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TM

I RATES

DESIGN

GREG FARSHTEY AND JOHN

DEVELOPMENT AND EDITING

GREG F ARSHTEY

, MAP ILLUSTRATION AND GRA P HICS

STRUZAN

'
INTERIOR ILLUSTRATION

S OTT COOPER, MIKE CHEN, PAUL DALY ,

s Indian(iJones and the Peril at Delphi and Indiana Jones and


acGregbr and Indiana Jones and the Sky Pirates by Marti

45015

Publisher: Daniel Scott Paller • Associate Publisher / T lier • Associate Publisher: Richard Hawran • Senior Editor: Greg Farshtey
Editors: Peter Schweighofer, Bill Smith, George Strayton, ~ S. Trautmann • Art Director: Stephen Crane • Graphic Artists: Tim Bobko,
Thomas ONeill, Brian Schomburg • Sales Mana • Sales Assistant: Carl Klinger • Licensing Manager: Ron Seiden
Warehouse Manager: Ed Hill • Accounti ayly, Mary Galan!, Wendy lord • Billing: Amy Giacobbe

WEST END GAMES• RR 3 BOX 2345 •HONESDALE, PA 18431

TM and© 1996 Lucasfilm Ltd. All Rights Reserved. Used Under Authorization.
MasterBook, The 06 System and the 06 logo are trademarks of West End Games Ltd.
Zu ric h, Sw itz erl and
Au gu st 25, 1939
Tw ent y-T hre e
Fr om : Th e Ru lin g Council of
aro un d the world
To : Ou r illu mi nat ed bre thr en

Sa lut ati on s; her e, one


nat ion s, and ma nip ula tio ns con tin ue apa ce. We sta nd
Ou r pla ns, con spi rac ies , ma
chi world
to eru pt, ma neu ver ing ou r age nts int o position for tot al
r is
we ek before a new global wa cen tur ies of pla nn ing are finally rea
chi ng fru itio n.
r dec ade s, yes , eve n
dom ina tio n. Ou inconsequen-
obs tac les on the roa d to con quest. See mi ngl y iso lat ed and efully-laid
An d yet, the re are alw ays completely thw art ou r car
l, the y can , if no t dea lt wi th, dis rup t an d possibly eve n
tia
pla ns. aw are tha t the y are
(fo r lac k of a bet ter word), are no t eve n
Ma ny of the se "lo ose can no ns" the exi ste nce of ou r
us. Ind eed , mo st if no t all of the m do no t eve n kn ow of
int erf eri ng wi th nce.
r the tru e ext ent of ou r influe
illu mi nat ed bro the rho od, no Jon es as his
n kn ow n as Pro fes sor He nry Jon es Jr, or "In dia na"
On e of the se dis rup tio ns is a ma a rat he r
his ene mi es, cal l him . Jon es is an archaeologist wi th
frie nds an d yes , som eti me s t int ens e ma nif est ati ons of
dem ic stu dy . Explosions, bri ef bu
un ort ho do x "ha nd s on" me tho d of aca the wa ke oft.his man.
eno me na, an d a rem ark abl e body cou nt see m to follow in
sup ern atu ral ph lin gs wit h
s of Pro fes sor Jon es tha t are the bes t kno wn are his dea
Th e thr ee so-called adv ent ure ma y we
an ka ra Sto nes , and the Ho ly Gr ail , three objects which,
Sh no t hav e in its possession.
the Ar k of the Co ven ant , the bro the rho od covets and stil l does
t of you , are thi ng s ou r
rem ind the res olved in; cases
-kn ow n cas es tha t thi s Jon es fellow ha s bee n inv
However, the re are oth er, les ser ails. Wh at
nif ica nt eno ugh tha t ou r age nts sho uld be aw are of the ir det an d the
wh ich no net hel ess are sig lphi, Indian.a Jo na
s are thr ee suc h cas es, Ind ian a Jones an d the Peril at De ail s, the people, the eve nts ,
follow dy the det
Jories an d the Sk y Piraua. Stu
Unicorn's ug ac y, an d Ind ian a h thi s irritant.
ins igh t on how to dea l wit
well. Th ey ma y give ua som e hav e invelted too
d to run loo se, int erf eri ng wi th ou r plana. We
no t be allo we ren . fte ta d
Jon es an d his ilk can
d res our cea , onl y t.o be thw art ed by a han dfu l of'ro pe ad ftl ltu
mu ch tim e, we alt h, an pou.nda the ind ipi ty.
t the y are no t eve n aw are of wh at the y are doing only com
tha
Le arn abo ut Jon es.
Ge t to kn ow him.
Fin dh im .
Sto p him.

All ba il the N090 Ordo 8ecaJaram


Tbe c.nco ol ,.. .,. 'D an e
USING THIS BOOK
Indiana Jones and the Sky Pirates and Other
Tales is designed to be used with The World of
Indiana Jones. It is compatible with both the D6
System or, using the conversion in the back of this
book, the MasterBook system. You need either
The D6 System or the MasterBook to play, along
with the Indiana Jones WorldBook.
This source book covers three of the more than
half dozen Indiana Jones novels published thus
far. Each is dealt with in its own chapter, with
statistics for all major characters, source material
on locations, and details on any new equipment.
Gamemasters should feel free to make use of the
people, places and things in this book in their own
campaigns. (See below for more information on
doing this.)
Each chapter also includes adventure hooks,
springboards for new adventures that the
gamemaster can create and share with his play-
ers. Some are directly related to the novels' stories,
others are only marginally connected. Also in-
cluded are two mini-adventures that make great
sequels to the novels!
All in all, this product unlocks opportunities to
expand the players' possible areas of adventure; a
chance to get involved in escapades and intrigues
set before the famous movie trilogy. So grab your
Fedora, your Webley, and your bullwhip, and
travel now on three very dangerous quests!

INDIANA JONES,
CIRCA 1922-1930
"It's not the years, it's the mileage."
- Indiana Jones, Raiders of the Lost Ark

The Indiana Jones who struggles and triumphs


in these stories is not the same experienced, hard-
ened archaeologist/adventurer of the movies set in
the late 30's. Since there is always the chance that
the player characters will meet this slightly
younger, less experienced Indy, a new listing for
Indiana Jones, to be used in conjunction with
adventures set during this eight year period, is
presented.

4 INTRODUCTION
HENRY "INDIANA" JONES, JR. wheeled 4D+l, vehicle piloting: air 4D
TECHNICAL 3D+ 1
(Indiana J on es and the Peril at Delphi to Fate Points: 10
Indiana Jones and the Sky Pirates) Equipment: Webley Mark 6, damage value
COORDINATION 3D 6D+l , ammo 6, range 3-10/25/50/150; bullwhip,
Fire combat 4D (pistol 4D+ 1) damage value STR+ lD; satchel with notepad, pen-
ENDURANCE 3D+l cil and brush; brown fedora
Swimming4D Description: At this point in his life, even
REFLEXES 3D+ 1 though Indy has had a wealth of worldly experi-
Acrobatics 3D+2, brawling parry 3D+2, dodge ence, he is still relatively new to his vocation of
4D, melee combat 4D (bullwhip 4D+2), melee adventuring archaeologist. He has much youthful
parry 3D+2, running 4D idealism and a tendency to let his judgment get
STRENGTH3D clouded by a beautiful woman.
Brawling 3D+2 Indy is a tenacious, stubborn, resourceful man,
KNOWLEDGE 3D+1 and a fast learner.
Intimidation 4D+l, Arabic language 4D+l ,
Chinese language 3D+2, French language SD+ 2, THE ART OF
German language 3D+2, Italian language 4D+ 1,
Russian language 3D+2, Spanish language ADAPTING
4D+l, Turkish language 3D+2, linguistics 4D+1, As mentioned above, the stories adapted in this
archaeology scholar 4D+2, occult scholar 4D+ 1, book are but a few of the ones available about
streetwise 4D+l, 4D+2
Indiana J ones - not to mention all the Dark Horse
PERCEPTION 3D+l Comics and LucasArts computer games. Any and all
Charm 4D+l, con 4D+l, deduction 4D+2, disguise of these can be sources of adventure ideas ,
.· 3D+2, persuasion 4D+l, teaching: history 4D gamemaster characters, or locations for your adven-
MECHANICAL 3D+1 tures. All you have to do is adapt them ...
Beast riding: horse 4D+l, vehicle piloting: So how do you start? Well, let's take one of the

,.
INTROD U CT I ON s
6 INTRODUCTION
novels in this book and look at how it was adapted You have a couple of choices:
for use in the game, and this may give you a start Instant Replay: If you know none of your
on doing it yourself. We first read Indiana Jones players have read the book, you can simply lift the
and the Peril at Delphi for the fun of it - because plot whole and turn it into an adventure for your
that sense of adventure and entertainm ent was campaign. Instead oflndy and Nikos challenging
something we wanted in our campaign. Then we the mysteries of Delphi, it's your gaming group
read it a second time, this time making notes about who gets that chance. See if they lay the same
the characters and their quirks, what equipment plans and make the same decisions Indy did -
they carry, whether they are friends of Indy's or then when, the adventure is over, they can read
foes. This book had plenty of supporting charac- the book and see how they did in comparison. (It's
ters, many of whom would be ideal to come back in important, though, that none of the players al-
our adventures as contacts for the player charac- ready be familiar with the story. Not only will it
ters. give them an unfair advantage, but they'll prob-
Ofcourse, some of the characters in the book are ably be bored silly since they know everything
dead by its end. But that's only an inconvenience that's going to happen.)
- anyone who reads adventure stories or watches Coming In From Th e Other Side: Maybe you
action films knows that characters who are seem- don't want to run the players through the same
ingly dead (especially villains) always come back. plot, but still want them involved somehow. They
Ifyou don't see a body, assume the character is still can come into the story from another angle, their
alive somewhere, that's the first rule - even if you actions running parallel to those of Indy and his
do see a body, there are plenty of ways to fake companions. For example, suppose the king sus-
death. So don't hesitate to use characters from the pected a military plot against him and hired the
novels just because they're a little stiff ... characters to infiltrate it? This could bring them
After we had some idea what characters we could into contact with Colonel Mandraki and the Delphi
use, we took a look at the locations. This story was plot in a completely different way.
rich in detailed locations - Chicago, Paris, Delphi. A Pinch of T h is, A Dash of That: You might
How best to use them? Well, the characters want to mix and match elements from different
might get there before Indy and find what he stories. What if the villains from Sky Pirates de-
found, or something equally valuable. You can cide to steal the Omphalos from Greece, the arti-
drop all sorts ofhints and foreshadowing for what's fact from Peril at Delphi? Suddenly, you have a
going to happen in the Indy story. Or maybe the brand new adventure using previously established
characters get there long after Indy is gone and characters and treasures.
stumble into danger (for example, Indy seals away
the unicorn's horn at the end of Indiana Jones and SPECIA L NOTE
the Unicorn's Legacy. Suppose the player charac-
ters traveled to Hovenweep all unawares, and All weapon ranges in this book are given in
somehow managed to find it?) meters. To convert equipmen t from
MasterBoo k to D6, subtract -5 from the
ANATO MY OF weapon's damage value before determinin g
ADVEN TURES its number of damage dice.
Okay, you've squeezed all the source material For more information on system conver-
you can out of a novel. Now what about the heart sion, see the back of this book.
of the book - the plot?

7
INTRODUC T I ON
CHAPTER ONE

INDIANA JONES
AND THE PERIL
AT DELPHI
The bravest are surely those who have the clearest
vision of what is before them, glory and danger CHICAGO, 1922
alike, and yet notwithstanding go out to meet it. Hog butcher for the world, tool maker, stacker of
- Thucydides wheat, player with railroads and the nation's freight
For almost 2000 years, the Order of Pythia has handler; stormy, husky, brawling, city of the big
waited ... waited for the rebirth of the Delphic shoulders.
oracle. Now Dorian Belecamus, beautiful, bril- - "Chicago," Carl Sandburg
liant, and deadly, has hatched a plot to seize Located on the shores of Lake Michigan, Chi-
control of Greece's future by becoming the proph- cago was a vital, exciting city in the 1920s. It is
etess herself. And she's found just the man to help here, specifically to the University of Chicago, that
her: a brash young adventurer named Indiana Indiana Jones came to do his undergraduate work
Jones! If she succeeds, Indy will be her priest, her (and, incidentally, here that he studied under
lover ... or her sacrifice. Professor Abner Ravenwood. See the Raiders of
the Lost Ark Sourcebook.) He majored in linguis-
THE PLOT tics, planning to teach Latin or French, later
saying it was a way of getting his father's atten-
While studying linguistics at the Sorbonne in tion. "For as long as I can remember, he's said that
Paris (circa 1922), Indy is recruited to join his language is the key to understanding mankind,"
archaeoogy professor, Dorian Belecamus, on a dig Indy remarked.
at the ruins of Delphi. A recent earthquake at the
site has unearthed a stone tablet buried in a
fissure.
dUJll from the
In Greece, Indy descends into the pit of the Memoran
dragon and recovers the Omphalos, the source of
power for the oracle. Meanwhile, Belecamus at-
rrwenty-Tbree . u led vnth ~he
t Delphi, co .P deterntlnmg
tempts to become the new Pythia, the prophetess The Oracle a aluable tool m tly aid our
whose mouthings once determined the fate of oxnphalos, is ~~power would g~:aprophecies
Greece. the future. S~hough ynanY of t us and vagu~·
But her plans are far darker than that. She and
her lover, Colonel Mandraki, plot to assassinate cause,bev~;e Oracle are n;e~~~~ advent~reh1~
given Y tbis is a piv t Delphi t a
King Constantine of Greece and let Indy take the Note that the events al' guistics to
blame. In the end, Jones saves the king's life, Jones' lif~. l\1~~ tbe study of in
Mandraki is shot by soldiers and Dorian takes a turned h11? f archaeology.
bullet meant for Indy and perishes. tbe purus1t o

B INDIANA JONES AND THE PERIL AT DELPHI


r · 1.
--
• - .. .
. --

But In?y did a lot more in Chicago than study.


~e and his roommate, Jack Shannon, spent their Now You HAS JAZZ
mghts at barrelhouse piano saloons on the South
·- Side, listening to jazz musicians with names like
Pine Top Smith, Cripple Clarence Lofton, Speck-
InlndianaJonesandthePeril atDelphi, we
learn Indy has a love of jazz. Chicago in the
led Red and Cow Cow Davenport. (They called the Twenties saw the music becoming popular
among whites for the first time, but further
music "barrelhouse" because the places v.rhere it
south, African-Ame1icans had been playing it
was played served beer from kegs.) When the bars
for years. What Indy is listening to is New
closed, Indy and Jack headed to parties where the
Orleans jazz, players of which had been emi-
music continued, and Jack could play along on his
cornet. grating from that city to Chicago since roughly
1915. Living and working conditions were
~his year is an important one in the history of
better in Chicago- a goodjazzman could earn
Chicago, for Prohibition is the law of the land.
$50 a week in a club.
Chicago has become gangland, as the mobs seize
Ofcourse, not everyone loves jazz-as Jack
control of the distribution of illicit liquor. Al-
though Indy can take or leave booze, he does Shannon points out, you can't march to it, and
some said it caused the listener to move in
ac~ompany Shannon to get a bottle prior to gradu-
"strange, suggestive ways." Some people even
at10n (and comes close to getting arrested in the
blamed the music for riots on the South Side.
process). Fortunately for him, the cops are in the
How you can use this in your campaign?
pocket of the mob and they recognize Shannon.
Well, jazz and swing music remained popular
Already, the corruption of Chicago law enforce-
throughout the '30s and '40s, so whenever
men~ has begun, ai:d ~t won't be until the coming
your Indy adventure is set, you can have it
of Eliot Ness and his Untouchables" later in the
playing in the background. Ifyour player char-
decade that the city will begin to be cleaned up.
For now, though, the mobs run the city. Within acters are meeting someone in a club in Chi-
cago, New York, New Orleans, or any big city,
a few months after Prohibition went into effect
you can slip some Louis Armstrong or Count
gangster Johnny Torrio had seized control of Cook
Basie on your CD player and help set the mood.

INDIANA JONES AND THE PERIL. AT DEL.PHI 9


County's breweries and distilleries (this is shortly with Al Capone owing them a favor! They'll have
before Indy's graduation). The city was divided up to keep their heads down, though, because lead is
among the mobsters: Torrio kept some districts for flying everywhere in the city in this decade.
himself; Dion O'Bannion, ex-altar boy turned bank
robber, got the North Side; a group including the STANDARD MOBSTER
six Genna brothers got the West Side; another COORDINATION 2D+2
group took part of the South Side. Torrio brought Fire combat 4D
in an enforcer to help keep the gangs in line - a ENDURANCE SD
man named Al "Scarface" Capone. REFLEXES 2D+2
In 1925, Torrio sold out to Capone, who promptly Dodge 3D+l, melee combat 3D+l, melee parry
became infamous. He essentially took over control 3D, running 3D+2
of the suburb of Cicero and turned it into a resort STRENGTH 2D+2
for gangsters, where they could freely walk around, Brawling 3D+l
heavily armed. He ran the mayor, the city council, KNOWLEDGE 2D+ 1
the police force. In the years to come, his rivals Intimidation 3D+l, streetwise4D+l, willpower
would die violent deaths. Finally, in 1929, six of 2D+2
gangster Bugs Moran's men and one bystander PERCEPTION 2D+2
were machine-gunned to death by Capone goons Bribery 4D, con 3D+l, gambling 3D+l, interro-
in what became known as the "St. Valentine's Day gation 3D+l, persuasion 2D+2, search 3D+l,
Massacre." sneak 3D
Capone would be out of the picture by 1931, MECHANICAL 2D+2
when he would go to jail on federal tax evasion Vehicle piloting: wheeled 3D+2
charges. But characters visiting Chicago from TECHNICAL 2D+2
1925 on can't help but notice the mobster - he's Lock picking 3D+ 1
practically a tourist attraction. His seven-ton bul- Fate Points: 2
let-proof limousine, preceded and followed by cars Skill Notes: Many mobsters have one or two of
of bodyguards, was a sight. He was given the best these listed skills, two pips in each one: counter-
table at restaurants, the best seat at prizefights, feiting, demolitions, forgery, safe cracking. In ad-
all the while proclaiming he was just a "business- dition, the selected weapons for melee combat
man." should be one of the following: club, knife, brass
Characters adventuring in Chicago can easily knuckles.
become involved in mob wars, find themselves Equipment: Thompson submachinegun, dam-
jailed by corrupt police - or maybe even wind up

PROHIBITION
The 18th amendment, banning the sale, contact in a speakeasy, or get caught in a
manufacture and transportation of liquor, raid; they might get an offer to make a few
went into effect in 1919, but it wasn't until bucks delivering a package, only to discover
the passage of the Volstead Act later that it contains liquor; or they might be tapped by
year that Prohibition truly became the law of Federal agents to help capture some bootleg-
the land (the Act essentially enforced the gers.
amendment). From the beginning, many re- If you are running an adventure set during
garded the law as a bad joke, and criminal Prohibition, have some fun with your play-
empires were built on the sale and smuggling ers. Hide all the soda in the house and tell
of illegal liquor. "Bootlegging" became the them they can only have water or milk. If
rage; "speakeasies," hidden bars where booze they really want a soda, they'll need to find a
was served, sprang up seemingly overnight; speakeasy in the game, know the password,
mobsters and killers worked hand in glove etc. Maybe you keep it hidden behind some
with so-called "respectable" citizens to get books on your shelf, in the clothes hamper,
around the law or outright break it. etc. Without being too heavy-handed, this
Characters adventuring in the US between can give them a feeling of what Prohibition
1920 and 1933 are sure to see evidence of was like.
Prohibition. They might have to meet their

10 IND/ANA JONES AND THE PERIL AT D ELPHI


age value 4D, ammo 30, range 5-10/20/50/75, one force Indy to recover the Omphalos. They are
melee weapon to match the respective skill, Nash rescued when Dorian is overcome by the effects of
Sedan, speed 150 mph, pass. 5; snazzy suit and the artifact.
Fedora, ciga1·. Jack has contacts in the Mob, which apparently
Description: These typical mobsters are one extend even overseas.
r cut above the usual gutter trash that jumps you in Quote: "Harry's got territory to maintain ...
an alley and holds you up at knifepoint for your Wake up, Indy. They all work for the organization,
wallet or purse. These are gang members, mob- and Harry's a charter member. It runs in the fam-
sters, supposed1y "men of respect," as some ca11 ily."
them.
PROFESSOR TED CONRAD
JACK SHANNON COORDINATION 2D+2
COORDINATION 2D+2 Fire combat 3D
Fire combat 3D+l ENDURANCE 2D+2
ENDURANCE3D REFLEXES 2D+2
Swimming 3D+ 1 Dodge 3D, running 3D+l
)
REFLEXES 3D STRENGTH 2D+2
Brawling parry 3D+2, dance 4D, dodge 3D+2, Brawling 3D+l, lifting 3D+l
running 4D KNOWLEDGE 3D+ 1
STRENGTH 2D+2 Linguistics4D,scholar:histo ry4D+l, willpower
Brawling 4D, lifting 3D+l 4D+l
KNOWLEDGE 2D+2 PERCEPTION 3D+2
Artist: cornet 3D+2, artist: songwriter 3D, Charm 4D+2, con 4D, deduction 4D+l, persua-
scholar: economics 4D+l, streetwise 4D sion 5D, research 4D+l, search 4D, sneak 4D,
PERCEPTION 3D teaching: history 5D
Bribery 3D+2, charm 3D+2, con 3D+2, gambling MECHANICAL 3D
4D, persuasion 3D+2, search 3D+2, sneak 3D+l Vehicle piloting: wheeled 3D+2
MECHANICAL3D TECHNICAL3D
Vehicle piloting: wheeled 4D+l First aid 4D
TECHNICAL 2D+2 Fate Points: 3
First aid 3D, Jock picking 3D+2 Equipment: Notebook; pen; travelling clothes
Fate Points: 5 Description: Conrad was Indy's favorite his-
Equipment: Hip flask with hootch, cornet in tory professor at the University of Chicago, one
case. who encouraged his students to stand up for what
Description: J ack is a tall, lanky, red-headed they believed in and speak their minds. His most
young man about Indy's age. Fun-loving, he helps striking physical feature was a prominent handle-
Indy to pull a college prank on the eve of gradua- bar moustache.
tion that almost leads to Indy losing his chance to The friendship between the two men was
go to Paris. His brother, Harry Shannon, has strained when Conrad turned Indy in for a college
connections to a Chicago mob. prank he had committed. Conrad, too, turned up in
Jack nods his head when excited or nervous, Paris while Indy was there, having left the univer-
and in fact always seems a bit edgy, like he's out sity and begun a novel set in France. Later, he
of place in this world. He loves jazz and plays joins Shannon in following Indy to Greece, believ-
cornet, but his family disapproves of the music. ing him to be in danger (see above).
After graduation, he is scheduled to begin a job as Quote: "I admire your boldness, Jones. But
an account for a Chicago trucking firm, for the you'll still have to face the consequences, you
princely sum of $250 a month. But one of the know."
conditions of his getting the job is that he has to
give up jazz.
Jack would later quit that job and travel to PARIS
Paris to join Indy. Then, worried over his friend's The "City of Lights," the capital of France,
safety, he would pursue him to Greece, only to Paris is one the most famous cities in the world.
captured by Colonel Mandraki and held hostage A place of culture, civilization, and romance,
against Indy's participation in the plot to kill the Indiana Jones travels here after graduating
king. Dorian, too, later uses him and Conrad to from the University of Chicago to pursue a PhD.

INDIANA JONES AND THE PERIL AT DELPHI 11


in linguistics. There he took an apartment above arrondisements. Indy spends most of his time in
a bakery on the rue Bonaparte, a few blocks two: Montparnasse, where he lives; and
from the Sorbonne. Montmarte, whose cobblestoned streets, bis-
It was in his Greek archaeology class that he first tros, and already famed artist's colony are the
met Professor Dorian Belecamus, cool, beautiful attraction. The Latin Quarter, in general, is
and brilliant. Belecamus was planning a trip to filled with students and artists, being the site of
Delphi in Greece to investigate a mysterious tablet the Sorbonne.
found at the site and, surprisingly, she invited Indy Also known as the University of Paris, the
to come along. After some soul-searching- after all, Sorbonne is considered one of the top universities
he was a linguistics major, not an archaeologist - of the world. Originally founded as a theological
Indy accepted. His life was about to change forever. school for poor students in 1257, it is particularly
This is a legendary era for the city of Palis. well known for its history, art and culinary pro-
World War I is a bad memory and the devastating grams.
occupation by the Germans is still two decades Player characters visiting Paris in this era can
away. Paris is full ofli fe and excitement, with jazz rub elbows with the famous and the infamous, and
clubs thriving, no Prohibition to worry about, and see a number of famous sights. Among these are
parties that never stop. the Louvre, the celebrated art museum which
It is also home to a large influx of Americans - might conceivably purchase artifacts found by the
the so-called "Lost Generation," youth disen- characters; the Eiffel Tower, 984 feet high and
chanted with the world in the wake of the First only a little over 30 years old at this point; the
World War who throw themselves into drink and cathedral of Notre Dame, one of the great achieve-
dance ... or into art. Ernest Hemingway, F. Scott ments of Gothic archit ecture; and many, many
Fitzgerald, James Joyce and other renowned writ- others. Gamemasters will find that they can run
ers crowd Paris in these years, expatriates whose an entire campaign set in this city, as it is a
art will reflect the time they spent here for years crossroads for Europeans and Americans both, a
to come. place of intrigue and danger in these years be-
The city of Paris is located along the banks of tween the wars.
the Seine and connected to the rest of the country
by rail (Indy travels by train to southern Italy to
carry a ship to Greece). Travelers to Biitain can NEWS AND NOTES
take the train to Calais and catch a ferry across the 1921-22
English Channel.
P aris is divided into 20 districts, called 1921
Paris conference of Allies fixes German
reparation payments
DADAISM Hitler's storm troopers begin to terrorize
political opponents
One group of artists that Indy definitely Faisal I becomes King of Iraq
does not care for are the Dadaists, who gather Revolution in Lisbon; Antonio Machado
in dark clubs in Montparnasse to hear poetry Santos, founder of the republic, murdered
and music. Indy sees them as arrogant and Premier of Japan assassinated
abusive toward anyone who doesn't agree Hirohito named prince regent of Japan
with them. Dadaists were essentially nihil- British Broadcasting Company founded
ists who believe in breaking from tradition in 1922
art and life. The absurd and the unpredict- Mussolini formsFascistgovernment initaly
able were emphasized in their art; their po- Soviet states form USSR
ems were often just meaningless and random Raymond Poincare succeeds Aristide
word combinations. It's easy to see why some- Briand as Prime Minister of France
one as enamored of history and legend as King Constantine of Greece abdicates;
Indiana Jones is would have problems with George II succeeds him until 1924
people who made an art form of turning their Indiana Jones travels to Greece and
backs on such things. stumbles upon a plot to assassinate King
Constantine
Stock market "boom" starts in America

12 /NDIANA JONES AND THE PERIL AT DELPHI


PROFESSOR DORIAN Dorian's ties to Delphi date back to her
f childhood. She first visited the ruins
BELECAMUS (DECEASED) during the restoration in 1892, worked
COORDINATION 3D+2 there as a volunteer during high
Fire combat 4D school and college, and later spent
ENDURANCE3D five years as chiefarchaeologist there
Swimming 3D+2 .., .....
~"\
for the University
. of Athens .
REFLEXES3D « ?:~·-~ One of her assistants oncejok-
Dodge 4D, melee combat · ·~ ingly compared her to the
3D+2, running 3D+l Pythia, the prophetess who
STRENGTH 2D+2 once resided at the site -
Brawling 3D+l, climbing/ -~ later, she will attempt to
jumping 3D as_cend to just that posi-
KNOWLEDGE4D '\~ t10n as part of her plan.
English language SD, She is a liar ; a
French language 5D, schemer; and quite pos-
linguistics 4D+2, sibly a multiple murder-
' ess. But in her own
scholar: archaeology
5D+l , scholar: etiquette strange way, she does care
4D+2, scholar: Greek for Indy- and in the end,
myths 5D, scholar: Greek puts herself between the
history 4D+2, streetwise young adventurer and a bul-
4D+l, willpower 5D+2 let meant for him.
PERCEPTION 3D+2 Quote: "I'm not really a bad
Bribery 4D, charm 4D+2, person, Indy. I do what I have
con 4D+1, deduction 4D, per- to do. But you're a man. You
suasion 4D+l, research 5D, wouldn't understand."
search 4D+l , sneak 4D+l,
teaching: archaeology SD GREECE
MECHANICAL 3D+l For a lover of antiquities,
Beast riding: horse 4D+l, Greece was and is a little slice
vehicle piloting: wheeled 4D of heaven. Here, one of the
TECHNICAL 3D+2 greatest civilizations in the his-
First aid 4D tory of the world flourished for
Fate Points: 7 almost a thousand years, leav-
Equipment: Archaeology ing behind monuments and
tools mythology that are timeless. It
Description: To Indy, she is to here that Indiana Jones
is known as "Lady Ice" - cool and Dorian Belecamus come
and detached and seemingly - he, seeking knowledge and
unapproachable. But in truth, adventure; her, seeking a king-
Dorian Belecamus is a woman dom.
with a passion for power, and Located in southeastern Eu-
she's perfectly willing to use rope on the south Balkan pen-
Indy as a pawn in an attempt insula, the vast majority ofGreek
to get it. She'll do whatever it takes to terrain is mountains. Almost a
achieve her ends, even murder. fifth of the country is made up
Dorian is quite beautiful, with dark of islands in the Aegean Sea.
eyes, thick black hair, a Mediterra- Yet this relatively small area
nean complexion, high cheekbones dominate d culture and
and long, tawny legs. She invites thought long before the rise
Indy to accompany her to Greece on of Rome.
the Delphi dig, never letting on that it Before the coming of the
is all a cover for a planned regicide of Greeks , Minoans and
King Constantine. She seduces Indy along
the way, but her true lover is Colonel Alex
Mandraki, her co-conspirator. Illustration by Loston Wallace

INDIANA JONES AND THE PERIL AT DELPHI 13


Myceneans had thrived on this land, and their ATHENS
treasures, too, are there to be found. In 1000 BC, Paris was a sculpture still being defined; Athens
Greek-speaking Achaeans, Aeolians, Ionians and was a monument ...
Dorians had settled there, forming independent - Rob MacGregor, Indiana Jones and the Peril
city-states. Eventually, their power spread to Spain at Delphi
and Asia Minor (modern day Turkey).
In the 5th century BC, Greek defeats of the Indy's first view of Greece is the city of Athens,
invading Persians ushered in a golden age. During the country's capital and home to some of its most
this time, Greek art and thought and culture famous sites. He wanders past the Acropolis and
experienced a growth unprecedented in world his- the Parthenon in company of Dorian Belecamus,
tory, and rarely equalled since. A hundred years hearing stories of their history, all the while
later, Greece was conquered by Philip II of co:rp.paring the overwhelming presence of the past
Macedon. His son, Alexander the Great, would here with the Parisian tendency to live for the
conquer much of the known world and spread present ...
Greek ideas to many lands and many peoples. The earliest known buildings on the site of
By the 2nd century BC, Greek civilization had Athens date back to the late Bronze Age, circa
largely fallen before the power of Rome. But it had 1200 BC, although it is believed that locale had
left a legacy that would attract historians and been inhabited as far back as 3000 BC. Much of the
archaeologists up to the present day. city was destroyed by the Persians in 480 BC, but
Greece in 1922 is an unsettled land. King the Athenians eventually returned to rebuild.
Constantine I was forced to abdicate in 1917 due to However, they built only military and secular
his opposition to the Allies in World War I. He structures - the ruins of the temples on the
returned to the throne in 1920, promptly launch- Acropolis were left behind, as a reminder of Per-
ing a disastrous attack on Turkey. The hideous sian atrocities.
loss of life made him unpopular within his own In years to come, the Acropolis was finally
land, and a military rebellion finally forced him to restored to its former glory, the Parthenon and
abdicate again in 1922. Erectheum were constructed (see below), and the
Characters who visit Greece will find the people city was finally connected to the port ofPiraeus by
retain their spirit, despite their setbacks. They are the parallel Long Walls, which formed a corridor
fiercely independent and determined not to be 550 feet wide.
subjugated again (they will fend off the Italians in Athens eventually fell to Rome, and the classi-
World War II and finally be occupied by the Ger- cal era ended. But the Romans, too, built upon this
mans from 1941 and 1944). And they're a people in site, including the huge Temple of Olympian Zeus
mourning, as thousands of their young men die in and the Tower of the Winds (one of the earliest
battle with the Turks and thousands more, refu- weather observatories, and Dorian Belecamus'
gees, crowd their cities. favorite site in the city).

MOLY
During Indy's trip to Greece, he hears young a healing agent and long rumored that it could
Nikos refer to garlic as "moly" and muses that it serve as protection against plague and super-
has been many years since he heard it called natural evils. Should characters travel into the
that. Thinking back, he remembers his father southern Slavic regions, they will still find many
once asking, "Get me the moly" and not knowing who believe it to be a talisman against witches,
to what he referred. His father then made him demons ... and vampires.
eat a clove of garlic a day until he discovered Indiana Jones did have one encounter with
where the reference came from. vampires that we know of (in the Young Indi-
Indy finally found it in Homer's Odyssey - ana Jones Chronicles series), so he already had
the god Hermes gives moly (garlic) to Odysseus some idea of the value of garlic, most likely. It
as protection against the enchantments of the appears in the folklore of Eastern Europe,
sorceress Circe. And, indeed, Nikos is passing it Mexico, South America and China and is one of
on to Indy for the same reason, believing this the best-known agents against vampiric enti-
new Pythia to be evil. ties. Characters traveling particularly to coun-
Garlic, a member of the lily family, has been tries like Romania would be well-advised to
used since ancient times as an herb and as a stock up on some ... you never know who you
medicine. Ithaslongbeen believed that garlic is might run into in the dark!

14 INDIANA JONES AND THE PERIL AT DELPHI


Dorian makes the observation that the most king, Erechtheus, and the Parthenon, most fa-
remarkable thing about the Acropolis is that it mous of the structures, a temple to Athena con-
still stands. In 1645, an explosion damaged the structed entirely of marble.
Propylaea, and some 40 years later, Venetians
blew up the Parthenon. Even more damage was COLONEL ALEX MANDRAKI
done in the 19th century during an uprising, so it
is something of a miracle that anything remained (DECEASED)
for Indy to view. COORDINATION 3D
Athens was only a small collection ofTurkish- Fire combat 4D+2
style buildings when it became the capital of the ENDURANCE 3D+1
kingdom in 1833. These houses and restaurants Swimming 3D+2
were situated around the Acropolis, in an area REFLEXES 2D+2
called the Plaka. This district became the core Brawling parry 3D+2, dodge 3D+2, melee com-
around which modern Athens was built. Much of bat 3D+2, melee parry 3D+1
the construction, using white marble in the classi- STRENGTH SD+ 1
cal style, occurred in the 19th century. There is an Brawling 4D+2, climbing/jumping 4D, lifting
actual street pattern, an unusual thing for an old 4D
European city, centered around parks and squares. KNOWLEDGE 2D+2
Cartography 3D+1, English language 3D+1,
THE ACROPOLIS
intimidation 4D+1, willpower 3D+2
Athens is dominated by a rocky summit called PERCEPTION 3D
the Acropolis, upon which rests the ruins of some Bribery 3D+1, con 3D+2, gambling 4D, hide
r
of the greatest temples the world has ever seen. 3D+2, interrogation 4D+l, persuasion 3D+2,
One approached it through the massive Propylea search 3D+2, sneak 3D+2
entrance, with a sloping ramp 60 feet wide and 240 MECHANICAL 2D+2
feet long leading up to the buildings. Here could be Beast riding: horse 3D+l, radio ops 3D+1, ve-
seen the Erechtheum, a huge temple containing hicle piloting: wheeled 4D
sanctuaries to Athena, P oseidon and the Athenian

IND / ANA JONES A N D T H E P ERIL A T D E LPHI 15


TECHNICAL 3D
Demolitions 3D+ 1, first aid 3D+ 1 DELPHI
Fate Points: 7 One of the most sacred sites of ancient Greece,
Special Notes: The Colonel can be accompa- Delphi has long been shrouded in mystery. North
nied by up to a dozen Greek soldiers. of the GulfofCorinth and situated on the cliffs of
Equipment: .38 revolver, damage value 4D, Mount Parnassus itself, it is a once-revered com-
ammo 6, 3-10/25/40/140; knife, damage value plex of buildings dedicated to the god Apollo. In its
STR+ lD+ 1; Mandraki also has several cars at his time, it influenced not only the religious life of
disposal, including a Pierce-Arrow. Greece, but its political life as well.
Description: Mandraki has been lovers with The most famous aspect of Delphi, of course, is
Dorian Belecamus, off and on, for some years (and the oracle. Divination was an honored tradition in
it's strongly implied in the book that he has mur- ancient Greece, with seer s predicting the future
dered a few of his rivals). Given thathe is not at all through reading entrails, the flights of birds, the
an attractive man - a rough face, short kinky drawing of lots or casting of pebbles. But the
hair, hawk nose, and a glare that frightens his method practiced at Delphi brought supplicants
subordinates into obedience - it's likely Dorian is from all over the Greek world.
with him more because of his power than anything The oracle at Delphi was a woman known as the
else. "Pythia," who was said to speak with the voice of
How much his desire to murder King Apollo. The ritual she had to follow to divine the
Constantine is motivated out oflove ofcountry and future was a complex one. First, a goat would be
how much out of lust for power isn't clear. He brought to Delphi for sacrifice. Sprinkled with cold
approves of her use oflndy as a pawn, but worries water, its shivers would indicate that the god con-
that the two may wind up getting too close. He is sented to answer questions. After the sacrifice, the
a violent man who will not hesitate to kill those Pythia would cleanse herself by bathing at a sacred
who get in his way. spring and burn a fire of laurel leaves, immersing
Mandraki is shot in the back by a king's guard herself in the smoke. She would then take her place
as he is about to kill Indy. behind a screen on Apollo's three-legged throne,
most likely located within the Temple of Apollo.

16 /NDIANA JONES AND THE PERIL AT DELPHI


A typical supplicant would have to sacrifice an saying) - and, since we don't know for certain
animal to gain admission to the temple. He would where in the complex the throne of Apollo was,
then ask his question of one of Apollo's priests. there's no way to be sure it rested near any crack
Behind the screen, the Pythia would go into a in the earth. But the Greeks and Romans did
.
~
trance and begin to make a series of cries that
constituted the answer. The s.u pplicant would not
believe that she inhaled vapors from cracks in the
rocks to make communicating with the gods easier,
be able to understand what she said - only the so who knows ... ?
priests could interpret it, and they would write it With the sheer amount of money and treasure
down (usually in verse) and give it to the suppli- resting at Delphi, some form of administration
cant. Often these responses were enigmatic, to say was needed. The result was the formation of a
the least (and, in recent years, it has been revealed council whose members were known as
that the Pythia would allow herself to be bribed to "Amphikytons," or "dwellers around." Under their
give the answers the supplicant wanted to hear). supervision, the sanctuary was declared indepen-
It was to her that military leaders (including dent of Phokia, the area in which it stood.
Alexander the Great) turned to learn if they would Over the years, Delphi lost some of its political
be victorious; to her that politicians went to chart power, but still remained a popular site for pil-
the course the nation must follow and learn which grimage as well as the Pythian Games (athletic
lands to colonize. contests second only to the Olympics in impor-
At its peak, representatives of many Greek city- tance). Finally, when the Roman Empire became
states used to meet at Delphi. Along the path Christianized, the site was plundered and left to
leading to the Temple of Apollo, many cities built fall into decay.
treasuries, small but magnificent buildings which
held offerings to be made to the god. STEPHANO S OOUMAS
THE SANCTUAR Y (DECEASED )
The Delphi complex rested on a hillside, sur- COORDINATION 2D+ l
rounded by a wall. The entrance was at the bottom Fire combat 3D
of the hill - to the right of it was a statue of a bull ENDURANCE 2D+2
on a tall pedestal; to the left, a large group of REFLEXES 2D+ 1
human figures commemorating the Athenian vic- Dodge 2D+2
tory over the Persians at the Battle of Marathon. STRENGTH 2D+ 1
Nearby was the wooden horse of Argos, honoring Brawling 2D+2
the Argive victory over the Spartans in 414 BC. KNOWLEDGE3D
Further along the path was more statuary, as Intimidation 3D+l , English language 30+1,
well as niches in which to place offerings. Then linguistics 3D+2, scholar: archaeology 5D+l,
came the treasuries, and finally, the temple of scholar: Greek history 40+2, scholar: Greek
Apollo itself. This was rebuilt three times, and we myths 4D+2, willpower 3D+l
know most about the last incarnation, built in the PERCEPTION 2D+2
4th century BC after an earthquake destroyed the Con 3D+l, deduction 3D+2, interrogation 3D+ 1,
previous one. search 30
In the novel, the Pythia sits near a crevice and MECHANICAL 2D+2
inhales mephitic gases which rise from there to be Vehicle piloting: wheeled 2D+2
able to make her prophecies. The gases rise from TECHNICAL 2D+2
the crack at lengthening intervals, each time add- Fate Points: 3
ing six minutes to the duration. The discharge Equipment: Archaeology tools; notebook
lasts about three minutes. According to myth, the Description: A fat man who waddles more
dragon Python, offspring of Gaea, the Earth god- than walks, he is barely older than Indy at the time
dess, and Poseidon, the sea god, dwelt in a cave on of the Oracle event. He is the chiefarchaeologist at
the face of Mount Parnassus and gave prophecies the Delphi dig, and a very ambitious man, willing
through priestesses. The god Apollo slew Python, to do whatever needs to be done to secure his
and threw its caracass into the fissure. The me- position and power.
phitic vapors that rise from the crack are said to be Doumas accepts the possibility that the Pythia
from the still rotting carcass of the great dragon. is about to return, but does not believe Belecamus
While this makes for a better story, there's no is her. Instead, he hopes to see her banished from
evidence that the Pythia used any artificial means Delphi, at which point he will seize control of the
to enter her trances (indeed, there's reason to Oracle and recruit a Pythia from among the village
believe she usually knew exactly what she was girls. He is killed when he falls into the crevice

IND/ANA JONES AND THE PERIL AT DELPHI 17


DELPHI

~1
~

••••••
•• •• a
.-·

18 INDIANA JONES AND THE PERIL AT DELPHI


.·: ~
•·.··
.·.·.·:-::·:.. .·.
.·:
..
:· ·:. •'.·.= .:.-:'

while struggling with Panos, another would-be Equipment: None .


chief priest of the Oracle. Description: A slender, muscular kid offifteen
Quote: "Jones, you don't belong here. If yo~ with shortpcropped hair and classical Greek facial
want to see Paris again, stay out of Greek busi- features. He is the desk clerk at his father's hotel
ness." and knows his way around the village of Delphi
extremely well.
NIKOS Nikos is very resourceful and has an insatiable
curiosity about America and plies Indy with ques-
COORDINATION 3D+l tions about life there. Nikos would gladly be of
ENDURANCE 2D+2 help to any characters who might visit the area.
Swimming 3D
REFLEXES 3D+ 1 THE ORDER OF PYTHIA
Acrobatics 4D, dodge 5D, melee combat 4D, Guardians of the ancient knowledge of the
running 4D+2 Oracle, the Order ofPythia awaits the assumption
STRENGTH 2D+l of a new Pythia, a new oracle. For over 1600 years,
Brawling 3D, climbing/jumping 2D+2 they have waited, clinging to a prophecy that
KNOWLEDGE 2D+l states the earth shall move, the Pythia shall re-
English language 3D+ 1, French language 3D+ 1, turn and a king shall visit the site. In the wake of
German language 3D+ l, scholar: Greek myths the ~arthquake and the subsequent planned visit
3D, streetwise 4D, willpower 2D+2 of King Constantine, it is easy to see why the
PERCEPTION 3D members believe Dorian Belecamus could be the
Charm 3D+2, con 4D+l, 4D, persuasion 3D+l, Pythia.
search 3D+2, sneak SD The Order's numbers have fluctuated over the
MECHANICAL 2D+2 centuries and at this time of this adventure, there
Beast riding: horse 3D+l, vehicle piloting: are only two members, Panos and Grigoris. Both
wheeled 3D are killed, and so it would seem that the Order has
TECHNICAL 2D+2 been destroyed. But Panos got his training from an
Lock picking 3D+ 1
Fate Points: 5

/ND/ANA JONES AND THE PERIL A T DELPHI 19


old man known as the "Crazy One," who still lives at the end
of the book. Who is to say he will not find others who believe
in the Return and the Order shall not live again?

PANOS (DECEASED)
COORDINATION 2D+2
ENDURANCE 3D
REFLEXES 2D+l
STRENGTH SD
Brawling 3D+2, climbing/jumping 3D+2, lifting 3D+2
KNOWLEDGE 2D+ 1
Artist: stone carving 4D+2, scholar: Greek myths 4D,
willpower 3D
PERCEPTION 2D+2
Faith : Greek gods 4D+2, persuasion 3D+ l, teaching: stone
carving 4D+2
MECHANICAL 2D+l
TECHNICAL 2D+2
Fate Points: 2
Equipmen t: None
Description: A muscular, middle-aged man with dark
curly hair and dark eyes, Panos is the chief priest of the
Order of Pythia. He and h is son, stonemasons by trade,
patiently wait for the arrival of the new Pythia. Panos
learned the secrets of Pythia from Milos, "the Crazy One," his
father-in-law.
Panos takes exception to the presence of J ones, since one of
the duties of a priest of the Oracle is to protect the Pythia from
outsiders. In the end, he's murdered by Colonel Mandraki.

G R IGORIS (DECEASED)
COORDINATION 3D
ENDURANCE 3D+ 1
REFLEXES 2D+2
STRENGTH 3D+2
Brawling 4D+l, climbing/j umping 4D+l , lifting
4D+l
KNOWLEDGE 2D+l
Artist: stone carving 4D, scholar: Greek myths
3D+l , willpower 2D+2
PERCEPTION 2D+2
F aith : Greek gods 4D+2
MECHANICAL 2D+2
TECHNICAL 2D+2
Fate Points: 2
Equipment: None
Description: A muscular young man
who looks like a younger version of his
father, Panos; curly dark hair, dark eyes,
and slim hips. Grigoris is being groomed by
his father to eventually assume leadership
of the Order of Pythia. Grigoris has a few
violent encounters with Indy, and is even- 8
tually slain by Colonel Mandraki. ~
. . . . . .ir;::::__ ~
c
s
~.=-:~(a,.,.L._~.l...........--1:;:~~~=.;,_:~!.....,111.L-~~_J j

20 I ND/ANA JONES AND TH E PERIL AT D E L PH I


SPIRIT GUIDES
We learn in this novel that Indiana Jones has out their lifetime, and at death, the spirit guide
a "spirit guide," which takes the form of an will shepherd them to the next world.
eagle. It's first seen when Indy is trapped in the Indy discovered his spirit guide the summer
Delphi crevice, battered and bruised, his life in after he finished high school. He had retw·ned
jeopardy. to the Southwest to work on his uncle's ranch
It's interesting that his spirit guide should and run into an acquaintance from years back,
make itself known so clearly in this adventure, a Navajo named Changing Man. The Native
because the ancient Greeks believed strongly in American seemed to be expecting Indy, and
them. They called theirs "daimons," intermedi- asked him ifhe was prepared to go on his "vision
ary spirits between man and the gods. Daimons quest."
might be good or evil, and a good daimon would Indy would spend two days on top of a wind-
act as a protector throughout one's life. swept mesa, without food and with only a can-
The purpose of a spirit guide is to help and teen of water. He was told to wait there until an
protect an individual, assist in spiritual devel- animal approached him, and that would be his
opment and/or provide a source of inspiration. spirit guide. Delirious from hunger, Indy was
In general, they are not believed to take on about to give up on the whole thing when an
animal forms-but among many Native Ameri- eagle landed atop his stone shelter, and the
can peoples, the idea of the spirit guide as voice of the Changing Man said in his mind, He
animal is a deep-rooted one. A person will be will always guide you.
linked to their spirit guide (or guides) through-

THE OMPHA LOS NAVEL STONES


Value: $50,000 The legend of the Omphalos presented in
Mystical: Yes Indiana Jones and the Peril at Delphi is not
Last Known Location: Chicago, IL, USA the only one known to exist. Another Greek
Description: The Omphalos is a black cone- myth states that Zeus once decided to locate
shaped rock a foot and a half long, seven inches in the center of the world. He let loose two
diameter at the base. Its composition is unclear, eagles, one from the western end of the earth,
either obsidian or iron. It is covered in thatching one from the eastern, and both alighted at
that has long since been petrified by the centuries. Delphi. In the fourth century BC, the Ompha-
The Orophalos is the power of the Delphi Oracle. los was erected here flanked by statues of two
It reportedly fell from the sky and was carried to eagles to commemorate this.
Delphi by priests of Apollo. The Omphalos is "the In fact, however, "navel stones" were a
navel of the world," and its powers continue un- fixture of Aegean religions long before the
abated no matter where in the world the stone is. Greek myths were woven. Many have been
The vapors from the Temple are believed to en- found, including three at the Delphi site. And
hance the effects of the Omphalos, but the experi- while they do mark the place as a site ofgreat
ences oflndy, Dorian and King Constantine would antiquity, none of the myths point to them as
seem to indicate they are by no means necessary. a source of the Pythia's power. That is a bit of
If a character holds the stone for more than a author's license.
few moments, he will feel a sensation of wamrth
and must make an Easy Perception roll. If he
beats the difficulty by five or less, he sees a brief
fla sh ofa future event, but only in the most general a successful vision or not, only one attempt can be
terms. Beating the difficulty by 6-10 points gives made per person per day.
Note that, if Indy's vision is to be believed, the
the user a little more information, maybe one or
two non-critical details. Beating the difficulty by Omphalos will one day be stolen from the museum
11-15 points means the user clearly sees an inci- in which it now resides.
dent or a series ofincidents that will happen in the
future. Often, these are represented in symbolic ADVEN TURE HOOKS
terms. • The curator of the Metropolitan Museum in
To prevent abuse by players, you may make a Chicago contacts the characters with disturbing
rule that, regardless ofwhether the holder has had

IND/ANA JONES AND THE P ERIL A T DELPHI


21
news: word has filtered to him that one of the legitimate expedition. In truth, they are employed
Chicago mobs is planning to steal the Omphalos. by the Italian government in a search for artifacts.
Using its power, they believe they would be able to Worse, they have found one: a vessel containing a
predict the outcome of elections, raids by Federal portion of the dragon Python's venom, stolen from
agents, etc. and extend their influence well beyond the creature before he was slain by Apollo. If
Chicago. synthesized, this could produce a poison gas that
The characters can contact Indy's old friend , would make the horrors of mustard gas seem tame
Jack Shannon, who may be able to point them in by comparison. The characters must recover the
the right direction. It seems that both the Capone vessel before it can be returned to Rome.
and Bugs Moran mobs are after the stone, both of • Other Notes: Remember that, though it is
whom were tipped by a museum employee about setback, the Order of Pythia need not be dead. The
the stone's powers. Going to the police is risky - characters might well be drawn into the search for
most of them are in Capone's back pocket- so the a new Pythia. In addition, there are, in reality,
characters will have to find a way to protect the three Omphalos at the Delphi site, so it's not a
artifact themselves. impossible that a new oracle could appear. Per-
• While visiting Athens, the characters receive a haps the characters will consult her for informa-
visit from Nikos, bearing a letter from Indy. It tion in a future adventure. This could be an excel-
seems there are some strange characters poking lent way for gamemasters to provide hints to
around the Delphi ruins, supposedly part of a players who are stuck fast over a puzzle.

22 IND/ANA JONES AND TH E PERIL AT DELPHI


CHAPTER Two

INDIAN A JONES AND


THE UNICO RN'S
LEGAC Y
Save me from the lion's mouth; for thou hast THE PYRENEES,
heard me from the horns of unicorns.
- Psalms 22:21 1924
A beautiful woman ... a strange artifact with a This mountain range, which separates Spain
deadly curse ... a murderous rival ... and the from France, is renowned in archaeological circles
mysteries of Native American mysticism. These for being the site of virtually all the known Pale-
are the ingredients ofone ofindianaJones' strang- olithic cave paintings. The range extends 270
est adventures. miles from east to west.
Although the discovery of cave paintings might
THE PLOT not seem quite as dramatic as pursuing the Ark of
1924: While on a Sorbonne-backed expedition the Covenant or ~he Holy Grail, it's no less a part
in southwestern France, Indy and art historian of Indy's chosen field. And when he traces an
Mara Rogers stumble on a cave filled with P ale- underground river and stumbles upon a cave con-
olithic art and figurines. But Professor Roland taining ancient art and figurines, he knows he has
Walcott has discovered the works as well, and tries discovered something vital and important.
to kill the two of them so only he can profit from the There are two major types of cave art, murals
treasures. Indy finally gets the drop on him, but and portable art, both of which are present in
Walcott dives into an underground river and dis- Indy's cave. Of the two, portable art is more valu-
appears, presumed dead. able from a monetary view (Walcott points out
1928: Indy and Jack Shannon travel to Utah to that you can't scrape a cave painting off the wall
study Anasazi ruins. But Shannon is kidnapped and sell it). Portable art consists of figurines and
by Walcott (who mistakes him for Indy) as part of engravings on stone, like the figure of a bear found
a plan to obtain a rare artifact, an alicorn (the horn by Walcott.
of a unicorn). Walcott intends to trade Jack/Indy Cave paintings almost always depict animals
for Mara's knowledge of the location of the horn (though the painting of a unicorn that Indy finds
and then sell the artifact to the Sicilian Mafia. But if certainly unique!) Normally, the paintings are
Mara says she'll kill Indy herself before surrender- located in extremely inaccessible places where
ing the alicorn. very few would be able to see them. Researchers
The action moves to Italy, where Indy and believe this means the paintings had some reli-
Marcus Brody manage to trick Mara using a fake gious significance and may have been the back-
alicorn. Indy returns to the Anasazi ruins, places drop to rituals involving hunting.
the horn back in the crevice in which it was found Unfortunately, cave paintings are very difficult
and seals the entrance with dynamite. ' to date. The sediments that build up in a cave
rarely reach as high as the art - the best way to

IND/ANA JONES AND THE UNICORN'S LEGACY 23


.-

~ ·:

date the art is to compare it to portable art of the research 4D+l, search 4D+l, teaching: history
same period. 4D+2
Characters visiting southwestern France or MECHANICAL 3D
extreme northern Spain might come upon previ- Vehicle piloting: wheeled 3D+l
ously unseen cave art. It might be standard fare - TECHNICAL 3D
animals or symbols - or perhaps it's something Fate Points: 4
far stranger. Humans with dinosaurs, humans Equipment: Walther P38, damage value 4D,
greeting ancient astronauts, humans worshiping ammo 8, range 3-10/25/50/150
some strange object of power . . . anything that Description: Roland is an Englishman in his
might catapult them into adventure. early 30's. At the time of the Unicorn's Legacy, he
is a portly man with a neatly trimmed goatee, fond
ROLAND WALCOTT of wearing clean , well-maintained khakis and a
blue kerchief around his neck. He walks with the
(DECEASED) air of English aristocracy.
COORDINATION 3D Walcott's association with Indy is traced back to
Fire combat 3D+2 1924 where, as a grad student at the Sorbonne,
ENDURANCE 3D Walcott led a spelunking expedition in t h e
REFLEXES 2D+2 Pyrenees. When Indy discovered a series of caves
Dodge 3D+l, running 3D with Ice Age artifacts, Walcott attempted to kill
STRENGTH3D him and Mara and take the credit for himself. Indy
Brawling 3D+2, climbing/jum ping3D+2, swim- thwarted him, but Walcott dove into an under-
ming 4D+2 ground stream and was presumed dead.
KNOWLEDGE 3D+l However, Walcott had survived. Finding air
Linguistics 3D+2, scholar: history of Western pockets between the rushing water and the stone
Civilization 4D+2, willpower 4D+l of the caves, he managed to keep himself alive
PERCEPTION 3D until the current finally deposited him outside the
Bribery 3D+2, charm 3D+l, con 4D+l, deduc- hills. Walcott returned to London and lay low for
tion 4D+l, gambling 3D+l, persuasion 3D+l, a while, then went to Rome and wound up hooking

24 INDIANA JONES AND THE UNICORN 'S LEGACY


INDIANA J ONES A ND THE U NICORN'S L EGA C Y 25
up with Mafia leader Diege Calderone. TECHNICAL 2D+2
On one hand, Walcott is a drinker and lacks Fate Points: 2
ambition, butalsoisnosy,competitive,and th1;ves Equipment: Varies. Melee weapons: club, dam-
on one-upmanship. He enjoys avoiding work, but age value STR+1D+2; knife, damage value
loves taking the credit for it. Walcott is snappish STR+lD+l; firearms: Smith & Wesson .38, dam-
and rude, with precious few principles. age value 40, ammo 6, range 3-10/25/40/140.
Walcott is shot in the back and killed by Mara Description: These men are all thugs, local
Rogers just as he is going to kill Indy and Jack ne'er do wells hired by Walcott. It is clear they are
Shannon. hired for their muscle and nastiness, not their
Quote: "You're such a kid, Jones. Too bad looks. However, their reliability is erratic, and
you're not going to get a chance to grow up." more often than not, they will look for a chance to
disobey and or tum against Walcott if they think
ROLAND ' S HENCHMEN they can get away with it.
COORDINATION 2D+2 Quote: "We can beat it out of him."
Fire combat 30+1
ENDURANCE3D MARA ROGERS
REFLEXES 2D+2 ( DECEASED)
Brawling parry 30 , dodge 30, melee combat COORDINATION SD
30+1, melee parry 30, running 30 Fire combat 30+ 1
STRENGTH SD ENDURANCE 2D+2
Brawling4D Swimming4D
KNOWLEDGE 2D+2 REFLEXES 2D+2
PERCEPTION 2D+2 Dance 30+1, dodge 30 , running 3D
Con 30, gambling 30+1, search 30, sneak 30, STRENGTH 2D+ 1
survival: desert 30 Brawling 2D+2, climbing/jumping 2D+2
MECHANICAL 2D+2 KNOWLEDGE SD
Beast riding: horse 30+1, vehicle piloting: Artist: drawing 40 +1, artist: painting 3D+l,
wheeled 30+1

26 I ND / ANA J O N ES A ND THE UNICORN ' S L EGACY


Italian language 4D+2, scholar: art history
5D+l, scholar: etiquette 3D+2, scholar: Native THE ANASAZI
American cultures 5D, survival: desert 3D+l CLIFF DWELLINGS,
willpower 3D+1 '
PERCEPTION 2D+2 1929
Charm 4D, con 3D, persuasion 3D+2, research
3D+2, search 3D, sneak 3D Indy's latest adventure brings him to south-
MECHANICAL 3D eastern Utah and the ancient cliff dwellings of the
Beast riding: horse 4D, vehicle piloting: wheeled Anasazi. A fascinating culture, the characters
3D+2 might well have occasion to explore it for them-
TECHNICAL 3D selves, so a closer look at it is in order .. .
Fate Points: 4 The area Indy visited is part of the a region
Equipment: Artist's sketch pad dubbed the "Four Corners," because it is the point
Description: Mara is a rangy, good-looking where Utah, Colorado, Arizona and New Mexico
woman with blue eyes, a heart-shaped face with meet. Characters traveling here will have to stock
high cheekbones, and blonde hair, usually tied in u~ on provisions - it's predominantly high desert,
a ponytail. with temperates ranging from 100 degrees in
Mara attended the Sorbonne at the same time summer to below zero in the winter. The floors of
~s Indy, and they came close to being romantically
the steep-sided canyons boast only scattered sage-
mvolved. But shortly after the trip to southwest- brush, cactus, and a few grasses that somehow
ern France, she departed the school to finish her manage to survive in the arid climate. The area
Ph.D. at the University of Rome. gets maybe 10 inches of rain in a whole year, and
Mara discovered the existence of the unicorn's often it comes in the form of sudden summer
horn when reading through her mother's journals. storms that produce flash floods.
The staff had been in her family for generations Yet somehow, the Anasazi (a Navajo word mean-
and had always brought woe-her father, Smitty, ing "ancient ones") managed to carve out an exist-
had eventually pawned it and it was bought by ence here. In fact, their culture was one of the most
Aguila, a Navajo. advanced in North America, outside of Mexico.
When her path crossed Indy's again, she was They built vast pueblos big enough for hundreds of
searching for the horn on behalfofDiego Calderone families and small villages here and there - by
(who had been he~ lover briefly). She was a smart, mid-1992, archaeologists had speculated that there
shrewd woman, with no qualms about stepping on were perhaps 100,000 Anasazi sites in the Four
anyone who got in her way. She's shot and killed as Corners area, and their territory encompassed
she and Diego struggle for a gun. some 25,000 square miles. The three major areas
Quote: "Take me with you. Please. There's were Chaco Canyon in New Mexico, Kayenta in
nothing for me here." northeastern Arizona, and Mesa Verde in Colo-
r ado (most of the action of the novel takes place in
the vicinity of Mesa Verde National Park).
This is an archaeological treasure trove. The
NEWS AND NOTES hot, dry climate helped preserve all sorts of arti-
1924 facts, from 1400 year old baskets to human re-
Greece proclaimed republic mains to furs and fabrics. Researchers date the
Lenin dies forebears of the Anasazi coming to the area in the
Calvin Coolidge outpolls J. W. Davis to win first century AD, and over the centuries they
US Presidency progressed from nomads to an advanced Basket
Albanian Republic founded Maker culture. (However, it's not known if all the
J. Edgar Hoover named director of the peoples who lived in the Four Corners area consid-
Bureau of Investigation (renamed the Fed- ered themselves to be all of one tribe, or even spoke
eral Bureau of Investigation in 1935) the same language. )
Ford Motor Company produces 10 mil- The Anasazi were first brought to the world's
lionth car attention in 1893, when archaeologist Richard
First Winter Olympics held Wetherill stumbled upon some Basket Maker skel-
etons in a cave in Utah (readers of the novel of
course, know that Mara Rogers' father, Smitty,
acted as guide for the Wetherill expedition). Char-
acters adventuring in this area in 1929 might
encounter not only Indiana Jones, but Charles

INDIANA JONES AND THE UNICORN 'S LEGACY 27


Lindbergh too, who was taking archaeologists on Eventually, the Anasazi abandoned much of
flights over t he area in this year. the Four Corners area. Overpopulation, fai ling
One of the major featu res of Anasazi settle- crops, drought, and a lack of wood for construction
ments was the kiua (and it's in one of these that and fires sparked them to move on, probably to the
Walcott's men imprison Mara Rogers and Jack Rio Grande area. They survived as Hopi, Zuni and
Shannon). A kiva is a "pit house," subterranean other Pueblo tribes.
chambers that were situated in the plaza of the But there is more to the Anasazi story then that.
pueblo and asssumed a ceremonial function. They They became something of a myth among Native
were religious centers and clubhouses. Each vil- Americans, and are the tribe most frequently
lage had one or more of them, with a smoke hole in connected to "ancient astronaut" stories. New,
the roof and a ladder serving as the only way in or
out. Some researchers see the kiva as represent-
ing the middle ground between the living and the NEWS AND NOTES
spirit world. 1929
The dimensions of a kiva vary, but on the Trotsky expelled from USSR
average can be assumed to be about 15 feet across Herbert Hoover inaugurated as President
and about 10 feet deep. Directly below the en- of the US
trance is the fire pit, with a block of stone set up to Serbo-Croat-Slovene Kingdom renamed
defl ect the heat, and a small ventilator shaft in the Yugoslavia
wall. Lying opposite the fire pit is a sipapu, a fist- US Stock Market crashes
sized hole in the ground representing the opening Richard Byrd and three companions fly
through the Earth, through which the Anasazis over South Pole
believed that their ancestors rose up from the Graf Zeppelin airship flies around the
underworld. world in 20 days, 4 hours, 14 minutes
Mesa Verde is considered the most spectacular St. Valentine's Day Massacre in Chicago
of all the Anasazi sites, featuring huge cliff dwell- Indiana Jones travels to Utah and em-
ings in which as many as 40,000 people once lived. barks on adventure of the Unicorn's Legacy
Most of them were built in the 11th century.

28 I NDIANA JONES AND THE UNICORN'S L EGACY


high-tech archaeological tools have discovered an Among the features of the town are a boarding
estimated 400 miles of ancient roadway - all house run by Smitty and Rosie, where Mara re-
constructed by a people without draft animals or sides temporarily; and the trading post run by an
the wheel. Strangely, all of the roads are straight old African-American named Neddie Watson.
as an arrow, going right through whatever terrain Neddie bought the Alicorn off Smitty and sold it to
was present, instead of around it. Why? In addi- Aguila.
tion, the Anasazi were known to be sky-watchers
- in the early '70s, archaeologists discovered a OSCAR SMITHERS
rock painted with a depiction of a supernova that
took place in 1054. Some structures seem to have ("SMITTY") (DECEASED)
been designed to monitor the sun's journey across COORDINATION 2D+l
the horizon during the year, the better to time the Fire combat 3D
solstices with. ENOURANCE30
REFLEXES 2D+2
LOCATIONS Dodge 3D+l , running 3D
STRENGTH 20+2
CORTEZ , COLORADO Brawling 3D+l, climbing/jumping 3D
This small town of several thousand people is KNOWLEDGE 2D+ 1
located in southwestern Colorado, and is the clos- Scholar: Ute legends 3D, survival: desert 3D,
est large community to Bluff, Utah and the site of willpower 2D+2
the Unicorn's Legacy adventure. Cortez has sev- PERCEPTION 2D+l
eral hotels, a town doctor, telegraph and rail lines, Con 3D+l, gambling 3D, hide 2D+2, search
and the usual other amenities such as stores, bars, 2D+2, sneak 2D+2
restaurants and the like. MECHANICAL 20+2
Beast riding: horse 3D+1, vehicle piloting: buck-
BLUFF, UTAH board 3D
A small village of about 200 people, site of the TECHNICAL 2D+1
planned reunion between Indy and Mara Rogers. Fate Points: 2

THE FOUR ~· coRNERS

:Hoveri Weep X
Sand Island X CORTEZ
@
X Mesa Verre
1
BLUFF .@ Upper~rand
. X Gulch 1

White Canyon x 1

UTAH .
: ·COLORADO
I
- - - - - - - - - - - - - .. - - - - - ·- - - - - - - - - - - i - - - - - .. - - - - - - - - - . - - - - - - .- - - - .-
ARIZONA
. I
I
I .
15 miles

INDI ANA JONES AND THE UNICORN 'S LEGACY 29


Equipment: .45 revolver, damage value 4D+2, ROSIE (DECEASED)
ammo 6, 3-10/15/40/140; horse and buckboard COORDINATION 2D+l
wagon. . ENDURANCE 2D+ 1
Description: Smitty is an old man, with a bald REFLEXES 2D+l
pate frame d by long strands of white hair and a Dodge 2D+2
white beard. He is Mara Rogers' father and is STRENGTH 2D+ 1
married to Rosie. KNOWLEDGE 2D+l
Smitty was the guide for the Wetherill expedi- Navajo language 3D+l, scholar: cooking 3D+2,
tion that first brought the Anasazi cliff dwellings survival: desert 3D, willpower 3D
to prominence in archaeological circles. He also PERCEPTION 2D+2
did a little prospecting, fairly successfully, but Charm 3D, persuasion 3D, search 3D+l
then began to hit the bottle. His wife, Sarah, left MECHANICAL 2D+ 1
and took young Mara with her, along with $6000 Beast riding: horse 3D, vehicle piloting: buck-
she took from Smitty's mattress. board 3D
Smitty and Mara are later reunited and he pays TECHNICAL 20+1
for much of her education, but they are never close. First aid 3D
At the climax of the adventure, we learn that Fate Points: 2
Smitty is in league with Walcott in an effort to get Equipment: None . . .
the alicorn. Description: Rosie is a NavaJO rn her m1d-
The old man dies from drinking out of a poi- forties, wearing her long dark hair in a sin?le
soned spring, joining the long list of people associ- braid. She has bronze skin, a full round face with
ated with the alicorn who perished from some form high cheekbones and dark eyes. Rosie is Smitty's
of poisoning. wife, Mara's stepmother and Aguila's
Quote : "I suppose I should've told Mara right grandaughter. . .
out what I'd done with it, but she put me on the Rosie was with Aguila when he hid the ahcorn
defensive and I got a stubborn streak." at Hovenweep. Later, at gunpoint, she leads

30 IN DIANA JONES AND THE UN I CORN'S LEGACY


Walcott to the site. During an escape attempt, MESA VERDE
Rosie is shot and killed by one of Walcott's men. Located in a forested canyon, Mesa Verde is an
Quote: "That staffhas caused much evil. It'd be Anasazi village that went undiscovered by Spanish
best if Mara just left it alone." explorers centuries before, and so was left intact. It
SAND ISLAND was finally uncovered by archaeologists in 1887 and
Sand Island is on the shores of the San Juan artifacts from there were on display at the Chicago
River, in the heart of what was once Anasazi World's Fair in 1893.
Set amid forested canyons and flat mesas, some
territory. Grand Gulch lies to the west, and Mesa of the best preserved pre-Columbian dwellings
Verde lies to the east (the latter figures more into can be found here. It was named a national park in
the adventure).
Sand Island is a just a few miles from Bluff, and 1906 and is patrolled by park police.
is home to the largest exhibition of rock art UPPER GRAND GULCH
"petroglyphs," in the American Southwest. There Rocky, hostile terrain full of rattlesnakes and
are hundreds of depictions of animals, birds, geo- other hazards, where the Wetherill expedition lost
metric shapes, and abstract symbols, dating back many of their horses. Junction Ruin, which lies
over a millennium. Some say the rock art is the key between Kane Gulch and Upper Grand Gulch, is
t.o the mystical and spiritual heritage oftheAnasazis. where Mara hid her family's journal. The Native
American mystic, Aguila, lives in Kane Gulch.
JACK SHANNON
COORDINATION 2D+2 WHITE CANYON
Fire combat 3D+ 1 Located only a few miles away from Junction
ENDURANCE3D Ruin, White Canyon, with its pueblos, is consid-
Swimming 3D+ 1 ered a special, sacred place. The canyon has sev-
REFLEXES3D eral natural stone arch bridges, among them the
Brawling parry 3D+2, dance 4D, dodge 3D+2, Katchina, Sipapu, and Owachomo bridges. The
running4D Ute Indians dwell in this vicinity.
STRENGTH 2D+2
Brawling 3D+2, lifting 3D+l HOVENWEEP
KNOWLEDGE 2D+2 Hoven weep is a valley over three miles long and
Artist: cornet 3D+2, artist: songwriter 3D, art- features many towers built by the Anasazis. The
ist: saxophone 3D, scholar: archaeology 3D, term Hovenweep is Ute for "deserted valley."
scholar: economics 4D+l, streetwise 4D Hoven weep contains a crevice that leads into an
PERCEPTION 3D underground passage, where Aguila originally
Bribery 3D+2, charm 3D+2, con 3D+2, faith: buried the alicorn. Against one wall are several
Christian 4D, gambling 4D, persuasion 3D+2, symbols, which, at the time of the summer solstice,
search 3D+2, sneak 3D+l are transfixed by beams of sunlight. When the
MECHANICAL 3D beams touch, it opens a special space to
Vehicle piloting: wheeled 4D+l "somewhere else," where the alicorn was stored.
TECHNICAL 2D+2 The beams also open this space during the autum-
First aid 3D, lock picking 3D+2 nal equinox.
Fate Points: 5 Indy returns here to seal the alicorn away
Equipment: Cornet in case; Holy Bible forever.
Description: In the years since the adventure
in Delphi, J ack has gotten married to a woman DIEGO CALDERONE
named Katrina and has a 14 month old son. He
now lives in San Francisco and works as a jazz (DECEASED)
musician. He has become involved with a Funda- COORDINATION 2D+2
mentalist Christian church and travels every- Fire combat 3D+2
where with his Bible. ENDURANCE 3D
Jack and Indy are still close friends, although REFLEXES 2D+2
his accompanying Indy on the Southwestern expe- Dance 3D, dodge 3D+l, melee combat 3D+l,
dition is more a symptom of Jack's need for a melee parry 3D+ 1
challenge in order to recharge his spirit. STRENGTH 3D
Quote: "I find it hard to believe you're running Brawling 3D+l
around the desert looking for a phantom unicorn's KNOWLEDGE 3D
horn." Business 3D+2, English language 3D+2, in-

INDIANA JONES AND THE UNICORN' S L.EGACY 31


.;.:

timidation 4D+2, scholar: etiquette 30+2, Indy to kill Mara. Instead, he kills her himself in
scholar: Italian politics 40+ 1, streetwise 30+2, a struggle. He later dies in a hail of bullets from
willpower 40 Italian soldiers when he tries to flee his estate.
PERCEPTION 3D As a "man ofrespect," Calderone is a contradic-
Bribery 3D+2, charm 40, con 4D, deduction tion. On one hand, he supports the Church, wants
30+2, faith: Roman Catholic 3D+l, gambling to see Italy great again, and wishes to remove
30+2, interrogation 40, persuasion 4D+l , Mussolini from power. On the other hand, he's a
search 30+2, sneak 3D+l gangster who has no qualms about killing people.
MECHANICAL 3D Quote: "I had to protect my interests and keep
Vehicle piloting: wheeled 3D+2 track of Mara. I'm not a fool. But now it seems I
TECHNICAL3D wasn't as vigilant as I should have been."
Lock picking 30
Fate Points: 4
Equipment: Wool suit; cane, damage value MUSSOLINI AND THE
STR+2; Pierce-Arrow car MOB
Description: Calderone is a Sicilian, nattily Diego Calderone is not the only Mafioso
dressed in a wool suit even in the hot southwestern who had it in for Mussolini. 11 Duce's ("the
climate. A handsome man with slicked-back black leader's") crackdown on the Mob in the early
hair, neatly trimmed moustache, and a black mole '20s drove many gangsters out of business,
on his cheek, Diego is a member of the Mafia and and many more to the shores of America.
a committed anti-Fascist. Distaste for Mussolini was one of the factors
Calderone and Mara met when she came to that drove the Mafia to aid the US govern-
Rome to study. He fell for both her and the concept ment in thwarting Axis sabotage and helping
of the unicorn's horn and recruited her and Walcott map out the invasion ofltaly in World War II.
both to get it for him. He intends to use its power In fact, many of the mayors and governors
to unseat Mussolini. appointed by the Allies in Italy after the
When he learns the true nature of the alicorn, invasion were Mafioso.
he wants nothing to do with it, and tries to force

32 INDIA NA JONES AND TH E UNICORN ' S L EGACY


STANDARD MAFIOSO RUNNING AGUILA
COORDINATION 3D+l Aguila is perhaps the most fascinating
Fire combat 4D character to come out of the Indy novels. He
ENDURANCE 3D+l always comes across as knowing far more
REFLEXES3D than he lets on, and the extent of his powers
Dodge 3D+l, melee combat 3D+l, melee parry is never truly revealed. But if the characters
3D+l, running 3D+l are adventuring in the American Southwest,
STRENGTH3D Aguila might well appear to give them a
Brawling 3D+2, climbing/jumping 3D+1, lifting hand.
3D+2 Remember, though, that Aguila should
KNOWLEDGE 2D+l not be used as a deus ex machina - any clues
English language 3D, intimidation 3D+2, he gives will be vague and obscure, and will
streetwise 3D+2, willpower 3D probably come in the form of visions. The
PERCEPTION 2D+2 characters may well be left wondering if the
Bribery 3D, con 3D+2, interrogation 3D+2, per- visions are "real" or not.
suasion 3D, search 3D+l, sneak 3D
MECHANICAL 2D+2
Vehicle piloting: wheeled 3D+l years old. A quiet, sometimes shy man, Aguila
TECHNICAL 2D+2 (whose name in Spanish means "eagle") is a sha-
First aid 3D, lock picking 3D man. The Utes refer to him as a "wolf," the Native
Fate Points: 2 American term for a witch.
Equipment: Dark suit; pistol, damage Aguila purchases the alicorn from Neddie
value 4D, ammo 8, range 3-10/25/50/150 Watson and hides it, then drops tantalizing clues
Description: The typical Mafioso wears a to help Mara find it. Finally, he helps Indy seal it
dark suit and an air of menace. Calderone is away again.
always accompanied by two of these thugs. Quote: "All of us have the dark and the light
within us."
STANDARD UTE
AGUILA
COORDINATION 2D+2 TRIBESMAN
ENDURANCE 3D+2 COORDINATION 2D+2
REFLEXES 2D+2 Fire combat 3D+ 1
Dodge 3D, melee combat 3D+l ENDURANCE SD+1
STRENGTH3D REFLEXES 2D+2
Brawling 3D+l Dodge 3D+1, melee combat 3D+1, running 3D+1
KNOWLEDGE 2D+2 STRENGTH3D
Divination 4D, intimidation 3D+1, English lan- Brawling 3D+l, climbing/jumping 4D
guage 3D+2, scholar: Native American legends KNOWLEDGE 2D+ 1
4D+ 1, scholar: plant lore 4D+ 1, survival: desert Intimidation 3D, survival: desert 3D
4D, willpower 3D+2 PERCEPTION 2D+2
PERCEPTION 3D+2 Con 3D+ 1, hide 3D+1, search 3D+1, sneak 3D+2
Charm 4D, con 4D+l, deduction 4D+l, faith: MECHANICAL 2D+2
Amerindian mysticism 5D, hide 4D+l, persua- Beast riding: horse 3D+ 1
sion 4D+2, search 5D, sneak 5D TECHNICAL 2D+2
MECHANICAL 2D+2 Fate Points: 2
Beast riding: horse 3D+ 1 Equipment: Knife, damage value STR+lD+l;
TECHNICAL 2D+2 Remington rifle, damage value 4D+l, ammo 6,
First aid 4D range 5-20/75/200/300; horse
Fate Points: 4 Description: The Utes are a Native American
Equipment: Medicine bag; knife, damage value tribe whose reservations are located in Utah and
STR+lD+l Colorado. They were nomadic warriors who ranged
Description: Aguila is a wiry old Navajo In- from western Colorado to eastern Utah and often
dian who (under the name of "Changing Man") warred with the Pueblos.
took Indy on his vision quest when he was eighteen A Ute, Sam, acts as guide to Mara Rogers and is

INDIANA JONES AND THE UNICORN ' S LEGAC Y 33


killed by Walcott's men. In revenge, a group of Ute At the start, it seems, the People of the Horn were
attack Walcott's camp and kill a number of his inclined to believe in unicorns and tracked the
henchmen. locations of alicorns. As of 1600, they believed
there to be at least a dozen in Europe and E ngland.
PEOPLE OF THE HORN Most of these were housed in churches and monas-
This rather bizarre organization first comes to teries and were sometimes used as pontifical staffs.
light in a letter written by Michael Ainsworth in Sometime in the mid-seventeenth century, the
1785. The group, which operated out of a mansion People of the Horn determined that the alicorns
in Mayfair, England, was dedicated to disavowing were not beneficial objects. After a certain time,
belief in unicorns. As early as 1746, they were at separated from the animal, the alicorn's powers
work debunking the notion that unicorn horns reversed themselves and became harmful to the
could ward off poison and plague. wielder. The order set out to obtain and destroy all
Ainsworth's researches into the history of the the alicorns they could, and showed no qualms
order revealed that it was founded in the twelfth about raiding treasure houses of the clergy and
century by an Arab mystic who had taken royalty to get them.
up residence in London. Finally, they stole an alicorn from St. Mark's
Cathedral in London, believing it to be the last one
. of rrwenty-Tbree
R ling Counc1l extant. This, in turn, was stolen from them by
F in: The u dB ethren . Ainsworth, who eventually came to believe that his
,:O~ lllumi~:t~eo;le
,Ail Hor~;h:[~~~
of the life had been ruined by possessing it. It was pur-
chased from Ainsworth's son by James Rogers in
Regarding t. e that perhaps s~unded and 1787, and so passed down through the generations
sorne spec~lat1~muminated.waYWe have as to Mara, cursing all who owned it with ill luck.
forebears: t~he organiz~t10~· prove this - Should the characters come into possession of
put toget er d uraentat1on ° . d to learn an alicorn, or begin a search for one, you can be
t found no oc ld be well-serve common
Ye we wou · some sure the People of the Horn will be dogging their
however, and if there lS r fold. footsteps.
about them, . them into ou
·tage to bring
hen '

34 IND/ANA JON E S AND TH E UNICORN 'S LEGA C Y


tral and southern Italy before turning its atten-
ROME, 1929 tion eastward. But social pressures and civil war
Also called the "Eternal City," Rome is the caused the republic to crumble-Julius Caesar, a
capital ofltaly and the Holy See of the Pope (who popular general and conqueror of Gaul, became
resides in Vatican City, a sovereign state within master of Rome in 48 BC and was named dictator
Rome). Rome lies on both banks of the Tiber and is for life four years later. Not coincidentally, he was
one of the world's richest cities in terms of history also assassinated in that year.
and art, as well as being a great cultural, religious In 27 BC, Caesar's grandnephew, who took the
and intellectual center. The novel's action cli- name Augustus, became the first emperor ofRome.
maxes here, as Indy and Marcus Brody join forces The empire would last for over four centuries
in an effort to con Mara and Calderone out of the under the rule of over 60 different emperors.
alicorn. The attempt fails and ends in violence. Roads were built, commerce and industry flour-
Had Indy not been there for so dire a purpose, ished, literature and the arts benefitted from ex-
though, there is plenty in Rome to hold his atten- posure to Greek culture and those of the East. At
tion. Among the sights to be seen here are the its height, Rome controlled a realm encompassing
Forum, the Colosseum, and a number of churches, Britain, present-day France and Spain, Greece,
palaces and villas. portions of Eastern Europe, present-day Turkey,
Italy in 1929 is underthe ruleofBenito Mussolini northern Africa, Egypt and the Holy Land. Fifty to
and his Fascist dictatorship. Parliament has been sixty million people dwelled within its borders.
dissolved the year before and order is enforced by Among the major sites in the city dating back to
his "Black Shirts," the forerunners of the Nazi that time are:
"Brown Shirts" who would terrorize Hitler's politi- T h e Colosseum: Also known as the Flavian
cal opponents, dissidents, and minority groups. amphitheater, much of this four-storied oval still
This particular year is noteworthy for the fact that stands. Its marble seats accomodated some 70,000
Mussolini signs a treaty with the Holy See creat- people, who flocked to the stadium to see gladia-
ing Vatican City (the Lateran Treaty). tors battle and Christians be thrown to the lions.
As with Germany and Japan, the closer one gets Circ us Maxim u s: Another stadium, renowned
to World War II, the more repressive things be- for its chariot races.
come. Indy has no trouble getting in or out of Italy Bath s of Diocletian: An ancient public bath ,
in 1929 - ten years later, when Mussolini signs its central chamber was later converted by
his pactofalliance with Nazi Germany, things will Michelangelo into the Church of Santa Maria
be quite different. degli Angeli, which Indy visits prior to the opening
Italy will prove to be the first Axis nation to fall of the Symposium on the Future of Roman Antiq-
in the Second World War, and Mussolini will be uities.
tried and executed by Italian partisans. For now, The Church .of St. Agnes: Of slightly more
though, II Duce's word is law and characters who recent vintage, this church, located on the Via di
don't know this can count on being made aware of Sant'Angnese, is built on the site upon which St.
it before they have been in Italy for very long. Agnes was martyred some 1500 years ago. The
church was built over her tomb, and Indy at one
ANCIENT ROME point attempts to take refuge in the catacombs. He
Although Roman history does not figure into discovers Mara already there and confronts both
this particular novel, a brieflook at it may be ofuse her and Calderone.
to gamemasters who wish to run their characters
through this fascinating city. Archaeologists, trea- OTHER ARTIFACTS
sure hunters and adventui-ers will all find some- There are plenty ofartifacts that the characters
thing to occupy them here. might come upon when adventuring in Rome.
Rome was founded in 753 BC on the eastern Here are only a few:
bank of the Tiber River. Legend states that its
founders were two brothers, Romulus and Remus, THE TRIDENT OF NEPTUNE
sons of Mars and a vestal virgin named Rhea Valu e: $250,000
Silvia. The two were said to have been suckled by Mystical: Yes
a she-wolf and raised by a shepherd. Shortly after Last Known Location: Rome, Italy
founding the city, Romulus slew Remus. In Roman mythology, Neptune was the god of
Rome became a republic in 500 BC and began to the sea and wielded great influence over the des-
extend its influence to other regions. It would tinies of all men, since all life is somehow tied to
enjoy great success in the Punic Wars, utterly the waters. But Neptune grew arrogant and began
destroying Carthage, and eventually master cen- to argue with the other gods over who should rule

INDIANA JONES AND THE UNICORN' S LEGAC Y 35


the land, and eventually retreated to his golden months. Although the boastful and violent god
palace beneath the waves. There he sulked, only eventually escaped, some of his essence was left
occasionally surfacing in his chariot, pulled by sea behind. The result is that the vessel has a baleful
monsters. According to legend, he then speared effect upon those who own it.
the clouds with his trident to cause flooding rains. The magic of the vessel affects all those who come
The trident is an ornate, three-pronged instru- into direct physical contact with it. It acts as an
ment decorated with engravings of various sea attack of 5D against the subjects Knowledge or
creatures. Its wielder must pay the appropriate willpower. Success means the character becomes
homage to the Lord of the Sea (usually by burning enraged and will attack the nearest person, whether
blossoms that grow by the waters in a brazier). The friend or foe. The effects last for 15 minutes.
wielder must then stand by the shoreline and
recite a prayer to Neptune and point the trident UNICORNS
toward the sky. (At the same time, a Moderate
faith: Roman mythos roll is needed.) Lightning One of the most popular creatures of mythology,
bolts will fly from the three prongs and storm unicorns are a fixture of fantasy fiction and art.
clouds will gather. Seconds later, pelting rain will According to legend, the unicorn was once wide-
begin to fall from the sky at the rate of 2-3 inches spread throughout the northern hemisphere. Its
an hour. How much of an area is hit by the storm name comes from two Latin words, unus, meaning
and how long the storm lasts should be determined one, and cornus, meaning horn.
by the gamemaster, based on how well the roll The unicorn resembled a white horse with a
succeeded. The trident is currently in the hands of single long, sharp, twisting horn protruding from
a private collector somewhere in Rome who has his forehead (although black unicorns have been
been using it to flood the vineyards of his enemies. known as well). It was a solitary animal, and
The trident's power may only be used once per unlike other hooved animals, disdained herds.
month. In the intervening time, the sea will at- Despite their gentle reputation, unicorns of
tempt to reclaim the artifact. Characters traveling legend were actually fierce and aggressive ani-
over water can expect very rough seas and possible mals, incredibly fast and deadly with their horn.
attacks by sharks, mantas, and things stranger Extremely territorial, far larger beasts would flee
still ... Flights over water will be rocked by violent rather than face the fury of the unicorn. But when
storms. men discovered that the horns were proof against
This affliction can be lifted by casting the tri- poison, the unicorn became a hunted animal.
dent back into the waters of the Mediterranean. Originally, hunters captured unicorns by stand-
ing with their backs to trees and waiting for the
THE HELMET OF DARKNESS animal to charge, then moving aside at the last
Value: $100,000 moment. The unicorn would bury its horn into the
Mystical: Yes tree trunk and then be able to be slain.
Last Known Location: No clear indication Later, or so the legends say, it was discovered
from extant legends that unicorns would become docile around virgins,
The Helmet of Darkness originally belonged to going so far as to lay their heads in the young
Hades, god of the Underworld and owner of all ladies' laps. This allowed hunters to saw off their
wealth below the ground. The Helmet shrouded horns. Left defenseless, the unicorns were easy
Hades from his enemies among the gods, whose prey for other animals, and the species became
eyes were unable to pierce the unearthly shadow extinct.
it cast.
The Helmet casts a field of darkness around its THE ALICORN
user with a radius of50 square feet. The field adds
+20 to the difficulty of all skill attempts which Value: $75,000
involve perceiving anything in the darkness. The Mystical: Yes
user is not affected by the power of the Helmet and Last Known Location: Hovenweep, Utah
can see as if in daylight. Description: The Unicorn's Horn, otherwise
known as an alicorn, resembles a staff or walking
THE VESSEL OF MARS stick of twisted, spiralled ivory and inlaid with
Value: $50,000 silver, forty-two and a halfinches long. It is capped
Mystical: Yes in silver. The Alicorn also has a silver-gilded
Last Known Location: Venice, Italy handle in the design of a double-headed eagle,
Thousands of years past, the Giants imprisoned most likely a symbol of Hittites. An inscription in
Mars, the war god, in a bronze vessel for thirteen Greek reads, "John Palaelogus, Emperor. Alicorn
good against poison."

36 INDIANA JONES AND THE UNICORN'S LEGACY


This particular alicorn was taken at the fall of Whether any other alicorns exist is not known
Constantinople in 1204 and became part of the - if they do, they may well prove to be a menace
Venetian's loot. Two centuries later, it was owned and should be hidden away from the eyes of man.
by John Paleologus, also known as John VI, Em-
peror of the East. However, it fouhd its way back ADVENTURE HOOKS
to Venice, in the possession of the Doge (mayor) of
the city, who then turned it over to the cathedral. • While travelling through the American South-
How it eventually found its way to the Rogers west, the characters see a vision of Aguila, calling
family remains~ mystery, but it stayed with them to them. When they get to Bluff, they meet the old
through the generations, possibly causing several man, who tells them that a group ofstrangers have
calamities. been nosing around the location in which Indy
The alicorn has a number of powers: buried the alicorn.
In the five centuries after it is removed from a Who are they? Treasure hunters? Spies? Gang-
unicorn, the alicorn can make the bearer resistant sters? Or misguided archaeologists? The charac-
to poison. Add +5D to the character's Endurance ters will have to find out and somehow stop them
for the purpose of resisting damage from poison. from unearthing the artifact.
The alicorn can also add to the wielder's oratori- • One of the player characters receives a wire from
cal abilities. A character grasping the alicorn and a friend, asking for help. It seems his uncle has
attempting to persuade his listeners automati- vanished in the Bluffarea while on an archaeologi-
cally receives +20 to his attempt. If he beats the cal dig.
difficulty number by enough (gamemaster's dis- When the characters investigate, they will find
cretion), his listeners will have complete faith in that associates of Diego Calderone have trailed
him and his ideas by t he time he is finished the alicorn here. They have detained the scientist
speaking. and his team for "questioning" about its location -
Unfortunately, as time went on, this alicorn as well as the location of Indiana Jones.
became cursed. Once per month, it "attacks" the To make matters worse, forces within the Fascist
wielder's Knowledge or willpower with a skill government in Italy are also on the trail of the horn.
value of 8D+l. Success can mean any one of a The characters may well find themselves trying to
number of things: the wielder makes some sort of keep the artifact away from two warring factions
bad decision; ignores posted warnings and blun- • Other Notes: As with the Order of Pythia, the
ders into danger; or succumbs to greed or some People of the Horn is very much a thriving organi-
other vice. zation. While they are focused at present on recov-
The only way the curse can be lifted off the ering alicorns, it's possible they may extend their
wielder is to either destroy the alicorn completely interest to other mystical artifacts with the poten-
(it has an Endurance of 5D) or relinquish owner- tial to cause harm. They could certainly make
ship by either giving it to someone else or burying appearances as recurring heroes/villains in the
it/hiding it in some remote location. characters' adventures.

INDIANA JONES AND THE UNI CORN' S LEGACY 37


CHAPTER THREE

INDIANA JONES
AND THE SKY
PIRATES
Terror comes from the skies . .. is plunging toward another disastrous war, they
A mysterious dirigible, sheathed in metal, a nd decide to use a faked threat of alien invasion to
protected by strange flying crescents - aircraft force the world into accepting a "benevolent" dicta-
with no visible engines! Seemingly unstoppable, torship. Making use of a massive, jet-powered
the Sky Pirates raid and ravage, stealing billions steel dirigible, the Asgard, and a squadron of
of dollars in diamonds, bonds and raw materials. similarly powered "flying discs," they succeed in
Governments are baffied; businessmen in panic; convincing the public that an alien power is strik-
and the Sky Pirates plunder at will, having yet to ing Earth. As things begin to unravel, they launch
meet their match. their most daring strike, planning to drop poison
Until they meet Indiana Jones ... gas bombs on London, Paris and Berlin.
Only Indy and his team, flying in a modified Ford
THE PLOT Trimotor, have any prayer of stopping them ...
While teaching at the University of London in
1930, Indiana Jones is approached by British DIAMOND DEATH
Intelligence for help in stopping the reign of terror
of the Sky Pirates. Their technology is seemingly
leaps and bounds ahead of what any known gov-
ernment has, and their murderous attacks have
almost paralyzed the shipping lanes. Indy forges a
"mysterious artifact" that seemingly dates back to
the time of Christ, which is then planted amidst a
diamond shipment in South Africa. The shipment
is stolen by the Sky Pirates - and the hunt begins.
Indy assembles a team of pilots, spies and
combat experts. His plan: a staged robbery of a
train - from the air! The target is another phony
artifact, and the robbery is enough to draw the
attention of the Sky Pirates- a powerful, myste-
rious organization going by the name of Enter-
prise Ventures International, Limited(EVIL). The
name is a deliberate taunt of the governments of
the world.
EVIL is the brainchild of six presumed dead
industrialists and financiers. Believing mankind

38 IND/ANA JONES AND THE SKY PIRATES


then you know starting in the middle of t he action
is a gr eat way to hold your players' interest). A
heavily ar med and armored train rattles along a
South African railroad track. Its cargo: a billion
dollars in diamonds and a "tracer." The "tracer" is
a staple of diamond shipments - the idea is that,
if the shipment were stolen, the thieves could be
tracked down when they tried to sell the "tracer."
Normally, this is something of value that cannot
be altered easily (the way that diamonds can be
cut). In this case, the "tracer" is one of the artifacts
Indy has helped to fake.
The plan to lure out EVIL works, but not in quite
the way its designers intended. The train is robbed,
but by a German strike force armed with phosgene
gas. The diamonds and tracer are stolen and the
thieves escape via U-boat and flying boat. But the
mysterious flying discs ofEVIL force the craft down,
steal the diamonds, destroy the plane and slaughter
all but one of the crew (who dies later).
This sequence is one that can be easily adapted
for your adventure. Perhaps the characters are
hired by DeBeers (the world's major diamond
mining firm) to guard a shipment going by train.
Or the characters might have some reason to rob
such a shipment (maybe it is being used to finance
an organization like EVIL).
THE TRAIN §
J::
The train carrying the diamonds consists of an u

armored car built of inches-thick steel and pierced ~"


L-~~~.....4~.::;;E2..~~---'::.::.:::~:....:::.r:~-""=---"'"'"""""' ~
with slits for machine guns. On top is a revolving
turret with a 57mm cannon. Next comes the loco- PERCEPTION 3D
motive, followed by two flatcars built up with Hide 3D+2, search 3D+2, sneak 3D+l
metal barricades and sandbags, lethal machinegun MECHANICAL 2D+2
nests. A thousand yards behind this train comes a Heavy weapons: 57mm cannon 3D+l, heavy
second one, included in which is an armored car weapons: machineguns 3D+1
with a triple-locked, chained, bolted to the floor TECHNICAL 2D+2
safe containing the bag ofdiamonds. The train was Fate Points: 1
intended for the port of Cape Town, where the Equipment: Pistol, damage value 3D+2, ammo
diamonds would be transferred to a heavy cruiser 6, range 3-10/15/40; knife, damage value STR+lD
that would continue the shipment to Amsterdam.
The Train: Speed 70 mph; END 13D+l; Pass. COLONEL HANS STUMPF
16; Crew 2. Machineguns, damage value 6D, ammo
20, range 3-100/500/1 k; 57mm cannon, damage (DECEASED)
value 8D+l, ammo 25 , range 3-400/2.5 k/4 k COORDINATION 2D+2
Fire combat 3D+ 1
TRAIN GUARDS ( 16) ENDURANCE3D
REFLEXES 3D
COORDINATION 3D+l Dodge 3D+2
Fire combat 4D+ 1 STRENGTH 2D+2
ENDURANCE 3D+ 1 KNOWLEDGE 3D+ 1
REFLEXES3D Espionage 4D, intimidation 4D, scholar: tactics
Dodge 3D+2, melee combat 4D 4D+l, willpower 3D+2
STRENGTH 3D+l PERCEPTION 3D+l
KNOWLEDGE3D Deduction 4D, hide 3D+2, search 3D+2, sneak
Intimidation 4D, streetwise 3D+2, willpower 4D
3D+l

/NDIANA JONES A N D THE SKY PIRATES 39


40 /NO/ANA JONES ANO THE SKY PIRATES
MECHANICAL 3D Intimidation 4D+2, linguistics 5D, scholar: ar-
TECHNICAL 3D chaeology 5D+2, willpower 4D+2
Demolitions 3D+2 PERCEPTION 3D
Fate Points: 5 Deduction 3D+2, research 4D+2, teaching: ar-
Equipment: Luger, damage value 4D, ammo chaeology 4D+2
8, range 3-10/25/40; field glasses; radio MECHANICAL 2D+2
Description: Colonel Stumpf is the leader of TECHNICAL 2D+2
the German assault team that attacks the dia- Fate Points: 2
mond train. His men operate with precision and Equipment: Wheelchair
efficiency, indicating that Stumpf is probably an Description: Dr. Pencroft is Chairman of the
effective commander. He is killed when EVIL Department of Archaeology at the University of
hijacks the diamonds. London, and has been for more years than most
Quote: "Smoke! Two grenades! Schnell!" people can remember. He is an elderly man and
now confined to a wheelchair, and Indy remarks to
GERMAN ASSAULT TEAM himself how the years have taken their toll on
Pencroft. But the gruff, aged man remains ex-
(12) tremely sharp and maintains an obvious respect
COORDINATION 3D+2 for Indy.
Fire combat 4D+1, thrown weapons 4D+ 1 Quote: "I'm out of tea and brandy and at my age
ENDURANCE 3D+1 that's more important to me than this conversa-
REFLEXES 3D+1 tion that seems to have no end to it."
Dodge 4D, melee combat 4D+l
STRENGTH 3D+ 1 "THOMAS TREADWELL"
KNOWLEDGE3D
Intimidation 4D, willpower 3D+l COORDINATION 3D+l
PERCEPTION 3D+l F ire combat 4D
Hide 4D, search 4D, sneak 3D+2 ENDURANCE3D
MECHANICAL 3D REFLEXES3D
TECHNICAL 2D+2 Dodge 3D+2, melee combat 3D+l
Fate Points: 1 STRENGTH3D
Equipment: Pistol, damage value 3D+2, ammo Brawling 3D+2
6, range 3-10/15/40; knife, damage value STR+ lD; KNOWL.E DGE 3D
grenades, damage value 4D+2; phosgene gas, dam- Espionage 4D, intimidation 3D+2, willpower
age value !OD; gas masks; body armor, END+lD 3D+2
PERCEPTION 3D
Bribery 3D+l, charm 3D+l, con 3D+l, deduc-
THE ARTIFACTS tion 4D, interrogation 4D, persuasion 3D+2,
The artifacts which Indy participates in creat- search 3D+2
ing for the purposes of smoking EVIL out consist MECHANICAL 2D+2
of a small cube and a pyramid, each covered with Radio ops 3D
cuneiform writing. Indy himself does not design
the cubes, but he does provide the inscriptions.
Cuneiform is a system of writing developed NEWS AND NOTES
some 6000 years ago, probably by the Sumerians. 1930
The characters consist of wedge-like strokes, usu-
ally made on clay tablets. Indy points out that it Name of Constantinople changed to
takes a long time to translate cuneiform, and the Istanbul
fact that EVIL so rapidly discovered the inscrip- Last Allied troops leave Rhineland
tions were meaningless meant they must have Last Allied troops leave the Saar
trained archaeologists among their number. Nazis gain 107 seats in German elections
Ras Tafari becomes Emperor H aile
Selassie of Ethiopia
DR. PENCROFT Amy Johnson flies solo from London to
COORDINATION 2D+l Australia in 19.5 days
ENDURANCE2D France begins building the Maginot Line
REFLEXES 1D+2 Railroad line connecting Turkestan and
STRENGTH2D Siberia opened
KNOWLEDGE4D

I NDIANA JONES AND THE SKY PIRATES 41


TECHNICAL 2D+2 back and Jack Shannon gave him a break. Indy
First aid 3D bests him through the use of "Tiger Tears."
Fate Points: 5 Quote: "Beat it before I whack ya into da
Description: "Treadwell" (most probably an middle of next week!"
alias) is an agent of MI2, the British intelligence
agency. He recruits Indiana Jones to help trap the TIGER TEARS
men behind the Sky Pirate predations, beginning Tiger Tears is a powder created by some "chem-
with the elaborate forgery of a 2000 year old ist friends" oflndy. Stored in a small capsule and
artifact. hidden in the mouth, the Tears are released when
Quote: "I'll tell you this much from my own the capsule is bitten down on and blown into the
experience. You will always be surprised in this face of a victim. The powder causes the victim's
game." eyes to smart and tear. The effects take twelve
hours to completely fade.
THE NEST The Tears have a non-lethal damage value of
6D+2. They are effective at a range of no more than
By 1930, J ack Shannon has returned to Chicago three feet and any wound results are ignored.
and opened a blues club called "The Nest." As Tears can be used by anyone with the brawling or
owner and headliner, Shannon has finally come melee combat or missile weapons skills.
into his own as a musician, and some are already
crediting him with creating a whole new sound. INDY'S TEAM
His partners in the enterprise at one time ran a
newspaper delivery service and maintain the fleet In many oflndy's adventures, he's picked up an
of trucks. Indy makes use of the trucks and drivers ally or a sidekick somewhere along the way. In this
as part of his plan to hold-up a train. one, he needs to recruit a team ofspecialists to help
The Nest can be a worthwhile stop for characters bring the Sky Pirates down to earth. Many of these
when they are in Chicago. Shannon is more than people can be contacts or allies for player charac-
willing to help friends of Indy and has the contacts ters.
to do it. Keep in mind that Prohibition is in effect
until 1933, and there's no indication that Shannon COLONEL HARRY
is running a speakeasy. So characters will have to HENSHAW - US ARMY
careful about what they order to drink ...
INTELLIGENCE
JACK SHANNON COORDINATION 3D
See stats on page 31. Fire combat 4D
ENDURANCE 3D+ 1
MIKE PATTERSON REFLEXES3D
Brawling parry 4D, melee combat 3D+2, run-
COORDINATION 2D+2 ning 3D+l
Fire combat 3D STRENGTH3D
ENDURANCE4D Brawling 4D, swimming 3D+l
REFLEXES3D KNOWLEDGE 3D+ 1
Brawling parry 4D+ 1, dodge 4D Cartography 4D, espionage 5D, intimidation
STRENGTH4D 4D+2, photography 4D+l, scholar: current
Brawling 3D+2, lifting 4D+2 events 4D+2, scholar: world history 4D, will-
KNOWLEDGE 2D+l power 4D+l
intimidation 4D+l, street wise 4D, willpower PERCEPTION 3D+l
3D+l Charm 3D+2, con 4D, deduct ion 4D, disguise
PERCEPTION 2D+2 3D+2, forgery 3D+2, hide 4D, interrogation
Con 4D, gambling 3D, persuasion 3D+2 4D+2, persuasion 4D+2, research 4D, search
MECHANICAL 2D+2 4D, sneak 4D
Vehicle piloting: wheeled 3D+2 MECHANICAL 3D+ 1
TECHNICAL 2D+2 Navigation 4D, radio ops 4D, vehicle piloting:
Fate Points: 2 wheeled 4D
Equipment: Ill-fitting tux TECHNICAL 3D+ 1
Description: Mike is the doorman/bouncer at First aid 4D, lock picking 4D+l
the Nest, a Chicago jazz and blues club. An ex- Fate Points: 4
prize fighter, he washed out of the ring some time Equipment: .45 automatic, damage value

42 INDIANA JONES AND T HE SKY PIRATES


4D+2, ammo 8, range 3-10/15/40/150 ing in weapons and demolitions and became a
Description: Colonel Harry Henshaw is an troubleshooter for the British government, equally
officer in the United States Army, Intelligence. He at home in dark alleys and back streets as he was
is the case officer for Indy and his team. Henshaw in a cockpit. He has a razor-sharp memory, com-
is a friendly, but professional soldier, with a clear mand ofseveral languages, and is an accomplished
idea of what's expected of him. He has a somewhat hand-to-hand fighter.
dry sense of humor, usually most apparent when Cromwell speaks with a thunderous bluster
his competence or that of his men is questioned. when he's feeling impatient, which is much of the
Quote: "I never made any special claims to be time.
sane." Quote: "Indy, m'boy, it pains me to say this, but
we're going to get only one whack at that bloated
BRIGADIER WILLARD ugly out there."
CROMWELL
GALE PARKER (MIRNA ABI
COORDINATION 3D+ 1
Fire combat 5D KAHLIL)
ENDURANCE 3D+1 COORDINATION 3D+2
REFLEXES 2D+ 1 Fire combat 4D, missile weapons 4D+2, thrown
Dodge 3D, running 3D weapons 4D+ 1
STRENGTH3D ENDURANCE 3D+2
Brawling 4D, climbing/jumping 3D+2 REFLEXES 3D+1
KNOWLEDGE3D Acrobatics 4D, dance 4D+l , dodge 4D, melee
Cartography 3D+2, espionage 3D+l, intimida- combat4D+2, melee parry4D+2, running5D+l
tion 3D+2, French language 5D, German lan- STRENGTH 3D+l
guage 5D, Italian language5D,Japanese4D+2, Brawling 4D, climbing/jumping 4D+2, swim-
Russian language 5D, linguistics 4D+2, scholar: ming 5D
etiquette 3D+l, streetwise 4D+l, willpower KNOWLEDGE 3D+I
4D+l Alteration 4D, divination 4D, Latin language
PERCEPTION 3D 4D, scholar: Gypsy lore 4D+2, scholar: ancient
Bribery 3D+l, con 3D+2, deduction 4D, gam- cultures 5D, scholar: Celtic lore 4D+2, scholar:
bling 4D, hide 3D+l, persuasion 3D+2, search occult 4D+2, survival: forest 5D+l, willpower
4D 5D
MECHANICAL 2D+2 PERCEPTION 3D+l
Beast riding: horse 3D, gunnery: machine gun Charm 4D+l, con 4D+l, disguise 4D, faith:
3D+2, navigation4D+l, radioops3D+2, vehicle Wicca 4D+2, hide 4D+l, deduction 4D+l, per-
piloting: aircraft 4D suasion 4D+l, research 5D, search 4D, sneak
TECHNICAL 3D+l 5D+l, teaching: aircraft piloting 4D+2
Demolitions 5D, first aid 3D+2, vehicle me- MECHANICAL 3D+l
chanic: aircraft 5D+ 1 Beast riding: horse 4D+l, radio ops 3D+2, ve-
Fate Points: 4 hicle piloting: aircraft 4D+2, vehicle piloting:
Equipment: Colt .45 Peacemaker, damage wheeled 4D
value 4D+2, ammo 6, range 3-10/15/40/140; hip TECHNICAL 3D+2
flask filled with bourbon; cane First aid 5D, lock picking 4D
Description: A big, portly Briton with a large Fate Points: 4
handlebar moustache, who embodies the "Colonel Equipment: Colt .45 Peacemaker, damage
Blimp" stereotype, Brigadier Cromwell is a hard- value 4D+2, ammo 6, range 3-10/15/40/140
drinking, former Royal Flying Corps pilot who Description: A fiery, attractive redhead, Gale
fought in the Great War. His craft was shot down is a loner, a very competent woman of physical
by another Allied pilot in a tragic mishap, Cromwell strength and inner resolve. Her father was a
taking bullets in the arm and legs. He still sports Muslim , but she spent most of her life with her
a limp. mother, Sybil Saunders, a witch of the Wicca
He was transferred to the Royal Navy and given religion.
command of a flying boat, with orders to hunt U- Gale devoted herself to both academic and ath-
boats. Cromwell had the plane modified so that it letic pursuits, earning her doctorate in ancient
could make screaming dives at the subs and earned cultures at 24. But she also learned the ways of the
the nickname "Madman" by doing so. land and how to survive in the wilderness, along
After this experience, Cromwell was given train- with many of the secrets of Celtic lore.

INDIANA JONES AND THE SKY PIRATES 43


. ,.; Quote: ''Whoever you are, you sw·prise me. An
American, which is obvious, with a bullwhip and
speaking an ancient tongue."
. ·,
. ,•
TARKIZ BELEM
( DECEASED)
COORDINATION 20+2
Fire combat 5D, thrown weapons 4D+2
ENDURANCE4D
REFLEXES 30+2
Brawling parry 5D, dodge 4D, melee combat
4D+ 1, me lee parry 4D
STRENGTH 3D+2
Brawling 5D, climbing/jumping 4D+l, lifting
4D+2
KNOWLEDGE 2D+ 1
Espionage 3D+l, Arabic language 4D, English
language 3D+2, Farsi language 4D, Greek lan-
guage 4D+l, Hindu language 4D, Italian lan-
guage 3D, Tw·kish language 4D+l, scholar:
assassination techniques 4D+l, streetwise 5D,
survival: desert 4D, willpower 3D+2
PERCEPTI ON 30
Bribery 5D, con 4D+2, deduction 3D+2, gam-
bling 4D+l, hide 4D, interrogation 5D+l, per-
suasion 3D+ 1
MECHANICAL 3D
Beast riding: camel 4D, beast riding: horse 4D,
navigation 4D, radio ops 3D+l , vehicle piloting:
wheeled 4D
TECHNICAL 2D+2
First aid 3D, lock picking 4D+l, safe cracking
3D+l
Fat e Points: 4
Equip ment: Colt .45 Peacemaker, damage
value 4D+2, ammo 6, range 3- 10/15/40/140; four-
teen different passports; net studded with fish-
hooks, damage value 3D+2; mechanical snake
Descr iption: Tarkiz is a huge, swarthy man of
Kurdish descent. His precise nationality is not
known, although he could be an Afghan, a Turk, an
Indian, or an Iraqi. A former pro wrestler and
assassin, is an a moral killer, a blackmailer, who
smells bad and has the manners of an angry goat.
He has a voracious appetite, and seems happiest
when he's either eating or killing.
Tarkiz has something on everybody, they say,
and can get entry into anyplace from the scummi-
est dive in Singapore to the Vatican. A collector of
information, well-connected throughout the world,
Tarkiz can easily persuade certain people to "play
ball" with him. He is wanted in at least five
countries, with a list of offenses as long as his arm.
c
And yet, whenever he's arrested, he's released
~ soon after.
..
.><. A greedy, grasping individual, Tarkiz is none-
i L-....1-....&.:........:!-:.t......:;.::;_...:::s==~......,.:i.;__...:......:---:......:............:...---:........:......;,,.;,,,.;,i

44 I N D/A N A JON ES AND TH E SKY P I RATES


theless a reliable ally of Indy's. He dies saving a master of etiquette. He can get into places that
Jones, his throat torn out be an electromechanical "regular folk" cannot even approach, places like
bear. presidential or royal palaces, dictators' headquar-
Quote: "Indy, my good friend! You, me, we are ters, and such.
the only two sane people here. We leave flying to Although he is no longer a combat pilot, he still
the birds and the crazies." has the daring and love of adventure associated
with that profession. He is killed in an aerial battle
RENE FOULOIS against the Asgard.
Quote: "Coffee never won wars, my dear. But
(DECEASED) if you drink enough wine, you don't even care who
COORDINATION 3D+l wins."
Fire combat 4D+2
ENDURANCE 3D+1 JOCKO KILARNE Y
Swimming 3D+2
REFLEXES3D (DECEASED)
Dance 4D+l, dodge 3D+2, melee combat 4D, COORDINATION 3D+2
melee parry 3D+2, running 3D+l Fire combat 4D+2
STRENGTH 3D+ 1 ENDURANCE 3D+ 1
Brawling 4D+l, climbing/jumping 3D+2 Swimming 4D+1
KNOWLE DGE 3D+ 1 REFLEXES 3D+2
Business 4D+ 1, cartography 4D+1, English lan- Brawling parry 5D, dodge 4D+2, melee combat
guage 4D+l, espionage SD+2, intimidation 4D+2, melee parry 4D+l, running 4D
4D+l, linguistics 3D+2, photography 4D+l, STRENGTH 3D+2
radio ops 4D+l, scholar: current events 5D, Brawling SD, lifting 4D
scholar: etiquette SD+l, scholar: wine 5D+l, KNOWLE DGE 3D+2
streetwise4D, survival: desert4D+2, willpower Espionage 4D+2, intimidation SD+l, photog-
4D raphy 5D, scholar: antiquities 4D+2, science:
PERCEPTION 3D+ 1 geology 5D+2, science: marine biology 5D+2,
Bribery 4D+ l , charm 4D+2, con SD, deduction streetwise 6D, survival: tropical SD, willpower
4D+l, disguise 3D+2, forgery 3D+2, gambling SD
4D, hide 4D, interrogation 4D, persuasion 5D+1, P E RCEPTION 3D+2
search 4D+l, sneak 3D+2 Charm 4D+l, con SD, deduction 5D, disguise
MECHANICAL 3D+ 1 4D+l, gambling 4D, interrogation 5D, persua-
Heavy weapons: .30 machinegun 4D+1, naviga- sion 5D+l, research 5D, search SD, sneak 4D
tion 3D+2, vehicle piloting: aircraft SD, vehicle MECHANICAL 3D+2
piloting: wheeled 4D Beast riding: horse 4D, heavy weapons: .30 cal
TECHNICAL 3D+ 1 machinegun 4D+ l , radio ops 4D+l, vehicle pi-
Demolitions 3D+2, first aid 3D+2, lock picking loting: wheeled SD, vehicle piloting: boat 4D+2
4D, safe cracking 4D, vehicle mechanic: air- TECHNICAL 3D+2
craft 4D Demolitions 4D, first aid 4D+2, lock picking 4D,
Fate Points: 4 vehicle mechanic: wheeled 4D+2
Equipment: Colt .45 Peacemaker, damage F ate Points: 4
value 4D+2, ammo 6, range 3-10/15/40/140; a Equipment: Camera; taxicab
dozen different passports, shar p clothes Descr iption: J ocko is a huge Jamaican with a
Description: Rene Foulois is a tall, slender heavy beard, who speaks with a melodious British
man with a whipline moustache. Cultured, charm- accent. He is physically very powerful and has
ing, graceful, and handsome, Rene is the darling of extensive connections in the New York under-
the international set. world. When Indy meets him, he is employed by
Rene was a pilot in the Great War, flying for the American Museum of Natural History (al-
France. He shot down 40 German aircraft, and though he may well have been in the employ of the
became a national hero. After the war, he joined government the whole time).
the French Foreign Legion, serving in the espio- Jocko is a well-educated man with degrees in
nage branch as a special secret agent. Using the geology and marine biology. He is a qualified
legal and profitable cover organization of the In- deep-sea and skin diver, and knows judo, jujitsu,
ternational Wine Consortium, Ltd., Foulois' area and karate. He was also taught close combat by
of operations is the entire world. the Ghurkas.
Foulois is skilled in social and diplomatic graces, Jocko is missing and presumed dead in the

IND/ANA JONES AND THE SKY PIRATES 4S


EVIL-sparked explosion of the ferry Barclay. TECHNICAL 3D+ 1
Quote: "That was quite a technique. I admire First aid 4D+2
efficiency. A net studded with fishhooks. Very Fate Points: 4
original." Equipment: Stovepipe hat; buckskins; .44 pis-
tol, damage value 4D+2, ammo 6, range 3-10/15/
JOSE SYME CHINO 40/140
COORDINATION 3D+l Description: Jose is a member of the High
Fire combat 5D Council of the Acoma Indians. Jose can either be a
ENDURANCE 3D+2 warm, friendly man, or a deadly enemy, depend-
Swimming 4D+ 1 ing on who he is dealing with.
REFLEX.ES SD+ 1 Jose, or "Joe" as he prefers to be called, has a
~elee combat 5D+l, melee parry 4D+2, run-
degree in geology from the University of Montana,
nmg 4D meteorology and atmospherics from UCLA and
STRENGTH4D agriculture from Texas A&M. He was also A&M's
Brawling 4D+2, climbing/jumping 5D, lifting heavyweight boxing champ for four years.
4D+2 Joe is well-acquainted with the Indian situa-
KNOWLEDGE 3D+ 1 tion in the Acoma area, including doings among
Intimidation 4D+2, Acoma language 5D, Na- the Navajo and Zuni tribes. He provides Indy with
vajo language 5D, scholar: agriculture 5D+2 valuable information regarding"Sky City" and the
science: atmospherics 5D+2, science: geolo~ EVIL base there.
5D+2, science meteorology 5D+2, survival: Quote: "If the old chiefs could see me now ... the
desert 5D+l, willpower 5D closer we get to the sun, the colder it gets. They
PERCEPTION 3D+l would believe the world was mad."
Cha~m 3D+l, con 4D+2, deduction 4D+2, per- FORD TRIMOTOR
suasion 3D+l, research 5D+l, search 4D+2,
sneak 4D+2 The Ford Tri motor is an extremely dependable,
MECHANICAL SD+ 1 durable, and versatile machine, popular in the
Beast riding: horse 4D+ 1, vehicle piloting: 1930's. Designed for civilian use, the Trimotor
wheeled 4D+l nonetheless was used by the US Army Air Force,

46 IND/ANA JONES AND THE SKY PIRATES


armed with machineguns and bombs, and flown in airbase at which Indy and his team are headquar-
actual combat conditions all around the world. tered. The Committee for Action meets here.
The Trimotor is heavily modified for Indy's use.
The engines are Pratt and Whitney Wasps, proto- DOMINIC CARBONI
types that convert horsepower to thrust which COORDINATION 2D+2
doubles the craft's rate ofclimb. (The plane reaches Fire combat 3D+2
a maximum of 29,000 feet in the novel.) Long- ENDURANCE 2D+2
range fuel tanks enable the plane to go up to 1500 REFLEXES 2D+2
miles without refueling. Melee combat 3D+l, melee parry 3D
All available types of engine instruments and STRENGTH 2D+2
flight instruments, including the latest gyroscopic Brawling 3D+1
devices for navigational headings and the artifi- KNOWLEDGE 2D+l
cial horizon, are installed. Also included is an Air Business 3D+2, intimidation 3D, streetwise
Direction Finder which allows the pilots to home 3D+l
in on r adio broadcast stations and weather sta- PERCEPTION 2D+2
tions from hundreds of mile away. Other features: Bribery 30+1, con 3D+l, interrogation 3D+l,
first-aid kits, high altitude gear, fire extinguish- persuasion 3D+l, search 3D+l
ers, an electric galley, water tanks, additional MECHANICAL 2D+2
booster magnetos and spark plugs, fuel funnels, Vehicle piloting: wheeled 3D+l
mooring ropes and stakes, tool kits, an emergency TECHNICAL 2D+2
starting crank (in case the electrical system fails), Lock picking 3D
and parachute flare holders and firing tubes which Fate Points: 3
can be activated from either the cockpit or the E quipment: Expensive suit; k nife, damage
cabin. value STR+lD; Smith & Wesson .38, damage
Primary weaponry includes two forward .30 value 5D+2, ammo 6, range 3-10/25/40/_140
caliber machineguns, as well as two placed where Description: Dominic is a gangster m Dayton
the baggage compartments had been. Beneath the Ohio, owner of Del Vecchio's, a classy Italian
wings are mounted three rockets apiece. External restaurant. Carboni is a front for a more powerful
fuel tanks beneath the wings were replaced with underworld figure, and Indy's means of relaying
rocket-launching pods. Outer casings were the the message to EVIL that he has the artifact.
same size as the fuel tanks, but the front ends saw Dominic is always accompanied by two or three
the metal replaced with multi-layered thick can- of his ''boys."
vas. Prior to ignition of the solid-fuel rocket mo- Quote: "The sooner the better, Professor. In
tors, a small charge blows apart the frangible nose fact, if it's sooner, you get to live longer."
cone and the aft covering of the pod, so the rockets
can fire forward without interference.
The full explosive charges had been removed DOMINIC'S GOONS
from the warheads of the rockets, and repla~ed COORDINATION 2D+2
with a smaller charge around which white phos- Fire combat 4D
phorous was packed. To add to the incendiary E NDURANCE3D
effect, the casing around the warhead made of REFLEXES 2D+2
magnesium. It's these rockets that finally bring Dodge 3D+l, intimidation 3D+l, melee combat
down the EVIL zeppelin. 3D+1, melee parry 3D, running 3D+2, streetwise
4D+l, willpower 3D
Ford Trimotor: Speed 170 mph; max. alti- STRENGTH 2D+2
tude 30,000 feet; Pass 13; Crew 2; END 17; .30 Brawling 3D+l
caliber machineguns (4), damage value 6D+2, KNOWLEDGE 2D+l
ammo 20, range 3-100/500/1 k; rockets (6), damage PERCEPTION 2D+2
value 9D+2, range 100-1 k/2.5 k/4 k Bribery 4D, con 3D, gambling 3D+1, interroga-
tion 3D+l, persuasion 3D, search 3D+l, sneak
DAYTON, OHIO 3D
Located in southwestern Ohio on the Great MECHANICAL 2D+2
Miami River, Dayton is a port and trading hub ~s Vehicle piloting: wheeled 3D+2
well as an aviation center. Shortly after their TECHNICAL 2D+2
successful flight at Kitty Hawk, the Wright broth- Lock picking 3D+1
ers returned here and established an aircraft plant. Fate Points: 2
Dayton is also home to Wright Field, an Army Equipment: Thompson submachinegun, dam-

INDIANA JONES AND THE SKY PIRATES 47


age value 5D+2, ammo 30, range 5-10/20/50175; DR. FILIPO CASTILANO
assorted melee weapons COORDINATION 3D+2
COMMITTEE FOR ACTION Fire combat 5D+l
ENDURANCE3D
(CFA) Swimming4D
The CFA is a group of representatives from REFLEXES 3D+ 1
select nations all over the world, whose purpose is Brawling parry 3D+2, dance 4D, dodge 4D+2,
to work quietly behind the scenes in order to escape artist 3D+2, melee combat 4D, melee
maintain worldwide status quo. parry 4D, running 4D
The membership includes: STRENGTH 3D+ I
Pytor Buzau, head of the Romanian Secret Police Brawling 4D+l, climbing/jumping 4D
Thomas Treadwell, British Intelligence KNOWLEDGE 3D+ I
Fili po Castilano of the Vatican, Business 5D+l , espionage 6D, intimidation 5D,
but representing Italy English language 4D+2, linguistics 4D+l,
Eric Svensen, Sweden scholar: ancient civilizations 5D+ 1, scholar:
Sam Chen, China antiques 5D+1, scholar: etiquette 5D, streetwise
Yoshiro Matsuda, Japan 4D+2, willpower 4D+2
Jacques Nunguesser, France PERCEPTION 3D+l
George Sabbath, United States Bribery 4D+2, charm 5D, con 5D, deduction
Vladimar Mikoyan, Russia 4D+2, disguise 5D+l, faith: Roman Catholic
Antonio Morillo, Venzuela 5D+l, forgery 4D+2, interrogation 5D, persua-
Tandi Raigarh, India sion 5D, research 5D+l, search 4D, sneak 5D
Rashid Quahir ah, Egypt MECHANICAL 3D+l
Beast riding: horse 4D, radio ops 4D+2, vehicle
NEW YORK, NEW piloting: wheeled 4D+l
TECHNICAL 3D+2
YORK First aid 4D+1, lock picking 5D
Fate P oints: 4
The largest city in the nation, New York City is Equipment: Foppish clothes; silk handker-
located on New York Bay, at the mouth of the chief; Walther P38, damage value 4D, ammo 8,
Hudson River. It consists of five boroughs: Man- range 3-10/25/50/150.
hattan, the Bronx, Queens, Brooklyn and Rich- Description: Filipo is a former Italian Secret
mond. It's the biggest port in the US, the trade Service agent, now a member of the Six Hundred
center, the financial center, and a major tourist of the Vatican, a secret organization sworn to
attraction. serve the Church (see below).
The list of attractions in NYC is a long one: the His full official name and title is Dr. Filipo
Empire State Building, for many years the world's Castilano PhD, an antiquities investment coun-
tallest building (note that the building was built in selor for museums throughout the world, director
1930-31, so adventures set before that should not of the Office of Research and Confirmation for
feature it); Yankee Stadium; Ebbets Field; the Antiquity Investments, Ltd. What people do not
Statue ofLiberty; Central Park; Broadway. Player know is that Fili po is also a secret member of the
characters are just as likely to visit New York City Board of Governors for the American Museum of
for its educational and research opportunities. It's Natural History in New York, as well as being an
home to the American Museum of Natural His- Advisor to th e Vatican.
tory, the Metropolitan Museum of Art, the New Clad in striped pants, cummerbund and vest,
York P ublic Library, Columbia University, and and topped with an Italian silk jacket, Fili po plays
many others. Note that some well-known land- the role of a fop to the hilt. He comes across as
marks - such as Lincoln Center - did not exist completely non-threatening.
during the period in which Indiana Jones adven- Naturally, it is all a ruse. Filipo is a pr?fes-
tures are set, and others (such as the Museum of sional, a competent, deadly agent for the Vatican.
Modern Art and the Whitney Museum of Ameri- He has a strong secret working relationship with
can Art) only opened in the 1929-1931 period. Thomas Treadwell ofBritish Military Intelligence.
Filipo is sent to Rennes-le-Chateau under the
pretext of investigating reports that th~ area has
some tie to Christ's history. In fact, he is there to
investigate the Sky Pirates case and is the man
who fingers Konstantin Cordas as being still alive

48 IND/ANA JONES AND T HE SKY PI RA T ES


Rennes-le-Chateau. Given that both of these loca-
THE SIX HUNDRED tions are exposed in the adventure, it is reasonable
to assume they have been abandoned. No one
This group consist of600 operatives hand- knows where EVIL may strike next.
picked by the Pope to serve the Vatican and Its leaders refer to themselves as the "Group of
the Holy Church. They are privy Six" - six wealthy industrialists, financiers and
to many of the secrets of the even a drug kingpin who believe the
Church and their names are not Froni: The R . world would fare
recorded on any list. To: The Bav u~ng Council ofTw far better un-
Consider the Six Hundred to W arian Cell enty-Tbree der their rule.
be a cross between clerics, secret dr e have heard r Their first step
agents and artifact hunters.
They travel the world, often
hunting down treasures that
le;_d, but. we have n:ors of the Six 1i
We :n the Identities of as Yet been able
see ar~ forced to adrn~ny of their numb 0
ur was to hire six
people to imper-
sonate them ,
might have some significance tic ~si.rnpenetrabJe pit that their seer er. down to major
to the Church and keeping
them out of secular hands. As r:
D. miraculous ele~ erthap.s there is am ecy
lScovering m en to 1t? Ys-
plastic surgery
and dental work
is obvious from this adven- rnnction ore about h ·
a Par sand w_ho its me ow this grou These impostors
ture, they are not above work- brethamo~t ob1ective ti. rnbers are should bP were then sent on a

~ :::r:e:n:1:n:E•iur~o~p:e~.••o•r•a•ll•o•u•r•il~Ju~m=in:a:t:~J
ing with secular governments
for the greater good of all. e plane trip,
panied by accom-
family
members of the
------------------ GroupofSix, friends
and most likely the power behind EVIL. Filipo's of theirs from across Europe, and great publicity.
fate is unknown - it's speculated that EVIL may And then the plane was blown to pieces .. .
have grown suspicious and disposed of him. Six of the wealthiest and most powerful people
Quote: "The history of the Church, the history in the world, now believed dead. Free to assume
before the Church, the histories before anyone other identities, free to plot and plan, safe from the
even thought of any kind of temple! It's all there, prying eyes of the world . . . ..
it has always been there!" With access to advanced systems of the mili-
tary, of science and engineering and flight, faking
EVIL AND THE alien spacecraft was simplicity itself. The govern-
ment and the military was never fooled - they
GROUP OF SIX realized quickly that the "alien weapons" were
much the same as their own - but the public was
Enterprise Ventures International, Limited another matter. And it was public terror that
(EVIL) is a worldwide organization dedicated to the EVIL was counting on.
conquest of the globe. Making use of prototype Although they suffered a grievous setback in
technology and seemingly unlimited resources, they the adventure of the Sky Pirates, EVIL was not
mount an assault on all nations with equipment destroyed. Their goals remain the same, and their
that almost seems alien in origin. Only through the ability to achieve them not too severely dimin-
efforts ofIndiana Jones and his hand-picked team of ished by their failure in this operation.
professionals - and with great sacrifice - is the
organization stopped. And even then, its leaders KONSTANTIN LEBLANC
escape, leaving open the possibility they will strike
another day (see the mini-adventure, ''The Revenge CORDAS (ALIAS HALVAR
of EVIL" later in this book). GRIFFIN)
Although their acronym may seem a little too COORDINATION 3D
obvious, they should not be underestimated and Fire combat 4D
make excellent continuing foes for the characters. ENDURANCE 3D+ I
Their purpose is to blackmail the world into accept- Swimming 3D+1
ing their rule, and they are not above wiping out REFLEXES 2D+2
major cities to achieve their aims. N othingis beyond Dance 4D, running 3D
them; and, ifmoney can buy it or science can develop STRENGTH 2D+2
it, no weapon or technology is out of the~ reach. Brawling4D
EVIL is known to have branches m several KNOWLEDGE 3D+ I
cities in the world, though their headquarters in Business 6D, espionage 5D, intimidation 4D,
this novel were in the Chateau at Blanchfort and English language 5D+2, French language 5D+ 1,

INDIANA JONES AND THE SKY PIRATES 49


Russian language 5D+ 1, linguistics 4D, scholar: Artist: singer 5D, business 5D, espionage 4D+2,
anthropology 4D+ 1, scholar: current events 5D, Danish language 5D+l, English language 6D,
scholar: etiquette 5D, scholar: history 5D, French language 5D, linguistics 4D+2, scholar:
scholar: psychology 4D+2, willpower 4D+l antiquities, scholar: etiquette 5D+l, willpower
PERCEPTION 3D+ 1 5D
Charm 5D, con 5D, disguise 4D+ 1, forgery 4D+2, PERCEPTION 3D+l
gambling 4D, interrogation 4D, persuasion 5D, Charm 5D, con 5D, deduction 4D, disguise 5D+ 1,
sneak 3D+l forgery 4D, interrogation 4D, persuasion 5D+ 1,
MECHANICAL 3D research 5D, search 4D+2, sneak 4D
Beast riding: horse 4D+ 1, vehicle piloting: MECHANICAL 3D
wheeled 4D+2 Beast riding: horse 3D+2, vehicle piloting:
TECHNICAL 3D+ 1 wheeled 3D+l
Fate Points: 4 TECHNICAL 3D+ 1
Equipment: Walther P38, damage value 4D, First aid 4D, lock picking 4D
ammo 8, range 3-10/25/50/150 Fate Points: 4
Description: A billionaire many times over, Equipment: None
Konstantin LeBlanc Cordas boasts major hold- Description: Wilhelmina Von Volkman is an-
ings in Spain, Russia and France. Blessed with a other member of the Group of Six that runs EVIL.
powerful, keen, and inquisitive mind, Cordas real- She managed to infiltrate the foundation member-
ized in 1928 that the world was heading for yet ship of the American Museum of Natural History
another war. He and his best friends- all wealthy in New York.
and powerful as well-knew of the weapons being Like Konstantin, Wilhelmina's death was faked,
developed by the major powers, and the destruc- and she took the identity of the person who stood
tion they would cause, and so decided that steps in for her. Wilhelmina had been a patron of the
had to be taken to stop the war before it started. arts, helping promising students and scholars
And so, EVIL was born ... establish themselves in their respective fields.
Stopping it meant overwhelming power would "Marcia" was suspected of being a traitor by
have to be concentrated on every front, political, Indy and so her effectiveness has been compro-
military, industrial and economic. The minds them- mised. She remains at large, however.
selves ofmen would have to be controlled. And there Quote: "Are you telling us that this group,
is no more effective way to do that than fear ... whoever and whatever they are, are trying to sell
In the end, Cordas' organization would be re- us a fake that our own group, yourself, created?"
sponsible for the murders of hundreds and the
destruction of ships, trains and automobiles. It STANDARD EVIL
was only through the bravery oflndy's team that
millions more lives were saved. ASSASSIN
Cordas remains at large. COORDINATION 3D+l
Quote: "Aliens, as you put it, blasting their way Fire combat 4D, thrown weapons 4D+l
around the world ... so far, I remind you, with ENDURANCE 3D+l
spectacular effect and unstoppable fury which, I Swimming4D
assure you, we will magnify a thousandfold for REFLEXES3D
those superstitious wretches we must guide to Brawling parry 3D+2, dodge 4D, melee combat
their own future." 4D+l, melee parry 4D, running 3D+2
STRENGTH3D
WILHELMINA VON Brawling 4D, climbing/jumping 3D+2
KNOWLEDGE 2D+2
VOLKMAN (ALIAS MARCIA Espionage 3D+2, intimidation 3D+ 1, streetwise
MASON) 3D+2, willpower 3D+l
COORDINATION 3D PERCEPTION 2D+2
Fire combat 3D+2 Bribery 3D+l, con 3D+2, disguise 3D, hide
ENDURANCE3D 3D+l, interrogation 3D+l, search 3D+l, sneak
Swimming 3D+2 5D
REFLEXES 2D+2 MECHANICAL 3D
Dance 4D, dodge 3D+l, running 3D TECHNICAL 3D
STRENGTH 2D+2 First aid 3D+l, lock picking 4D
Brawling 3D Fate Points: 2
KNOWLEDGE 3D+ 1 Equipment: Walther P38, damage value 4D,

so INDIANA JONES AND THE SKY PIRATES


ammo 8, range 3-10/25/50/150; knife, damage value pelled by jet engines underneath, and is armed
STR+lD+l with machineguns. They are exremely maneuver-
Description: All of the assassins encountered able and unlike anything ever seen in the air,
so far worked for the narcotics kingpin currently except that they are definitely man-made, using
going by the name ofJohn Scruggs (his true name weapons and metals that are no different from
is unknown). It is not known how many other those in use by the major powers of the age. All of
breeds of killer EVIL may employ, although there the discs are destroyed in the novel, owing in part
is evidence their membership is international. to their difficulty in maneuvering at high alti-
tudes.
,- THE ASGARD
Flying Discs: Speed 380 mph; Pass 1; END 16;
The Asgard is the steel, jet-powered zeppelin .50 caliber machineguns (2), damage value 8D+l,
that serves as the carrier for the flying discs. The ammo 20, range 5-15/75/150; rockets (4), damage
zeppelin is kept aloft by helium and features value 9D, range 3-400/2.5k/4k
machinegun nests on the top. The zeppelin is so
large that it must be serviced on board a special
ship designed just for that purpose (which is later ACOMA (SKY CITY)
torpedoed and sunk) or within EVIL's mountain Acoma, also known as the "sky city," is located
base in New Mexico. in Cibola County, New Mexico. It is an inhabited
The zeppelin is shot down with rockets launched village on a sheer cliff that rises 357 feet above the
from the Trimotor. plains. Acoma boasts multi-roomed, three-story
The Asgard: Speed 225 mph; Pass. 80; Crew adobe houses built of mud that was carried up on
12; END 8D; machineguns, damage value 8D+ 1, human backs. Although the Sky City is still popu-
ammo 20, range 3-100/500/1 k lated, many of the Acoma live in plains villages
and return to the pueblo for ceremonies and festi-
FLYING DISCS vals.
The flying disks from the Sky Pirates adventure Centuries ago, the Spanish explorers gave the
are oval shaped, made of a bronze-like metal, with peoples of Acoma and similar villages the name
a central circula bubble glass cockpit. It is pro- "Pueblo." The name is now used for the large

0
=----·.- . : :_~. ·. _._ .

·----·.:.,. ...

c
"
..c
..
(.)

.:<

~ t<...J--_ _...L:;;.=..;.~...1---......;z::..._...1---=--=-----------------=:..._===------=~------------"""-------........

INDIANA JONES AND THE SKY PIRATES St


reservation in that same location. • Filipo Casti\ano is not dead, but he's not in great
EVIL struck a deal with the population ofAcoma, shape either. He was pursued into the Pyrenees by
ensuring them basic necessities like electric and EVIL agents, and is now lost there. The player
water in return for permission to build a large base characters get rumors of his presence in Marseilles,
set into the mountain. Unknown to.the residents, and if they are smart, they can follow his path and
however, EVIL has booby-trapped the community find him ... assuming EVIL doesn't find them first.
with explosives, so that if the govermentattempt ed • Jocko Kilarney did not die in the blast on the
to bomb the installation, the town would be de- Barclay, but actually was washed up on the French
stroyed as well. coast near Normandy. However, he has lost his
memory and is wandering the countryside like
ADVENT URE HOOKS some madman, taking refuge in an old ruined
Norman castle from the Middle Ages.
• EVIL is not destroyed, and is still pursuing its EVIL agents want him taken alive, and are now
agenda of world domination. Their latest plan
involves the attempted seizure of some Aztec arti- combing the area in search of the big man. The
facts from some ruins in Mexico, using some of the player characters hear the rumors of Jocko's sur-
locals, of Aztec ancestry, to guide and help them. vival while visiting Paris. They will need to travel
to Normandy and try to pick up the injured and
This time, it is the player characters that are traumatized man's trail.
called in front of the CFA and given the assign- The castle itself could house a rare artifact, and
ment to stop the organization. be a setting for an entire adventure. P erhaps the
For possible Aztec artifacts to use, see the
Artifacts sourcebook. castle and the artifact within are the true reasons
EVIL is nosing around the area.

52 IND/ANA JONES A ND TH E SKY PIRATES


..
.r

MINI-ADVENTURE :

THE ADVEN TURE


OF THE SECON D
HORN
The Adventure ofthe Second Horn is a three act chaeologist who was seareching for an Alicorn, a
adventure for four to eight player characters. It unicorn's horn. His killers were associates of Di-
takes the players on a wild search for another ego Calderone, a member of the Sicilian Mafia.
Alicorn, much like the one from Indiana Jones and The clues point to New York, so the characters
the Unicorn's Legacy, but with a much darker past hop a train, barely making it to the "City That
and an even more ominous power. Never Sleeps" in one piece.
The adventure utilizes locales from the three In Act Two, the characters travel to Italy to find
novels, enabling the gamemaster to run the play- an ancient catacomb believed to hold more clues.
ers through places and introduce them to people Here they encounter the People of the Horn, who
found in the books. Gamemasters who want to be are intent on finding the Alicorn and destroying it.
able to use ALL of the characters from all three Added to that are Mafia gunmen, under orders to
novels should set the adventure in September of recover the horn, at any cost.
1922. Ifthe characters fromlndianaJones and the In Act Three, the trail of the Alicorn leads to
Peril at Delphi are not needed, set the adventure Greece. The Alicorn is buried in some ruins near
in September of 1927. If the characters from Indi- the site of Delphi, and here all the characters
ana Jones and the Unicorn's Legacy aren't needed, converge for one final battle. The characters must
set the adventure in September of 1930. If none of try and recover the artifact before an earthquake
the novel characters are needed, set the adventure destroys the site forever.
in September of 1935.
Bear in mind that if only one or two characters ACT ONE: OLD
from the novel are needed, but they are listed as
dead, then "reports of their death were greatly MAN WITH A HORN
exaggerated." This will enable player characters
to utter such memorable pulp lines as
"(Gamemaster character name here)! But ... we SCENE ONE: THE
thought you were dead!"
The Adventure of the Second Horn can be used LABOR DAY
as a stand-alone adventure or as part ofan ongoing MASSACRE
World of Indiana Jones campaign.

THE MAJOR BEAT THE SITUATION


While visiting Chicago, perhaps to do some Standard. The characters are in Chicago on
research, the characters stumble onto a gangland- Labor Day, on their way to The Nest to take a
style execution. They discover that the unfortu- break from their researches and hear some blues.
nate victim was not some rival thug, but an ar- On their way there, they stumble upon a mob hit.

TH E ADVENT U RE OF TH E SECOND HORN 53


,...
-----~ - ,.. -
/
it
=----=~~~~~~~~~--=1-...)L.......::..
~ ~=::::::::::::::..~~~~~~~~~~~~_,,.c===::;::=-.~

Read aloud or paraphrase: back streets and a lleys, but let the gangsters get
An unseasonably cool wind blows off of away.
Lake Michigan on this Labor Day evening.
Somewhere, a clock's b ells chime eight pm as MOBSTERS (4)
you wander the streets of the South Side, COORDINATION 2D+2
looking for The Nest, a blues club owned by Fire combat 4D
Jack Shannon. You haven't heard Shannon ENDURANCE3D
play, but Indy h as nothing but good things to REFLEXES 2D+2
say about the man and his cornet. You look Dodge 3D+l , melee combat 3D+l , melee parry
forward to getting out of the cold night air 3D, running 3D+2
and into a warm club. STRENGTH 2D+2
Suddenly, a black sedan comes screeching Brawling 3D+l
around a corner. The barrels of several KNOWLEDGE 2D+ 1
Thompsons em erge from the windows, and Intimidation 3D+l, scholar: Chicago gangs 3D,
the guns blaze in a staccato chatter of fiery streetwise 4D+l, willpower 3D
d eath ... at someone else. PERCEPTION 20+2
A thin, innocuous-looking man is jerked Bribery 4D, con 3D, gambling 3D+l, interroga-
around like a rag doll as the lead slugs tear tion 3D+l, persuasion 3D, search 3D, sneak 3D
into him. The sound of the Tommyguns is MECHANICAL 20+2
repla ced by the h igh-pitched shriek of tires Vehicle piloting: wheeled 3D+2
burning rubber as the black sedan roars off TECHNICAL 2D+2
into the night. Lock picking 3D+ 1
Fate Points: 2
THE ACTION Equipment: Thompson submachinegun, dam-
age value 4D, a mmo 30, range5-10/20/50/75; knife,
There are four mobsters in the sedan. Some of damage value STR+lD+l; Nash Sedan, speed 150
the characters may want to hail a cab and try to mph, pass 5, END 16; snazzy suit and Fedora;
pursue. If they do so, run a car chase through the cigar

54 THE ADVENTURE OF THE SECOND H ORN


The mobsters are Mafia members, and will PERCEPTION 2D+l
drive back to a restaurant called La Trattoria, a Bribery 3D+2, con 3D+2, gambling 3D+l, per-
good fifteen minutes away from the at tack site. suasion 3D, search 3D, sneak 3D, streetwise
The victim is Professor Richard Manchester, as 5D, willpower 3D
his wallet will reveal. He is a researcher at the MECHANICAL 2D+2
University of Chicago, specializing in Greek my- Vehicle piloting: wheeled 3D+2
thology. Manchester is dying, and no skill will help TECHNICAL 2D+ 1
him. He manages to gasp out "Benny ... behind Lock picking 3D+1
Nest ... 8:30." Fate Points: 2
Equipment: Knife, damage value STR+ l D+l
I SMELL A RAT
Getting info from Benny is like pulling teeth,
If the characters decide to keep Manchester's but if the characters are persistent, they'll learn
appointment and head for The Nest, read aloud or that Manchester was searching for a unicorn's
paraphrase: horn. A friend ofBenny's in New York has a line on
You stand in the alleyway behind The Nest, where one might be found - and he'd just as soon
and you can't help but wonder if you all are share the knowledge, because the Mafia is putting
nuts or something. You can barely make out t he heat on trying to find one, too, and silence
the strains of j azz music coming from inside anyone who knows about it. (Benny's friend fig-
the building, a n d it occurs to you that you ures there's safety in numbers).
should be in t h ere , not out here in some Manchester was supposed to meet this guy at
garbage strewn alleyway with the rats. the Statue ofLiberty at midnight Tuesday. There's
Speaking of r ats, the back door opens up a midnight train from Union Station to NYC th at
and a big gorilla in a tux tosses out a thin, rat- will get the characters there in plenty of time to
faced man. "Giddouda here, ya bum!" the big make the rendezvous.
man snarls as h e lobs the thin man into a pile
of trash. "We don' need stoolies h ere, got it?"
The big m an s tops as he looks at you and
CUT To ...
realizes he's n ot alone. H and on the door- If the characters decide to take the trip, cut to
knob, h e studies y ou, but doesn't make a Scene Two, "Wake Up Call."
move.
The bouncer is Mike P atterson, an ex-heavy- SCENE TWO:
weight fighter. If the characters don't make a WAKE UP CALL
move towards him, he shakes his head and closes
the door, locking it. Should the characters make a
threatening move, he wades into them, fists flying. THE SITUATION
Standard. The characters are attacked while
MIKE PATTERSON on board the train. But not by gangsters - no, it's
See stats on page 42. the People of the Horn this time, who have already
TALKING TO THE RAT disposed of the gunmen who were on board the
train .
Benny the Rat is a known Chicago informant. The sleeping compartments on the Hudson
He's expecting a solitary, non-threatening profes- Limited sleep two people. Characters should de-
sor, not a group of seasoned adventurers. Persua· cide who is bunking with who before the action
sion and interrogation totals will be needed to pry starts. The characters can easily get bunks that
out the information he knows. are next to each other. Location of crucial equip-
ment (such as weapons) should also be noted
BENNY THE RAT ahead of time.
COORDINATION 2D+l Read aloud or paraphrase:
Fire combat 3D The Hudson Limited travels from Union
ENDURANCE 2D+2 Station Chicago to Penn Sta t ion New York. A
REFLEXES 2D+2 luxurious t r ain, it boasts a P acific locomo-
Dodge 4D, melee combat 3D+2, running 4D+l tive, mail/baggage car, four coaches, a first
STRENGTH 2D+1 class coach, dining car, two sleeping cars,
Brawling 3D+ 1 and a n observation car at the rear.
KNOWLEDGE 2D+ 1 You settle in your berths, the gentle sway-
Scholar: Chicago gangs 3D ing of t h e t rain producing a tranquilizing

THE ADVENTURE OF THE SECOND HORN SS


effect. This is certainly t h e way to travel KNOWLEDGE3D
cross country! Intimidation 4D, Arabic language 4D+2, French
Call for a Moderate Perception check. On a language 4D+2, German language 4D+2, Ital-
success, read the following: ian language 4D+2, scholar: unicorn mythos
4D+2, streetwise 3D+l, willpower 5D+2
Your sleep is interrupted by a shuffling PERCEPTION 3D
noise. Suddenly, the sliding door of your Bribery 3D+2, charm 3D+l, con 4D+l, deduc-
compartment ope ns and there stands a man tion 3D+2, disguise 3D+l, faith: the Cause
in a p instriped suit and Fedora, with a blank 4D+2, interrogation 4D, persuasion 3D+l,
stare, holding a pistol and pointing it at you. search 4D, sneak 4D+2
Characters who made their Perception rolls MECHANICAL 30+1
can go into normal rounds. There is one gangster Vehicle piloting: wheeled 4D+l
per sleeping compartment. The mobsters are all TECHNICAL30
dead men, being used as shields/decoys by the First aid 3D+1, lock picking 4D
People of the Horn . Fate Points: 2
Equipment: Knife, damage value STR+lD+l ;
PEOPLE OF THE HORN garrotte, damage value STR+lD; vial of poison
Special Notes: The Cause is not a religion,
ASSASSINS (ONE PER TWO rather it is the purpose of the People of the Horn:
CHARACTERS) to destroy all evidence of unicorns. This is such a
COORDINATION 3D deeply ingrained belief that it rivals religious faith
Fire combat 4D in terms of devotion, adherence, and as a source of
ENDURANCE 3D+l confidence and strength.
REFLEXES 3D+1 Description: Their garb does not stand out,
Dodge 3D+2, melee combat4D, melee parry 4D, but the People of the Horn all sport a tattoo of a
running 4D unicorn's head on their right arm, a few inches
STRENGTH 30+ 1 below the shoulder socket. Roughly a quarter of
Brawling 4D+l the group is female.

56 THE ADVENTURE OF THE SECOND HORN


The People fight silently, neither expecting nor does want to talk, and intends to let the characters
giving mercy. If half their number are slain, the go if they keep a cool head and cooperate.
remainder will flee, taking to the roof of the rail Giovanna wants to know what the characters
cars and attempting an escape that way. They know about the Alicorn, and who killed his men on
leave none of their wounded behind, slaying them board the train (word travels fast, especially when
swiftly before making their getaway. you have a porter in your pocket). He also wants to
The People should be played as mysterious sound out the characters and see if they might be
assassins, not sources of information. working for the Italian govenment.
A Moderate Perception or search total on one of The mob boss is no fool. He will use his own
the People reveals a slip of paper with the words Perception to see if the characters are lying to him.
"Library of Antiquities" and an address in Rome. If they seem to be telling the truth, he'll let them
Checking out the dead gangsters reveals that go with a warning to "stay away from things that
each died by being garrotted (Easy Technical or don't concern you."
first aid total). Each gangster carries a .38 and a If the characters obviously lie or refuse to an-
knife. One has two tickets to a White Sox game for swer questions, Giovanna will have his boys r ough
next week, another sports a black opal ring. them up a little.
If the characters decide to fight rather than
CUT To ... talk, the mobsters will shoot back while Giovanna
Once the attack is resolved, cut to Scene Three. makes his escape.
MOBSTERS (8)
SCENE THREE: AN Use the stats for the mobsters in Scene One.
OFFER You CAN LEO GIOVANNA
REFUSE COORDINATION 2D+2
Fire combat 4D, lock picking 3D+l
E NDURANCE3D
THE SITUATION REF LEXES 2D+2
Standard. Arriving in New York at night, the Dodge 3D+ 1, melee combat 3D+1, melee parry
characters have a run-in with the New York branch 3D, running 3D+2
of the Mafia. The mobsters attempt to "persuade" STRENGT H 2D+2
the characters to drop the case. Brawling 3D+l
Once the characters get off the train at Pennsyl- KNOWLEDGE 2D+ 1
vania Station, they will need to get to Liberty Intimidation 3D+ l , Italian language 4D+l,
Island. An Easy Knowledge or streetwise roll will scholar: New York gangs 3D+l, scholar: Mafia
reveal that the best way to do this at night is to hire lore 4D, streetwise 4D+l, willpower 4D+2
a small private boat at the Brooklyn docks. A taxi PERCEPTION 3D
(or taxis if there are more than four adventurers) Bribery 4D, charm 3D+l, con 3D, faith: Roman
is their best way to the docks. Catholic 3D+l, gambling 3D+l, interrogation
However, en route, read aloud or paraphrase 3D+l, persuasion 4D , search 3D, sneak 3D+l
the following: MECHANICAL 2D+2
As your cab g oes down a side street short- Vehicle piloting: wheeled 3D+2
cut, a heavy black sedan noses out into the TECHNICAL 2D+2
street ahead, blocking the road . Instinctively, Lock picking 3D+1
you turn and see that b ehind you, another Fate Points: 5
sedan has blocked the way you came from. Equipment: .38 Smith & Wesson, damage value
You are boxed in. 4D, ammo 6, range 3-10/25/40/140; snazzy suit
Both sedans cut t heir engines, and six m en and Fedora
with Tommyguns come out, followed b y a Description: Leo Giovanna is a Sicilian mob-
man who is obvious ly their leader. H e seems ster, in his early forties , with slicked back black
to be carrying no weapons. hair, a pencil thin moustache, and a lazy nasal
"Out of the cars, please," h e says quietly . voice. He prides himself on being a good family
''We n eed to t alk." man, a devout churchgoer, and a loyal Mafiosi, and
sees no contradiction in those things.
THE ACTION HIRING A BOAT
The important man is Leo Giovanna, a Mafia At the Brooklyn docks, a boat can be hired for
boss who runs the Brooklyn operations. He truly $20, no questions asked. An Easy Knowledge or

THE ADVENTURE OF THE SECOND HORN 57


streetwise total of 13 gets the boat, and one group going to b e able to t alk wit h whoever is out
attempt can be made every half hour. there. Are y ou afraid of h eigh ts?

CUT To ... A PRECARIOUS CLIMB


The informant, a young lady named Hilary
Once the boat has been hired, cut to Scene Four. Deor, has been hunted and hounded by the People
of the Horn. It is a testament to her resourceful-
SCENE FOUR: ness that she's made it to this point, still alive.
Intent on staying that way, she hid in the Statue
TAKING LIBERTIES until closing time, then actually crawled along the
upraised arm and is making her last stand at the
THE SITUATION torch. However, as will be seen soon, the People of
the Horn are hot on her trail.
Dramatic. T he contact awaits Professor Characters trying to make the climb must make
Manchester, or his surrogates, atop t he torch of three Moderate Strength or climbing /jumping
the Statue of Liberty. Unfortunately, the People of rolls. If any attempt is failed, the character will
the Horn have tracked her down as well and seek need a Moderate Reflexes roll in order to hold onto
to end this whole affair once and for all by killing the statue. Failure to hold on results in one very
her. message (and very fatal) splat.
Read aloud or paraphrase: Lurking atop Lady Liberty's head, near the
The hired boat churns silently thr ough crown spikes, are the People of the Horn, having
New York Harbor , on its way to Liberty Is· finally caught up with their prey, and waiting for
land. The Statue of Liberty s tan ds before the right moment to strike. Naturally, when the
you, its torch a nd h eadpiece lit up, watching characters arrive, they attack. The People use
the harbor and acting as a beacon of freedom crossbows for silence and deadliness.
and coura ge.
Disembarking from the boat, you w a lk up PEOPLE OF THE HORN
to the pedestal building and realize the door ASSASSINS (ONE PER
is locked. The island is deserted , far a s you
can tell. CHARACTER , PLUS ONE
EXTRA)
THE ACTION Use stats above.
Opening the door requires a Moderate Techni- Equipment: Crossbow, damage value STR+3D,
cal or lock picking roll. Inside, an Easy Perception range 3-101100/200/300, knife, damage value
or search total reveals numerous fresh footprints STR+lD+l; vial of poison
leading up the stairs.
When the characters climb the stairs, read HILARY DEOR
aloud or paraphrase the following: COORDINATION 3D
E NDURANCE 2D+2
At last, you reach the top of the statue, and REFLEXES 3D
stand at one of th e h eadpiece windows. The Dodge 3D+l, running 3D+2
view of New York at night is magnificent, STRENGTH 2D+2
breathtaking, and for a moment you allow Brawling 3D+l , climbing/jumping 4D
yourself to be ca u gh t up in t he beauty. Even - KNOWLEDGE 3D+ 1
tually, though, you shake your head clear, and French language 4D+2, Italian language 4D+2,
wonder just where on Earth the contact is. linguistics 4D, scholar: English literature 5D,
A Moderate Perception or search roll yields the scholar: Greek myths 4D+2, streetwise 4D, will-
following: power 5D
Irritated, your eyes sweep left and right, PERCEPTION 3D+l
looking for the alleged cont act. Suddenly, Charm 4D+2, con 4D, deduction 4D+2, persua-
you stop, eyes wide, foc using on the torch . sion 4D+ 1, research 5D, search 4D+2, sneak 4D
There's someone huddled there, on the torch MECHANICAL 3D+1
platform! You can barely make out the for m, Vehicle piloting: wheeled 3D+2
cowering near the light. It is apparent the TECHNICAL 3D+ 1
form cannot see you ... it also b ecomes appar- Lock picking 4D
ent that ther e's on ly one way that you'r e F ate Points: 2

SB THE ADVENTURE OF T HE SEC O N D HORN


Equipment: Notebook; pen; shoulder bag; .22
revolver, damage value 3D+l, ammo 6, range 3-
10/15/40/140
Descrip tion: Hilary is a young blonde in her
mid-20's, a grad student at Georgetown Univer-
sity in Washington DC. A sharp, resourceful
woman, she corresponded with Professor Manches-
ter about the presence of an Alicorn in Europe.
Unfortunately, the People of the Horn caught
wind of it, as did the Mafia.
WHAT HILARY KNOWS
In the course of her studies, Hilary discovered
some leads to an Alicorn in Italy. Details are
sketchy, but she was going to tell Professor
Manchester of a place in Rome called the Library
of Antiquities which has more information on the
horn and possibly its connection to some ancient
catacombs. She gives the characters the name
Father Giovanni Terrio of the Church of St. Paul
in Rome.
Hillary is also aware of the People of the Horn
and can give the characters information on that
group's nature and purpose.

ACT AWARDS
The Act ends with the characters realizing that
Rome is their next stop on this chase. Each char-
acter gains one Fate Point for surviving the act,
plus a second Fate Point if Hilary is rescued.

ACT TWO: WHEN


IN ROME .•• DUCK!
If the characters decide to talk to Father
Giovanni first, take them to Scene One, "Father
Knows Best." Ifthey decide to do the research first,
put them in Scene Two, "Hit The Books." If the
characters have been having too easy a time of it,
hit them with Scene Three, "Remember Us?" Ba-
sically, the first three scenes are interchangeable,
and need not be done in any particular order,
giving the gamemaster some flexibility and not
forcing the players into a linear situation.
The gamemaster should foster the fear that the
characters are being pursued by several factions,
each of which seems ruthlessly intent on acquiring
the Alicorn. Cruel gamemasters may even hint
that there isn't any evidence that the Alicorn even
exists! This could all be a hoax, or a blind for
something more sinister. Keep the air of mystery,
so that, like Indy did in Raiders of the Lost Ark,
they have to "make this up as I go along."
Read the following to the characters when they
first set foot in Rome:

THE ADVE NTU RE OF THE SECOND HORN 59


Rome, the et ernal city! Home of many a n · Little do they realize that "Father Giovanni" is an
cient ruins, church es, the Vatican , and yes, impostor, an ally of the People of the Horn.
th e city of Mussolin i and h is h enchmen. As Read aloud or paraphrase the following:
you walk the crowded , bustling str eets of The Church of Saint P aul is a smaller house
Rome, you ofte n see pairs of Black Shir t s, of worship, constructed in 500 AD, more like a
Mussolini's mus cle m en. You have t o remind chapel than a full-blown church. The interior
yourself tha t you aren 't h ere to start t r ouble dome is d ecorated w ith frescoes showing an ·
- a nd that it won't pay to under estima t e gels, d emons, and yes, unicorns. That last fact
Mussolini's th ugs. alone is enough to p erk you r interest.
If the characters attract the attention of the A young p r iest comes ou t of a side door and
Black Shirts, feel free to give the fascists a crack at smiles a t you in w elcom e. "I am F a ther
them. Assume that for purposes of actively con- Giovanni Terrio. How m ay I h elp you today
fronting a suspicious group, the Black Shirts will in t his house of God?"
travel in groups of five. For just ordinary encoun-
ter purposes, the Black Shirts will be met in pairs. THE ACTION
If the characters have questions for him, and
BLACK SHIRTS they most certainly do, he will invite them to his
COORDINATION 3D study to discuss things further. Once the charac-
Fire combat 4D+l ters mention Hilary's name and the purpose of
ENDURANCE 3D+l their visit, it will tip off the "good Father." .
REFLEXES3D F ortunately, the People of the Horn have a httle
Dodge 3D+2, melee combat 4D+l, melee parry surprise to divert and destroy would-be Alicorn
4D, running 4D hunters: a set of catacombs outside of Rome, spe-
STRENGT H 3D+ I cially rigged with traps to eliminate nosy snoops.
Brawling 4D+l, climbing/jumping 3D+2 The Father will serve wine and answer all
KNOWLEDGE3D questions as best he can. He professes interest in
Intimidation 4D+l, English language 4D, Ger- the Alicorn, and in mythology in general. In order
man language 4D, scholar: F ascist doctrine to make his story convincing, he does toss in some
4D+l, streetwise 3D+2, willpower 3D+2 information that is legitimate. Father Giovanni
PERCE PTION 3D has recently learned that a Greek Orthodox priest
Con 4D, interrogation 4D, persuasion 3D, search in Athens may have stumbled upon some informa-
3D+l, sneak 4D+2 tion about an Alicorn. The People of the Horn are
MECHANICAL3D not so plentiful that they can immediately follow
Vehicle piloting: wheeled 4D up on every lead. (However, the impostor se~s
TE CHNICAL3D nothing wrong with telling the characters about it
First aid 3D+l , lock picking 4D - after all, they will go to the catacombs first, and
Fate Points: 2 die there!)
Equipment : Club, damage value STR+1D+2; "Terrio" gives the characters directions to the
pistol, damage value 4D, ammo 8, range 3-10/25/ catacombs, telling them that the area is off-limits
50/100 to the general public because excavations have
Descript ion: The Black Shirts are the political only recently begun. However, he adds, he is cer-
musclemen of Mussolini's Fascist regime. Many are tain the characters are resourceful enough to find
little more than bullies. They are loyal to the Fascist a way inside.
cause. Adolf Hitler adopted the Black Shirt idea, The catacombs are located six miles southeast
calling them the Brown Shirts, or the SA. ofRome, located under some unearthed ruins of an
ancient Roman villa.
SCENE ONE:
FATHER GIOVANNI TERRIO
FATHER KNOWS COORDINATION 3D
BEST E NDURANCE 3D+1
REFLEXES 2D+2
Dodge 3D+l, melee parry 3D+l, running 3D+2
THE SITUATION STRENGTH 3D+l
Standard . The characters, in Rome, contact Brawling4D
Father Giovanni at the Church of Saint P aul, in KNOWLEDGE 3D+l
order to track down more leads on the Alicorn. Intimidation 4D, English language 5D+l, Ger-

60 TH E ADVENTURE OF THE SECOND HORN


man language 4D+2, scholar: Ch1istian doc-
trine 5D+ 1, scholar: mythology 4D+2, willpower
5D
PERCEPTION 3D+l
Charm 4D+l, con 3D+2, deduction 4D+2, faith:
Roman Catholic 5D+l, interrogation 4D, per-
suasion 4D+2, research 5D, search 5D, sneak
4D
MECHANICAL 3D
Vehicle piloting: wheeled 3D+2
TECHNICAL 3D+1
First aid 4D+2, lock picking 3D+2
F a te Points: 5
Equipment: Bible; crucifix
Description: "Father Giovanni" is a hearty
Italian man. The true Giovanni Terrio perished in
an auto accident while on his way to assume his
position at St. Paul's. The People of the Horn
replaced him with one of their own in an effort to
infiltrate the Church.

CUT To ...
If the characters decide to research the matter
further, cut to Scene Two. If they head straight to
the catacombs, cut to Scene Three.

SCENE TWO: HIT


THE BOOKS

THE SITUATION
Standard. This scene is filled with lots of excit-
ing ... book reading. Characters with the research
skill will find this place much to their liking. It is also
possible that some of the more scholarly types will
go here, while the rest wander about Rome a little.
If this happens, the game master should feel free to
let the characters run into the informant, featured
in Scene Four, "Vox Populi."
Read aloud or paraphrase the following:
The Library of Antiquities boasts a huge
collection of books in Italian, Latin, English,
German, Greek, and French, on every con-
ceivable aspect of ancient life. However , it is
not open to just the casual browser. Only
serious students and scholars of the past are
allowed inside.

THE ACTION
The desk librarian is a formidable man who
requires credentials of some sort from the charac-

THE ADVENTURE OF THE SECOND HORN 61


ters before allowing them a dmittance. Characters run into the Mafia already but not the People of the
with the following skills: research, or the scholarly Horn defector, cut to Scene Four. If both events
skill foci of archaeology, mythology, antiquities, have occurred already and the characters are
ancient languages, anthropology, theology, or the ready to search the catacombs, cut to Scene Five,
occult, must generate a Modera te total to convince "Ruins Weren't Built In A Day."
the librarian that they are serious students. An
attempt takes 15 minutes.
Failingthis, characters can also attempt a Moderate
SCENE THREE:
persuasion or con. This also takes 15 minutes per REMEMBER Us?
attempt. The librarian does not accept bribes, period.
Threats result in the police being summoned.
THE SITUATION
THE RESEARCH
Standard. At some point in their travels in the
Researching the Alicorn takes an hour and a Eternal City, the characters run into the Sicilian
Moder ate research total. If the attempt fails, sub- Mafia on this side of the Atlantic. They suspect that
sequent attempts are made at a cumulative +2 to there is something odd about "Father Giovanni," so
the difficulty per each new attempt. they are watching the church at all hours. Once the
There are many things that the char acters can characters have gone to the church, this scene can be
learn a bout unicorns and thei r h orns. run. Word has already arrived from the United
Gamemaster s are encouraged to pull material out States about attempts to find the Alicorn, so the
of the sourcebook that deals with unicorns, and Mafia here is on the alert and suspicious of any
also incorporate these tidbits, which hopefully will foreigners coming to visit the church.
serve as ideal red herrings. Note t hat the one real
helpful bit of information should be given as well ,
buried in the volume of unicorn lore. THE ACTION
• The coat of arms of Great Britain features a lion The action occurs on an out of the way street,
and a unicorn rampant. where the local residents know better than to
interfere with the Mafia. Windows and doors will
• There is an Irish folk song a bout the unicorn, a nd be shuttered and locked.
how it became extinct beca use it did not get on Read aloud or paraphrase the following:
board Noah's Ark. The unicorns were too busy
being silly and frolicking. As beautiful as Rome is, t h e winding old
streets can be a bit confusing. You are quite
• A constellation in the Southern Hemisphere, sure that you are headed in the right direc-
Monoceros, is reputed to represent a unicorn. tion, but if this is so, the n why don't you
Rumor has it that certain odd manifestations recognize the street? Perha ps if you asked
occur when the stars of the constellation are in the someone for directions, but it seems like
right positions. there is no one about.
•Pliny, the Roman naturalist, described the uni- No, scratch that. There is a group of men
corn as "a very ferocious beast, similar in the rest on the street, walking your way. All of them
of its body to a horse, with the head of a deer, feet w ear dark glasses, and smile in a rather
of an elephant, the tail of a boar, a deep bellowing unsettling manner. They are dressed in dark
voice, and a single black horn, two cubits in length, suits and all of them wear gloves.
standing out in the middle of its forehead." "Signor, you are very far from home," one
• Unicorns seem to pop up everywhere: in Greek of the men says. "Back in America, your in-
myth s, the Bible, Celtic lore, even the Orient. t e rference could be in some ways forgiven
a nd overlooked, after all-perhaps you were
• A group of ruins north of Delphi, Greece, has been not aware of what you w e r e s tepping into."
labelled the Temple ofPurity, and is supposed to have T he man gives an exaggerated sigh and
been a place where unicorns were seen regularly. shakes his head. "Ah, but when you come to
Naturally, that last item is the one the characters Italia, out of your way, and deliberately stick
need to continue the adventure, but they don't need your nose where it does not belong ... no, no,
to be told that. Also, the bits ofinformation certainly now that is a sign of disrespect. And we
need not be given out in the order presented above. cannot abide disrespect."
You hear the sound of m a n y switchblades
CUT To ... op e ning up. ''You have come a very long way
t o die," he whispers coldly as they advance.
If the char acters haven't run into the Mafia yet,
cut to Scene Three, "Remember Us?" If they have

62 THE ADVENTURE OF THE SECOND H ORN


MAFIA SOLDIERS (TWO hunted look, approaches you carefully. He
looks this way and that, s canning for pursu-
PER CHARACTER) ers, then comes closer , hissing, "I need to
COORDINATION 2D+2 speak with you ... privately! Please! Quick!
Fire combat 4D Before they find me!"
ENDURANCE 3D
REFLEXES 2D+2 THE ACTION
Dodge 3D+1, melee combat 3D+ 1, melee parry
3D, running 3D+2 If the characters bring him someplace quiet to
STRENGTH 2D+2 talk, continue the description.
Brawling 3D+ 1 Once in a quiet place, the man relaxes, but
KNOWLEDGE 2D+ 1 not completely. You don't n eed a degree in
Int imidation 3D+l , English language 3D+l, psychology to realize that he's filled with
scholar: Sicilian Mafia 3D, streetwise 4D+l, anxiety and fear.
willpower 3D "My name is Daniel. That is all you need to
PERCEPTION 2D+2 know," he sighs. "I am a m ember of ... w ell ...
Bribery 4D, con 3D, gambling 3D+ 1, interroga- " He removes his trenchcoat, rolls up the
tion 3D+l , persuasion 3D, search 3D, sneak 3D right sleeve of his shirt, a nd reveals a tatoo of
MECHANICAL 2D+2 a unicorn head. He nods at you gravely. "Yes,
Vehicle piloting: wheeled 3D+2 I am a member of the People of the Horn, but
TECHNICAL 2D+2 you need not fear m e . I have seen the errors
Lock picking 3D+ 1 of my fellows, and will have no part of it."
Fate Points: 2 The man sighs and s lumps a little. "I can-
Equipment: Knife, damage value STR+lD+l; not condone the killings, the break-ins, the
dark suit; sunglasses; leather gloves treachery of the People anymore. I am start-
Description: These men are Sicilian Mafia ing to even wonder why I ever wanted to
"soldiers", sent to eliminate the player characters. discourage people from believing in unicorns
They honestly believe they are doing Italy (not ... after all they do, or did, exist, the People
Mussolini) a great service. know that.
''That was our goal, y ou know: to eradicate
CUT To ... any evidence of unicorns, especially their
If the characters have not met the People of the
horns, known as Alicorns. I had been told
Horn informant, cut to Scene Four. If the charac- that the common man of today was too vul-
ters are ready to explore the catacombs, cut to gar to embrace such a pure thing ... that it
Scene Five. would be better to eliminate all traces of
those beautiful creatures by all means, fair
or foul, than to have them sullied by 20th
SCENE FOUR: Vox century man.
"But who we r e we to judge? And by engag-
POPULI ing in despicable a cts to a chieve our ends,
are we not showing that w e are the vulgar
THE SITUATION ones, the barbarians? No. No more. I will not
take part in this anymore. And I have come to
Standard. A member of the People of the Horn, make amends in some small way, by telling
unable to condone the group's actions any longer, you what I can ... and giving you something
seeks out the player characters and tries his best very special, and useful."
to help them with information . The scene can
happen at any point during this Act. The characters can ask Daniel any questions
At some point while the characters are in Rome, they wish. He knows that the Mafia is seeking an
they are accosted by a man with a desperate air Alicorn in hopes of using its power to overthrow
about him. Set the encounter in a restaurant or Mussolini. Both they and the People of the Hom
bar, or ifthe characters have a hotel room in Rome, learned ofManchester's work and both coveted the
he may initiate the encounter either in the lobby of horn.
the hotel or actually knock at the door of one of the He suggests that, like a fingerprint, each horn
characters. may be unique, with unique powers. He strongly
Read aloud or paraphrase the following: advises the characters to finish their business in
Italy and then go to Greece, possibly even to
A man, wide-eyed and unshaven, with a Delphi. He then reaches into his coat and produces

THE ADVENTURE OF THE SECOND HORN 63


a beautiful statuette or a rearing unicorn. The bureaucracies, work stoppages, and other
statue is made of electrum, an alloy of gold and trivial annoyances. Whatever the reason, it
silver. From the base to the tip of the horn, the works to your benefit. You wonder if your
statuette measures fifteen inches high. "This has ally, Father Terrio, has pulled some strings
some significance to the resting place of theAlicorn and made arrangements for you to be alone
that Manchester was researching," he says. "What with the ruins. Aren't contacts wonderful?
that significance is, I have no idea. Yes, I stole this
from my erstwhile allies. Take it, use it, and bring THE ACTION
justice."
Finally, he warns the characters to trust no one, Consult the adventure map as you run this
as the People of the Horn are strong and have eyes scene:
everywhere. And then, out of fear for his safety THE VILLA
should he stay in one place too long, he departs. The north, west, and east exterior of the walls
If you want to spice up this scene, toss a few have been exposed, and seem relatively intact.
more People of the Horn assassins at the charac- Inside the three-sided area, there are numerous
ters. They tracked Daniel down and want to kill chunks of debris, such as columns, fallen interior
him for betraying them. walls, and pieces of what must have been the villa
roof.
CUT To ... An Easy search roll reveals faint characters
Once the characters have the information, they painted on the north wall. The characters include
can move on to the catacombs. Cut to Scene Five. an anchor and a fish. A Moderate scholar: history
or faith: (any Christian sect) roll tells the character
that in the early days of Christianity, the anchor
SCENE FIVE: and the fish were symbols of the religion, much in
RUINS WEREN' T the way that the cross is today. This should be a
tip-off that whatever Roman citizen owned the
BUILT IN A DAY villa was obviously a Christian.
The eastern wall has more characters, also
requiring an Easy search roll to notice. The char-
THE SITUATI ON acters feature a crown, another fish, and a crude
Standard. The catacombs are situated six miles drawing of a unicorn. There is also a Latin phrase
southeast of the city of Rome, under the ruins of an written above a doorway that leads to a stairway
unearthed ancient Roman villa. The area is a going down into the earth. An Easy language:
People of the Horn-created trap. Latin roll translates it as, "Though we sleep now,
A pair of People of the Horn alway watch the someday we shall awaken, transformed."
ruins from a secluded spot (see the X on the Cruel gamemasters can give the character a
adventure map). After all, this place is their prop- false translation if the Latin roll is failed. Perhaps
erty. A Difficult search roll will be needed to spot a good one would be, "Though we sleep, you will be
them. A Moderate search roll of 16 reveals many transformed by us." Scare them a little and get the
footprints in the area, but then again, if these paranoia racing. They might wind up thinking
ruins have recently been excavated, then the tracks they are about to face ancient Roman vampires or
can be explained away as belonging to workmen. something just as ludicrous. Just give them the
Read aloud or paraphrase the following: "anything's possible" attitude.
You travel just six miles outside of the city DESCENT
limits ofRome, and it is as if you have stepped When the characters walk through the thresh-
into another world, a more ancient and mys- old, read the following:
terious one. Set among a few low hills is the Calling up your guts and backbone, you
exposed remains of an ancient Roman villa. step out of the surface world of the twentieth
Wooden stakes have been driven into the century and into the subterranean world of
ground and a rope is stretched out around the first.
the limits of the site, declaring the area off- The marble steps leading down into the
limits. earth seem solid enough. The smell of freshly
The area is quiet, the workmen and ar- turned earth is mingled with the musty smell
chaeologists not at work today for whatever of ancient dust, and a hint, just a hint, of a
reason. Archaeology is a slow, exacting pro- scent of the grave.
cess, sometimes subject to the whims of local

64 THE ADVENTURE OF THE SECOND HORN


ROMAN VILLA
RUINS

People of
the Horn

The Villa

Dead End Chamber


Second Chamber

Hidden Chamber-----+.,__

•.

As you descend the stairs, you realize that this place was owned by a Christian sympa-
others, probably workmen and the local ar- thizer, it could very w ell be that many believ-
chaeologists, have already walked here. Cob- ers were buried here, as well.
webs are disturbed, a few cigarette butts, The floor is packed dirt, the walls occa-
and other minor manifestations of intrusion sionally braced by stone arches and ancient
are obvious to your well-trained eye. You wooden beams. The air is musty, but breath-
cannot help but hope that there are sections able.
of the catacombs that have not been explored
yet, so that you can have the thrill and satis- FIRST CHAMBER
faction of being the first to set foot in an The halls flare open into a square chamber,
ancient Roman burial chamber. with a small stone altar, a few clay cups, and a
small wooden "X." The walls are stone, and have
The traps start now. The stairs go down about faded frescoes of angels and people, the latter
fifteen feet. At the halfway mark, the marble stair rising from their graves.
gives way, and the first person tumbles down the A Moderate scholar: archaeology roll places the
stairs. A Moderate Reflexes or acrobatics roll is items from the first or second century AD, and it
needed, or the character suffers damage of 4D. A was obviously a chapel of sorts. The wooden X is
second Moderate Reflexes or dodge roll is needed obviously an early cross, since there were numer-
to avoid a huge marble step that also tumbles ous cruciform configurations used back then.
down the staircase, threatening crushing damage Stepping outside of the chamber, two things
of6D. happen. First of all, the walls now become dotted
Once everyone is at the bottom of the stairs, with shelves, where shrouded piles of bones lie.
read aloud the following: This is obviously the beginning of the burial cata-
You finally catch your breath and look combs proper. Secondly, after the group turns the
around. It is clearly a cellar of some sort, but first corner, a pressure plate is activated and the
one with a very special purpose. The Romans roof of the first chamber collapses, sealing off the
used catacombs to bury their dead, and if exit.

THE ADVENTURE OF THE SECOND HORN 65


Removing the rubble will take one person eigh- SPIDERS (24)
teen hours to do, two people nine hours, four COORDINATION lD
people four and a half hours, six people three ENDURANCE 10+2
hours, and eight people two and a half hours. REFLEXES2D
An Easy Perception or search total reveals that
STRENGTHlD
there is a draft coming for further inside cata- Brawling 20, climbing/jumping 3D
combs. Could it be there's a second ex.i t? KNOWLEDGE2D
SECOND CHAMBER PERCEPTION 10+2
This chamber is obviously a place less used, MECHANICAL 2D
since there are cobwebs everywhere. A rickety TECHNICAL 10+2
long wooden table is set up with thirteen place Fate Points: None
settings. On the east wall is a faded old tapestry of Natural Tools: Fangs , damage valu e
the Last Supper. STR+lD+l; poison, damage value 4J? per rou~d.
A Moderate scholar: archaeology or scholar: Description: These poisonous spiders admin-
anthropology roll reveals that this was no doubt a ister their venom through their bite.
place where communions and funeral feasts were DEAD END CHAMBER
held. An Easy Perception roll shows that the This chamber is also a burial place, but obvi-
tapestry is rippling a little, as if moved by a breeze. ously for people of more influence. There are eight
However, anyone who pulls it back gets a nasty caskets here, on stone pedestals, each one with a
surprise. series of bones and burial shrouds. Each casket
A horde of spiders, "seeded" here by the People also has a pair of Roman denarii on the.skull eye
of the Horn, scurry out and attack hungrily. Als?, sockets, and a piece of beaten metal with a fish
moving the tapestry aside activates a sI?all trip device carved on it.
wire which causes a stone block to drop m place, A small pedestal holds a gold cup of great age,
sealing off the north entryway. The block requires and a bronze plate, most likely one that held
a Difficult Strength or lifting total to move. bread.

66 THE ADVENTURE OF THE SECOND HORN


The walls are covered with faded plaster fre s- Peering into t he d oorway, you see a small
coes of Biblical scenes of judgment and destruc- corridor which expan ds into a chamber.
tion. A Moderate scholar: Christianity or faith: If the characters enter, read on:
Christian roll pegs them as being from the Book of
Revelation, the last book of the Bible, and filled The chamber takes y our breat h aw ay. It is
with prophecies about the end of the world, and old, but has none of th e s tink of the long-
divine judgment. A second Moderate total informs dead. The room contains a table with an
the character that the cup and dish were probably ancient, moth-eaten , fad ed tablecloth, em-
used as some sort of communion ritual. broidere d with unicorns, crowns, an chors,
The golden cup is covered with a nearly invis- fishes, and crosses. Atop the table lies an
ible contact poison (damage value 6D). A Very ancient manuscript, a b on e, an odd-shaped
Difficult Perception or search roll reveals that the piece of a gold-silver alloy, and ... a white
gold is damp, with what seems to be a nearly horn, one foot long.
transparent, filmy, substance on it. On the wall behind t h e t able is a mural of
Behind the plaster of the south wall is a secret an angel in white, smiling ou t a t the v iewer s,
chamber. The People of the Horn failed to find it, his right hand gently st roking the mane of a
and ironically it may serve to make this whole unicorn, while his left h and holds a s word.
deathtrap worthwhile. Finding it requires actively As people would tend to say at this point, "Jack-
searching the wall for something unusual, and pot." The ancient manuscript, written in Greek, is
generating a Difficult Perception or search total. the Gospel of Matthew. A small parchment in the
manuscript reads, in Latin, "The gospel of Mat-
CUT To ... thew the Apostle, and a bone from the fingers
which wrote it." In order to read the Gospel, a
If and when the party finds the secret chamber, Moderate language: Greek roll is needed. To read
cut to Scene Six, "On the Side of the Angels." the parchment, an Easy language: Latin roll is
required.
SCENE SIX: ON And that explains the bone ... it is the middle
bone of Matthew's right index finger, a relic.
THE SIDE OF THE The odd-shaped piece of gold-silver alloy is
indeed electrum, and it fits into the base of the
ANGELS unicorn statue that Daniel gave the characters.
The key is now complete, and the statuette is
THE SITUATION ready to be used in Act Three.
The white horn, sadly, is not an Alicorn. It is
Dramatic. This hidden chamber, which es- made of plaster, and can actually be broken quite
caped the notice of the People of the Horn, contains easily. In fact .. .
useful clues for the characters. What was sup- If the horn is broken open, it reveals an ancient
posed to be a deathtrap for the heroes turns out to letter written in Greek, requiring a Moderate
actually be something useful, which just goes to language: Greek roll to read. It reads, "The Es-
show that even the villains can make a horrible sence of the pure ferocious one is called by its stars
blunder every once in a while. set to the sunrise, only then will all be made right."
When the characters find the secret entry, read Oops!
aloud or paraphrase the following: This chamber is protected, but not by earthly
Sensing that something lies beyond the means. When all four objects are picked up, the
plaster of the south wall, you excitedly t ear room begins to tremble. Anyone looking at the
at it, anxious to get to whatever it is t h a t mural is in for a shock. The face of the angel is
caught your eye. You feel a slight twinge of contorted in rage. Everyone who sees this must
regret in having to destroy the plaster and make a Moderate Knowledge or willpower roll or
the ancient art work, but you feel that what - stand there, stunned and horrified at what is an
ever lies bey ond it will b e a more than fair impossibility: an inanimate picture's face chang-
trade ... you hope. ing its features. Those who fail will stand there for
Removing the plaster exposes a plain old two rounds, gaping in amazement, awe, and fear.
wooden door. Its hinges have long since given The chamber continues to tremble, bits of the
out and, with the plaster that held it in place ceiling now falling. The hallway between chamber
now removed, it falls forward toward you. It five and six will collapse, sealing off the latter, two
strikes the floor with a boom, making you rounds after all four objects are taken off the table.
flinch. The burial chamber is also shaking, making the

THE ADVENTURE OF THE SECOND HORN 67


coffins look as if they are dancing or agitated on nate the attack and help out the toughs, the other
their own, angry at the violation of the chambers. will hop into a car and drive back to Rome to report
The hallways between chambers five and four, to his superiors.
and four and three, disgorge their dead as they
shake. This creates a hazard for anyone running. PEOPLE OF THE HORN (2)
A Moderate running total must be generated by Use stats above.
anyone travelling in those hallways. Anyone fail-
ing the roll falls into a tangle of bones and shrouds. LOCAL TOUGHS ( 12)
Each hall collapses on the second round, therefore
anyone who fails a running roll must make a COORDINATION 20+2
ENDURANCE 3D+1
second roll at 14, or suffer damage from falling
rubble. REFLEXES 2D+2
The Second Chamber (area four), with its spi- Dodge 3D+2, melee combat4D, melee parry 3D,
ders presents a further obstacle. Any spiders not running 3D+1
killed (inevitably a few scurry away during the STRENGTH 3D+1
fight), will drop on the fleeing characters. The Brawling 4D, climbing/jumping 3D+2
KNOWLEDGE3D
stone block has to be moved in three rounds, before
Intimidation 3D+2, streetwise 4D, willpower
the ceiling collapses.
The First Chamber (area three), actually ben- 3D+l
PERCEPTION 2D+2
efits from the shaking. The debris which sealed
Con 3D+2, persuasion 3D, search 3D+l
the chamber is shifted radically, and each charac-
ter must make a Moderate climbing /jumping to- MECHANICAL 2D+2
tal of 12 in order to scramble over it and race to the Vehicle piloting: wheeled 3D+l
outside hallway. The characters have two rounds TECHNICAL 2D+2
before the ceiling collapses. In addition, any sur- Fate Points: 2
viving spiders from the previous chamber actually Equipme nt: Club, damage value STR+1D+2
wind up giving chase, not wanting to let a free Description: These men are just local ne'er do
meal escape. wells, petty crooks and such. Any who are interro-
Climbing the stairs back up will be a challenge, gated claim they were hired by the two men for
as each step begins to break as soon as the second "many lira" to beat up and capture anyone who
person steps on it. A Moderate climbing /jumping came out of the ground.
roll is needed to scramble back up to the surface. The characters may wind up using the vehicles
The characters have three rounds to do this before to give chase to the fleeing People of the Horn
the stairway and the ceiling above it completely agents, which can be a very exciting proposition.
collapse. The agents simply want to get away and lose
Once on the surface, read aloud the following: himself in the chaos of Rome's streets. The charac-
ters will not be able to tail him and find out where
At last, you've made it! You cast a glance the People are meeting in Rome.
over your shoulder as you hear the dee p
rumble of the catacombs collapsing. That
was a close one! But right before you give
ACT AWARDS
yourself the luxury of relaxing, you catch Each surviving character gets two Fate Points
movement in the ruins of the villa. Suddenly, as a reward, plus the leads needed for Act Three,
a dozen m e n , locals it s eems, emerge from the final act.
various hiding places, brandishing clubs. Two
well-dressed m en walk out from another hid-
ing place, and say something in Italian. The
ACT THREE:
dozen men dra w closer. GREEK CHORUS
There are two pickup trucks, two motor- In this final act, the characters finally close in
cycles, and two sedans parked nearby, no on their goal. However, the irony is that the
doubt the vehicles that brought the men characters will be within arm's reach of the Alicorn
h ere. in the very first scene. But, they don't need to know
The two People of the Horn agents, sensing that that.
something was up and that the characters weren't Travel from Rome to Athens can easily be ac-
going to roll over and die as they had hoped, hired complished by plane or ship. Once they arrive,
a dozen local toughs to deal with any survivors. read aloud or paraphrase the following:
One of the People will remain behind, to coordi-

68 TH E ADVENTURE OF THE SECOND HORN


Rome to Athens! From one ancient city to plants two enthusiastic kisses on both cheeks
another! And Athens is even older than Rome of your hugged companions, then sinks grate-
... the Romans borrowed heavily from it when fully into an empty seat and regards you all
they conquered it. Athens has a different feel with genuine fondness. "It is such a joy to see
to it, a more earthy, more gritty feel to it. all of you, and so delightful to see my vision
Greece is not as wealthy a country, relatively come to pass."
speaking, as Italy. But at least it is not domi- Hopefully, this encounter has thrown the char-
nated by Fascists, though no doubt the Ital- acters off-guard. The priest is Andreas Ka tsourbis,
ians are casting covetous eyes toward it ... and he has been receiving divine visions of a group
Shrugging off such thoughts, you look for of foreigners who would come to Athens in search
a decent hotel and perhaps some down time of a source oflegendary purity, to protect it against
in a taverna. those who would befoul it.
Let the characters get settled into a hotel, let Andreas has spent the last week, during his free
them wander the city a little, then spring Scene time, searching out the people of his vision. The
One, "An Unorthodox Priest" on them. characters are truly the ones.
Katsourbis pledges to aid the characters in any
SCENE ONE: AN way he can. He starts out by telling the characters
everything he knows. Naturally, he will also be
UNORTHODOX interested in hearing what they have done so far.
The following is what Andreas can tell the
PRIEST player characters. Read aloud or paraphrase:
"The unicorn, and what it represents, is
THE SITUATION truly a wondrous thing, although it runs
contrary to much of what I believe. After all,
Standard. While exploring Athens, a priest the unicorn is a thing born of pagan myths,
who claims to have received a divine vision seeks and yet, it is mentioned in the word of God. I
out the characters and offers to help them. Little do not pretend to fathom such an odd mix, I
does anyone, including the priest, realize, but he only work with what I know, and I know that
has the Alicorn already! unicorns did exist, no matter what their
After the characters have explored Athens a source.
little, give them this encounter. It may work better "Recently, a temple was discovered north
if it occurs in the evening, for more atmosphere. of Delphi, a place called the Temple of Pu-
Read aloud or paraphrase the following: rity, devoted to the pagan goddess Psyche.
The sights, sounds, and smells of Athens And, as you know, the unicorn is a symbol of
charm you as you wander its streets. Places purity. The temple ruins have not been fully
you've read about, like the Parthenon, the explored, thanks be to God for a slow-witted
Acropolis, the Areopagus, all come to life bureaucracy and endless paperwork.
before you. "I feel that what you seek, what you need,
Athens seems to be a mix of the old and the and what you must do, are all under that
new. Perhaps the most daunting part of this same fallen roof. The Alicorn you seek must
whole matter is the sheer number ofchurches, surely be there, or else must be kept hidden
synagogues, and mosques to be found here. there. Such a thing is far too powerful to be
How on earth are you going to be able to find treated lightly.
the right one? It could take days, weeks, "I can help you by accompanying you. I
maybe even months! also know many good people in the city here.
As you ponder these things, an Orthodox I can arrange transport for you, and I h ave a
priest, clad in a black cassock and using a library of works that may be of help. Any way
walking stick, sees you, his dark eyes going that I can serve you, and by extension serve
wide with relief. A broad smile shining forth God, I shall do."
from under his thick black beard. Eagerly, Katsourbis knows little of the People of the
he walks towards you as fast as his injured Horn, except that they are misguided and often
leg can let him, relying on his cane to help stray onto the path of evil. He is not aware of
him along. anyone who is a member of that shadowy organi-
He gives the closest of your number a bear zation, and wouldn't recognize a member if he
hug and says, in thickly accented English, collided with one.
"Thanks be to God, I have found you!" He

TH E ADVENTURE OF THE SECOND HORN 69


ANDREAS KATSOURBIS of the Way know that such marvels walked the
COORDINATION 3D earth with the blessing of Yahweh."
ENDURANCE 3D+ 1 Possessing the Alicorn makes the user more
REFLEXES 2D+ 1 resistant to poison. Whenever the bearer comes in
contact with poison, his Endurance is increased by
Dodge 3D, melee combat 2D+2, melee parry 3D 5D for purposes of resisting damage.
STRENGTH 3D+1
Brawling 3D This particular Alicorn, when held aloft while
the names of the four archangels are invoked,
KNOWLEDGE SD+ 1 summons the Spirit of the Unicorn, a symbol of
English language 5D, Italian language 4D+2, Purity, that eliminates evil in a rather dramatic
Latin language 5D, scholar: Greek Orthodox fashion.
doctrine 5D+l , scholar: mythology 5D+ l, This Alicorn, unlike others, has no major curse
streetwise 4D+2, willpower 5D+2 associated with its ownership. However, if the
PERCEPTION 3D+l bearer commits an "impure" act (gamemaster's
Charm 4D+l , deduction 4D+2, faith: Greek call), he will be the first to die the next time its
Orthodox 5D+l, linguistics 3D+2, persuasion power is invoked.
4D+2, research 5D, search 4D+ l , teaching: Katsourbis received this Alicorn from a priest
Greek Orthodox doctrine 4D+2 at the Hagia Sophia as a gift, twenty years ago.
MECHANICAL SD Whether the priest who gave Andreas the stick
TECHNICAL 3D+1 knew what he was giving him or not is up to the
First aid 4D+2 gamemaster.
Fate Points: 5
Equipment: Bible; Alicorn walking stick ANDREAS' LIBRARY
Description: Katsourbis is a Greek Orthodox Anyone making a Moderate research total and
priest in his late 50's. A leg injury r equires him to spending an hour will find the Ritual of the Uni-
use a walking stick, which he was given by a high- corn, needed to summon the spirit (see sidebar
ranking Orthodox priest. Despite his age, his hair later in the adventure).
is still jet black.
Katsourbis can make for a very good contact, a
valuable ally in future adventures. However, let
CUT To ...
the characters be blown away initially by his When the characters are ready to leave Athens
enthusiasm. Maybe they'll think he's a bit too for their little exploratory jaunt, cut to Scene Two.
friendly ...
Andreas will insist on coming with the charac- SCENE TWO: A
ters, and they'r e going to need him - because the
presence of the Alicorn may well save their lives, MOMENT'S
in the end.
DISTRAC.T ION .••
THAT'S SOME WALKING
STICK!
THE SITUATION
The walking stick that Katsourbis uses is none
other than the Alicorn the party is looking for! Standard. Once the characters leave Athens
Gamemasters are encouraged not to draw too and head for Delphi and the temple, they are
much attention to it ... yet. assaulted on the road by thugs. However, the
thugs are not in anyone's employ ... rather, they
THE ALICORN are simply what they seem to be: robbers. Seeing
Value: $75,000 two vehicles loaded with foreigners is just too good
Mystical: Yes a target to pass up. It sure beats robbing peasants,
Last Known Location: The Hagia Sophia who have little to start with.
Description: The Unicorn's Horn, otherwise Read aloud or paraphrase the following:
known as an Alicom, resembles a staff or walking With Katsourbis' h elp, you manage to s e-
stick of twisted, spiralled ivory and inlaid with cure a couple ofsturdy automobiles, although
gold, forty-five inches long. It is capped with a you have a feeling tha t you m ay need some-
golden knob, meant to be gripped as a walking thing more in the r ealm of four-footed trans-
stick. The tip.of the Ali corn is sheathed in a brass portation before long. P erha p s horses can b e
cap to keep the tip intact. found in Delphi.
An inscription in Greek reads, "Let the People The drive through the countryside is pleas-

70 THE ADVENTURE OF TH E SECOND HORN


ant enough, the September air proving in-
vigorating. You see snatches of the rural SCENE THREE:
Greek life: children playing in the road, shep- DELPHI AND THE
herds driving their flocks, several peasants
struggling with a horse- drawn wagon that TEMPLE
lost a wheel.

THE SITUATION
THE ACTION
Standard. This scene covers not only the ac-
Let each of the above be something which forces tivities in Delphi, but the initial approach to the
the characters' cars to slow down, if not stop temple of Purity. Note that the temple here should
completely. The peasants with the cart is a trap- not be confused with the Temple of Apollo at
a group oflocal thieves waits in ambush. Continue Delphi. That is a whole other matter. More infor-
reading when the party's car stops at the wagon. mation about Delphi is found in Chapter One.
The peasants, ignoring your presence, con- Andreas will recommend the characters stop in
tinue w.ith determination to attempt to re- the village ofDelphi first. This is a good idea - the
pair the wagon, which blocks the road in the terrain between here and the Temple of Purity is
worst possible way. Suddenly, from behind mostly rough, hilly ground, requiring horses or
rocks and bushes, a dozen men come crawl- simply proceeding on foot.
' ing out, a homicidal gleam in their eyes as
'
they leer at you, brandishing knives. The ·THE ACTION
three peasants at the wagon join the laugh-
ter pull weapons as well. Ambushed! There is a hotel in town, called, appropriately
enough, the Delphi Hotel. The owner's son, a boy
LOCAL ROBBERS ( 15) named Nikos, served as a guide for Indiana Jones
COORDINATION 2D+2 in the past. He will spot the characters and intro-
ENDURANCE 3D+1 duce himself.
REFLEXES 2D+2
Dodge 3D+2, melee combat 4D, melee parry 3D, NIKOS
running 3D+ 1 See stats on page 19.
STRENGTH 3D+ 1 Nikos will tell the characters that there have
Brawling 4D, climbing/jumping 3D+l been other foreigners in town lately, three sepa-
KNOWLEDGE3D rate and distinct groups, in fact. (In fact, one group
Intimidation 3D+2, streetwise 3D+2, survival: was from the Mafia, one from the People of the
hills 3D+2, willpower 3D+l Horn, and the third were archaeologists. )
PERCEPTION 2D+2
r Con 3D+2, persuasion 3D, search 3D+l SIDE TRIP To THE ORACLE
f
MECHANICAL 3D If the characters wish to travel to the Oracle at
Beast riding: horse 3D+l, vehicle piloting: Delphi in order to perhaps gain some additional
wheeled 3D+1 insight, let them. Use the sourcebook material on
TECHNICAL 3D Delphi to run the encounter, but give them no
Fate Points: 2 major information. At best, any clues they may
Equipment: Knife, damage value STR+lD+l have missed can be filled in here (assuming, of
Description: These men are local crooks, noth- course, a new Pythia has been found! )
ing more than highwaymen. They know a good
target when they see it, a group of foreigners in To THE TEMPLE!
expensive cars. They are genuinely clueless about Travelling to the temple takes about an hour on
the Mafia, People of the Horn, Alicorns, or any- horseback, two on foot. The terrain is rough going
thing else pertinent to the adventure. in many places. The only vehicle which could
Bear in mind they don't speak a word of En- easily make the journey would be a Jeep (and
glish. Andreas can translate, however. unless the characters have friends in the Greek
army, it's doubtful they'll get their hands on one of
CUT To ... those). Any ordinary car which attempts to make
After the scene is resolved one way or the other, the trip stands a chance of breaking down. Each
cut to Scene Three. ten minutes of driving requires a Moderate Me-
chanical or vehicle piloting: wheeled roll. Failure

THE ADVENTURE OF THE SECOND HORN 71


means the car is stuck, and requires ten minutes THE ACTION
to ext ricate from whatever mess it is in. Failure by
more than four means the car has broken down, Climbing down into the pit will be a challenge,
and requires a half hour and a Moderate Technical unless the party actually brought things like rope
or vehicle mechanic: wheeled roll to repair. It takes and/or ladders. Each character attempting to climb
a car fifty minutes to cover the entire distance, down unaided must make an Easy climbing I
necessitating five rolls. jumping roll or plummet into the pit.
Once at the bottom, read aloud or paraphrase
THE TEMPLE the following:
When the party reaches the temple, read aloud You make your way down into the pit, and
or paraphrase the following: take a good look around. The temple is beau-
At last, you arrive a t your destination. Ini- tiful, with its graceful columns and pure
tially, you aren't sure you're in the right place white marble. A statue of a beautiful woman
- nothing unusual is e vident here. But a little with butterfly wings adorns the peaked roof,
investigation turns up signs of an excavation, as she gazes serenely down at all who ap-
most especially a huge pit. The pit is about 60 proach the entry way.
feet per side and a t leas t 25 feet deep. A Difficult Knowledge roll or a Moderate scholar:
At the bottom, cleared of all debris, the r e Greek mythology roll will identify this woman as
r est s a small temple of white marble, in amaz- Psyche, goddess of purity and Cupid's lover. Inter-
ingly pristin condit ion. Can there be any estingly enough, when Psyche was a mortal woman,
doubt that this is the Temple of Purity? her fate was predicted by none other than the
With e xcite m e nt, you drink in the sight of Oracle at Delphi, just a short distance away to the
the gleaming pure white marble, looking for south!
a ll the world like the s truc ture was just built. Giving the temple the once over, the characters
Characters who look about will find the odd realize t he temple has not been entered yet. An
digging tool or two. If they poke around, read aloud anticipatory thrill should run through the charac-
the following: ters at that knowledge.
It should be quite apparent that the heavy
lifting and massive digging stage is over and has THE TEMPLE OF PURITY
been for a while now. Obviously, some heavy
machinery had to be used to dig this hole so deep. 1. RECEPTION CHAMBER
But for now, the workmen are gone, the task of The chamber has no door,just an open doorway.
clearing away the huge volumes ofdirt is over, and Inside is a beautiful chamber of white marble.
all that is left now is for the bureaucrats to decide Golden lampstands for olive oil lamps line the east
who gets to explore the temple first. How fortunate and west walls. In the northwest and northeast
for you and your companions that you don't listen corners respectively, ther e are statues of Psyche,
to bureaucrats! arms outstretched in greeting, and her lover Cu-
pid, aiming his bow at the ceiling.
When characters reach the halfway point in the
CUT To ... room, the Cupid statue rotates and lets loose with
Once the characters are ready to enter the several a rrows - consider the statue to have a
Temple, cut to Scene Four, "Here We Go Again." missile weapons skill of 6D, and the arrows do
damage value 5D. The self-loading mecha nical
SCENE FOUR: statue fir es a dozen arrows, two per round. Its
Endurance is 60+2.
HERE WE Go A Difficult Perception or search roll will locate
the pressure plates that set off the trap. Deactiva t-
AGAIN ing the statue requires a Moderate Knowledge
total.
THE SITUATION 2. INNER CHAMBER
Standard. The characters climb down into the Further in t he temple, the inner chamber seems
pit to explore the temple. They find many interest- almost a continuation of the reception area, done
ing things, and also allow the two other factions, up on the same beautiful white marble. A pair of
the People of the Horn and the Mafia, to catch up gold-trimmed doors lie on the east and west walls.
to them. On the nor th wall is a beautiful mural of P syche

72 TH E ADVENTURE OF THE SECOND HORN


TEMPLE OF PURITY
<> <> () () 0() 0

West Room
0 () o-
f
S liding Wall ~
,...
/l '
.... , , ,. ..!\
' ..'
~

ti '\
0 . "t,''.t
f
x~ •
('
Reception Chamber Inner Chamber ~.. . I'.,"
~ ~
si Conjuring
Cir cle

0 0
East Room

The Antechamber
of the Unicorn

cavorting with unicorns, the mmal colors looking th1·ough the door, so that it is possible that another
as fresh as the day it was painted. combination of turns can be tried. If both statu-
ettes are reset, then simultaneously turned, the
3. WEST ROOM floor slides back into place, and the north wall of
This simple white room contains a pedestal on the Inner Chamber slides down, revealing Room 5.
the north wall, with a gold and silver statuette of
a rearing unicorn. It can be removed, and proves to 5. THE ANTECHAMBER OF
be a twin of the electrum unicorn statuette found THE UNICORN
in Act Two. Inserting it back into the pedestal, it Read aloud the following:
becomes apparent that this is a key, and can be At last, you have com e to the one room you
tw·ned. have been seeking s o d esperately, so insis -
4. EAST ROOM tently. A chamber decor a t ed in purest white
This room is a twin of the West Room, except the marble and ivory, t r immed with pure gold, it
pedestal is empty. Naturally, the statuette from is a delight to b ehold.
The polished white marble floor has a s il-
Act Two fits here. ver circle set into it, marking the four cardi-
Opening The Way: This is where things get
dicey. Both statues must be inserted into the n al points of the compass. A huge, b eautiful
pedestals, then each statue must be turned simul- white marble statu'e of a unicorn, rearing up
taneously. Failure to do this causes a steel door on its hind legs, over sh a dows the circle. The
(Endurance 80+ 1) to slam down, sealing off the statue has no horn, though, just a hole in the
respective room (and whoever il s inside). The forehea d where the h orn should b e.
Your sens e of aw e is j arred to a halt by the
floor then begins to slide into a recess, revealing a sounds of intruder s.
pool of pure acid. Immersion in the acid inflicts a
damage value of 80 on the victims, each round. NOT AGAIN!
The floor takes three rounds to completely slide
away. Note that people can still talk (or scream) The Mafia and the People of the Horn each
working independently, have come upon the t~mple

THE ADVENTURE OF THE SECOND HORN 73


site. Rather than fight each other right off the bat,
both factions are involved in what can only be THE RITUAL OF THE
described as a foot race to see who gets to the
chamber first. Naturally, they expect to see the UNICORN
Alicorn, and then all hell will break loose. The caster must stand inside the circle in
the Antechamber of the Unicom and hold the
MAFIA SOLDIERS ( 15) Alicorn over his or her head with both hands,
Use the stats from Scene Three. while facing east. The caster then utters the
following, turning to face the respective di-
rection as he says the words.
PEOPLE OF THE HORN "I call upon Gabriel, archangel of the east,
(15) I invoke Raphael, archangel of the south, I
Use the stats from Scene Two. summon Michael, archangel of the west, I
beckon Uriel, archangel of the north, loosen
These People ofthe Horn are here for theAlicorn, the four pure winds of Heaven and bring
in order to destroy it. Their fanaticism is such that forth the Spirit of Purity to this place, that it
they deliberately did not attack the Mafia, but may be cleansed!"
rather decided to focus first on getting the Alicorn
\n \.\\e\-r gras-p, an~ tb.en 'N\-p\ng outtb.e o-p-poslt'mn.
The People arrived here on horses.
resentative grabs the Alicorn, walks into the
ALICORN , ALICORN, WHO circle, and begins the ritual. The rest of you
HAS THE ALICORN? battle the two hostile factions, hoping to run
interference for the invoker.
Naturally, there is going to be a massive amount
of confusion. At some point, call for Moderate Let one round of combat occur during the invok-
search rolls - as Andreas prepares to defend ing, since it takes one round to cast the ritual.
himself with his walking stick, the characters may When the ritual is cast, read aloud or para-
notice .that the stick is indeed the Alicorn! Things phrase th~ following:
turn ugly very fast, as both factions erupt into The last word of the ritual fades, and from
violence against each other and the player charac- the four directions ofthe compass, four winds
ters. begin to blow. The combatants stop their
bloodshed, uncertain as to how to react.
CUT To ... Slowly, the winds increase in velocity, and a
bright light erupts from the circle in the
As the fight breaks out, the characters only floor, so bright that it obscures the caster
hope is to invoke the ritual that brings forth the from sight.
Spirit of the Unicorn. If and when this is done, cut The four winds collide in the center, in the
to Scene Five. light, and coalesce into a bright white phan-
tom unicorn, with a terrible countenance.
SCENE FIVE: THE The Mafia soldiers and the People of the
Horn shout in panic and break ranks, at-
POWER OF PURITY tempting to run, but to no avail. The unicorn
whirlwind roars through the chamber, pick-
THE SITUATION ing up each belligerent like a rag doll, and
impales each one, screaming, on its phantom
Dramatic. All hell is breaking loose. The Mafia horn of light.
and the People of the Horn are engaged in a Your party is not touched, and you know
firefight. Outgunned and outnumbered, the char- why. Though your hearts may not be com-
acters call upon the Spirit of the Unicorn, in hopes pletely pure, it is the foulness of the two
of setting things to rights. groups of intruders that offends the Spirit.
As quickly as the Spirit comes, it leaves,
THE ACTION the wind dying down and the caster of the
ritual slumping to his knees in the circle.
When a character attempts the ritual, read There are no traces of the intruders at all.
aloud the following: They have been wiped clean from the face of
It is clear that, all around you, things are the Earth. A voice that comes from nowhere
out of control. Desperately, your chosen rep- and everywhere intones, ''You know what
you must now do."

74 THE ADVENTURE OF THE SECOND HORN


THE ADVENTURE OF THE SECOND HORN 75
If the characters need an idea, need prodding, a stunned are you by th e events you have wit-
Moderate Perception or search roll reminds them nessed. Andreas gives you each a bear hug,
that the statue has no horn. If the Alicorn is fitted and smiles widely at you. "At last, justice has
onto the statue, it suddenly springs to life as a real been done," h e d eclares. ''The visions will
unicorn. The magnificent beast shakes its mane cease now, and I too can rest. Know that each
and raises its head, as if saluting with the horn. of you has fought the good fight , and have
The air beside the unicorn shimmers, and the much reason to be proud."
amazed characters see that a portal has opened, With a final wave and a promise to be of help if
showing Elysian fields of green and a deep blue the need ever arises again, Andreas Katsourbis
sky. With a final bow of its head, the unicorn leaps walks off into the crowd, leaving you with the easy
through the portal, which then slowly closes. task of booking passage out of Athens, and on to,
If the characters do not put the horn back, no doubt, another adventure.
nothing bad happens to them ... yet. However, the
Alicorn will become a magnet, prompting those
who covet its power to attack the characters. They ADVENTURE
will find out soon enough that the Alicorn is more AWARDS
trouble than it's worth.
Award each character one Fate Point for finish-
AFTERMATH ing the scenario. Award each character an addi-
tional Fate Point for putting the Alicorn back
Read the following aloud to the players, if the where it belongs. The character, if any, who fig-
Alicorn has been returned to its rightful place: ured out where the Alicorn was all this time gets
At last, the Spirit of the Unicorn is at an additional Fate Point.
peace. Your ret urn trip to Athens flies by, so

76 THE ADVENTURE OF THE SECOND HORN


MIN l·ADVENTU RE

THE REVEN GE
OF EVIL

The Revenge of Evil is a three act adventure for A plan is laid. The characters are sent to Paris
four to eight player characters. It pits the charac- to steal a jeweled sword EVIL is known to covet.
ters against a new and even more insidious plot by The sword is then implanted with a radio trans-
the villains of Indiana Jones and the Sky Pirates. mitter and an·angements are made to let EVIL
The characters journey from a secret military steal it back, so their hideout can be traced.
briefing to the heart of Paris, on to New York and Unfortunately, EVIL gets the sword and the
a mysterious undersea base, and then to the frozen characters, intending to keep the former ... and
wastes of the Arctic for a final showdown, with the kill the latter.
fate of the world at stake. Escaping a crushing doom, the characters re-
No year is given for this adventure, but turn to New York and learn the secret of the
gamemasters should set it between 1930 (when artifacts EVIL has stolen. But when they go in
EVIL made its first appearance) and 1939, when search of their headquarters, the characters dis-
World War II erupts. cover it's in the one place no one would ever
This adventure can be played as a stand-alone suspect: beneath the FBI building! A series of
or as part of an ongoing campaign. hairbreadth escapes brings the characters to a
secret sub pen, a pocket sub fleet, and a mysterious
ACT ONE: base beneath New York Harbor ...

TRAINING IN SCENE ONE:


TERROR EXPLOSIVE
The characters are recruited by the US govern- MEETING
ment to uncover and put an end to the latest plot
by EVIL. They are picked up by aircraft in New
Brunswick and flown to Wright Field in Ohio, THE SITUATION
where they are greeted by multiple explosions at
the airport's fuel farm. Standard. The characters receive a mysteri-
They learn from a briefing that multiple arti- ous summons that leads them to a meeting with
facts from the era of the Spanish Armada have US intelligence officers and the beginnings of their
been stolen from museums around the world. Two deadliest adventure.
things make the thefts unique: museum curators Read aloud or paraphrase:
have evidently been hypnotized into helping the A cold mist fills the a ir. You s tand huddled
thieves ... and the only witness claims the robbers t ogeth e r on t h e tarmac of t h e little Ne w Jer-
were invisible! s ey airfield, wondering (and not for the first

THE REVENG E O F EVIL. 77


time) if this is n ot s ome s ort of absurd prac- mike. ''Wright Tow er , t his is Crazy Angels.
tical joke. A m ysterious cable laced wit h Repea t last instruction. Crazy Angels over."
code w ord s that indicate d the government "Crazy Angels, Wright Tower. Approach
w anted you, a nd n ow . Even t hen, you might runway on e-six-zero from t h e west, rep eat,
have dis missed it if it weren't for the words from th e w est. Wright Tower over ."
"Lone Ranger " - the codename created some "Roger that . Crazy Angels out."
time a go for India n a Jones. Cromwell slams the mike down. If the charac-
The instructions said you were to m eet a t ters don't ask what he's so upset about, Gale will.
a little a irfield s out h of New Brunswick , Cromwell explains that a western approach takes
hardly big enou gh for a crop-duster to land, the plane dangerously low over the "fuel farm,"
from the look of it. Th at w a s all. Nothing on where the petrol is stored. If anything were to go
how you wer e tra veling or where you were wrong, the plane could plow into one of the tanks
going ... or if you would ever be coming back. and that would be all she wrote.
On an Easy Perception roll, the characters see The plane begins its approach, Cromwell mut-
blinking red lights in the sky approaching the tering to himself all the way down. When they are
airfield faster than would seem safe. Mere min- almost low enough to brush the top of the tallest
utes later, a Ford Trimotor hits the runway and tank, one of them off to the right suddenly goes up
taxis to a stop near the characters. in a massive explosion. The sky goes crimson as a
Read aloud: geyser of flame erupts and the shockwave slams
The hatch open s and two pilots ste p out. into the plane, sending it pitching to the left. Up
One is a big, p ortly man with a huge handle- front, Cromwell fights the controls, shouting at
bar mous t ach e and a slight limp. The ot h er , Gale, "The left rudder pedal! Stand on it!"
to your s urprise, is a b eautiful redhead wit h A second explosion goes off ... then a third! The
an exotic cast t o h er fea t ures. fuel farm is an ocean of flame. Down below, emer-
"Looks like we'r e in for it," the man says. gency trucks are scrambling, while Cromwell
"Hope you all rem ember ed your cloaks and struggles to bring the nose up. "We have to get out
dagger s." of this!" he yells. "We'll go up like a matchstick!"
The woma n n od s in your direction. "H ello. If the characters suggest they keep flying,
I'm afra id w e h aven 't t ime for introductions Cromwell will point out that they had just enough
just now - we'r e on a tight s chedule and fuel to reach this field. So it's here or the woods ...
even the Trimotor will be h ard-pressed to get Finally, he manages to steer the plane away
us where w e'r e goin g on time. So climb aboard from the scene of disaster. Wright Tower, sound-
and strap in, if you please." ing panicked, calls for the plane to come in on
runway one-zero-niner, at the far eastern end of
the airbase. Cromwell brings the plane in for a
THE ACTION landing and as the characters disembark, they can
Before the characters are all the way belted in, see the inferno that is the western side of the field.
the plane is roaring down the runway. Seconds A truck pulls up and a man in the uniform of a
later, they're in the air, and climbing higher than US Army colonel gets out. Cromwell demands to
a plane of this ·sort should be able to. As soon as know what the blazes happened and the man can't
they're flying level, the woman comes back. She give an answer ... or won't. All he will say is that
introduces herself as Gale Taylor and the other if it had happened a quarter of an hour later, he,
pilot as Willard Cromwell. She asks if the charac- Cromwell, Taylor and all the player characters
ters have any idea what this is all about. When would be very dead.
they say no, she'll shrug and say that seems to
always be the way of it. GALE TAYLOR
The flight lasts a few hours. Then the plane See stats on page 43.
begins to descend and the characters can clearly
hear the squawk of the radio from the cockpit.
Read aloud: WILLARD CROMWELL
See stats on page 43.
"Crazy Angels, Crazy Angels, this is Wright
Tower. You a r e cleared for landing on run- MEETING OF MILITARY
way on e -s ix-zer o. Modify approach and come MINDS
in from the w est , Cr a zy Angels. Wright Tower
over." The characters, Taylor and Cromwell pile into
Cromwell mut t ers a curse and grabs the the truck, which drives them further away from

78 THE REVENGE OF EVIL


the fire. The military man introduces himself as (EVIL) is back in operation. He then goes over its
Colonel Harry Henshaw, US Army Intelligence. history (relate to the characters the plot of Sky
He says that if the fires can't be brought under Pirates and the source material on EVIL and
control, the base will have to be evacuated. Fortu- Cordas from Chapter Three). This time, though,
nately, there'salotofemergencyequ ipmentavail- their plot is not so clear.
able - apparently, this wasn't completely unex- Fact: Half a dozen major museums in various
pected. cities of the world have been robbed in the last
Read aloud: month. The stolen artifacts - a sceptre, a crown,
''We're using a little trick of the enemy's a torch-holder, an urn and a long length of golden
against the m," H en shaw explains as you chain - are valuable, but not priceless by any
drive. ''We le aked t h e Trimotor's flight plan, means. Their common link is that all were re-
but had you com ing in a little earlier tha n trieved from the wreckage of the Spanish Armada
y ou truly w ere. Th a t , combined with the and later sold tp a number of different museums.
w estern approach, will have them b elieving Fact: In every case, the museum security sys·
you were right in th e thick of that mess out tern has been sabotaged in some way. Cases left
there. As far as the enemy - and the rest of unlocked; guard shifts changed suddenly; alarms
the world - is con cerned, w e are all dea d. disconnected. All evidence points to the complicity
And that may b e the only thing that keeps u s of an inside man at the museums, but other than
alive ." some mysterious memory lapses on the parts of
the curators, there are no leads.
The briefing is attended by representatives of Fact: Only once were the thieves spotted at
many nations. Gale Taylor whispers that she at- work, by a night watchman who returned to an
tended one of these before, in the company oflndy. exhibit area unexpectedly. He's since died from
They called it a Committee for Action. the injuries he suffered in the fracas, but before he
Henshaw introduces Thomas Treadwell, who lapsed into coma, he claimed the thieves were
conducts the briefing. Treadwell begins by an- invisible. No one is certain whether to dismiss this
nouncing that the government has reason to be- as the ravings of a badly injured man or not.
lieve Enterprise Ventures International, Limited

THE REVENGE OF EVIL 79


COLONEL HARRY surprised when their friend goes and jumps in a
lake just because someone told him to.
HENSHAW The effects will wear offin a hour or so. And this
See stats on page 42. should give the characters their first clue as to
what's been going on. Henshaw must have ab-
"THOMAS TREADWELL" sorbed some chemical into his body by handling
See stats on page 41. the cable, possibly through the ink used. It ren-
dered him hypnotically suggestible, and the phone
Let the characters ask any questions they wish. calls were the commands being given to him. The
At some point during the briefing, the phone rings, first must have been to burn the cable, but he
and it's a call for Henshaw. He takes it, nods a lot, wasn't able to find a match before Treadwell came
then hangs up. On an Easy Perception or search in and distracted him. So he crumpled the cable up
roll, the characters notice that he has calmly instead ...
walked back to his seat, drawn his gun, and is It shouldn't take that much of a stretch for the
about to shoot Treadwell. Any other Army person- characters to deduce that a similar thing might
nel in the room (ifany) are too far away to stop him. have happened to the museum curators. They
It's up to the characters to bring him down before could easily have been ordered to unlock cases or
he fires. turn off alarm systems to make things easier for
Assuming they do so (and hopefully, if he does the thieves. (If the characters are a little slow on
shoot, he doesn't do more than wound Treadwell), the uptake, call for a Moderate deduction roll and
call for an Easy Knowledge or deduction roll. If explain this to them. )
successful, the characters notice that Henshaw's The attack on Treadwell means that EVIL has
eyes are glassy and fixed, as if he were in a infiltrated the CFA somehow, or at least Wright
hypnotic trance. Field (and it wouldn't be the first time). They
If asked, the person who picked up the phone remember who their enemies are and aren't in-
says the caller was a man and claimed to be one of clined to make the same mistakes they made
the firefighters. before. Perhaps it's better, Treadwell muses, that
Army physicians will lead Henshaw away, as- Indy is tied up elsewhere. He's a little too visible a
suring the characters they'll do their best for him. target. .
If the characters don't think of it, Treadwell will With this mystery cleared up, Treadwell con-
suggest a search of Henshaw's office. tinues with the briefing. The CFAhas determined
As EVIL COMMANDS • •• that the next target of the thieves will be a pair of
jeweled swords held in the Louvre in Paris. Setting
Henshaw's office is fairly spartan. On his desk, up an ambush for the thieves there was considered
the characters will see files relating to the mu- and rejected - all that will net is small fry.
seum thefts, books on the Spanish Armada, and a Removing the swords somewhere else was re-
cable from Indiana Jones, in code, but with terms jected too, as the French refuse to surrender pos-
and descriptions that obviously refer to the player session of the swords and it's doubtful there's
characters. A Moderate search roll reveals a anyplace there short of the newly-constructed
crumpled up telegram in the trash can. Treadwell Maginot line that could keep them safe, if that
will recall that he walked in on Henshaw just as he dead guard was somehow telling the truth .
was hanging up the phone, the cable still in his So Army Intelligence and the FBI came up with
hand. F unny thing was, Henshaw had asked to another idea. Send in a team of experienced pro-
bum a match off him, an unusual request since fessionals to steal at least one of the swords. Army
neither man smoked. Treadwell didn't have any to Intelligence will then outfit it with a special piece
give him. of radio gear their lab boys have cooked up, and
Make a note of whichever character(s) handle EVIL will either steal it or buy it back from the
the telegram itself(the message on it is also in code characters. The range on the gizmo isn't that
- on the face of it, it doesn't make much sense). great, but with luck, they'll be able to track the
Within a few seconds after handling it, they will group back to its headquarters this way. (They
become extremely suggestible. Whenever some- don't want to do the work on the sword beforehand
one states something in terms of a command (like because they don't want the Louvre or the French
saying, "Take a long walk off a short pier") the government to know what they're up to - the
character will need to make a Difficult Knowledge fewer people who know, the less chance for leaks.)
or willpower roll to resist doing it. It will be tricky, Originally, they had hoped to reunite Cromwell,
but try to keep the rolls a secret between you and Taylor and Indy, who had worked so well together
that character's player, so the other characters are against EVIL's machinations the last time. But

80 THE REVENGE OF EVIL


Indy was halfway round the world on another Read aloud or paraphrase:
matter, and could only recommend the player Your plane lands in Paris near dawn. A
characters to take his place. pair of cabs drops you off a block away from
Their job: break into the Louvre and steal the the safehouse Treadwell arranged. Your or-
sword, then deliver it to Army Intelligence outside ders are to strike tonight - that gives you
of Paris. Once it's been altered, they'll be bait until precious little time to plan.
the sword is in EVIL's hands ... and as a reward,
they can be in on the capture, if it happens.
THE ACTION
CUT To ... The safehouse is a small apartment off the
Champs d'Elysees, close to the Louvre. The char-
It's to be hoped the characters aren't going to acters have been provided with a phone number
say no, since their country - and the world - they can call to request specialized equipment, but
needs them. If they go along with this, they can get they've been warned not to use it unless they
outfitted and then it's back on board the plane for genuinely have to.
a flight to France. Cut to Scene Two. Inside the apartment are rough plans of the
museum, with a notation that the sword and its
SCENE TWO: WIN, mate are held in a glass case on the third (top)
floor. Guards patrol in pairs and make a sweep
LOUVRE OR DRAW past the case every fifteen minutes. There are, of
course, alarms in place on the case.
There are a few different ways the characters
THE SITUATION can pull this off. And, though you can certainly
Standard. The characters travel to Paris and give them some hairy moments, you do want them
must raid the Louvre for a jeweled sword coveted to succeed. (Of course, they don't have to know
by EVIL. No one knows the nature of their mis- that.)
sion, so failure could mean imprisonment ... or
worse.

T H E REVENGE OF EVIL. 81
STANDARD MUSEUM
GUARD
COORDINATION 3D
Fire combat 3D+2
ENDURANCE 2D+2
REFLEXES 2D+2
Dodge 3D+l , running 3D
STRENGTH3D
Brawling 3D+2
I I KNOWLEDGE 2D+2
I
Intimidation 3D, willpower 3D
PERCEPTION 2D+2
Search 3D+l
MECHANICAL 2D+2
TECHNICAL 2D+2
Fate Points: 1
/. Equipmen t: Flashlight; gun, damage value
4D, ammo 6, range 3-10/15/40
Go In, Stay In: The characters could enter the
museum along with flocks of tourists, take in some
culture, and hide inside until after closing. Among
,, the places they could try hiding would be supply
closets, among the statuary, or in a ventilator
shaft. Figure on some opposed sneak rolls against
the guards' search. Discovery will mean at least
ejection from the museum, and more likely the
summoning of the Surete (the French police) and
the characters' arrest (unless they escape before
the law arrives).
Knock on Any Door: The characters could try
just a straight break-in through a door or window.
All of these are locked and have alarms. Bypassing
the alarm requires a Moderate Knowledge or sci-
ence: electronics roll. Picking the lock is also a
Moderate difficulty task. Once inside, the charac-
ters will have to make their way up the stairs,
avoid the guards, steal the sword (see below), and
escape. (They might also want to consider knock-
ing out a couple of the guards and donning their
uniforms - this probably won't work for all the
characters, but it could let a few slip inside without
as much risk.)
Dropping In: There is one other means of
entry: the roof. There is a roof door that leads to
some fire stairs, but picking the lock is a Difficult
task and there are alarms here too (same difficulty
as down below). The characters might also want to
consider something more creative - say, cutting a
hole in the ceiling and getting in that way. Of
course, that will take planning and the right
equipment, but it would also be a heck ofa lot offun
to roleplay. First, you cut the hole in the ceiling;
then lower a rope, and either hang down in a
.,
~
harness or climb down the rope, steal the sword,
a and vanish into the night .
:;
~ L-.--L...L..IU......-.'-'---

82 THE REVENGE OF EVIL


STEALING THE SWORD SCENE THREE:
The two jeweled swords are kept in a glass case
which is wired with alarms (Difficult Knowledge SIGHT UNSEEN
or science: electronics roll to bypass). Moving the
case or lifting it will set them off. Two guards will
respond within 30 seconds, two more within two THE SITUATION
minutes. If the characters have a glass-cutter, Dramatic. The characters are back in Paris.
they can cut a hole in the case and try and pull the Treadwell's instructions are to take the sword to a man
sword out- smashing the glass will definitely be named Fontaine, a well-known "art dealer" who also
heard by the guards, unless the characters have doubles as a fence for stolen treasures. Intelligence
setup some sort ofdi version to keep them occupied suspects he is associated with EVIL. The characters
(like a smoke bomb, for example). The characters are to accept any reasonable offer he makes.
can, of course, take both swords if they wish, but Fontaine's office is in the rear of a small art
they only have to take one. gallery in Montmarte. The secretary is a little reluc-
Don't make this theft an impossible one for the tant to let the characters in to see him. A Moderate
characters, but don't make it too easy, either. They persuasion roll or maybe some casual conversation
may well see this as the action climax of the about the robbery at the Louvre (which is in all the
adventure-it's not, but if they want to think that, news today) will get them in the door.
let them. It will leave them woefully unprepared Fontaine is a well-dressed man with white hair
for what's to come. and a thin moustache. The characters must be
very careful in how they approach him - any
GETTING AWAY mention of stolen property will prompt him to
Once the characters have the sword and have usher them out. He knows what he's doing, and so
made it outside of the museum, they're going to do they, but it's bad form to give it a name.
need some way to conceal it (hopefully someone
thought of that before. A long box, the type used to GISCARD FONTAINE
hold flowers, is a good bet. ) At this point, they can COORDINATION 2D+2
either return to their apartment and lie low until ENDURANCE 2D+2
the morning - or phone their special number now REFLEXES 2D+2
and Treadwell will give them instructions. STRENGTH 2D+ 1
Their orders are to board a train at the Gare KNOWLEDGE 3D +2
d'L'Est station for the town of St. Denis. Once off Business 4D+l, English language 4D, scholar:
the train, they should split up and eventually all art history 4D+2, willpower 4D+l
make their way to an inn called The Red Grape. P ERCEPTION 3D+2
The inn is small and dark and not very busy - it's Bribery 4D+l, charm 4D+l, con 4D+l, deduc-
also a safehouse maintained by US Intelligence. tion 4D, forgery 5D, research 4D, persuasion
Here, they will deliver the sword and it will be 4D+ 1, search 4D+ 1
modified. Then they return to Paris with it and try MECHANICAL 2D+ 1
to fence it through a known EVIL front. TECHNICAL 2D+l
Treadwell suspects the enemy will just go for Fate Points: 2
the sword, but warns the characters to be pre-
pared for anything before he sends them on their
way. The range of the transmitter built into the THE ACTION
sword is only five miles, but it's better than noth- Fontaine will look the sword over very carefully,
ing, he reasons. then shake his head and say, "I admire your .. .
opportunistic natures, gentlemen. But a four year
CUT To . .. old child could tell this isa forgery. Good day to you."
No amount of argument will change his mind.
When the characters have returned to Paris, The characters are no doubt a little bit dumb-
cut to Scene Three, "Sight Unseen." founded by this flat-out rejection, but there isn't
much they can do about it. Maybe they're even
thinking Treadwell was wrong ... this guy doesn't
work for EVIL.
In fact, he does, and he knows that EVIL's
philosophy is, ''Why buy, when you can steal?" As
soon as the characters leave his office, he'll be on

THE REVENGE OF EV I L 83
the phone. The characters can expect an ambush Hide 3D+2 (6D+2), search 3D+2, sneak 3D+2
on their way back to the apartment-an ambush (6D+2)
by invisible men! MECHANICAL 2D+2
No, that museum guard wasn't lying. EVIL's TECHNICAL 2D+2
operatives have been working sight unseen, thanks Fate Points: 3
to a new refractory coating that bends light waves E quipmen t: Club, damage value STR+1D+2
around an individual. As long as the agents don't The characters should know, of course, that
open their mouths or bleed, they (and their cloth- they are supposed to lose this fight insofar as they
ing) cannot be seen. The effect of the coating lasts are supposed to let EVIL claim the sword. What
only an hour, but that is usually time enough for they don't know is that enemy doesn't want an
what they are sent to do. obviously talented team of art thieves out getting
You can stage the ambush anywhere you wish: in their way, and intends to put the characters out
in an alleyway, in the characters' apartment, in a of the way ... for good.
park, in a museum, etc. There are six EVIL agents, There's no way to absolutely certain of the
all of them armed with melee weapons (just to outcome of any fight in a role playing game. If the
make the fight somewhat competitive, the weap- characters do lose, see if it's possible to let at least
ons can be visible. Makes for a nice effect. ) Con- one character escape (he'll have something excit-
sider the EVIL agents to have hide and sneak ing to do in the second half of this scene). If the
values of 6D+2 due to their invisibility. characters surrender the sword, but aren't cap-
tured themselves, then skip the second half of this
EVIL AGENTS (6) scene and cut straight to Act Two.
COORDINATION 3D
Fire combat 3D+1 THE LAST RIDE
ENDURANCE3D It's assumed that the character who escapes (if
REFLE XES 3D+ 1 one does) will make his way back to the safehouse
Dodge 4D, melee combat 4D and phone Treadwell's people. Taylor and Cromwell
STRENGTH 3D will be dispatched to help find the other characters
KNOWLEDGE 2D+2 in the TriMotor, which is now outfitted with a
Intimidation 3D+l, streetwise 3D+2, willpower tracker for the transmitter. The character can
3D+l take to the sky with them.
PERCEPTION 3D

84 THE REVENGE OF EVIL


As for the captured characters . . . EVIL has But they're not. All he needs to do is free himself
learned to be creative in the disposal of their from his bonds, get inside the locomotive (which is
enemies. Their French headquarters is an aban- unmanned, of course) and pull the brake lever.
doned railway station just outside of Paris, and it Freeing his wrists from the ropes would be a
is here that they bring the characters. All but one Moderate Reflexes or escape artist task- once one
of them are loaded into a boxcar, which is then wrist is free, lower the difficulty number for all the
locked tight. The boxcar is attached to a locomo- others by 4. If he fails, you can still give him a
tive, and both cars are left sitting in the middle of chance. Maybe a good-sized rock bounces up and
the tracks. smacks into the cab window, shattering part of it.
One character is tied to the front of a second An Easy Reflexes roll will let the character grab a
locomotive, which is sent roaring down the tracks piece of the broken glass and cut through his ropes.
toward the boxcar. (Oh, this is going to be good ... ) All of this takes time, though, and time is in short
There are two, possibly three, elements to es- supply. He may have to settle for just freeing
caping this trap (as is traditional in these settings, himself and jumping (damage value 5D+l from
the villains move on after dooming the characters the fall) rather than stopping the train.
- at least, they seem to have moved on. It's hard If he does make it inside the locomotive -
to tell when they're invisible.) either through the side door or by kicking in the
window - he'll have only seconds to pull the brake
ESCAPING THE BOXCAR lever. Again, the train screeches to a halt just
The characters locked in the boxcar haven't inches from destruction.
been left with a lot of equipment to work with. The
only thing in the car is an old, partially bent RESCUE FROM THE SKY
railroad tie. Unless one of them peers through the Ifone or more characters escaped and made it to
slats on the end of the car, they might not even Treadwell, they can take to the Trimotor with
know there is a locomotive bearing down on them. Cromwell and Taylor. How will they find their
Picking the lock from the inside is close to captured compatriots? Maybe they can track the
impossible. That leaves breaking out (a Difficult sword ... maybe Treadwell has an :informant who
Strength feat, if they all work together) and using points them in the right direction ... at any rate,
the railroad tie to pry slats loose from the walls of don't let them show up until the train is already
the boxcar (an Easy Strength roll, but they'll have underway. Cromwell can fly the plane in low so
to remove a fair number to be able to slip out). They that - you guessed it! - the character can leap
then have two choices: abandon the train com- onto the moving train and try to stop it!
pletely, and risk their friend being smashed into There are two ways to do this. The character can
paste against it; or scurry into the locomotive, flat-out jump (a Difficult climbing /jumping roll)
start it up, and pull the train off to the siding. This or he can hang from a rope or a ladder from the
won't save their friend, but will buy him some bomb bay of the plane, so he doesn't have as far to
time. fall. That makes it a Moderate leap. Figure he's
If they just abandon the cars, their only other going to take damage of2D+2just from the impact
chance to help their friend will be to jump on his of hitting the train.
locomotive as it goes by. This is a Difficult climb- Then it's a matter of crawling along the top of
ing /jumping roll, but if they make it, they can get the train (Moderate Reflexes or acrobatics ) until
into the cab and pull the brake lever. Have the he reaches the hatch to the cab, climbing in, and
train screech to a stop just inches from a collision. pulling the clearly marked brake lever. Again, the
Starting the other train is a Moderate Mechani- words "just in time" come into play ...
cal or vehicle piloting: railroad task. The charac-
ters then have to steer it off to a siding, at which
point the other locomotive will go racing past.
CUT To ...
How much time do the characters have to do all So where are we now? EVIL has the sword, and
this? Well, how much time do you want to give almost had the characters' lives. Now it's a race to
them? The standard answer is situations like this track them back to their hideout, wherever that
is "just enough." may be. As for the characters, Treadwell will give
them plane tickets to New York. The FBI building
ESCAPING THE LOCOMOTIVE there is going to be the nerve center for the search
Things look gi;m for the character tied to the and he knows the characters will want to be where
locomotive. Bound by his wrists and ankles, racing the action is.
at a decent rate of speed toward the boxcar, looking Cut to Act Two.
at a crushing end ... things might seem hopeless.

THE REVENGE OF EVIL BS


ACT AWARDS THE SPANISH ARMADA
Award the characters one Fate Point for surviv-
ing this Act. In 1588, King Philip II of Spain launched
a massive invasion fleet against the shores of
England. Commanded by the duque de
ACT TWO: EVIL Medina Sodonia, the fleet consisted of 130
UNDER THE SEA warships and close to 30,000 men. Due to
inclement weather, the Armada was unable
to launch until May and was harassed on its
SCENE ONE: No way to England by a fleet commanded by
Charles Howard.
ONE EXPECTS THE The Armada reached Calais, France and
dropped anchor, there to pick up an army
SPANISH ARMADA commanded by Italian general Alessandro
Farnese (who served Philip). But the English
sent fireships into the Spanish ranks and
THE SITUATION then attacked, putting the Spanish to flight.
Standard. The characters fly into New York Bad weather around Scotland and Ireland
City and are taken to FBI headquarters in Man- sank many more vessels, and the Armada
hattan. There they find a recovered Harry Henshaw finally limped home, reduced to but half its
waiting for them. original number and soundly defeated.
Read aloud or paraphrase:
Henshaw escorts you around the office
building, along the way introducing you to a destruction to grab a few artifacts from a failed
sullen-faced man he identifies as FBI Direc- military expedition.
tor Hoover. The head of the top domestic law- This will require time and a few Moderate
enforcement agency seems not at all pleased Perception or research rolls. On the first success,
to have outsiders in his domain, but the give the characters the information regarding the
President's orders have to supercede his Spanish Armada. On the second, give them the
wishes ... for now. information on the significance of the artifacts.
Henshaw explains the operation to date. The various items, as it turns out, were part of
"We have no real way of knowing where a set given to Philip II as a gift from the court
EVIL is based, but we suspect it's in some alchemist. Individually, they were just items of
large city, either in this country or in west- variable worth- but joined together, they would
ern Europe. Our feeling is they need to be give off a vast amount of heat and light, "as if the
close to a transportation hub, a major port or sun had come to earth." Worse, judging from the
someplace with a busy airport. We have track- list in the book, EVIL now has all the items it
ers in the hands of our people in a number of needs!
cities, including this one. Unfortunately, both Just as the characters come to this revelation,
the trackers and the sending set in the sword Henshaw appears and summons them back into
are prototypes, and they're not very reliable. the communications room. Another signal has
We've gotten three or four false signals al- been received, this one from the tracker in the
ready in various places." office. The sword could be somewhere in NYC, not
Henshaw explains that, for now, he'd like the much more than a few miles away!
characters to look at some of the research material When the characters finally reach the nerve
they've assembled on the artifacts. Their people center, however, they will see a lot of disappointed
haven't had the time to pore through all of it and faces. Apparently, there is another glitch in the
so they still have no clue why EVIL wants these gizmo, because ifit's to be believed, the sword is in
particular treasures. the offices of the FBI!
Henshaw is clearly disappointed, but he real-
izes that any lead - no matter how patently
THE ACTION ridiculous - has to be followed up. He'll detail the
Amidst the frantic activity in FBI headquar- characters and a half dozen agents to search the
ters, the characters have to leaf through various building, from the basement up. The characters
history books and piece together just why a power- will get the cellar; the other agents will start from
ful organization like EVIL is risking exposure and the roof and work their way down.

86 THE REVENGE OF EVIL


.

Sub Pen

The basement is dark and chill, full of old iron SCENE TWO: POOL
filing cabinets loaded with yellowing paper. Scat-
tered here and there are broken desk chairs, stand- OF FIRE
ing lamps, boxes, and other office paraphernalia.
But nothing that looks like a sword ...
The characters are expected to make a thorough THE SITUATION
search, so call for Moderate search rolls. If success-
ful, have the character nearest a wall notice a Dramatic. The characters work their way into
EVIL's New York headquarters, unaware that the
sliver of light where none should be. What at first facility is being abandoned as the organization
seemed like a crack is actually the uneven outline prepares its greatest coup. In preparation for this
of door - purposely made uneven so it would just (and possible discovery) all security systems are
look like crack in the masonry! Somehow, the door on maximum. The characters are walking into a
was not shut all the way and light is spilling in
from whatever is behind it. deathtrap.
The characters may choose to summon help, of Read aloud or paraphrase:
course-and it's okay if they do,just use the traps Behind the hidden door lies a long pas-
in Scene Two to ofT some of the agents. Or they may sageway, colore d a stark white and lit with
decide to open the door and see what's inside on ceiling-mounted bulbs. No one seems to be
their own. An Easy Strength roll is needed to pry present, nor do you h ear any sounds from
the door open ... within. The passage slopes downward
s lightly, and seems to be cu t directly into the
CUT To ... b edrock of Manhattan.
Once the characters have the door to the pas- THE ACTION
sage open, cut to Scene Two, "Pool of Fire."
Time for the characters to go exploring. Let
them get about halfway down the passage and
then have a steel panel slam shut, sealing off the

THE REVENGE OF EVIL. 87


entrance (well, you knew that was going to hap- heating up right now. The characters are reduced
pen, didn't you?) Eventually, someone will come to crawling (unless they can fight the dizziness
down into the basement and notice the panel, get and reach their feet) and are going to fry like bacon
a torch and start cutting through it ... eventually. on a griddle. Figure the characters are going to
Odds are that will be too late. take 30+2 damage a round, and it's going to take
As soon as the characters notice the door slam them four rounds to crawl over to the other door
shut, smoke begins to fill the hallway. It's not (fortunately, it's not locked). The other option is to
toxic, it's more intended to obscure vision (add +3 shoot or otherwise take out the speakers (add +3 to
to vision-related skill checks). This is followed by the difficulty of fire combat rolls owing to the
flying wedges of metal (damage value 4D+l) that characters' impaired balance).
the characters will have to dodge if they wish to Once they are out of this room, the player
make progress down the hall (Easy dodge rolls ... characters get a few hallways and rooms that
assuming, of course, the characters see the projec- aren't trying to kill them. Finally, they reach a
tiles coming). short hallway and have slabs of metal come down
Once the characters make it down this hallway, before and behind them. Then the walls and ceil-
they'll come to an open doorway. The next cham- ing begin to close in on them (oh, and they're
ber is clear of traps and leads to another doorway. heating up too - EVIL has a real thing for baked
The chamber beyond that is empty as well, but enemy). There's a quick way out ofthis one, though:
there are speakers mounted near the ceiling(about an Easy Perception or search roll turns up a foot
10 feet off the ground). The door locks behind the trigger on the floor. Stepping on it causes the floor
characters and the speakers begin broadcasting a to open, sending the characters down a winding
high-pitched tone. This is a sonic attack which slide that eventually dumps them into an indoor
affects the inner ear and throws off the sense of swimming pool.
balance. The characters will need to make Very Read aloud or paraphrase:
Difficult Reflexes or acrobatics rolls to stay on The waters feel cool and refreshing after
their feet- otherwise they wil 1pitch forward on to what you have just been through, but you
the metal floor. know there's no time to soak. Already, you
Yes, that's right, metal floor - the one that's can see a steel panel closing off the slide

BB TH E REVENGE OF EVIL
down which you came, and there doesn't
seem to be any other exit from this room. As CUT TO • • •
you break the surface, your eyes scan for The underwater action continues in Scene Three,
anoth er way out. "Base Instincts."
You don't see one ... but you see something
infinitely worse. Hatches are opening along
the walls on either side of the pool. Strange-
SCENE THREE:
looking metal apparatus drop from niches BASE INSTINCTS
inside, w ith hoses running into the walls.
Do the characters know what these are? They THE SITUATION
better figure it out quick and dive - those
flamethrowers are about to go off. Once they do, Dramatic. The ch aracters have discovered a
anybody whose head is poked above the water is small part of EVIL's secret- now the question is,
going to take damage value 5D+2 per round. what are they doing to do about it?
So what's the situation here? The characters There are about a dozen guards/crewmen
can stay underwater and drown (call for Easy, present in the pen. Six are boarding the sub, the
then Moderate, then Difficult Endurance rolls as rest have orders to remain behind and destroy
.- the clock ticks, to see if they're able to hold their anything of value in case the base is discovered.
breath), they can surface and fry ... or, if they're (And if you are wondering just what a secret
really unlucky, get the best of both worlds: the pool subversive base is doing under FBI Headquarters
water could begin to boil. - well, who would ever think to look there?)
So how do they get out of this one? Well, players Whatever the characters are going to do, they
are notoriously creative and could probably figure had best do fast. As long as they are above water,
a way out, but we're going to give them a little help. they run the risk of being detected.
A Very Easy search roll reveals a large grate on the
bottom of the pool, probably a filter of some kind. THE ACTION
It's just about wide enough for a person to fit
through, if the grate can be removed. The characters have essentially two options
Removing the grate without undoing the screws here. They can:
first (and who has time to do that?) requires Moder- Overpower the Crew and Hijack the Sub:
ate Strength rolls by two characters or Easy Strength There's no way to do this without engaging all 12
rolls by three characters to remove. Then it's a EVIL agents in combat, something that might be
matter ofan Easy swimming roll to slip through the a little beyond the characters considering what
pipe (but don't forget those Endurance rolls - the they've just been through. Then there's the ques-
old lungs have to be straining by now). tion of whether any of them has the slightest idea
Let them swim for a few rounds and then they'll how to pilot a sub. (Of course, another possibility
come to an intersection where the pipe goes for- is to force one of the agents to pilot it for them -
ward as far as the eye can see, and another goes up. keep that in mind, we'll be coming back to it in Act
The one going up is a short pipe. Which way will Three.) The sword was shipped out on the sub that
they go? Going forward will eventually lead them left just before the characters arrived.
New York Harbor, but it's going to take a good 10 For the sake of argument, let's say they manage
minutes of swimming and t hey're probably going to do this. They're going to need to make Difficult
to drown before then. Going up is quite another Mechanical rolls or Easy vehicle piloting: subma-
matter ... if they choose to do this, read aloud or rine rolls to star t the craft moving. Fortunately,
paraphrase: the bay doors are open to the harbor, so they can
make it outside. Once they are safely out, cut to
You emerge from the pipe into what seems "What EVIL Lurks ... "
like another pool, but the chamber is far Pursue the Sub: This is probably the wisest
larger. A small gray shape hovers unmoving course of action. The characters merely need to let
in the water above you. You can dimly per- the sub go and overpower the other six guards.
ceive figures moving about around the shape There are frogmen suits, complete with knives
and on the sides of the chamber. (damage value STR+lD+ l), in lockers in the pen
As the characters' heads break the surface, they that the characters can use. The sub is moving
see t hat they have stumbled on something they extremely slowly, so the characters can at least
never expected. This a vast submarine pen and the keep it in sight as it moves into the harbor. If they
gray shape they saw was a pocket submarine, do this, cut to "Blood in the Water."
preparing for launch.

THE R EVENGE OF EVIL 89


And suddenly the sub is
no longer alone. A whole
fleet of pocket subs waits
up a h ead , all moving to·
ward the east, their desti-
nation unknown.
Unfortunately, not all the
subs are up ahead. One got
tangled up in some seaweed and
debris at the bottom of the har-
bor, and a team of divers was
dispatched to cut it free. They've
spotted the characters and know
something is up ... the remain-
ing base staff wasn't scheduled
to leave until at least an hour
after the final sub. They will
swim up toward the characters.
Since the diving suits have
no radios built in, all communi-
EVIL AGENTS cation has to be done via hand signals. The charac-
COORDINATION 3D ters' faces are sufficiently masked that the EVIL
Fire combat 3D+2 divers won't be able to tell just by looking that
ENDURANCE3D they're ringers. So the characters can try to con
Swimming4D them into thinking they had good reason to leave the
REFLEXES3D base early. If they fail, though, the enemy divers
Dodge 3D+l, melee combat 3D+l may insist on heading for the surface to have a
STRENGTH3D conversation, which would mean discovery.
Brawling 3D+2 Combat is another option. Both the characters
KNOWLEDGE 2D+2 and their enemies have knives, and first move will
Espionage 3D+l, scholar: deep-sea diving 3D, be to try and sever the hoses connected to the
survival: underwater 3D+l, willpower 3D oxygen tanks or pierce the suit. Mercy isn't an
PERCEPTION 2D+ I option here - knocking their foes unconscious will
Search 3D just result in their drowning eventually. Unless
MECHANICAL 2D+2 the characters can find some way to escape, it's
Navigation: underwater 3D, radio ops 3D, ve- going to be kill or be killed.
hicle piloting: submarine 3D EVIL Divers (4)
TECHNICAL 2D+2 Use stats for "EVIL Agents" above.
Fate Points: 2 Once the enemy divers are dispatched, the
Equipment: Knife, damage value STR+lD+l; characters can continue to follow the subs. Cut to
pistol, damage value 4D, ammo 6, range 3-10/15/40 "What EVIL Lurks ... "
Pocket Submarine: Speed 25 mph; pass. 8;
END 8D+l; torpedos (2), damage value 9D+2 WHAT EVIL LURKS .•.
range-/.5 k/lOk As the characters go over a rise, they see yet
another example of EVIL's resources. Read aloud
BLOOD IN THE WATER or paraphase:
If the characters have donned diving outfits and At first, you aren't quite sure what you're
are following in the wake of the pocket sub, they seeing. Certainly there's been nothing like
will behold something of an astonishing sight. this outside of the pulps - an entire base
Read aloud or paraphrase: under the water! All around it can be seen a
The water is dark and murky, making it veritable cloud of pocket subs moving in and
hard to keep your quarry in sight. It's fortu· out of docking bays, while dozens of divers
nate that the sub is barely moving or it would swarm over the metal shell of the base, build·
have left you behind long ago. You swim on, ing and repairing. The pale yellow lights of
wondering just where all this is leading you ... the interior make the base look like a living

90 THE REVENGE OF EVIL


creature whose multiple eyes follow your lockers on the sub or donned diving suits from the
every move. same location. If they didn't, a quick exit once
For the first time since this adventure they're inside the base is recommended.
began, you find yourself wondering if you If the characters are swimming to the base, they
are in over your head ... can simply mingle with one of the work crews and
get in through an airlock. It's wisest not to take off
CUT To ... their masks until they are away from the others,
and then remain in the diving suits as much as
It could be argued that the characters are way possible, so as not to be too conspicuous as they
out of their "20,000 leagues" here ... but as with move around the base.
Indy confronting the flying discs, resourcefulness Here is a rundown of what they can find here:
can still win the day. Time to cut to the climax in
Act Three, "The Ice Plan Cometh." AIRLOCKS
There are a number of airlocks set all around
ACT AWARDS the base. Guards are posted at the base end of the
locks against intruders, but they have grown a
Award each character one Fate Point for surviv- little lax over time. Outside of fish and old tires,
ing this Act. nothing comes close to this base.
ACT THREE: THE SUB BAYS
There are a half dozen large bays in which the
ICE PLAN COMETH pocket subs can dock. Each bay can hold approxi-
mately 10 of the small submersibles.
Sub bays and airlocks connect to the outer ring.
SCENE ONE: THE
THE OUTER RING
LIGHT THAT WON'T
MAINTENANCE
FAIL These areas are where diving suits, sub compo-
nents, weapons and other pieces of equipment are
THE SITUATION built or repaired. At most, there are two workmen
in a maintenance area at a time, and rarely are
Standard. The characters infiltrate EVIL's these guarded.
undersea base and learn of their plans for the
artifacts. Consult the map on page 92 as you run LABORATORIES
this scene. It is here that the artifacts have been brought
Read aloud or paraphrase: for authentication. Just before the characters ar-
As you move closer, the enormity of what rive, the sword is examined-which explains the
you are seeing begins to sink in. Konstantin alarm that goes offfive minutes after they walk in.
Cordas and his associates had the resources The transmitter has been discovered and its pur-
to design and build this, in secret, right off pose discerned. It's been destroyed, of course, but
the shore of the lar gest city in the nation. EVIL now knows their security has been compro-
And all this despite t he setback Indiana Jones mised. Government forces could be closing in even
dealt them not so very long ago. Perhaps now.
New York h as just been lucky that EVIL LIVING QUARTERS AND
hasn't struck before now ... GALLEY
Shelter and food for the guards and divers are
THE ACTION provided in these sections of the Outer Ring.
The characters can actually get into the base
without too much of a problem. If they are in a sub, THE INNER RING
it's just a matter of faking the appropriate re-
sponses on the radio (Easy con roll) and docking in SONAR CENTER
one of the bays. Of course, getting out of the sub EVIL operates its sonar equipment from this
might pose a bit of a problem, since the characters site, monitoring the waters around the base for
probably aren't dressed like everyone else. But any sign of intrusion. By the end of this scene,
they might have stolen some clothes from the they'll be picking up Navy ships up above.
guards back at the base, found some in storage

THE REVENGE OF EVIL 91


UNDERSEA
BASE

KEY
1. SubBay
2. A ir lock
3. Maintence
4. Laboratory 2
5. Living Quarters
6. Galley
7. Sonar Center
8. Offices
9 . Conference Room
10.Armory/Vault

CONFERENCE ROOM Inner Ring, they can overhear snatches of conver-


This is where the commanders of the base meet sation that will divulge what EVIL is planning
with Cordas and other members of the Group of (Easy Perception rolls). Note that they must be
Six during their frequent visits to the site. prepared to evade guards while they are spying.
Read aloud or paraphrase:
OFFICES You can h ear two voices, slightly raised,
These are the offices and "war rooms" for EVIL. t r a veling down the corridor. "What is to be
It's in this vicinity that the characters can over- the ransom demand?"
hear the group's plans. Keep in mind that, once the "Nothing less than total surrender. Cordas
security alert is sounded, guards will be posted in has no wish to bankrupt t h e world's treasur-
this area of th e ring. ies - he has enough m on ey for a hundred
LIVING QUARTERS AND men. He wants powe r , and power is what this
GALLEY will get him."
"But t he men have been p r omised gold!"
Shelter and food for officers and researchers are "These m e n will be the vanguard of an
provided here. a rmy that will r ule this plane t and save it
ARMORYNAUL T from itself. I think that will more than make
up for a lost r eward."
Located in the heart of the base, this is where "Do you ... do you truly think it will work?"
EV!Tu stores its weapons as well as the Spanish "It must! We almost succeeded last time by
Armada artifacts. It is heavily guarded (there are frightening the world int o submission ... this
at least five agents here at any one time) and the time, w e will blackmail th e world into recog-
vault door has an Endurance of 6D+2. Picking the n izing our rule! And what b etter tool than
lock requires a Heroic lock picking roll. this - six a rtifacts which , when linked to-
THE PLOT gether, give off an e nergy never known be-
fore! Placed in the right spot at the Arctic, it
If the characters make it to the offices on the could melt the ice cap and flood the world!"

92 THE REVENGE OF EVIL


That's right, EVIL has gotten slightly more th e outer layer of t h e b ase h as b een breach ed
ambitious in its old age. The threat might seem a a n d water has begun to pour in. You'd lik e to
wild one, but they have the means to do it - and think t his was th e e n d ofEVIL's pla n s - b u t
who can say they're not crazy enough to try, iftheir y ou k now b etter.
demands are not met?
BOMBS AWAY THE ACTION
Just as the characters digest this little piece of Things happen fa.st in this early part of the
news, the base is rocked by a tremor. At first it scene. Rush decisions, rush rolls - you want to
feels like some sortofundersea quake, but then it's engender a little panic in the player characters.
followed by another and another and klaxons are They're in the middle of a fleeing mob and they're
sounding all over the base. going to have to decide on a course of action in a
What's going on? Well, FBI agents discovered hurry.
that steel panel in the basement, cut their way Assuming they've guessed that it's the USN avy
through it, and at least a few made it as far as the up above, they can try rushing to the sonar room
sub pen. That was enough for them to contact the and radioing them. What they'll tell the Navy is up
Brooklyn Navy Yard and have some ships dis- to them ... and whether or not they'll be believed
patched. By tracking the transmitter signal (be- is problematic. They could warn the ships to target
fore it was destroyed) the ships zeroed in on the the subs heading north - but the risk is, if the
EVIL base (and even succeeded in spotting one of destroyers don't sink the one with the artifacts,
the pocket subs). Depth charges are now being EVIL can just go ahead with their plan. They could
dropped on subs and base and EVIL's house of also tip the Navy to the plans for the Arctic and
cards is about to fall. arrange for a warm reception for EVIL there. If
As the explosions come faster and faster, the they are going to do this, though, they'd better do
order is given to evacuate the base. A mad rush is it quickly, or they'll be stranded on the collapsing
on and the characters will be caught in the middle base.
of it. Worse, half a dozen subs are being ordered to The other, and better, option is to hijack one of
the Arctic while the rest disperse. EVIL has moved the six subs. This means waylaying and overpow-
up its timetable - and the characters are the only ering the six-man crew (but with the mob scene in
ones who can stop them. the bays, a scuffle will probably not be noticed).
But what a shame .. . the sub the characters get
isn't the one with the artifacts.
CUT To ... There is a radio aboard the sub that the charac-
As the panic reaches its height, cut to Scene ters can conceivably use to keep in touch with the
Two. Navy. But they had best beware: if the other subs
detect the radio traffic, they may go after the viper
SCENE TWO:
NORTH TO THE THE ARCTIC
ARCTIC The northernmost part of the globe, the
Arctic encompasses the Arctic Ocean, the
northern reaches of Canada, the USSR,
THE SITUATION Alaska and Norway, and much ofGreenland,
Iceland and Svalbar d. The characters will be
St andard. This is the shortest scene in the reaching the region near the start of its
adventure, intended mainly as a transition be- summer, when tundra grasses are just start-
tween events at the base and events in the Arctic. ing to poke through the snow fields and the
The base is barely controlled pandemonium at this daylight lasts almost 24 hours. But they and
point, as the evacuation begins. EVIL will be heading for the vast ice sheets.
Read aloud or paraphrase: At this point in history, the Arctic is not
All a r ound y ou, soldie rs a nd scie n t ists are yet coveted by the great powers. Oil and
h eading for th e sub bays , and you are carried natural gas won't be discovered here until
along b y the cru sh of humanity. What you 1957, and its strategic value as the shortest
know ca n only be dep t h charges continue to route between the US and USSR won't really
rain down on t h e b ase, r ocking it t o its foun- be relevant until the outbreak of the Cold
dations . Alread y, d a mage rep or ts are com- War.
ing in over the lou dsp eak ers, indicating th at

THE REVENGE O F EVIL 93


in their midst. The characters' craft is outgunned out a hole big enough for the pocket sub to surface.
5-to-1 and probably won't last long in a fight. A glance through the periscope will reveal that the
Now is a good time to take out a map of North other subs have done the same and the crews are
America, draw a red line and hum the Indiana starting to emerge onto the ice.
Jones theme music. The trip to the Arctic is going Cold-weather gear is not a problem - there's
to take a good two weeks at 25 mph, maybe a little some stored in the sub. There are also submachine
longer given the need to surface and get refueled guns (damage value 4D, ammo 30, range 5-15/30/
by EVIL-owned vessels. You're not going to want 60). The temperatures are below freezing, but
to roleplay two weeks crammed in a pocket sub - being Arctic summer, not brutally cold. The sun
far better to just skip ahead to the arrival in the glares off the ice an,d the characters will have to
Arctic. don goggles or be blinded.
They can mill about with the other crew mem-
CUT To ... bers for a while, inconspicuously. What they'll
discover, to their horror, is that either the leader
Once the subs reach the Arctic, cut to Scene ofthis particular strike force is insane or else the
Three, "Fry Me A River." whole group has been deployed as a suicide squad.
Read aloud or paraphrase:
SCENE
THREE:
FRY ME A
RIVER
THE
SITUATION
Dramatic. The EVIL subs
reach the Arctic. If there are
Navy ships in the area, they are
going to have to play things care-
fully, because even sinking the
subs won't end the threat. Un-
less the artifacts are recovered,
they could be retrieved by EVIL
someday and used again.
Read aloud or paraphrase:
A harsh voice comes over
the submarine radio. "De-
ploy drills. Prepare to sur·
face." This would be a per-
fectly sensible order, if you
knew where the drills were.

THE ACTION
The characters will need to
make an Easy Perception or
search roll to find the drill con-
trol. When it's pressed, the nose
of the sub parts and a combina-
tion drill/saw emerges and be-
gins to rotate in the water. When
it strikes the ice sheet, it grinds
its way through until it carves

94 THE REVENGE OF EVI L


A tall, imposing man in a parka w a ves PERCEPTION 20 +2
everyone togeth er. "Me n , it is n ow time to Hide 3D, search 3D+l, sneak 3D
r eveal our orders. Originally, w e w ere only MECHANICAL3D
to t ravel to t his icy w astelan d and s tan d Navigation: underwater 3D+2, vehicle piloting:
ready should t h e world refus e to accede t o submaring 3D+1
the wishes of our superiors. But just prior to TECHNICAL 20+2
our launch, a s deat h rained down upon our Demolitions 3D
base, I was informed that w e wer e to join t h e F ate Points: 1
artifacts upon a rrival and visit d estruction Equi pment: Submachine gun, damage value
upon this w orld ... for w e will only be a ntici- 4D ammo 30, range 5-15/30/60; pistol, damage
p a ting its fate by a mere few ye ars." val~e 4D, ammo 6, range 3-10/25/40; knife, dam-
Did he really get those orders? Is he just insane? age value STR+lD+l; cold-weather gear
Does it make a difference? His men all seem to buy
it, meaning the characters are going to have to_do AFTERMATH
something or wind up very, very wet, along with If the characters failed miserably and the arti-
the rest of the world. facts did their job, the Earth is going to be swamped
There are 30 EVIL Arctic troops here, specially with water in short order. So let's hope they didn't
trained for survival and combat in this terrain. If fail ...
the characters attack, the leader will attempt to If the characters managed to destroy the arti-
break away from any fight, merge the artifacts facts, they may still have fallen in combat with the
and set off the energy surge. If that happens, the EVIL troops. But the organization itself has been
characters will have 10 minutes in which to de- dealt a serious blow and US intelligence agents in
stroy the artifacts (END 15) before the process has cooperation with the Navy will clean it up in short
gone too far to be reversed (not to n:iention _that order.
anyone within a mile radius of the artifacts will be If the characters succeeded at both destroying
incinerated at the end of that time - the alchemist the artifacts and driving off the troops, they have
neglected to mention that little fact to Philip II, won a major victory. The only problem remaining
way back when). Most of the troops will keep to them is how to get home. Hopefully, the sub they
fighting until the end, but some may bolt and run came in is still present-if it is, they can probably
for the subs if the fight goes against them. sail it to a nearby port (Alaska or Greenland,
If there are Navy ships in the area, they will perhaps) and put in there, then catch a plane or a
start shelling as soon as they spot the EVIL per- ship home. If there are Navy ships or planes in the
sonnel. This, too, will prompt the squad leader to area, they will pick the characters up.
use the artifacts. The characters might get some kind of a medal
If the characters can destroy or successfully from the government - but they won't allowed to
steal even one of the six artifacts, they will ruin flash it around, since no one can know the details
EVIL's ability to threaten the ice cap. All six have of this mission or their part in it. Still, they now
to be linked together with the chain for the al- have a valuable contact in Treadwell, and who
chemical procedure to work. knows where that could lead? (You may also want
to toss them some sort of a monetary award.)
EVIL ARCTIC TROOPS (30)
COORDINATION 3D+l
Fire combat 4D
ADVENTURE
E NDURANCE 30+2 AWARDS
RE FLEXES 3D
Dodge 3D+2, melee combat 3D+l Award the characters three Fate Points for
STRENGTH 3D surviving this adventure. You can also award
Brawling 3D+2 them seven Skill Points apiece, more for truly
KNOWLEDGE 20+2 exemplary roleplaying.
Espionage 3D+l, intimidation 3D+l, survival:
Arctic 4D, willpower 3D+l

THE REVENGE O F EVIL. 95


APPENDIX

MASTER BOOK/0 6 SYSTEM


CONVER SION
This system converts MasterBook characters and adven- Strength Strength
tures to the D6 System rules (used in other roleplaying games Knowledge Intellect
produced by West End). Ofcourse, since the conversion trans- Perception Average of Mind and Confidence
lates logarithmic values to linear values, you have to exercise Mechanical Average of Agility and Intellect
good judgment. If something doesn't look right after you Technical Average of Dexterity and Intellect
convert it, alter the value or die code to what seems more To convert skills, apply the formula given above to the skill's
realistic. skill adds and then add that to the base converted attribute.
The conversion involves one simple formula: divide the For example, a character with a Dexterity of 9 and a
MasterBook value by three. The quotient becomes the D6 die uehiclepilotingofll (2adds) in MasterBook would haveaD6
code and the remainder becomes the number of pips. For Coordination of 3D and a uehicle piloting of +2 (which is
example, a MasterBook value of 14 becomes a D6 code of added to the base Mechanical score, since the skills falls
4D+2 (14/3 = 4, remainder 2). Using this equation allows you beneath that attribute).
to convert statistics on the fly. You don't have to convert all
the numbers in a particular adventure beforehand. For DIFFICULTY NUMBERS
example, your characters encounter a thug who immedi- Since there is no linear formula that will accurately
ately opens fire. You convert the thug's fire combat skill convert difficulty numbers, use the chart below to translate
value of 8 to a die code of 2D+2 and start rolling. them between systems.
To convert from D6 to MasterBook, simply multiply the
die code by three and then add the pips. For example, a D6
planetary systems skill of 4D+2 has aMasterBook skill value DIFFICULTY CONVERSION
of 14 (3 x 4 + 2).
MasterBook Difficulty Level D6 Difficulty Level
The main sections ofconversion are characters, difficulty
numbers, modifiers, and damage values. Routine, Nearly Routine 0-2) Very Easy (1- 5)
Very Easy, Easy (3-5) Easy (6-10)
CHARACTERS Average, Complicated (6-10) Moderate (11- 15)
Difficult, Hard (11- 13) Difficult (16-20)
If you'd like to play a MasterBook game with the D6 rules,
Very Hard, Extremely Hard (14-18) Very Difficult(21-30)
you can use this simple method for converting between the Incredible, Nearly Impossible (19+) Heroic (31+)
two.
Since D6 allows you to use whichever attributes and
skills you deem appropriate for a particular genre, you can
use theMasterBook attributes- Agility, Dexterity, Strength,
MODIFIERS
Endurance, Intellect, Mind, Charisma, and Confidence (ig- Divide the MasterBook modifier value by three. Treat the
noring Toughness)-and the MasterBook skills as defined quotient as the die code and drop the remainder. For ex-
by the particular WorldBook. You need only convert the ample, a MasterBook trick shot has a modifier of -4, which
MasterBook values into D6 die codes using the formula translates to a D6 modifier of -lD (-4/3 = -1, remainder 1).
given above. For example, a MasterBook attribute score of
13 would be a D6 die code of 4D+l (13/3 = 4 remainder 1). DAMAGE VALUES
You can use this quick-and-easy formula to convert all SinceMasterBook damage values tend toward the high side,
the attribute and skill values. To make things even easier, you must first subtract five from the MasterBook value and
the MasterBook attributes contain the D6 core attributes- then apply the conversion formula. For example, a light rifle in
Agility (Reflexes), Dexterity (Coordination), Strength, and MasterBook has a damage value of 16. In the D6 System, the
Endurance. damage value is 3D+2 (( 16 - 5)/3 = 3, remainder 2).
Last, Skill Points become Character Points, and Life
Points become Fate Points. MISCELLANEOU S
Conversions for other areas of game play (vehicle and
CONVERTING MASTERBOOK
s tarship combat, magic, psionics, et cetera) are left to the
INDIANA JONES CHARACTERS gamemaster. In each case, the standard conversion formula
Use the following chart to convert attributes between s hould provide you with a basis for translation. For ex-
MasterBook and D6 Indiana Jones games. ample, characters from the Bloodshadows TM game who have
D6 MasterBook magical spells at their disposal may attempt to cast a spell
Coordination Dexterity by generating a skill total and comparing it to the spell's
Renexes Agility difficulty (the skill value and the difficulty number can both
Endurance Endurance be converted using the guidelines presented above).

96 APPENDIX: MA STERB OOK/0 6 SYSTEM CONVERS ION


- Indiana Jones and'the ·
'· -
Sky Pirates, India;ia Jones and·
the Per'il at D.elphi, and Indiana -Jones •
and the Unicorn's Legacy- and now you can relive
the adventures. Between these covers you'll find ,.
all the characters from these stories, allies
and enemies, rea,dy to be dropped into ... ,. -...
- your campaign; fascinating locations;
· new artifacts; riand adventure
hooks. Also included are two
full-lengtn adventures and
..- tips on pannin"g' ~G\>~I§~ ""~1.::
.,. ...,_ ~ <!111-.:..0.r ....

.. fior~e=
anid viovi,es - .1....... !:lf'~·
~... ;?f~... -- •//'>
~~.1f. .1
Indiana Jones
• • and t¥ Sky Pi- , playing.gol~. ~~~,.;.>;;.,;t.~re;
rafes andf)ther I • :j .~ . :51.-6~~~·~,W.~
.,,~
..·•·,>~,.1 •\
•J i J I
Tples ls a supple ~ ... ~ '"-'"'.

ment for the Wor.Uf '<if.;.·.:,
· IndianaJoMsro]epla~ ·
game. You .rieed the ·.
MasterBo6k or. The D6 ..
S,slem rulebOOk and the Indian.a 11 • •
J011U Worklbook to use this companion
piece effectively.
~

0-87431-437-2

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0 18874 45015

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