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FRIENDLY

ATTRIBUTE RA TINGS
NPC ANIMAL
ATTRIBUTE RA TINGS
I
-.1-
i:
I'

JOCK LINDSEY '" * POISONOUS SNAKE


Attributes Normal ·2 ½ 1~ Attributes Normal •2 ½ .
Strength
Movement
80
72
160 40 20
144 - - 36 - - 18
Strength 16
Movement - -- - - - 32
32 8
64 - - 1 6 - - 8

Prowess 80 160 40 20 Prowess 40 80 20 10
Backbone 72 144 - - 36 - - 18 Backbone--- - -- 4 8 --2-- 1
Instinct 56 112 28 14
Appeal 60 120 - - JO- -15
MOVEMENl RATE (running): 20 Squares (4 Areas)/turn JAGUAR
WEAPONS: pistol (214 / 8) Attributes Normal •2 ½ '•
Strength 80 160 40 21:
Movement - - -- - - 88 176 - - 44 - - 22
0
OMAR ' Prowess 72 144 36 18
Backbone - - - - - - 20 40 - - 1 0 - - 5
Attributes Normal •2 112 '14
Strength 84 168 42 21
Movement 60 120 - - 30 - - 15 MONKEY
Prowess 52 104 26 13
Attributes Normal •2 '12 11.,
Backbone 64 128 - - 32 - - 16
Instinct 48 96 24 12 Strength 20 40 10 5
Appeal 44 88 - - 2 2 - - 11 Movement 24 48 - - 12 - - 6
Prowess 8 16 4 2
MOV[M[NT RAT£ (running): 20 Squares (4 Areas)/ turn Backbone - - - -- - 20 40 - - 1 0 - - 5
WEAPONS: knife (Ot l / 2) Instinct 28 56 14 7

DIGGERS
Attributes Normal ,2 'Ii ,,. VEHICLES
Strength 80 160 40 20
Movement 52 104 - - 26 - - 1 3 HEAVY TRUCK
Prowess 60 120 30 15 Vehicle Rating: 70 Turn Speed: 2!I .a
Backbone 44 88 - - 2 2 - - 11 Acceleration: 10 mph Redline~ _,
Instinct 48 96 24 12 Braking: 20 mph MaxinuuSaa::: ~
Appeal 40 80 - - 20 - - 10
MOTORCYCLE
\.10VEMENT RATE (running): 20 Squares (4 Areas)/turn Vehicle Rating: 20 Turn Speed: 30 mph
Acceleration: 30 mph Redline Speed: 50 mph
Braking: 40 mph Maximum Speed: 90 mph

SEDAN
Vehicle Rating: 40 Turn Speed: 30 mph
Acceleration: 20 mph Redline Speed: 50 mph
Braking: 30 mph Maximum Speed: 70 mph
!)~ ti'fll /v1r f}/Yt JJI
NILES KILPIN
ADVE NT UR E
DESIGN
EDITING
JANCI
GRAPHIC DESIG:-1
LAFORCE EASLEY
C A R T O G R A P H Y ILLUSTRATIONS

~-~ I -
t . - - · ••

IJ2 ISBN 0-88038-17S.O


6751 T" • RAJDUlli OF TIU LOST ARK, THE ADVE!ITIJtlE$0f IIIDIANAJONES,gamo-_ ,ncf- - a n c f lk-n•lllonabol uaotinlld.UNdonlltlllhlrilacim. 394-54182-GTSRO&OO
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( PREPARING FOR THE ADVENTURE A 5SICNTNG PLAYER CHARACTERS Music can help set a mood. If you own
il1J1,ina }ones is the main character in the soundtrack to the Raiders of the Lost
'J / ang on to your hats! Indiana {ones this adventure. Along the way, however, Ark film, you may want to play it while
~ faces his toughest challenge yet in the h<' PPts hPlr ln,m c<•v<'ral friends and con- you run your adventure. You may even
R.1,JL•r:, p/ the Lu,,1 Ari-. ..1J\u1lu1l t:irt s want to play the specific pieces of music
pad, hdl nt h.11r-ra1sinf• dinf•t'r< ·ind that coincide with the episodes you are
UL>\ 1ously, someone has to play Indy. If
heart-pounding excitement, this adventure running.
more than one player wants to, have each
pack recreates the action from the famou~ Language and dialects help set a mood.
player roll dlOO. The person who rolls the
film but YOU decide he>\, i! .,II end•, l ,:n Keep in mind that many of the characters
hig hest number gets to play Indy. It's OK
you be as daring as Indy? Will vnu (" f" in this adventure s peak with an accent. If
!()r the pla yers to trade off playing Indy
come the obstacles set out for \, n1 h\ 1 ,'1t
that sadistic N azi, and l,y \,1111 .irch ri,,,I
1,mne thr- c0urs<' nr the advent ure if they you USC' an ac:cent, you can conjure up a
, 1' ,,,., l1•1t f1, l, lkP1'pyourplay(•rs more vi vid picl ure of a character for your
the dangerous archaeologist Bello</? (" 1 players. ln p.irticular, Toht (wheeze,
Ir,, 1,, kn11; , , ,hit nf th is, th ough,
your wits and your dice readv! wheezcl has a very distinctive manner of
1,e, ,1 ., 1•w ,I "' ,, I have time to get tsed
Raider:, of the Lo.,l Ari.. 1; ,111 ,1dvcnlu1L srl',<~ing.
t0 runnin<: 1ust nnr c h,irackr
for use with Tl IE ADVU\T URES OF l hree-dimensional pieces can help set a
INDJANA JONES" Game I rnm TS!< Inc. lt you h.ive thrl't' player,: One I '.1:, er -·n,~ mu<>d. 1I your playe rs can visualize a
You must have the rules I rom , hat game Lo lmh Annthn 1,L:i-.·e1 rur, Barr,rnca in sc.cne, they may be able to come up with
play this advrnture. l-r1,P,lr 1. ano ,\ f,1rinn ,n Episode-<, 2 more ideas as they play it. Use the 3-D
1hrni1gh - T h., 1h -d f'L1 .., - n n, ~·.11ip,1 in I 1·11n'-. lrom the game box when you want
WHAT'S INCLUDED IN THIS PACK l:p1s.>d>" I A/oh.in the b.i rt('ndr·r in Ep,socl, 1,,, n-,1te rooms and areas for the charac-
1--1~his adventure pack comes with: 2 Sallah in Ep1,1., Jl', 3 H, rnugh 6. a nd te1 , t" t'xplore. In addition to the figures
1 l:pisn,I,><; band 7. 1rr "n I he game box. this adventure pack
~ •I a 32-page adventure booklet, which features 11 ,·,111 h,1\1 '"" pl.1yer~: ( )rw player runs 1ndud,·, lhese 3-D figures, Bel/oq, Toht,
a pull-out Evidence File JndJ. I h r h, 1 , ,,.,.., Sat1rr1. ,'vfarion, .... ,,•11•"· Barranca, Mohan, two Nazis, a
I 3-D character figures, as well as a Platform Sa llah, and C1pl,w, kat.m>;d . 111\' ht't,•ft'l' pi.,tlu1 in, an<l the Ark of the Covenant.
and Ark figure runs Barranca and tv1ohan. '~1''.L" on how to use these figures are

■ a Referee Sheet featuring r,h~ractP.r ratings g1n·11 nn page 10.


Jf you h,1n• one player: One pla yN rnns
and other playing aids
■ maps of all adventure areas
/n,/1 Th,· Rell'ree ru ns all other characters. USINC THE EVIDENCE FILE
I h,, adventure p,i.-1-..'s Evidenct File
■ a special full-color Action Map to use GETTING READY TO RUN THE starts on pag, 10 l\otes t'n what's
tor combat and choses
ADVENTURE mc:ludcd and 1-iow 1" u<t' 11 MC given on
that page. Separate the Lv,Jencr FilP lrom
HOW TO PLAY THIS ADVENTURE \ l..1ke , u. c th.it you read the adventure the adventure booklet and looJ-. ,,vcr ,t,,
bdnrt. y, rnn y,1t1r players through it. components before you begin plaving tht'
'. his adventure is divided into a series
Doing ,n v.riTT help y0u set the pace for the adventure.
of episodes, much like an old movie
adventure. If you d0n, have time to read Notes on how to use the large Actinn
serial. Each episode is composed of
the entire booklet belort· beginning, you Map are also given on page 10.
several scenes, and should take you about ,hould al lea~l trv lo read each episode
2 hours to play through (depending on
hefnre vnu nm 11
your s tyle of play, ol cour,,•I Ch,1.~ THL -\r) VLf'. 11 hES OF
You should read thb bo0ld!'l, b ,·, ·om,
!NL11f\.N. \ ION !·','" rule, it vou have any
familiar with the story, and then prq 1r•
4uestl()ns. Try to an ticipate some of thl'
your player, to take part in th.: action. crazy things your player c hara, ters ( l'Cs)
Don't read any more of this booklet if
might try lo do. but b(· aware that they' ll
you want LO play a character in this adven-
probably still su rprise you! Most impor-
ture. Otherwise, you'll miss out on much tant, remember lo keep the advenh1rc
o f the s urpris<' and suspense of the story.
moving along at a good, steady pace.
Don't think ynu know everything just Sinc:e most of your players have proba-
becau~e you·vr seen the 111Pv1t'! bl v wen the Raider:, of the l,o$1 Ark film,
R.1id1'f's of lhe Los/ Ar/., c,rn br playrd as
kc·c·p in mind tha t they may try very hard
a "onl· on-ont•" advent11rc· ,,,w person not to follow that film's plot. It's okay for
plays lndv ll,r thC' entirp story, an<l one
you r players to do this, but make sure that
person ac:ts as the Rderee and handles all they keep their initial objectives in mind .
.,f the other cha racters.
11 more than one person wants to play, SETTING THE MOOD
Hn1 r an divide the characters between the Establishing the right atmosphere can be
pl,1yrrs. Up to four people (counting the a big part of successful role-p laying. T he
RPlt>reel c:an take part in this adventure. more you and your players get into the
spirit of the adventure, the more fu., •· ;:,_
have playing it. Here are some SLic,,i:E'SOX-..5
for creating a special Raiders a~-~-=
R I D E R s 0 F T T A R K

~ is episode features Indiana Jones, If the PCs move ahead to see what fright-
' ;,·/ ~atipo, and Barranca. It takes place
m the jungles of South America.
ened the Indian, they find a gruesome
stone statue, nearly covered with vines. lf
Indiana has half of the Chachapoyan
t,, PC (PLAYER) OBJECTIVES Indy makes a successful Instinct Check, he
Temple Map, and his Peruvian guides have
the other half. If different players are
recognizes the statue as a guardian that is
The player character objectives are running all three characters, it's up to them
supposed to ward intruders away from the
given on the backs of the two halves of the to cooperate in putting together the two
temple entrance.
Chachapoyan Temple Map (page 16, Evi- As the PCs move on through the jungle, halves of the map.
dence File). The PCs can see the temple entrance just
have each make an Instinct Check (includ-
Note that Indiana starts this episode up the path from the pool. An opening,
ing NPCs, if no players are running the
with 5 Player Points. Peruvian guides). For each successful rimmed by gray, mossy rock and draped
Instinct Check. the PCs find one of the w ith vines, seems to gape menacingly at
NPC (REFEREE) OBJECTIVES following along the next 100 yards of path: the characters.
Get Indy into the temple sanctuary, to 1. A poison-tipped dart embedded in a Once the PCs enter the temple, use the
the idol, and out again (worth 2 Player tree trunk. If one of the guides makes Chase Flow Chart as a map of the temple's
Points). another successful Instinct Check, he winding corridors and passages. The PCs
Have Belloq take the idol (worth 1 determines that the dart was made by the enter the temple at the top of Circle E on
Player Point). Hovitos, and that the poison on the dart is the chart. The sanctuary containing the
3 da ys old. idol is at Circle T. The PCs may reach the
SCENE 1: THE JUNGLE 2. Two spears, stuck into the ground sanctuary in many ways, but the route
Before you run this scene, take the Cha- and crossed to bar the way. shown on their map is probably the most
chapoy an Temple Map from the Evidence 3. A human skull, dangling from an direct. Note that the numbers between the
File and cut along the dotted line that overhanging branch. circles on the Chase Flow Chart represent
separates the two halves of the map. The Squares for this encounter and not Areas.
At the end of the 100 yards, the PCs As the PCs move through the temple,
top half is Satipo's and Barranca's; their
character information is given on the back. come to a stretch of sand and a small pool. describe the corridors as being damp,
The bottom half is Indiana's. Read the A waterfall pours into the far side of the mossy, and covered with spiderwebs. Most
pool. This is the spot indicated on the of the corridors- are 10 feet wide and 8 feet
information on the backs of the map
pieces, and then give them to your players. Chachapoyan Temple Map as the temple high. Every so often, a slithering or
Read the boxed text aloud to the play- entrance. All three characters are aware of squeaking sound precedes the characters as
ers, or read it to yourself and describe it to this. they move down the passages. Every 50
the players in your own words. feet or so, a new passage branches off
BARRANCA'SBETRAYAL
from the main corridor.
If you are running Barranca as an NPC,
the Peruvian tries to attack Indy and steal Whenever the PCs enter a circle on the
chart, roll a die. On a roll of 1-5, the PCs
his portion of the map when the characters
reach the waterfall. If a player is running have an encounter in that area. Go to
Barranca, it is up to that player to decide if Table 1 and roll ldlO to see what the PCs
he wants to take some sort of action encounter.
against Indy. Many of the encounters on Table 1 are
If either of the Peruvians tries to tum on noted as "hidden." PCs cannot see these
Indy, allow Indy to make an Instinct encounters at first glance. lf the PCs have
Check. If the Check succeeds, Indy a hidden encounter, allow each to make an
Instinct Check. Indy's Instinct Rating is
becomes aware of the guide's betrayal.
Whether Barranca and Satipo are PCs or normal for this Check, while the guides'
NPCs in this episode, treat them as goons Instinct Ratings are cut to ¼.
for the purpose of combat. If either one of Describe the encounter to the PCs based
the guides takes a Serious wound, he falls on the success of these Instinct Checks. If
unconscious and is eliminated from the a
no one makes successful Check, the PCs
adventure. Also, if Indy strikes either of have no idea that they are about to
the guides with his whip, the guide must encounter something dangerous!
make a Backbone Check at ½ . If the If you want to have the PCs encounter
Check fails, the guide races into the jungle the same dangers that face Indy in the
and doesn't return until Indy is no longer Raiders of the Lost Ark film, use only
in the area. entries 2, 4, and 5 from Table 1.
lf either guide runs away, go to Scene 4
and run that character (only) through that
.-----------.,._....____________________.,....___________________________.... _

TABLE 1 A distance of 6 Squares lies between the


- A :m-foot-deep pit completely altar and the spot where the PCs are now
CHACHAPOYAN
blocks the corridor. The pit is 10 feet wide. A standing.
TEMPLE ENCOUNTERS The floor of this room is trapped. Any
gnarled tree trunk sags from the ceiling
above this trap. The trunk can support the PC who steps on a gray stone releases a
weight of one character at a time. PCs who spring-loaded dart from the mouth of one
- A l:JO-foot-deep pit blocks the
corridor. The pit is 10 feet wide. A 6-inch· make successful Movement Checks can use of the stone faces in the wall. Each dart
wide ledge rims each side of the pit. A a whip to swing across the pit. Any PC who has a Danger Rating of 88.
rotting beam hangs over the pit; the beam fails this Check loses his balance. Allow a The stone altar on which the idol rests is
collapses if any weight hangs from its center. faltering PC one more Check; if he fails, he also a trap. If the weight of the idol is
Each end of the beam, however, can support falls to the bottom of the pit (Danger Rating lifted from the altar, the circular platform
the weight of one character. PCs who make of 0001, unless another PC catches or grabs on which the idol rests begins to slide
successful Movement Checks can move him. down into the altar, and the temple walls
safely along the pit ledges. Any PC who fails begin to crumble.
Jl■,Mj Brush covers the floor in
this Check loses his balance. Allow a falter- A PC can try to replace the weight of
ing PC one more Check; if he fails, he falls to the idol by placing sand or a rock on the
this area, concealing a spring that releases a altar, but this is a very tricky maneuver.
the bottom of the pit (Danger Rating of 0001,
pair of scythes. The blades shoot out from Any PC who tries it must make a Prowess
unless another PC catches or grabs him. the walls and cross the corridor 2 feet above Check at¼.
the floor. This trap has a Danger Rating of

,. &Ml
If the temple does begin to fall apart,
, • • • A 6-inch-wide shaft of 200. stones crash onto the floor of this room,
sunlight crosses the corridor from the upper and darts fire from the walls. No matter
left to the lower right. If anything cuts the A hungry jaguar lurks in the what PCs do from this point on, the room
beam, a wall of spikes springs forward from shadows of the corridor. It attacks the PCs has a Danger Rating of 60. You must make
the left wall. Have any PC who is searching as they approach, surprising them if no one a Danger Check for each PC once per turn
for traps here make an Instinct Check has made a successful Instinct Check. !The for the next 10 turns.
(Instinct Rating x2l. If the Check succeeds. jaguar's Attribute Ratings are listed on the As if things weren't nasty enough
the PC notices a groove cut across the floor Referee Sheet. I The jaguar can move in and already, a tremendous boulder is suddenly
beneath the beam. If PCs cut the beam, the out of the temple through a narrow side released at the same time the walls begin
spikes spring forward, carrying a grisly tunnel. The PCs can use this tunnel if they crumbling. The huge stone rolls along a
sight-the remains of Forrestal, a former want. primitive track that runs above the corri-
"competitor" of Indy's. The spikes have a dor leading to the temple entrance. The
Danger Rating of 000 for any PC hit by them.
f I&@ A bushmaster is coiled
among moss and slime along the side of the
boulder reaches the main entrance and
blocks it 20 turns after being released.
• •iMW Brush covers the floor in corridor. The snake lashes out and bites the
For each circle that the PCs enter on the
Chase Flow Chart as they escape the col-
this area, concealing a spring that releases a first PC that comes along, unless one of the
large section of stonework from the ceiling. lapsing temple, make a Danger Check
PCs makes a successful Instinct Check. (The (using a Danger Rating of 40) for each PC.
If PCs make successful Instinct Checks, they snake's Attribute Ratings are listed on the
find the spring. If not, the stonework falls Note that the dart trap (and any other
Releree Sheet.I Bushmaster Poison Rating: trap that the PCs encountered while com-
into the center of the corridor (Danger 10 min. / Dangerous / 4 Checks / 48 hrs.
Rating of 250 for each character). ing toward the sanctuary) is still in work-
ing order!

'IRmw The spiderwebs are particu-


larly dense here. Hundreds of tarantulas are
SCENE 3: TEMPLE SANCTUARY
When the PCs reach Circle T on the Chase
If the PCs don't reach the entrance
before the massive boulder blocks it, they
can search the temple for another way out.
gathere<J near the ceiling. The PCs can't Flow Chart, read the following boxed text Temple exits are at Circles A, H, and Z.
avoid the spiders; 2d10 spiders drop onto to the players.
each PC who passes through this area. Have SCENE 4: AMBUSH!
each PC make a Backbone Check. If the
Run this scene only if a PC runs away
Check succeeds, the PC can brush the
from the waterfall in Scene 1.
spiders off. If the Check fails, the PC freezes
To keep from tipping off the PCs who go
for 10 turns before he can make another
into the temple, you should have those
Check. If a PC rolls a Bad Break or a number
characters' players leave the room while
greater than his Backbone Rating ><2, he
you run any PC through this scene.
panics and runs, taking a spider bite. Taran-
After the PC has run a few yards into
tula Poison Rating: 30 min. / Weak / 3
the jungle, 12 Hovitos warriors emerge
Checks / 24 hrs.
from the brush and surround him. T hey
use their blowguns to shoot poison darts at
the PC until he is dead or has escaped into
the jungle.
lf the PC escapes, use the Chase Flow If the PCs try to escape immediately If the PCs don' t try to escape from Bel-
Chari and describe the intersections as a fter giving Belloq the idol, Belloq doesn't loq and the Hovitos, they are taken to a
paths that lead through the jungle. The PC send the warriors after them for 3 turns. Hovitos village and prepared for a hideous
ma y leave the path if he wants, but then Jock Lindsey, Indy 's companion, has ritual of torture. The Hovitos keep the PCs
the Hovitos will certainly kill him. lf the landed an amphibio us plane on the river tied up for 22 days while they wait for a
Hovitos kill either of the two Peruvian near the temple. Indy arranged to have full moon. Make sure that you give the
guides, they bring the body back to Bel- Jock meet him there. Indy can easily find PCs several chances to escape. If they
loq, who is waiting outside the temple his way through the jungle to the plane, don't take advantage of any of them, the
entrance. which is 40 Areas away from the temple Hovitos finally bring the PCs to huge
entrance. stakes planted in the center of the village.
SCENE 5: ESCAPE! The plane floats 4 Areas from shore. They tie the PCs to the stakes and, well,
No matter which exit the PCs use to leave Each PC who makes a successful Move- you know the rest.
the temple, they come face to spear with ment Check can grab a vine and swing If the characters have gotten themselves
30 Hovitos warriors when they emerge. from the riverbank to the plane. If the this deep into a mess, stop the adventure
Read the following boxed text to the play- Check fails, the PC must swim. The Hov- and give them a few pointers on intelligent
ers as the PCs leave the temple. itos shoot arrows and darts at the PCs as role-playing. Then start the adventure
soon as they come within range, but the over.
PCs are safe as soon as they reach the
plane. At this point, you should drop Barranca
Jock Lindsey's Attribute Ratings and and Satipo out of the adventure. Indy
weapon are listed on the Referee Sheet. lf returns to the United States.
Barranca and Satipo are no longer Indy has sufficient time to heal any
involved in this episode, you can le t one of wounds before Episode 2 begins.
your players run Jock for the scene at the
riverbank.
If either of the Peruvian guides is still
alive and with Indy, however, he can also
climb aboard the plane. Even though the
plane is heavily laden, it manages lo
lift off from the river a nd ca r ry
the PCs to civilization.

Indy recognizes the man as his old adver-


sary: the unscrupulous French archaeolo-
gist Rene Belloq. He is accompanied by a
total of 30 Hovitos warriors (10 with
spears, 10 with blowguns, and 10 with
bows and a rrows) . Attribute Ratings for
Belloq and the warriors arc given on the
Referee Shee t.
lf either of the two guides fled into the
jungle in Scene 1 a nd did not escape, his
body lies before Indy, riddled with darts.
Belloq's primary objective is to take the
idol from the PCs, if they have it. His
secondary objective is to have Indiana
Jones die in this jungle.
If the PCs make any kind of fa lse move
before giving up the idol, the warriors step
forward menacingly. If the PCs have the
idol, Belloq takes it from them. He spends
1 tum gazing at and stroking the idol,
oblivious to the PCs. Then he turns and
raises the idol above his head, speaking to
the Hovitos in their tongue. The warriors
bow low, remaining on the ground for 2
turns.
R A I D E R s 0 F T H E A R K
'..C~"""'t<., " ! ' ~"'
r£;·~111{};::d/!/_
~ll / .. ,,,., .
~· .

l. '"·''
~ i s episode features Indiana Jones. Indiana catches flights to San Francisco, Each of the lamps shown on The Raven
) Marion Ravenwood. and Mohan. and from there takes the China Clipper to Map is lit; each also holds a small amount
The Raven bartender. It takes place in Hong Kong. The vicious Nazi Toht of oil. A huge fire blazes in the fireplace in
~ shadows fonrs for the entire journey, but
Connecticut and Nepal. the center of the room. Wooden kegs con-
Indy never becomes aware that he has taining all kinds of cheap drink line the
PC (PLAYER) OBJECTIVES company. bar, and a thick haze of smoke hangs in
Re-establish the relationship between the noisy room.
Indy and Marion (worth 1 Player Point). SCENE 2: BAR TIME Shortly after the drinking contest is
Escape the Nazis who attack the PCs in over, the bar begins emptying out. Soon,
The Raven (worth 2 Player Points). From Hong Kong, Indiana catches a rick- Indy. Marion, and Mohan are the only
Keep the headpiece to the Staff of Ra ety airplane that takes him to Katmandu, people left.
out of the Nazis' hands (worth 2 Player Nepal. Here he borrows a car from a con- If your players want the PCs to talk,
Points). tact by the name of Lin-Su, a Chinese allow them to role-play the conversation
gentleman Indy has known for several at this time. If not, you can move on to
NPC (REFEREE) OBJECTIVES years. Lin-Su tells Indy that the last time the visit by the Nazis.
Bring Indy and Marion together (worth anyone heard anything about Abn('r
1 Player Point). Ravenwood. he was near Patan, a remote AFTER HOURS VISITORS
Bring the Nazis into .The Raven (worth 1 village somewhere in the country's desolate Toht and three goons are waiting outside
Player Point). mountains. Lin-Su also give~ Indy a road the bar. They do not enter until Marion is
Have both the PCs and NPCs gain a map to the village. alone in the bar, or until she and Indy try
copy of the headpiece to the Staff of Ra The trip to Patan is slow and dangerous. to leave together. If this happens, Toht and
(worth 1 Player Point). Several hundred yards behind Indiana, his men greet the couple at the door with a
another car makes the same treacherous burst of gunfire directed at the ceiling.
SCENE 1: MARSHALL COLLEGE journey. Attribute Ratings for Toh/ and his goons
This is an exposition scene, in which the Once Indy reaches Patan, read the fol- are listed on the Referee Sheet. For the
primary goal is to give information to the lowing boxed text to the player. purpose of combat, Toht is a villain. He is
player characters. You can run through armed with a pistol. Two of his goons have
The snow sweeps through tht> deso- submachine guns. The third has a pistol.
this scene very quickly if you want, simply late and darkent>d streets of
describing its events to Indy and explain- If he is given the chance, Toht talks to
Patan. A few lights glimmer in Marion (in his trademark wheeze) and asks
ing to him what he learns. You probably this forlorn outpost. where the only
won't need to use the 3-D figures for this her to turn over the headpiece to the Staff
signs of civilization are the wooden of Ra. If Marion doesn't give Toht the
scene. shacks that seem to lean with the
Explain to Indy that he has returned to headpiece, Toht orders one of his goons to
wind. A main road, of sorts, cuts grab Marion. Toht then goes to the fire-
his job: teaching archaeology at Marshall
through the town, leading to a ' place and holds the tip of a poker over the
College in Connecticut. During one of his shatk that is larger and more
classes, Marcus Brody. Indy's friend and flames until it is red hot. He walks slowly
brightly lit than the others. toward Marion, holding the glowing poker
colleague, enters the classroom.
Marcus stays in the room after Indy menacingly in front of him.
A light burns in every third or fourth When you run Toht, give the players the
dismisses his class and tells Indy that two
men from Army Intelligence are at the shack along the village's main road. If Indy impression that he would just as soon
knocks on the door to a shack, he is torture ,\1arion as talk to her.
school and are anxious to speak with him.
Marcus introduces Indy to Coloncl greeted by a hearty Nepalese man. If Indy If Indy or Mohan don't interrupt this
asks about Abner Ravenwood, the only scene, or if Marion doesn't get away,
Musgrove and Major Eaton, who waste no
time in explaining their dilemma to Dr. word that any Nepalese understands is things could turn ugly. Have Marion make
Jones. "Raven:· The person then repeats the a Backbone Check at 1/2 every turn
Give Indy the Nazi Communique from word several Limes and points toward the dfter Toh/ comes up to her with the poker.
end of the road, smiling. Once she fails a Check, she reveals the
the Evidence File. Listed on the back of
that sheet is all the information that Indy If Indy goes to the end of the road. he location of the headpiece.
comes to a tavern. A weatherbeaten sign If Marion is still wearing the headpiece
knows about the Lost Ar.k of the Covenant
reading" The Raven" hangs outside. on a chain around her neck, Toht sees it
and the ancient city of Tanis.
Read the Marion Ravenwood and and gleefully removes it once he is stand-
After the meeting, Marcus convinces the
Mohan Character Background Sheets and ing next to her.
Anny Intelligence officers that Indy is the
right man for the job of trying to recover then give them out to the appropriate
players. Lay out The Raven Map. BARROOM BRAWL
the Ark before the Nazis do. If a fight breaks out in The Raven, the
As Indy enters The Raven, he sees that a
The Army provides Indy with $3,000 to goons fight for as long as Toht s\ays in the
use for purchasing the headpiece from drinking contest is in full swing. Sitting at
a large table in the center of the tavern is room. Toht fices if he receives a Serious
Abner Ravenwood, and gives him another wound. if all of his goons are taken out, or
$1,000 to cover expenses. Indy is sched- an immense Australian climber; he's
drunkenly staring down Marion Raven- it the PCs surrender or are killed.
uled lo leave the next day. II the PCs surrender, Toht orders one of
wood. A few minutes after Indy comes
into the bar, the Australian topples lrom hb goons to dump them, along with Indy's
his perch, amidst the roars and jeers of the car into a deep gorge. If this situation
crowd. Money changes hands between the arises, give the PCs several chances to
visitors; a total of $24 remains un the table. escape.
A fourth goon is waiting outside by the If, amazingly, none of these things if Toht gets the headpiece while in the
car Toht used to get to The Raven. He is occurs, you can rule that a stray bullet bar, Marion and Indy can retrieve Abner's
unarmed. If you want, you can have this knocks over an oil lamp, and fire breaks notebook, so the PCs can have a copy of
goon enter the fight at a strategic time. (If out. the markings on the piece.
the PCs are getting pasted, however, it Once a fire is burning in the bar, it If the Nazis don' t get the headpiece
might be wise to keep this goon out of the spreads rapidly, although it has no effect while in the bar, Toht has his goons search
fray. ) until it has been burning for 6 turns. After Marion's room before she gets back to it.
You should keep in mind that Toht has 6 turns. however, the fire has a Danger The goons steal some of Abner's note-
come for the headpiece to the Staff of Ra, Rating of 60. After another 6 turns, it has books, but the description they find of the
not to get his head blown off in the name a Danger Rating of 120. After 6 more headpiece is incomplete; only the mark-
of der Fuhrer. If the fight is going against turns. the bar collapses. causing two Seri- ings for the front of the piece are included .
him. he'll be looking for a quick way out. ous wounds to any character who's still Once Toht has the headpiece (or a
inside. copy), he immediately sets out for Cairo.
UPIN SMOKE Make sure the PCs realize that the whole The PCs do not encounter him again until
The bar, curtains, tables, and booze in place is going up in smoke, and that it will the adventure calls for it.
this joint are all highly flammable, so if the collapse soon!
lead starts flying, chances are pretty good ON ID CAIRO
that the whole place could catch fire. ACQUIRING THE HEADPIECE Marion and Indy may get to Cairo in
If PCs are brawling in a Square where Marion has a suitcase and a few posses- any manner they choose. The only airport
there is a table, they knock the table over. sions in a room at a cheap hotel up the within 500 miles of Pa tan is in Katrnandu .
(A knocked-over table provides hard street from The Raven. Among the posses- They have no trouble catching flights that
cover, by the way.) If any table is sions are several of Abner Ravenwood's take them to Egypt.
knocked over, a fire starts. Also, the bar notebooks. A detailed description of the Use The World of Indiana Jones Map
catches fire if any bullet hits or passes headpiece to the Staff of Ra (including a from the boxed game to plot out the PCs'
through the fireplace. If Toht's hot poker copy of the markings on both sides of the trip.
falls on a piece of furniture or into the piece) is written in one of the notebooks. At this point, Mohan drops out of the
curtains, the poker also starts a fire. adventure.
R A I D 0 F T H E s T A R K

I ·. ..· ,.,
is episode features Indiana Jones, When you are ready to begin the action,
Marion Ravenwood, and Sallah. It Nazis. If the PCs try to harm the monkey, have the attackers charge down an alley
akes place in Cairo. it tries to escape. If the monkey gets away, toward the PCs. The group of attackers is
it appears again later in this scene. made up of two Nazi goons (armed with
PC (PLAYER) OBJECTIVES pistols) and six Arab goons (armed with
Make sure all player characters survive THE WORKING MAN
Tell Sallah's player that the digger is knives). As these NPCs attack, allow each
the episode (worth 2 Player Points) . PC to make an Instinct Check. If a Check
Prevent Marion from being kidnapped scheduled to go to work now. It's up to the
player, of course, to decide if Sallah actu- succeeds, the PC spots the attackers, and
(worth 1 Player Point). can't be surprised. Unfortunately, the
Translate the markings on the headpiece ally goes to work. If he does go to the dig,
attackers are too close by this time to be
(worth 1 Player Point). run Scene 3 for Sallah at this time.
avoided.
NPC (REFEREE) OBJECTIVES MEAN STREETS The attackers' objectives are to kill Indy
Unite Indy and Marion with Sallah Indy and Marion aren't the only new and kidnap Marion. Their Attribute Rat-
(worth 1 Player Point). arrivals to Cairo. The Nazis are here as ings are listed on the Referee Sheet.
Have NPCs try to kidnap Marion well, and they've planned a little welcome If the goons accomplish one of their
(worth 1 Player Point). celebration for Jones and his companions. objectives, the fight ends. If they do not,
Allow the player characters to gain the The first time Indy leaves Sallah's ho me the fight ends when the PCs either escape,
translation of the markings on the head- for any reason (day or night), he is or when they have killed or knocked out
piece (worth 1 Playe·r Point). attacked by a group made up of Arabs and all of the goons. If the goons do manage. to
Nazis. If Marion and Sallah are with Indy, either kill Indy or capture Marion, the
SCENE 1: STREETS OF CAIRO they also take part in this encounter. goons flee from any remaining PCs.
You can allow the PCs to wander the If a PC tries to hide out of sight from the
Indy and Marion encounter no trouble on goons, roll an Instinct Check for the mon-
their journey to Cairo. Upon arriving, streets of Cairo for any length of time you
wa nt before beginning the attack. Use the key. If the Check succeeds, the monkey
they meet Sallah, an old friend of Indy's,
Chase Flow Chart to mark the PCs' move- sniffs out the PC and screeches an alert to
at his home in the city. the goons.
Read the Sallah Character Background ment through the city. Treat each circle as
a plaza that features bazaars and carts of
Sheet and then give it to the player run- Arabian Swordsman: If Indy is not fight-
exotic goods. The lines shown in each ing for a length of 3 turns or longer during
ning Sallah.
circle of the Chase Flow Chart represent the attack, run the situation described in
SALLAH'S HOME streets and alleys that lead off from the the following boxed text:
Sallah and his wife Fayah live in a small plazas. The arrows that connect the circles
house with their eight children. They are represent narrow thoroughfares.
delighted to have company, and are very If PCs want to know what's in a circle,
gracious hosts. roll ldlO on Table 2: Cairo Encounters.
Sallah has access to a truck, which he For streets and alleys, roll once; for plazas
occasionally borrows from his friend and marketplaces, roll twice and give the
Omar. You should be careful to let the PCs players two results.
use the truck only when the story calls for
them to have such transportation. You TABLE2
should also let the PCs know that Omar CAIRO ENCOUNTERS
keeps his truck in a large garage in Cairo.
This is information that could come in Die Roi Encounter
very handy I 1 Fruit stand
Allow your players to role-play the 2 Hay wagon
meeting between Indy, Marion, and Sallah 3 Camel and donkey market
and let them exchange whatever informa- 4 Beggars asking for change
tion they want. Mention to the PCs, if 5 Rickety cart pile<J high with pottery
they don't already know, that the strange 6 Snake charmer (using cobras!
markings on the headpiece to the Staff of 7 Basket weavers
Ra must be interpreted before the piece can 8 Caged exotic birds
be used in the Map Room of Tanis. Even 9 Crocodile and hippo meat for sale
tho ugh Indiana is skilled in many lan- 10 Exotic herbs and spices for sale
guages, this task is beyond him.
While the PCs are in Sallah's home, they Doors lead into buildings at 25-foot
are joined by a small monkey. The animal intervals along each road and alley. If a PC
is very affectionate, and takes a particular tries to go through one of these doors, roll
liking to Marion. Because the monkey· dlOO. If yo u roll SO or lower, the door is
plays an important part in later scenes, its open. If you roll from 51 to 70. the door is
Attribute Ratings are given on the Referee closed but unlocked, and if you roll from
Sheet. 71 to 00, the door is locked.
The monkey has been trained by a sinis- If the monkey is still accompa nying t he
ter Monkey Man, who is working for the PCs, it runs away as soon as the PCs set The swordsman's Attribute Ratings are
out through the streets of the city. listed on the Referee Sheet.
IF THE GOONS CAPTURE
MARION
The Nazis have a truck parked in an
alley. If the goons capture Marion, they
haul her in the direction of the truck. It
appears to any PCs who see the goons
taking Marion that they load her into the
truck, but the goons actually take her
through a building, into an adjacent alley,
and put her into the trunk of a car.
The truck in the alley is loaded with
ammunition and explosives. If the truck
suffers a collision or flips (see the Moving
in Vehicles section in the rules booklet). it
explodes in a fiery display of flame and
flying debris.
If Marion has been captured, run
Marion through Scene 1 in Episode 4.

SCENE2: SHOWDOWN!
In this scene, Belloq, who engineered the
attack on the PCs in Scene 1, makes
another attempt on Indy's life (if the
attempt in Scene 1 failed). Belloq is very
alarmed at Indiana's presence in Cairo. He
realizes that Jones poses the greatest threat
to his plans for the Ark.
A tall, European man who speaks with a
German accent confronts the PCs as they
walk through the streets. The goon tells
Indy that a man whom Indy will be very
interested to meet awaits him at the coffee-
house. He then tells the PCs to follow him.
If the PCs refuse, go to Scene 4 (after
Sallah has gone through Scene 3).
1f the PCs don't refuse, the goon leads
the PCs to a crowded coffeehouse. Seated
alone at a table, peacefully puffing on a
hookah, is Rene Be/loq. The goon ushers
the PCs to his table.
Belloq, being such a foul villain, is not
satisfied with a straightforward attack. He
spends a few long moments gloating. Keep
in mind that, despite the fact that the two
are mortal enemies, Indiana Jones is the
one man for whom Belloq has some
respect. He feels that Indy is somewhat
like himself-a concept Indy finds appall-
ing.
■ Chachapoyan Temple Map (page 15) CHARACTER BACKGROUND FLYING WING AND NAZI VEHI-
■ The Raven Map (pages 14, 191 SHEETS CLE FIGURES
■ Well of Souls Map (page 12) These sheets are provided for all the These figures are designed so that
major characters in the adventure. you can color them, cut them out, and
■ Nazi Island Base Map (page 20)
Most include Attribute Ratings and a move them on the Action Map and
■ Island Altar Map (page 13)
short paragraph outlining the charac- Combat Grid. They could come in
■ Action Map (insert)
ter's background and motivations relat- pretty handy when you run Episodes 5
■ Character Background Sheets for
ing to this adventure. These sheets, and 6. You may also want to use the
Indiana Jones (page 161
together with the character dossiers vehicle figures in other adventures.
8-rancaand Satipo(page 16) from the boxed game, give your players
Mohan(page 21) all the information they need to run the 3-D FIGURES
Sallah (page 21) characters in this adventure. You can use the 3-D figures from the
Marion Ravenwood(page 21) boxed game to build the rooms that the
Captain Katanga (page 22) MAPS characters explore during the adven-
■ Nazi Communique (page 21) The text in the adventure pack tells ture. This adventure pack features·a
■ Rying Wing and Nazi Vehicles (page 17) you when to use a specific map for the platform figure and an Ark of the Cov-
adventure. enant figure that you can use when you
The Raven Map is designed so that run Episode 4.
you can use 3-0 figures with it when Also, you can use the character fig-
To remove the Evidence File from the
you run Episode 2. ures from this pack (such as Belloq and
booklet, open the staples, pull out
pages 11-22, and then bend the staples Toht) when you run combat scenes.
Action Map: This map shows the Nazi Use the "Ship Captain" character
back.
Then cut in half the sheets with pages airfield at Tanis that is described in figure from the boxed game when Cap-
11 and 15. Don't cut the sheet with Episode 5. The grid on this map is equal tain Katanga takes part in the adven-
page 13 in half. Next, cut pages 15 and to 5 feet per square. If you want, you ture.
21 in half (cut page 21 into quarters as may use this map to play out o ther For instructions on how to put
well). Now you have separated all the combat scenes and chases. In this case, together the 3-D figures in this pack,
different elements of your Evidence you may want to have the grid equal 25 see the Referee Sheet.
feet per square.
File.
To create an even larger playing
surface, you can lay out the Combat
Grid from the boxed game next to the
Action Map.
. -

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.
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hoist themselves onto the rooftops. In


Belloq tells Indy that the Germans are
close to finding the Ark, and that the find
means a great deal lo him personally. He
either case, use the Chase Flow Chart if the
PCs escape.
r·111°
;;t; The Monkey Man sneaks up to a
window and watches as the PCs move about
says he can use it as a transmitter to God; Imam's house. He singles out Indy, throws a
it will give him incredible power. He is SCENE 3: A DAY AT THE DIG dagger at him !Medium range), and then
clearly obsessed with the legends of the In this scene, Sallah goes to work at the flees. Allow Indy to make an Instinct Check
Lost Ark. digs outside Cairo. This scene takes place before the anack. If the Check succeeds, the
Thirty Arab goons arc lounging about the day after Indy arrives at Sa/Jah's home. anempt doesn't surprise Indy, who can react
the coffeehouse. pretending to ignore the Sa/Jah notices the following while at normally.
conversation between the two Western work: At around 8 a.m., Belloq strides up The dagger is coated with venom. If the
archaeologists. Each, however. is armed to the Map Room entrance, carrying a dagger hits Indy, he is poisoned as well as
with a concealed gun and knife. The wooden stick several inches taller than he wounded. Dagger Poison Rating: 15 min. /
Attribute Ratings for Arab goons are listed is. He throws the stick into the Map Room Dangerous / 4 Checks / 48 hrs.
on the Referee Sheet. and then lowers himself into the room.
If Indy makes a threatening move
toward Belloq, the 30 Arabs immediately
After an hour, he emerges and immedi-
ately orders a concentration of digging to
f'llf'''
;;1J ' The Monkey Man sneaks into the
kitchen when Abu is in the other room and
leap to their feet (see "Sallah to the Res- begin some distance awc1y from the main
cue" below). Suddenly, the barrels of 30 pours liquid over a bowf of dates. Any PC
excavation. who eats one of these dates is poisoned.
different guns are pointing directly at Indy. The rest of the day passes uneventfully,
If Indy makes no kind of move toward Dates Poison Rating: 5 min. I Dangerous /
as Sallah isn't assigned to the new <l1g.
Belloq during the conversation, Bel/oq 4 Checks / 24 hrs.
When he returns to Cairo, Sallah goes to Five minutes after the dates are poisoned,
eventually tires of toying with his victim. the coffeehouse (if Indy i<; there). or he
He quickly raises and lowers two fingers, the monkey eats one and quickly dies. If a
goes with the PCs to Imam's house (Scene PC makes a successful Instinct Check, he
which is the sign for the Arabs to attack. 4).
The Arab goons don't shower the coffee- understands what killed the monkey.
house with lead, however, if they are SCENE 4: THE HOUSE OF IMAM
ordered to attack. Instead, six of the goons The Monkey Man should try to kill Indy
escort Indy out to an alley behind the Sallah's friend Imam knows a great deal while Imam is reading the markings on the
building and prepare to knife him (each about ancient hieroglyphics; he is able to headpiece. If the PCs capture the Monkey
also has a pistol). If Marion is with Indy, translate the markings on the headpiece to Man, the assassin commits suicide by
Belloq has her taken prisoner. Two goons the Staff of Ra. The PCs must take the swallowing a tablet of cyanide.
lead her out the front door of the coffee- headpiece (or a copy of the markings) to After the assassination attempt, have
house. If a PC doesn't catch up to her and Imam, as the old man never leaves his Imam make the following speech to the
her captors in 10 rounds, use the proce- home. When the PCs visit him, the mon- PCs in a squeaky, high-pitched voice:
dure described in "If the Goons Capture key tries to accompany them. "These markings, they are a warning not
Marion" from Scene 1. Imam and his teenage servant Abu live to disturb the Ark of the Covenant. These
in a simple dwelling. Imam sits cross- markings, here, tell of the height of the
SALLAH 10 THE RESCUE legged on a rug at one end of a large room, Staff of Ra. This means 6-kadam height.
By this time, Sallah will have returned while Abu moves back and forth between And here," Imam continues, pointing to
from work (Scene 3). When he returns the large room and the kitchen, where he the markings from the back of the head-
home, he finds out where Indy is from one is preparing food for the visitors. piece, "take back 1 kadam to honor the
of his children. If Indy is in the coffee- Even Imam's home is not safe, however. Hebrew god whose Ark this is:'
house, Sallah takes Omar's truck there. As the old man is reading the markings on The PCs know that a kadam is roughly
Sa/lah's children beg him lo allow them to the headpiece, the Monkey Man tries to equal to 1 foot.
come along. eliminate Indiana Jones. To determine If the PCs have the actual headpiece, tell
Sallah arrives at thi: ~uffeehouse just in what method the Monk@y Man uses, roll them that they know the Naz.is are only
time. He can send his children in to rescue ldl0 on Table 3 and follow the coinciding aware of markings on one side of the
their "Uncle Indy.' In this case, the goons method. Ignore the die roll if you want to headpiece.
allow fndy to go free. use a specific method. Krep in mind that. If Sallah went to work today, he should
If Sallah has accompanied Indy into the if your players have seen the Him, the PCs remember that the stick Belloq took into
coffeehouse, however. things are a little arc likely to be reluctant to eat any dates! the Map Room was certainly taller than S
stickier. The goons escort Indy and Sallah Imam and Abu arc not al!ected by any kadams. Thus, the PCs should come to the
out to the alley at gunpoint. (If Marion is assassination attempt. conclusion that, "They're digging in thr
still with the PCs, two gouns take her out TABLE3 wrong place!"
the front door.) Tell the players that stacks
ASSASSIN'S METHODS
of crates line the walls of the alley. and a
criss-cross pattern of beams forms a ceiling
over the alley.
If the PCs knock the crates down as they
f'R"
;jji The Monkey Man releases a deadly,
hooded cobra in Imam's house. The snake
pass, they can run away for 3 turns before slithers forward to attack a PC (select ran
the goons go after them. Or, if the PCs domlyl. The snake's Am1bute Ratings are
make successful Movement Checks. they listed on the Referee Sheet. Cobra Poison
can jump up to grJb the beams, and can Rating: 10 min. ! Dangerous ; 4 Checks
72 hrs.
SCALE;
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Normal ~2 112 Attributes Normal x2 1/i 114


Attributes

Strength n 144 36 18 Strength 60 120 30 15

Movement 54 108 'El 14 Movement 56 112 28 14

Prowess 60 120 30 15 Prowess 68 136 34 17

Backbone 60 120 30 15 Backbone 40 80 20 10

lns1slCt 48 96 24 12 Instinct 50 100 25 13

Appeal 36 72 18 9 Appeal 45 90 23 12

MOVEMENT RATE (running): 20 Squares (4 Areas)/ turn MOVEMENT RATE (running): 20 Squares (4 Areas)/turn
WEAPONS: knife (0/1/2); pistol (2/ 4/8) WEAPONS: knife (0/1/2)

You have taken jobs as jungle BARRANCA: You are a SATIPO: Your friend Barranca
guides for this crazy American, shrewd, sometimes impatient sometimes calls you chicken, but
Dr. Indiana Jones. You've led him man. This idol Jones is looking you know that you're just more
deep into the South American for sounds like it could be worth cautious. This Jones, he knows
jungle in search of the Lost Tem- a lot of money ... this might his stuff, and he just might find
ple of the Chachapoyan War- turn out to be a profitable experi- that idol. And when he does,
riors. You've got a pretty good ence after all! Satipo's got half of well, who's to say who'll finally
idea where the temple is located, the Temple Map, and Jones has end up with it?
and you also know it's right in the other half. If you can get (You get 2 Player Points if
the heart of Hovitos territory. your hands on Jones's piece- you you' re still with Jones when he
could be on easy street. finds the idol, and 2 more Player
(You get 2 Player Points if you Points if you have the idol to
try to take Jndy'.s half of the map yourself when you come out of
before you go into the temple, the temple. You also get 2 Player
and you get 2 more Player Points Points if you live through the
if you succeed. You a lso get 2 episode.)
' 1114 Lilcaofln\JdAIRi ; l b -
Player Points if you live through
the episode.)

/AffJll#A JIJNa
CHARACTER BACKGROUND SHEET
Attributes Normal x2 112 1/4

Strength 68 136 34 17
Movement 80 160 40 20
Prowess 76 152 38 19
Backbone n 144 36 18
lns1inct 80 160 40 20
Appeal 88 176 44 22

MOVEMENT RATE (running): 25 Squares (5 Areas)/ turn


WEAPONS: pistol (2/4 /8); knife (0/1/2); bullwhip
You sense that you're drawing You've got half of the map to
nearer the temple, and your pulse the temple. Your Peruvian guides
quickens in anticipation. The have the other half. You don't
Temple of the Chachapoyan really trust these guys, although
Warriors-where Forrestal cashed they do seem to be afraid of you.
in. He was good, but not good Every time you use your whip for
enough. You know the Golden anything, they tremble like
Fertility Idol is in that temple- they've seen a ghost. At least
what a find it could be! Jock's waiting at the river with
This trip has been quiet so his plane. You can always count
far-too quiet. You're in Hovitos on that o ld Air Pirate.
country now, so the odds are (You get 3 Player Points if you
really against you. recover the idol from the temple,
and 3 more Player Points if you
carry it out of the jungle with
16 ' 191 i-tlinLld.AIRill!b- you.)
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INSET
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NAZI COMMUNIQUE ;~1~~~~ BACKGRO UND S-1E£-
I
Attributes Normal •2 'a I
I '"
Strength 52 104 26 13
I Movement 64 128 32 16
TA N I S Prowess 56 112 28 14

DEVELOPMENT Backbone 80 160 40 20


Instinct 60 120 30 15
PROCEEDING Appeal 92 184 46 23

ACQUIRE MOVEMENT RATE (running): 20 Squares (4 Areas)/turn


WEAPONS:
HEADPIECE, You've been alone here for a long anyone as charming and easygc
time in this rundown dive. You' re ing as him. Is he as much of a n t
STAFF OF RA a strong-willed, independent
woman, but Nepal is hardly
about Tanis as your father was~
Tanis ... your father had fill
anybody's idea of paradise. Your notebooks writing about a city
AB N ER father died in an avalanche, out
searching for one of his artifacts,
never found, but knew was the1
You still have his notebooks, a n
and now you're stuck here all you still have the headpiece,
RAVENWOOD, alone, trying to scrape up enough which is proof that there's alwa
cash lo get back to the states ... hope. You wear it around your
US A ... and to what? To Jones?
Your father's top student, the
neck to remind yourself-abou1
archaeologists, about survival,
world's next great archaeologist, and about unfulfilled dreams.
and the man vou loved-and had
learned lo hate. You get crazy
with anger ever y time you think
about him. And still you miss
him, because there's never been

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- - -- -

r:t1t1TER BACK GROUND SHEET


9'/h'IIT
CHARACTER BACKGROUND SHEET

Attributes Normal •2 112 1/4 Attributes Normal •2 1fz 114

Strength 80 160 40 20 Strength 88 176 44 22


Movement 66 132 33 17 Movement 52 104 26 13
Prowess 74 148 37 19 Prowess 60 120 30 15
Backbone 60 120 30 15 Backbone 76 152 38 19
lnsti,ct 50 100 25 13 Instinct 68 136 34 17
Appeal 30 60 15 8 Appeal n 144 36 18

MOVEMENT RATE (ru n ning): 20 Squares (4 Areas)/ turn MOVEMENT RATE (running): 20 Squares (4 Areas)/turn
WEAPONS: knife (0/1/2) WEAPONS: knife (0/1/2)
• When you cherish life, it rewards outside Cairo. It's the largest
you. And you have been excavation you've ever seen-
rewarded handsomely- with a they're trying to uncover the
loving wife, eight beautiful chil- entire city of Tanis, while in
dren, and a job that you enjoy. In search of the Lost Ark of the
fact, you've gained a reputation Covenant- and every digger in
as the best digger in Egypt. Cairo is there.
You've worked some of the You have no respect for these
most interesting jobs of your life Germans, but one among t hem-
with the archaeologist from a French archaeologist they call
America, Indiana Jones. The two "Belloche" -seems to know
of you have formed a strong and exactly what he is doing. T his
lasting friendship. You trust each man is intense; there seems to be
other as men of courage and a n air of madness about him.
character, and each has saved the You know deep in your heart
other's life on many occasions. that if the Ark is indeed at Tanis,
Now, though, you have the it shouldn't be disturbed. But if
unpleasant task of working for a Indy is willing to try to find it,
r 1. . lt....RMIM URW.t.l---4 rr.,.-lo h.,nrh ~· r:or=~n,• ~n ~ ,-1;~
a&AUJOIIES INFORM AT ION SHEET
Tanis! The Na.ids have discov- carry around shards of stone-
ered Tanis! One of the possible shards from the actual stone
resting places of the Lost Ark. tablets upon which the Ten Com-
This could be one of the most mandments had been etched.
important archaeological finds of The Ark was said to be a
the century! Hebrew relic of great power;
Obviously the Nazis have legends say that the Ark could
found out that Abner is the lay waste to mountains and
world's foremost authority on destroy entire armies. It carried
Tanis-it was his obsession. in it the blazing force of the
Abner was your mentor, your wrath of God. While they pos-
role model-and hes spent most sessed it, the Hebrews were a
of his life criss-crossing the globe prosperous people.
in search of artifacts relating to The Hebrews eventually suc-
Tanis. And what did he have? A cumbed to the might of neighbor-
few piec('S that might be from the ing Egypt, and the Ark was
ancient city ... and he had the supposedly car ried away to the
headpiece to the Staff of Ra. Egyptian city of Tanis, which was
The Staff of Ra itself was noth- soon buried by a year-long sand-
ing more than a stick, rec11ly But ~torm- wiped clean. The Ark, if
when you put thf' hea<lp1ece on it it exists at all. has been buried for
and placed in the proper location centuries.
in the !v1ap Rnom at Tanis, sun- How can you help? Last you
light would shine through the heard, Ravenwood was some-
heac.lpit·ce and direct a beam of where in Asia, but you hadn' t
light onto the miniature layout of heard from him in 10 years. After
Tani~ on the Map Room Aoor, you had "met" his daughter
showing the true location of the Marion, things were never the
Well of Souls, the resting place of same again.
the Ark.
These Army guys don't seem to
know too much about the Ark. It
was supposed to have been the
chest that the Hebrews used to rt 1984 LucNfitm lid. AIIRlghta A•Mtved.

Attributes Normal •2 11z 114

Strength 80 120 30 15
Movement n 144 36 18
Prowess 66 132 33 17
Backbone 80 120 30 15
Instinct 68 136 34 17
Appeal 54 108 Tl 14

MOVEMENT RATE (running): 20 Squares (4 Areas)/ turn


WEAPONS: knife (0/1/2); pistol (2/4 / 8)
R A D E R s 0 F T H E L 0 s T A R K

,:t his episode features Indiana Jones,


Marion Ravenwood, and Sallah. It
takes place at the Tanis dig.
PC (PLAYER) OBJECTIVES
Find the Ark of the Covenant (worth 3
Marion during the day.
Characters can easily climb the 40-foot-
high ridges that rim the site, although the
ridges do block line of sight. If a PC wants
to see what's over the other side of a ridge,
he must climb it first.
Dig:' For example, a goon who made an
Instinct Check at ¼ to recognize Indy in a
disguise now makes the Check at ½ .
MAINTAINING COVER
The PCs had better be careful when they
Player Points). are moving around the dig. Just to keep
GETTING TO THE DIG things interesting, roll for a "Tanis encoun-
NPC (REFEREE) OBJECTIVES Workers are constantly going from ter" once every 10 minutes when the PCs
Get at least one player to the Ark of the Cairo to the dig and back again, usually are at the dig. Roll ldl0. If you roll a 1 or
Covenant (worth 3 Player Points). by truck. Sa/Jah's friend Omar is one of 2, 1dl0 Nazis stop the PCs and order them
the men who often drives workers back to perform some task. Roll on Table 4 to
SCENE 1: KIDNAPPED! and forth. If necessary, Sallah can find determine what task the PCs must per-
Run this scene only if Marion has been nine workers who can help Indy search for form.
captured. You may want to ask the other the Ark.
players to leave the room while you run Omar's truck is loaded with four coils of TABLE4
Marion through this scene. rope (100 feet each); two 8-foot-long poles; TANIS ENCOUNTERS
Two Nazi goons and two Arab goons a large crate; two cans of kerosene (with Die Roll Encount81'
take Marion from Cairo out to the dig. spray hoses); eight shovels; four crowbars;
Each of the goons is armed with a subma- eighteen torches; surveying equipment; 1-2 Fetch drinking water.
chine gun. and a staff cut to the length called for by 3-4 Help free a stuck vehicle.
Once they reach the Tanis site, the the headpiece. The PCs may bring more 5 Carry to Dietrich a message request-
goons haul Marion into a tent. Dietrich, equipment if they want, but remind the ing more supplies.
the Nazi commander of the dig, asks players that the PCs must secure the equip- 6 Get a shovel and start digging in a
Marion where Dr. Jones is. He is also ment before leaving Cairo. specific location !your choice).
curious about the identity of Jones'.~ Arab 7 Help carry a heavy artifact to Belloq.
companion. (Dietrich asks this only if MOVING ABOUT THE DIG 8 Round up a team of workers and
Sallah has been seen in public with Indy) Indy can disguise himself as an Arab get them to a specific location
For the purpose of combat, Dietrich is a when he goes to the dig. If he does so, he (your choice).
villain. He is armed with a pistol. blends in very well. If he talks directly to a 9 Tell a driver to bring his truck to a
The Nazi doesn't harm Marion, but you Nazi or to an Arab loyal lo the Nazis, specific location !your choice!.
should be sure Marion is aware that tor- make an Instinct Check at ¼ for the NPC
10 Take food to the prisoner in Bei/oq's
ture is not out of the question. Dietrich (use the Attribute Ratings for Nazi goons). tent {use only if Marion is being
might say, "My dear. if you fail to answer lf the Check succeeds, the goon notices held prisoner!.
the questions I ask so politely, perhaps you something is screwy, and raises an alarm
will be more inclined to speak to Herr (see below).
lf Belloq or Taht sees Indy in disguise, SCENE 3: THE MAP ROOM
Toht. I warn you, though- he is not nearly
so pleasant as l. . :• make an Instinct Check at ½ for the vil- When the PCs reach this room, read the
It's up to Marion's player to determine lain. If the Check succeeds, the villain following boxed text to the players.
how Marion reacts to the questioning. raises an alarm.
Dietrich acts immediately on any informa- If a goon or villain spots Marion moving A hole in the ground breaks
tion that she might give out, especially if freely around the dig, make a normal through the ceiling of this room. A
she mentions Sallah. If this occurs, Sallah Instinct Check for the NPC. If the Check thin coating of sand covers the
can no longer move about the dig undis- succeeds, the goon raises an alarm. floor :rn feet below. Warm sunshine
guised. If Marion disguises herself as a man, beams through the hole in the
however, make the NPC's Check at ¼ ( 1h ceiling, brightening a room that
SCENE 2: TANIS DIG if she is spotted by Belloq or Toht ). has seen no light for centuries.
If Indy enters any one of the tents at the The light reflects on the hiero-
The excavation at Tanis sprawls across dig, roll 1d10. On a roll of 1-5, Indy finds glyphics etched into the ancient
hundreds of acres of desert. The dig is SO Marion in the tent, bound and gagged. lf walls here, and seems to dance on
miles from Cairo-approximately a 2-hour Indy rescues Marion, 10d10 minutes pass thP room's most fascinating fea-
drive over rough, dirt roads. before someone notices she has escaped. tu.~e;,-a detailed replica of the city
Look at the Tanis Dig Map when the An a larm is then raised. of Tanis, sprawling magnificently
PCs come to the dig. Don't show this map across the floor. Rude splotches of
to the players, however; use it as a refer- When an alarm is raised: Once one of the red paint mar one building of the
ence when you are describing the area to PCs is discovered, he has 3 turns to get replica-the building marked by
the players. away or hide. If the NPC that has raised Belloq--but the other buildings lie
Ten large tents are grouped at one end of the alarm can keep the PC in sight, the PC untouched, as they have for so
the site. These tents provide shelter for can' t slip away, and 12 Arab goons (armed man_y years.
supplies and the soldiers that live on the with knives ) try to capture the PC.
site. Belloq.. Dietrich, and Toht each have Even if a PC manages to escape, the heat
their own tent. If the Nazis are holding is on once an alarm has been raised. lf the There is nothing within 200 feet of the
Marion prisoner, they keep her tied up in PC still tries to move around the dig, Map Room entrance to which PCs can tie
Bel/oq's tent. There is no one guarding double all NPC Instinct Checks that are
outlined above in "Moving About the
________ ____________________ _-~-------------------------- -
,_ ,........

a rope. If, however, a PC makes a success- When the PCs light the Well, they see Obviously, the PCs should realize that
ful Strength Check, he can support the that the floor seems to writhe and squirm using fire is their best strategy for getting
weight of another PC climbing down a with a life of its own. A low, hissing sound through this encounter alive!
rope into the room. Indy is the only PC fills the chamber. After a few seconds, the
capable of reading the hieroglyphics and PCs realize that the chamber floor is cov- DISCOVERING THE ARK
figuring out how to use the Staff of Ra. ered with thousands of slithering snakes. The stone altar atop the platform in this
Indy must have either the original head- If Sallah or an Arab NPC makes a suc- chamber is hollow. The Ark of the Cove-
piece to the Staff of Ra, or a reasonable cessful Instinct Check, he recognizes the nant is stored within. Two characters must
facsimile. The substitute piece must have a snakes as asps and cobras- two extremely each make a successful Strength Check in
crystal in its center. venomous species. the same turn to lift the cover off the altar.
Continue to roll for Tanis encounters on Neither Omar nor anv other NPC vol- Read the following boxed text to the play-
Table 4 if any PCs are still outside the Map untarily enters the pit. It's up to the PCs to ers.
Room. No one discovers that Indy is in the go into the Well to retrieve the Ark. The The gleam of pure gold fills the
room unless he draws attention to himself. PCs have no trouble lowering themselves Well of Souls with an unearthly
It takes Indy 30 minutes to determine into the Well. radiance. Even though the Ark has
where the staff should be placed. A few Huge statues of Anubis, guardian of the rested undisturbed for centuries, it
minutes after he puts the staff in the dead. rise mightily from the floor to the shines as if it has been cleaned and
proper place, the sun casts a beam through ceiling of the chamber. A raised platform polished every day.
the crystal in the headpiece. stands at the west end of the chamber, and Sturdy circles of gold are set
The room begins to glow warmly, as a a rectangular stone altar rests atop the into the top of the 1\rk, and intri-
brilliant beam of light shoots out from the platform. A slab of stone covers the altar. cate patterns of gold are embla-
crystal and sears a spot on the replica of Hundreds of tiny holes dot the south wall zoned across its surface.
Tanis-a spot well away from the digging of the chamber. Snakes are continually
now being done. Indy has discovered the slithering through the holes, some falling
true location of the Well of Souls! into the chamber, others climbing out. The PCs can use the 8-foot poles to lift the
GETTING AROUND THE SNAKES Ark from its resting place. The PCs should
SCENE 4: SEARCHING FOR THE ARK know that they should not touch the Ark.
If PCs throw torches onto the floor, the
Tndy must now use his Surveying knowl- snakes slither away from the fire. No Any character who does, however, auto-
edge to find the exact spot at which he snakes enter a Square that has some kind matically takes one Serious wound to the
should dig. Indy has all of the proper of flame in it. part of the body that touched the Ark.
equipment and information to do his sur- The kerosene in each can of fuel lasts for The PCs can crate the Ark in 10 min-
veying. 15 minutes, if PCs burn it constantly. Each utes. It takes the combined strength of four
The entrance to the We// of Souls lies torch burns for 15 minutes. If the PC, characters to lift the crate on ropes from
atop a ridge hundreds of yards from the want, they may use the kerosene to "toast" the floor of the Well up to the entrance in
main concentration of digging. No Nazis a large number of snakes at one time. No the ceiling. It takes 5 minutes to do this.
or Arabs notice the PCs digging in this one ever said this would be a pretty job! The PCs must stay in the Well and anchor
new spot. The snakes in the chamber don't attack the lines to keep the crate from swaying
It takes the PCs and their NPC helpers the PCs unless the PCs try to harm them dangerously as it is lifted. If the PCs don't
72 man-hours of digging to uncover the with something other than fire. For exam- anchor the lines, the crate immediately
entrance. Thus, if Indy, Sallah, Omar and ple, if Indy steps on an asp, the asp attacks begins swaying. Any character who makes
the nine extra workers all pitch in, the job Indy. Or, if Marion falls from the ceiling a successful Instinct Check understands the
takes 6 hours. and lands on 12 snakes, she is attacked by problem and suggests the solution. If the
If the characters are still digging by all 12 snakes. Attribute Ratings for snakes crate sways for more than 3 or 4 turns. it
nightfall, a lightning storm provides them are listed on the Referee Sheet. slips fr~e and falls to the Well floor. Such a
with enough light. If a PC uses a torch to wave away fall doesn't damage the Ark itself.
A heavy, rectangular slab of stone seals snakes, he can walk through the chamber The tough part's over!
the entrance. As the characters pry the (1 Square per turn) without any problem. from here ... isn't it?
stone away, a gust of stale air whooshes If a PC tries to move through the chamber
out of the Well, wailing ominously. without using any kind of fire, however,
Lay the Well of Souls Map out before
the players as the characters open the
Well.
The floor of the chamber lies 30 feet
he runs the risk of stepping into Squares
that contain snakes. When a PC tries to
step into a Square filled with snakes, have
....
him make a Backbone Check. If the Check
below the entrance. The Well of Souls is a fails, the PC freezes in panic for 1 turn. If
Q
dark, gloomy place. Even if there is day- the Check succeeds, he may try to move
light, the PCs must drop some source of ahead, but he must make a Movement
light into the Well before they can see. Check to do so. If the Check fails, the PC
anything. either stays in the same Square, or moves
back 1 Square. If the Square behind him is
filled with snakes, one snake attacks the
PC.
R A I D E R s 0 F T H E L 0 s T A R

his episode features Indiana Jones, Two Nazi goons guard Belloq's tent at all Just before the Nazis seal the Well
Marion Ravenwood, and Sallah. It times during the night. If Marion tries to entrance, Belloq taunts Indy: "Once
takes place at the Tanis dig. escape through the front flap, the guards again, Dr. Jones, we see that what was
catch her. If Belloq passes out, Marion can once briefly yours is now mine. Ah, but it
PC (PLAYER) OBJECTIVES escape through the back or side walls of
Make sure all player characters survive is a fitting end for one such as you-to
the tent; the rules covering PCs who are become a permanent part of this archaeo-
(worth 3 Player Points).
moving about the dig (Scene 2 in Episode logical find. Perhaps in a thousand years,
Prevent the Ark from leaving aboard the
4) still apply. Sometime during Belloq's even you may be worth something! Dr.
Flying Wing if the PCs are not on board little party (the exact timing is up to you),
(worth 2 Player Points). Jones, adieu." The Nazis then seal the Well
Toht, Dietrich, and two Nazi goons enter shut.
NPC (REFEREE) OBJECTIVE Belloq's tent.
Get all of the PCs, the villains, and the Toht advances toward Marion, wheezing ESCAPING FROM THE WELL
Ark to the same destination-either Cairo eagerly. Give the PC the impression that Three possible methods of escape are
Marion's about to subjected to the most outlined below. If the PCs come up with
or the Nazi island base (worth 4 Player
Points). fiendish tortures imaginable. Suddenly, something different, hear them out and
Belloq steps between Toht and Marion and then use your judgement.
SCENE 1: DINNER AND DRINKS forbids him to harm her. Toht protests Ride a wild statue: Small holes mark the
(having once again been denied practicing south wall of the WeJ/, which shelters a
Run Marion through this scene if she is
his craft), but Belloq stands his ground. burial chamber. Snakes are frequently
being held prisoner in Belloq's tent. If
Finally, all of the villains storm out of the slithering through these holes. The PCs
Marion is free, read this scene to yourself,
tent, leaving the two goons behind with may break through this wall by toppling
as it outlines Belloq's activities while the
Marion. one of the 25-foot-tall statues into it. They
PCs are recovering the Ark.
As Belloq, Toht, and Dietrich stride may try this by using any one of the four
Belloq enters the tent in the evening and
through the camp. Belloq notices activity statues, although the two closest to the
unties Marion. He brings her food and
on a ridgetop to the west- the ridge that south wall are the ones likely to do the
water. A few minutes later, he offers her
shelters the Well of Souls. Be/Joq tells best job.
an evening gown and suggests she try it
Dietrich to wake his men so they can Follow these steps if the PCs try this
on. Then he gets out a bottle of wine and
investigate. Toht goes to get Marion. All of method of escape:
pours two glasses.
Belloq sits and shares the wine with the villains (and 30 Nazi goons) head for
the ridgetop. 1. Have any PC who climbs one of the statues
Marion for as long as she wishes. He has a make a Movement Check. If the Check fails, the
whole case of bottles, so they don't need to SCENE 2: BURIED ALIVE! PC falls. Roll 1d10 if the PC falls into a Square
worry about running out. Use the alcohol filled with snakes la Square where there is no fire).
rules from the boxed game for this scene; Just as the PCs pull the Ark safely out of
On a roll of 1, 2, or 3, the PC is attacked by that
Marion can have four drinks before she the Well of Souls, 30 Nazi goons surround
the Wells entrance. Belloq, Toht, and number of snakes.
has to start making Backbone Checks. 2. Have the PC make a Prowess Check as he
Dietrich follow closely behind. lf Marion
is a prisoner, Toht brings her along. tries to knock the statue into the wan. If the Check
If SaJ/ah has climbed out of the Well fails, allow the PC one more try. If he rolls a Bad
before IndJ,; the Nazis take him prisoner. Break on the first Check, he falls.
As soon as Indy tries to cUmb out of the 3. As the statue topples, have the PC make an
Well, however, the Nazis drop the rope Instinct Check to see if the statue hits in the right
down into the pit. Make sure the Nazis location. If the Check fails, the statue falls but
drop the rope before Indy has had a doesn't break the wall. No matter what happens,
chance to climb up too far. this is a nasty procedure: As soon as a PC tries
If Sallah has been captured, run Scene 3 this, use a Danger Rating of 8> to see if the PC is
hurt while performing the maneuver.
from this episode for him sometime before
you have resolved this scene. If a PC is trying to topple one of the statues that
If Marion is a prisoner, Toht gleefully stands along the north wall, cut his Instinct Rating
in ½ for this step.
pushes her into the WeJ/. If Marion makes
a successful Movement Check, she breaks
the fall by catching one of the statues. She If the PCs break through the wall, go to
can then hold onto the statue for 1 turn Scene 4.
before falling. If Indy makes a successful Secret exit: A stone block in the wall
Strength Check, he catches Marion. lf behind the altar closes off a secret passage.
Marion failed her Movement Check, how- Anytime a PC searches for a secret door or
ever, Indy's Strength Rating is cut to ½ trap in the Well, have have him make an
when he tries to catch her. If Sallah is in Instinct Check. (If the PC is in a spot
the Well, he may also try to catch Marion·. where he couldn't normally see the west
If no one catches Marion, give her fall a wall, the Check automatically fails.) The
Danger Rating of 60. On top of the nasty distance a PC is from the west wall affects
fall, there's a chance that Marion lands on his Instinct Rating for this Check (see
snakes. Roll ldl0. On a roll of 1, 2, or 3, Table 5).
Marion is attacked by that number of
snakes.
.-------------------------------------------------------------

TABLE5 If Sallah and the diggers try to escape, A stone passageway leads through this
SECRET SEARCH make Instinct Checks for the Nazi goons. chamber. After the PCs have worked their
If a Check succeeds, the goons open fire on way through a few feet of the passage,
Distance from Effect on PC's the escaping prisoners. The Nazis spray they see a glimmer of light ahead. They
westwaN Instinct Rating the fire in all directions, however; roll for can climb up a pile of rubble to reach the
1 Square doubled only one attack per prisoner for each tum light. The PCs can then push aside a loose
2-4 Squares normal in which there are at least six prisoners still block of stone and escape the chamber.
5-6 Squares cut to½ standing (to represent the spray of the The PCs emerge from the western side
Over 6 Squares cut to¼ submachine gun fire). If there are fewer of the ridge that shelters the Well entrance.
than six prisoners, some may be hit by They are facing the airstrip. Go to Scene 5.
If the Check succeeds, the PC finds the more than one bullet.
secret exit. The PCs may pry the stone Ten turns after submachine gun fire SCENE 5: THE FLYING WING
open with a knife, shovel, or any other breaks out, four more Nazi goons arrive at
Use the Action Map, the Flying Wing, and
sharp object. The passage behind the stone the scene. If the fight continues, four Nazi
the Fuel Truck figure for this scene. Center
leads to a burial chamber. Go to Scene 4. goons arrive every 10 turns. If all of the
the Flying Wing inside the circle on the
Nazi goons involved in the fight are
Good old-fashioned rescue: The PCs can Action Map. It should face west. Place the
unconscious at one time, the prisoners can
use this option only if Marion or Sallah is Fuel Truck figure just inside the circle on
disperse and flee into the tent area, min-
free. (Sallah may have escaped in Scene 3.) gling with the o ther Arabs in the dig. the map, on the southwest side.
That PC must then figure out some way to As the PCs emerge from the Well, they
rescue the PCs that are trapped in the SCENE 4: BURIAL CHAMBER see a bizarre aircraft sitting on an airfield,
Well. its twin engines idling with a dull thunder.
If the PCs are rescued from the Well, the Read the following boxed text to the play- Twin rudders jut upward at the rear, and
first thing they see upon emerging is the ers as the PCs enter this area. Iron Crosses decorate its wings. Actually,
Nazi airstrip. lf the PCs go toward the Strange, moldy figures line all the the plane looks like one great big wing.
airstrip, go to Scene 5. walls of this small, dush· chamber. The pilot's cockpit and the rear-facing
The air is stale with the ·smell of machine gun turret are the only other
SCENE 3: SALLAH'S FATE death. Suddenly, several of the distinguishable features of the craft.
Play this scene only if Sallah is captured figures lunge forward with gaping Wheel chocks- large, triangular pieces
by the Nazis outside the Well of Souls in jaws and eager, clutching fingers! of wood- hold the plane in place on the
Scene 2. a irfield.
If a PC makes a successful Instinct
The Nazis order Sallah, Omar, and the The PCs are in a small burial chamber. Check, he realizes that the plane is going
nine diggers to raise their hands behind The figures are ancient corpses that fall to be carrying the Ark out of Africa.
their heads. Two Nazi goons (armed with when the PCs enter the chamber. The pilot is in the cockpit, and another
submachine guns) and six Arab goons Have each PC make a Backbone Check. Nazi is working underneath the plane. Use
(armed with rifles) lead the prisoners away If the Check fails, the the Nazi goon ratings for these characters.
from the Well to an area just south of the PC is frozen in fear The pilot is armed with a pistol, the other
tents. The goons hold the prisoners in a 6- for several turns with a monkey wrench.
foot-deep, circular pit. The pit is 30 feet in (your discretion). Within the building north of the field is
diameter. The goons then station themsel- the mechanic. His ratings are given on the
ves at various intervals around the rim of inside cover. For the purpose of combat,

__
the pit. the mechanic is a goon.
If Sallah tries to escape at any time, \ for every turn that
Omar and the other diggers join him (if
Sallah wants them to). Attribute Ratings
for Omar and the diggers are given on the
...,;;..., -
Referee Sheet. If Sallah asks the Arab
goons for help, they offer none- except
the promise that they will hold their fire. If
Sallah is careful lo speak in Arabic, the
Nazis don't understand any conversation
that takes place between Sallah and the
Arab goons.
a PC is visible on the airfield, make an Make sure the PCs know that the cargo If PCs remove one of the wheel chocls
Instinct Check for the mechanic. If one of compartment is not connected to the the plane pivots on its remaining chocked
the Checks succeeds, the mechanic comes plane's cockpit. A tiny passage does con- wheel, making a complete circle every 6
out of the building to go after the intruder. nect the cockpit to the machine gun turret, turns. Any character in the path of the
The mechanic is unarmed. however. It takes a character 1 turn to propellers while the plane pivots must
Make an Instinct Check for each of the move through the passage from one sec- make a successful Instinct Check or auto-
Nazi goons if the PCs move onto the air- tion to the other. matically take two Serious wounds.
field. If a Check succeeds, the PCs are lf a PC gets into the plane's cockpit, the
spotted! SABOTAGE
cockpit hatch slams shut and locks. A
If the PCs do nothing at this point, the The PCs may try to sabotage the plane
character must either shoot the hatch open
Nazis truck the Ark out to the airfield. Ten to keep it from leaving the dig. Since the or use a tool to force it open.
minutes later, they load it onto the Flying plane is fully fueled, it could easily be Since there are two machine guns
Wing, which then takes off for a Nazi destroyed by fire. The fuel tanks are in the mounted in the turret, any character who
island base (see Episode 7) . wings; one of them must be opened before uses these guns gets six attacks per turn.
If this happens, Belloq, Toht, and Die- the fuel will ignite.
Six turns after any fighting breaks out
trich drive to Cairo and board a steamer. The fuel truck is also full. If the fuel on the airfield, a truck carrying eight Nazi
A Nazi submarine picks the three villains from this truck is ignited, the fire spreads goons arrives. Each of the goons is armed
up in the Mediterranean and takes them to to the plane in 10 turns. If machine gun with a submachine gun. The goons jump
the island. The ceremony described in bullets from the turret hit the truck, or if a from the truck and close in on the PCs.
Episode 7 still takes place. If they want, wing of the plane hits the truck, fuel spills If either the plane or fuel truck catches
the PCs can follow the three villains on out. PCs may also spill fuel from the truck fire, two truckloads of Nazis (eight goons
their journey to the island. Go to Scene 2 by manually opening the nozzles. Bullets
each) arrive in 4 minutes. The Nazis then
of Episode 6. from handheld guns undertake an intense search for the
cannot puncture the PCs. If the plane is on fire, Dietrich
STOWAWAYS plane or fuel truck.
If the PCs reach the plane undiscovered, and Belloq arrange to have the
they can stow away by hiding in the cargo Ark taken to Cairo by truck.
compartment, which is in the plane's belly.
There are several loose tarpaulins and
panels in the compartment that the PCs
can use to cover themselves. The villains
still drive to Cairo, however. The plane
flies on to the island base described in
Episode 7.
R A I D E R s 0 F T H E L 0 s T A R K

vJ his episode features Indiana Jones, once per minute or have an accident (use very carefully. The contact has also heard
Marion Ravenwood, Sallah, and the Accident rules from the rules booklet). that the British authorities are up in arms
Captain Katanga . It ta½es plac_e on the If a PC has an accident, he loses 10 Areas over reports of a Nazi Li-boat in the waters
road to Cairo and on the Bantu Wind. to the convoy. a few miles offshore. The PCs can use this
If PCs take a truck, they have to follow information to trail the Nazis to their
PC (PLAYER) OBJECTIVE the road; they gain no extra Areas on the island base.
Follow the Ark to the Nazi island base Nazi convoy (other than the Areas they Go to Scene 2.
{worth 4 Player Points). would normally gain by driving very fast).
The roadways that follow Circles A, G, IF THE PCs HAVE THE ARK
NPC (REFEREE) OBJECTIVE If a PC drives the truck carrying the Ark
Gather all surviving PCs and villains at and L on the Chase Flow Chart run along
a 100-foot-high cliff to the left. If a vehicle into Cairo, he can park the truck in
the Nazi island base (worth 4 Player Omar'.s garage before the Nazis figure out
Points). has an accident that sends it into a slide
along any of these roads, roll ldlO. On a what has happened. Go to Scene 2.
SCENE 1: ROAD TRIP roll of 1-5, the vehicle sails over the cliff; SCENE 2: THE BANTU WIND
on a roll of 6-10, the vehicle slides to the
Run this scene if the Ark is not flown out right. Run this scene if the PCs have the Ark in
of Tanis aboard the Flying Wing. As soon as Nazis spot a pursuing PC, Cairo. If the Nazis have the Ark, read
The Nazis load the Ark into the back of they open fire. The Nazis never risk shoot- through this scene, but ignore the events
a heavy truck. Six Nazi goons ride in back ing at the truck that carries the Ark, how- described in "Boarding Party:'
with the Ark, and two ride in the cab. All ever, even if a PC is in clear view near the The only form of transportation out of
are armed with pistols. The Nazis are truck. Cairo that's available to the PCs for the
planning to take the Ark to Cairo to be If a PC takes control of the truck that next 10 days is the tramp steamer Bantu
loaded on a ship bound for a Nazi island .carries the Ark, the Nazis in the truck's Wind. Captain Katanga, the skipper of the
base in the Mediterranean. rear try to climb along the sides or top of ship, is a trusted friend of Sallahs.
Three cars accompany the truck, each the truck to get to the cab. The truck Katanga can leave Cairo within 6 hours of
carrying three people. A machine gun is passes some kind of obstruction (trees, being contacted by the PCs.
mounted in the back of one of the cars. cliff, building) every 3 turns. If the driver If the PCs want to wait in Cairo for a
Belloq, Toht, Dietrich, and six Nazi goons swerves toward an obstruction, you must plane or another boat, have the Nazis
make up the party accompanying the make a Strength Check for any Nazi hang- track them down and recapture the Ark. 1t
truck. You can decide who rides in which ing onto the outside of the truck. If a should become apparent to the PCs that
car, but note that the drivers of all three Check fails, the Nazi falls. the longer they stick around Cairo, the
cars should be goons. You should also nastier things are going to get!
decide the order of vehicles in the Nazis' RESOLVING THE CHASE H Sallah wants to stay in Cairo, the
convoy. As a result of this chase, the truck carry- player running him may run Katanga as a
Make sure that the PCs have a chance to ing the Ark will be in either the Nazis' or PC. If not, treat Katanga as an NPC friend
see the Nazis preparing to leave. If the PCs the PCs' control. ol the PCs.
want to chase the Nazis, they can find the If a PC is alone in the truck carrying the The Bantu Wind sets sail for whatever
following forms of transportation in the Ark, he reaches Cairo in S minutes. destination the PCs state. Katanga gives
motor pool area of the dig: one horse, If the Nazis still cont rol the truck carry- Indy and Marion his berth, while he
two motorcycles, and five heavy trucks ing the Ark, and all of the PCs involved in spends his time on the bridge.
(including Omars). All of the vehicles the chase stop for any length of time, the If the PCs are following the Nazi subma-
have keys in them. Naiis get the Ark to Cairo in 5 minutes. rine to the island base, go to Scene 3. If the
The Nazi convoy has already moved 50 PCs are carrying the Ark aboard the Bantu
Areas before the PCs head out after them. IF THE NAZIS HAVE THE ARK
The Nazis drive the truck directly to the Wind, run the events described in "Board-
The Nazis travel at 30 mph. ing Party."
If you want, you can use the Nazi Vehi- Cairo waterfront. They load the Ark onto
cle figures to map out this chase. a steamer that departs immediately for the BOARDING PARTY
Mediterranean. As soon as the steamer is The freighter sails.for one peaceful
RUNNING THE CHASE out of sight of land, the Nazis transfer the night, but that's all. Trouble arrives at
Use the Chase Flow Chart from the Ark to the Wurrfler, a Nazi submarine that dawn: a Nazi U-boat surfaces next to the
boxed game when you run this chase. will carry its cargo to an island base. Bel- Bantu Wind and fires a shot across her
If some PCs do not take part in this loq plans to perform the ritual of opening bow. Katanga recognizes this as the long-
chase, make sure you find out what they the Ark on this island. standing maritime order to "Halt!"
are doing. If the PCs arrive in Cairo within an hour If Katanga is an NPC, he stops his ship.
The road from the dig to Cairo winds after the German steamer departs, they (If a player is running Katanga, he decides
through high, rocky ridges dotted with can board the Bantu Wind and follow the what to do.) Point out to the PCs that a
sparse vegetation. A horse can easily cross Nazis. (See Scene 2 for notes on the Bantu U-boat could easily sink the Bantu Wind.
this terrain, automatically gaining ldl0 Wind.) The U-boat could also use the cannon and
Areas on the convoy per minute. Motorcy- If the PCs arrive in Cairo too late, h_ave machine gun mounted on its deck to
cles can also cut through this terrain, them get in touch with a contact at the pound the freighter without sinking it.
gaining on the convoy as horses do. If a waterfront. The contact can tell the PCs (The Nazis are naturally reluctant to send
PC is driving a motorcycle, however, he when the German steamer left. He also the Ark to the bottom of the Mediterra-
must make a successful Movement Check says that the Germans who boarded the nean!)
ship seemed to handle o ne piece of cargo
Thirty Nazis armed with submachine minutes while the decks are cleared. Then Since the U-boat must travel very
guns board the Bantu Wind. accompanied it slowly submerges to periscope depth. slowly, the freighter can easily stay with it.
by Belloq and Dietrich. The freighter's The subl"!larine, the top of its scope above In fact, if the Bantu Wind stays on the
crew doesn't resist (they're not stupid!), so the surface of the water, then heads for the same course the sub has set, it gets to the
the PCs are on their own in this situation. Nazi island base. island before the sub does.
The Nazis search the ship thoroughly If Indy is still free, he can try to ride the The freighter arrives just off the shore of
and find Marion (and Sallah, if he is submarine to the island. He must lash the Nazi island base shortly before dawn.
aboard). Indy, however, can try to hide. himself to the periscope to do so (his whip PCs aboard the freighter may swim ashore
Use your judgement to decide if Indy has works fine for this). The ride, however, is or take one of the ship's boats. Unless the
done a good job of hiding, then adjust the a very unpleasant one! PCs take an unusually long time getting
searching Nazis' Instinct Checks accord- If any PCs remain on the Bantu Wind, ashore (use your judgement), they reach
ingly. If any of the Nazis' Instinct Checks go to Scene 3. Otherwise, go to Episode 7. the shore before dawn.
succeed, the Nazis find Indy. If the PCs don't go ashore until after
The Nazis take the Ark (and any pris- SCENE 3: NORTH BY NORTHEAST dawn, however, they are met by 10 Nazi
oners) on board their submarine, which Run this scene if the PCs on the Bantu goons armed with submachine guns. The
floats 200 feet from the freighter. The Wind are following the Nazi sub. Nazis then try to take the PCs prisoner.
submarine stays above the water for 5

-~-,,_~-

< =- ~---'c - _"c ~ ; ~ : ~ ~~:cd~~_:


R A D E R s 0 F T H E L 0 K
..------'----~----------------------------------

I h;, ,p;sode feat: es fodfana /ones,


Marion Ravenwood, and Sallah or
TABLE6
SUPPLY CRATES
SCENE 2: SETTING THE STAGE
Unless the PCs interfere somehow, Belloq
Captain Katanga. It takes place on the
Nazi island base. Die Roi Crate Contents spends the day preparing to open the Ark,
which he plans to do in an elaborate cere-
PC (PLAYER) OBJECTIVES 1 Camera equipment mony just after sunset. He spends 4 hours
Keep your PC alive (worth 3 Player 2 Large canvas tents meditating in a tent at the supply depot
Points). 3 Hand-held rocket launcher and near the submarine pen.
Remain free while the Nazis open the six rockets (treat as grenades) In the meantime, goons uncrate the Ark
Ark (worth 3 Player Points to each PC for 4 Short wave radio and cover it with a black, silk cloth, taking
every PC that remains free). 5 Guns and ammo (roll 1d10- care not to touch it. By midafternoon,
1-2: submachine guns; 3-7: rifles; Belloq is ready. He leads a procession of 24
NPC (REFEREE) OBJECTIVE 8-10: pistols) Nazi goons up the hot, dusty trail toward
Have Belloq open the Ark in the pres- 6 Canned food and water the altar. Any surviving villains and any
ence of all surviving villains (worth 4 7 Crankcase oil PC prisoners also join this procession.
Player Points). 8 German uniforms Belloq halts the procession when it
9 Wrenches, screwdrivers, and reaches the supply depot near the altar and
SCENE 1: HIT THE BEACH! hammers goes into a tent. An hour later, Belloq
The day dawns at 5 a.m. on this rocky 10 Gasoline emerges, dressed in a ritual turban and
island . The Nazi sub Wurrfler doesn't gown. He holds a carved ivory rod in his
arrive until 9 a .m. , so any PCs on the Several tents a re pitched around each hand. As the procession winds up the last
island before dawn have plenty of time to depot. Six Nazi goons live at each supply pa rt of the trail leading to the altar, the
explore. Use the Nazi Island Base Map as a depot. At least two goons are on duty at sun begins to set.
guide when you describe this island to the all times. The altar has been carefully prepared for
players. PCs may run into Nazis in the following Belloq's arrival. The Nazis have placed
The island is a well-developed supply locations on the island: the submarine pen floodlights and cameras all around. As the
depot serving the German Navy. The (see map inset). the supply depots, the Nazis carry the Ark up the altar steps, two
island's terrain is barren and rocky. The airstrip, and along the trails. No Nazis are other goons tie any PC prisoners to a light
cliffs shown on the map are steep; any PC around the altar area until Belloq arrives pole at the far end of the altar site.
who tries to climb one must make a suc- there.
cessful Movement Check or fall (Danger If any of the PCs are discovered running IF A PC INTERFERES WITH THE
Rating of 80). loose on the island, the Nazis raise an PROCESSION
The spots marked as beach on the map alarm. Six parties of six Nazi goons each PCs may try to somehow stop the pro-
are smooth, sandy, and wave-washed. The (four armed with rifles, two with subma- cession before it reaches the altar. Use
rest of the island's shoreline is made up of chine guns) go out to search the island. If your judgement in this situation to deter-
cliffs; PCs can only go ashore on beaches. PCs are loose on the island after an alarm mine how successful the PCs are. If a PC
Traveling across this island is rough, has been raised, have them see or run into threatens to destroy the Ark before Belloq
even in the spots where no cliffs are one of these search parties. has opened it, make an Instinct Check for
shown. There are plenty of places for PCs Belloq. If the Check succeeds, Belloq
to hide, however. The island's terrain THE ARRIVAL OF THE WURRFLER believes the PC is bluffing. If the PC wants
climbs toward its center, so the farther a The Nazi U-boat approaches the island to try to destroy the Ark, he must fail a
PC gets from the shore, the higher he is. docking bay at 9 a.m., surfacing just out- Backbone Check to do so. (The PCs
Crates of all shapes and sizes are stacked side the entrance. If a PC is riding the sub, should realize that such an action could be
high and covered with tarpaulins in the he must leap into the water within 2 turns very dangerous; in Indy's case, it would be
supply depot areas. If the PCs sneak into of the sub's surfacing, or Nazis in the very uncharacteristic for him to blow such
one of these areas, roll ldl0 on Table 6: docking bay spot him. a priceless artifact to bits.)
Supply Crates (on the Referee Sheet) for Once the sub has docked, the Nazis Belloq is the only villain or goon who
each crate the PCs open. unload the Ark through a deck hatch and can detect a bluff by the PCs. Dietrich, for
lift it on an overhead crane. The crane example, is sure the PCs would destroy the
carries the Ark along the ceiling of the pen Ark if given the chance.
to the Security Room. The Nazis also take
any PC prisoners to this room. Twelve SCENE 3: THE POWER OF GOD
Nazi goons (eight armed with rifles, four
If no PCs have interfered with the proces-
with submachine guns) guard the prisoners
sion to the altar, Belloq, Toht, and Dietrich
throughout the day.
stride arrogantly up to the altar and sur-
A steel door is the only entrance to the round the Ark. Lay out the Island Altar
Security Room. Two goons armed with
Map, and read the following text to
pistols are posted outside this door at all
times. One of these goons carries the only the players.
key to the door.
-42'jp~:f;~,{~':%'.#.Wiffei1ii),¥.~f?.MM'.',:,, . .·. _, _ _
'2(6;:~m~i'~,/,;,.,:·. , ;,?.~~.-; :~·'-;::;:✓-❖x ,,.
.·:•

·::;:/!\:-:,:-.
,;.:~~-f&~~►-10'it/':'."!;.<'·'·•: .
Have Indy make an Instinct Check. lf the In fact, the Ark has been crated and
Check succeeds, he realizes that the PCs stored in a government warehouse some-
must keep their eyes closed in the presence where in Washington. It rests there in
of these spirits. anonymous similarity to thousands of
Any PC who doesn't close his eyes is other crates. Although the PCs don't dis-
confronted by an apparition. This haunt- cover this in the game, try to give them the
ing spectre, its hollow eyesockets gaping impression that the Ark is just as lost now
out from a skeletal face, reaches forward as it was at the start of the adventure. If
as if to wrench the very soul from the PC. your players have seen the film,
Give any PCs who are still watching one of course, they know
last chance to close their eyes. Then the Ark's fate.
describe the sound and feeling of the Ark's j • / 0 t
• ~4', '!
power as it electrifies the altar and
'-?: .... , _ \.
destroys the Nazis.
Any PC who has insisted on keeping his
eyes open is blinded (the blindness is tem-
porary, but he shouldn't realize that for
quite a while).
After a few moments, the chaos sud-
denly ends, and the island is again silent.
Spots of white ash lie where the villains
and goons once stood. The ropes that
bound any PC prisoners have fallen away.
The entire island is abandoned. Even the
Nazis who weren't at the altar when the
Ark was opened have all disappeared.
If the PCs make their way d o wn to the
submarine pen, they find a radio and can
call for help. If they do so, a British
destroyer picks them up within 12 hours.
British and American authorities see to it
that the PCs and their cargo are taken to
Washington as swiftly as possible.
If the Bantu Wind has remained offshore
for this episode, crew-members from the
freighter may come to the island to rescue
the PCs.

EPILOGUE
The Ark is now safely in the hands of the
United States government, which pays
Indy the handsome sum of $4,500 for his
troubles.
Sallah and Katanga bow out of the
adventure at this point. The government
covers Katanga'.s expenses for his ill-fated
voyage. Indy usually pays Sallah for his
services (the players can handle this them-
selves, if they wish).
Marion now has the option of remai ning
in the United States. Even if she lost all of
her money in The Raven fire, Indy can •
cover her losses.
If Indy wants to find oul what happens
to the A rk, he can go to Washington, D .C.
If he <loes so, Marcus Brody accompanies
him. The two eventually get in to see
Major Eaton and Colonel Musgrove.
These worthy officers assure Indy that
the Ark is in a "safe place;' and that it is
being worked on by ''top men." The two
don' t disclose exactly where or who, how-
ever.
VI LL AIN
A T T R I B UT E R A TINGS ATTRIBUTE RA TINGS

BELLOQ '"* HOVITOS WARRIORS


Attributes Normal •2 112 ¼ Attributes Normal •2 'Ii 'I<
Strength 60 120 30 15 Strength 60 120 30 15
Movement - - -- - 76 152 - 38 - - 19 Movement 48 96 --24 - - 1 2
Prowess 64 128 32 16 Prowess 44 88 22 11
Backbone - - - -- - 72 144 - - 36 - - 18 Backbone 52 104 - - 26 - - 1 3
Instinct 68 136 34 17 Instinct 32 64 16 8
Appeal - - - - -- - 56 112 - - 28 - - 14 Appeal 12 - - - 24 - - 6 - - 3

TOHT™* NAZI GOONS


Attributes Normal •2 11:, 114 Attributes Normal •2 II, 11,,

Strength 60 120 30 15 Strength 56 112 28 14


Movement - - -- - - 52 104 - - 26 - - 13 Movement - 36 72 - - 1 8 - - 9
Prowess 56 112 28 14 Prowess 40 80 20 10
Backbone - - -- - - 42 8 4 - - 2 1 - - 11 Backbone 48 96 - - 2 4 - - 12
Instinct 64 128 32 16 Instinct 32 64 16 8
Appeal-- - -- - - 24 48 12 - - 6 Appeal 40 80 - - 20 - - 1 0

DIETRICH™* ARAB GOONS


Attributes Normal •2 '12 ¼ Attributes Normal •2 '12 ,,,
Strength 68 136 34 17 Strength 52 104 26 13
Movement - - - -- - 60 120 - 30 - - 15 Movement 40 80 - - 20 - - 10
Prowess 52 104 26 13 Prowess 36 72 18 9
Backbone------ 56 112 - - 28 - - 14 Backbone 44 88 - - 22 - - 11
Instinct 32 64 16 8 Instinct 44 88 22 11
Appeal - - - -- - - 32 - - - 64 - - 16 - - 8 Appeal 40 80--20-- 10

ARAB SWORDSMAN
Attributes Normal
Strength 66 132 33 17
Movement 72 - - -- 144 - - 36 - - 18
Prowess 68 136 34 17
Backbone 40 80 - - 20 - - 10
Instinct 44 88 22 11
of the Appeal - - - 76 - - - 152 - - 38 - - 19
L OS 7- /:? I, I, .
MECHANIC
REFEREE Attributes Normal
SHEET Strength 88 176 44 22
Movement - - - 36 - - - - 72 - -18 - - 9
~ • IWOO!SOf !~HOST ~R! , TKE AOVENTUR!S OF INOIA~A JONES Prowess 56 112 28 14
;ri.li!mentl Rthfi::tl!!'ramesaiidha:er,es:;e5a,e Backbone 80 - -- 160 - - 40 - - 20
IIQerllnSduasfhL:d k.1sedl4ldefa1tlioom100
' l'!IM llasfi,,,Lm. ~IR,ghl,i- Instinct 40 80 20 10
Appeal 20 - - - 40 - - 10 - - 5
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TOHT™* MOHAN™* BARRANCA™* SAT/PO™* NAZI'"* J
,. & © LH 1!18-f ,. & © LFL 1984 ,. & © LFl 1984 ,. & ©LFL 1!18-f t
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