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"' • THE ADVENTURES OF INOIANA JONES, gemo Dlomonts and char- • • THE ADVENTURES OF INOlANA JONES, game elements and c,-.
actOI' Ml"l\01 Md lik&Mnea are lrademarka of weftsfilm Ltd. used Kt., namoa and tikooease• are trademark• of Lue.t fifm Ltd, used
~ authcwWltlon. undtt authorludon..
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21 96-43 42-22 21-11 10-08 •□ 21 96-43 42-22 21-11 10-08 •□
20 96-41 40-21 20-11 10-08 •□ 20 96-41 40-21 20-11 10-08 •□
19 95-39 38-20 11-10 08-08 •□ 19 95-39 38-20 11-10 08-08 •□
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THE ADVENTURES OF I NDIANA JONES, game element• and character names and likenesses oro t rademarks of lucufilm, Lt d. Used undnr twthnrlzatlon.
aBC"f- - - 7£WI - - - -
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... THE ADVENTURES OF IN DIANA JONES, garne element& and d,a,~o, namos and l'ikenessas Me trad&martcs of Lucasfilm ltd. used und&r authorization.
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THE ADVENTURES OF IN DIANA JONES, o•m• t lt mt nl• and charecttr namet and llkentHH trt trademark• Of Luc:Hfllm, Ltd, Uttd under IUthorlHtlon.
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.. . THt AOVENTUR£S OF INOIANA JONES, game elernenu and charCM.Wr names and lkenesaes aro 1'1M:temorks of luca8fllm Ltd. used und&r authOrit;ation.
HOW TO ASSEMBLE COMPUTER:
The INDIANA JONES™* Adventure computer is easy to
assemble.

Tools Needed
• Sharp, small scissors
• White glue or paste
• Tape

Cutting Apart
1. Cut apart the two computer slides.
2. Cut apart the two score cards on the facing page.
L/1
3. "Score" - Using a ruler and a pen draw along the dot-
ted line on the slides.
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4. Now, being careful, cut a slot from the right side of the
slide along the base of the gray spaces and cut out the "Score" and
windows. I I ~
, ~ u l U <heenUµleces
Assembling
Once all of the gray windows have been cut out fold the ' Applyglue
Anrls of thA slirlAs hl'!ck. (For more support you can use
transparent tape on the back of the slide to tape the slots.)
Apply glue to the area indicated and glue a front panel to
a back panel by gluing each end of the slide making a tube.
(See diagram).

How To Use
To use the Adventure computer, insert one card into each
slidt::, 111c1L1,;hi111:1 Lilt: sidt:: of the i.:c1rd to the appropriarn side
of the slide.

'"* THE ADVENTURES OF INDIANA JONES, game elements and character names and likenesses are tradeffl81'ks of Lucasfilm,
Ltd. used under authorization.© 1985 Lucasfilm, Ltd. AH Rights Reserved.
(SCORES 121M11) (SCORES_,)

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ABILITY CHECK RESULTS

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HOW lO U SE:
1. Locae score and m ove to desired modifie-.
2 . tf mcxiifier is 2 x or Nornal match up the s•mbols on the
far rght (if they don't <natch you are usiog the w rong
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3. Roll :he dice and locat, the range of nunbers the dice
roll hUs w ithjn on that KJw.
4. The ,esult of the roll is ndicated by the cdor band.
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ABILITY CHECK RESULTS

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HOW T.>USE;
1. Loca:e score and m ove to desired modifie~
-
-
.......
2. If mcdifier is 2 • or Normal matc!l up the s,mbols on tha
far ri;Jht (if they don't nateh vo.u are usi,g the wrong
row)
3. Roll ·he dice and locat• the range of nunbers the dice
roll hUs within o n that row.
4. The esult o f t he roll is i,dicated by the coor band.
...
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0

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X
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o 19151.ueMfh\, L1d. All Rlgha ~
.,"',_
ACCESSOR'I DESIGN: HOWTOUSE ................................................................... 1
HAROLD JOHNSON CREA11NG CHARACTERS .. . . .. . . . . . . . . . .. . . . . . . . . . • . . . . • .. . • . . . . .. .. • • . . . . . • • . . 2
with ED CARMIEN RANDOM IIUINS .....................................................•... , .. • . . 3
DUlUNG WITH THE UNKNOWN .. .. • • . .. • .. • . .. .. . . .. • . .. . .. . . .. • .. .. . • . .. • .. .. . 7
ADVENTURE FOLD-UP~ FIGURES DESIGN:
NEW FLOW CHARTS ................................ , .. .. • .. . . . .. .. .. . • . .. .. • • . . 8
DENNIS KAUTH SPICING UP CHASES .....•.......•.•.. , •..••.......................•.•......... iO
MARSHA KAUTH STUNTING WITH CARS ....... , ....... , • , ................... , ................. 10
COVER: FOOT CHASES •.•..•• , ..•...•..••• , , ......................... , •• , •••. , ....... 10
CLYDE CALDWELL NEW HAZARD ft SHORTCUT TABLl!S ............ , .................... , , ....... io
GRAPHIC DESIGN: RUNES AND SECRET WRITINGS ............................................. , ... 11
DENNIS KAUTH GENERIC RUIN MAPS ..•. , .•..•. , ............. , ........... , , ....... , ••.•• , • , .• • 12
ILL\JS I KAI IONS: VIHK:Ui A-M8L1 lfttiTRUCl'IOl'IS .................... , ... , ............... , , , • i3
DENNIS KAUTH GENERIC FORM ASSEMBLY INSTIIIJC110NS ......... , ...... , .................... 18
MARSHA KAUTH
CARTOGRAPHY & KEYLINE:
HOW TO USE THIS PRODUCT If tt-ere is combat between two planes, just detel'-
minA ht)W cln~ they aro 111nd wh9thor thoy are
DAVE SUTHERLAND Ill The INDIANA JONES...,.,. Survival Pack is a co below, lev&I, or above the foe.
TYPOGRAPHER: 1ection of new materials to add new excitement to Aircraft a"e affected by the speed o~ the wind
adventures. The most cok>rful part is the four and storms. In fact, balloons can only move in the
BETTY ELMORE direction o1 the wino -- thougii the wind may be
ADVENTURE FOLD~l.JP"" vehicles and barroom
fhe m1mei, of 1,.;haracter~ u:stn.l herei11 c:111:1 hcLiliuu:s blowing t'irOO difforont direction:, at the different
figures. complete mstruct10ns tor assembty are
levels. To determine if the wind affects flight, ml
and do not refer to anv persons living or dead, given ir the back of this booklet and should 00 10 sided die once each hour of movement. The
Ary slmllarity 10 anv perso~s liv·ing or dead ·1s read and followed carefuily. judge decides which. way the wind blows.
mere1y coinddental. In aodition, there \s wrnet'ning new: two colo,-
"ul combat comput.,rs trnllt you t:i~errble you,~ ' lAILWlNO !add ldlOxlO mph to speed);
This accessory pack is protec~ed under tne copy• self. These computers will speed play by doing all 2-8 • NO EF'ECT
(1grt laws of the United States of America, Any the figuring to determine the results of an Ability 9 • HEADWIND isubtractTd10x10 mprl;
reproduction or other t.nautt-orized use of the Check. Instructions for aSMmbly and use are 10 ~ STORM (Headwind! Canrot turn! Vehicle
material or artwork co1tained herein is prohibitad nrinted on thA r:nmputArn Rating Check of blt.e or wh.ite result is
without the ex.prnss wrinen permission of LucasM Alsc> included ·1s a sup:,lernental reference Forced Land'1ng; a Bad Break ,s a Crash,)
film Ltd. and TSR he. screen for the judge, plus sections to help you
8,c)au: Boats may be cowered by fuel, wine or
create ruins faster and new flow charts and rules
Distributed !o u·.e
book trade by Random House for rna~ing chases more interesting.
muscle, They are aftected by currents and wind in
d si111i11:ir marmo:r ttt> aircraft. The judge should
nc. and in Canada by Random House ot Canada,
decide if there is any current or wind and then use
L.td. SUPPLEMENTAL JUDGE'S SCREEN
O\stribute.d \{) 1M toy and hoboy trade bv regional t'ne fo\-\owing ettects.
distr'tbutors. The new judge's screan prov)des information on
Piotributed in the United Ki,-,gdom by TGR UK ntd smrt nAW wA:1rv.,,n'1, vAhicl0s. and commonly UP CURRENT/AGAINST TH, WIND
encountered animals, Stud~ the tables carefully; {suotract ldl0/2 x 10 mpc to speed);
t.td.
rules on how to use the informatio.,, provkted are DOWN CURRENT/WITH THE WIND ••
in the game rules. ladd 1d10/2 x 10 mph to speed);
TSR. Inc. TSR UK L<d. STORM/CHOPPY WATERS !Treat as Up Cur-
POB 756 TM Mill, Rl'lthmnrA AOAtl If you want to use a weapon, whicle or animal
not listed on the chart, use an entry that is similar rent. 1:verv time cratt turns make a Vehicle
t..aka Geneva Cambridge CB1 4AD Rating Check; a blue or white resul-:. means
WI 53147 United Kingdom - such as using the APE scores for an Yeti, or the
the boot is sinking in 1d10 min.; a Bad Break
ELEPHANT for a Dinosaur. means the boat s capsized I
TSR, Inc. Abbreviations and their rneanklgs are given on
PltODUCTSOf YOUtt IMA,O.INAn<)N lltt1 ti:lble Utl'luw. Following are some additional Anirneb,~ Gmup<3. o~ awma\'!:t a~il: \\st'W C"'r ,ne
explanations. chart including; flocks, herds, packs, piranha,
... THE ADVENTURES OF INOIANA JONES, game ei.ments
and cMracte, nami,t11 ar.d llkenesl'lff are trademark, of Lu¢al- and swarms. These groups may attack several
hl'l'J l'.d. Uffd :JndM AUlhOl"iz•t:oo. C1SJt:l5 Luculllm Ud, All Aircraft, vehlole! Aircraft have two new vehicle times a ro1.,11d, If an aniMal is involved tn a chase
A,[JhlA~•(I. eco,ee - Climb and Ohio. Thooo scoros ore added use the paremhetical mpti speed II listed or else
or subtracted from the Speed and Acceieration use the equivalent man Movement speed.
PRODUCTS OF YOVA IMAGINATION. ADVENTURE FOf.D•Uf', when climbing or diving. F°' simplicity, there are
the TSR logo ari:t trademarh ownoo by TSA. Inc.
e,nd only throe heights to worry about in the game:
Low - near the ground. trees & buildings;
Level - above major obstacles except sky-
scrapers, clouds and mountains;
High - thin, cold atmosphere; above the
clouds.

6754 Printed in U.S.A. ISSN 0-88038-191-4


GENERATING CHARACTERS Step Ilk a - kwwledgea. lltepff. -Your....,._.
FOR ADVENTURES According to your character's background, select Your cnaracter can speak the native tongue o~ h s
or roM the Knowledge or. the table below. country, so first you st--ould decide whet nation-
ThP.re are times when the characters orovided in
a ly your charac:1::1r ti,. T:, 1ean1 ddlliliurldl 1-c,n-
the game are simply not suitable for the adven- Roal Wodd
Educatton guages, you rnust make l:tstinct Checks. for
ture you have planned. ln these cases vou can
each successfol check, you ca~ add another lan-
create your own characters using the rules below. Archaelogv Driving
guage to your cnarac\er's list. WheTI vou ia'i'i a
Medical Entertainment
Check you ca,i .adc no mor-0 languages. The first
Step 11. o......... -.gs, Pnotcgrapny First aid
Check ;sat 1he Normal Rat,ng, the second at 1h,
Surveying Hotwirtr,g
Roll percentile dice for each Atbbute Rating and and all remainir,g at 1~.
+ 10 Appeal Lockplcklng
write the result in pencil next thtl the Attribute You may choose any language, livir.g or dead,
+ 1O Instinct Mechanical
nRme. Pk;kiny i;.n.x..li.eit~ of the known world far vovr character,
Ariy ldl71:JUdl]tJ

Stap n. Modify the-. Sailing


Step '7, Get Yolw Equipment
You have 30 poin1s you can divida between the To get your characte; started, vou need some
Attribute Rattng3 to improve thorn. Tho only mt:mcy to purQhaoo yoor oqu:prnent, Roll one do
restriction is that ~o Attrtbute can be rafSed and add 1he number of skills and 1 for eve,y 10
highef than 70. Scores that are above 70 are k~pt, po'1nts ot Appea) above 70 that your character
they just cannot be increased. Writ• the modified
A"ribute Rating in the space, erasing the pre~
vious number.
-. has. Multiply the result by 100. This is how manv
dollars your character has to buy equipment and
put Pnto savings. You can purchase equipment for
1-10 Drivint;i yoUf charac~er fror11 tt-e ~sts given in the ru,es. In
11-20 Explosives addition, yo·.1r referee may allow you to buy other
Stap 13. Detw111i1,e the - Columno,
21-30 First Aid items not on the list.
Write the ~ :t, 1 t,., ond "'J. Modif,ed Rotir-93 in, t~e 31-40 Ht1t1vy WtlclJJUI I~ In addition to any equipment you Duy, your
proper spaces. Round all fractions to the riearest 41-50 Kara1a character also has a reasonab1e wardrobe of
ell8n number. 51-60 Mechanical clothing and a place to live, These things are tree
61-70 Parachuting when you start.
!h,,a,p.N.. o.-. ...... a..:ground. 71-80 Pilotirg
To find out what sUls your character has, you 81-90 Sailing s...,n.F1na1Deta111
91-00 Choose 1 and roll again
must choose what his background was before he With this info•mation, you are ready to adven-
got caught up in wild adventures. You can choose ture. Of course, you coJld do a few other things
Ol"N:J oi the fQHowir'ij c.at09Qries:
g•ve your character a name, decide 'INhether it
Your referee can create additional k 1owledge s male or female, decide what he looks like, and
Education
areas if he desires. now old Ile is. Then, you're ready to go out and
Sokfiering
~•~I World
ta~.e on the wor1d!

Education; Yoi.;r character was enrolled In col-


lege. Roll one die and add 1 for every 10 points of
· nstintt your cnaracter has. lf the modified roll is
10 or greater, yoi.;r character completed his 1,.;n-
der{lfaduate studies. If the roll is less, your char-
acter dropped o~t. If vour character wants to
continue into graduate school. repeat the process
but only add 1 pon'lt for every 20 pOlms of lnstlnet
greater than 70. Your character now has a doctor~
ate, but no tenure. The numoer of skills he can
take are listed below.

Undergraduate .~. Choose one Education skill


dropout
Undergraduate ·-- Choose two Educatian skills
deg<oo
Doctorate - Choose three Education skills

Real World: Your character has had a variety


of jobs. You can select 2 skiUs from the Real World
IISl,

Soklle.-lng; Your character joinec the army,


navy or airforce. The military being what it is, you
have ro choice about the skills you gair. You
automat\cQ\ly recei'Je a bonuso~ 10 on you~ Prow·
ess Attribute and make one percentile d. e roll on
the Soldiering Knowledge list.
In addition to ttiese, there is a l0% chance that
your character nas an additional knowledge. Any
Knowtedt:.le but Education can be selected.

"' 1981 LFL

2
RANDOM RUINS To IOCate a Find in a ruin, the judge may roll room 41 l>wtwiwailN WHal or lluoii11 • ,.,..,.., t' n,.,.
the path you want and then roll two dice to deter·
contents randomly until a Find is indicated or may
The heart of an INDIANA JONES""" adveoture is select a specttic pillce In the ruin for the Find, The mkle if the next area is a hall or room. One die will
the exploration of an ancient ruin. This sect,on is charact8m Cihould fu1vll!I, ~t:.'I l'."IV4r<'..'omAJ JWl!l..41. at IA~f indicatA the area is ah.all or room. An odd number
designed to help the judge to quickly create inter- five Noteworthy items before k>cating a Find. is a hall, an even number is a room. The second
esting ruins Nithout a lot of work by using a series If you want to make it harder, pick a number will give a pair of diagrams from which to choose
of ranoom tables. from 1 to 5: this reoresents the number o~ rooms shape.
l't is easy to follow the step by step procedure to where the Find might be. Every time a Find is indi- The first die wf I also indicate if the area is
1

create your own ruins. It re:,qu!l'e~ Lht, Lwu Ji1.;t: cated, check the chance that th& Find is there; empt¥ or contains SQmething Noteworthy.
from the game and making choices. The steps to eventually it will be located. To determine if the
follow to crea1e a ru'n are numbered and detailed Flnd ls really in a room, determine how many Flm
on this page. T'1e tables to be used are numbered rooms it may still Min, including this one (see the Die Roll Moaq
the Game as the step with which they are u,;ied. If
chan: below). Roll one die and If the number i~
there are several tables for use with a step, they Odd (1,3,5,7,91 Hall
less than or equal to the chance on tt-e chat1 Even(2,4,6,8,0I Room
will be numbered first with the number of the beloW, tbe Fi~d is here in this room. If the room
steo, then separated by a petiod there will be a 1,2,3,4 Nothing
dQes not contain i, Find, i: has Treasure instead.
second number lea. 1.2, 6.3, etc.:. 5,6,7,8,9,0 Something
If there are several tables, the second die may Noteworthy
Number of Romla
be useo to indicate which table to use. This will be 1\-.ing
noted at the top of the tables. 5> Dwttwmln• General D11a!;,tiolt. Roll two
At times yo·.1 may prefe~ to ci,oose a certain 5 2 cice. Tile first die will note what is being
result, rather than roll dice. In this case, the tables 4 3 ooscrlbec: O<ld a Featun:1; 1w1:1n Cu11ttml1:>.
may be used as a handy reference. If your ruin 3 4 The second die wrn indicate a specific ertrv. If
doesn't make sense, don't be afra·d 10 make 2 5 Contents are indicated there are separate tables
changes. This is only a beginning and you :nav 1 THIS IS ITI f:>r Halls and Rooms,

~---
Wdlll tu HAf.J<'llnd 011 lhe 1.-urrent t-,ble$ or croote P:QII th& two dico 39afn for Descript:on. ihe
21 O.tannlne tfM; Tyl)I of R._, Roll one oie or first indicates which Table to use; the second indi-
your own.
pick what type the ruin is. The Type will give a cates a speciifc Description.
short explanation of what it is, what it looks tike,
some examples and the m.imber of entrances it 61 Dete1111'Nl1a No.. wmttn Tvue. If the area hM
1) o.111.tha Find. When p~ve, characters a~e may hc'Ne. soniethirig Noteworthy, roll two d'tce and consult
exploring a ruin, tMy are usually looking for a
special archeaok>gical "Find" that is: unique and
will identify who built the ruin or whose tomb it is.
31 - 1he l!ntr-. The judge should
choose how many entrances there are tnto the
the HaU or Room Noteworthy table to determine
the Type.
A "FirlQ" j3 tho gqol of the ,;1dve-nture, nnd once ei rui·1 f1orn tl,e ,ar,ve given witti the Ruin Type. 71 Daflne the Notewo,tlly Item. once tne I ype
character has found it, he has succeeded. !\:ext, roll one die and add the Type number for of Notewonhy item is determined, first determine
"Finds" come in many forms and you should eacr entrance and consult thti: Et1IIC111N Tableth where it is located in area, then roU two dice and
use the Find..,.._ to determiM what the i~em This will de1ine the way the entrarce is reached. consult the appropriate tables.
looks like. Finds may be mer&tv !':rw,,ci.::il proof that Roll thG s:ocond die, or pick one- of the En'try Halli:t
the ruin was found or it may be a fake created bv to start the rui.1. If alt the routes deadend, add Noteworthy Type• include:
natives or irom another era than that of the ruir. Secret Ways to c.ontmue the n..in to the F,nd, Treasure
Fakes turned over to museums will hurt a criarac~ Trail'
ter's reoutat'10n. So0cret Ways
To determine what a Find is tolttwo dice one for Creatures
what Type and the other to determine its Nature. Obstacles
Once you know its Type, you may choose what it l:fliHI\IE THE RI\ID.
Predecessors
is.specificatty. If a Find is Special, roil two dice and Spectacles
determine what it can do, .J.J LM: U!RMINE RUIN I YPI::. lncredibles
In this game, a Find may possess miraculol.s and Dilemmas.
powers, You should be carefu'. when a Find has 31 DFRI\IE THE ENTRANCES.
special powers. The player characters should not
bo ollowod to koop :,ooh an itom, fo, it would
make them svper men, Special Finds should De ,,, i;t,TfRMINE I\IEXT AREA - HALL OR
ROOM,
iooght over by 'l\\lains and ate used to make an
adventure interesting, giving a character a special
power in an emergency. But once thev have liv- ':· IJH!!RMII\IE GEI\IERAL DESCRIPTIOI\I.
ened up the story they should be lost er taken
away. For further iniormation, read the section 01 Dl!Tl!RMINE I\IOTEWORTHY ITEM TYPE.
on ~ wllh 1he UnknOwn.
71 DEFII\IE THE I\IOTEWORTHY ITIIMII.
1,0 FINDS
1.1 TYPE OF FIND

(11 INSCRIPTION (21 REMAINS (3,41 SYMBOL (b,l:U PRECIOUS• l/1 ARTIMCT \HI WEAPON \~I LIVII\IQ PROOF (0) SECRET Of*"'

Calendar Stone Grave Idol Gem Throne Spear Rare Plant Mysterious RL:tns
Stone Tablet Skeleton Signe1 Ring Platter Chariot Sword Rare Animal Lost Civilization
Scroll Sk:11II SP.#11 NP.r.klAC.P. Ark/Shrine Axe Dinosaur Fabled La:1ds
Codex Burial Cloth Sceptre Bracelet/bracer Boat Breast~ate Giant Relic
Monument Ashes Crown Rirg Wheel Shield Sea Serpen1 Catastropny Site
Plaque Mommy Helm Coins v... Slaff Fabted Creature Whee4 of Till'e
Map Hand Robe Goblet Totem Flail Vanished Race Fountain of Youth
Clay Tablet Raiment Medallion Sculpture Pottery Throwing stick Evolved Race P1ilosopher's :stone
Tapestry Bust 1-'orn Belt/Girdle Chest Net Intelligent Animal Unicorn's Hor11
figuri1e Death Mask Ba,1ner/Flag Masks Table War Club Prehistoric Man Shape Shifters

PRECIOUS - Double ttie Value on thtt :::.t,{;ond ......... TlilM.


""' SECRET OF - Check below to see what :secret is learned about item. The judge shcx.kj create the actual secret once tie learns what it is about.
3
Sec:ret DlscovmMI 61 COLUMNADED - Airy buildings con-
structed of pillars & platforms. Rows,
1) Mest>a9e/Lan9ua9e of· upon rows of pillars replace walls or adorn
2) Behind the Power- the face of these structures; multiple
31 History of- levels of galleries and stairs set off various
41 Cause of- areas; well crafted marble, granite and
5) Cri9t1t:ors of- limestone. (Greco-Roman style,)
tntrances: (1-41.
6) Hidden location of-
7) Purpose of.
Bl Ritual of- 71 ORNAMENTAL - Intricately tiered end
gabled, ornate decorations. Constructed
91 Weakness of- t:'>f \Nl)Oti, 9-1:on.e ;ind plaeet,::.r; multiple cells
0l Key to Control of- and chambers sport marvelous statuary
and detailed craft. (Oriental, Persia, India,
Detlnlllom of Living Proof & _ , Siam, Tibet, China, and Japan. l
Entrances: (2-6).
Here 1:ne ~ome exemples of what some of the
categories might include. 81 CATHEDRAL Superbly built forts, castles
and cathedrals. Cut stone, mo11ared and
LIVING PROOF plastered, form high vaulted ceilings and
dark, dingy dungeons; castellated and
Fabled Creattwe might be a dragon, a unicorn, a adorned with fairy tale spires and stain
mermaid, or a gargoyle. , 1984UL glass windows. (Medieval Europe, Holy
Vwlishad Raca would include Mayans, Vikings, Roman Empire, Turkish, German, Renais-
and Atlanteans. sance.) Entrances: (3~6),
2.0 TYPES OF RUIN
lvolvod RDOO might bo mon with winga or with
great mental abilities. 0) OTHER WORLDLY - Unnatural buildings, 9) DIG - (Roll Again) Buried rubble and foun-
not built by man, Oddly angled walls and datlons of a ruined building. Requires
SECRETS OF... floor; stone that does not show signs of a careful excavation; resembles a quarry,
chisel and does not weather; bearing cryp• with multiple levels joined by ramps and
Myatodoua Ruina indud1;1 Stoneheo9e, Ea5ter tic unearthly symbology thl!lt bcors a loddors ond subject to cave ins. May be
Island and cliff carvings. resemblance to circuitry. Entrances: (1·2) any of the above types.
LNt Clvitizationa would have been built by Van-
ished Races. 1) NEOLrfHIC - Natural stone caves carved 3,0 ENTRANCES.
Fabled l.awKla would include Shangri La. King by the forces of nature. Cool, unworked
Solomon's Mines, the center of the earth. stone bearing the crude signature of primi- Tu l..lttttmnlntJ Whitt an enmmce Is roll 1d10 and
tive man, (Caves, Caverns, Faults, Over" add the Type Number. For Types 6, 7, ft 8, add
1.2 NATURE OF FIND hangs, Pits.I Entrances: 11-21. + 2 to the total. For a DIG all entries must be dug.

1._q, sr~"-i,.11• 2) MliiGOLITHIC Crudoly ohapcd stone, 3.1 ENTRY WAYS.


4-9) Common stacked or buried by man. Immense stone
01 A Fake** structures isolated on plains and lone hills, 1l Heart of a Cryptic Circle
that could only have been erected by 2) Down a Crevice
• Special - Check on the following Special giants, bearing runes and ancient sigils, 3) An Underground Stream
r11u11ituri11y ll1~ IIIUVt:lUlt'llll ur lhti 111::li:iVtmt, 4) Cave Mouth
Power Table. The judge should determine
and guarding the revered dead. (Dolmens, 5) Up Side of Mountain
just how it works. Cairns, Stonehenge Tribal, Aborigine, 6) Down Stairs into the Earth
** Fake - An archaeologist may discover a Nordic, Celtic, Malaysian, Amerindian, 7) Down a Long Tunnel
fake by making an Instinct Check. African and Amazonian.) Entrances: ( 1-Z). 8) Through a Tomb
1.3 SPECIAL POWERS. 91 Down a Shaft
3) ADOBE - Primitive buildings made of 10) Blind Canyon
baked clay and straw. Earthen walls and
ODD 11,3,5,7,91 EVEN (2,4,8,8,01 floors, rotting beams support the ceiling; 11) Hidden behind a Natural Feature (Bush)
often <st~cl<:ed one- floor upon another, 12) Mouth of a Cliff Carving
11 Control Others Comrol a Natural Force
linked by ladders and ramps, !Sumerian, 13) Trapdoor in Ruins
2) Invincibility Invulnerability Babylonian, Cliff Dwellers, Hopi.) 14) Secret Door in Temple
31 Healing Antidote/Curative Entrances (2-4). 15) Ancient Door in Wall
41 Restore Sight Restore Sanity
16) Gallery of Columns
6) See Future Soo Poot 4) GARGANTUAN - Colossal structures Of 17) Secret Door ln Idol
61 Good Luck Victory large unmortared stone. Huge blocks of 181 Hidden Courtyard
71 Immortality Youth well cut stone, carefully fitted without 19) An Archway
81 Knowledge Transmutation mortar; gargantuan pillars and statues
decorate their threshold and support the 20) Top of a Monument
9) Soecial Movement Heightened Sense
01 Curse Bad Luck vault of the ceiling. (Pyramids, Egyptian,
Mayan, Aztec, lncan, Atlantean.) 3.2 ENTRY HA~LS.
Entrances: (2~5).
Every special power should have a weakness, a Once you know the location of the entrances, roll
way to get &round it. For example, Invulnerability fil CA.TACOMRl!D - A ms1:e of underground 1d10 for each entry or pick one of the entry halls
should have an Achilles Heel. Each entry only passageways, canals & sewers. A dank, below to start mapping the ruin,
hints at a category, you should narrow the defini- dark series of chambers and tunnels hon-
tion to one specific item - such as Special Move- eycombed beneath the earth; often bear-
ment might be Flight, Swimming, Walking ing the remains of ancestors. (Catacombs,
thn;,,u9h Wolls, c,ti:;.. U:;e your imayin1:11tion, Ct)llan., ~awore, minac.) Entranooo: (2 12),

ENTRY HALLS

key [H] pillars m rubble ~ well/chasm m ledge a statues

0 1 2 3 4 5 6 7 8 9

IIHIIIIH
• Antechamber - roll another room; two rooms are connected by a door. 0

4
HRH
Secret Room - roll agem, a second room is connected by a secret door.
4.1 HALL OR ROOMINOTPVORTHY7
DleRal Die Roll 8.2 NOTEWORTHY ROOM.
Die
ODD 11,3,5,7,91 HALL EVEN 12.4,6,8,01 ROOM
RoN Type
1,2,3,4 Nothing
5,6,7,8,9,0 NOTEWORTHY 01-10 Treasure
4.2 ROOM SHAPES. 11-16 Find

■nmmm•••••
17-31 Trap
32-36 Secret Way
37-43 Creature
44-53 Obstacle
54-59 Predecessor

■11■3■11■■■■
60-63 Spectacle
64-66 Incredible
67-72 Dilemma
.. Antechamber roll another room; two rooms are connected by a door. /3 Treasure & Trap
Secret Room - roll agaln, a second room is connected by a secret door. 74 Treasure & Secret Way
4.3 HALL SHAPES, 75 Treasure & Obstacle
0 1 76 Treasure & Predecessor
77 T,ea:i.urt:i ft Dilt11nmt1
78 Find & Trap
79 Find & Creature
BO Find & Incredible
R1 Trap & SGcrGt Way
82 Trap & Creature
83 Trap & Obstacle
84 Trap & Predecessor
6, 1 FEATURE OR CONTENTS. 85 Trap & Spectacle
When using this section to create a description for the area use the terms given in the following 86 Trap & Dilemma
phrases: 87 Secret Way & Dilemma
FEATURE: "The (feature) is (description)." ODD 11,3,5,7,91 • FEATURE
88 Creature & Obstacle
89 Obstacle & Predecessor
CONTENTS: "The aree contoin:; (conltm~)
EVEN 12.4,6.8.01 CONTENTS
90 Obstacle tt ~pectacle
that is (description)." 91 Treasure-trap-Secret Way
92 Treasure•Trap-Obstacle
HALL ROOM 93 lreasure-Creature-Predecessor
FEATURE CONTENTS CONTENTS 94 Treasure-Obstade·0'1lenur1d
1l The Walls are Pillars A Dais and Throne 95 Find-Trap-Spectacle
21 The Floor is Rubble A Platform 96 Find-Creature-Incredible
3) The Ceiling is Stone Benches A Dead Tree 97 Trap-Obstacle" Predecessor
41 The Entry is Statues A !=:tt'lnA ,;trl{J@ Pool 98 SAr:rAt Wi=ay-PrPrlPtcl:l',I.W.,r-Dilemma
5) Before You is Boulders A Fountain 99 Treasure-Trap-Predecessor-
6) The Corners are Scaffolding An Altar Incredible
71 To the Left is Tapestries An Idol 00 Find, Trap-Creature-Dilemma
8) To the Right is Pottery A Large Table
9) The t-ar Wall IS A Stream channel A Sarcophagus
0) Beside the Entry is A Bridge Support Beams
7,0 PLACEMENT.
5.2 DESCRIPTIONS. This defines where each Noteworthy item is
Once you have rolled a Feature or Contents, roll again for the description.
located. You should roll or choose each item. The
judge should decide what the "item" is based on
11.2.3.41 FEATURE 16,8,7) 18,9,01 the description of the area,
CONTENTS 11,2,3,4,61 18,7,8,9,01
11 Crumbling Huge Small/Narrow 1) In the center of area
2) Barren Broken/ Cracked/Torn Rough Hewn/Made 2) On something
31 Caved In Untouched Well Crafted 31 Behind something
41 Damp/Dry Covered with Cobwebs Tiled/1nlaid 4) In a secret chamber/Hidden
51 Cloaked by a Mist Overgrown Covered with Paintings 51 Beneath something
61 Cloaked in Shadow Blackened/Stained Intricately Carved 6) In something
7) Caressed by a cool/warm breeze Crusted with Mud/Ice/Mold Cool/Warm to the Touch 71 Across the area
8) Covered with Dust/ Dirt/Slime Buried beneath Leaves/Sand Oddly shaped/ distorted 8) Beside the entrance
9) Buckled Llnered Plain 9) Above in the rafters
0) Unblemlshed Toppled/Empty/Worn Pristine Ol Disguised as something else

8.0 NOTEWORTHY ITEM,


Holl on the following tables to determine what the Noteworthy item is. You may have several items in the same area. Then go to the tables below to determine
what each item is,

6.1 NOTEWORTHY HALL.


Die ·tMWI· Dia 7);,i Die ~!11:!f
Roi Type J:t111&t 'tiJ~·.~11r-· RoH Type lls:>11 1Jr11~ Ron Type 11!»:iil. 'l:yp
01-&t TreasuiY' s0v,,.1.};;(· ·:.::fJ)ititA:yith;,i 76 Treasure & Obstacle 'ftt::fli,J: Ti:hf:d'.i• :r<rt,d1:-:ict6t1,\1y, 90-91 Obstacle & Predecessor r.t'.'!' trir.1lw§'-Hli:1hiiitAfiJ·;1,1;
07-23 Trap 1ti/li0l i,N'.IU1'J!.i',l.i:bll:'! 77 Treasure & :t:M:,;;_::.r;, 'T'i"rnp Ft '.S1J;-Dc i1Jckt 92 Obstacle & Spectacle f<»t(:i\',!i_,1,i;)'iW$,;{fr
24-28 Secre': fifr:;i;7\X §::r'i'i11-l{\i!:¥i, ,.-," Predecessor 93 Treasure-Trap-Secret Way ii:1:i:
29-38 Creat,: '(!1,¼ \1\)t·:,rti:v.'l·/W·:"l'i'~i.\> 78 Treasure & Dilemma 94 Treasure-Trap-Obstacle ifM;t
39---49 Obsto;d;) 'J/'8 't;,)11\;i,;;jilf.l;t· 79 Trap & Secret Way 95 Treasure-Creature--
50-57 Predee·F,'·"·""' .\·i>:11!:1,'/;)i{ \N\'l;f 80 Trap & Creature Predecessor
81 1rap t:t Obstacle 96
5
7.1 TREASURE & VAUJF " Fake - Whatever trap is indicated, tho char- liVliN
acter will not suffer any wounds only injury.
Roll once for treasure; use the two dice to deter- This is a fake trap or there is a secret way out 1 ) Choking Vapors
mine the type of treasure - then add the dice and is only intended to terrify intruders, not 21 Stairs Up
together to get the value. to harm. 3) Ramp Up
"* Blinds/Deafens chnn:u:.tor~ in area for 10 4) Cliff face Up/ Down
000 min. 5) Windy Ledge
EVEN 6) Stinging/Clinging Vines
""" Catapult - Character is thrown 30 feet.
1) Phony (Roll again)* Spices/ Medicine 71 Chasm/Broken Bridge
2) Petrified remains Weapons You may always want to provide a way to escape 81 Hot Springs/ Lime lerraces
31 Figurines a trap, It the player looks for it. 9) Blo1:.kadt1/d1:11c1dtmd
Armor 10) Marsh (Putrid water & plants)
4) Pottery /Vases Goblets
6) Furniture/Chests/Coffers OiogladM/ 1l1gger
Platters Hlddanln The judge must decide what effect any obstacles
61 Fu"'/ Clothing Coins/Gems will have on play.
7) Wood Carvings Jewelry 1) In entrance way Stepping on Something
8) Monument/Totem/Plaque Tapestries 21 lnWall Tripwire 7.8 PREOECESSORS
9) Paintings/Carvings Scrolls/Tablets 31 Behind wall Touching/Weight
covering removal Predecessors are people who have entered the
OJ Tools Priceless ruin before the player characters. These may be
(Roll again)** 41 Patterned floor Hidden lever
5) As an item in area Move something archeaologlsts or grave robbers of 500 years ago.
6) Debris Open it Predecessors leave their mark on a ruin.
* Phony - Ignore a reroll of priceless, no value. 7) Hidden trapdoor Beam of light
** Priceless - Ignore a reroll of phony, double 8) Treasure Heat 1l Opened doors/ chests
value. 9) r.nrr- Loud noise 21 Blood stainoe:/r.AmpfirAoe:
10) Natural feature Vibrations 3) Footprints
VALUE (waterfall) 4) Scratches/ scrawled messagea on walls
5) Dropped gear/ map
21 12) $ 4,000 When using traps, you may want to misdirect 6) Broken down wall/door
3) $ 20 13} $ 6,000 plnyers' attention f,0111 :;uspi1.:iuus items by using 7) Dead croaturo
41 $ 60 14) $ 8,000 something to distract them like bait, another 8) Defaced furnishings/stolen treasure
51 $ 100 151 $ 10,000 obviously triggered trap, a howling wind, etc. 9) Triggered trap (perhaps with corpse)
61 $ 250 10) Corpse shot/stabbed in back.
161 $ 15,000
7) $ 500 17} $ 20,000 7.3 SECRET WAYS
7.7 SPECTACLES
81 $ 750 18) $ 25,000 1I Concealed Crawlway
91 $1,000 19) $ 50,000 2) Passage overhead in shadows Spectacles require the judge to create interesting
10) $1,500 20) $100,000 3) Trapdoor in floor descriptions of what the players see, this section
111 $2,000 4) Revolving Wall just provides brief suggestions.
5) Hiddtm urevice
61 Shalt 000
A player character may keep a Finder's Fee equal
7) Handholds/hidden ladder
to 10% of the value of any treasure he finds and 8) Narrow ledge 1 ) Balancing Rock
brings back. 9) Concealed/secret door 2) Moaning/Howling Wind
1UJ Behind a natural feature (waterfall, brush) 3) Aroitt Glow;;. wiU1 Eerie Light
7.2 TRAPS (Location and Trigger) 4)
Eerie Feeling/Dread
7.4 CREATURES 5)
Lifelike Sculpture/Painting
When dealing with traps roll the dice twice; once 6)
Clinking and Chiming
to determine the type of trap and the second time 000 EVEN 7)
Feeling of Peace
to determine where it is located and how it is trig- 8)
Network of Lightbeams
1I Bats/ Flock Alligatorlsl 9)
Mirage/Reflection•
gered, Some traps have Danger Ratings, other 21 Hawklsl Apelsl 101 High Vaulted Ceiling (60')
traps win have to be assigned a Danger Rating by 31 Ram Bearlsl
the judge depending on what he does with it. 41 Nativels) Boars 11
Mir3,oe - an imago that ie not tMre but eloo
51 Rats Bunts) where.
TRAPS 61 Scorpion Lion(s)
7) Constrictor Snake Native(s)
000 8) Poisonous Snake
EVEN
Panther
91 Swarm Giant Spider 1)
Swirling lava pit
1) Fake Trap (Holl Again)" 101 Wolflsl Tiger 2.)
Beating/Pulsing Sound
2) Exit blocked/Door Locked 3)
Statically Charged Air
3) Snare/Noose If the clime is inappropriate for a creature change 4)
Clanking Sound
4) Net/Cage drops to somethinQ that works (eg. a walrus, elephant, 5)
Feeling of Nausea/Dizzyness
6) rlaah of Light ...... llama, cnappmg turtle, et ol.) 6)
Bottomless rit/ darkncu
6) Crash of Sound""' 71 Gonging
7) Sliding Floor opens onto Pit
7,5 OBSTACLES 81 Gilded Walls/ Dancing light
9) Panoramic View
81 Dart/ Arrow/ Spear I PR :401 000 10) Looming Monument/Tower/Idol
9) Ouickvand
1) Lava flow
101 Catapult Spot• .. (Fall DR• 801
2) Stairs Down
31 Ramp Down
4) Steep Slide down
EVEN 51 Shifting Earth (slip & fall)
11 Pit (Deep/Spiked/Crocodiles) 6) Brambles/Thorns
21 Swinging Blades/Spikes (DR• 60) 71 Balcony
8) Rushing Rlver
31 Flaming Dil IDR • 601 9) Geyser of Steam
4) Falling Weight/Rolling Ball (OR= Ml 10) Narrow Squet1.i::t1h..1dwl
51 Cave In (DR· 1201
61 Crushing Room (DR• 40/60/80/100}
7) Room Floods with Sand/Water (DR - 60)
81 Poison Gas (10 mn/weak/1 ck/10 mn)
91 Acid/Quicklime ~
10) Contact Poison (1 mn/danger/2 ck/ 1 hr -
sleep)

6
7.8 INCREDIBLE 7JI DILEMMAS
The Incredible borders on the fantastic, however Dilemmas are hazards that need to be crossed or judge should decide what exact hazard the char-
it can easily be accepted as possible, if somewhat tasks that must be undertaken to continue. This acters will face. The ability which the player
bizarre. Beyond the Incredible is the Unknown section breaks Dilemmas down into the action would need to check has also been listed. The
and thtlt ia detailed in tl oe<.tion following. needed to l:lui.;1,;t,e,d, followt,d Uy ~uggestlons of judge should also aecide how difficult the action
the type of hazard that must be overcome . .The is and what modifiers to use.
ODD
1) Mammoth Solar Calendar ACTION MAZARD
2) Huge Natural Magnet
3) Natural Laser (burns things) 1) Nerve to Pass IBKI Feat - snakes, fire, height, hot coals.
4) Wind Tunnel (Pneumatic Tube) 21 Climb IMVI Cliff face, shaft, trees.
5) Natural Magnifying Lens 3) Balance IMVI Narrow ledge, ice, tightrope.
0) Huuti WimJ Mill/TurlJint! 4) Jump Across IMVJ Chasm, Pit,
71 Glow·,ng Crystal 51 Jump/Dive Down IMVI Waterfall, a Dropoff.
8) Echo Room 6) Swim IMVI River, submerged tunnel.
9) Giant Lightning Rod 71 Swing IMVI Vine, or rope across a gap; flagpoles.
10) 00' Tall Gong 8) Dodge IMVI rolling rock:s.
91 Care IPR! Poisonous plants, minefield, trip wire.
EVEN io) Endure IBKI Po'1son gas, swimming underwater, hanging on.

1l Giant's Room
2.1 Midget's Room
31 Non-human Room
4) Giant Insect Colony/Rat Den
51 Crystalline Chamber
61 lmmonl>o Waterwheel
71 Dancing Swarm in Hive
81 Amplification Room
9) Heavenly Voices-Natural Radio
10) CrmiA Static Eler.tric C,P.nP.r:itor
• 1981 I.FL.

DEAUNG WITH THE UNKNOWN


Dooling with tho Unknown io fairly common 'in There die ti nee 111ajo1 typtt::s ur tht1 Unknown: an Second, determme how and when the
THE ADVENTURES DF INDIANA JONE$.. item of legendary might, a mysterious power pos- Unknown will manifest in your adventure. It
game. The Unknown ls the weird, the unex- sessed by another character, and a power that is should not be too early or else it will lose impact,
pected, displays of unearthly, legendary power not possessed by a character, but seems to have a though you may hint at it through tales told by
resulting in something P.ithP.r !11.ARminoly impm:.~ will of it,; own, lik'1- a hauntgd ho1.u1&. othor ohorocters, legend3 remembered and pre-
sible or scientifically advanced. The Unknown is First, determine the type of the Unknown io monitions. It is best to leave the final unveiling of
encountered fairly frequently by Indiana Jones as your adventure; one type is more than enough, the Unknown to the climax of the adventure.
he searches for the Lost Ark or encounters the you don't want it to be commonplace because Finally, at the end of an adventure, don't lea\le.
legendary Sankara Stones and the power of Mo/a then it won't be mysterious. You can use the the power in the hands of the player r.h;uar:tar~
Ram. The Unknown should have a place in your power of the one Unknown several times. That could lead to super human characters that
adventures too, for it adds a touch of the bizarre, Note, it is possible that the apparent mysteri- wouldn't be any fun to play. Instead, arrange to
adding excitement, giving a challenge that seems ous power is a hoax, with another character using take the power away, destroy it or negate its abil-
worth facing if only to tell of the encounter. gimmicks to make it appear he has some strange ity at the end.
You can add the mystery of dealing with the power. The uncertainty of whether the power is Below are three tables: one on Types, one on
Unknown if you take care, Here are some sugges- real or not wilt add even more mystery. Manifestations and the last a list of possible
tions for how to add it to your adventure and a encounter types for a ruin.
couple lists of the Unknown to give you ideas.
When dealing with the Unknown in an advonture TYPES OF THE UNKNOWN
it can be used in the following manner.
As the goal for the heroes and villains;
1I Curse 11 I Hypnosis
- As an unexpected, uncontrollable display of
21 ESP 121 Strange Land
mysterious effect; 3) Haunting 13) legendary Creature
4) Conspiracy 141 A Lost Race
- As the method to activate a legendary
power; 5) Hoax 16) A Mystic Conjunction
- As inspiration to a character in his mornent of 6) A Relic of Power 161 Voodoo
dire need; 7) Science Breakthrough 171 Time Travel
- and As a villain's evil power. B) A Secret Society 18) A Secret Ritual
91 UFO 191 Illusion/Magic
10) Marvel of Nature (Boreafls) 20) Underwater Land

MANIFESTATIONS UNKNOWN ENCOUNTERS


1) Ghostly Manifestation Scrying - seeing elsewhere
1) As an artifact
2) Levitation Legendary creature/alien
2) As a Villian's Power
3) Aliilily m tJretillit! Welter Animated inanimate
3) Inspiration
4) Living Fire Speed - makes one move much faster
41 Miracle
5) Giant Automaton Slow - makes one move much slower
5) As a Dream
6) Monster Clockwork Mechanism Superstrength
6) As a Vision
7) Dematoriali:tation MindGpoak/tclcpothy
7) Cl:IU::it,::S d ::;pt,1,;ictl Feeltng In all
8) Chariot of the Gods Intelligent Animals
8) Mysterious Accidents
9) Teleportal Sand sculpture garden
9) Mysterious Aid
10) Hypnotizing Item Giant Mushroom Forest
10) Display of Power

7
CITYSTREETS

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·:- Intersection~ Bridges - ~16=Doe=sn=,,=
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ti) Road• i••O Oeadends a Tun,ei - (Doesn't intersect) :_::. :_ ·.


.·,-, Hazard

*\Path numbers - length of chase spaces) 0


: May accelerate twice but can't chamie
""
direction - median stripl

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[Q] Room D Hallway [a Stairs !/fi\l Elevator D Hazard

9
SPICING UP CHASES

Along with the new ADVENTURE FOLD-UP" vehi-


cles, we have included a set of new rules and
material to help spice up your chases. First, there
are five new tlow charts to add vanety to your
play. The flow charts were designed for Country• When a vehicle is attacked it is usually from one
side, City Streets, and Building and Rooftop direction and you should select the result that
chases, but they can be used for much more. Fol- makes the most sense. As damage is inflicted to a
lowing ia o quick rocop of how to utte the chert:,, vohielo it is roeordod agalnfrt one area and hH
similar effects to the Vehicle Rating as wounds do
1) The BOXES represent Intersections and Haz~ to a character's ablllties. Damage adds in the
ards and are counted as one space. The same way it does to a character.
PATHS have numbers indicating how many lJght Damage; Light damaae to anvwhere
spaces are Mtween each box, does not affect the rating, but destroys lights and
2) To START a chase on a flow chart, roll one die grillwork and puts dents in the body. Light dam-
to determine which box to start in (only some age to a tire reduces braking by 10 mph,
boxes are numbered) or choose where you Medium ~ : Medium damage to a
t.tort. Roll or choooo agoin to determine where Fender, Hear or tsody has no effect; but to
the ENO space is. Engine, and Front 1'2 rating. It destroys windows
If the leader reaches the END space before and passengers may take damage. Tires must
being caught, he has gotten away, make a rating check or blow out and then you
3) Determine how much head start the Leader rnu3t check on tho occident results.
has and begin the chase. When the Leader Heavy Damage: Heavy damage to a
loses the Chaser or reaches the End, or the Fender, Rear or Body 1k the rating; to the Front 114
Chaser catches the Leader, the chase is over. the rating; to the Engine or tires must immediately
4) If a Hazard box is entered, the one entering check on the accident results.
must roll on a Hazard table for effect,
51 If the Chaser falls more than 1 intersection STUNTING
behind he loses sight of the Leader and must
make an Instinct check at x 112 to pick the If you thrill to wild car chases, here is how to han•
right route. cilo como basic stunting actionc. ,,, 1961 LfL.
6) If the leader is an NPC the judge may choose Banlen! Each barrier is given a rating of 5, COUNTRY ROAD
which way to turn at intersections, 10, 15, 20 or unbreakable. When a barrier is
7) Knowing the area. If a character is trying to crashed, the driver must make a Vehicle Rating 1) Stream to Ford, mud on windscreen 2 rounds
makA a choicA on whir.h i~ thA hA~t rn11tA tn check at x2. If he fails he must check for an acci• slow to Turn Speed
2) Bump (MV) or end up in Ditch
take use this rule dent. No matter what happens, the rating of the
barrier is then subtracted from the Vehicle Rating. 3) Railroad crossing gate down /Barrier 10>.
~ If he ls very familiar with the area, the judge
4) Bridge Out! Must jump or skid to a stop.
should tell him which is the best route; Ranmlng - Sideswiping: To avoid an
• If he is vaguely familiar with the area he accident when bumping another car, the driver 5) Sharp turn suddenly in road.
rt1ust make a Vehicle Rating check at x2. No mat~ 6) Soft $houlder, sont into n $kid.
must make a successful Instinct check for
the judge 10 tell the best route; ter what happens he must then subtract the 71 Brakes faill !
• If he is unfamiliar, the player must choose. a6celeration rate of the car he bashed from his 81 Clolld of Dust - Slow or (MV) for 3 rounds.
Vehicle Rating. 9) Blow out, check accident.
Fonc.y ~ To meike $kid tu, n~ and boot- 0) Hnorl fliA!. ope.n - all MV at 'lf. 1/.,,_ now until
Two new Hc1zard tables have been provided on
page 10 to add more variety. Also included are leg 180 degree turns, the driver must make a suc- closed
some new Shortcut tables. When a character cessful Movement check or have an accident.
wishes to try to close the distances by taking a Driving on Sklewalka or down a Fine BUILDINGS
shortcut he makes a Movement check. If the line: This requires a Movement check at x1/z to 11 Loose Carpet IMVI
check fails, he must then roll on the Shortcut succeed without an accident. 2) Clutter in hall, must leap
table for the result. If he succeeds, he gains Jumping: To jump an obstacle, there must 3) Closed Door, stop and open
spaces - 2 for a blue result, 4 for a yellow, 6 for a be a ramp in front of the obstacle, the driver must
41 Crowd, (AP) to get through
red or lucky Break. be going Redline speed and he must make a S) Door opon!i lluddenly (1/:1.MV)
Movement check at x 1Jt.,
6) Cleaning lady with cart (1'2MV) to get around.
NEW VEHICLE RULES Two Wheeling: Finally to two wheel a car or 71 Wet Floor l¼MVI
truck you must have a ramp, be driving faster
To add further excitement here are some new 81 Cord across floor IMVI
than Turn Speed and make a Movement check at 91 Darkness - Stoo or l½MVI till find some lioht.
rules and optionG, x 112 or check for an accident at + 20.
01 Laundry in Hall (MV)
VEHICLE DAMAGE LOCATIONS FOOT CHASES: SHORTCUTS
01-30 Body Just to be fair here are quick rules for overcoming
31·35 Right of Front Tlre V~MICLES
obstacles in a foot race.
36-45 Right or Front Fender Leaps and Clmblng require a normal Move~ 1-2) Crash through a storefront (check on
46-55 Front ment Check. crash)
56-66 Windows Slklng. Swinging, Yauhlng - Tackling 34) Crash through Garbage Cans (Barrier 5)
66-75 Rear require a Movement check at x 1b to maintain !M}) S1desw1pe another Car
control and not get hurt. 7-81 Alleyway shortcut found IMVI check to
76-85 Left or Rear Fender , , _ atyla owlngo - '"""""" require a avoid a car sideswipe.
86-90 Left or Rear Tire Movement check at x 114 to succeed and not fall. 9-0l One Way (¼MV) or crash
91 00 E:nginc Walking o lodgo, Jumping High, ond Con-
trolffng a fall may require a normal Movement FOOT CHASE
check or one at x Vz or x 114 depending on how
difficult the situation is. 1-2) Stumble and Fall, !Light Wound)
3-4) Collision, collide with other (Medium
HAZARD TABL£8 lnJUryl
5-61 Fall and slide 15 feet (Medium wound)
A Hazard Table for car chases in a city already 7-8) Tumble, knocked unconscious
exist.a. Here are some new tables for car and foot 9-0) Shortcut roll (MV) to ovoid colliding with
chasee. another.
10
RUNES AND SECRET WRITINGS
Many classic adventures begin with the hero find-
ing an obscure clue written in an ancient lan-
....,
---------r-'i:s'-· .-
,i~ ~ror"'flil1,..,~1Pb 14',eK R..r,i"'
- h ....
t,ls (;~efr,rr<>~el-~~
p1,1t~
Q
~ -~
ft<J1'1

guage, Others begin with the hero finding a


cryptic warning or coded map. How can you add
secret writing to your adventure?
Using the alphabets here, it's quite easy, First,
you must of course have an opportunity to have a
secret message in your game and a reason for it.
Second, you must write the message down. At
this point you might want to translate your
:

c2(10r
a.

ell.I.
-'"
(a)
~ Aa. ~
~ Ca-a) (a, ·a,)
a "'"f (a.) oc) f
ooeor T r
--
0 .0 <..) ~\:
English into simple sounds - "cable" becomes
.__a
"kabel" for instance. Third, find the symbol or
:5ubstitute for ooch letter or lette, pail (~u~h ais
a,a~
or a Ca·a)
. . .
( I,)
.. f:-. 00 (i:.-u.) (u.) (u) ~
TH) and rewrite the message with the new alpha-
bet. In some cases, the alphabet does not have an
equivalent letter, so alternate letter symbols have
hAAn propo,;Q(I or you may leave a space for the
:
b =:f j] B,s ls oi (o•yo; (u-ol (o·ii.) f
. . <o-o)
I

(a-o.J
. <ol.
ow
._
missing letter. This will help to further confuse the
(a'.-iL)
mets.age tor the translator.
You now have some secret writing. As is, a sim• c(s) (s) Cs) (s) ~ . .
pie decoding will reveal the moaning of what you '

-- *_J- IIrr l-1"


I
p "ff D
have written. If you wish to make it harder to
! di<) Cch) (k) (k)
,,...
decipher the message, you can write the message
backwards, word for word. To be even more devi•
ous, try altering the location of verbs within sen•
lt.tncos or leav1t:1 out part of 1he message as If It
have been damaged.
, ch ~ (e,-h) ph (p-h) (p·f1) 1>¢, (f)
To be fair, any player with a character who can
d TT <::;S::,
[j_ ! M ps Cs) (p·s) t~ (p-s)
~,
read ancient languanges, should be able to use
this alphabet page.
This is only a start. You can use other ancient
alphabets or invent your own "ancient language''
and leave clues to the translation.
e
~
..f:E l Ee: M ~ <r "1 ( K) "I
C> Pp kl
'.
i.ea
or Ile ---r (a,) (a-e.) 't' r
TE p Lo> L-1
g
f f<<
<~
cl..:::.. <ph)

©
f s
rr r' sh -::T,T
<< 1:5:D
(s-h) (s-h)

T,,. t
g(j) <r,· (g) (9) (j)
.(;
,th f(T ~
£:::I

es I> :
' h <:=< ra H?J ~
i ...I• ► ... \\ (~) (-) ts (z) (t-s) (i) (l)
..
':'
I
(
,-/)
\' V' 4q
. . . . . . . . . . .Ii I
. . . ...
u" ('tt V Cu) f')
-
1.,/, Cu-ZD ~ Tv foo):
►l< 1>
)~ f:::
<<Tr ®
~
(g) (g)

KK h
(k) (k)
V ►y'E (.P) (pf])
w (v-f;) Cu) <hl
x~
(f)

J>
X
I

r
X (e,f)) (k~)
<► h IJ\A /'
. . ,,r ~ Mµ P4 y (ya) Cf) (u. ore) A\
1m ya f(:: (7) ( u.) (y)
::< Nv 1-
l;
NNM
r---l Zs )...
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(n-g) (h-9)
en-ti- (') c<>. c-) c-> c-)
'1981 LFL.
11 - ·b
Knossos \Gargantuanl ~ Church of the Holy SepulGhre {CmhudrulJ

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,, '

:17t· .J
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,,... ~:·
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,,

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-~ Oiyantuju IMugolithM
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Karnak {Columnadedl

□- t t
J

::....;_;.":;::;~?
,,~t
......

SAMPLE RUIN MAPS


Several maps of actual ruins are presented here for use when a map is
needed swiftly during play, In your campaign, they can be lost Indian tem-
ples, or the palaces of princes long hidden from the eyes of humanity,
These maps are only tools and may be used again and again In a variety
of ways. For example, you could use only a portion of a map, or change
the scale of size, describing the ruin as mammoth. Switching the compass
direction of the map and where a character enters from will make a ruin
seem different. Add dead ends or doorways where they don't exist or col
lapse a section into ruin. These are only to help you design your adven-
tures swiftly without spending a lot of time creating maps.
You can find maps of other ruins in reference books at your local library. ''
Look for books on architecture, archeaology and art history. These will
expand your options with only a small effort on your part.

12
I
How 10 Aanmble ADVtNTURE CUTTING APART GLUING
FOLD-UP•Flgwe8
Use a pair of sharp small scissors for cutting. Most places that are to be glued are noted with
TS R's ADVENTURE FOLD-UP"' figures are Only cut apart the pieces of one figure at a the symbol for "glue here.'' There are two
easy to assemble, because thev all use the same time. such as the motorcycle-so as not to lnM exception.ct i:mrl thA~A ~rq notP.ti with thie figures
basic shapes. Once you, know how to assemble any pieces. following.
these shapes, you can put together most fold~ Most pieces are labelled with a number and a To glue apply the paste thinly and evenly all
up figures. All you have to do is cut them apart, letter, The number indicates the order to which the way to the edges of the space to prevent
fold on the dotted lines and glue them together. to assemble the piece. The letters indicates lose corners. Paperclips are useful for holding a
which figure the piece belongs to. figure togethe until the paste dries. If corners do
TOOLS NEEDED A ,,. Jeep C "" Motorcycle become unglued, a bit of transparent tape can
old ball point pen ruler
J " Jeep S " Staff Car be used to hold them down,
white glue scissors T .. Truck When gluing, it is best to glue one side at a
transparent tape paper clips Cut only on the ::;olid black outline:;. Th1;1 lime (tnd let 1t dry before glulng the other Sides,
SCORING FOR FOLDING dotted lines are for folding. for a more even shape,
To make it easier to make straight folds along FOLDING SYMBOLS
the dotted lines you should use the following ThQ figuree fold ono of two wuyo, backwards or Cuts--- roldUp-----
method.
forwards. Backwards folds are noted by a Glue Here llllEI Fold Down - - - - - - -
Before cutting the figures apart you should
dashed )ine. forward tolds are noted by a dash
"score" all the dotted lines. Scoring, is creating These are the symbols which are used on the
and dotted line. Study the figures carefully
a crease in the paper. You will need an old ball full color fold~ups.
before folding. some oieces fold both ways.
point pen thdt no lon9e1 wrile-~ or u:.t:ii. IJl1;1<,;k.
ink, and a ruler. ASSEMBLING
To score, use a ruler to help you draw a
straight line, and using the old pen, draw along Each figure should be assembled in the order of
thP. fnlrlino linA, ruA~~ina rlmNn to leavQ a crease the numbered pieces as noted in the diagrams
in the paper. Scoring before cutting the figures below. Assemble piece /11 first and then piece
apart is just easier.
#2 and so forth.

A. ARK BOX

\
I

ft\
~

C. MOTORCYCLE AND SIDI; CAR (8 pioooe)


1. Body and seats
(To create the seats, before folding, cut "
along the slots in the top of the figure,
sumlng at a corner of the slot. After gluing
all other sides, glue the thin seat tab to the
inside bottom. You can put character figures
from the garne In the seats.)
2. Machine Gun
3. Sidecar wheel
4. Motorcycle wheels

13
T. TRUCK f2ll ploceol 4. Flatbed Wall 9. Cab Roof
5. Fenders (Do not glue to cab; use as box top,
1. Chassis
(Once assembled these glue to the underside then characters may be placed in cab.)
2. Engine Hood
3, Cob
and side of the chassis.) 10. Luggage Rack
6. e-ront Bumper 11. Reor Canopy
(Before gluing, cut out 14T, the steering
7. Headlighto (Do not glue to truck; just slide into
wheel, and glue to the dashboard with a spot
8. Saat place, then may use as flatbed when
ol glue.\
\Glues to thel\oor ol the cab.\ de$inltl.\
12/13. Tror.lr WhAAli:t - Frnnt ft Rear
B1/ B2. Machine Gun and Tripod

'

-- I

,,,,-,
"-::::: ' ''
'~~' ~
' ::---,

14
J, JliliP 123 ........1
1. Chassis
2. Engine Hood
3. Dashboard
(Before attaching the dashboard, glue 13J,
the steering wheel to the dashboard with a
spot of glue,)
4. Front Divider
5. Rear Divider
6. Fenders
(Fenders attach to the underside and side of
the chassis. l
7. Front Bumper
(Should hide the end of the chassis tubes.)
8. Headlights
9. Seats
(Glue to floor and divider wall.)
10. Gun Mount
11. Machine Gun
12. Wheels

S. STAFF CAR 120 . . _ ,


l. Chassis
2. Oachboard
(Before attaching the dashboard, glue 10S,
the steering wheel to the dashboard with a
spot of glue.)
'
3. Rear Trunk
4. Engine Hood " ,/'-
5. Fenders
(These attach to the underside and side of
the chassis. I
6. Seats
(These glue to the floor and sidewalls.)
·,~- " "'r-' .. ·t
7. Front Bumper
8. Headlights ~..... , " / ' .... ~

9. Wheel~

/'< 0)- -1/


" .
~
,/.- -~

15
HOW TO UR use Of the figures iS only limited to your Ull!lftlllC FIUURH
imagination. For example: cutting two slots in a
These four vehicles can be used to liven up your An extra sheet of generic figures has been
character figure allows you to clip the figure to
chases when used with the character figures in included for use as props for creating a barroom
the wall of the truck flatbed as if he was
the oame. The characters can ride in the 1,;li111lii11y 1;1lu11y Ll1t::1 t:n.ly11:::1 ur lh11:::1 llu1.k., and ruin. They also may be used with the
vehicles. These figures are used to show the Or tipping the ramp up on end makes it a vahiclaa. There are barriers to crash through, a
distance and position of those involved in the ramp for jumps and for two wheeling, and
wall.
chase, cargo to be carried.
Set you imagination free and enjoyt
Used with the generic figures the vehicles These shapes are simple to assemble, except
may be used to perform stunts or be loaded for the pit. Study the diagram for the pit
with cargo. carefully before assembling,

PIT
(First fold up the inside tabs and fasten
much like a table. Then fold down the
outside flaps and glue together.)
I (These four use a star shape. Glue is spread on
tho entiro bock of the figuroo.)
)
J

SCY'l'HWQ Ill.ADI:$

ALTAR/CHIMNEY
0-
SHELVES, TCltll ond Short
(These three pieces may be used together to (To add more support, you may want to use
form a fireplace or may be used separately transparent tape to fasten the sides to the
as a nook, trapdoor and altar.) back. These may be also used as tables,)

6754XXX1501
16
.,
0
VEHICLES
TYPE RAn ACC CL/DV BRK TRN RED MAX CAP RNG TYPE RAn ACC CL/DV BRK TRN RED MAX CAP RNG
Arplailll PEDICAB 20 10 10 10 10 50 3 50
AUTOGYRO 30 20 -10/ +10 20 ANY 90 110 1 250 RICKSHAW 20 10 20 10 10 20 2
BAILOON 10 50 70 5 200 scoonR 2G 2G 20 30 40 IO 2 30
BIPI.ANE 40 20 -10/ t 20 10 ANY 100 120 3 400 STREETCAR/BUS 8G 10 10 20 40 50 30 120
DIRIGIBLE 90 10/2 10/2 30 70 90 34 5000 TANK/BUllDOZER 100 10 10 20 30 30 5 80
SEAPlANE 80 20 -151 + 10 2G 50 8G 128 9 1500 TRACTOR 40 10 20 20 30 50 2 50
SPEEDER 50 30 ·10/ +30 10 100 150 300 2 300 TRAIN ENGINE 150 20 10 50 8G 120 360
TRIMOlOR 80 30 ·20/ +10 20 80 120 250 9 1000 TIida
Rold Ythldes UGtfTTRUCK 50 10 30 20 40 50 3• 150
BICYCLE ARMORTIIUCK 80 10 20 20 30 40 3+ 200
20 10 10 20 30 40
c.a HEAVY TRUCK 70 10 20 20 40 50 3+ 250
CLUNKER 30 10 10 30 40 50 4 100 Boats
COUPE 50 30 40 30 50 70 3 200 CANOE 10 10/2 10/2 10 10 20 4
DUSENBERG 80 30 40 40 80 90 4 240 ~NBOAT 30 20 10 30 30 40 2 30
LUXURY SEDAN 50 20 30 30 70 90 8 150 ROWBOAT 20 10/2 10/2 10 10 10 5
ROADS1ER 50 30 40 40 90 140 2 120 SAILBOAT 30 10 10/2 20 20 30 3
RUNAWAY CAR 20 10 10 30 40 70 SAil.SHiP 120 20 10 30 30 40 50 ➔
SEDAN
CART/WAGON
40
40
20
10
30
10
30
20
50
30
70
50
6
M
180 SPEEDBOAT
STEAMSHIP
IO
18G
30
20
10
20
30
20
40 50
40 50 •
200 +
100
1500
HANDCAR 10 10 - 10 20 30 40 4 SUBMARINE 80 10 -101 n o 10 20 3030/40· 35 800
JEEP/STAFF CAR 50 30 20 40 50 70 4 120 TORPEDO BOAT 80
..
20
MOlORCYCLE
w/CIDECAA
20
:Ill
30
:Ill
40
iO
30
iO
50
•• ..
90 2
a
50 TRAWLER 100 10
. °""'•-"""-,J"'' a.I•--'"""·
20
10
30
20
50 80
30 40
13
20
450
500

11;~

ABBREVIATIONS
Ace • Accelention
Atk • Attack Damage Fonn
t2l - 2 attack• 6ICh round
11,k - llraliing
BK • BACKBONE ability
Cap • Capacity (Number of "-'gen) "' 1981 LFL
Cl • Climb: 1h11 Is a number aubtrected from apeed when climbing
Dv • Dive: this ii a number added to speed when diving
DR • Damagellag
G • Goon
IN • INSTINCT ability
lnj • lnjmydamage
Mu • Maximum speed
"' 1981 LFL

CHASES
CHASE TRACK: This will help you keep track of the dis1lnce between opponents ruing
MV

PR
• MOVEMENT ability
(101 - Maximum cruising speed for the creature
• PROWESS ability
• clm9. To . . the track, assemble !he small figure of the lead ca/pe,IOII. During a Rm - Vehicle Rag
c:t.e, place !he leader figure next to the cheM track and . . !he folowing two rules to Rd • Round
determN how nw,y spaces separate the leader from the chaser. Always count spaces Red • Redline
from the tail of the lead piece. Rng • Cn,iaing range in milll on a tllnk of gaa.
Severity • Numben folowing !he type of damage Inflicted under ATK o, alte, !he
1. ffonu Stop: I +1/·11 SURV type indic:ate the aeverity moclliar for damage caused o, taken.
Add l.Aa,w'• ............ + I IAafMr'e nvtv• - r.:luMa.'• 1'1V1,VA - lfnNath,a_lhifttM-U!'lnA...._,_,lt_
- If positive, llift the result down to a W01111 r8SIA
2. Eadl 11111 Moving: SPCL • Spedal Attack
Leader'& move - Cllller'1 move ST • STRENGTH abllity
• - Ar,inwa can carry up to 4X 1heir ST score
Clollng the Gap; This can only be done by SURV • Slnival Type (Character Type equivalent to anima111
- liking rilk1, IIICh II unlng a comer too fest; Tm • Turning Speed
- liking a "lhortcut"; roll a Movement chedc and if successful, gain a bonus of 1-5 V • Villain
apace1, if fail, chedc result on Shom:ut hazard chart
..
Wnd • Wound damage
• Gl'Oupl of anlmak 8C1kig together, !hey may have multiple attacks 81 wel
· A 81 l1l9Cial attacks.

« -1 21 &I al 10 1

' 1965 Lvcasfilm l.td. All R,ghls Reserved.


WEAPONS ANIMALS
TYPE RANGE DAMAGE EFFECT 'TYPE sr MV PR ATK BK IN SORV SPCL
lllzoolia: 4/ 8/11 Wnd DR • 150; 1 - effect AWGATOR 80 51 48 Wnd +2 IO .38 G BASH
llllcijlck l'lrlonal lnj +2 Aleo chin, ndla, atone UN APE 91 24 IO Wnd +1 48 32 G REND
Blowgun 1/214 lnj-1
BARRACUDA l7 54 5t Wnd 51 441 G -
Poilon - tither BEAR 108 M 48 Wnd +1 M 48 V-1 HUG
5 mm/weak/4 d1kl/8 lw BOAR(HOGl 40 51 32 Wnd 80 IO G -
~ OR
10 mln/dlngelous/2 chk•
BOBCAT 20 IO 40 Wnd -1 40 52 G -
24 lw ldeelh) BUU(BU™LO) 84 72120I 44 Wnd + 1 90 441 G-1 GORE
Boll 11214 lnj +1 Entanglel; 2rd NC1P1
CAMEL 76 18(30! 52 Wnd n 38 G SPrT
CROW 20t20I -
Bow&Anows Alto croabows EAGLE tHAWKI
10
11 4Gt30I
32
'"
52 Wnd
28
Iii
M G +1
52 G -
..
21 411 Wnd
Camon (Tank)
EEL 32 31 40 Wnd 52 28 G SHOCK
1118/32 Wnd +2 DR • 230; shout 1/4 PR

1n--
ELEPHANT (RHINOI 140 41110! M Wnd +2 32 V-2 TRAMP
50 foot effect 12 naJ
Club (llodc) 0 lnj +1
Can throw
ElK (MOOSEI
FLOCK.. -
88 Ml40I
56(20!
51
28
Wnd
lnj (21
IO
18
48 G-1
28 G-1
--
Derringer 0 Wnd Onelhot GOAT(RAM) 21 n 38 lnj SI 44 G -
GOOSE -
'"
I 1eaal 24 31 48 G

..
Dynamite ST In feet Wnd DR • 80; +20 eech stldc;
HEROH - 52l20I 32 Wnd(41 31 28 G-2 TRAMP
effect • 15 fNI 1 S1k
+5 feet par add. lticl< HIPPOPOTOMUS 108 32110! 58 Wnd +1 38 G-2 SWAMP
firebomb ST In feet
Rreb1ingullher 0/ 112
Wnd
lnj -1
DR • IO; 1 - elflct
8llnds target; extinguiah 10
HORSE
LION
MAGPIE
84 58(50)
91 7l(20)
4 32(10)
..
IO Wnd
Wnd
40 lnj -1
M

..
76
18 G-1
eo V
40 G +2
-
-
-
FnHoM 1/ 214 lni
!:>R ..... f!..fo,, .........

llufleb target; MV check


MONKn
MULE
• l'I
IO 84(20)
• 1111 ·1
48 Wnd
LIi
80
a
58 G
b n -
- -
or Ill back 1 area; OCTOPUS (SQUIDI 120 31 44 Wnd +1(41 n 31 V-2 INK
exunguilh 20 DR pis.
of In around
OSTRICH 7' 44(30) 38 Wnd -1 44 28 G -
omRtwEASEU 8 92 28 lnj 48 48 G -
Flamethrower 0/1/ 2 Wnd DR • 80; -
fns(DR20!
1111111 PACK.. - 52110!
PANTHER IJAGUARI JI 11111»
51
72
Wnd(31
Wnd ., •
58 40 V-2
V
-
-
Grtnade
Knife
ST In feet
Penonel/0
Wnd
Wnd
DR • 130; 1 area effect
Can throw in - area
PIRAMIA"
PORPOISE
- 48
18 lll5Q ..
32 Wndtz
Wnd
24

18 V
80 V
-
-
I

4 ., -

·-
RAT 44 Wnd 28 21 G +1
Llndmlne Penonal Wnd DR • 150; 1 - effect must SCORPION 1 24 28 Wnd -1 JI 20 G•2 POISON
be stepped on or driven over "'SHAAK 80 Wnd +1 64 38 V-1 REND
lasso 0 lnj -1 Emangles 1111d pulls down SNAKE,eon..lctor 52 21 48 Wl'II 32 20 G +1 CONSTII
(1/2 MV checkl; 2 ns SNAl(~ 18 32 40 Wl'll -1 4 18 G +2 POISON
to - . if not SPaR 1 80 32 Wnd -1 28 eo G +2 POISON
puled taut SPIDER,Gin 100 40 48 Wnd +1 48 40 V POISON
MachnlGun 418/11 Wnd Fire 3 limes par round; SWARM'• - 11111«. 41 ~(J fill 20 G-1 STING
takes 2 men to use TIGER 112 72l2Q fill Wnd +1 44 48 V-1 RENO
-
Mot1ar 418/16 Wnd +1 DR • 130; 1 - effect
VUIJ1JRE 12 281211 38 Wnd 38 44 G -
Musket 21 4/ 8 Wnd -1
WOlftDOGI 24 4G 48 Wl'II 44 84 G - ~

Onuhot; 1 rd l9load WOIYERINE 80 1111211 80 Wnd +1 96 48 V-1 REND


Nitro Penonal Wnd +1 DR • 200 par ounce;
1 ... perounce SPECIAL ATTACKS . . made once every OIi.- l'OWld In adcltlon 10 "°"'
Plltol 214/ I Wnd 6 shot$; 1 rd reload mal attacks that l'OWld aid requn a ~ Prow- 01eck.
Rifle 4/ 8111 Wnd h hots; 1 rd reload BASH • light lniWY
lnj • 1 When uaecl N a club CONSTRICT • lr1jwy; victim rruat make 1/2 STR check each l'OWld in
order 10 act at 1/2X.
Satcheletwga 0 Wnd DR • 180; 40foot effect GORE - MacllsnWound
Spur Penonal Wnd May be 1118d as a dub HUG lnpy + 1
0/ 112 lnj INK Blnda; cannot lhoot - cen only fight with non-miala
weapona at 1/2X.
Searchl9,t 21418 lnj -2 Blinds target; cuts POISON 10 mn / Weak / 4 checks / 24 hows
at1ad!1 to 114 REND Wound + 1
Mmac:hi,eGun 214/8 Wnd 1-3 shot$ per round; SHOCK Macllanlnpy
1 rd to l9load SAT Binds; cannot 9hoot - cen only fight with non-missile
Shotgun 0/ 214 Wnd
weapons at 1/ZX.
Severity +2 short renge;
STING Wound -1 In addition 10 ...-V each l'OWld attadcad.
MYll'ity -1 beyond
SWAMP 1/ZX PRW check of monster 10 ovarun boat.
Sword (Machete! Personal Wnd TRAMPLE .. lnpy + 1
T•Gas ST in feet lnj Incapacitation poison;
1 min/danger/4 chks/
2 hr; 11/4 ablltlesJ
Torch (Finl 0 Wnd -1 MayCIUlefn
Whip 0 Wnd -2 Or may entangle instead

161 1s! 20! 221


"'• THE ADVENTURES, Of INDIANA JONES, game elements and character names and likeness~~,.are trademarks of Lucasfilm,
.L td.used ,underauttiotlzation; lll 1985L\.1G/H!film,Ltd,·AHRightsReserved. ,,,, .' ''' , , !f ',' , 1 ' ,,, . , , ,
l IY'f'l •
' ,:i
' t I IJ [I, / , tr' / r,;, /
1
I,,' ,'II
., . , · .,'
•,1 '

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