion cannons, Tollan
Encounter unfolds: leadership cut a deal to this system lord and began
developing phase-shifting weapons to penetrate
• Henare is likewise distraught that the water level the iris at the Stargate Command. When the Tollans
has receded. While he trusts the Phoenix Alliance ultimately reneged on their deal, the Goa’uld began
to ensure adequate drinking water for residents, bombarding the home planet of Tollana from space.
he’s more concerned about the effects on the Most Tollans were killed while trying to escape.
orchards. If the water level decreases for too long,
the orchards will suffer. (While he won’t admit it, Palila Background for GM
the loss of the orchard will snuff out many of his Reveal this information as the following Convince
black-market activities.) Encounter unfolds:
• In the past, Henare has requested full access • Some Tollans managed to survive, and most
to the Phoenix Site which General Loyer has resettled on P3X-797, a world commonly known
denied. Henare believes that the Phoenix Site as Land of Light. Some survivors, like Palila,
has secret technology hidden therein, and he decided to settle on Haven, hoping to strike back
has now convinced others in Haven that Phoenix at the Goa’uld who destroyed their home and
has redirected the water supply to support this their way of life.
research. This, he reasons, has the added benefit
• Palila has traveled to the river, and she is reluctant
of increasing HOME settler’s dependence on
to assign any blame before anyone investigates.
the base. Because of this supposed theft of
Owing to her personal experience with
the town’s water, Henare wants
Goa’uld retaliation from orbit,
greater transparency from
she rejects Lotoda’s claim
the Phoenix Alliance
that the Goa’uld
(or the base to
are to blame. As
return the
she helped the
water from
Aturen establish
whence it
the irrigation
came).
ditches,
she can’t

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believe that the Phoenix Site is diverting the On a Failure the PCs DP wager is lost.
flow for some nefarious purpose. She believes
Critical Success (Natural 20 on the check) counts as 2
that someone should investigate the cause of
success in Phase 4.
the decreased level before anyone jumps to
conclusions. Critical Failure (Natural 1 on the check) results in a
failure and the Threshold being increased by +1.
Now Let’s Talk About This...
After Lotoda, Henare and Palila speak their minds, it Phase 4: The GM tallies the successes the PCs
is clear this is about to come to blows. The PCs can achieved in Phase 3 and adds it to any successes in
try to influence everyone to calm down and go home previous rounds. If the number is higher than the
until the matter can be investigated thoroughly. Encounter Threshold, the encounter succeeds. The
GM narrates the targets response upon success, need
Have the PCs roll Moxie as this is a Convince for more successes or failure.
Encounter, see Chapter 10 of the Core Rulebook, with
a Threshold of 4 and DC 12 for all checks. If there are not enough successes, the encounter
continues with a new Phase 1, with DP increasing
NPCs are Most Influenced By - Provide Advantage to to be the same number as the Convince round.
the check if the PC uses the most influential trait on a
particular NPC. Resoution
Success: Once the team meets the threshold 4, the
• Lotoda - Sympathy (Wisdom) team successfully convinces all parties to go home
• Henare - Charm (Charisma) and tensions relax.
• Palila - Logical (Intelligence) Thankfully, your wise words fall on receptive ears and
cooler heads prevail. The HOME settlers lower their
Quick Guide on Convince Encounter fists and return to their homes and taverns with the
Convince encounters are where the players must promises of Phoenix’s forthcoming investigation.
influence an NPC to the course of action desired
where roleplaying is encouraged. Failure: If the team ran out of Determination Points or
A Convince Encounter is broken down into four flat gave up, the crowd escalates to wild fisticuffs.
phases. Ask the players to describe how they defend
Phase 1: The players that want to participate wager themselves in the fight.
1 Determination Point (DP). This cost increases each Unfortunately, your words fall on deaf ears and the
round by one. If a player does not have enough DP groups come to blows. You are forced to defend
left, they cannot wager and thus may not attempt to yourself amidst this whirling donnybrook of fists,
convince the target. If no PC wagers, the Convince chairs and clubs before all combatants eventually
encounter ends in a failure. retreat to different quarters of Haven.
Note: If a PC does not wager they may still participate
using side-bar commentary once per round to give The Stargate
another PC of their choice a +1 to a check, after the is dialed using
result of the check is known. constellation
symbols in a
Phase 2: Each PC describes the method they choose sequence, with
to convince the target. (Logic-Intelligence, Sympathy- the point of origin
Wisdom or Charm-Charisma). last. This is the
origin symbol of
Phase 3: Roll a Check using the attribute or skill the Phoenix Site’s
associated with the PCs selected approach. Stargate.

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ACT 2: TRAVELING THE RESOLUTION – The PCs make it through the
wilderness, find the source, and dive underwater to
HINTERLANDS uncover a hidden research facility.
GM NEED TO KNOW INFORMATION
The PCs need to find the source of the water problem ENCOUNTER 1: THE MORNING
and it is through the unexplored wilderness. During BRIEFING
their trek there are plenty of hazards. Try to deplete The morning after the confrontation with the HOME
the team’s resources as much as possible. settlers, General Loyer summons the team members
to the main briefing in the Phoenix site compound.
Gearing Up All team members have the benefit of a long rest, and
This mission is a Prep Level 1, due to the high tempers the team recovers all used Determination Points (DP).
in Haven. Each PC will have their Base Kit along with
If the team members managed to negotiate a peace
anything else they think will be useful from supply.
among the HOME settlers, read the following:
Inflatable Boats (bulk 10) could General Loyer looks at all of you with satisfaction
be brought but the team will beaming from his face.
be traveling upstream, however
they could use them on the way “I want to thank you for what you did up topside. I’ve
back. been told that some of the settlers may have been
spooked by the drop in the river. We try to screen
SCUBA (bulk 2) may settlers before they move into Haven, but some
also be a good wounds are deeper than we like to admit.”
choice.
He quickly moves back to the matter at hand. “While
Rope (bulk their reasoning may be suspect, the settlers are right,
1/100m) could be the water level of the river has dropped. I want your
useful. team to go upriver and find out the source of the
Note: A Tactical problem. If possible, I’d like you to find a solution so
Vest has a Bulk rating our settlers feel secure.”
of 8+Str. This is in
addition to the base
kit. If the team members brawled with the settlers, please
read the following:
What the PCs MAY General P.K. Loyer gives you a glance that pierces
DO your soul. “I’m disappointed in all of you,” he says in
The PCs may try to take a southern drawl that betrays his northern Louisiana
long rests along the way. roots. “Brawling with civilians in Haven? This is not
You should discourage this what the Phoenix project stands for, and it serves to
by reminding them that undermine everything that we’re trying to build here.”
tempers are still pretty high
back in Haven. All your protests fall on the deaf ears of the General.
“I have half a mind to remove you from active duty
THE PROBLEM – Find and return you to your respective home worlds,” he
the source of the declares. “However, I need someone to investigate
river water drop the decreased water level and we happen to have a
through unexplored shortage of available teams, especially with Phoenix-8
wilderness and fix under quarantine after returning from P4Q-617. If you
the problem. provide me an answer we may be able to forget this
incident ever happened.”

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Mission Recon ENCOUNTER 2: BRAVING THE
General Loyer provides the following information to WILDERNESS
the team: Once they’re ready, the team members head out to
the river and forge through the thick underbrush. In
• Phoenix Site sent an unmanned aerial vehicle their travels, the team braves strange fauna, fierce
(UAV) to the river to investigate the reports. The wild animals, falling rocks and mudslides as well as
UAV confirmed Lotoda and Henare’s claims about mosquitoes of unusual size.
the water level.
Luckily, the team has a path to travel—the river
• The UAV was not useful due to the thick tree itself. The team eventually reaches the underground
canopy, meaning that a Phoenix team must search Goa’uld research facility even if they are likely a little
out the cause of the drop in the water level. worse for wear.
• Phoenix Site hasn’t explored much further than a The team can avoid the hazards along their route. Ask
few klicks on ground beyond Haven. While there’s the PCs what they are doing as they travel through
no evidence of sentient life on the planet, there the wilderness. If they indicate they are performing
are many dangerous beasts who prowl the woods the tasks as assigned my General Loyer, grant them
and jungles of the planet. Advantage on the following check. For example, team
members who are searching for medicinal plants
Mission Assignments
may locate standing water that breed mosquitoes.
General Loyer expects the team’s soldiers or scouts
Team members who are surveying the landscape may
to forage a path through the hinterlands. However,
identify possible mudslides, and team members who
as this expedition represents Phoenix’s first foray into
keep an eye out for signs of ancient culture may spot
the interior of the planet, he asks the team to do the
creatures before they become dangerous.
following:
• Diplomats and scientists should look for any sign A Risking Tide Sinks All Boats...
of the culture that built the Haven ruins. Group Survival DC 12: As the team is following the
river the brush is getting thicker and thicker. The PCs
• Engineers should photograph the river so the think they’ve now gone further than anyone else up
Phoenix Alliance may later create a map of the river.
land’s interior.
Success: The team avoids the rushing water.
• Medics should keep an eye out for plants that may
You found a path that travels along the river that is a
have medicinal properties to investigate.
little safer, but close enough to still see the river. All
Shake A Leg of a sudden the river swells with an onrush of water.
Major Jared Bell is head of security at Stargate If your team was any closer you certainly would have
Phoenix, his military police (MPs) ensure that Haven been in trouble.
stays safe for settlers and soldiers alike. Shortly after the onrushing water surges past, the
river’s water level returns its previous lower level. A
new surge occurs once an hour until the team reaches
Just as the team finishes equipping themselves for the Goa’uld research facility.
the coming mission, Major Jared Bell, head of Phoenix
Security, approaches. Nature DC 14: The PC realizes the occurrence of the
water surge is on an hourly basis and can be avoided.
“I just wanted you to know that overnight, we’ve seen
a 250% spike in physical altercations around town.” You may run this water surge danger multiple times if
I fear that the continuing concerns about the water the PCs miss this check. However, lower the DC of this
level will lead to greater violence, and I encourage Nature check by 2 each time.
you to investigate safely—but on the double.”

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Failure: A water surge rush over the team. Taking a Dip
As you climb the muddy banks of the river, onrushing The PCs must discover the source of the water change
water suddenly surges into your path, threatening to by diving down into the river and discovering a large
knock you from your feet. cave in the river wall that opens up underground at a
Athletics DC 12: To avoid being knocked prone and dry slab.
taking TD bludgeoning damage, or 1d4 on a successful Investigating the dry slab the team finds a metal door
one. that leads into the underground facility.
Rocks Fall, Everyone Dives As you reach a bend in the river, you see a most
Group Survival DC 12: The team comes to a place unusual sight. Before the bend, the river rushes at full
where they must cross over the river due to a rock bore. After the bend, the level drops precipitously.
cliff being in their path. If the team chose “The Wrong Path,” also read the
Success: You find a tree that could be easily pushed following text:
over across the river providing passage. As the sunsets behind you to the east, a slight chill
hangs in the air, nipping your exposed skin. Whatever
Failure: Carnivorous birds noticed the team crossing
you decide to do, you should hurry up before it gets
the river. Recognizing food, the birds try dropping
too dark and cold.
large rocks on the team.
Nature DC 10: To deduce the source of the problem
As your team wades through rushing waist deep
to be something around the river bend is diverting the
water, you see a small clutch of birds flying overhead.
water elsewhere.
These birds soon circle back, dropping large rocks on
your position. This is confirmed whether or not they make the check
Acrobatics DC 12 to dive under the water out of the when water burps up from below the surface to
path of the rocks or take 2TD bludgeoning damage. create onrushing surge headed downstream.
Diving under the rushing water unexpectedly also One team member can dive into the river and follow
caused the loss of some equipment. Randomly the water diversion underground by making an
choose items that the PCs lost. Athletics DC 14 check. Once underground, the team
member can swim up to a slab of rock that rises up
The Wrong Path from the water.
Group Survival DC 12: The PCs come to a place in
the river where it forks. One is the main river and the The remaining team
other is a large tributary. Which one? members can dive
underwater and swim to
Success: You chose wisely... move on to Taking a Dip. the same slab of dry land by
Failure: You chose poorly... making an Athletics DC 12.
Team members using SCUBA
After your teams choice, you continue following
gear have advantage on this
the water for 3 hours. You notice that the surges
check.
have stopped and that the banks are narrowing
significantly. You think you’ve gone the wrong way. Doggy Paddle - Each team
Heading back along the opposite bank to the fork the member has three chances
ground suddenly gives way and the team slides down to succeed at this check. If
a large embankment. Acrobatics or Athletics DC 12 to they fail at the third check,
keep your feet or hold onto a passing tree or take 3TD their teammates manage to
bludgeoning damage from the fall. get them to the safety of the
dry slab of rock.
Upon reaching safety, that team member who needed

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help to Doggy Paddle suffers 1 level of exhaustion. SHRINE OF THE HIPPO QUEEN
Similarly, team members who took The Wrong Path Once the team members enter the facility, read the
and reached the facility after dark must make a following text:
Constitution DC 12 or suffer a level of exhaustion.
(Team members don’t make multiple saving throws As the door opens, nearby light flicker - no doubt due
and may only suffer one level of exhaustion.) to aging bulbs and degraded wiring. The facility is
oddly moist, and a musty scent hangs in the air.
The Dry Slab - Next to the slab is a metal door that
leads into the underground facility. As the cave
is dimly lit, the team members can observe their After crossing through the unlocked door, the team
surroundings with the aid of a flashlight. To their left, can explore the underground facility. The team can
they can see the river rushing further underground. explore the first two floors, while all floors below the
To their right, they can see a large metal door that third are flooded.
opens from the center. Worked into the door is the
Due to the flickering lights, this floor is dimly lit. All
image of a bipedal female hippopotamus with feline
hallways are six meters wide and 8 meters high.
limbs and the tail of a crocodile.
The walls floors and walls are made of metal with
Culture DC 15: For Tau’ri team members to recognize rounded rivets. Each door is inlaid with iconography
this as the symbol of Taweret, the Egyptian goddess of hippopotamuses along the door frame, and each
of childbirth and fertility. Other team members with room has a nonfunctioning keypad similar to the one
a Culture DC 22 recognize this as the iconography of at the front door.
Taweret, the last known queen of Apophis.
Constitution save DC 12: The facility is moist and
Locked Door - While the metal door is locked, the moldy, giving each room and hallway an unavoidable
team can take several approaches to get to the other musty scent that floods every breath. Unless they
side. make the check, team members develop a cough that
imposes disadvantage on Stealth.
• Athletics DC 20: Force the door open long enough
for the PCs to get through. The doors shut behind
the team, and any future egress requires another ENCOUNTER 3: THE FIRST FLOOR
Athletics DC 20. The team enters the facility at the southern entrance.
To maintain turns, roll Initiative. The PCs can choose
• Perception DC 14: PCs notice a nearby keypad to explore the corridors leading to the east and west.
with nine hieroglyphic runes. Both corridors are 40 meters long. When the end
ꟷ Engineering DC 15: A team member can of each corridor is reached, the team members can
override the keypad by overloading the make two turns: a sharp turn that leads to the center
keypad to open the door. Alternatively, of the facility, and a right-angle turn down another
with Insight or Investigation DC 15, a team corridor. The team members find an elevator at the
member successfully punches in the correct northern tip of the facility. See Map in Appendix 1.
code by deducing which keys are most worn Along each corridor, the team members pass two
from usage. unlocked doors. Each room is 10 squares meters. To
ꟷ These approaches are not without risk of determine what the team finds when they open the
failure. If a team member unsuccessfully doors, roll on Chart 1 below.
attempts to unlock or bypass the door using
the keypad, the keypad zaps them with a bolt
of electricity. All team members within 5 feet
of the keypad suffer 2TD electricity damage,
after which the door opens and remains
permanently open.

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Chart 1: First Floor Rooms Resolution at Elevator
D4 Contents of the Room At the northern end of the facility, the team finds a
functioning elevator that only leads to the second
1 An abandoned roomed with two bunk
level. The button summons a creaking metal tube up a
beds. With Investigation DC 10, team
cylindrical shaft to the first floor. Once its doors close,
members find two dirty robes commonly
the tube descends to the second floor.
worn by Jaffa guards.
2 One wall is lined with several barrels with There are enough buttons that indicate there are 9
rotting fruit at the bottom, while cabinets floors to this facility. The PCs are currently on -1. If
hang from another wall. With Investigation they try to go any lower than -2, the elevator starts
DC 12, team members find a small idol of to fill with water. Constitution DC 12 to hold breath
a hippopotamus matching the imagery on or take 2TD drowning damage each round. They can
the doors. press a button to go back up after 2 rounds.
3 Scattered bones rest between several Oh Rats...
busted wooden crates. With Investigation If the team doesn’t encounter the giant rats in one
DC 16, team members find a busted of the rooms, 4 giant rats are hiding in the elevator.
zat’nik’tel in the detritus. The giants rats leap out the opening door and attack
4 TD giant rats. They haven’t eaten in some the team members. These rats will flee the battle if
time and view the team as a possible next reduced to 3 hp or less.
meal. See Appendix 2 for Stats.
ENCOUNTER 4: THE SECOND FLOOR
Lounge Area Once the team members reach the second floor, read
In the center of the floor is a lounge area. When the the following text:
team members reach this area, read the following
text: As the elevator comes to rest at the second floor, its
doors opens. A small pool of water trickles into the
Long couches line the walls of this rectangular room. elevator car, signaling the standing water on this level.
Unwashed plates and bowls sit on a table in the
center. The only hallway leads north from the elevator for
20 meters before ending. The team can make hard
Investigation DC 15: Team members who search turns to the southeast and southwest. See Map in
for objects find a malfunctioning Goa’uld tablet and Appendix 1.
page-turning device. With Engineering DC 10, anyone
spending ten minutes to repair the device restores The outer corridors on
the tablet to a functioning status. this floor are 60 meters
long. When the end of
Information on the tablet: each corridor is reached,
• The facility belonged to Taweret, a Goa’uld queen the team members can
renowned for her blessings of fertility and her skill make two turns: a sharp
at childbirth. turn that leads to the center
of the facility, and a right-angle turn
• Following the death of Amaunet, Apophis chose down another corridor.
Tawaret as his new queen.
Along each corridor, the team
• Taweret has been using the facility to improve members pass three unlocked doors.
symbiotes. Each room is 15 squares meters. To
• Both Tawaret and Apophis took great pains to determine what the team finds when
hide the facility from the other system lords. they open the doors, roll on Chart 2
below.

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Chart 2: Second Floor Rooms The three Jaffa recruits are arguing in the Goa’uld
tongue. Because they are distracted, team members
D6 Contents of the Room can sneak up on the Jaffa with Group Stealth DC 5.
1 As the doors open, a cloud of black
mold spores explodes into the team Success: The PCs get close enough to hear the
members’ faces. Team members who fail argument. Culture DC 15 or Jaffa and Tok’ra
a Constitution DC 10 suffer TD poison automatically, understand Goa’uld or Ancient
damage. Egyptian—and can learn the following by listening to
the Jaffa’s argument:
2 This room is empty, save for a one-inch
puddle covering the floor. • The Jaffa came to this planet with a mighty queen
3 Prayer mats surround a small hippopotamus with a mission from their god.
statue in the center of the room. The room • Because no Goa’uld ships have resupplied the
appears to be a shrine to a god. base in months, the facility has begun to degrade.
The idol has AC 10, 10 hit points and is • Last week, the facility began taking on water. The
immune to poison and psychic damage. lowest floor of the facility flooded first, trapping
4 A number of tools litter the floor and tables their queen while she rested in her sarcophagus.
of this room. A team member who spends
• One floor of the facility has flooded each day.
one minute collecting these tools can add
Three days ago, the Jaffa’s food stores flooded.
an engineering kit to their gear.
5 The team finds a Ma’tok staff resting on top • One Jaffa wishes to abandon the facility before
of a wooden crate. While it doesn’t hold a they drown. The second refuses to abandon his
charge sufficient to fire the plasma blast, it post, faithful that they can save Tawaret.
can be used as a melee weapon. It may also • The third believes he can repair the facility. The
help create a more convincing disguise for a other Jaffa laugh heartily at this suggestion,
team member. reminding him that he has made this same
6 The team finds two Jaffa recruits who are promise seven times before.
trying to ambush the trespassers. (If you roll
this result more than once, the team finds The team can ambush the Jaffa recruits in this room.
an empty room.) See Appendix 2 for Stats. Give the PCs a surprise round. These Jaffa are devoted
and will fight to the death.
Resolution The team may instead try to convince the Jaffa
When the team members start to approach the recruits to surrender and return to the Phoenix Site.
control room in the center of this floor, move to See Convince Encounter below.
Encounter 5:
Failure: The PCs are heard and the Jaffa are alerted to
their presence. Proceed to a Combat Encounter with
ENCOUNTER 5: CENTER CONTROL the 3 Jaffa.
ROOM
A circular control room sits at the center of this floor,
Combat Complication
its walls lined with computer stations. Water bubbles If the team hasn’t encountered the two Jaffa recruits
over the edge of a pool in the center of this room - in one of the rooms, they join the battle 2 rounds
likely the source of the flooding. after combat begins.

Three Jaffa argue loudly while trying to operate the Convince Encounter
computer stations. Have each team member roll a Moxie check to
determine the order that they act in a Convince
Encounter - Threshold 5 and DC 13 on all checks (see

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Chapter 10 of the Stargate SG-1 Roleplaying • Tawaret selected this planet because she
Game). incorrectly believed that the planet was without a
Stargate. Therefore, she reasoned that she could
The PCs are trying to convince the Jaffa
keep it secret from the rest of the system lords.
recruits to surrender. The team members
may try to charm the Jaffa (Persuasion), • Tawaret used this facility to experiment on larval
trick the Jaffa (Deception) or even Goa’uld, hoping to bioengineer the next great
demonstrate their superiority over the Jaffa evolutionary advance. She used water from the
(Intimidation). The team members may try river to fuel her experiments.
to appeal to Jaffa’s common sense or self-
Engineering DC 15 (allow multiple checks until the
preservation (Culture or Insight) or point out
PCs get this information): A PC can find the facility’s
obvious issues with the base (Engineering).
more recent technical logs in the computer systems.
The Jaffas’ spirits are nearly broken and These logs reflect the following information:
will be more influenced by Intimidation
• Seven days ago, a pipe burst on the lowest floor,
(Charisma) so those checks are rolled with
causing river water to pour into the facility. This
Advantage. Jaffa PCs that appeal talk about the
pipe pumped water into the facility for Tawaret’s
false gods also have advantage on Charisma
experiments.
(Persuasion) checks.
• The facility has been working at full capacity to
Due to sustained exposure to the moisture, the
pump the water back into the river, but each day,
Jaffa’s Ma’tok staffs are malfunctioning and
one floor has been flooded.
can’t fire plasma blasts. During the Convince
encounter, the Jaffa try in vain to repair them. • Tawaret is dead. Her sarcophagus failed as part of
the flooding. The Jaffa recruit don’t know this and
Resoution are devistated at the news.
Success: Once the team has defeated the • There is a LOT of unfinished research in the
Jaffa in Combat or have met the threshold computer on symbiotes that Tawaret was using to
5, all Jaffa lay down their Ma’tok staffs and try to create a better soldier.
will return with the PCs to the Phoenix
compound. In their grief the Jaffa will also tell you that they sent
a long range communication distress call when all
Prior to continuing exploring the facility, the this started, but the commuincation equipment failed
team can comfortably confine any captured after a few days from the flooding.
Jaffa in any of the rooms on the second floor.
With this information, the team members can
Failure: The PCs ran out of DP or gave up. reasonably conclude that the facility along the river is
Proceed to a Combat Encounter without the the source of the decrease in the water level.
two extra Jaffa recruits joining. The Jaffa will
fight to the death. Tawaret brought Jaffa to the facility based upon
their loyalty, not their technical prowess. While they
ENCOUNTER 6: HACKING THE couldn’t stop the leak, the team members can use the
COMPUTER computers to close all pipes leading into the facility.
Engineering DC 10: The PCs can review the To do so, a team member must succeed three times at
computer’s system logs and discover the Engineering DC 12. If the result of any one check is 20
following information: or higher, that team member automatically succeeds
on the whole check.
• The Goa’uld queen Tawaret came to
this planet two years ago via Tel’Tak scout Resolution
ship. Once the pipes are closed off, water stops bubbling

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over the edge of the pool. As water ceases entering ENCOUNTER 1: A GLORIOUS RETURN
the facility, the pumps can effectively return the water Having resolved the leak in the facility, the river has
to the river. After one day, the pumps drain all the returned to normal. Leaving the facility, the team no
floors in the facility of river water. longer faces the strong current from the river. They
can leisurely swim up to the surface before starting
Upon Exploring Lower Levels the PCs determine
their trek home. Their travels are uneventful.
there is significant damage to much of the computer
equipment and electronics (including long-range The team returns to Haven to cheers from the
communications). However, most of the structure residents, who have already noticed the water trickle
has been unaffected by the flood. PCs can reasonably down the irrigation ditches. Major Bell quickly escorts
conclude that the Phoenix Alliance could adapt the the team members to the Phoenix Site to debrief their
facility for its own needs. commanding officer (CO), Major Abraham Ross. Major
Bell informs the team that the Phoenix Alliance will be
More importantly, team members realize the value
joining them in the debriefing.
of the Goa’uld queen’s symbiote research. However,
there is the threat that someone received the Jaffa’s Culture DC 8: The PCs know that the Phoenix Alliance
distress call. The PCs should return to Phoenix Site to is a coalition of four cultures that fight the Goa’uld
determines the best course of action. system lords. They support and fund the Phoenix Site
and its ongoing operations.
ACT 3 HAVEN’S CHOICE Major Ross invites you into the briefing room, asking
GM NEED TO KNOW INFORMATION you to sit on one side of the table. Seated at the other
The discovery of the research facility is a big deal and side are four officials: a Jaffa, an Aturen, a Tok’ra and
there will likely be some strong opinions about what Human diplomat.
to do with the facility. The team will need to use their “Owing to the important nature of your mission,
contacts they obtained in Act 1 to help persuade General Loyer asked the members of the Phoenix
the Phoenix Alliance to do the right thing. This is a Alliance to join us for your briefing. I’d like to
critical plot point in the “series,” be sure to play up to Introduce you to Ry’anne of the Free Jaffa, Tolii and
the players the details about what SG-1 discovered her host Sulo of the Tok’ra, Hatana of the Aturen
concern the SG-1 Episode (6 10) “Cure” and what it and Ambassador Ashlee Kelly of Earth. They are
could mean for the tretonin development. very interested in learning more about what you
discovered.”
Gearing Up
PCs have no special gear in this act. They may want to
dress up in more formal fatigues. Allow the PCs to recount the tale of their mission up
river. As the team debriefs Major Ross, the councilors
What the PCs MAY DO of the Alliance listen intently.
Because the vote is a week out, the PCs may want
At the conclusion of the briefing by the PCs, Major
to try to spend some downtime in a facility. Only the
Ross continues:
facilities the character has access to is available to
them, but they must spend that entire day doing it. “Well this is certainly very interesting,” Major Ross
says as he pauses to think for a few seconds. It looks
THE PROBLEM – The Phoenix Alliance want to vote on like he’s trying to decide if he should reveal some
the use of the Research Facility discovered. The PCs classified information.
must influence the different factions to vote to keep
the facility. “I feel like I should inform this team and the Alliance
of recent events uncovered by team SG-1 that really
RESOLUTION – The PCs will either succeed or fail, but elevate the importance of your discovery. SG-1 just
either way it is huge development for Phoenix. recently visited the planet Pangar, whose inhabitants
developed a miracle drug called Tretonin, that cures

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all known ailments. Unfortunately, its users become humanitarian purposes—in addition to developing
dependent upon the drug to fight off any illness. The any other technology that could combat the
planet is currently dealing with a supply shortage, and Goa’uld system lords.
all Pangarans desperately need the drug to live.”
• Hatana reminds Major Ross that that’s not how
Major Ross continues, “The Pangarans need to the Phoenix Alliance works—a majority of the
find a Tretonin substitute as soon as possible. The councilors is needed to proceed.
discovery of this facility could go a long way in terms
• As the councilors of the Alliance filter out of the
of providing an alternate supply of this Tretonin for
briefing room, Ambassador Kelley approaches the
the Pangarans.”
team members. She explains to the team that the
“This unfinished research of the Goa’uld queen we’ve councilors have grown closer to the HOME settlers
just discovered could lead to a synthetic Tretonin.” in the team’s short absence. As they more fully
understand the settlers’ needs and concerns, the
THE CURE councilors are reluctant to act without their input.
This adventure is a companion piece to the Stargate:
SG-1 episode “The Cure.” In that episode, SG-1 While she intends to vote to use the Goa’uld
discovers a planet with perfect health courtesy of facility, Ambassador Kelley encourages the
a wonder drug, Tretonin. Through investigation, team to speak with the different leaders of the
SG-1 learns that Tretonin is developed using Goa’uld HOME settlers—Lotoda, Henare and Palila. The
symbiotes, destroying the user’s immune system ambassador reckons that their opinions will go a
in the process. The Pangarans use a Goa’uld queen long way in swaying those of the other councilors.
to maintain their supply of symbiotes—but their
Remember: one or more team members may have
queen is dying. As a result, the Pangarans will soon
advantage on these checks from Act 1 of the episode.
run out of the drug, spelling disaster for the planet’s
inhabitants. RECOVERING DETERMINATION POINTS
The U.S. military frequently operates on a “need-to- In this final encounter, the team members engage
know” basis. Here, Major Ross mistates many of the in three Convince encounters. Since the Council of
above points—not for any nefarious reasons, but Haven won’t vote for at least one week, the team can
because this is what the chain of command believes approach the key HOME settlers over the span of a
he needs to know. week. Each time the team completes a long rest, they
recover all of their determination points. This should
In later seasons of Stargate: SG-1, rebel Jaffa use ensure that the PCs have adequate DPs to succeed on
Tretonin to free themselves of their symbiotes. at least two checks.
Insight 10: As Major Ross speaks, the councilors of At the GM’s discretion, team members could
the Alliance appear very concerned by the continued approach the same key HOME settler twice, hoping to
use of the Goa’uld facility due to the distress call that change their mind about developing the facility.
was sent out.

Resolution ENCOUNTER 2: LOTODA


• Ry’anne tells the assembled group that she must Culture 8: The Jaffa councilor Ry’anne has found
consult with the residents of Haven before making common ground with Lotoda. Both of their peoples
any decision. have suffered injustices at the hands of the Goa’uld,
and both have little reason to trust anything that can
• Hatana proposes a vote on the team’s proposal in
come from the Goa’uld. The team can find Lotoda at
one week’s time and Tolii/Sulo nod in agreement.
the puaoro court, coaching a group of teenagers.
• Major Ross strenuously objects, explaining
Learning of the facility, Lotoda demands that the
that the Air Force wishes to use the facility for

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Phoenix Site destroy anything Goa’uld to protect their To sway Henare that developing the facility is a
new home. good idea, the team must succeed at a Threshold 4
Convince Encounter and DC 12.
Approaching Lotoda
• Advantage with Persuasion - The PCs may appeal Resolution
to Lotoda’s sense of mercy, noting that thousands Success: The PCs have persuaded Henare to talk to
of lives could be saved if they can develop Hatana about allowing the use of the facility.
Tretonin. Failure: Henare is not unwilling to take the risk.
• Advantage with Engineering - The PCs may
convince Lotoda that the Alliance can also use the ENCOUNTER 4: PALILA
facility to develop weapons to combat the Goa’uld Culture 8 - The Tok’ra councilor Tolii/Sulo has
system lords, thereby saving countless others found common ground with the Palila out of sheer
from the same fate. pragmatism. Both the Tollan remnant and the Tok’ra
To convince Lotoda that developing the facility is a are willing to look for ways to fight the Goa’uld system
good idea, the team must succeed at a Threshold 4 lords, and most Tok’ra find no small irony in using
Convince Encounter and DC 12. their own technology against the Goa’uld.
For Palila developing the facility comes against her
Resolution better judgment. Having witnessed the planet wide
Success: The PCs have persuaded Lotoda to talk to havoc it can cause, the Tollans previously refused
Ry’anne about allowing the use of the facility. to give technology to less advanced cultures. While
Failure: Lotoda remains staunch in his convictions that this ultimately proved to be their undoing, she is still
the facility must be destroyed. reluctant to support this course of action.
The team can find Palila at the playground, helping
ENCOUNTER 3: HENARE engineers from the base to build a swing set.
Culture 8 - The Aturen councilor Hatana has found
common ground with Henare, albeit for different Approaching Palila
reasons. While the Aturen work to thrive in their • Advantage with Persuasion - The PCs can appeal
environment without exploiting the gifts of their to Palila’s sense of mercy—failing to develop the
home world, Henare doesn’t support an action unless base will almost certainly lead to the death of tens
he can benefit from it. Thus, both Henare and the of thousands of Pangarans.
Aturen are reluctant to develop the facility at this
• Advantage with Logic (Intelligence) - The PCs
time.
can remind Palila of the comparative technology
The team can find Henare at Natok’s tavern in the levels—Goa’uld technology is much closer to the
center of Haven, playing darts with three airmen. Tau’ri than the Tollans. Accordingly, developing
the facility shouldn’t offend her Tollan instinct
Approaching Henare against sharing technology.
• Advantage with Science - Henare is mostly out
for himself. The PCs may get good results by To sway Palila that developing the facility is a good
explaining how a research facility could bring in idea, the team must succeed at a Threshold 4
new trade. Convince Encounter and DC 12.

• Advantage by buying him a drink - Once plied Resolution


with food and drink, he is much more receptive to Success: The PCs have persuaded Palila to talk to
suggestions. Hatana about allowing the use of the facility.
• Disadvantage by Intimidation - If the PCs threaten Failure: Palila listens to her gut and determines the
his blackmarket business he clams up. facility is more trouble than it’s worth.

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CONCLUSION Research Facility
Success: If the team was able to sway the opinion of This facility is dedicated to the research of synthetic
at least two of the HOME settler leaders, then the Tretonin.
Phoenix Council votes to approve a plan to develop
Benefit: A team member who spends their downtime
the research facility and continue the queen Taweret’s
helping perform a “Season” R&D project to develop
symbiote research.
synthetic Tretonin gains its bonus to their Science skill
As the vote is held, you see General P.K. Loyer give checks.
you a wink from across the room. He is clearly proud
of your team! At the start of each future episode roll a Science skill
check with this bonus in front of the GM.
Failure: If the team is unable to sway the requisite GMs, record this check and report it in the After
number of councilors, the vote to develop the facility Action Report.
fails. However, General Loyer managed to convince
the Phoenix Alliance to allow the removal of the Favors
queen’s research to another facility, off-world. A week If the PCs were able to sway the vote to develop the
later, the facility is blown up and scuttled for good. facility they have gained the respect of Ambassador
Ashlee Kelly, this is a powerful contact that could
After the vote is held, you see General P.K. Loyer come in handy in the future.
with his head in his hands. You think he is thinking he
should have put another team on this mission. Character rewards will be noted and reported via
StargateTheRPG.com After Action Report after play.
Notify the player that they must have a registered
character via StargateTheRPG.com. This is necessary
so that future GMs see that you gained access these
REWARDS items and earned the Mission Points.
As you play episodes you gain Mission Points (MPs).
Once a character accumulates enough MPs, the
character gains a Level.
Players typically gain three MPs per episode unless
they do not succeed at a portion of the episode.
• 1 MP is earned for successfully completing the
episode.
• 1 MP is earned for discovering the Goa’uld queen.
• 1 MP is earned for successfully convincing the
Phoenix Alliance to develop the Goa’uld facility for
synthetic Tretonin production.

Living Series Unlocks


In addition to Mission Points the characters also
gained access to certain, previously locked items.
• SCUBA
• If the Research Facility was developed you also
gain a +1 Research Facility.

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AFTER ACTION REPORT Provide your players with this code so that they may
It is critical to the progress of the Phoenix Living RPG add their character to the Episode Run.
Series that you as a GM report the results of your After the Episode has been run, you as the
episode. These results are compiled from all instances Gatemaster can go to StargateTheRPG.com > Play >
of this episode. The majority outcomes will be the Episodes. Find the Episode you ran and update the
Phoenix Series official story for the “season.” After Action Report.
GM Points Deadline for After Action Reports
You as a GM can potentially gain notoriety and special If you are unable to report results immediately after
unlocks by the accumulation of GM Points. GM Points the game has been played, please note down the
are earned by reporting After Action Reports. You gain major results and report them at a later time.
a GM Point for each Player that was run through the
episode. You have up to 1 week after the Episode Run has been
scheduled to report the After Action Report.
Legal Player Characters
Also, each episode has an amount of time that it can
In order for a Player’s Character to be legal for the
be reported in order to count towards the Phoenix
Phoenix Living Series play they must follow the
Series storyline. This is typically 6 weeks after the
guidelines as detailed at StargateTheRPG.com/about/
initial release of the episode.
SGP.
Don’t worry though, even if you report your After
This includes Registering your Character at
Action Report after this canon deadline, you as a GM
StargateTheRPG.com > Play > Characters
will still get your GM Points.
Gatemasters, in order to get GM Points it is critical
that you ensure your players have legal and registered Episode Results
character for Phoenix Living Series play. The Phoenix Living RPG Series canon will be updated
via forum post on the StargateTheRPG.com website.
Episode Runs This post will be in the Phoenix Site - A Living RPG
In order to report your After Action Report, you must Series topic and will be listed under the episode title
have created or had created for you a Episode Run and number.
via the StargateTheRPG.com website. This Episode
These results will be written in the form of a narrative
Run will have a unique code that you can give to your
that takes into account the majority actions of the
players which will be in the form of a QR Code or Web
player’s characters that played the episode within the
Link.
episode canon deadline.

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APPENDIX 1:
FACILITY MAP

Floor 1

Floor 2

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APPENDIX 2:
LIFE FORMS / NPC STATS

Giant Rat [CR 1] Jaffa Recruit [CR 1]


Small Beast, Unaligned Medium Humanoid [Jaffa]
Armor Class: 12 Armor Class: 12
Hit Points: 7 Hit Points: 20
Speed: 6m Speed: 6m
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7(-2) 15(+2) 11(+0) 2(-4) 10(+0) 4(-3) 14(+2) 12(+1) 14(+2) 8(-1) 10(+0) 14(+2)
Proficiency Modifier: +2 Proficiency Modifier: +2
Skills: Acrobatics +4 Skills: Athletics +4, Intimidation +4
Saves: Strength -2, Constitution +0 Saves: Strength +4, Constitution +4
Keen Smell: The rat has advantage on Wisdom Symbiote: Jaffa may gain advantage on any
(Perception) checks that rely on smell. physical (Strength, Dexterity, Constitution) save. A
Pack Tactics: The rat has advantage on an attack Jaffa may use this ability once per Strength modifier
roll against a creature if at least one of the rat’s (minimum 1)
allies are within 1m of the creature and the ally isn’t Ma’tok Melee +4 to hit, reach 1m, one target, Hit: 6
incapacitated. (1d8+2) bludgeoning damage.
Bite +4 to hit, reach 1m, one target, Hit: 4 (1d4+2)
piercing damage. Ma’tok Plasma Blast +3 to hit, range 3m/60m,
one target, Hit 10 (3d6) fire damage, Recharge 1,
Shockwave 1m

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CREDITS

Author Benjamin L. Eastman

Story By Gabby the GateGabber

Editors Jared Fegan, Brad Ellis, Lee Alley, Westley Walker

Graphic Design Brad Ellis

Art and Illustrations M. Wayne Miller, Graham Sisk, Westley Walker, Jiroodd O Wen

Publisher Wyvern Gaming

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