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ADVENTURE ATTRIBUTE RATINGS RANDOM ENCOUNTER TABLE


Name ST MV PR BK IN AP Weap. Type Dice Roll Encounter
Ab. Warrior 68 72 80 76 10 spear goon 1-10 Policia
Aborigine 56 56 58 36 3 spear goon 11 -20 Sewer Rats
Bear( Dancing) 80 16 60 64 10 none goon 21-30 Spaniard
villain Bui
~~
1
88 72 72 32 0 none goon 51.«> Tourists
44 88 96. knife QQQ.r:! 61-70 Gypsies; Dancing Maidens
Dingos 44 80 36 28 0 none goon 71 -80 Gamblers
Gamblers 40 72 64 32 3 club goon 81 -90 Jose
60 76 40 80 5 bola goon 91 -100 lsmailis
152 56 10 swor<t villain 101 -130 Gypsies; M1cliivicfl Bro.
92 56 68 88 32 3 none villain 131-140 Gamblers
68 80 80 80 0 41-150 Jose
56 80 84 64 24 52 knife 151 -160 lsmailis
Kangaroo 36 92 36 36 16 0 none 161 -180 Aborigine Warrior
Phuri Dai 28 24 68 76 92 15 none 181 -200 Aborigine
icia 52 48 68 40 0 pistol 201-210 Dingos
rospector 52 60 48 28 64 0 pistol 211-220 Kangaroo
Rats 12 28 56 8 68 0 221- Pr
Shaman 32 40 64 84 92 5 none goon 231 -250 =
Spaniard 52 56 64 56 52 0 none goon
Tourists 32 40 64 24 40 0 none goon To determine dice roll, roll d100 and add the number from the 'ii
Range Chart below that corresponds to the PCs' location . >

.ID
..I
ID
VEHICLE CHART I
~
Vehicle Rating Ace Brkng TnSpd Red Max

Jeep 90 20 30 30 50
Pony Cart 10 10 20 25
RANDOM ENCOUNTER RANGE CHART
30
Taxi (Beat-up) 50 20 30 30 60 Area d100 + number
iTaxi ew 7
i9us (Beat-up) 70 10 20 20 40 Barcelona 0
Mot~cle 20 30 40 30 50 Gypsy Camp 30
Horse 20 20 30 30 Phuri Dai Mine 60
Old Truck 50 10 20 20 40 Gibson Desert 150

ATTRIBUTE DIVISIONS
Normal Normal
Rating x2 1/2 1/4 Rating x2 1/2 1/4

4 8 2 56 112 28 14
8 16 4 60 120 30 15
12 24 6 64 128 32 16
16 32 8 68 136 34 17
20 40 10 72 144 36 18
24 48 12 6 152
28 56 14 80 160 40
32 64 16 84 168 42
36 72 18 88 176 44
40 80 92 184 46
44 88 22 96 192 48
48 96 24 100 200 50
52 104 26
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• ~ THE ADVENTURES OF INDIANA JONES and THE FOURTH NAIL, game elements and character names and likenesses are trademarks of Lucasfilm ltd.
Used under authorization. 0 1985 l.ucasfilm Ltd. All Rights Reserved.
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'" • INDIANA JONES, THE FOURTH NAIL, game elements, and chaactar names and likenesses are
trademarks of Lucasfilm Ltd. used under authorization. © 1985 Lucasfilm Ltd. All Rights Reserved.
MAGIC VIEWER Is a trademark owned by TSR, Inc.
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The Fourth Nam Could it be that old gypsy tale was really true7
According to legend, there were to be four nails used for Christ's ATTRIBUTES NORMAL x2 1/2 1/4
crucifixion- one for each hand, one for the feet, and a fourth to
deal the death blow to the heart. Strength 36 72 18 9
But then a wandering gypsy- so it's said-stole the Fourth Nail, Movement 48 96 24 12
preventing Christ's immediate execution. Ever since, gypsies have Prowess 60 120 30 15
believed that they are forgiven their petty crimes as a reward for Backbone 64 128 32 16
helping the Lord's Son. Instinct 92 184 46 23
If a collector like Ayoob is tracking down the Fourth Nail, well, Appeal 64 128 32 16
maybe there is something to that old legend.
Or . . . is Ayoob just off his rocker777 MOVEMENT RATE (running): 15 Squares (3 Areas) / tum
WEAPONS: pistol, knife
KNOWLEDGES: Archaeology, First Aid, Surveying
LANGUAGES: English, German, French, Spanish, Romany
Being the director of the National Museum leaves Dr. Brody little
time to go afield. He prefers to stay at the museum and let the
younger, hot-blooded hounds do the dirty work. Yet on certain pet
projects, like the work on Arnhem, he does get the "itch:'

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Attribute NORMAL x2 112 114 Well, if there's a gypsy camp anywhere near Barcelona, then
your old friend Torino will know about it. Barcelona's been Tori's
Strength 32 64 16 8
home for years now.
Movement 68 136 34 17
You and Tori go way back . . . well, anyway, it seems like a long
Prowess 80 160 40 20
time ago . The shifty little gypsy helped you through you some
Backbone 24 48 12 6
troubles at the border while you were trying to recover an artifact
Instinct 60 120 30 15
that had been stolen from the National Museum. You could swear
Appeal 56 112 28 14
you can still feel the bruises from the ride underneath that gypsy
wagon .. .
MOVEMENT RATE (running): 25 Squares (5 Areas) / tum Ah, well, the little guy came through . Torino is a trusted
WEAPON: knife companion and ally. If anybody's going to know about this Fourth
KNOWLEDGES: Hotwiring, Lockpicking, Picking Pockets Nail business, it's Tori.
LANGUAGES: Spanish, English, Romany
Living the life of a gypsy, Torino has no past and doesn't care to
ponder the future. He is a carefree man, full of joy. He does admit,
however, to be less than totally honest in his dealings .
Years ago, Tori helped Indy through some border difficulties
while trying to recover an artifact stolen from the museum .

GYPSY TEMPLE MAP 1 Square


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From the Files of:
TM

The Fourth NaiI™*byTracyRayeHickman


Adventure Pack for use with THE ADVENTURES OF
INDIANA JONES™* Role-Playing Game
Tom Wooden Editing
Dennis Kauth Graphic Design
Dennis Kauth Cartography
Clyde Caldwell Cover
Betty Elmore Creative Typography
TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
EPISODE 1: BLOOD AND SAND ................ . ....... .. . . . 3
EPISODE 2: A FRIEND IN NEED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
EPISODE 3: THE PROVING ... . ... . ............ . ............ 11
EPISODE 4: WELL OF DESPAIR .............. . . .. ........... 13
EPILOGUE .. ........ . .......... . . . . . .. . . . . . . . .. . ...... . .... 14
REFEREE INFORMATION ........ ... .. . . . ... . . .. . . ......... 15
ADVENTURE FOLD-UP INSTRUCTIONS . . ... . . . .......... . . 16
EVIDENCE FILE
Marcus Brody Character Dossier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
. . .$I',@
"'1 Adventure Details (The Fourth Nail) . . . . . . . . . . .. ....... ....... 1
Arnhem Temple Flow Chart . . . . . . . . . . . . . . . . . .. ....... ....... 1
j Torino Character Dossier . . . . . . . . . . . . . . . . . . . .
Adventure Details (Barcelona Gypsies) . . . . . . . . .
..
..
.......
.......
.......
.......
2
2
t◄ Gyspy Temple Map . . . . . . . . . . . . . . . . . . . . . . . . .. ....... ....... 2

'-~ -
~ ti}

Bullpen Map ... . . .. . . .. .. . . ............... .. . . . . . .. . ...... 3


Bullring Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. ....... ....... 3
Phuri Dai Mine Flow Chart . . . . . . . . . . . . . . . . . .. ....... ....... 4
MAGIC VIEWER™ ACTION MAP
ADVENTURE PACK COVER
... THE ADVENTURES OF INOIANA JONES, THE FOURTH NAIL, game elements, and chara cter names and lilen e - are trademarit:1 of lucNfllm Ltd. uaed under
authorizat ion. c1SBS Lucesfilm ltd, AJI Rights Re58fVed.
The names of chlraeten used herein are f ictit.001 •~ do not nrler to any peraooe livi~ or dead. Any simile,lty to MY pel'to('lt IN'ir-g Of Cle~d ia merely coincidental.
Thia adventure p,ek ill protected uMil!lr t he copyr~ht laws of the Uni1ed States of Arnefica. A nv reproduction or other unaut hori~ 4JMI of the material or artwork contained
M;ren'I ii prohibited withoc.Jt the e>Cptett written permissioo ol lucasfllm ltd. and TSR lnc.
Distributed to the boolt trade by Random House Inc. a nd in Canada by Random House of Canada, ltd . Oiatributacl to tha toy and hobby trade by regk>nal di&t rb.Jtor•.
Distr'ibuled in the u nned Kingdom by TSR UK lld,

TSR Inc. ~ TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CB14AD
WI 53147 ,M United Kingdom
DUNGEONS & DRAGONS, PRODUCTS OF \'OUR IMAGINATION, MAGIC VIEWER, ADVENTURE POLD•UP, and the TSR logo an
e> 1984 UL. trademarks owned by TSR Inc.
c,1985 TSR I.Go. All Right> Rnerved.

1 755 Printed In the U.S.A. 0-88033-230-9 ISBN 3t4-54HO.OTSROteO


, __ _ _....
_ _ _ _.Jo,._ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ ......__......,_ _ __ _ __ __ __ _ __ _ _ _ __ _ _ __ _ __

The Fourth Nam It couldn't be! surprises- players don't always react the TABLE 1
Allegedly stolen from the site of Christ's way you expect. Sometimes, you have to SPECIAL INSTINCT
crucifixion, the Fourth Nail was to be the improvise to keep the adventure moving! CHECK RESULTS
one that dealt the death blow . . . but it A list of Attribute Ratings for NPCs is
had been stolen, or so it was said, by printed inside the front cover. There are no Instinct Read
gypsies! Could it actually exist? Attributes given in the text. When it's time Check Result State ments:
There's only one way to find out! to run a battle, refer to the list. Bad Feeling 1 only.
You and your friends are about to enter What or Where 1 and 2.
a thrilling world of adventure, intrigue, RUNNING RANDOM The Big Picture 1, 2, and 3.
and danger- the world of Indiana Jones! ENCOUNTERS Lucky Break 1 through 4.
The Fourth Nail is designed for use with
THE ADVENTURES OF INDIANA In addition lo the planned encounters in Some Instinct Check result entries don't
JONES"' Role-Playing Game. You must this adventure, you can add random have four statements. In those cases, a
have those rules to play this adventure. encounters to increase the excitement. A Lucky Break means that you read
You will also be using TSR's MAGIC good time to use a random encounter is statements 1, 2, and 3. Then you should
VIEWER"' screen while running this when your adventure is in a lull, or when calculate additional Lucky Break results
adventure. Certain parts of the maps are the player characters (PCs) aren't normally.
hidden and can be read only with the expecting anything. Random encounters If the Instinct Check has a specific Bad
special red gel that's enclosed with this can keep PCs on their toes! You can also Break result, that result will be listed as a
adventure pack. use random encounters as a way to give (0) statement. Don't read this statement to
extra bits of information or clues to the a PC unless he actually gets a Bad Break.
WHAT'S INCLUDED IN THIS PACK PCs. Not all Instinct Check results have a Bad
Make sure you don't overdo it with Break statement. If the PC gets a Bad
This adventure pack comes with: random encounters. Don't wear your PCs Break and there is no (0) statement, then
• 16-page adventure booklet down with meaningless battles and use your own judgement (seep. 5, rules
• 4-page Evidence File complex twists. A list of random booklet).
* MAGIC VIEWER screen encounters is printed inside the front
* MAGIC VIEWER action map cover. GEITING READY TO GO
* 3-D ADVENTURE FOLD-UP'" figures You will be using the following pieces
USING THE MAGIC VIEWER from THE ADVENTURES O F INDIANA
HOW TO RUN THIS ADVENTURE SCREEN JONES game to run this adventu re: the
One person must be the Referee. If that You've probably already noticed that the rules booklet, the Combat Grid, the
is you, then you will have to get pretty large map in this pack is overprinted with Referee's Screen, the Character Dossiers.
familiar with all of the elements of this red patterns. Those red patterns are and the following 3-D ADVENTURE
adventure pack. Up to four other players covering up clues! When you place the FOLD-UP figures:
may take part in this adventure. Don't let MAGIC VIEWER screen over the red Indiana Jones™•
the players see any of this pack. One areas, messages and encounter numbers Marion Ravenwood"''
player should play Indiana Jones for the appear. You're the only one who uses the Natives
course of the adventure. Other players MAGIC VIEWER screen. Don't let your Goons
may have to switch off between different players look through it unless the text From this adventure pack, you'll be
characters. Try to be fair to all of your directs you to do so. using the following ADVENTURE
players in this situation. FOLD-UP figures :
This adventure is made up of four SPECIAL INSTINCT CHECKS Torino"'•
episodes, just like an old movie serial. Ben Ali Ay oob"'•
Unless otherwise noted, all Attribute Ismailis™ '
Each episode consists of one or more
scenes. and ends in a cliffhanger. It will Checks are made normally throughout this Phuri Dai"'*
adventure. However, Instinct Checks are Gypsy Wagon
take you 1 to 3 hours to run a single
treated differently. The results of special Ore Car, Tracks, and Conveyor Belt
episode.
It's a good idea to read the entire Instinct Checks are listed in each episode Bull, Dancing Bear
adventure before starting to play-but if where appropriate. These results are listed Are Indy and his companions ready?
as a series of up to four statements. The Fourth Nail lies just beyond their
you don't want to do that, at least read
When a PC makes one of these special grasp!
each episode before running it. Otherwise,
Instinct Checks, compare the result to the Or does it???
you won't be able to run a fun, organized
game, and your players won't have a very Check Results Table on the back cover of
good time. (Neither will you, for that the rules booklet. Then check against
Table 1 to figure out which statements you
matter I)
Check the rules booklet if there is should read to the PC (statements are
numbered from 1 to 4).
anything you don't understand. Think
about things your players might do when
confronted by terrible dangers or special
situations. Be prepared for

2
This episode features Indiana Jones, and Lay out the Gibson Desert Map for the bones has a high iron content and it was
any other PCs from the game that the PCs. Have them point out to you where obviously designed by the Arnhem. The
players wish to run. Keep in mind, they want to go (one hex at a time). Then Arnhem must have settled near some
however, that one player will have to take place the MAGIC VIEWER screen over heavy-duty iron deposits.
the part of Torino, a new PC, in Episode 2. that hex to see if there is an encounter
Give the players the Character Dossiers number there. If there is an "X" in the hex, 2. KANGAROOS!
that correspond to their characters. A the PCs have no encounter. If there is a A group of ldl0 + 5 kangaroos suddenly
dossier for Marcus Brody is included in the number, go to the Gibson Desert bounds into view. There is a 20% chance
Evidence File. Encounters section and run that numbered that these critters attack. There is a 10%
encounter for the PCs. chance that the kangaroos are chasing a
PC OBJECTIVES poacher who's trying to make off with one
Get the Ring of Arnhem out of the GIBSON DESERT ENCOUNTERS of their young. If there's a poacher
Arnhem Temple (worth 3 Player involved in this encounter, the kangaroos
Points). I. ARTIFACT FRAGMENT attack anybody who enters the area,
Keep all the PCs alive to the end of Have the PCs make Instinct Checks. If including PCs.
the episode (worth 1 Player Point). the Checks succeed, the PCs find one of It hasn't occurred to the poacher to give
Remain conscious through the end the following fragments. Choose up the baby kangaroo. If he does, the
of Scene 3 (worth 1 Player Point). whichever you feel works best for your kangaroos quiet right down.
adventure at this point (based on the skill The poacher doesn't know much about
REFEREE OBJECTIVES level of your players). the Gibson Desert, or at least he doesn't
Wound a PC once in the episode (worth give much information up. He does
1 Player Point per PC wounded). A. Pottery Fragment: There's a rust-red recognize some of the areas on the PCs'
Knock a PC unconscious (worth 1 tint to the clay in this baby, and it's got a map, however:
Player Point per PC that falls unconscious really high iron content. It's obviously a "Them hills to the east, they're the
once during the episode). fragment from an Arnhem artifact, so the Rocky Mounds. And that pile of rocks to
(If a PC dies, you LOSE 3 Player Arnhem Cult must have settled in an area the southeast, we call that Parched Gate.
Points.) with extensive iron deposits. Them hills to the southwest are the Iron
Mounds."
SCENE 1: INTO THE OUTBACK B. Forged Spearhead: This is forged from The poacher joins up with the PCs, but
Use the Gibson Desert Map for this crudely refined iron, yet it's shaped like takes off like a scared jackrabbit at the
scene. The PCs start this scene at the large other artifacts that belonged to the first sign of danger (well, unless there's a
"X" (at the north edge of the desert). Arnhem, so the Arnhem cult must have big reward in all this for him somewhere).
Read the boxed text aloud to the settled in an area with extensive iron He's careless and undisciplined; he'll race
players, or read it to yourself and describe deposits. into any room without even thinking
it to the players in your own words. about traps.
C. Broken Obelisk: This broken, vertical
stone is partially buried in tumbleweeds 3. ABORIGINES
Ah, Australia, the land down under! A and drifting sands. Its symbols are The PCs have a 20% chance of
beautiful place, indeed. When you got definitely Arnhem in nature. There's a face
here a week ago, it seemed like encountering one of these nomadic clans.
carved on the obelisk, and it points toward A clan consists of ldl0 + 40 men
everything was gorgeous scenery, encounter area 9. The runes seem to say, (warriors), 2dl0 + 53 women, and
friendly smiles, and cool breezes. You "Face the greatness of Arnhem, whose 3dl0 + 62 children.
felt really good about the job ahead of glory is massive in sight:·
you. The Aborigines are hunters who use
their bolas, boomerangs, and long,
That was last week. Now there's D. Foundations: Foundations of some graceful spears to stalk their desert prey.
this- this desert! small, ancient dwellings are partially Have the PCs make normal Appeal
The Gibson Desert ... a searing buried here under drifting sands. They're Checks when they confront these natives.
expanse of cracked rock and baked similar in construction to other buildings PCs who speak Aborigine may make their
earth . .. where the heat and the silence found outside the desert, although no
are broken only by the raging swirl of Instinct Checks at normal for purposes of
other Arnhem structures have ever been understanding these people. All other PCs
an occasional sudden sandstorm. found this far out before. But there's also a
And yet you know that somewhere, must make these Instinct Checks at 1/4.
road! There used to be a road here! But The Aborigines know the following:
hidden on this vast, desolate landscape, which way to follow it? (Using the map, * There are hills of gold to the west. Many
are the clues that will ultimately lead show the players that the road seems to men have gone there and, having found
you to the location of the Arnhem Cult! run for three hexes, pointing generally in heaven, have never returned.
Maybe ol' Brody was right, maybe that the direction of encounter area 9.) The PCs * The Great Stones are the most sacred of
old tribe had survived the trek into the also discover one of the artifacts-A, B, or
desert and had flourished. But you need places. The gods of the Aborigines dwell
C-listed above. there. It is forbidden to go there unless
proof. Until you have something, it's all
one is a believer.
just speculation. And speculation E. Burial Ground: This area is partially
doesn't buy you bullets, that's for sure. • Ancient fathers came from the north by
covered by sand. A well-preserved the great water and built tribes terrible
skeleton still lies here. The jewelry on ol' and wonderful in the desert. Now they

3
have joined their ancestors at the Great Checks. Once the dingos are discovered, (3) "He who enters the temple must
Stones. they directly attack the PCs. continue forward, for backward lies only
If the PCs make some kind of loud death!"
The Aborigines can point PCs in the noise, make a Backbone Check for the (4) WelJ, now he's cooling off a little.
direction of the Great Stones, but they dingos. If the Check fails, the dogs flee . "You are no t a native of these lands, but
refuse to lead the PCs there. In fact, each (Check separately for each dingo.) your eyes, they are honest. Come, I will
time the PCs bring up the subject of the Otherwise, the PCs must fight the dogs lead you to the temple. The choice- and it
Aborigines' holy ground, have them make off. is a grave choice indeed-will be yours.
an Appeal Check. If the result is No Luck, Will you enter?"
the natives get ticked off and throw the 6. SKELETONS
PCs out of the camp. If the result is a Bad If the shaman isn't going to join the PCs,
Three bleached-white skeletons are
Break, the Aborigine warriors attack he just speaks his piece, and then looks off
scattered across the sand here. Each
immediately. The attack continues until at toward the north. He says nothing more to
skeleton wears a pith helmet. Rotting
least 10 Aborigines are dead or the PCs.
khaki expedition clothes hang from their
unconscious. Then the warriors stop, and bones.
9. THE TEMPLE OF ARNHEM
the camp leader insists that the PCs leave. In the bony fingers of one of the men is a
In general, then, the message that the PCs pottery fragment (or a spearhead, see Go to Scene 2.
should get-loud and clear- is that the encounter area 1 for details). If PCs make a
Aborigines don't want anybody messing successful Instinct Check, they notice that
SCENE 2:
around with their holy shrine. the skeleton's hand points toward encounter THE TEMPLE OF ARNHEM
For more information on the area 9. Read the boxed text to the players.
Aborigines, see Referee Information, p. 15.
7. ABORIGINES
4. PROSPEClORS A hunting party of 10 Aborigines roams Great red walls of stone rise up from
There is a 20% chance that three the plains here. These natives are armed the dunes of the Gibson Desert. You can
prospectors are here. Otherwise, there are barely see the outlines of carvings and
with spears. If the Aborigines spot the PCs
only the remains of a prospectors' camp. symbols on these sandwom walls. This
(or if the PCs try to talk to the natives),
These prospectors are a gria led bunch, have the PCs make Appeal Checks. If the is it! The Temple of Arnhem! It has to
be!
well-accustomed to the Australian Checks fail, the Aborigines attack. If the
Outback. They don't take particularly Checks succeed, the results here can be At the base of the waJls. there's a
kindly to strangers (have PCs make simple square opening hidden behind
only Friendly (orange or higher on the
Appeal Checks at 1/2). In fact, treat Check Results Table) or Neutral. some tumbleweeds.
Friendly results as only Helpful, treat See encounter area 3 for more details on
Helpful results as only Neutral, and so on. PC Instinct Checks relating to Aborigines. Use the Arnhem Temple Flow Chart for
If an Appeal Check result is No Luck or for this scene. The PCs enter the temple at
worse, the prospectors attack. They don't s. ABORIGINE SHAMAN area 1. When they enter new areas on the
give up until the PCs have subdued them, A single dark figure sits on the ground Flow Chart, check the numbered
knocked them unconscious, or killed them. here, curled up in a ball and shaded from encounters in this scene to see what the
If the prospectors react positively, the desert sun only by his upheld robe. He PCs find.
however, they give the PCs a rundown on ignores the PCs until they are within 1 Do not show the Temple Flow Chart to
the mineral content in the area. The only Area of him. Then he turns to watch them the PCs. Make sure you're clear about
area with a high iron content, they say, is carefully. directions to them, however. (Do not give
the rocky mound to the southwest. Have the PCs make Instinct Checks them east or west directions- use left or
The prospectors do not accompany the when they try to talk to this Aborigine right, etc.)
PCs, claiming they have business of their Shaman. PCs who speak Aborigine make Each time the PCs move through one of
own to tend to-and their business is none the Check at normal; others make the the locations in the temple, a falling stone
of the PCs' business, they say. If the PCs Check at 1/4. door closes off the entrance they just used.
prod them further, the prospectors just get The results of the Instinct Check are as The PCs therefore cannot leave the temple
angrier. They do not attack, however. If follows: the same way they came in. All of these
the PCs persist in trying to find out what (0) The shaman starts cursing you like stone doors reset to the open position after
the prospectors are up to, clue them in crazy for speaking of the home of his gods! one week's time.
somehow that the prospectors are hard at Great, here come the warriors! Aborigine In addition to the encounters listed
work at what they consider a real attack! And now the shaman just below, there is a 2% cumulative chance
"motherlode"-really a dusty, worthless disappears. These warriors are poppin' up per combat turn that the PCs encounter a
hole in the ground. like magic, from behind hills and rocks! band of Aborigine warriors in the temple.
(There is a total of 10 warriors.) These warriors attack the "defilers"
s. DINGOS (1) The old guy is pointing toward the immediately. The band of warriors is made
A pack of ldlO + 4 of these small, wild southwest (encounter area 9). up of ldlO + 2 Aborigine men, armed with
dogs are crouched behind rocks in this (2) The old guy's all agitated now. "Do
bolas and spears.
area. They do not attack until the PCs are not disturb the home of our gods!
within three Squares of them. The PCs can Vengeance comes quickly to those who
discover the dingos through Instinct disturb the peace!"

4
TEMPLE OF ARNHEM (1) Well, it all seems a little too easy, but either top or bottom position.
ENCOUNTERS there doesn't appear to be anything you Using the Iron Rod: The iron rod
can't handle here. supports the weight of the PCs, if they
1. ENTRANCE (2) All of the floor tiles are inlaid into decide to climb down it hand-over-hand
A great arch of carved stone leads into a the clay. toward the far end of the hall. A PC
dusty, dimly lit area. Three stone arches (3 ) No sweat. Nothing to fear here. climbing this rod must make a Prowess
lead out of this area. There really isn't anything for the PCs Check every four Squares. If a Check fails,
Have the PCs make Instinct Checks: to be worried about-until they take the the PC falls into the hall.
(1) Nobody leaves an entrance ring from atop the dais. When that
unguarded happens, the stone on which the ring was 4. COLLAPSING CEILING
(2) especially when it's just a simple arch resting suddenly shoots up and strikes the Thin, gossamer threads form spiderwebs
(3) that has these small vent holes bored gong. The walls shake violently with the that span this room from all corners. An
through its casement. horrendous reverberation. There is no way arched opening stands at the far end of the
(4) And there's a loose stone on each side the PCs can keep this from happening, but hallway, 60 feet away. The floor is made of
of the entry arch. It doesn't look like these that is all that happens. The gong does stones set in clay.
stones were carved from the casement. alert the Aborigines in the desert (see Have the PCs make Instinct Checks.
The arch, which is 3 feet across, is Scene 3 for details). (1) This baby's definitely trapped.
trapped. PCs must press both stones at the (2) The ceiling doesn't look properly
same time to deactivate the trap. If the 3. TOPSY.TURVY supported.
PCs don't press the stones before waltzing (3 ) All these threads don't appear to
through the arch onto the floor beyond, Now there's definitely something have anything to do with the trap, though.
several vials filled with poison gas are suspicious about this hall. There are (4) The floor? There's a path of stones
broken. The gas pours through the vent iron blades lining both walls, from that runs along the left wall. They're set
holes in the casement. The poison has been floor to ceiling. And the hall's gotta be pretty tightly into the clay, while the other
stored here a long time, however. Its at least 60 feet long, not to mention stones on the floor seem loose.
Poison Rating is 1 combat turn / being 15 feet tall and 15 feet wide. The path of stones is the safe way to get
Extremely Weak / 3 Checks/ 10 min. Down at the far end is an arched across the room. If a PC steps on any of
opening, and there's this rusty iron rod the other flagstones, the ceiling collapses
2. MAIN COURTYARD running from the top of the archway (Danger Rating of 80).
Read the following boxed text to the above you to the far archway.
players. 5. SANDPIT
Have the PCs make Instinct Checks. A great stone ladder at the entrance to
Four grand archways lead into this (1) There is great danger here. this area leads down a dark shaft. At the
area. Your hands tremble as you enter (2) Those blades weren't put here just to bottom of the SO-foot shaft is an archway.
this magnificent courtyard. The Ring of make the place look pretty, that's for sure. Beyond the archway is another ladder that
Arnhem-the one artifact you've been (3) That iron rod seems to cut right leads up another shaft (also SO feet). At the
searching for-rests atop a dais in the through the center of the hall space. top of the shaft is an archway leading out.
center of the courtyard. If a PC steps on the floor or hangs from Have the PCs make Instinct Checks,
You're overjoyed at this find, and for the iron rod, he activates the trap. When (1) Now why would anybody build a
a moment, your common sense seems activated, the hall itself begins to revolve shaft straight down just so they could
to slip away from you. But you stop. like a cylinder around the iron rod, so the build another one going straight up to the
Wait. Look down at your feet. A walls of blades sometimes become a floor other side?
hexagonal pattern of flagstones covers and ceiling of blades. There are 3 feet (2) That's a nice ceiling above this area.
the floor- all the way up to the dais. between blades, which are set into the Very ornamental ... but there are some
Four colors of stones-alternating walls in a repeating diamond pattern. funny looking chutes between the roof
between pale, rusty red, flat sky-blue, There is no way to deactivate this trap. supports (and not funny ha ha, either.)
gray, and pale green. And for the first A PC trying to run through the hall (3) There's a thin trickle of sand
time you notice that each of the four must make a Movement Check every two dropping down from one of the chutes.
arches leading into this courtyard is Squares. If a Check fails, he falls down. These shafts have to be at least SO feet
painted in one of those colors. The PC is considered to be running in deep.
And what's this? A huge iron gong balance with the revolutions of the room If PCs step onto the floor at the bottom
hangs from a stone arch directly above while he tries to move forward . The blades of the first shaft, they activate the sand
the dais. Nearby, there's a striker have a Danger Rating of 30. A PC who trap. Sand pours from the chutes at the
hanging from some ancient, hemp rope falls into the blades must make a successful top of both shafts.
. . . and another piece of rope holds the Movement Check for every turn he PCs must make a Movement Check for
striker in place, poised and ready to remains in the hall. If one of these Checks every S feet of sand they climb (see rules
bang that gong. fails, the PC is tossed back into the blades booklet, p. 17). Movement Checks are
again . made at normal for PCs who are above the
Have the PCs make Instinct Checks. The room stops revolving as soon as the sand level; they are m<1de at 1/2 for those
(O) There's gotta be something fishy first PC steps out of it at the far end. The below sand level. The sand rises at a rate
about this place. It looks too easy! hall locks into position with the floor in of S feet per turn. Use the drowning rules
(rules booklet, p . 36) for PCs who are

5
________ _______________________ ..__________________________
,,... ..,.

fighting to keep their heads above the sand Strength Check at 1/2 to activate the lever.
(Danger Rating of 10 per foot of sand over After 5 turns, the fire burns out, and the
the PC's head). PCs may try to "swim" up doors in the hall automatically open.
the rising sands. To do so successfully, a
PC must make a successful Movement SCENE 3: RAIN OF SPEARS!
Check at 1/4 (any color result on the Start this scene as soon as the PCs leave
Modified Table means the Check the Temple of Arnhem, regardless of
succeeds). whether they have the Ring of Arnhem.
Use the Gibson Desert Map for this
6. FIREPIT scene. After leaving the temple, the PCs
Tumbleweeds litter this 30-foot-long travel across six hexes of desert. Then read
hallway. Apparently, the tumbleweeds fell the following boxed text to the players.
into the area from an opening overhead.
Have the PCs make Instinct Checks.
(1) This all seems too intentional.
The desert winds rise up, kicking up the
(2) The brush on the floor here would sand and cutting the visibility here
probably bum up in a flash .. . down to practically nothing. You feel
(3) and the glint of the sun reflecting off something strange. You're aware of
a mirror (or some kind of glass) is dancing something stalking you in the wind.
around the room. This must be some kind
of pressure trap-step on something and A group of Aborigine warriors
all the weeds are set on fire. (ldl0 + 20) attacks the PCs. They believe
(4) The pressure plates are halfway that Indy and his companions have defiled
down the hallway. their holy temple- and death to the
If PCs activate this trap, iron doors slide defilers is the only answer. The warriors
down, closing off both ends of the hall. attack with bolas, boomerangs, and
When the doors slide down, two polished spears. They attack for 20 combat turns.
glass lenses are revealed. The lenses focus Then go to the cliffhanger.
sunlight onto the tumbleweeds inside the
chamber. A fire is born! CLIFFHANGER:
On the first turn the trap is activated, THE CLEAN-UP DETAIL
the weeds burn as a Small fire. On the next
turn, it becomes a Medium fire. On the Suddenly, strange and terrible cries fill
next three turns, the blaze becomes a Large the sand-choked air. Then just as
fire. Then it dies out, due to the quickly-silence. What the heck?!?
furnace-like nature of the hall. Seep. 37 of The winds die down, and there you
the rules booklet for details on fires. see before you . . . the Aborigines, all
The 20-foot-high ceiling opens to a of them dead. struck down by-
heavily rusted iron grate, its bars about 3 Three men in black robes, each one
feet apart. holding a bloody sword.
There are two release mechanisms for Oh brother, here we go!
the trap in this hall. They are iron levers,
one at each end of the hall. PCs can easily
notice the lever at the near end of the hall,
though it was hidden before the trap was
activated. This lever is rusted through. If
the PCs try to use it, have them make
Strength Checks. On any result except a
Lucky Break, the lever breaks off. Now
have the PCs make Instinct Checks.
(1) There must be another way out of
this room!
(2) They wouldn't put a lever at just one
end . . .
(3) so there must be another lever at the
far end!
(4) And the second lever is loose! (PC
activates it with a normal Strength Check.)
If the PCs find the second lever as a
result of the Instinct Check above, but do
not find it loose (as a result of a Lucky
Break), they must make a successful

6
This episode features the same PCs from The PCs are at a cave opening. The home. He points out that it is only really a
Episode 1, except that one player will have Ismailis lead them inside. Other Ismaili retreat; he has many other homes around
to run Torino beginning in Scene 4. warriors park the jeep in a separate the world.
cavern. At some point in the conversation,
PC OBJECTIVES Use the Chase Flow Chart from the rules Ayoob asks Indy if he knows anything
Find Torino, Indy's contact among the booklet or the trek through the tunnels about the Fourth Nail. Give the Adventure
gypsies (worth 2 Player Points). and chambers of this cavern. Start at the Details card (Fourth Nail) from the
Make sure no mob members are killed dead end ("X") in Circle D. The lsmailis Evidence File td,.the players at this time.
(subtract 1 Player Point for each mob lead the PCs to Circle S. Hazard circles Ayoob goes on 'to explain that his agents
member killed). represent lsmaili barracks. In each of these have found the Fourth Nail, and that it is
areas, there are l dlO of the assassins. in the hands of a Phuri Dai, a gypsy
NPC {REFEREE) OBJECTIVES Each tunnel is lined with dazzling shaman living somewhere near Barcelona,
Make sure PCs meet up with Torino in artifacts and rare works of art. Have the Spain. Now have the players read the
Scene 4 without anyone getting arrested PCs make Instinct Checks. flipside of the Adventure Details card.
(worth 1 Player Point). (I ) Whoa! This stuff is from all over the Ayoob asks Indy if he will use his
Wound PCs in Scene 3 (worth 1 Player world, all different cultures ... considerable talents to go to Spain and
Point per first wound-subsequent (2) and they're no fakes either. This stuff bring back the Fourth Nail for his
wounds don't count) . is real. collection. He offers to pay $10,000 now
(3) This batch of stuff is obviously the and an additional $15,000 when Indy
SCENE 1: LABYRINTH OF ART work of a most dedicated-and hands over the artifact.
Read the following boxed text to the wealthy-collector. If the PCs take the job, then the Ismailis
players. Once the PCs are at Circle S, read the take them to the airport at Darwin. Then
following text to the players: go on to Scene 2.
The dust-choked air is suddenly split by If the PCs do not accept Ayoob's offer,
a shrill whistle. It's one of these Even all the corridors lined with the collector threatens to take the Ring of
black-robed guys-doing a trinkets and baubles couldn't have Arnhem. If this doesn't scare Indy, Ayoob
double-toned whistle. Seconds later, a prepared you for this chamber. Great just laughs as if it were all a joke, and
jeep comes roaring across the dunes and crystal chandeliers hang from the bare instructs his lsmailis to take the PCs back
comes to a stop right at your feet. rock ceiling. Authentic Persian rugs to the airport so they may be flown home.
"You will please to be getting in, cover the polished marble floor. Red Go on to Scene 2.
Doctor Jones;' you hear a deep voice draperies adorn the raw rock walls.
say. "Please, our master wishes you This is crazy-a cave mansion! SCENE 2: BY AIR TO SPAIN
safe. You will take your belongings and The room is just loaded with ancient
join us in the vehicle .. . NOW! The pieces of art and cultural artifacts- all Back at the Darwin Airport, just a few
savages who attacked you may have of them genuine! days after you got here in Australia. It's
friends'.' At the far end of the cavern stands a been a quick adventure-almost too
solitary figure, his back turned toward quick, even though the road has taken
Have the PCs make Instinct Checks. you. Your host? some strange turns.
(I) Not a bad idea ... "There are few men in this world
(2) since there's the sound of Aborigine whom I respect, Professor Jones, and There are two flights leaving within the
war drums in the wind. there are even fewer whom I admire. hour. One goes to Honolulu, with a
(3) Besides, if these guys wanted you dead, You- are both." The man, wearing a connection to the United States mainland.
they sure would have killed you by now. stylish fez, turns to face you. His The other is through South America and
The black-robed men are Ismailis (see handsome, dark face is framed by a on to Barcelona. The flight to Spain leaves
Referee Information, p. 15 for details). carefully trimmed goatee. "Welcome to last.
There are four of them, including the my humble home. I am Ben Ali At this point, the PCs must decide if
driver of the jeep. Ayoob:' they will go to Barcelona or just fly home.
If the PCs accept the offer. read the Though it doesn't seem likely that the PCs
following boxed text to the players. If the Ben Ali Ayoob is an international will want to end the adventure here, make
PCs reject, another wave of Aborigines collector of artifacts. and has been for sure you give them the option.
(2dl0 + 50) attacks. The Ismailis fight the many years. See Referee Information, p. It's all academic anyway, because if the
natives, but they don't harm the PCs. The 15 for details on this character. PCs decide not to take the flight to
PCs may decide to get in the jeep and join Role-play Ayoob through conversation. Barcelona, a group of Ismailis attacks the
the lsmailis at any time. Keep in mind that he's not too willing to PCs as they board the Honolulu flight. No
give up too much about his background, matter how the PCs fare in this fight, they
Gears mesh, deep treads bite sand, and but he does let the odd detail slip now and should be unconscious by the end. They're
the wide-tired jeep moves forward, . then. If the PCs ask, make sure Ayoob going to wake up in Barcelona no matter
beginning a journey that will be made explains who the Ismailis are. Ayoob tells what!
in silence ... and ends at a mountain the PCs they were a gift from the grateful Otherwise, the trip to Barcelona is
range rimming the Gibson Desert's leader of a small Arab nation. uneventful, unless the PCs decide to stir
southeastern edge. Ayoob gives the PCs a lour of his cave things up themselves.

7
,---------,...._ ______________ ___________________________ .......___...,...,

SCENE 3: can go where the PCs are. If so, the vehicle (3) And there's a bull lowering his head,
is available at that time for the PCs. If not, getting ready to charge
STREETS OF BARCELONA (4) while an lsmaili ducks out of sight
At this point, one player should be then there is no vehicle available.
beyond the bull!
ready to take on the role of Torino, Indy's
USING THE BARCELONA FLOW Use the Attribute Ratings listed on the
gypsy friend. You can have one of the PCs
CHART inside front cover for the attacking bull.
fly back to the United States (in Scene 2),
Letters are printed in some of the The bull starts at '"X" on the Bullpen Map.
or you can have one player run two
location boxes on these flow charts. These The bull chases after the PCs for as long as
characters. In the latter case, make sure
letters are transit points. See the Transit it can keep them in sight. Even after the
the player is experienced enough to handle
Point Chart for details on what these PCs are out of sight, the bull keeps raging
two characters at once. Things could get
letters mean. Transit points are special on for ld10 rounds.
hairy along the way!
Read the boxed text to the players. types of passages from one location to
another. For example, a (P) is a 3-4. SEWER JUNCTION
portal/ door. Some transit points require The horrid stench of ancient sewers
Barcelona! An ancient jewel nestled in a special actions (listed on the chart below). pervades this area. PCs must make
natural amphitheater facing the Transit points are the means by which PCs Backbone Checks (at normal) in order to
Mediterranean Sea. The twisting, Old can go from street level to roof or sewer remain here. If a Check fails, the PC must
World streets lead past the marvelous level in Barcelona. find his way back to the nearest (S) transit
and unique architecture that is Spain. It Vehicles can never cross through transit point as quickly as possible.
is a peaceful city, yet one that bustles points (such as doors). You cannot, for
with energy and life. example, drive a cab into the church or up 5-6. MARKET SQUARE
And somewhere amid the hubbub is into its steeple, but you can still run This bustling marketplace is alive with
Torino, that lovable, barely vehicles along any ground level people selling all types of wares, fruits,
trustworthy little gypsy. He'll know connections between encounter areas. Pay and vegetables. If PCs try to run through
about this Phuri Dai- or at least a few close attention to the areas on the flow these areas, they must make Movement
pesos will jog his memory. chart and how they correspond to their Checks to do so successfully.
encounters listed in this episode. The PCs may find themselves Brawling in
Use the Barcelona Flow Chart for this this area. Roll Idl0 on Table 3 to determine
scene. The PCs start the scene at the TRANSIT POINT CHART what types of items are at hand for them to
airport. They are searching for Torino. use in a fight. You may also have NPCs go
Determine the gypsy's location on the Sign Desc. Effect for some of the items as well.
"Streets" area of the Flow Chart by rolling
pPortal/Door Prowess Check to
ldl0. TABLE 3
There are several types of transportation open
C Sheer Cliff See Falling rules, p. 36 ITEMS AT HAND IN THE MARKET
available at the airport. Roll ldlO three SQUARE
times and then check Table 2: Barcelona M Man Hole Prowess Check at 1/2
Transportation to see what is available and to open Die
where in the city it is going. Then check R Rope See Climbing rules, p. Roll Item
against the Vehicle Statistics on the inside 17
front cover of this adventure pack. I Iron Railing Prowess Check x2 1-2 Nothing
u Stairs Up Normal Movement 3 Pan of frying oil (Danger Ra ting 40)
TABLE 2 w Window Movement Check at 4-5 Frying Pan (as club)
BARCELONA TRANSPORTATION 1/2 6-7 Apples (dropped beneath pursuers'
D Stairs Down Normal Movement feet- must make Movement Checks
Die s Shaft Up See Climbing rules, p. at 1/4)
Roll Vehicle Destinatio n • 17 8-9 Awning (Prowess Check to pull
down on attacker; Prowess Check a t
1-3 Pony Cart 10, 13, 15, 16 1/4 to escape onto awning)
4-5 Beat-up Taxi Anywhere but 1-8 BARCELONA ENCOUNTERS
1-2. BULLPEN
0 Butcher knife (as knife)
6 New Taxi Anywhere but 1-8
7-9 Beat-up Bus 11, 12, 14, 16 The Bullpen Map shows the general
7-8. WATERFRONT DOCKS
layout for this encounter. You can use the
0 Motorcycle Anywhere but 1-4 Ships both new and old fill these large
3-D walls, pillars, and doors from the
docks. Many crates block the wharf,
• Vehicle goes to these destinations in this boxed game to set up the bullpen on your
making it difficult to see more than a few
order only. Combat Grid, as shown on the map.
feet in any direction.
This is the area where bulls are housed
There is an old, rundown warehouse in
When the PCs leave their means of before bullfights. They are all securely
this area. The door is locked (instinct
transportation behind in the streets of locked in their pens by sliding iron bolts
Checks should be made at 1/4 to open). If
Barcelona, they lose that transportation (Prowess Check at 1/2 to open).
the PCs investigate the warehouse, have
for good. They can't ask a cab to wait for Have the PCs make Instinct Checks.
them make Instinct Checks.
them. If the PCs need another means of (1 ) There's something out of place here.
(1) There are Jsmailis here talking
transportation, roll ldl0 on Table 2. Then (2) Yep. One of the bullpen doors is
something over.
check to see if that type of transportation hanging open.

8
.Q
(2) "We are prepared," one of them says. 12. RESTAURANT (Prowess Checks at 1/2 to secure the
"When contact is made, then we shall This is a lovely Spanish sidewalk rope).
move:• restaurant filled with happy patrons
(3) "Do not lose the American! Jones is enjoying their meals. There is a knife 1 9. CELLS
our only link:' (Severity -1) at each table. Patrons may These are small clerical rooms in the
Important I Use the following section of also panic here if a fight breaks out (see cathedral. There is only one exit from each
this encounter only if the PCs enter the rules on crowds in encounter area 11 room.
warehouse in Scene 6. above).
Have the PCs make Instinct Checks 20. CHURCH ROOF
upon entering the warehouse, as above. 13. BLACKSMITH The old church roof needs renovating.
Then have them make another set of The hot coals from the smithy's fiery Its ancient tiles are loose and worn thin.
Instinct Checks. brazier may be spilled out across the floor The timbers creak under the weight of any
(I ) Got a feeling something's going on of this area by a PC or NPC. The coals character. Have the PCs make Instinct
here. themselves have a Danger Rating of 20. If Checks.
(2) If there are Ismailis in the city, then the coals are dumped out, the building (1) Doesn't look too safe up here,
they must have been here before the plane catches fire immediately. The fire's Danger (2) especially in the center of the roof!
arrived. Rating increases by 10 per combat turn (3) But, if you stay on the beams, you
(3) Old Ben Ali Ayoob must already until it reaches 80. should be pretty safe.
have an operation around here. Juan Carlos lives and works here. His Lay out the Cathedral Roof Map for the
(4) And where better to import and cousin married Torino's sister. Juan is players while you run this encounter. The
export semi-legal artifacts than here at the willing to help Tori or any of his friends. beams that the PCs can walk on safely are
waterfront! Well! Looky here! An lsmaili He has a stable of horses and an old truck hidden in red ink. You can see them with
guard sleepin' like a baby behind one of parked out behind the stables. the MAGIC VIEWER screen.
these crates! When the PCs come up to the roof v ia
The warehouse is Ayoob's base of 14. HOTEL the Barcelona Flow Chart, roll ldl0
operations in Barcelona. For a description, This is a large hotel that stands just back secretly. Then find that number (hidden in
see Scene 6. from the main street in quiet grandeur. red) on the Cathedral Roof Map. That
The PCs notice the sleeping Ismaili only Square is where the PCs enter the roof
if they get a Lucky Break on the above 15. MARKET SQUARE area .
Instinct Check. They must knock the See encounter areas 5-6 above for A PC won't fall through the creaky roof
assassin unconscious if they want to steal details. as long as he s tays on a beam. However,
his robes (which will fit Indy just about he must make a Movement Check (at
right!). If the PCs awaken the Ism ai/i, he 16. DOCKS normal) each combat turn to stay on the
whistles an alarm to his comrades. Three See encounter areas 7-8 above for beam. If a Check fails, he steps off the
more lsmailis come to his aid within details. The PCs encounter no lsmailis beam and onto the nearest unsupported
ldl0-5 combat turns. here, however. Square.
lf a PC does get into an lsmaili costume, Anytime a PC is on a Square where
make Instinct Checks at 1 / 4 for the other 17. CATHEDRAL there is no beam, he must make a Prowess
Jsmailis to discover the imposter. If the PC Scaffolding partially fills the great Check at 112. If the Check fails, the PC
has to speak, however, then make the interior of this church. The workmen here falls through the roof into the cathedral
Instinct Checks at normal. are engaged in a massive renovation below (40-foot fall, see rules booklet, p.
project. 36). If a PC or NPC falls, he may make a
9-10. CHURCH STEPS If PCs try to run between the pews, they Prowess Check to see if he can catch
A great cathedral stands at this spot. must make Movement Checks to do so himself by grabbing an exposed beam.
Scaffolding covers the front of the successfully.
building. 21. BULLRING
18. BELLTOWER A bullfight is in session here] A hu1:1e
11. SPECTAJOR STANDS This tower stands high above the bull, blood streaming from its wounds,
These are the stands that surround the cobblestone street. The great bell hangs thunders around the ring in a rage. A
bullfighting ring. T hey are crowded with silent in its framework. PCs may swing the matador, shocked at the sudden presence
tourists and local patrons. If the crowd bell (Severity + 2), using it as a Brawling of the PCs, is momentarily distracted. The
panics for some reason (gunshots, a fire) weapon {Prowess Checks at 1/2). The bell bull likes that. It hooks the matador with
PCs must make Movement Checks at 1/2 rings loudly when the PCs use it for this its horns and tosses him into the crowd.
to move through the crowd. If during a purpose, however, and there is a 10% Now the bull goes after the PCs.
panic the PCs are trying to keep someone cumulative chance per ringing that the Use the Bullring Map for this encounter.
in sight, they must make Instinct Checks at local policia will come to check out the You may want to set up 3-0 walls and
1/2. Once a PC (or NPC) has lost sight of bell. pillars on the Combat Grid (as shown on
his quarry in a panicked crowd, he must PCs may climb down the front of the this map) to run this encounter.
make a successful Instinct Check at 1 / 4 to church, which is highly ornamental A PC must make a successful Prowess
sight him again. (Movement Checks at 1/4). There are Check at 1/2 to open the doors at the far
cracks and crevices that will support a end of the ring. T he bull cannot move
whip or a rope as a climbing anchor behind the low walls. The high walls that

9
separate the crowd from the ring are 15 brute named Jose-with the shell game. has its own objectives in mind.
feet tall . Tell the PC now playing Torino that he 1. The Gamblers: These guys are really
The bull charges the nearest available can pick up a couple of extra Player Points ticked off. The little gypsy Torino has
target. If a PC grabs the matador's if he keeps up the con game for a few more cheated them out of their money. Jose in
dropped cape, make an Instinct Check at minutes, particular is out to settle the score.
1/ 4 for the bull. If the Check fails (any Torino is cheating the man . If Tori can Attribute Ratings for Jose and the Spanish
white result), the bull charges the cape cheat them three times in a row without Gamblers are listed on the inside front
instead of the PC. If the bull gets a Bad getting caught, he gains 1 Player Point. cover.
Break. it charges headlong into a wall Have Torino make an Instinct Check. If the gamblers catch the PCs and knock
(Danger Rating of SO). (1) These fellows don't look all that them unconscious, the PCs wake up in the
The matador has also dropped his spear attentive, Barcelona Jail.
(see rules booklet, p. 34, for details on (2) especially that big, dumb one there 2. The Policia: The gamblers have called
use), which might also come in handy for (3) who's putting down a rather sizable on the local policia to help them stop the
the PCs. bet! gypsy and his accomplices.
The crowd, of course, shouts "Ole'!" (4) Why not take 'em around the bend a During the chase, have the PCs make
each time one of the PCs does something few more times, eh? Besides, the policia one Instinct Check each time they enter a
fancy in the ring. just went past on their rounds a few new square on the flow chart. If the Check
minutes ago. They won't be back for at succeeds, there are no policia in that area.
22. HOTEL LOBBY least another 10 minutes. If the Check fails, the PCs encounter
This opulent hotel lobby is crowded Each time Tori tries to con the ldl0-5 policia blocking one of the area's
with people. Use the rules from encounter Spaniards, make an Instinct Check for exits. The police, of course, give chase.
area 11 regarding panicked crowds of them. If the policia catch the PCs, they take
people. (1) "Hey, you Gitano! I've already lost them to the jail. PCs must stay in jail for
all my money to you I" three days, until a judge can hear their
23. HO T EL ROOMS (2) "You must extend me some credit! case. During the first night in jail, an
These are clean, convenient rooms. If
the PCs go snooping around in any hotel
rooms, they may upset a few guests, but
nothing else will come of it.
You must!"
(3) "How is it that you win at this game
so often, eh 7"
(4) "Surely you must be cheating!"
/smaili abducts one of the PCs and takes
him to the /smaili headquarters (in a
warehouse along the waterfront, see Scene
6 for details). The /smaili uses a sleeping
I
24. ROOFIDP
This is a tile roof. Make Movement
Checks for any PCs or NPCs crossing the
slick, sloping tiles of this roof. If a PC falls
If the gamblers discover that they've
been cheated, they attack Tori
immediately. If they don't figure out the
con right away, they do so five turns after
Tori leaves them. In either case, the nine
gas (Poison Rating: 1 turn / Deadly / 3
Checks / 1 hour). The PC doesn't die as a
result of this poisoning; he only falls
unconscious. When the Ismaili conducts
this jailbreak, he leaves the bars off the
I
to the street below, the fall has a Danger gamblers chase after Tori, bent on beating window .
Rating of 30. their money out of him. When the C. The Ismailis: These assassins,
gamblers attack go to Scene 5. working for Ben Ali A yoob, saw the PCs
25. JAIL O F THE POLICIA It takes one combat turn to play one make contact with Torino and are now
The doors to the cells in this building are shell game. When the other PCs find trying to kidnap the gypsy. Failing that,
locked (make Instinct Checks at normal to Torino, this scene should have been the Ismailis try to nab another PC.
pick these locks). There is always one underway for three turns. The Ismailis are much more stealthy
guard at the end of the hall, although there than either the policia or the gamblers.
is a 10% chance per hour that he falls SCENE 5: A LOT OF BULL They have a better chance of grabbing one
asleep. As Torino moves quickly away from his of the PCs. If they are successful, they use
Outside the cells, there are usually three game site, he runs into an old a powerful sleeping gas (Poison Rating as
policia in the main room. acquaintance-/ncliana Jones! above).
The warm reunion is soon interrupted. If the Ismailis take Torino prisoner, the
26. POLICIA STATION however, by the approaching mob. PCs must track him to the waterfront
There are always four policia standing Suddenly, the PCs are all in this together! warehouse (encounter area 7). The PCs
watch in front of this station. The mob's out for Tori's blood, and may have to ask citizens if they have seen
they'll take on anyone who's with the the black-robed men in the area (Appeal
SCENE 4: SLEIGHT OF HAND gypsy. They try to chase down and kill Checks at 1/2 because the Ismailis are so
Torino. Of course, if they are successful. quick and subtle).
A small, slight fellow with deeply Indy loses his one lead on the Fourth Nail. Once the PCs reach the warehouse, go
tanned skin and bright clothing stands Now that the PCs have found Torino, all to Scene 6. If the PCs escape the city limits
amid a group of Spanish men. His they have to do is get him out of the city (beyond encounter area 26 on the
bright eyes flash from face to f.~ce in the alive. Use the Barcelona Chase Flow Barcelona
crowd. Charts for the PCs' movements as they are
chased through the streets by the angry
This is Torino. He's busy hustling these mob.
nine Spanish men-including one huge At this point, the PCs are being chased
by not one, but three groups! Each group
Flow Chart) without being beaten may be able to cut down the net to trap
unconscious, jailed, or kidnapped, then go superthugs in basic black. the thugs.
to this episode's cliffhanger. As you move closer to the center of It's fightin' time!
the warehouse, you notice that several
SCENE 6: CALL ME /SMAIL/ of the artifacts are uncrated. And you CLIFFHANGER: SECRET CAMP
hear voices ...
This warehouse is loaded with crates of Finally! Free of this crazy city! And a
every shape and size. There must be The Ismailis bring any prisoners from few hours ago, you were drinking it all
thousands of rare artifacts in here. You Scene 5 to this warehouse. The prisoners in like you were on some vacation'
start to wonder how many of these are tied to a statue and then tortured. The You're out beyond the city limits now,
Jsmai/is demand to know the location of
were obtained legally . .. probably and beyond those hills lies a secret
the Fourth Nail. gypsy camp .. . and the key to the
none! This Ayoob guy is turning out to
be a real stinker, not to mention his There are four I.smailis here. A huge net location of the Fourth Nail!
is strung over the central area. The PCs

EPl~:ooE 3: THE PRO ING


Before you run this episode. read the notes Soon after the PCs arrive, gentle, although it does tend to take an
on gypsies on p. 15. Maximilian- the voivode, or leader of the extreme like or dislike to certain people.
gypsies-greets the PCs personally. Seep. When the PCs first encounter this bear,
PC OBJECTIVES 15 for details o n Max. have each PC make an Appeal Check.
Incapacitate the mob members (worth 1 Maximilian heartily welcomes the PCs, Then check the results against Table 4.
Player Point for each NPC knocked and says that he hopes he can be of some
unconscious). assistance to them. He asks the PCs what TABLE 4
Gain the trust of Maximilian, the Gypsy brings them to the gypsy camp. DANCING BEAR REACTIONS
King (worth 3 Player Points). If the PCs try to bluff their way through
his discussion with Max, make an Instinct Appeal Check
NPC (REFEREE} OBJECTIVES Check for the gyspy chief. If the result is Result Bear's Reaction
Wound a PC at least once (worth 1 any color on the Check Results Table, Max
Bad Break The bear goes nuts in the PC's
Player Point per PC). knows the PCs are lying. In this case,
presence! It attacks
Knock a PC unconscious (worth 1 double the number of NPCs that the PCs
immediately anytime it sees
Player Point per PC), must fight in Scene 3 of this episode.
the PC; it doesn't obey any
(If a PC dies, you LOSE 3 Player Points.) In any event. 1\1ax invites the PCs to
commands to stop. It attacks
join him and his merry band for their
for 5 turns before running off.
SCENE1: GYPSYABBEY evening meal, which won't be ready for
No Luck The bear dislikes the PC and
another hour-well after sundown.
attacks him. This attack lasts
It's several hours later, though it feels The PCs can take this time to wander
only 2 turns, and the bear
like days since you left behind the noisy around the camp and learn something
never attacks the PC again.
streets of Barcelona. You're out in the about the gypsy people (see "Gypsy Camp
Neutral The bear pays no attention to
hill country somewhere, rattling down Encounters" below). When you feel an
the PC; it obeys no commands
some beat-up old farm path in the back hour of game time has passed, then go on
from the PC.
of a contraption Torino's friend had the to Scene 2.
Friendly The attentive bear obeys the
nerve to call a truck. PC's commands for 2 turns. If
As dusk falls, the rickety pickup pulls GYPSY CAM P ENCOUNTERS
the PC tries to boss the bear
up outside the ruins of an ancient Use the Gypsy Camp Map for these
around anymore, make a new
abbey. The abbey is the site of a encounters. Lay out the map so the PCs
Appeal Check each turn .
sprawling gypsy camp, and the place is can see it. The encounter numbers are
Lucky The bear loves the PC! It
alive with wonderful, colorful sights, hidden in the red pattern. Use the MAGIC
Break follows him around for the
sounds, and smells. Several gypsies run VIEWER screen to identify encounters.
rest of this episode and all of
to the truck to greet you- warmly, but Don't let the PCs see the hidden numbers!
the next before finally losing
cautiously. interest. The bear does almost
1, CAMPSIDE ENTERTAINMENTS
anything the PC asks;
Have the PCs (except for Tori) make This area is filled with people busily
however, if the PC commands
Instinct Checks. preparing for the evening meal. Scene 2
the bear to do something it
(1) You don't think you're gonna get too takes place here later in the episode.
might consider harmful, make
far with these gypsies an Appeal Check for the bear.
(2) unless you can find their chief 2 . DANCING BEAR
(3) who should be able to lead you to the This pet dancing bear sports a pointed
Phuri Dai, the shaman who could clue you clown's ha t. Its trainer is nowhere to be
in on the Fourth Nail. found. For the most part, the bear is

11
I
~
I

3. GYPSY WAGON camp to a mine in the nearby foothills. demonstration, the brothers set up in the
Have the PCs make Instinct Checks middle of the camp (encounter area 1).
before they enter one of these wagons. 7. ABBEY WALL They tie the PC to a vertical wooden
(0) There must be something of use in Have the PCs make Instinct Checks. wheel. Then they throw 10 knives a t the
one of these wagons (0) This wall looks deserted. spinning wheel from Medium range.
(1) but which one? (1) Still, you feel like you're being Make Prowess Checks for the brothers
(2) Maybe in Maximilian's wagon watched. throwing the knives. Then check against
(3) which would most likely be the most (2) Indeed, the gypsies sure wouldn't Table 5 for results. The Prowess Check results
grandly decorated wagon in the whole camp. leave their camp unguarded. (in various colors) are found on the Modified
There is a 20% chance that, when PCs (3) There are guards- gypsies hidden in Check Table. The Damage results are found
enter a wagon, there are ldl0 gypsies the shadows of nightfall. on the Check Results Table.
inside. The gypsies start up a good-natured (4) They're stationed all along the wall,
brawl with the PCs. They let the PCs and you'd have to be really sneaky to get TABLE 5
know that it's not good protocol to go by these guys. KNIFE-THROWING DAMAGE
sticking your head into a gypsy wagon A gypsy guard is stationed along the
without being invited. wall at every point on the map where a 7 Prowess Check Result Damage
The wagon is cluttered with the gypsies' is printed. If the PCs try to sneak out of (color) to PC
possessions. If PCs mess with any of the (or back into) the camp at night, make
Red Bad Break
stuff, the gypsies attack, and not so Instinct Checks for the guards at normal.
Orange No Damage
good-naturedly this time. Yellow Light
8. TORINO'S TENT
Blue Medium
4. FAMILY TENT The PCs may rest here while waiting for
White Serious
Have the PCs make Instinct Checks dinner to begin (Scene 2). Lucky Break
Brown
before entering a tent.
(0) There must be something of some use 9. TENT OF THE DANCING MAIDENS If a PC has taken part in this little
in one of these tents This tent is filled with a bevy of dancing exercise, then Maximilian jubilantly
(1) Ah, but more likely there'd be gypsy maidens, all decked out in- well, not proclaims the PCs honorary gypsies. Skip
something better in the wagons. much. Have the PCs make Instinct Checks. Scenes 2 and 3; go directly to the
(2) Maybe in Maximilian's wagon (0) Perhaps these helpless little ladies cliffhanger of this episode.
(3) which would certainly be the most could give you some information- use a
grandly decorated wagon in the whole camp. little of the ol' Indy charm. SCENE 2: LET THE FEAST BEGIN!
Several gypsy families appear to live in (1) On the other hand, these women
each of these tents. If the PCs enter a tent, look like they know the ropes.
ld10-S men, upset at the PCs' invasion of (2) A dancer's muscles can pack a As darkness falls, the camp comes to
their privacy, attack the PCs (Brawling only). powerful whallop life. A sumptuous feast of sizzling meat
and fresh fruit is served. A blazing fire
If the PCs enter a tent after 1:00 a.m. (3) especially when they're backed up
with the knives these girls carry, carefully in the center of the camp warms you.
(when everyone is asleep), have each PC in
the tent make a Movement Check. 1f a concealed. Maidens are dancing, the music is
Check fails, at least two of the men These women arc not to be trifled with. playing, and the drink is flowing . ..
sleeping in the tent wake up. They feign helplessness just long enough to
knock their prey to the ground. Max is a very good host. Too good,
s. COOK TENT Not to mention that it's forbidden for almost. He tries to ply the PCs with wine.
This is the hub of activity before the any PC but Torino to enter this tent. If a He keeps proposing toasts to the gypsies'
evening meal. After 1:00 a.m., it is non-gypsy is caught in this tent, he is new-found friends ... to gypsy women ..
deserted. There is nothing here of interest whipped for 10 turns in the center of the . to the weather . .. to whatever comes
to the PCs. camp. Naturally, any PC who gets a into his head. Max makes 10 toasts in all.
whipping will not be on Maximilian's list The PCs should be aware that refusing
6. MAX'S WAGON of favorite people. In such a case, the to drink Max'.s wine would be a real slap in
This colorful wagon is laden inside with number of NPCs that the PCs must fight in the face to the gypsies. As the PCs drink
hundreds of beautiful baubles, scarves, Scene 3 is doubled. up. run rules for alcohol as noted on p. 27
and other articles of clothing. There are of the rules booklet.
several trunks filled to overflowing wi th 10. THE FLYING MICHAVICH If a PC wants to dump his wine mro the
these items. BROTHERS grass, have him make a Pro"'-ess Check to
Have the PCs make Instinct Checks. These five brothers perform amazing feats see if he can do so without being caught.
(1) There's something important stored of acrobatics and juggling. They're also Any color result on the ~fodified Check
in here somewhere. working on a knife-throv.>ing act, although Table means Max doesn t notice. A white
(2) Something that will give you the key they admit they haven't quite perfected it yet. result means .\-fax catches the little
to finding the Fourth Nail. They ask if one of the PCs would like to charade; not only does he refill the PC's
(3) Maybe one of those trunks has a false provide them with a rotating target. They glass. he watches carefully to make sure it
bottom. make it quite clear that such cooperation will gets drunk!
(4) And here it is! Hidden here is a map definitely win the favor of Max. As Max starts to make the 11th toast, a
that shows a trail leading from the gypsy If any PC volunteers for this mob of angry Spaniards attacks the camp.

12
SCENE 3: THE TRUST OF PC, the mob comes after him first!
MAXIMILIAN If the PCs do take part in the fight, they are PHURIDAI
The gypsy abbey is being attacked by an attacked by Jose and 10 other men. If Max
angry Spaniard mob out for revenge on knows the PCs lied to him earlier, the PCs get As dawn comes, thin ribbons of clouds
Torino! There are many more people in the no help in this battle from the gypsies. If, tum a brilliant shade of red. A warm,
mob now than before in the streets of however, the PCs have treated Max with Spanish sun warms your back as you
respect, then NPC gypsies take on five of the move west from the abbey into the
Barcelona.
A huge brawl breaks out between the 10 mob members now facing the PCs. foothills. There, hidden "in the folds of a
mob and the gypsies. The effectiveness of If Jose somehow died in an earlier brush-choked canyon, stands a single
the gypsies in this battle depends on the encounter in Barcelona, then his entrance to a mine.
PCs. If Indy and his companions sit on the brother-equally ferocious and upset "Hold! Come no closer!" A weak
sidelines and just watch the fight, the about his brother's death-is here instead. voice commands you. A stooped figure
gypsies take a beating. In addition, Max The result of the PCs' brawl is reflected cloaked in a tattered shawl hobbles
takes a sudden disliking to the PCs, and throughout the camp. For example, if the PCs toward you. Though her face is craggy
refuses to even discuss the Fourth Nail or manage to knock all their attackers out, then and weather-beaten, this old woman's
Phuri Dai with them. Max tosses the PCs the rest of the gypsies manage the same feat eyes gleam with a brilliant, lively light.
out of the camp. If the PCs are now going against the other mob members. This is the Phuri Dai, the shaman of the
to try to find the Fourth Nail on their own, Regardless of the outcome of the fight, gypsies! Her powers are legendary, and
they must somehow get the map of the Max offers to show the PCs the way to the ii is she, it has been said, who guards
mines from Maximilian's wagon. tribe's Phuri Dai, if the PCs took the side the Fourth Nail!
Of course, the PCs are probably not going of the gypsies in the fight. Go on to the
to be able to avoid this fight. lf Torino is a cliffhanger below.

EPISO E4: WELL OF PAIR


PC (PLAYER) OBJECTIVES mine layout seriously, you might hint to elevator transit points only. There are 2
Learn the truth about the Fourth Nail them that they may need to leave the area Areas between levels in the mine shaft.
(worth 3 Player Points). rather quickly later on. The elevator travels 1 Square (S feet) per
Escape from the mine alive (worth 2 You will be using these flow charts in combat tum.
Player Points). Scene 2 as well. During Scene 1, the PCs
move through the mines without meeting ED. ELEVATOR SHAFT DOWN
NPC (REFEREE) OBJECTIVES any kind of resistance. During Scene 2, Here the elevator (E) is at the top of the
Have the Ismailis obtain the Fourth Nail however, they may be chased out. shaft. The elevator winch mechanism is
(worth 3 Player Points). When the PCs find the Fourth Nail, go located here. PCs may damage the winch
Knock the PCs unconscious (worth 1 on to Scene 2. (use car damage rules, p. 21 of rules
Player Point for each PC knocked out). booklet). PCs may also cut the cable if
(If a PC dies, you LOSE 3 Player MINE TRANSIT POINT they can inflict Serious damage to it. The
Points.) DESCRIPTIONS elevator then falls to the next mine level.

SCENE 1: THE MINE OF THE C. NATURAL CAVERN


EU. ELEVATOR SHAFT UP
Here the elevator (E) is at the bottom of
PHURIDAI This is a cavern formed beneath the
the shaft.
Seep. 15 for details on the Phuri Dai, mountains. The mine shafts broke into this
the woman who now faces the PCs at the area. The floor here is wet and uneven
(Brawling attacks here must be made al F. FLOODED SECTIONS
entrance to the mine.
1/2). Stalagmites and rubble are strewn These are normally dry passages of
The Phuri Dai already knows much about
across the floor, providing hard cover for timber-supported mine tunnel. If the water
the PCs; she knows their names, their
Shooting attacks. wall is broken, however (see W below),
backgrounds, and most important, why they
then these areas become flooded.
have sought her out. She claims to be the
E. ELEVATOR SHAFT UP AND DOWN There are circled numbers next to each
keeper of the Fourth Nail; through it, she
There is a call button here. It takes 0-8 "F" designation on mine level 4. These
says, she holds power over all the gypsies.
combat turns for the elevator to arrive (0 numbers represent the depth (in feet) of
She leads the PCs into the mine.
means the elevator is there when the PCs get water that floods these chambers when the
Use the Phuri Dai Mine Flow Chart for
to it). Roll ldl0--2 to detennine when the water wall breaks.
this ene. Lettered areas refer to specific
transit points between levels of the mine. elevator arrives (negative numbers are 0).
There is a trap door in the ceiling of the G. GAS POCKET
Be sure you are clear when you describe The gas in this area is poisonous (Poison
the directions the PCs may go in this mine. elevator. The ceiling and walls are made of
wire mesh. The floor is made of wood Rating: 1 tum / Weak / Special / 5 turns) .
They may want to make maps and keep
(soft cover). PCs need to make only one Check to begin
track of their directions. If the PCs are
This elevator travels between other recovering from the poison's effects, but
reluctant to take the complexity of the

13
they must be out of the area of the gas U. UNCERTAIN PASSAGE (WEAK (1) There's something wrong with the
before the can start recovering. TIMBERS) way the Phuri Dai is taking all this.
If the PCs are in one of these areas with The timbers creak and groan overhead. 12) Shes smiling and mutter ing some
an open flame, there is a 2 % cumulative Sand sifts down through splintered wood. strange words
chance per turn that they touch off an and the sound of small, bouncing rocks 13> "·hich are incantations! It's not the
explosion here (Danger Rating of 130). If drifts through the cracks. power of the Focrth Sail that protects this
there is an explosion, this area becomes an Have the PCs make Instinct Checks. p lace'. Its the Pfurri Dais power! The nail
"uncertain passage" (see U below). (1) This doesn't look too safe. itself is wr.onhless~
(2) In fact, those timbers could fall Any chz:ac:er holding the nail suddenly
L LADDER SHAFT UP AND DOWN (3) even with the slightest wrong move! comes cm !he withering gaze of the Phun·
The ladders in this mine are all rotting away. If a PC tries to move through this area Dai.. ~ :l!Ci:e; an incantation that causes the
Use the climbing rules (p. 17, rules booklet) (and not go back the way he came in), cha.~ ro ~ Seriously wounded in the
when PCs try to use one of these ladders. If a have him make a Movement Check at 1 / 4. chest 5ee p. 1.5 for details).
Movement Check fails, a nmg breaks and If the Check fails, the ceiling collapses Ii a PC bas already put the nail in a bag
sends a PC 1 Square down the ladder. (Danger Rating of 150) and blocks the or bad:pad.. the spell has no effect.
entrance the PCs used. 1ne Pf=j Cm also casts another spell if
LD. LADDER SHAFT DOWN
someone dse bas possession of the nail. This
This is the top of the ladder shaft. W. WATER WALL spell c.msesa wa:er wall (W) to break.
LU. LADDER SHAFT UP This solid, vertical wall holds back an If the PCs i-.a,e ~ nail, the Phuri Dai
This is the bottom of the ladder shaft. underground lake. If someone else other and the I=iJis chase through the mine
There are several bones scattered around on than the Phuri Dai takes possession of the after them. E.e:t if the PCs don't have the
the floor here . .. some of them human. Fourth Nail during Scene 2, the gypsy nail. the lsm.ruis still go after them .
shaman causes the wall to shatter. flooding During the mase., roll for a random
M. MINE ENTRANCE the ar eas marked on the flow charts with encounta- each lI::r the PCs enter a lettered
This is the only entrance into the mine. an "F." The initial wall of water has a area on the 8cM- d2rt Make sure that the
If the PCs have already discovered the Danger Rating of 40. encounter makes 5e!l5e with the events that
Fourth Nail, go to the Epilogue once they have taken plaa so fv in this adventure
reach this point. SCENE 2: RETURN OF THE (there would not be. roe example, any
ISMAILIS Aborigines in this ~ If the PCs still have
PD. PULLEY SHAFT DOWN the Fourth .'-:ail the gypsies will be
This is the top of a shaft. Over the shaft particularly ~ with the PCs.
Several torches, mounted in iron wall
opening is a fixed metal and wood Once the PCs reach encounter area M,
sconces, light this room. At the far end
framework. A simple pulley system is thev have esca.>ed the mines and their
of the cavern there stands an altar of
attached to the framework, and a rope runs ad~enture i s ~ - Go to the Epilogue .
stone. A long, thin object rests upon it.
through the pulley and down the shaft. The
rope is twice as long as the shaft.
The PCs cannot use one end of this rope Use the Gypsy Temple Map for this scene.
for climbing unless they have somehow
secured the other end.
The object atop the altar is the Fourth
Nail-or at least it's what the Phuri Dai is
EPILOGUE:
PS. PULLEY SHAFT UP AND DOWN
passing off as the Fourth Nail. Have the
PCs make Instinct Checks.
(1) There is definitely some strange kind
PARTINGS
A pair of ropes hangs down from the
s haft overhead, disappearing into the shaft of power filling this room.
below. (2) Yet the nail itself sure doesn't look 5e.,cra1 hours later, you're back on the
like anything special. road :o Barcelona. No rickety truck this
PU. PULLEY SHAFT UP (3) Wait a minute. That nail is an alloy tune..S opc. You' re not that lucky. This
A pair of ropes hangs down from the of iron and carbon with some other trace rime. you're making the trip on burros!
shaft overhead. elements.
(4) It's made of steel-and steel didn't lf Indy and his companions escaped the
S. SHAFT UP AND DOWN come into use until over 300 years after the mine with the Fourth Nail, they now
This is an empty, vertical shaft . If PCs crucifixion! discover lha.t ir is made of steel! It couldn't
try to climb its walls, they must make ThePhuri Dai insists that the nail is possibly be the anifacr they were looking for.
Movement Checks at 1 / 4. indeed the fabled artifact, She cannot be T hey do disoover, however, that the nail is
made to believe otherwise. alm~st ccn.ainly o,er 1,000 ycan old. It's
SD. SHAFT DOWN Three combat turns after the PCs enter
This is the top of the empty shaft (S). worth at least SS,500.
this temple, a team of 10 Ismailis breaks If the PCs did not csca.pc with the Fourth
SU. SHAFT UP in. They have been secretly following the Nail, they find that an ancient steel nail has
This is the bottom of the empty shaft (S). PCs all the way from Barcelona, and now been slipped into one of their backpacks. A
they have come to claim the Fourth Nail note, written in the Language of the gypsies,
T. TEMPLE for Ben Ali Ayoob. They also have orders is attached: "For your trouble, Gadje!
The Fourth Nail is kept in this cavern. to kill Indiana Jones and his friends. Something to remember the gypsies by!"
Go to Scene 2. Have the PCs make Instinct Checks.

14
MAJOR VILLAINS AND trustworthy in regard to the Fourth Nail. 7th Imam, as did Shiah, the lsmailis
COMPANIONS The Phuri Dai can cast this spell five times upheld the older brother Ismail. Thus
a day. came the religious and historical origins of
BEN ALI AYOOB"' • (Millionaire Artifact Crumble Wall: This spell causes stone to the sect.
Collector) turn to dust. The l'huri Dai uses this lsmailis view the universe as being
Ben Ali Ayoob was born Egyptian, but power only to break the wall that holds basically cyclical. Each age is heralded by
now has Swiss nationality. During his back the underground lake in the mine. the advent of one of seven "speakers:· Each
younger days, Ben Ali worked with the Magical Appearance: The Phuri Dai can of these is then succeeded by seven
expedition that discovered King Tut's make a small object appear in any "silents"- messengers without revealed
tomb. He saw the tremendous riches that container at will. In particular, she may scriptures.
were in the ancient works of ar t-and he use this power to give the PCs an ancient The lsmailis are fanatically dedicated to
watched the riches flow out of the country nail-as a sort of souvenir (see the their cause and their religion. They have a
and into the hands of powerful men. It Epilogue for details}. graduated instruction in religious
was from that experience that Ben Ali's mysteries, and they avidly practice
obsession with ancient artifacts and wealth SPECIAL ARTIFACTS concealing their true feelings or intentions.
grew. For purposes of this adventure, treat the
Already from a noble and wealthy THE RING OF ARNHEM'"' Ismailis as villains. An lsmaili may ignore
family, Ben Ali created an international This artifact is a calendar used by the a Serious wound for five days. He could
dynasty. Unfortunately, many of his past ancient Arnhem cult, which allegedly died not, however, ignore a second Serious
dealings with the "underworld" of artifact out in the Sydney, Australia, area about wound.
traders have been spoiled by Dr. Jones. the time modern civilization arrived. The
While he respects Indy for his skill and ring, while of great archaeological EUROPEAN GYPSIES
prowess, Ben Ali would, in the end, like to significance, has no mystical powers of its The origins of the gypsies are obscured
see him dead. own. by time. Some place their origins in India,
although Romany is their language. The
MAXIMILIAN"' • (Leader of the Gypsjes) THE FOURTH NAIL'•• gypsies call themselves "Rom"-meaning
This powerful king of the gypsies also According to gypsy legend, when Christ "man'.' A gypsy considers himself the true
considers himself the second guardian of was crucified, there were four nails everyman. free to wander the world. A
the Fourth Nail. He is certainly not willing allotted for t he task by the Romans-one non-gypsy is called "Gadje;' meaning a
to let anyone but the most trusted "Gadje" for each hand, one for the feet, and one yokel or infidel.
(non-gypsy infidel) see the ancient relic for administering the death blow to the Gypsies can be found everywhere.
under any circumstances. He would put heart. Bands are led by a chief called a "voivode'.'
his life on the line if he thought someone But then a wandering gypsy stole the Any individual band is made up of several
was trying to steal the artifact. Fourth Nail, preventing Christ's immediate "vitsas:' A vitsa is usually about 200
A man given to loud laughter and back execution. Ever since, gypsies have people strong.
slapping, Max loves to sing (off-key) and believed that they are forgiven their petty Gypsy men usually work trades that
give elaborate banquets whenever an crimes as a reward for helping the Lord's allow them to move easily from o ne area
excuse can be found. However, Max is no Son. to the next. Women in gypsy tribes often
fool. Behind his laughing eyes is a brave provide the more dependable financial
and clever leader. PEOPLE AND CULTURES support through card-reading and
fortune-telling.
PHURI DAI"' • (Gypsy Shaman, Keeper of THE ABORIGINES
the Fourth Naifi The original Australians, the Aborigines
This woman claims to be the guardian are a very darkly-hued people who make
of the Fourth Nail, an ancient holy relic. ln their way in the desert wilds of central
truth, she has, over the years. acquired a Australia. Aborigines are generally highly
great deal of arcane magic ability. Yet for nomadic, traveling in tribes.
fear of being branded a witch, she claims Aborigine men often have more than
she has no powers-that it is the nail that one wife: most of their civil disputes are
holds all the power. This illusion serves over women . Any tribal dispute is
her so well that she will certainly try to do resolved by a "'Settlement by Ordeal"
away with anyone who would disprove called Magarada or Maneiag. The accused
her. is forced to run a gauntlet of his accusers,
Special Abilities: The Phuri Dai can who throw spears at him. If wounded in
perform the following magic spells: the thigh, the accused is considered guilty.
Magical Damage: This spell has a
Danger Rating of 80. It hits a person in the THE ISMAILIS"' •
chest, as though a nail were being driven These deadly warriors are considered
through him. The Phuri Dai doesn't use the Arab equivalent of the Japanese
this abiHty on PCs unless they have Ninjas. They are an extreme group that
demonstrated that they are not has broken off from the Shiite Moslem
sect. Instead of recognizing Musa as the

15
Character Figures: Follow the steps Scoring for Folding Gluing
outlined for character figures on pages 62 To make it easier to make straight folds To glue, apply the glue thinly and evenly
and 63 of the rules booklet from the boxed along the dashed lines, you should use the all the way to the edges to prevent loose
game. following method. corners. Paper clips and tape are useful for
Before cutting the figures apart, score all holding a figure togethe.r until the glue dries.
Other Figures: Cut out the figure along the dashed lines. Scoring is creating a crease If corners do come unglued, a piece of
the solid lines. Then fold along the dashed in the paper. Use an old ball point pen that transparent tape can be used to hold it
lines so that all tabs face down from the no longer writes or use an artist's stylus and together. When gluing, it is best to glue only
colored sides. Fold the figure together like a a ruler to draw straight lines. Draw the pen one joint at a time.
box, making sure that the blank tabs fold along the dashed line, pressing down to make Do not glue the rock crusher or the coal
under the colored tabs. If you use glue, apply a crease in the paper. car to the track-they are meant to slide
glue to the blank panels and fold the box along the t rack. The sectional views of these
together. If you use tape, fold the box Cutting Apart two figures show how to mount them on the
together, then tape the loose tabs of the box Use a pair of sharp scissors or a craft knife track.
together. to cut. Only cut apart the pieces of one figure
at a time so as not to lose any pieces. Cut Clipping
TSR's ADVENTURE FOLD-UP figures only on the solid black outlines. Paper clips may also be used during play to
are easy to assemble, because they all use the fasten two shapes together without
same basic shapes. Once you know how to Folding permanently gluing them. When you are
assemble these shapes, you can put together The figures fold two ways, backward or done playing they may be taken apart.
most figures without further instruction. All forward. Backward folds are noted by a
you have to do is cut them apart, fold on the dashed line, forward folds by a dashed and
dotted lines, and glue them together in the dotted line. Study the figure carefully before
order given in the pictured assembly. folding.

Tools Needed: Assembling


old ball point pen/stylus ruler Each figure should be assembled in the
scissors/craft knife white glue order of the numbered pieces as noted in the
transparent tape paper clips assembly diagrams.
Player Characters

Rubber Raft
Barrier/Sign{fhrow Switch

Mine Shaft End

Rock Crusher
Track/Conveyer Belt

Coal Car/Conveyer Belt Sectional View of Car on Track Sectional View of Rock Crusher
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