Indiana Jones - IJ2 Raiders of the Lost Ark

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    FR IENDLY NPCATTR IBUTE RATINGS

    JOCK LINDSEY "''Attributes Normal 2 '12 ' / ~ Strength 80 160 40 20Movement 72 144 -- 36 -- 18Prowess 80 160 40 20Backbone 72 144 -- 36-- 18Instinct 56 112 28 14Appeal 60 120 -- 30 --15MOVEMEN1 RATE (running): 20 Squares (4 Arcas)/ turnWEAPONS: pistol (214/8)

    OMAR "'*Attributes Nonnal 2 11z '14Strength 84 168 42 21Movement 60 120 -- 30 -- 15Prowess 52 104 26 13Backbone 64 128-- 32-- 16Instinct 48 96 24 12Appeal 44 88 - -22- - 11MOVEMENT RATE (running): 20 Squares (4 Areas)/ turnWEAPONS: knife (Oil / 2)

    DIGGERSAttributes Normal 2 '12 ..Strength 80 160 40 20Movemen t 52 104 --26 -- 13Prowess 60 120 30 15Backbone 44 88-- 22--11Instinct 48 96 24 12Appeal 40 80--20-- 10\.10VEMENT RATE (running): 20 Squares (4 Areas) / turn

    AN IMALATTR IBUTE RAT INGS

    POISONOUS SNAKEAttributes NormalStrength 16Movement ----- 32Prowess 40B a c k ~ e ----------- 4JAGUARAttributes NormalStrengthMovement - ----ProwessB a c k ~ e - - - - - - -

    MONKEY

    80887220

    Attributes NormalStrengthMovementProwessBackbone -----Instinct

    20248

    2028

    2 '1232 864 - -16- -80 208 --2-

    2 '12160 40176 -- 44 --144 3640 ---10- -

    2 '1240 1048--12 -16 440 --10 - -56 14

    VEHICLESHEAVY TRUCK

    Vehicle Rating: 70Acceleration: 10 mphBraking: 20 mph

    MOTORCYCLEVehicle Rating: 20Acceleration: 30 mphBraking: 40 mph

    SEDANVehicle Rating: 40Acceleration: 20 mphBraking: 30 mph

    Turn Speect 21Redline Spee:.

    Turn Speed: 30 mphRedline Speed: 50 mphMaximum Speed: 90 mph

    Tum Speed: 30 mphRedline Speed: 50 mphMaximum Speed: 70 mph

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    l-EfTB J.ANK.

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    fi/11NILES KILPIN

    / t ~ r JANCI

    p,rt VILAFORCE EASLE

    DV EN TU R E ED I T I I \ G GRAPH I C S I G ~ CARTOG RAPHY ILLl'STRATDES I GN

    IJ26751

    ISBN 0-8TM RAIDERSOFTlfl LOST ARK, Tlfl ADVENTURESOF INDIANA JONES,--...,lnd cNr - - lnd ._.,.-ol a . th td.....tundor- 394-54182.

    - - - - - _ 11M lucoofhltd. AI R9>to

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    \ PREPARING FOR THE ADVFNTUREan g on to your hats! Indiana lone-;faces h i ~ toughest challenge yet in the[,,JIJLr:, col Iht I v> l \ ..1J I u lp.l hd 11! h.llr r 11 m d n ~ p r ~ nd

    heart-pounding excitement, this adventurepack recreates the actron ~ r n m the l.lmtu'film butYOlfdl:udth 11 tll,nd. \ nyou be as daring as indy? Wrl l V", ant!

    t p l ~ ' " ' s n dnd 7.It " u h n 1"" >I 1ve r.,: ( )rl t ' pl ,tyer ru n-.lnd_1 r , S a t p o ~ ,\f,lric>nSallah, an d L1pt.11n J....at.JnKd . I rw htrtrttruns Barranca an d :Y[ohiJnI f }Ol l han: on e player. On e pi .H, r r11n ..In ~ Th Releret runs all other ch.lr a of the l . o . ~ t Ar/.. film,J..( cp in mind that they may try very hardno t to follow that film's plot. It 's okay foryour players to do this, bu t make sure thatthey keep their initial objectives in mind .SETIING THE MOOD

    Establishing the right atmmphere can bea big part of successful role-playrng Th tmore yo u an d your players get into thespirit of the adventure, the tu:- \ ouhave playing it. Here are some s t . ~ ~ for creating a special /?aide r< a t : " ~ ~ - ~

    Music can help set a mood. If you othe soundtrack to the Raiders of the LArk film, yo u may want to play it whyo u run your a d v e n t u r e ~ You ma y ev ewant to play the specific pieces of musthat coincide with the episodes you arrunning.

    Language an d dialects help se t a moKeep in mind that many of the characin this adventure speak with an accentyou usp an accent, you can conjure uprnon v1v id p1cture of a character for yp l a y e r ln particular, Toht (wheeze,whceLe l h < J ~ a very distinctive manner' r ' ' " 1nl!1hrC't'dimensional pieces ca n help sm.. ,J It your players ca n visualize a. , t . e n ~ they ma y be dble to come up wmore rdeas as they play it. Use the 3-D

    r ., I rom the game box when yo u wt ' r t . e rooms and areas fo r the char'" ' ' to , xplore. In addition to the figut "'11 " game box. this adventure palr It I thec;e 3- D figures: Belloq, To.,,. r H.uranca, Mohan, tw o Nazis,p_.,tlur m, an d the Ar k of he Covenan

    '. , , ' O f' how to use these figures ar1 ' p.1ge 10.l TSJI\IG THE \1DENCE FILE

    l tH .Jdnntmc ! ' ~ J..." hidenn' File, t ,uh nn pag 10 :--:Neo; on w h ~ t \ rnduded ,tnd ~ " ~ ~ 'L ' t."t' rt dr

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    I D R

    his episode features Indiana jones,Satipo, and Barranca. It takes placein the jungles of South America.PC (PLAYER) OBJECTIVESThe player character objectives aregiven on the backs of the two halves of theChachapoyan Temple Map (page 16, Evidence File).Note that Indiana starts this episodewith 5 Player Points.NPC (REFEREE) OBJECTIVESGet Indy into the temple sanctuary, tothe idol, and out again (worth 2 PlayerPoints).Have Belloq take the idol (worth 1Player Point).SCENE 1: THEJUNGLEBefore you run this scene, take the Cha-chapoyan Temple Map from the EvidenceFile and cut along the dotted line thatseparates the two halves of the map. Thetop half is Satipo's and Barranca's; theircharacter information is given on the back.The bottom half is Indiana's. Read theinformation on the backs of the mappieces, and then give them to your players.Read the boxed text aloud to the players, or read it to yourself and describe it tothe players in your own words.

    s 0 F

    If the PCs move ahead to see what frightened the Indian, they find a gruesomestone statue, nearly covered with vines. IfIndy makes a successful Instinct Check, herecognizes the statue as a guardian that issupposed to ward intruders away from thetemple entrance.

    As the PCs move on through the jungle,have each make an Instinct Check (including NPCs, if no players are running thePeruvian guides). For each successfulInstinct Check. the PCs find one of thefollowing along the next 100 yards of path:1. A poison-tipped dart embedded in atree trunk. If one of the guides makes

    another successful Instinct Check, hedetermines that the dart was made by theHovitos, and that the poison on the dart is3 days old.2. Two spears, stuck into the groundan d crossed to bar the way.3. A human skull, dangling from anoverhanging branch.At the end of the 100 yards, the PCscome to a stretch of sand and a small pool.A waterfall pours into the far side of thepool. This is the spot indicated on theChachapoyan Temple Map as the templeentrance. All three characters are aware ofthis.

    BARRANCA'S BETRAYALIf you are running Barranca as an NPC,the Peruvian tries to attack Indy and steal

    his portion of the map when the charactersreach the waterfall. If a player is runningBarranca, it is up to that p layer to decide ifhe wants to take some sort of actionagainst Indy.If either of the Peruvians tries to turn onIndy, allow Indy to make an InstinctCheck. If the Check succeeds, Indybecomes aware of the guide's betrayal.Whether Barranca and Satipo are PCs orNPCs in this episode, treat them as goonsfor the purpose of combat. If either one ofthe guides takes a Serious wound, he fallsunconscious and is eliminated from theadventure. Also, if Indy strikes either ofthe guides with his whip, the guide must

    make a Backbone Check at 112. If theCheck fails, the guide races into the junglean d doesn't return until Indy is no longerin the area.

    If either guide runs away, go to Scene 4an d run that character (only) through thatscene.

    Indiana has half of the ChachapoTemple Map, and his Peruvian guthe other half. If different playersrunning all three characters, it's uto cooperate in putting together thalves of the map.The PCs can see the temple entup the path from the pool. An oprimmed by gray, mossy rock andwith vines, seems to gape menacithe characters.Once the PCs enter the temple,Chase Flow Chart as a map of thewinding corridors and passages. Tenter the temple at the top of Circthe chart. The sanctuary containiidol is at Circle T. The PCs may rsanctuary in many ways, but theshown on their map is probably tdirect. Note that the numbers betcircles on the Chase Flow Chart rSquares for this encounter and noAs the PCs move through the tdescribe the corridors as being damossy, and covered with spiderwof the c o r r i d o r ~ are 10 feet wide ahigh. Every so often, a slitheringsqueaking sound precedes the chathey move down the passages. Evfeet or so, a new passage branchefrom the main corridor.Whenever the PCs enter a circlchart, roll a die. On a roll of 1-5,have an encounter in that area. GTable 1 and roll ld10 to see whatencounter.

    Many of the encounters on Tabnoted as "hidden:' PCs cannot seencounters at first glance. If the Pa hidden encounter, allow each toInstinct Check. Indy's Instinct Ranormal for this Check, while theInstinct Ratings are cut to 1/4 .Describe the encounter to the Pon the success of these Instinct Chno one makes a uccessful Check,have no idea that they are about encounter something dangerous!

    If you want to have the PCs enthe same dangers that face Indy inRaiders of the Lost Ark film, useentries 2, 4, and 5 from Table 1.

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    TABLE1CHACHAPOYANTEMPLEENCOUNTERS

    - A JO.foot-deep pit blocks thecorridor. The pit is 10 feet wide. A 6-inchwide ledge rims each side of the pit. Arotting beam hangs over the pit; the beamcollapses if any weight hangs from its center.Each end of the beam, however, can supportthe weight of one character. PCs who makesuccessful Movement Checks can movesafely along the pit ledges. Any PC who failsthis Check loses his balance. Allow a faltering PC one more Check; if he tails, he falls tothe bottom of the pit IDanger Rating of 6001,unless another PC catches or grabs him.~ i f A I ' ~ ' i i J J J A 6-inch-wide shaft ofsunlight crosses the corridor from the upperleft to the lower right. If anything cuts thebeam, a wall of spikes springs forward fromthe left wall. Have any PC who is searchingfor traps here make an Instinct Check(Instinct Rating x21 . If the Check succeeds.the PC notices a groove cut across the floorbeneath the beam. If PCs cut the beam, thespikes spring forward, carrying a grislysight- the remains of Forresta/, a former"competitor" of Indy's. The spikes have aDanger Rating of 600 for any PC hit by them.

    ! J ! t z 1 r l ~ ! D Brush covers the floor inarea, concealing a spring that releases alarge section of stonework from the ceiling.If PCs make successful Instinct Checks, theyfind the spring. If not, the stonework fallsinto the center of the corridor {DangerRating of 250 for each character!.

    The spiderwebs are partiCU -larly here. Hundreds of tarantulas aregathered near the ceiling. The PCs can'tavoid the spiders; 2d10 spiders drop ontoeach PC who passes through this area. Haveeach PC make a Backbone Check. If theCheck succeeds, the PC can brush thespiders off. If the Check fails, the PC freezesfor 10 turns before he can make anotherCheck. If a PC rolls a Bad Break or a numbergreater than his Backbone Rating x2, hepanics and runs, taking a spider bite. Tarantula Poison Rating: 30 min. I Weak I 3Checks I 24 hrs.

    - A nl foot-deep pit completelyblocks the corridor. The pit is 10 feet wide. Agnarled tree trunk sags from the ceilingabove this trap. The trunk can support theweight of one character at a time . PCs whomake successful Movement Checks can usea whip to swing across the pit. Any PC whofaits this Check loses his balance. Allow afaltering PC one more Check; if he fails, hetans to the bottom of the pit {Danger Ratingof 6001 , unless anothe r PC catches or grabshim.

    ;rr; Brush covers the floor inthis area, concealing a spring that releases apair of scythes. The blades shoot out fromthe walls and cross the corridor 2 feet abovethe floor. This trap has a Danger Rating of200.I J I J ~ r z ! ! ' l Ahungry jaguar lurks in theshadows of the corridor. It anacks the PCsas they approach, surprising them if no onehas made a successful Instinct Check (Thejaguar's Attribute Ratings are listed on theReferee Sheet ) The jaguar can move mandout of the temple through a narrow sidetunnel. The PCs can use this tunnel if theywant.!Jtl1!!ztmDAushmaster is coiledamong moss and slime along the side of the

    corridor. The snake lashes out and bites thefirst PC that comes along, unless one of thePCs makes a successful Instinct Check. !Thesnake's Attribute Ratings are listed on theReferee Sheet.) Bushmaster Poison Rating:10 min. I Dangerous 4 Checks I 48 hrs .

    SCENE 3: TEMPLESANCTUARYWhen the PCs reach Circle T on the Chaseflow Chart, read the;- following boxed textto the players.

    A distance of 6 Squares lies betweenaltar and the spot where the PCs arestanding .

    The floor of this room is trapped.PC who steps on a gray stone releasspring-loaded dart from the mouth oof the stone faces in the wall. Each dhas a Danger Rating of 88.The stone altar on which the idol also a trap. If the weight of the idollifted from the altar, the circular plaon which the idol rests begins to sl iddown into the altar, and the templebegin to crumble.A PC can try to replace the weighthe idol by placing sand or a rock onaltar, but this is a very tricky maneuAny PC wh o tries it must make a PCheck at 1/c.

    If the temple does begin to fall apstones crash onto the floor of this roan d darts fire from the walls. No mwhat PCs do from this point on, thehas a Danger Rating of 60. You musa Danger Check for each PC once pfor the next 10 turns.As if things weren' t nasty enoughalready, a tremendous boulder is sureleased at the same time the walls bcrumbling. The huge stone rolls alonprimitive track that runs above thedo r leading to the temple entrance.boulder reaches the main entrance ablocks it 20 turns af ter being release

    For each circle that the PCs enterChase Flow Chart as they escape thelapsing temple, make a Danger Che(using a Danger Rating of 40) for eaNote that the dart trap (and any o

    trap thill the PCs encountered whileing toward the sanctuary) is st ill ining order!If the PCs don 't reach the entrancbefore the massive boulder blocks itcan search the temple for another wTemple exits are at Circles A, H, anSCENE 4: AMBUSH!Run this scene only if a PC runs awfrom the waterfall in Scene 1.To keep from tipping off the PCsinto the temple, you should have thcharacters' players leave the room wyou run any PC through this scene.After the PC has run a few yardsthe jungle, 12 Hovitos warriors emefrom the brush and surround him. Tuse their blowguns to shoot poisonthe PC until he is dead or has escapthe jungle.

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    If the PC escapes, use the Chase FlowChart and describe the intersections aspaths that lead through the jungle. The PCmay leave the path if he wants, but thenthe Hovitos will certainly kill him . If theHovitos kill either of the two Peruvianguides, they bring the body back to Bel-loq, who is waiting outside the templeentrance.SCENE5: ESCAPE!No matter which exit the PCs use to leavethe temple, they come face to spear with30 Hovitos warriors when they emerge.Read the following boxed text to the players as the PCs leave the temple.

    Indy recognizes the man as his old adversary: the unscrupulous French archaeologist Rene Belloq. He is accompanied by atotal of 30 Hovitos warriors (10 withspears, 10 with blowguns, an d 10 withbows and arrows) . Attribute Ratings forBelloq and the warriors arc given on theReferee Sheet.If either of the two guides fled in to thejungle in Scene 1 and did not escape, hisbody lies before Indy, riddled with darts .Belloq's primary objective is to take theidol from the PCs, if they have it. Hissecondary objective is to have Indianajones die in this jungle.If the PCs make any kind of false movebefore giving up the idol, the warriors stepforward menacingly. If the PCs have theidol, Belloq takes it from them. He' spends1 tu m gazing at an d stroking the idol,oblivious to the PCs. Then he turns andraises the idol above his head, speaking tothe Hovitos in their tongue. The warriorsbow low, remaining on the ground for 2turns.

    l f the PCs try to escape immediatelyafter giving Belloq the idol, Belloq doesn'tsend the warriors after them for 3 turns.jock Lindsey, Indy 's companion, haslanded an amphibious plane on the rivernear the temple. Indy arranged to havejock meet him there. Indy can easily findhis way through the jungle to the plane,which is 40 Areas away from the templeentrance.The plane floats 4 Areas from shore.Each PC who makes a successful Movement Check can grab a vine and swingfrom the riverbank to the plane. If theCheck fails, the PC must swim. The Hov-itos shoot arrows and darts at the PCs assoon as they come within range, but thePCs are safe as soon as they reach theplane.jock Lindsey's Attribute Ratings andweapon are listed on the Referee Sheet . IfBarranca and Satipo are no longerinvolved in this episode, you can let one ofyour players run jock for the scene at theriverbank.If either of the Peruvian guides is stillalive and with Indy, however, he can alsoclimb aboard the plane. Even though theplane is heav ily laden, it manages tolift off from the river a nd carrythe PCs to civilization .

    If the PCs don 't try to escapeloq an d the Hovitos, they are takHovitos village and prepa red forritual of torture. The Hovitos ketied up for 22 days while they wfull moon. Make sure that you gPCs several chances to escape. Ifdon' t take advantage of any of tHovitos finally bring the PCs tostakes planted in the center of thThey tie the PCs to the stakes anyou know the rest.If the characters have gotten tthis deep into a mess, stop the adand give them a few pointers onrole-playing. Then start the adveover.

    At this point, you should dropand Satipo ou t of the adventure.returns to the United States.

    Indy has sufficient time to heawounds before Episode 2 begins.

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    R A I D E R

    I ... . z~ i s episode features Indiana ]ones,) Marion Ravenwood. and Mohan,The Raven bartender. It takes place inConnecticut and Nepal.PC (PLAYER) OBJECTIVESRe-establish the relationship betweenIndy and Marion (worth 1 Player Point).Escape the Nazis who attack the PCs inThe Raven (worth 2 Player Points).Keep the headpiece to the StaffofRaout of the Nazis' hands (worth 2 PlayerPoints).NPC (REFEREE) OBJECTIVESBring Indy and Marion together (worth1 Player Point).Bring the Nazis into .The Raven (worth 1Player Point).

    Have both the PCs and NPCs gain acopy of the headpiece to the Staff ofRa(worth 1 Player Point).SCENE1: MARSHALL COLLEGEThis is an exposition scene, in which theprimary goal is to give information to theplayer characters. You can run throughthis scene very quickly if you want, simplydescribing its events to Indy and explaining to him what he learns. You probablywon't need to use the 3-D figures for thisscene.Explain to Indy that he has returned tohis job: teaching archaeology at MarshallCollege in Connecticut. During one of hisclasses, Marcus Brody. Indy's friend andcolleague, enters the classroom.Marcus stays in the room after Indydismisses his class and tells Indy that twomen from Army Intelligence are at theschool and are anxious to speak with him .Marcus introduces Indy to ColonelMusgrove and Major Eaton, who waste notime in explaining their dilemma to Or.]ones.Give Indy the Nazi Communique fromthe Evidence File. Listed on the back ofthat sheet is all the information that Indyknows about the Lost Ark of the Covenantand the ancient city of Tanis.After the meeting, Marcus convinces theArmy Intelligence officers that Indy is theright man for the job of trying to recoverthe Ark before the Nazis do.

    The Army provides Indy with $3,000 touse for purchasing the headpiece fromAbnerRavenwood, and gives him another$1,000 to cover expenses. Indy is sched-uled to leave the next day.

    s 0 F T H E

    Indiana catches flights to San Francisco,and from there takes the China Clipper toHong Kong. The vicious Nazi Tohtshadows l o n e . ~ for the entire journey, butIndy never becomes aware that he hascompany.SCENE2: BAR TIMEFrom Hong Kong, Indiana catches a rickety airplane that takes him to Katmandu .Nepal. Here he borrows a car from a contact by the name of Lin-Su, a Chinesegentleman Indy has known for severalyears. Lin -Su tells Indy that the last timeanyone heard anything about AbnerRavenwood, he was ncar Patan, a remotevillage somewhere in the country's desolatemountains. Lin-Su also indy a roadmap to the village.The trip to Patan is slow and dangerous.Several hundred yards behind Indiana,another ca r makes the same treacherousjourney.

    Once Indy reaches Pa tan, read the following boxed text to the player.T tht> deso-h ofPatan. ' ' l l"W ugnts gununt>r inthis forlorn outpost. whert> tlw onl)'signs or ci\'ilization ar e the woodenshacks that seem to lean with thewind. A main road, of sorts, cutsthrough the town, leading to a tshack that is larger and mort>brightl)' lit than the others.

    A light burns in every third or fourthshack along the village's main road. If Indyknocks on the door to a shack, he isgreeted by a hearty Nepalese man. If Indyasks about Abner Ravenwood, the onlyword that any Nepalese understands is"Raven: The person then repeats theword scvt!ral times and points toward theend of the road, smiling.If Indy goes to the end of the road. hecomes to a tavern. A wea therbeaten signreading "The Raven" hangs outside.Read the Marion Ravenwood andMohan Character Background Sheets andthen give them out to the appropriateplayers. Lay out The Raven Map.As Indy enters The Raven, he sees that adrinking contest is in full swing. Sitting ata large table in the center of the tavern isan immense Australian climber; he'sdrunkenly staring down Marion Raven

    wood. A few minutes after indy comesinto the ba r, the Austral ian topple!> lromhis perch, amidst the roars and jeers of thecrowd. Money changes hands between thevisitors; a total of $24 remains on the table.

    R

    Each of the lamps shown on The RMap is lit; each also holds a small amof oil. A huge fire blazes in the fireplthe center of the room. Wooden kegstaining all kinds of cheap drink linebar, and a thick haze of smoke hangsthe noisy room .Shortly after the drinking contestover, the bar begins emptying out. SIndy. Marion, and Mohan are the onpeople left.

    If your players want the PCs to taallow them to role-play the conversaat this time. If not, you can move onthe visi t by the Nazis.AFTER HOURS VISITORSToht and three goons are waiting othe bar. They do not enter until Mara lone in the bar, or until she an d Indto leave together. l f this happens, Tohis men greet the couple at the doorburst of gunfire directed at the ceilinAttribute Ratings for Toht an d his goare listed on the Referee Sheet. For thpurpose of combat, Toht is a villain. armed with a pistol. Two of his goonsubmachine guns. The third has a pisIf he is given the chance, Toht talkMarion (in his trademark wheeze) anher to turn over the headpiece to theofRa. lf Marion doesn't give Toht thheadpiece, Toht orders one of his goograb Marion. Toht then goes to the fplace and holds the tip of a poker ovflames until it is red hot. He walks sltoward Marion. holding the glowingmenacingly in front of him .When you run Toht, give the playimpression that he would just as sootorture Marion as talk to her.

    If Indy or Mohan don't interrupt tscene, or if Marion doesn' t get away,things could turn ugly. Have Mariona Backbone Check at 1/ 2 every turndftt!t' Toht comes up to her with the pOnce she fails a Check, she reveals tloca tion of the headpiece.

    If Marion is still wearing the headpon a chain around her neck. Toht seeand gleefully removes it once he is sting next to her.BARROOM BRAWL

    I f a fight breaks out in The Raven,goons fight for as long as Toht staysroom. Toht flees if he receives a 'seriowou nd. if all of his goons are takenif the PCs surrender or are killed.

    II the PCs surrender, Toht orders oh 1 ~ goons to dump them, along withcar into a deep gorge. If this situatioanses, give the PCs several chances tescape.

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    A fourth goon is waiting outside by thecar Toht used to get to The Raven. He isunarmed. If you want, you can have thisgoon enter the fight at a strategic time. (I fthe PCs are getting pasted, however, itmight be wise to keep this goon out of thefray.)You should keep in mind that Toht hascome for the headpiece to the Staff of Ra,

    not to get his head blown off in the nameof der Fuhrer. If the fight is going againsthim. he' ll be looking for a quick way out.UP IN SMOKE

    The bar, curtains, tables, and booze inthis joint are all highly flammable, so if thelead starts flying, chances are pretty goodthat the whole place could catch fire.If PCs are brawling in a Square wherethere is a table, they knock the table over.(A knocked-over table provides hardcover, by the way.) If any table isknocked over, a fire starts. Also, the barcatches fire if any bullet hits or passesthrough the fireplace. If Toht's hot pokerfalls on a piece of furniture or into thecurtains, the poker also starts a fire.

    If , amazingly, none of these thingsoccurs, you can rule that a stray bulletknocks over an oil lamp, and fire breaksout.Once a fire is burning in the bar, itspreads rapidly, although it has no effectuntil it has been burning for 6 turns. After6 turns. however, the fire has a DangerRating of 60. After another 6 turns, it hasa Danger Rating of 120 . After 6 moreturns, the bar collapses, causing two Serious wounds to any character who's stillinside.Make sure the PCs realize that the wholeplace is going up in smoke, and that it willcollapse soon!

    ACQUIRING THE HEADPIECEMarion has a suitcase and a few possessions in a room at a cheap hotel up thestreet from The Raven. Among the possessions are several of Abner Ravenwood'snotebooks. A detailed description of theheadpiece to the Staff of Ra (including acopy of the markings on both sides of thepiece) is written in one of the notebooks.

    l f Toht gets the headpiece whilebar, Marion an d Indy can retrievenotebook, so the PCs can have a the markings on the piece.

    If the Nazis don' t get the headpiwhile in the bar, Toht has his goonMarion's room before she gets bacThe goons steal some of Abner's nbooks, but the description they finheadpiece is incomplete; only theings for the front of the piece areOnce Toht has the headpiece (ocopy), he immediately sets out forThe PCs do not encounter him agthe adventure calls for it.

    ONIDCAIROMarion and Indy may get to Caany manner they choose. The onlwithin 500 miles of Patan is in KaThey have no trouble catching flitake them to Egypt.Use The World of Indiana jonefrom the boxed game to plot outtrip.

    At this point , Mohan drops outadventure.

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    R A I D E R s

    SCENE 1: STREETS OF CAIROIndy and Marion encounter no trouble ontheir journey to Cairo. Upon arriving,they meet Sallah, an old friend of Indy's,at his home in the city.Read the Sallah Character BackgroundSheet and then give it to the player running Sallah.SALLAH'S HO MESallah and his wife Fayah live in a smallhouse with their eight children. They aredelighted to have company, an d are verygracious hosts.

    Sallah has access to a truck, which heoccasionally borrows from his friendOmar. You should be careful to let the PCsuse the truck only when the story calls forthem to have such transportation. Youshould also let the PCs know that Omarkeeps his truck in a large garage in Cairo.This is information that could come invery handy!Allow your players to role-play themeeting between Indy, Marion. and Sallahand let them exchange whatever information they want . Mention to the PCs, ifthey don't already know, that the strangemarkings on the headpiece to the Staff ofRa must be interpreted before the piece canbe used in the Map Room of Tanis. Eventhough Indiana is skilled in many languages, this task is beyond him.While the PCs are in Sallah's home, theyare joined by a small monkey. The animalis very affectionate, and takes a particularliking to Marion. Because the monkeyplays an important part in later scenes, itsAttribute Ratings are given on the RefereeSheet.The monkey has been trained by a sinister Monkey Man, who is working for the

    0 F T H E

    Nazis. If the PCs try to harm the monkey,it tries to escape. If the monkey gets away,it appears again la ter in this scene.THE WORKING MANTell Sallah's player that the digger isscheduled to go to work now. It's up to theplayer, of course, to decide if Sal/ah actually goes to work. If he does go to the dig,run Scene 3 for Sallah at this time.MEAN STREETS

    Indy and Marion aren't the only newarrivals to Cairo. The Nazis are here aswell, and they've planned a little welcomecelebration for }ones and his companions.The first time Indy leaves Sallah 's homefor any reason (day or night), he isattacked by a group made up of Arabs andNazis. If Marion and Sallah are with Indy,they also take part in this encounter.You can allow the PCs to wander thestreets of Cairo for any length of time youwant before beginning the attack . Use theChase Flow Chart to mark the PCs' move-ment through the city. Treat each circle asa plaza that features bazaars and carts ofexotic goods. The lines shown in eachcircle of the Chas e Flow Chart representstreets and alleys that lead off from theplazas. The arrows that connect the circlesrepresent narrow thoroughfares.

    If PCs want to know what' s in a circle,roll ldlO on Table 2: Cairo Encounters.For streets and alleys, roll once; for plazasand marketplaces, roll twice and give theplayers two results.TABLE2CAIRO ENCOUNTERS

    Die Rol EncounteJ1 Fruit stand2 Haywagon3 Camel and donkey market4 Beggars asking for change5 Rickety cart piled high with pottery6 Snake charmer (using cobrasI7 Basket weavers8 Caged exotic birds9 Crocodile and hippo meat for sale

    10 Exotic herbs and spices for saleDoors lead into buildings at 25-footintervals along each road and alley. If a PCtries to go through one of these doors, rolldlOO. If you roll 50 or lower, the door is

    open. If you roll from 51 to 70, the door isdosed bu t unlocked, and if you roll from71 to 00, the door is locked.If the monkey is still accompanying thePCs, it runs away as soon as the PCs setout through the streets of the c it y.

    T A R

    When you are ready to begin the ahave the attackers charge down an altoward the PCs. The group of attackmade up of two Nazi goons (armed wpistols) and six Arab goons (armed wknives). As these NPCs attack, allowPC to make an Instinct Check. If a Csucceeds, the PC spots the attackers,can' t be surprised. Unfortunately, theattackers are too close by this time toavoided.

    The attackers' objectives are to killand kidnap Marion. Their Attribute Rings are listed on the Referee Sheet.If the goons accomplish one of theiobjectives, the fight ends. If they do nthe fight ends when the PCs either escor when they have killed or knocked all of the goons. If the goons do manaeither kill Indy or capture Marion, thgoons flee from any remaining PCs .

    If a PC tries to hide out of sight frogoons. roll an Instinct Check for the mkey. If the Check succeeds, the monkesniffs out the PC and screeches an alethe goons.Arabian Swordsman: If Indy is not fiing for a length of 3 turns or longer dthe attack, run the situation describedthe following boxed text:

    The swordsman's Attribute Ratings alisted on the Referee Sheet.

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    I f THE GOONS CAP11JREMARIONThe Nazis have a truck pa rked ialley. If the goons capture Marion,haul her in the direction of the truappears to any PCs who see the gotaking Marion that they load her itruck, but the goons actually take through a building, into an adjaceand put her into the trunk of a carThe truck in the alley is loaded wammunition and explosives. If thesuffers a collision or flips (see the Min Vehicles section in the rules booexplodes in a fiery display of flamflying debris.

    If Marion has been captured, ruMarion through Scene 1 in EpisodeSCENE2: SHOWDOWN!In this scene, Belloq, who engineerattack on the PCs in Scene 1, makeanother attempt on Indy's life (if thattempt in Scene 1 failed). Belloq ialarmed at Indiana's presence in Crealizes that ]ones poses the greateto his plans for the Ark.A tall , European man who speakGerman accent confronts the PCswalk through the streets. The goonIndy that a man whom Indy will binterested to meet awaits him at thhouse. He then tells the PCs to follIf the PCs refuse, go to Scene 4 (afSallah has gone through Scene 3).

    If the PCs don't refuse, the goonthe PCs to a crowded coffeehouse.alone at a table, peacefully puffinghookah, is Rene Belloq. The goonthe PCs to his table.Belloq, being such a foul villain,satisfied with a straightforward attspends a few long moments gloatinin mind that, despite the fact that tare mortal enemies, Indiana ]onesone man for whom Belloq has somrespect. He feels that Indy is somewlike himself-a concept Indy finds ing.

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    I Chachapoyan Temple Map (page 15)I The Raven Map (pages 14, 19)I WeH ofSoulsMap (page 121I Nazi Island Base Map (page 20)I Island Altar Map (page 13)I Action Map (insert)I Character Background Sheets for

    /ncfJINIIJ Jones (page 16)Barranca and Satipo(page 16)Mohan (page 21)Sallatl (page 211Marion Ravenwood(page 21)Captain Katanga (page 22)I Nazi Communique (page 21)I Rying Wing and Nazi Vehicles (page 17)

    To remove the Evidence File from thebooklet, open the staples, pu ll ou tpages 11-22, an d then bend the staplesback.

    Then cut in half the sheets with pages11 and 15. Don't cut the sheet withpage 13 in half. Next, cut pages 15 an d21 in half (cut page 21 into quarters aswell). Now you have separated all thedifferent elements of your EvidenceFile.

    CHARACTER BACKGROUNDSHEETSThese sheets are provided for all themajor characters in the adventure.Most include Attribute Ratings an d ashort paragraph outlining the character's background and motivations relating to this adventure. These sheets,together with the character dossiersfrom the boxed game, give your playersall the information they need to run thecharacters in this adventure.MAPS

    The text in the adventure pack tellsyou when to usc a specific map for theadventure.The Raven Map is designed so thatyo u can use 3-D figures with it whenyo u run Episode 2.Actio n Map: This ma p shows the Naziairfield at Tanis that is described inEpisode 5. The grid on this map is equalto 5 feet pe r square. I f yo u want, youmay usc this map to play ou t othercombat scenes an d chases. In this case,yo u may want to have the grid equal 25feet per square.To create an even larger playingsurface, you can lay ou t the CombatGrid from the boxed game next to theAction Map.

    FLY ING WING AND NAZICLE FIGURESThese figures are designed soyou can color them, cu t them oumove them on the Action Map aCombat Grid. They could comepretty handy when you ru n Epian d 6. You may also want to usevehicle figures in other adventur3-D FIGURESYou can use the 3-D figures frboxed game to bu ild the roomscharacters explore during the adture. This adventure pack fea turplatform figure and an Ark of thenant figure that you can use whru n Episode 4.Also, you can use the charactures from this pack (such as BelToht) when yo u run combat sceUse the "Ship Captain" characfigure from the boxed game whetain Katanga takes part in the adture.For instructions on ho w to putogether the 3-D figures in this psee the Referee Sheet.

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    Belloq tells Indy that the Germans aredose to finding the Ark, an d that the findmeans a great deal to him personally. Hesays he can use it as a transmitter to God;it will give him incredible power. He isclearly obsessed with the legends of theLost Ark.Thirty Arab goons arc lounging aboutthe coffeehouse. pretending to ignore theconversation between the two Westernarchaeologists. Each, however, is armedwith a concealed gun and knife. TheAttribute Ratings for Arab goons are listedon the Referee Sheet.If Indy makes a threatening movetoward Belloq, the 30 Arabs immediatelyleap to their feet (see "Sallah to the Rescue" below). Suddenly, the barrels of 30different guns are pointing directly at Indy.If indy makes no kind of move towardBel/oq during the conversation, Be/Joqeventually tires of toying with his victim.He quickly raises and lowers two fingers,which is the sign for the Arabs to attack.The Arab goons don't shower the coffeehouse with lead, however, if they areordered to attack. Instead, six of the goonsescort Indy out to an alley behind thebuilding and prepare to kn ife him (eachalso has a pistol). If Marion is with Indy.Belloq has her taken prisoner. Two goonslead her out the front door of the coffeehouse. If a PC doesn't catch up to her andher captors in 10 rounds, use the procedure described in "If the Goons CaptureMarion" from Scene 1.SALLAH 10 THE RESCUE

    By this time, Sa/Jah will have returnedfrom work (Scene 3). When he returnshome, he finds out where Indy is from oneof his children. If Indy is in the coffeehouse, Sallah takes Omars truck there.Sallah!; children beg him to allow them tocome along.Sallah arrives at the wffeehouse just intime. He can send his children in to rescuetheir "Uncle IndY.' In this case, the goonsallow Indy to go free.If Sallah has accompanied Indy into the

    coffeehouse, however. things are a littlestickier. The goons escort Indy and Sallahout to the alley at gunpoint. Of Marion isstill with the PCs, two goons take her outthe front door.) Tell the players that stacksof crates line the walls of the alley, and acriss-cross pattern of beams forms a ceilingover the alley.

    If the res knock the crates down as theypass. they can run away for 3 turns beforethe goons go after them. Or, if the PCsmake successful Movement Checks. theycan jump up to gr.lb the beams, and can

    hoist themselves onto the rooftops. Ineither case, use the Chase Flow Chart if theres escape.SCENE3: ADAYATTHEDIGIn this scene, Sal/ah goes to work at thedigs outside Cairo. This scene takes placethe day after Indy arrives at Sal/ahs home.Sallah notices the following while atwork: At around 8 a.m., Bel/oq strides upto the Map Room entrance, carrying awooden slick several inches taller than heis . He throws the stick into the Map Roomand then lowers himself into the room .After an hour, he emerges and immediately order$ a concentration of digging tobegin some distance away from the mainexcavation.

    The rest of the day passes uneventfully,as Sallah isn't assigned to the new dig.When he returns to Cairo, Sallah goes tothe coffeehouse {if Indy io; there), or hegoes with the PCs to Imams house (Scene4).SCENE4: THEHOUSE OF IMAMSallahs friend Imam knows a great dealabout ancient hieroglyphics; he is able totranslate the markings on the headpiece tothe Staff ofRa. The PCs must take theheadpiece (or a copy of the markings) toImam, as the old man never leaves hishome. When the PCs visit him, the monkey tries to accompany them.

    Imam and his teenage servant Ab u livein a simple dwelling. Imam sits crosslegged on a rug at one end of a large room,while Ab u moves back and fo r th betweenthe large room and the kitchen, where heis preparing food for the visitors.Even Imams home is not safe, however.As the old man is reading the markings onthe headpiece, the Monkey Man tries toeliminate Indiana ]onl'S. To determinewhat method the A1onkey Man uses, roll

    ldlO on Table 3 and follow the coincidingmethod. Ignore the die roll if you want touse a specific method. Keep in mind that.if your players have seen the Him. the PCsare likely to be reluctant to eat any dates!Imam and Ab u arc not altected by anyassassination attempt.TABLE3ASSASSIN'SMETHODS

    &161ii.W:.:.Il The Monkey Man releases adeadly,hooded cobra in Imam's house. The snakeslithers forward to attack a PC (select randomlyl. The snake's Attnbute Ratings arelisted on the Referee Sheet. Cobra PoisonRating: 10 min. ! Dangerous i 4Checks72 hrs.

    Monkey Man sneaks up to awindow and watches as the PCs move abImam's house. He singles out Indy. throwdagger at him {Medium range), and thenflees. Allow Indy to make an Instinct Chebefore the attack. If the Check succeeds,attempt doesn't surprise Indy. who can renormally.

    The dagger is coated with venom. If thdagger hits Indy. he is poisoned as well aswounded. Dagger Poison Rattng : 15min.Dangerous I 4 Checks I 48 hrs.Monkey Man sneaks into thewhen Abu is in the other room anpours liquid over abowl of dates. Any PCwho eats one of these dates is poisoned.Dates Poison Rating: 5mn. I Dangerous4 Checks I 24 hrs.

    Five minutes after the dates are poisonthe monkey eats one and quickly dies. IfPC makes asuccessful Instinct Check, heunderstands what killed the monkey.

    The Monkey Man should try to kilwhile Imam is reading the mdrkings oheadpiece. If the PCs capture the MoMan. the assassin commits suicide byswallowing a tablet of cyanide.After the assassination attempt, haImam make the following speech to tPCs in a squeaky, high-pitched voice"These markings, they are a warnito disturb the Ark of the Covenant. Tmarkings, here, tell of the height of tStaff ofRa. This means 6-kadam heigAnd here; Imam continues, pointingthe markings from the back of the hepiece, "take back 1 kadam to honor tHebrew god whose Ark this is."

    The PCs know that a kadam is rouequal to 1 foot.If the PCs have the actual headpiecthem that they know the Nazis are onaware of markings on one side of theheadpiece.If Sa/lah went to work today, he shremember that the stick Bl'lloq tookthe Map Room was certainly taller thkadams. Thus, the PCs should comeconclusion that, 'They're digging in twrong place!"

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    ~ C K G R O U N O SHEET 5 ! f ! ! : ~ BACKGROUND SHEETAttributes Normal "2 1/:t 1J4Strengfl 72 144 36 18Movement 54 108 71 14Prowess 60 120 30 15BaddJone 60 120 30 15lnsU1ct 48 96 24 12Appeal 36 72 18 9

    MO VEMENT RATE (running): 20 Squares (4 Areas) / turnWEAPONS: knife (0/1/2); pistol (2/4/8)You have taken jobs as jungleguides for this crazy American,Dr. Indiana ]ones. You've led himdeep into the South Americanjungle in search of the Lost Temple of the Chachapoyan War-riors. You've got a pretty goodidea where the temple is located,and you also know it's right inthe heart of Hovitos territory.

    BARRANCA: You are ashrewd, sometimes impatientman. This idol ]ones is lookingfor sounds like it could be wortha lot of money ... this mightturn out to be a profitable experience after all! Satipo's got half ofthe Temple Map, and ]ones hasthe other half. If you can getyour hands on ]ones's piece youcould be on easy street.(You get 2 Player Points il youtry to take i n d y ~ ~ half of the mapbefore you go into the temple,and you get 2 more Player Pointsif you succeed. You also get 2Player Points if you live throughthe episode. )

    jA!tJitf!IA J ( } N ~ CHARACTER BACKGROUND SHEETAttributes Normal "2 1Jz 1/4Strength 68 136 34 17Movement 80 160 4G 20Prowess 76 152 38 19Backbone 72 144 36 18Instinct 80 160 4G 20Appeal 88 176 44 22

    MOVEMENT RATE (running): 25 Squares (5 Areas)/ turnW EAPONS: pistol (2/4/8); knife (011 /2); bullwhipYou sense that you're drawingnearer the temple, and your pulsequickens in anticipation. TheTemple of the ChachapoyanWarriors-where Forrestal cashedin. He was good, but not goodenough. You know the GoldenFertility Idol is in that temple-what a find it could be!This trip has been quiet sofar - too quiet. You're in Hovitoscountry now, so the odds arereally against you.1 Lucoollll L1cL AI Rilla Rooontol

    You've got half of the map tothe temple. Your Peruvian guideshave the other half. You don' treally trust these guys, althoughthey do seem to be afraid of you.Every time you use your whip foranything. they tremble likethey've seen a ghost. At leastJock 's waiting at the river withhis plane. You can always counton that old Air Pirate.(You get 3 Player Points if yourecover the idol from the temple,and 3 more Player Points if youcarry it out of the jungle withyou.)

    Attributes Normal "2 1JzStrength 80 120 30Movement 56 112 28Prowess 68 136 34BaddJone 4G 80 20Instinct so 100 25Appeal 45 90 23

    MOVEMENT RATE (running): 20 Squares (4 Areas)/tWEAPONS: knife (0/1/2)

    SATlPO: Your friend Barrancasometimes calls you chicken, butyou know that you're just morecautious. This jones, he knowshis stufl, and he just might findthat idol. An d when he does ,well. who'c:; to say who'll finallyend up with it?(You get 2 Player Points ifyou' re still with ]ones when hefinds the idol, and 2 more PlayerPoints il you have the idol toyourself when you come out ofthe temple. You also get 2 PlayerPoints i( you live through theepisode.)

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    ---w- - - - -f ' ; ( ~ {If!Tf R BACKGROUND SHEETAttributes Normal 2 1f2Streng1h 80 160 40Movement 66 132 33Prowess 74 148 37Backbone 60 120 30lnsmct 50 100 25Appeal 30 60 15

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    ~ 1 ~ ~ ~ ~ BACKGRO UND 5-- iEE-Attributes Normal "2 ':zStrength 52 104 26Movement 64 128 32Prowess 56 112 28Backbone 80 160 40Instinct 60 120 30Appeal 92 184 46

    MOVEMENT RATE (running): 20 Squares (4 AreaWEAPONS:You've been alone here for a longtime in this rundown dive. You ' rea strong-willed, independentwoman, but Nepal is hardlyanybody's idea of paradise. Yourfather died in an avalanc he, outsearching for one of his artifacts,and now you're stuck here allalone, trying to scrape up enoughcash to get back to the states .... . . and to what? To ]ones?Your father's top student, thewo rld's next great archaeologist,and the man you loved-and hadlearned to hate. You get crazywith anger every time you thinkabout him. And still you misshim. because there's never been

    anyone as charminging as him. Is he as mabout Tanis as yourTanis . . . your fatnotebooks writing abnever found, but kneYou still have his notyou still have the hewhich is proof that thope. You wear it arneck to remind yourarchaeologists, abouand about unfulfill ed

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    :;AttfiiTCHARACTER BACKGROUND SHEETAttributes Normal "2 1hStrength 88 176 44Movement 52 104 26Prowess 60 120 30Backbone 76 152 38Instinct 68 136 34Appeal n 144 36

    MOVEMENT RATE (running): 20 Squares (4 AreasWEAPONS: knife (0/1/2)When you cherish life, it rewardsyou. And you have beenrewarded handsomely-with aloving wife, eight beautiful children, and a job that you enjoy. Infact, you've gained a reputationas the best digger in Egypt.

    You 've worked some of themost interesting jobs of your lifewith the archaeologist fromAmerica, Indiana ]ones. The twoof you have formed a strong andlasting friendship. You trust eachother as men of courage andcharacter, and each has saved theother's life on many occasions.Now, though, you have theunpleasant task of working for ar r 1 1 r l o htof'\rh f : . o . . - ~ ...-.,. ,......,. . _ , . . I ; ~

    outside Cairo. It's thexcavation you've evthey're trying to uncentire city of Tanis, wsearch of the Lost ArCovenant- and everCairo is there.

    You have no respeGermans, bu t one ama French archaeologi"Belloche'-seems toexactly what he is doman is intense; therean air of madness ab

    You know deep inthat if the Ark is indit shouldn't be disturIndy is willing to try

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    -.&UJOIIS INFORMATION SH EETTanis! T he Nais have discovered Tanis! One of the possibleresting places of the Lost Ark.This could be one of the mostimport;mt archaeological finds ofthe century!

    Obviously the Nazis havefound ou t that Abner is theworld's foremost authority onTanis-it was his obsession.Abner was your mentor, yourrole model-and he s spent mostof his life criss-crossing the globein search of artifacts relating toTanis. And what did he have? Afew pieces that might be from theancient city ... and he had theheadpiece to the Staff of Ra.

    Th e Staff of Ra itself w,1s nothing more than ,1 stick. really Butwh

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    R A I D E R s

    his episode features Indiana Jones,Marion Ravenwood, and Sallah. Ittakes place at the Tanis dig.PC (PLAYER) OBJECTIVESFind the Ark of the Covenant (worth 3Player Points).NPC (REFEREE) OBJECTIVESGet at least one player to the Ark of theCovenant (worth 3 Player Points).SCENE 1KIDNAPPED!Run this scene only if Marion has beencaptured. You may want to ask the otherplayers to leave the room while you runMarion through this scene.Two Nazi goons and two Arab goonstake Marion from Cairo ou t to the dig.Each of the goons is armed with a submachine gun.Once they reach the Tanis site, thegoons haul Marion into a tent. Dietrich,the Nazi commander of the dig, asksMarion where Dr. ]ones is. He is alsocurious about the identity of ]ones:-; Arabcompanion. (Dietrich asks this only ifSallah has been seen in public with Indy)For the purpose of combat, Dietrich is avillain. He is armed with a pistol.The Nazi doesn't harm Marion, but youshould be sure Marion is aware that torture is not out of the question. Dietrichmight say, "My dear, if you fail to answerthe questions I ask so politely, perhaps youwill be more inclined to speak to HerrToht. I warn you, though- he is not nearlyso pleasant as I. . :[t's up to Marion's player to determinehow Marion reacts to the questioning.Dietrich acts immediately on any information that she might give out, especially ifshe mentions Sallah. If this occurs, Sallahcan no longer move about the dig undisguised.SCENE2: TANIS DIGThe excavation at Tanis sprawls acrosshundreds of acres of desert. The dig is SOmiles from Cairo-approximately a 2-hourdrive over rough, dirt roads.Look at the Tanis Dig Map when thePCs come to the dig. Don 't show this mapto the players, however; use it as a reference when you are describing the area tothe players.Ten large tents are grouped at one end ofthe site. These tents provide shelter forsupplies and the soldiers that live on thesHe. Belloq . Dietrich, and Toht each havetheir own tent. If the Nazis are holdingMarion prisoner, they keep her tied up inBeffoq's tent. There is no one guarding

    0 F T H E

    Marion during the day.Characters can easily climb the 40-foothigh ridges that rim the site, although theridges do block line of sight. If a PC wantsto see what's over the other side of a ridge,he must climb it first.GETTING TO THE DIGWorkers are constantl y going fromCairo to the dig and back again, usuallyby truck. Salh1h's friend Omar is one ofthe men who often drives workers backand forth. I f necessary, Sallah can findnine workers who can help Indy search forthe Ark.

    Omar's truck is loaded with four coils ofrope (100 feet each); two 8-foot-long poles;a large crate; two cans of kerosene (withspray hoses}; eight shovels; four crowbars;eighteen torches; surveying equipment;and a staff cut to the length called for bythe headpiece. The PCs may bring moreequ ipment if they want, but remind theplayers that the PCs must secure the equipment before leaving Cairo.MOVING ABOUT THE DIGIndy can disguise himself as an Arabwhen he goes to the dig. If he does so, heblends in very well. If he talks directly to aNazi or to an Arab loyal to the Nazis,make an Instinct Check at 1/ 4 for the NPC(use the Attribute Ratings for Nazi goons).If the Check succeeds, the goon noticessomething is screwy, and raises an alarm(see below).If Belfoq or Toht sees Indy in disguise,make an Instinct Check at 112 for the viilain. If the Check succeeds, the villainraises an ala rm .

    If a goon or villain spots Marion movingfreely around the dig, make a normalInstinct Check for the NPC. If the Checksucceeds, the goon raises an alarm.If Marion disguises herself as a man,however, make the NPC's Check at 1/4 (l / zif she is spotted by Belloq or Toht).If Indy enters any one of the tents at thedig, rollld10. On a roll of 1-5, Indy findsMarion in the tent, bound and gagged. If

    Indy rescues Marion, 10d10 minutes passbefore someone notices she has escaped.An alarm is then raised .When an alarm is raised: Once one of thePCs is discovered, he has 3 turns to getaway or hide. I f the NPC that has raisedthe alarm can keep the PC in sight, the PCcan't slip away, and 12 Arab goons (armedwith knives) try to capture the PCEven if a PC manages to escape, the heatis on once an alarm has been raised. If thePC still tries to move around the dig,double all NPC Instinct Checks that areoutlined above in "Moving About the

    L 0 s T A R

    Dig." For example, a goon who maInstinct Check at 1/4 to recognize Indisguise now makes the Check at 1hMAINTAINING COVERThe PCs had better be careful whare moving around the dig. Just to things interesting, roll for a "Tanister" once every 10 minutes when thare at the dig. Roll1d10. If you rol2, ldlO Nazis stop the PCs and ordto perform some task. Roll on Tabldetermine what task the PCs must form.TABLE4TANIS ENCOUNTERS

    Die Roll Encounter1-2 Fetch drinking water.3-4 Help free astuck vehicle.5 Carry to Dietrich amessage reing more supplies.6 Get a shovel and start diggingspecific location !your choice7 Help carry aheavy artifact to8 Round up a team of workers aget them to aspecific locatio!your choice).9 Tell adriver to bring his truck specific location Iyour choice10 Take food to the prisoner in Btent (use only if Marion is beheld prisoner).

    SCENE3: THE MAP ROOMWhen the PCs reach this room, reafollowing boxed text to the players

    A hole in the ground breaksthrough the ceiling of this roothin coating of sand covers tfloor : ~ o feet below. Warm subeams through the hole in thceiling, brightening a room thas seen no light for centurieThe light reflects on the higlyphics etched into the anciwalls here. and seems to danthf'.room's most fascinating ft u ~ e ; . - - a detailed replica of thofTanis, sprawling magnificacross the floor. Rude splotchred paint mar one building oreplica-the building markedBel/oq-but the other buildinuntouched, as they have for sman) years.

    There is nothing within 200 feet of tMap Room entrance to which PCs c

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    a rope. I f, however, a PC makes a successful Strength Check, he can support theweight of an other PC climbing down arope into the room. lndy is the only PCcapable of reading the hieroglyphics andfiguring out how to use the Staff ofRa.Indy must have either the original headpiece to the Staff ofRa, or a reasonablefacsimile. The substitute piece must have acrystal in its center.Continue to roll for Tanis encounters onTable 4 if any PCs are still outside the MapRoom. No one discovers that Indy is in theroom unless he draws attention to himself.

    It takes Indy 30 minutes to determinewhere the staff should be placed. A fewminutes after he puts the staff in theproper place, the sun casts a beam throughthe crystal in the head piece.The room begins to glow warmly. as abrilliant beam of light shoots out from thecrystal an d sears a spot on the replica of

    Tanis-a spot well away from the diggingnow being done. Indy has discovered thetrue location of the Well of Souls!SCENE4: SEARCHING FOR THEARKIndy must now use his Surveying knowledge to find the exact spo t at which heshould dig. lndy has a ll of the properequipment and information to do his surveying.The entrance to the Well of Souls liesatop a ridge hundreds of yards from themain concentration of digging. No Nazisor Arabs notice the PCs digging in thisnew spot.lt takes the PCs an d their NPC helpers72 man-hours of digging to uncover theentrance. Thus, if Indy, Sallah, Omar andthe nine extra workers all pitch in, the jobtakes 6 hours.

    If the characters are st ill digging bynightfaiJ, a lightning storm provides themwith enough light.A heavy, rectangular slab of stone sealsthe entrance. As the characters pry thestone away, a gust of stale air whooshesout of the Well, wailing ominously.la y the Well of Souls Map out beforethe players as the characters open theWell.The floor of the chamber lies 30 feetbelow the entrance. The Well of Souls is adark, gloomy place. Even if there is daylight , the PCs must drop some source oflight into the Well before they can seeanything.

    When the PCs light the Well, they seethat the floor seems to writhe and squ irmwith a life of its own. A low, hissing soundfills the chamber. After a few seconds, thePCs realize that the chamber floor is covered wi th thousands of slithering snakes.

    If Sallah or an Arab NPC makes a successful instinct Check, he recognizes thesnakes as asps an d cobras-two extremelyvenomous species.Neither Omar nor an v other NPC voluntarily enters the pit. It's up to the PCs togo into the Well to retrieve the Ark. ThePCs have no trouble lowering themselvesinto the Well.Huge statues of Anubis, guardian of thedead. rise mightily from the floor to theceiling of the chamber. A raised platformstands at the wec;t end of the chamber, anda rectangular stone altar rests atop theplatform. A slab of stone covers the altar.Hundreds of tiny holes dot the south wallof the chamber. Snakes are continuallyslithering th rough the holes, some fallinginto the chamber, others climbing out.GEITING AROUND THE SNAKES

    If PCs throw torches onto the floor, thesnakes slither away from the fire. Nosnakes enter a Square that has some kindof flame in it.The kerosene in each can of fuel lasts for15 minutes. if PCs burn it constantly. Eachtorch bums for 15 minutes. If the PC-;want, they may use the kerosene to '" toast"'a large number of snakes at one time. Noone ever said this would be a pretty job!The snakes in the chamber don 't attackthe PCs unless the PCs try to harm themwith something ot her than fire. For example, i f Indy steps on an asp, the asp attacksIndy. Or, if Marion falls from the ceilingand lands on 12 snakes, she is attacked byall12 snakes. Attribut e Ratings for snakesare listed on the Referee Sheet.If a PC uses a torch to wave awaysnakes, he can walk through the chamber(1 Square per turn) without any problem.If a PC tries to move through the chamberwithout using any kind of fire, however,he runs the risk of stepping into Squaresthat contain snakes. When a PC tries tostep into a Square filled with snakes, havehim make a Backbone Check. If the Checkfails, the PC freezes in panic for 1 turn. Ifthe Check succeeds, he may try to moveahead, but he must make a MovementCheck to do so. If the Check fails, the PCeither stays in the same Square. or movesback 1 Square. If the Square behind h im isfilled with snakes, one snake attacks thePC.

    Obviously, the PCs should realizeusing fi re is their best strategy for getthrough this encounte r alive!DISCOVERING THE ARKThe stone altar atop the platform ichamber is hollow. The Ark of the Cnant is stored within. Two characterseach make a successful Strength Chethe same turn to lift the cover off theRead the following boxed text to the ers.

    The gleam of pure gold fills theWell ofSouls with an unearth }radiance. Even though the :\ rkrested undisturbed for centurieshines as if it has been cleanedpolished ever) day.Sturdy circles or gold are se tinto the top of the 1\rk, and intrcate patterns of gold ar e emblazoned across its surface.

    The PCs can use the 8-foot poles to lAr k from its r e ~ t i n g place. The PCs sknow that they should not touch theAny character who does, however, amatically takes one Serious wound topart of the body that touched the ArThe PCs can crate the Ark in 10 mutes. It takes the combined strength ocharacters to lift the crate on ropes frthe floor of the Well up to the entranthe ceiling. It takes 5 minutes to do tThe PCs must stay in the Well and anthe lines to keep the crate from swaydangerously as it is lifted. If the resanchor the lines, the crate immediatebegins swaying. Any character whoa successful Instinct Check understanproblem and suggests the solution. l fcrate sways for more than 3 or 4 turnslips f r ~ e and falls to the We// floor. Sfall doesn' t damage the Ark itself.

    ......

    QCl)......c:a.. sew:111dl

    10 fwt

    t-.:E

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    R A I 0 E R

    his episode features Indiana Jones,J Marion Ravenwoo d, and Sallah. Ittakes place at the Tanis dig.PC (PLAYER) OBJECTIVESMake sure all player characters survive(wo rth 3 Player Points).

    Prevent the Ark from leaving aboard theFlying Wing if the PCs are not on board(worth 2 Player Points).NPC (REFEREE) OBJECTIVE

    Get all of the PCs, the villains, and theArk to the same destination-either Cairoor the Nazi island base (worth 4 PlayerPoints).SCENE1: DINNERAND DRINKSRun Marion through this scene if she isbeing held prisoner in Belloq's tent. IfMarion is free, read this scene to yourself,as it outlines Belloq's activities while thePCs are recovering the Ark.Bel/oq enters the tent in the evening an dunties Marion . He brings her food an dwater. A few minutes later, he offers heran evening gown and suggests she try iton. Then he gets ou t a bottle of wine andpours two glasses.Belloq sits and shares the wine withMarion for as long as she wishes. He has awhole case of bottles, so they don't need toworry about running out. Use the alcoholrules from the boxed game for this scene;Marion ca n have four drinks before shehas to start making Backbone Checks.

    ....

    s 0 F T H E

    Two Nazi goons guard Belloq's tent at alltimes during the night. If Marion tries toescape through the front flap, the guardscatch her. If Belloq passes out, Marion canescape through the back or side walls ofthe tent; the rules covering PCs wh o ar emoving about the dig (Scene 2 in Episode4) still apply. Sometime during Belloq'slittle party (the exact timing is up to you),Toht, Dietrich, and two Nazi goons enterBelloq's tent.Toht advances toward Marion, w ~ e z i n g eagerly. Give the PC the impression thatMarion's about to subjected to the mostfiendish tortures imaginable. Su ddenly,Belloq steps between Toht an d Marion andforbids him to harm her. Toht protests(having once again been denied practicinghis craft), bu t Belloq stands his ground.Finally, all of the villains storm out of thetent, leav ing the two goons behind withMarion.

    As Belloq, Toht, and Dietrich stridethrough the camp, Be/loq notices activityon a ridgetop to the west-the ridge thatshelters the Well of Souls. Belloq tellsDietrich to wake his men so they caninvest igate. Toht goes to get Marion. All ofthe villains (and 30 Nazi goons) head forthe ridgetop .SCENE2: BURIED ALIVE!Just as the PCs pull the Ark safely ou t ofthe Well of Souls, 30 Nazi goons surround

    Well's entrance. Belloq, Toht, andDietrich follow closely behind. If Marionis a prisoner, Toht b r i n g ~ her a long.If Sallah ha s climbed ou t of the Wellbefore Indy, the Nazis take him prisoner.As soon as Indy tries to climb ou t of theWell, however, the Nazis drop the ropedown into the pit. Make sure the Nazisdrop the rope before Indy has had achance to climb up too far.If Sallah has been captured, ru n Scene 3from this episode for him sometime beforeyo u have resolved this scene.If Marion is a pr isoner, Toht gleefullypushes her into the Well. If Marion makes

    a successful Movement Check, she breaksthe fal l by catching one of the statues. Sheca n then hold onto the statue for 1 turnbefore falling . lf Indy makes a successfulStrength Check, he catches Marion. IfMarion failed her Movement Check, however, Indy's Strength Rating is cut to 1 /zwhen he tries to catch her. If Sallah is inthe Well, he may also try to catch MarionIf no one catches Marion, give her fall a

    Danger Rating of 60. On top of the nastyfall, there's a chance that Marion lands onsnakes. Roll ldlO. On a roll of 1, 2, or 3,Marion is attacked by that number ofsnakes

    L 0 s T A R

    Just before the Nazis seal the Wentrance, Belloq taunts Indy: "Oagain, Dr. Jones, we see that whaonce briefly yours is now mjne. Ais a fitting end for one such as yobecome a permanent part of thi s alogical find. Perhaps in a thousaneven you may be worth somethinjones, adieu :' The Nazis then seashu t .ESCAPING FROM THE WEL

    Three possible methods of escaoutlined below. If the PCs come usomething different, hear them outhen use your judgement.Ride a wild statue: Small holes msouth wall of the Well, which sheburial chamber. Snakes are frequeslithering through these holes. Thmay break through this wall by toone of the 25-foot-tall statues intomay try this by using an y one ofstatues, although the tw o closestsouth wall a re the ones likely to dbest job.Follow these steps if the PCs trymethod of escape:

    1. Have any PC who climbs one of themake a Movement Check. If the Check faPC falls. Roll1d10 if the PC falls into a Sfilled with snakes (a Square where thereOn a roll of 1, 2, or3, the PC is attackednumber of snakes.2. Have the PC make a Prowess Checktries to knock the statue into the wan . Iffails, allow the PCone more try. If he rollBreak on the first Check, he falls.3. As the statue topples, have the PC mInstinct Check to see if the statue hits inlocation. If the Check fails, the statue faldoesn't break the wall. No matter what hthis is a nasty procedure : As soon as a Pthis, use a Danger Rating of 8> to see if thurt w h ~ e performing themaneuver.

    If a PC is trying to topple one of the ststands along the north wall, cut his Instinin 1/2 for this step.If the PCs break through the waScene 4 .

    Secret exit: A stone block in the wbehind the altar doses of f a secretAnytime a PC searches for a secretrap in the Well, have have him mInstinct Check. (If the PC is in a swhere he couldn't normally see thwall, the Check automatically faildistance a PC is from the west wahis Instinct Rating for this CheckTable 5).

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    TABLE5SECRET SEARCH

    Distance fromwest wal1Square2-4 Squares

    &-6 SquaresOver 6Squares

    Effect on PC'sInstinct Ratingdoublednormalcut to '12cut to 11

    If the Check succeeds, the PC finds thesecret exit. The PCs may pry the stoneopen with a knife, shovel. or any othersharp object. The passage behind the stoneleads to a burial chamber. Go to Scene 4.Good old-fashioned rescue: The PCs canuse this option on ly if Marion or Sallah isfree. (Sallah may have escaped in Scene 3.)That PC must then figure out some way torescue the res that are trapped in theWell.

    l f the PCs are rescued from the Well, thefirst thing they see upon emerging is theNazi airstrip. lf the PCs go toward th rairstrip, go to Scene 5.SCENE3: SALLAH'SFATEPlay this scene only if Sallah is capturedby the Nazis outside the Well of Souls inScene 2.

    The Nazis order Sallah, Omar, and thenine diggers to raise their hands behindtheir heads. Two Nazi goons (armed withsubmachine guns) and six Arab goons(armed with rifles) lead the prisoners awayfrom the Well to an area just south of thetents. The goons hold the prisoners in a 6-foot-deep, circular pit. The pit is 30 feet indiameter. The goons then stat ion themselves at various intervals around the rim ofthe pit.If Sallah tries to escape at any time,

    Omar and the other diggers join him (ifSallah wants them to). Attribute Ratingsfor Omar and the diggers are given on theReferee Sheet. If Sallah asks the Arabgoons for help, they offer none-exceptthe promise that they will hold their fire. USallah is careful to speak in Arabic, theNazis don 't understand any conversationthat takes place between Sallah and theArab goons.

    If Sallah and the diggers try to escape,make Instinct Checks for the Nazi goons.If a Check succeeds, the goons open fire onthe escaping prisoners. The Nazis spraythe fire in all directions, however; roll foronly one attack per prisoner for each tumin which there are at least six prisoners stillstanding (to represent the spray of thesubmachine gun fire). If there are fewerthan six prisoners, some may be hit bymore than one bullet.

    Ten turns after submachine gun firebreaks out, four more Nazi goons ar rive atthe scene. If the fight continues, four Nazigoons arrive every 10 turns. If all of theNazi goons involved in the fight areunconscious at one time, the prisoners candisperse and flee into the tent area, mingling with the other Arabs in the dig.SCENE4: BURIAL CHAMBERRead the following boxed text to the players as the PCs enter this area.

    Strange. m o l d ~ figuns line al l th ewalls of this small. dust\ ('hamber.The ai r is stal.> with thf' .snH' II ofd e a t h . S u d d . > n l ~ s f ' V t ' r a l o f t h e figures lunge forward with gapingjaws and eager. clutching fingers!

    The PCs are in a small b u r i c ~ l chamber.The figures arc ancient corpses that fallwhen the PCs enter the chamber.Have each PC make a Backbone Check.If the Check fails. thePC is frozen in fearfor several turns(your discretion).

    A stone passageway leads t hroughchamber. After the PCs have workedway through a few feet of the passagthey see a glimmer of light ahead. Thcan climb up a pile of rubble to reachlight. The PCs can then push aside ablock of stone and escape the chamb

    The PCs emerge from the westernof the ridge that shelters the Well enThey are facing the airstrip. Go to SSCENE 5: THE FLYING WINGUse the Action Map, the Flying Winthe Fuel Truck figure for this scene. Cthe Flying Wing inside the circle onAction Map. It should face west. PlaFuel Truck figure just inside the circlthe map, on the southwest side.

    As the PCs emerge from the Well,see a bizarre aircraft sitting on an airits twin engines idling with a dull thuTwin rudders jut upward at the rear,iron Crosses decorate its wings. Actuthe plane looks like one great big wiThe pilot's cockpit and the rear-facinmachine gun turret are the only othedistinguishable features of the craft.Wheel chocks-large, triangular pof wood-hold the plane in place onairfield.

    If a PC makes a successful InstinctCheck, he realizes that the plane is gto be carrying the Ark out of AfricaThe pilot is in the cockpit, and anNati is working underneath the planthe Nazi goon ratings for these charaThe pilot is armed with a pistol, thewith a monkey wrench.Within the building north of the fthe mechanic. His ratings are given inside cover. For the purpose of comthe mechanic is a goon.For every turn that

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    a PC is visible on the airfield, make anInstinct Check for the mechanic. lf one ofthe Checks succeeds, the mechanic comesou t of the building to go after the intruder.The mechanic is unarmed .

    Ma ke a n Instinct Check for each of theNazi goons if the PCs move onto the air-field. If a Check succeeds, the PCs arespotted!I f the PCs do nothing at this point, the01azis truck the Ark out to the airfield. Tenminutes later, they load it onto the FlyingWing, which then takes off for a Nazi

    island base (see Episode 7).If this happens. Belloq, Toht. and Die-trich drive to Cairo and board a steamer.A Nazi submarin e picks the three villains

    up in the Mediterranean and takes them tothe island. The ceremony described inEpisode 7 still takes place. If they want,the PCs can follow the three villains ontheir journey to the island. Go to Scene 2of Episode 6.STOWAWAYS

    I f the PCs reach the plane undiscovered,they can stow away by hiding in the cargocompartment. which is in the plane's belly.There are several loose tarpaulins andpanels in the compartment that the PCscan use to cover themselves. Th e villainsstill drive to Cairo, however. The planeflies on to the island base described inEpisode 7.

    Make sure the PCs know that the cargocompartment is not connected to theplane's cockpit. A tiny passage does con-nect the cockpit to the machine gun turret,however. It takes a character 1 turn tomove through the passage from one sec-tion to the other.SABOTAGE

    The PCs may try to sabotage the planeto keep it from l'aving the dig. Since theplane is fully fueled, it could easily bedestroyed by fire. The fuel tanks are in thewings; one of them must be opened beforethe fuel will ignite.The fuel truck is also full. If the fuelfrom this truck is ignited, the fire spreadsto the plane in 10 turns. I f machine gunbullets from the turret hit the truck, or if a

    wing of the plane hits the truck, fuel spillsout. PCs may also spill fuel from the truckby manually opening the nozzles. Bulletsfrom handheld gunscannot puncture theplane or fuel truck.

    lf PCs remove one of the wheethe plane pivots on its remainingwheel , making a complete circle turns. An y character in the pathpropellers while the plane pivotsmake a successful Instinct Checkmatically take two Serious wounIf a PC gets into the plane's cocockpit hatch slams shut and loc

    character must either shoot the hor use a tool to force it open.Since there are two machine gumounted in the turret, an y charauses these guns gets six attacks peSix turns after any fighting brcaon the airfield, a truck carrying egoons arrives. Each of the goonswith a submachine gun. The goofrom the truck and close in on th

    If either the plane or fuel truckfire, two truckloads of Nazis (eigeach) arrive in 4 minutes. The Naundertake an intense searcPCs. If the plane is on firand Belloq arrange to haArk taken to Cairo by t

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    R A I D E R

    !{)his episode features Indiana Jones,Marion Ravenwood, Sa/lah, and. Captain Katanga. It t a ~ e s plac.e on theroad to Cairo and on the Bantu Wmd.PC (PLAYER) OBJECTIVEFollow the Ark to the Nazi island base(worth 4 Player Points).NPC (REFEREE) OBJECTIVEGather all surviving PCs and villains atthe Nazi island base (worth 4 PlayerPoints).SCENE 1: ROAD TRIPRun this scene if the Ark is no t flown outof Tanis aboard the Flying Wing.

    The Nazis load the Ar k into the back ofa heavy truck. Six Nazi goons ride in backwith the Ark. and two ride in the cab. Allare armed with pistols. The Nazis areplanning to take the Ark to Cairo to beloaded on a ship bound for a Nazi islandbase in the Mediterranean.Three cars accompany the truck, eachcarrying three people. A machine gun ismounted in the back of one of the cars.Belloq, Toht, Dietrich, and six Nazi goonsmake up the party accompanying thetruck. You can decide who rides in whichcar, but note that the drivers of all threecars should be goons. You should alsodecide the order of vehicles in the Nazis'convoy.

    s

    Make sure that the PCs have a chance tosee the Nazis preparing to leave. If the PCswant to chase the Nazis, they can find thefollowing forms of transportation in themotor pool area of the dig: one horse,two motorcycles, and five heavy trucks(including Omars). All of the vehicleshave keys in them.The Nazi convoy has already moved SOAreas before the PCs head out after them.The Nazis travel at 30 mph.If you want, you can use the Nazi Vehicle figures to map out this chase.

    RUNNING THE CHASEUse the Chase Flow Chart from theboxed game when you run this chase.If some PCs do not take part in thischase, make sure you find out what theyare doing.

    The road from the dig to Cairo windsthrough high, rocky ridges dotted wi thsparse vegetation. A horse can easily crossthis terrain, automatically gaining 1d10Areas on the convoy per minute. Motorcycles can also cut through this terrain,gaining on the convoy as horses do. I f aPC is driving a motorcycle, however, hemust make a successful Movement Check

    0 F T H E

    once per minute or have an accident (usethe Accident rules from the rules booklet).If a PC has an accident, he loses 10 Areasto the convoy.If PCs take a truck, they have to followthe road; they gain no extra Areas on theNazi convoy (other than the Areas theywould normally gain by driving very fast).

    The roadways that fo llow Circles A, G,and L on the Chase Flow Chart run alonga 100-foot-high cliff to the left. If a vehiclehas an accident that sends it into a slidealong any of these roads, roll 1d10. On aroll of 1-5, the vehicle sails over the cliff;on a roll of 6-10, the vehicle slides to theright.As soon as Nazis spot a pursuing PCthey open fire. The Nazis never risk shooting at the truck that carries the Ark, however, even if a PC is in clear view near thetruck.

    If a PC takes control of the truck that.carries the Ark, the Nazis in the truck'srear try to climb along the sides or top ofthe truck to get to the cab. The truckpasses some kind of obstruction (trees,cliff, building) every 3 turns. If the driverswerves toward an obstruction, you mustmake a Strength Check for any Nazi hanging onto the outside of the truck. I f aCheck fails, the Nazi falls.RESOLVING THE CHASEAs a result of this chase, the truck carrying the Ark will be in either the Nazis' orthe PCs' control.lf a PC is alone in the truck carrying theArk. he reaches Cairo in 5 minutes.If the Nazis still control the truck carrying the Ark, and all of the PCs involved inthe chase stop for any length of time, theNazis get the Ark to Cairo in 5 minutes.IF THE NAZIS HAVE THE ARK

    The Nazis drive the truck directly to theCairo waterfront. They load the Ark ontoa steamer that departs immediately for theMediterranean. As soon as the steamer isout of sight of land, the Nazis transfer theArk to the Wurrfler, a Nazi submarine thatwill carry its cargo to an island base. Bel-loq plans to perform the ritual of openingthe Ar.k on this island.If the PCs arrive in Cairo within an hourafter the German steamer departs, theycan board the Bantu Wind and follow theNazis. (See Scene 2 for notes on the BantuWind.)If the PCs arrive in Cairo too late, h.avethem get in touch with a contact at thewaterfront. The con tact can tell the PCswhen the German steamer left. He alsosays that the Germans who boarded theship seemed to handle one piece of cargo

    L 0 s T A R

    very carefully. The contact has also that the British authorities are up inover reports of a Nazi U-boat in thea few miles offshore. The PCs can uinformation to trail the Nazis to theisland base.

    Go to Scene 2.IF THE PCs HAVE THE ARKI f a PC drives the truck carrying tinto Cairo, he can park the truck inOmars garage before the Nazis figuwhat has happened. Go to Scene 2.SCENE2: THEBANTUWINDRun this scene if the PCs have the ACairo. If the Nazis have the Ark, rethrough this scene, but ignore the evdescribed in "Boarding Party:'

    The only form of transportation oCairo that's available to the PCs fornext 10 days is the tramp steamer BWind. Captain Katanga, the skippeship, is a trusted friend of Sallahs.Katanga can leave Cairo within 6 hbeing contacted by the PCs.If the PCs want to wait in Cairo fplane or another boat, have the Naztrack them down and recapture theshould become apparent to the PCsthe longer they stick around Cairo,nastier things are going to get!1f Sallah wants to stay in Cairo, tplayer running him may run Katang

    PC. If not, treat Katanga as an NPCof tht> PCs.The Bantu Wind sets sail for whadestination the PCs sta te. Katanga g

    Indy and Marion his berth, while hespends his time on the bridge.If the PCs are following the Nazirine to the island base, go to Scene PCs are carrying the Ark aboard thWind, run the events described in "ing Party:'BOARDING PARTYThe freighter sails. for one peacefunight, but that's all. Trouble arrivesdawn: a Nazi U-boat surfaces nextBantu Wind and fires a shot across bow. Katanga recognizes this as thestanding maritime order to ''Halt!"

    If Katanga is an NPC, he stops h(I f a player is running Katanga, he what to do.) Point out to the PCsU-boat could easily sink the BantuThe U-boat could also use the cannmachine gun mounted on its deck tpound the freighter without sinking(The Nazis are naturally reluctant tthe Ark to the bottom of the Meditnean!)

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    Thirty Nazis armed with submachineguns board the Bantu Wind. accompaniedby Belloq and Dietrich. The freighter'screw doesn't resist (they're not stupid!), sothe PCs are on their own in this situation.The Nazis search the ship thoroughlyand find Marion (and Sallah, if he isaboard ). Indy, however, can try to hide.Use your judgement to decide if Indy hasdone a good job of hiding, then adjust thesearching Nazis' Instinct Checks accordingly. If any of the Nazis' Instinct Checkssucceed, the Nazis find Indy.The Nazis take the Ark (and any prisoners) on board their submarine, whichfloats 200 feet from the freighter. Thesubmarine stays above the water for 5

    - ... :.:........ ...... ... __ -:--- --- _.... .____ . _

    minutes while the decks are cleared. Thenit slowly submerges to periscope depth.The subr!larine, the top of its scope abovethe surface of the water, then heads for theNazi island base.If Indy is still free , he can try to ride thesubmarine to the island. He must lashhimself to the periscope to do so (his whipworks fine for this ). The ride, however. isa very unpleasant one!

    I f any PCs remain on the Bantu Wind,go to Scene 3. Otherwise. go to Episode 7.SCENE3: NORTH BY NORTHEASTRun this scene if the PCs on the BantuWind are following the Nazi sub.

    f',

    Since the U-boat must travel verslowly. the freighter can easily stayIn fact, if the Bantu Wind stays onsame course the sub has set, it getsisland before the sub does.The freighter arrives just off thethe Nazi island base shortly beforePCs aboard the freighter may swimor take one of the ship's boats. UnlPCs take an unusually long time geashore (use your judgement), theythe shore before dawn.If the PCs don't go ashore until adawn, however, they are met by 10goons armed with submachine gunNazis then try to take the PCs priso

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    R A D E R s

    I hi 'd foatu"' Indiana J o n ~ . Marion Ravenwood, and Sallah orCaptain Katanga. It takes place on theNazi island base.PC (PLAYER) OBJECTIVESKeep your PC alive (worth 3 PlayerPoints).Remain free while the Nazis open theArk (worth 3 Player Points to each PC forevery PC that remains free).NPC (REFEREE)OBJECTIVEHave Belloq open the Ark in the presence of all surviving villains (worth 4Player Points).SCENE 1: HIT THEBEACH!The day dawns at 5 a.m. on this rockyisland. The Nazi sub Wurrfler doesn'tarrive until 9 a.m., so any PCs on theisland before dawn have plenty of time toexplore. Use the Nazi Island Base Map as aguide when you describe this island to theplayers.The island is a well-developed supplydepot serving the German Navy. Theisland's terrain is barren and rocky. Thecliffs shown on the map are steep; any PCwho tries to climb one must make a successful Movement Check or fall (DangerRating of 80).The spots marked as beach on the mapare smooth, sandy, and wave-washed. Therest of the island's shoreline is made up ofcliffs: PCs can only go ashore on beaches.Traveling across this island is rough,even in the spots where no cliffs areshown. There are plenty of places for PCsto hide, however. The island's terrainclimbs toward its center, so the farther aPC gets from the shore, the higher he is.Crates of all shapes and sizes are stackedhigh and covered with tarpaulins in thesupply depot areas. If the PCs sneak intoone of these areas, roll 1d10 on Table 6:Supply Crates (on the Referee Sheet) foreach crate the PCs open.

    F

    TABLE6SUPPLY CRATES

    T

    DieRol Crate Contents1 Camera equipment2 Large canvas tents

    H E

    3 Hand-held rocket launcher andsix rockets !treat as grenades)4 Short wave radio5 Guns and ammo !roll 1d10-

    1-2: submachine guns; 3-7: rifles;8-10: pistols)6 Canned food and water7 Crankcase oil8 German uniforms9 Wrenches, screwdrivers, and

    hammers10 Gasoline

    Several tents are pitched around eachdepot. Six Nazi goons live at each supplydepot. At least two goons are on duty atall times.PCs may run into Nazis in the followinglocations on the island: the submarine pen(see map inset), the supply depots, theairstrip, and along the trails. No Nazis arearound the altar area until Belloq arrivesthere.

    If any of the PCs are discovered runningloose on the island, the Nazis raise analarm. Six parties of six Nazi goons each(four armed with rifles, two with submachine guns) go out to search the island. IfPCs are loose on the island after an alarmhas been raised, have them see or run intoone of these search parties.THE ARRIVAL OF THE WURRFLER

    The Nazi U-boat approaches the islanddocking bay at 9 a.m., surfacing just outside the entrance. If a PC is riding the sub,he must leap into the water within 2 turnsof the sub's surfacing, or Nazis in thedocking bay spot him.Once the sub has docked, the Nazisunload the Ark through a deck hatch andlift it on an overhead crane. The cranecarries the Ark along the ceiling of the pento the Security Room. The Nazis also takeany PC prisoners to this room. TwelveNazi goons (eight armed with rifles, fourwith submachine guns) guard the prisonersthroughout the day.A steel door is the only entrance to theSecurity Room . Two goons armed withpistols are posted outside this door at alltimes. One of these goons carries the onlykey to the door.

    L

    SCENE 2: SETTING THE STAGEUnless the PCs interfere somehow, Bespends the day preparing to open thewhich he plans to do in an elaborate cmony just after sunset. He spends 4 hmeditating in a tent at the supply depnear the submarine pen.In the meantime, goons uncrate theand cover it with a black, silk cloth, tcare not to touch it. By midafternoonBelloq is ready. He leads a processionNazi goons up the hot, dusty trail towthe altar. Any surviving villains and aPC prisoners also join this processionBelloq halts the procession when itreaches the supply depot near the altagoes into a tent. An hour later, Be/loqemerges, dressed in a ritual turban angown. He holds a carved ivory rod inhand. As the procession winds up thepart of the trail leading to the altar, thsun begins to set.The altar has been carefully preparBelloq's arrival. The Nazis have placenoodlights and cameras all around. ANazis carry the Ark up the altar stepsother goons tie any PC prisoners to apole at the far end of the al tar site.IF A PC INTERFE