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Indiana Jones RPG - Ij3 - Crystal Death Adv Pack
Indiana Jones RPG - Ij3 - Crystal Death Adv Pack
Now,
with the Official MAGIC VIEWER™System!
Duel the Referee or adventure together as Indiana Jones plunges into
African danger!
TABLE 3
ADVENTURE ATTRIBUTE
. RATINGS
Attribute Ratings
Characters/Type Weapon ST MV PR BK IN AP
Attribute Ratings
Creature Special ST MV PR BK IN AP
ABBREVIATIONS:
ST Strength MV Movement
PR Prowess BK Backbone
IN Instinct AP Appeal
SUB Submachine gun
Key Entry 8
Iron Reinforced
Stained Glass
..
Window To
(Impassable)
Scene
2
Doorway
To
Scene
6 Pillar
2
6753XXX0701
13
Magic Viewer™Action
JUNGLE MAP
- ~
Scale: 1 hex = 2 miles
Key
~River
<\. .
HGo od evening, Dr. Jones:'
University life starting to get a little,
well, tame? Feeling that unmistakable
itch under your collar again? Got that
distant look in your eye? Well, all right.
The National Museum has planned a ~ ·i,, I JJ,
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but don't be surprised if we toss in some /
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3
CRYSTAL D E A T H
ground floor, roll ld10 again to determine Attribute Ratings for Mclver's goons are
the location of the monastery's main gate. given on the inside cover of the adventure babbled on, smiles broadly. 'Well,
Whenever Indy enters a Hazard circle on pack. Indiana, perhaps you should go see for
the chart, roll ldl0 on Table 2 to find out yourself? Certainly the National
SCENE 3: HOLY ROLUNG Museum would be, er, interested in any
what happens.
Read the following boxed text to the artifacts of Shintay culture you might
TABLE 2 player. be able to scare up." Before he's finished
MONASTERY HAZARD TABLE speaking, you've started repacking.
So much for quiet French countryside. "Now you wouldn' t want to go to
The hills are ringing with the sound of deep dark Africa all alone, would you
Die Roll: 1-2 gunfire. Boy, people around here are Jones?" Marioni You turn to see tha t
Hazard: Guards' Quarters - Five guards, really going to wonder about these Marion's been sitting in your darkened
all disguised as monks, attack Indy or monks now, what with all of them study all the time ... she heard the
join the chase after him as he runs tearing out of the monastery after you. whole thing! And now she's telling you
through this area. guns blazing. that she insists on going along- to get a
Die Roll: 3-4 Well. look at that! A truck parked scoop for that newspaper she's working
Hazard: Bell Tower Shaft - The hallway right in front of th~ monastery, and for now- or she'll blow the whistle on
suddenly ends in a bell tower shaft, with the motor running. Now there's a the whole thing here and now. Well,
which is 20 feet in diameter. A thick real miracle. And ii looks like the you think, maybe some company
bell rope hangs down the center of the driver (dressed like a monk, of course) wouldn't be such a bad thing after all.
shaft. Indy must make a successful hasn't even noticed you.
Movement Check to jump and grab the OPTION 2: IF INDY FALLS
rope. lf the Check fails, Indy falls 10 Allow Indy to reach the truck before it
feet down to the next level. If the Check pulls away. Four monk~ armed with UNCONSCIOUS
machine guns are 4 Areas behind Indy. Read the following boxed text to the player.
succeeds, Indy can climb down the rope
to the ground floor (in 1 combat tum) Two unarmed monks are in the back of the
or up to the next level (in 2 combat truck; the driver is armed with a pistol. If Fireworks! Rockets! All going off in
turns). Of course, there's probably Indy gains control of the truck, go to your head as you slowly come to.
going to be some lead flying during all Option 1 of the Cliffhanger. If Indy is Searing pain blinds you when you
of this. knocked unconscious, go to Option 2. shake your head. Where are you? And
who the heck is shaking you so hard?
Die Roll: 5-6 CLIFFHANGER: AFRICA CALLING Mom? Slowly your vision clears.
Hazard: Dead End - The hallway ends at a Marion!
locked door. Indy must make a success- OPTION 1: IF INDY ESCAPES "Jones. Welco me back to the living. I
ful Prowess Check to shoot the lock off Read the following boxed text to the chase you all over Europe and now
the door. If he rolls a Bad Break, the player. Africa, and I find you dead drunk in
gun jams. Otherwise, the door delays some hole in the wall. What are you
Indy for only 1 combat tum. Indy can Whew. This job just gets crazier every doing here, anyway?"
try to break the door down, but he day. At least you got away from that That's a very good question. As far
must make a successful Strength Check so-called monastery. But there's still a as you can figure, the boys at the
at ¼ (and have a running start) to do long road ahead: the rough ride to French monastery must have dumped
so. If the door doesn' t give, it has a Paris, a race to catch your plane out of you here. But why Africa?
Danger Rating of 20. France, and a series of cramped con- The air is sticky a nd ho t, and it
Die Roll: 7-8 necting flights that take you, finally, doesn't help your head much, but
Hazard: Chanting Monks - Ten chanting back to Connecticut and your home. Marion here, she's all decked out in
monks sway down the hallway here. But forget resting. because as you safari clothes and ready to go . You tell
These monks are also Mclver's goons. If unpack, you find that you accidentally her about the monastery, but she
it's obvious to these monks that Indy is picked up some extra baggage at that doesn't seem to believe you. You search
being pursued by their brethnm, they monastery. You wrapped yot1r artifact through your pockets trying to find
try to hold him back, although they are in some old cloth map that was in some shred of evidence to support your
not armed. On the other hand, if Indy Mdver's treasury room .. . a map that story, but all you find is this scrap, this
has given his pursuers the slip, he may seems to detail the movements of a clan old cloth map-obviously something
be able to join these monks undetected. of people around 1600 B.C. The clan you picked up in the monastery.
Make an Instinct Check at ¼ to see if moved from the African coast into the You stare for a moment at the map,
the monks realize that Indy is a stran- Congo; could they possibly be ... the and suddenly your head clears. It's an
ger. lf the Check fails, Indy falls into Shintay? ancient map that shows the route of the
the ranks. Indy's pursuers no w make The Shintay- you want so badly to Shintay, a race that supposedly splin-
Instinct Checks at ¼. To make things believe it. They were a race of people tered off from ... Atlantis! They appar-
interesting, have this procession avoid that supposedly splintered off from the ently settled in Africa. So that's what's
any stairs o r exits. fabled Atlantis-the lost continent that going on here. Mclver's hot for some
no one has ever been able to prove Shintay ru ins, so he dumped you here
Die Roll: 9-10
existed. If the Shintay once lived, then along the way. The map indicates that
Hazard: Mclver Again - As Indy rounds maybe... there could be remnants of Shintay
the comer, he runs straight into Mclver
Marcus Brody, who has been stand- settlements very close by! Suddenly the
and four of his goons.
ing beside you listening calmly as you African climate doesn't feel so bad.
4
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5
C R Y S T A L DEATH
CRYSTAL DEATH
PLAYER A COMBAT CLOCK (for Episodes only)
TURNS TURNS TURNS TURNS TURNS
10 20 30 40 50
1 □ 1 □ 1 □ 1 □ 1 □
2 □ 2 □ 2 □ 2 □ 2 □
3 □ 3 □ 3 □ 3 □ 3 □
4 □ 4 □ 4 □ 4 □ 4 □
5 □ 5 □ 5 □ 5 □ 5 □
6 □ 6 □ 6 □ 6 □ 6 □
7 □ 7 □ 7 □ 7 □ 7 □
8 □ 8 □ 8 □ 8 □ 8 □
9 □ 9 □ 9 □ 9 □ 9 □
10 □ 10 □ 10 □ 10 □ 10 □
TURNS TURNS TURNS TURNS TURNS
60 70 80 90 100
1 □ 1 □ 1 □ 1 □ 1 □
2 □ 2 □ 2 □ 2 □ 2 □
3 □ 3 □ 3 □ 3 □ 3 □
4 □ 4 □ 4 □ 4 □ 4 □
5 □ 5 □ 5 □ 5 □ 5 □
6 □ 6 □ 6 □ 6 □ 6 □
7 □ 7 □ 7 □ 7 □ 7 □
8 □ 8 □ 8 □ 8 □ 8 □
9 □ 9 □ 9 □ 9 □ 9 □
10 □ 10 □ 10 □ 10 □ 10 □
START LOCATION: _ __ __ _ _ __ _ _ _ _ _ __ _ __ _
EXIT CIRCLE: _ _ __ __ _ _ __ __ _ _ __ _ __ _ _
LOCATION OF YOUR ITEMS: _ _ _ __ __ _ __ __ _ __
OPPONENT'S ITEM LOCATIONS (Player B):
(A) _ __ _ __ (B) _ _ _ _ __
(C) - - - - - -
ENCOUNTER AREAS CLEARED OUT:
1 □ 5 □ 9 □ ACTION POINTS
2 □ 6 □ 10 □ BONUS POINTS
3 □ 7 □
4 □ 8 □ TOTAL POINTS
7
ij From
REFEREE GUIDE
the Files of INDIANA JONES™
*
CRYSTAL DEATH
PLAYER B COMBAT CLOCK (for Episodes only)
TURNS TURNS TURNS TURNS TURNS
10 20 30 40 50
1 □ 1 □ 1 □ 1 □ 1 □
2 □ 2 □ 2 □ 2 □ 2 □
3 □ 3 □ 3 □ 3 □ 3 □
4 □ 4 □ 4 □ 4 □ 4 □
5 □ 5 □ 5 □ 5 □ 5 □
6 □ 6 □ 6 □ 6 □ 6 □
7 □ 7 □ 7 □ 7 □ 7 □
8 □ 8 □ 8 □ 8 □ 8 □
9 □ 9 □ 9 □ 9 □ 9 □
10 □ 10 □ 10 □ 10 □ 10 □
1 [l □1 1 □ 1 □ 1 □
2 □ 2 □ 2 □ 2 □ 2 □
3 □ 3 □ 3 □ 3 □ 3 □
4 □ 4 □ 4 □ 4 □ 4 □
5 □ 5 □ 5 □ 5 □ 5 □
6 □ 6 □ 6 □ 6 □ 6 □
7 □ 7 □ 7 □ 7 □ 7 □
8 □ 8 □ 8 □ 8 □ 8 □
9 □ 9 □ 9 □ 9 □ 9 □
10 □ 10 □ 10 □ 10 □ 10 □
START LOCATION: _ _ __ __ __ _ __ _ __ _ _ __
EXIT CIRCLE: _ _ _ _ _ _ _ _ __ __ __ __ _ __ __
LOCATION OF YOUR ITEMS: _ _ __ __ __ __ _ __ __
OPPONENT'S ITEM LOCATIONS (Player A):
(A) _ _ __ __ (B) _ __ __ _ (C) - - - - --
ENCOUNTER AREAS CLEARED OUT:
s ACTION POINTS
1 □ □ 9 □
2 □ 6 □ 10 □ BONUS POINTS
3 □ 7 □
4 □ 8 □ TOTAL POINTS
'M 1\JOR NPCs
Front the£ileSt1n£ INDIANA JONES'-*
CRYSTAi:. DEATH ,, Ian Mciver
(Jan) is a mercenary whose idea of archaeology
w- ft is to steal whatever someone else has found.
,::
_;~;,;;:; ,(½
->~~J;-;..• ~t
Strength 88 176 44 22
Movement 80 160 40 20
~
Prowess 68 136 34 17
Backbone 76 152 38 19
At • " Instinct
Appeal
64
76
128
152
32
38
16
19
MOVEMENT RATE (running): 25 Squares (5 Areas)/tum
WEAPON: knife
,. * lNOlANA JONES, CRYSTAL DEATH. game tl,ments. and character namf'S and liktncsw-s an- tr.t<l#m:ar\-c. of 1 " "~c-m..-. J trl .,-.,1 ,._,4,._.. ~ .,.L,...:......; _ _
~~ REFEREE GUIDE
~
From the Files of INDIANA JONEsTII•
CRYSTAL DEATH
TABLE 6
ACTION POINT AWARDS
Indiana Jones
Attributes
ST MV PR BK IN AP
Att. Modifiers (No. of pts. awarded for successful Check)
x2 0 0 0 0 0 0
Normal 32 20 24 28 20 12
1h 66 60 62 64 60 56
¼ 33 80 81 82 80 88
lucky Break 95 95 95 95 95 95
Marion Ravenwood
Attributes
ST MV PR BK IN AP
Att. Modifiers (No. of pts. awarded for successful Check)
x2 0 0 0 0 0 0
Normal 48 36 44 20 40 8
,,..
1}2 74
87
68
84
72
86
60
80
70
85
54
n
Lucky Break 95 95 95 95 95 95
TABLE 7
BONUS POINT AWARDS
EPISODE 1 (Player A)
For recovering the artifact 500 points
For getting out of the monastery alive 500 points
EPISODE 2 (Player B)
For finding Vogel before needing to be rescued 1,000 points
EPISODE 3 (Player A)
For discovering that the Vogel expedition is a bunch of Nazis 500 points
For escaping from Nazi expedition's camp 500 points
For discovering the Skull Palace alone 1,000 points
EPISODE 4 (Player B)
For meeting Vyperion, King of the Shintay 500 points
For escaping from the Sun Trap Room 1,500 points
EPISODE 5 (Players A & B)
For finding the specified item 1,000 points
For escaping the palace before it explodes 1,000 points
"'* Character names and likenesses are trademarks of Lucasfilm Ltd. used under authorization.
© 1984 Lucasfilm Ltd. All Rights Reserved.
To remove Referee Guide, open staples, pull out center sheet, and bend staples back.
10
B. Ian Mciver: Mciver, Indy's pal from his characters out of this. If nothing the following encounter: J2. Vogel's
France {see Episode 1), is Vogel's partner happens, go to Vogel's Mission below. troops: Eight Nazi goons have spread
on this little trip. He's sleeping in this out in a line and are searching for the
tent. Any character who enters the tent VOGEL'S MISSION characters. The line is moving eastward.
must make a Movement Check. If the If the characters are caught while The characters can't cross the line with-
Check fails, Mciver wakes up and imme- investigating tents, or if they have started out being spotted and attacked. If the
diately sounds an alarm. Then go to a fight with some of the natives or assist- characters keep moving east, however,
Scene 3. ants, read the following boxed text to the they can avoid the goons. If they don't
player. move, the goons are bound to find them!
An open box marked "Quinine" rests
{If at any time the characters are really
at the foot of Mclver's bed. The box You turn around to see Vogel standing
holds German hand grenades and several about to buy the farm, go to Option 1 of
before you, all decked out in a sharp the Cliffhanger. Shintay warriors rescue
cartons of ammunition. Swastikas are Nazi uniform. He's got his Luger aimed
painted on the cartons. Mclver's Luger the characters and take them to the Shin-
right at your heart. "You can call me tay Skull Palace {Option 2 of the Clif-
pistol rests atop the cartons of ammo. An Colonel now, rather than Doctor-at
unlit oil lamp stands next to the box. fhanger). If Vogel and his goons are close
least the short time you have left on behind, the warriors stop them and
C. Ammo dump: Several boxes marked this earth. escort them to the palace as well.
"Quinine" are stored in this tent. The "I recognize you from intelligence
sides of the boxes are marked with swas- photographs, Herr Jones. I'd hoped to CUFFHANGER: LEGEND COMES TO UFE
tikas. If the characters open one of these keep you alive a bit longer-to make
boxes, they find that it's filled with 9mm full use of your archaeological exper- OPTION 1:
ammunition. Have the player read screen tise-but my partner convinced me that A LEGEND HELPS OUT
Entr:y 3 in the Evidence File. Then allow such a luxury was too much risk. I Read the following boxed text to the
1 combat tum to pass. believe you have met my partner:· player if the characters are about to be
If the character doesn't act, the light of From behind a tent flap appears Ian captured or badly mangled in a fight
an oil lamp suddenly shines into the Mclver. "I suppose there ain't no reason with some animal.
tent's entrance. Go to Scene 3. to hide no more, Indiana, since this
here is my expedition . I planned it from Suddenly, a crystal-tipped arrow whis-
D. Vogel's tent: Vogel is here, changing tles through the air. Somebody's on
a copy of that map you stole from me!
into his Nazi uniform, which he finds Vogel here was good enough to put up your side! But who?
quite a bit more comfortable than his Out of the blackness of the jungle, 20
some funds-seems these soldier boys
safari disguise. A burning oil lamp stands natives-each one white and 8 feet tall,
are interested in the part of the Shintay
on the tent floor, and an opened crate of for cryin' out loud- emerge. carrying
legend that deals with the Atlanteans'
hand grenades rests near the tent entrance. bows and arrows. It's the Shintay!
mysterious source of power. Can't say
If the characters are clumsy, Vogel
as I blame them:•
spots them.
OPTION 2:
E. Natives' quarters: Five natives sleep in Have Indy make an Instinct Check. If the VALLEY OF THE SHINTAY
this tent. Their spears lie near their sleep- Check succeeds, let the player read MAGIC If the characters reach encounter L on
ing mats. Characters must make Move- VIEWER'" screen Entry 18. Note what items the Jungle Map (either with or without
ment Checks if they enter the tent to see Indy has around him {if he's in a tent) that he the Nazi expedition), read the following
if they startle the natives. If awakened, could use to create a diversion. If Indy cooks boxed text to the player.
the natives sound an alarm; go to Scene 3. up a diversion that buys him at least a few The characters may have been led here
seconds, he has time to grab Marion and by members of the Shintay tribe.
F. Assistants' quarters: Three of Vogel's
goons sleep in this tent. A leather bag escape from the camp.
rests at the foot of each bed. Each bag If the characters escape into the jungle, The jungle here is even darker than
Vogel orders Mciver and his goons to before. But it doesn't seem like a natu-
contains a Nazi uniform and several
chase them . He tells the natives to stay ral darkness. Suddenly, the foliage thins
rounds of 9mm ammo. A burning oil
behind. Go to Scene 4 . out, and a deep ravine stretches before
lamp stands between the beds. As soon
If the characters don't escape, Vogel you.
as characters discover the contents of the
bags, go to Scene 3. takes any weapons they might have This valley seems almost timeless-
{including Indy's whip). Vogel doesn't take like centuries upon centuries are
away Marion's reporting gear, however. trapped here. Looming over the valley
SCENE 3: OUT OF THE
She still has her camera, notebook, and at the far end is a monstrous palace,
FRYING PAN ... sketchbook. shaped in the form of a human skull.
Have the player make an Instinct Check Indy and Marion must now march along You've found the Shintay!
for whichever character is investigating with the expedition as prisoners. As the But this time, you haven't just found
the tents. If the characters a re both inves- expedition continues into the jungle, use relics. You've found the real thing. The
tigating separate tents, go to the tent the Jungle Map, but ignore all encounters valley is populated with living, breath-
Indy is in and use his Instinct Rating for except K and L. ing Shintay! And they've got all of you
this Check. now-including Vogel, Mclver, and
If the Check succeeds, let the player SCENE 4: .. .AND INTO THE FIRE
their goons.
read screen Entry 21 in the Evidence File. Use the Jungle Map for this scene as you
Then allow the characters 1 combat turn used it in Episode 2. Remember that Player A receives Bonus
to act before starting the fun. Don't tell Run aU encounters as they are given on Points only if the characters discover Skull
the player that the characters have 1 the inside cover. If the characters enter a Palace on their own-not with Vogel's
tum; see if he can think quick and hex with the letter J, however, substitute expedition either as guests or prisoners.
' C R Y STAL D E A T H
n which the Shintay warriors lead map, a soft brush, a wooden pencil, a
ndiana and Marion to a fortress made of doorways-it's all made of bone! Your book of matches, his house keys, an
one: the Skull Palace. archaeological instincts have taken unfired bullet, and five sticks of bubble
In this episode, Player B runs Indy. over, and you're sure that a lot of those gum. Marion has a makeup compact with
Marion is an NPC for this episode, bones came from animals that have a mirror, a set of keys, and some loose
although her actions should be the same never even been seen by civilized man! change.
as Indy's. And-oh great-some of those bones Vogel and Mclver are just as interested
look like they came from civilized men. in the palace as Indy is. Neither tries to
SCENE 1: ENTERING THE PALACE escape. The Nazi goons make no moves
Read the following boxed text to the player. The 20 Shintay warriors are leading their unless ordered to do so by Vogel, so
prisoners to the Throne Room of the Shin- they're keeping calm, although they seem
It was bad enough stuck in an expedi- lay Crystals. lost without their weapons.
tion full of Nazis, but this whole Shin- The Shintay have taken all of their Have Indy make an Instinct Check. If
tay thing really looks like trouble! prisoners' weapons away (the goons' sub- the Check succeeds, let the player read
The Shintay herd you, Marion, and machine guns, Vogel's and Mclver's Lug- Magic Viewer Entry 19 in the Evidence
all the Nazi creeps into their palace, ers, and Indy's pistol), but they let lndy File.
and what a palace! Its gaping mouth keep his whip. The warriors also take If the characters try to escape, six of the
seems to swallow you up. Everything in away all of Marion's reporting gear. Oth- Shintay warriors chase them. Use the
this place-walls, ceiling, furniture, erwise, Indy and Marion have only what Chase Flow Chart from the rules booklet
was left in their pockets. Indy has the cloth in this case. One ·additional Shintay war-
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rior joins the chase for each numbered Seconds later, a low, rumbling sound fills The wooden door is the only exit. If a
circle on the chart that the characters the palace. The goon begins to shake and character tries to reach the door, he must
enter. If the Shintay catch the characters, then sweat as the rumbling grows louder. make a Movement Check (at normal) for
they brawl until the characters either sur- The goon seems to lose control of his every 5 feet crossed. If a Check fails, the
render or fall unconscious. If the charac- body, as some dark force takes over. He character is hit by a beam.
ters fall unconscious, go to Scene 3. screams, and then his body bursts into The iron lock on the door is old but
lf the characters go quietly with the flames! Within seconds, the goon is fairly solid. If Indy tries his house key on
Shintay, go to Scene 2. reduced to a smoldering skeleton. the lock, have him make a Prowess Check
'This," says Vyperion coldly, ··will be at ¼. If the Check succeeds, the door
SCENE 2: THE POWER OF ATLANTIS your fate tomorrow:· The Shintay king opens. Indy may also try using Marion's
As the characters enter the throne room, has the prisoners led away. The warriors compact mirror to deflect one of the beams
read the following boxed text to the player. take them to a large, roughly circular onto some target. Indy can do so by mak-
room. A pillar of bones rises from the ing a successful Prowess Check . lf Indy
A latticework of thousands of bones floor to the ceiling in the center of the deflects a beam onto the lock, the lock
arches upward, forming the ceiling of room. A single, wooden door, secured melts to slag within seconds.
this bizarre throne room. Shards of with a large, iron lock, is the room's only Indy can also use the bullet in his pocket
crystal, which give off a soft, eery light, exit. It's too dark in the room for the char- to blow the lock off the door (with a suc-
are scattered about the room. acters to make out any other details. cessful Prowess Check at ½), if he can
The crystals illuminate a tall, lean Explain that there is little the characters find a way to make the bullet go off. Heat
figure that rests on a throne at the far can do until daybreak, when there is more (from any source) or a sharp blow should
end of the room. Thirty Shintay war- light in the room. The Nazis, having been do the trick. Anyone within 5 feet of the
riors stand along the throne room's humbled by Lhc Shintay king, remain bullet when it goes off must make a Back-
walls. Each is armed with a crystal- silent during the night. bone Check. lf the Check fails, give the
tipped spear. bullet a Danger Rating of 32, and then
Several bone pillars stand about the SCENE 3: THE SUN TRAP ROOM check to see if it damaged the character.
room. To one side of the throne, a large Read the following boxed text to the If the characters can't get out of the Sun
pedestal holds a magnificent crystal. player. Trap Room, go to Option 1 of the Cliff-
hanger. If the characters escape, go to
Sitting on the throne is Vyperion, the The pale light of early morning is creep- Option 2.
Shintay king. He speaks English, which he ing into the room. You start to come
says he learned from a missionary who around, wondering how you ever man- CLIFFHANGER: ESCAPE FROM
chanced upon this palace long ago. Vype- aged to get any sleep in this crazy THE SUN TRAP
rion even points out the missionary's place. At least it's lighter in here than it OPTION 1: TRAPPED!
bones-they are now part of the crystal was last night. As you look around, Read the following boxed text to the
pedestal by the throne. you notice that the floor of the room player.
While the other Shintay warriors seemed has been charred black. Dozens of
noble in their silence, an aura of evil hangs crystals are imbedded in the ceiling. Oh, brother. You're about to become
over Vyperion. He is quite confident that cooked archaeologist. You'd better pray
none of his prisoners will leave the palace Have Indy make an Instinct Check. If the for a ... the beams, they're disappear-
alive, so he freely answers any questions Check succeeds, Indy realizes that the ing! The sun's gone under a cloud! It's
they put to him. Vyperion's Attribute crystals in the ceiling are just like the one now or never, pal. You slam your
Ratings are listed in the Referee Guide. that destroyed the Nazi goon in the throne shoulder against the door, and it bursts
Vyperion confirms that his people are room. Allow the characters 3 combat turns open in a shower of splinters. You're
indeed the Shintay, descendants of Atlan- in which to act, and then read the follow- back in the halls of the Shintay palace,
tis. While Atlanteans revered life, Vype- ing boxed text to the player. and this time without an escort. It's up
rion explained, the Shintay worshipped to the Nazis to get out on their own.
death. When the Shintay gained enough Slowly, the tropical sun begins to rise, Hey, you're not the Red Cross.
power to pose a threat to Atlantis, they and the room gets brighter. The crystals But nvw you've got to get out of this
were banished forever. in the ceiling glow warmly, and then place, and yet, without some proof,
The Shintay managed in their exile to suddenly shoot out blinding rays of who is ever going to believe that the
take with them many of the power crystals heat and light. No wonder the floor is Shintay existed at all? You've got to
that they had planned to use against charred! find some artifacts ... and fast!
Atlantis. Those crystals, which were quar- The Nazi goons stumble out of their
ried from Atlantean soil eons ago, posses sleep, some screaming as they step into OPTION 2: ESCAPE!
the unique ability to focus the elemental the deadly rays.
energy that courses through the planet You slam your shoulder against the
itself. Several of these crystals adorn the The beams of light have a Danger Rating door, and it bursts open in a shower of
Shintay's palace. of 200. They shoot down to the floor at splinters. You're back in the halls of the
Just so no one doubts Vyperion's story, dozens of angles, shifting slowly as the sun Shintay palace, and you've got to get
the king gives his prisoners a demonstra- climbs into the sky. The characters must out of here fast!
tion of the crystals' awesome power. He make a Movement Check at½ every 4 But you can't leave ... not without
points to one of the Nazi goons in the turns. If a Check fails, the character is hit some proof that this place existed.
room, and has two warriors tie the goon by a beam. You've got to find some artifacts ...
to one of the room's pillars. Vyperion goes The characters are going to have to act but how?
to the main crystal and turns it slightly. pretty fast, or they're going to be cooked.
CRYSTAL D E A T H
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SKULL PALACE ROOM ENCOUNTERS 2. ARCHERY RANGE Movement Checks at ½. The floor then
The characters suddenly find themselves begins to tumble end over end. If the
Whenever a character enters a num-
standing among wicker target dolls. At Checks fail ... char-broiled heroes.
bered circle on the Skull Palace Map, go
the far end of the room (about 20 feet 2. The characters may run to the iron
to the corresponding numbered room
away), four Shintay warriors see the railing, grab it, and swing with the floor
encounter listed below. Remember that
characters and stalk forward. The char- to the opposite door. A character can
one player should act as Referee.
acters have interrupted their target prac- grab the rail by making a successful
tice, and now they want to make the Movement Check. The heat from the
t . THRONE ROOM
characters into new targets! coals as the characters swing over them
Colonel Vogel, who is obsessed with the The warriors fire one volley of arrows has a Danger Rating of 30.
power of the crystals and its potential for at the characters, but do not chase them. 3. If there are two characters in the
Nazi Germany, is in this room. He has If characters are searching for an item room, each can move toward an opposite
just broken the pedestal on which the here, they find it behind one of the tar- door, counterbalancing the floor. Of
main crystal rests. Vogel's Luger lies next gets. The targets provide soft cover. course, the characters must then leave
to him. Any item that the characters may through different doors.
be searching for lies next to the pistol. 3. TRAP ROOM 4. If characters fall into the pit of
Deadly beams of light shoot across the The bone floor of the hallway suddenly coals, they can escape the trap from that
room at several wild angles. An ominous gives way! The characters drop 10 feet area. They can still take damage, how-
rumbling begins to build within the down to a 20-foot-diameter floor. Two ever.
room. open doors lead out of the circular room. lf a character rolls a Bad Break while
Each light beam has a Danger Rating Iron railings stick up from the floor next trying to escape this trap, the floor swiv-
of 150 to any character who steps into it. to each door. els and sticks in the vertical position.
Characters can move between the beams As soon as a character moves toward Then everyone in the room falls into the
without hitting them, however. To do so, one of the doors, the floor begins to tilt coals. The trap remains stuck for the rest
the characters must make successful in that direction. The other edge of the of the episode.
Movement Checks at 1h when they enter floor tilts up. The floor doesn't tilt If a character rolls a Lucky Break while
the room. Then the characters must quickly, but the change is obvious. trying to escape, the floor sticks in the
make another succeessful Movement The tilting floor exposes a pit of flam- horizontal position. No sweat.
Check at ½ when leaving. If either ing coals 30 feet down. Characters who There are three lines (hallways) leading
Check fails, the character is hit by a fall into the pit take falling damage, Of from circle 3. Once characters escape the
beam. course, the pit of coals itself is no picnic, trap in area 3, they can't go back the way
Vogel holds onto the crystal, a mad either. It has a Danger Rating of 80. they came in. If two characters left the
gleam dancing in his eyes. He makes no There are four possible ways for the trap through different exits, they must go
effort to stop the characters. He couldn't characters to escape this trap room. down different hallways.
if he wanted to, as the power of the 1. They may run and jump toward the
crystal is shaking him violently. exits. They can do so with successful 4. WEAPONS ROOM
This is the Shintay weapons room, which
is stocked with several spears and
swords. Two of the Nazis' submachine
guns are also here, but they are being
l excitedly studied by four Shintay war-
riors.
I I When characters enter, the Shintay let
loose with the guns for 7 turns. Their
i
Prowess Ratings are cut to ½, however,
because they are unfamiliar with the
guns.
5. SHINTAY WARRIORS
.----- 1l Four Shintay are here when characters
enter. They chase the characters out of
the room and follow for 7 turns before
turning back.
6. LIO N PIT
The floor here suddenly ends. Ten feet
below, a muscular lion paces angrily in a
pit. The pit is 15 feet across. Stone hand
holds lead from the floor up to the other
side of the pit wall. Dozens of bones
protrude at odd angles from the 10-foot-
high ceiling that covers this hallway.
Characters can't go back the way they
came. They must cross the pit. There are
at least three ways they may do so.
1. Characters can climb the walls to
the ceiling and then work their way
15
CRYSTAL DEATH
across, hanging onto the bones in the lects Action Points for both characters).
ceiling. Because none of the bones are Indy's player collects Action Points only The Shintay citadel shudders violently.
loose, each character must make a Move- if Indy must fight. Spasms rock the palace as thousands of
ment Check at llz to get across. If the Mclver chases the characters for 10 crystals crumble and shatter. All of the
Check fails, the character meets the lion. turns before giving up. energy they once controlled has gone
2. Characters can use a whip to swing haywire, surging through the palace
over the pit. The character throwing the 11. HAZARD! and ripping it apart, bone by bone!
whip must make a successful Prowess If a character enters a circle on the map Suddenly, the energy of the crystals
Check to connect the whip to the ceiling, labeled as a Hazard, roll ldl0 on Table 5 focuses into a single, searing shaft of
and a successful Movement Check to to determine which room encounter takes colored light that explodes from the
swing over the pit. lf the Prowess Check place. Table 5 is located on the Skull place where the palace once stood. The
fails, the whip doesn't connect this turn. Palace Map. surge of energy thunders into the sky,
If the Movement Check fails, the charac- obliterating every piece of solid matter
ter loses his or her grip while swinging LUCKY BREAKS/BAD BREAKS in its path.
across. Meet the lion. Use these Lucky and Bad Breaks if You stare at the shaft of energy from
3. The characters may play Daniel in there are no special situations outlined in a spot on a hill not too far away. You
the lion's den and try to beat up the lion. a specific encounter. can feel the earth quaking below you.
Good luck. Lucky Break: The ceiling suddenly col-
Suddenly you feel very, very small ...
lapses-right on top of your enemy! You tum to each other, thankful to be
7. NAZI GOONS alive, and grateful to have seen the
They're instant history. If there is an item
So, the characters weren't the only ones in this room that your character needs, Shintay palace. As the furious light
who escaped the Sun Trap Room. These he grabs it and takes off. subsides, you think you hear a vaguely
goons aren't in very good shape, though. human, scratching sound. But you
In fact, they're delirious from fear and Bad Break: The floor suddenly gives know no one who was inside the palace
lack of leadership. They attack anyone way! Any characters standing here fall 20 could have survived. Not that kind of
and anything that crosses their path. feet. Check for damage, and then roll explosion.
They are also trying to find some arti- ldl0. The resulting number corresponds Enough of Africa already. It's time to
facts they can take with them. They will to the numbered circle to which the head home. Brody'// never believe this
fight characters for any items that char- character falls. If the characters are being one!
acters may have or may find here. chased when this happens, the pursuers
These goons also chase the characters also fall through t~e floor. As the characters tum lo leavt:, a bailly
through the palace halls. bruised man stumbles from one of the
nearby bushes.
8. SHINTAY GUARDS EPILOGUE "If I made it," Mclver coughs, "then
This encounter is the same as encounter surely Jones is still breathing. Not that
Read the following boxed text aloud to
area 5 above. there's much I can do about it now ... but
the other player as the characters race
9. PET PANTHER out of the palace. someday, Jones, someday!"
The young Panther from Jungle Both of you should now total up your
Encounter F followed Marion into the Action and Bonus Points to see who has
Shintay palace. Sensing that Indy is the won the adventure. Of course, if you
obstacle between him and the enraging enjoyed the adventure, you both won!
scent, the Panther attacks him fiercely. If
Marion is here alone, the Panther,
enraged by the scent, attacks her.
For this encounter, the player control-
ling Indy runs both PCs (and collects
Action Points for both characters).
Marion's player collects Action Points
l
only if Marion must fight.
The panther chases the characters for
10 turns before turning back, pawing at
his nose as he retreats.
10. IAN MclVER
Mclver also escaped the Sun Trap Room,
and he's been looking for Indy. He needs
Indy's help if he's going to profit from his
marvelous find, so he attacks Marion (If
she is here) in hopes of persuading Indy
to see things his way. If Indy is here
alone, Mc!ver, suddenly deciding that
Indy is better dead than alive, attacks
him.
For this encounter, the player control-
ling Marion runs both players (and col-
6753XXX1501
16
TABLE 4
ATTRIBUTE DIVISIONS
Normal Normal
Rating x2 112 1/4 Rating x2 1h ¼
4 8 2 1 56 112 28 14
8 16 4 2 60 120 30 15
12 24 6 3 64 128 32 16
16 32 8 4 68 136 34 17
20 40 10 5 72 144 36 18
24 48 12 6 76 152 38 19
28 56 14 7 80 160 40 20
32 64 16 8 84 168 42 21
36 72 18 9 88 176 44 22
40 80 20 10 92 184 46 23
44 88 22 11 96 192 48 24
48 96 24 12 100 200 50 25
52 104 26 13