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S&P 37rpg

The document is an issue of 'Signs & Portents: Roleplayer' featuring various roleplaying game content, including articles on the U.S. Marshals in the Wild West, character backgrounds, and adventures in the Conan universe. It also includes features on Starship Troopers and Babylon 5, along with regular columns and contributions from various authors. The issue is edited by Chris Longhurst and published by Mongoose Publishing.

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100% found this document useful (1 vote)
62 views72 pages

S&P 37rpg

The document is an issue of 'Signs & Portents: Roleplayer' featuring various roleplaying game content, including articles on the U.S. Marshals in the Wild West, character backgrounds, and adventures in the Conan universe. It also includes features on Starship Troopers and Babylon 5, along with regular columns and contributions from various authors. The issue is edited by Chris Longhurst and published by Mongoose Publishing.

Uploaded by

mdtarne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

Mongoose Publishing Presents

37
Roleplayer
Wandering Stars
The US Marshals in OGL Wild West

The Staff of Ibis


Searching for an ancient relic in Conan: The Roleplaying Game

101 Character Backgrounds


For when the GM has killed off your character... again

Plus. . . Legend of the Rangers Part II, S&P Roleplayer 37


October 2006
Paranoia Paperwork, Tales from MGP 5537R

Mongoose Hall, and much, much more.


Theodore Ketchum (order #29099543)
www.mongoosepublishing.com
Hello. Editor:
Chris Longhurst
There’s a pretty good chance that you have no idea who I am. That’s okay, Copyright © 2006 Warner Bros. Entertainment Inc.
neither do two billion Chinese people. Since I have a lot of space to fill up in Managing Editor: BABYLON 5, characters, names and all related indicia are trademarks of and ©
Warner Bros. Entertainment Inc.
this column, I’m going to help you to get to know me by providing you with Ian Barstow WB SHIELD: TM and © Warner Bros. Entertainment Inc. (s06)

a selection of possible biographical fragments, some or all of which may be


untrue. Editorial Director:
ADVERTISING: All ads are subject to approval by Mongoose
Matthew Sprange Publishing, which reserves the right to reject any ad for any
1. I was hired about four months ago despite not having looked at a Mongoose reason. Advertisers and/or agencies of advertisers agree not to
hold Mongoose Publishing liable for any loss or expense from
product in five years after my first attempt at writing for them was rejected. Now Production Director: alleged wrongdoing that may arise out of the publication of
I have Unlimited Editor Powers™ it may well make an appearance in the pages Alexander Fennell such advertisements.
of this very magazine. Since my employment as the in-house dogsbody, I have,
amongst other things, assembled wardrobes, taken the rubbish out, designed a Mongoose Studio Staff:
d20 Modern, Dungeons & Dragons and Wizards
poster and conquered a small nation - although the latter project was undertaken Ian Belcher, Richard Ford, of the Coast are trademarks of Wizards of the Coast,
in my spare time. In the space of about a week I have been promoted from ‘you’ll Adrian Walters, Nick Inc. in the United States and other countries and
be helping out with Signs and Portents’ to ‘you’ll be the assistant editor of Signs Robinson, Ted Chang, are used with permission. ‘d20 System’ and the
and Portents’ to ‘you’re the new editor of Signs and Portents: Roleplayer’. Career Kelly George ‘d20 System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms of
progression is a wonderful thing. the d20 System License version 6.0. A copy of this
Cover Art: License can be found at www.wizards.com/d20.
2. I spent several years living in a trailer park in the midwest USA - in Coralville, Randy Nunley
Iowa, to be specific - where I earned a surprisingly good living by sneaking
into university lectures, writing up my notes as entertaining and educational Artists: Designation of Open Content
All rules mechanics, tables and other material derivative of Open
dialogues, and selling them to students too lazy to attend their own courses. This Marcio Fiorito, Chris Game Content and the System Reference Document are considered
form of education has given me wide-ranging knowledge of many topics from Longhurst, Matt Open Game Content. All other text and artwork is closed content.

medicine (the correct term for a nosebleed is ‘epistaxis’) to zoology (scorpions Thomason All Babylon 5 material, with the exception of open game content
designated above is copyright 2006 Warner Brothers. Babylon 5
glow when exposed to ultraviolet light) to philosophy (John-Jacques Rousseau created by J. Michael Straczynski.
was an idiot). I supplemented both my income and my diet by pig-rustling. Contributors: All Judge Dredd material, with the exception of open game content
David Underwood, designated above is copyright Rebellion A/S.
3. For my entire life, complete strangers have greeted me in a friendly manner Richard Farrese, Richard All Conan material, with the exception of open game content
under the mistaken apprehension that my name is Steven. I don’t know who Ford, Stuart Taylor, designated above is copyright Conan Properties International.

you are, Steve, but if you happen to be reading this please stop following me Christopher Blackmoor, All Lone Wolf material, with the exception of open game content
designated above is copyright Joe Dever.
around. Bryan Steele, Daniel R.
Robichaud, Matt Sharp, All WARS material, with the exception of open game content
designated above is copyright Decipher, Inc.
4. I am Spartacus. Carl Walmsley, Eric K.
All Starship Troopers material, with the exception of open game
Rodriguez. content designated above is copyright Tristar Pictures, Inc.

Chris All RuneQuest material, with the exception of open game content
designated above is copyright Issaries, Inc.

If you can read this, you have far too much time on your hands.
2
Theodore Ketchum (order #29099543)
Signs & Portents: Roleplayer
Contents
Features
11 OGL Wild West: Wandering Stars 44 Mega-City One’s Most Wanted: Judge Giant
A complete history of the U.S. Marshals and a new vocation for your Statistics and a brief biography of one of Judge Dredd’s staunchest allies.
gunslingin’ lawmen.

16 101 Character Backgrounds


RuneQuest: Lesser Known Fauna and Flora
Be more than a farm boy with a sword destined to become a king... be a
king with a hoe destined to own a farm!
46 Three unusual creatures and three useful plants ready to drop straight
into your games of RuneQuest.

25 Starship Troopers: Codename: Armoured Fury, part 2


The continuing saga of Thrower’s Tigers.
Conan: The Staff of Ibis
50 Search for artefacts of unearthly power, rescue your bodyweight in gold
Starship Troopers: The Heavy Weapons Specialist
28 A new area of cross-training for your Starship Troopers characters.
from ancient tombs, and cleave - or be cleaved by - mighty foes in this
desert adventure.
Because sometimes, you just need to blow things up.

30 Babylon 5: The Support Fleet of the Anla’Shok Regulars


Part 2 of our three-part series covering the Legend of the Rangers movie. Eye on Mongoose 4
This month, we look at the lesser known spaceships seen in the film and Tales from Mongoose Hall 6
examine their wider use by the Rangers. Offer of the Month 24
Write for the Mongoose 37
39 Paranoia: Paranoid Paperwork Roleplaying Games Product List 66
Some helpful forms to keep your Troubleshooters’ lives efficient and Mail Order Form 70
treason-free!

3
Theodore Ketchum (order #29099543)
RuneQuest: Monsters RuneQuest: Legendary Heroes Glorantha: The Second Age
Depending on whether the adventurer is a hero or a Throughout the teeming masses of lives there are a In its glorious Second Age, Glorantha is the prize of
villain, a miser or a spendthrift, a steadfast warrior for a handful of shining beacons of hope that show the rest warring empires. The God Learner Empire seeks to crack
noble cause or an opportunist out for nothing but gold, what they are capable of. They walk amongst their open and the very secrets of the gods, manipulating them
the details of the adventurer’s story will change, but one fellows like giants of deed and duty, a living reminder to their own ends. The Empire of Wyrm’s Friends works
thing remains a constant for all adventurers: they will all that the world is shaped by the actions of the bold and to transform its land and people into a mystical dragon,
powerful. which will take flight and reshape the entire world.
come face to face with monsters of every description.
This book is a guide to creating and playing Legendary The Second Age is a time of discovery and exploration.
RuneQuest Monsters is much more than a simple listing level heroes in the Runequest game. It contains all For the first time, trade and travel allows the interaction
of monsters. It provides information on how to create the tools needed to add Legendary Heroes to existing of far-flung cultures. Against this backdrop of unfettered
a full-fledged character using the various sentient races chronicles, or even to create a Legendary Campaign progress, dark omens gather. Men have pushed the
found within the book. that should even challenge the previously unmatched eternal laws of myth and magic to the breaking point.
characters of this level. How long will it be before the world strikes back?

4
Theodore Ketchum (order #29099543)
Conan: Argos and Zingara Paranoia: Sector Zero Secret Societies
Welcome to Argos & Zingara, the maritime nations Just as ‘Code 7’ is Troubleshooter dispatchers’ jargon Every campaign setting has its cults, conspiracies, and
of the Hyborian age. Argos and Zingara are two of the for a mission that promises certain death, so ‘Sector secret societies. Find out what´s worked for them in
most politically volatile nations of the world, where Zero’ is Alpha Complex slang for punishment duty. the real world and what´s brought them down. Titans
men’s destinies are decided through wealth and sword. Troubleshooters ‘sent to Sector Zero’ face a dispiriting of conspiracy theory like the Freemasons, Knights
These are vibrant realms of bloody strife and darksome assignment nobody else wanted... like the missions in Templar, and the Assassins rub shoulders with game-
horror. The cities of these two nations have begun to this PARANOIA collection, Sector Zero. perfect organizations like Mossad, Aum Shinrikyo, and
throw off the shackles of feudalism and the nations
the Thule Society. Each of them is fully detailed, ready
shudder beneath the tread of the wealthy merchants, ‘Bubblegum Run’ sends the PCs on a couple of annoying
who are neither noble nor peasant. One’s skills are as errands into Junior Creches corrupted by Communist to serve as a source of inspiration or drop straight into
important as the circumstances of one’s birth. propaganda slipped into chewing-gum wrappers. your weekly game.

Conan: Reavers of the Vilayet In ‘The Dinner Party’, a BLUE citizen recruits the There´s also advice on getting the most impact and
The Turan empire has mighty armies and navies before Troubleshooters for a dire emergency, on which the fate realism out of your secret societies, examples of societies
which all the world must tremble, but the kozaks have of Alpha Complex itself – uh, doesn’t depend at all. In in different genres of d20 play, plot hooks to bring your
the desperate cunning and audacity of men who have fact, he wants the PCs to prepare an evening party for PCs into the action, prestige classes, and details on
nothing left to lose save their lives. Between the kozaks several high-clearance citizens. What could go wrong? other societies from our world for whenever you need
and Turan is the wide sea of Vilayet, whose waters run something a little extra for tonight´s game.
red with blood. ‘Lightning Rod’ sends the Troubleshooters out onto
the immense dome over Alpha Complex to set up an
Why let your next secret society fall lifeless when the
When you are caught up in the struggle of empires across R&D experiment. And then another experiment. And
another. Hey, what’s all that ominous-looking grey stuff real world has already done the work for you?
the sea, for which side will you raise your sword? Cut a
path of death and steel through the bloody waters of gathering overhead?
the Vilayet Sea, hero, but remember - older civilisations
once stood on the shores of that cursed ocean...

5
Theodore Ketchum (order #29099543)
Tales from Mongoose Hall Matthew Sprange

Ian arranged for a meeting with the Bothan underworld and managed
The Story So Far... to bargain for shuttle schedules and schematics of a Trade Federation
A group of Jedi Padawans have been placed in charge of the defence Battleship. Unfortunately, he offered what was in effect a 3 year get out
of the Bothan world of Kothlis, under siege from the forces of the of jail free card to one of the most notorious Bothan criminals to get
Separatists. The loss of this world would mean the entire Bothan this, a promise that caused his boss (the tough, permanently annoyed
Sector could fall to Count Dooku and the players, now masterless police Captain) to suggest that, after the war had been concluded, Ian
after their Masters were killed in a trap laid out by the cunning might like to consider a ‘long holiday’. Yes, he will be getting fired. The
General Syphus, must marshal their forces while convincing a other problem here was that the schematics were not exactly detailed
divided Bothan people to take up arms and join in the struggle. and the shuttle schedules applied to a single day – though they did not
know which day.

The campaign is set to kick into high gear after the players made the This meant they had to move quickly – after all, the schedule might
decision to infiltrate a Trade Federation Battleship – but that is to kick in within 24 hours. Saddling up in a couple of gunships, the Jedi
come. First, plans had to be made as, for once, they decided that just and their friends (with a contingent of the Bothan militia in tow) head
blundering in would not be helpful... south to the now familiar enemy stronghold of Thundin’ar, and the
shuttle launching pad they had seen in their last expedition there (see
Lots of debate took place about reprogramming battle droids, scouting last issue).
out shuttles, and reinforcing defences while they were away. Alex,
playing Jain Rha, the Padawan, ordered their remaining fighters and So, we find our heroes at the edge of the jungle, looking down onto
gunships to fly extended and constant patrol patterns, trying to hide the landing pad, watching shuttles take off and land on a regular basis.
what they were preparing to do under the appearance of increased They are soon able to match the launches with their schedule and
activity round the capital, Botha’qwi. realise that this is the day! They had already picked a couple of likely

6
Theodore Ketchum (order #29099543)
candidates in terms of the shuttle they were intending to hijack, based a Bothan Councillor to not just any battleship, but the main Droid
on a not entirely correct reading of cargo codes. Ian, being the only Control Ship. So, that would be the headquarters of General Syphus,
Bothan, calmly stated that he had an idea on how to board a shuttle then.
– and, thus, any plans they had made beforehand were deviated from,
and the winging it began. Stealthily, they crept up to the landing pad – and then promptly blew
their cover as the Bothan militia opened fire. Many droids fell under the
Making his way into Thundin’ar, Ian soon doubled back and marched first salvo, and the Jedi were soon in the thick of it, lightsabres twirling,
up to the landing pad, pretending to be a maintenance worker. He as a nearby shuttle began disgorging battle droids (by the schedule, they
was promptly arrested by two battle droids, who informed him that knew there were 100 droids within).
no Bothan workers were to be allowed near the shuttles unless they
were in chains, then bundled into a shuttle. Not entirely what he had Lots of things happened at once. They found a group of Bothan slaves
planned. in another shuttle, and quickly freed them. Ian broke free of his guards
and began firing up the shuttle he was in (the one the Councillor was
There then followed a mix up on the shuttle scheduling. Basically, supposed to be in, and soon to be their getaway vehicle), sending a
the players were after a shuttle that was taking slave Bothan workers sheet of charged ions into the gathering battle droids outside. Richard,
up to one of the four battleships in orbit above the planet. However, playing a Blood Carver infiltrator (who cannot open locked doors or
someone (to this day, I don’t know who) mis-read a vital bit of timing climb, it turns out), planted a charge on the shuttle containing the
information, and so they moved in as a completely different shuttle was droids.
preparing to launch – one that, as they would discover, would be taking

7
Theodore Ketchum (order #29099543)
Unfortunately, he overdid the explosion slightly and the shuttle rocketed This all took about two or three hours of game play, with lots of minor
into the sky, before crashing down on one that Alex and Doghouse had skirmishing and sneaking. However, we’ll wind on, as big things were
taken brief refuge in. Which really made their day. about to happen.

The landing pad in total disarray, they gathered the Bothan militia, fired Riding a turbolift in the centresphere, technician in hand, they are
up the remaining shuttle and put it onto autopilot, figuring it would surprised when the lift stops and two Nemoidians enter, relatively
fly to the battleship (Droid Control Ship) without any intervention on high-ranking traders, it turns out. One quickly ‘succumbs’ to Ian’s
their part. And this is, more or less, what happened. They docked with questioning, while the other seems ready to make deal, especially when
the warship within the docking ring, in one of the smaller hangars, offered the credit chits of his former friend. Using his knowledge of the
before being greeted by two battle droids who were surprised to not ship, they are able to make their way, unmolested, to the senior crews’
find a Bothan Councillor on board. Two battle droids, however, pose quarters, where they make themselves comfy (and the technician is able
no threat and they were quickly dispatched. Knowing that alerts would to feast on food laid out for someone much higher in rank than he is).
soon be going up all over the ship, Ian ordered the Bothan militia to
run into the main hangar and cause a distraction (as only these guys More plans are made. Schematics are called up on the quarter’s computer
can – the brain child of Van Kleif, Ian’s old character, discipline is not systems, and they find that they are near the top of the centresphere,
their strongest card). The Jedi are in two minds about this but Ian just below the main bridge tower. The two Nemoidians are locked in
has a habit of doing things without prior consultation. So, explosions (separate) lockers after being bound and gagged, and the Jedi prepare
ringing in their ears from hastily thrown grenades, they all dive into a to make their move.
maintenance shaft, leaving the Bothans to their fate.
At this point, they know where the main bridge is located, where the
No, I didn’t award any Dark Side points for the mistreatment of the security checkpoints are and which turbolifts they need to use to get to
Bothans but don’t worry – Dark Side points start pouring like rain a the top of the bridge tower. They even locate a maintenance shaft that
little later… will let them bypass the first ring of security of the bridge.

Droid Control Ships are big. Really big. I was fortunate, as I was using Richard felt like flexing his muscles and opted to lead them up the
one of the Star Wars ‘cross section’ books, which gives a superb insight maintenance shaft, a 200 metre tall, multi-layered structure within
into the interior of many different vessels. Keeping to maintenance the tower riddled with battle droids. After clambering to the top,
shafts as much as possible, the players were able to sneak past much of under constant fire from the droids, Richard is feeling a little less
the droid security in the hangar bays, wrecking half of the ship’s vulture cocky, perhaps something to do with his distinct lack of vitality. Still,
droid contingent along the way, before getting to the main reactor. no matter, the easy ride is over and they must now overcome several
Here, they encountered a Nemoidian technician and, taking him into security checkpoints to gain access to turbolifts which will take them to
their ‘confidence’, forced him into giving them access to the main the bridge. More than one of the group is irritated that there is no one
centresphere of the ship, as well as get past the first layer of security.

8
Theodore Ketchum (order #29099543)
turbolift that takes them all the way to the bridge – it turns out that tried to tell them General Syphus was on her way. Storming into the
several must be used. A security measure, perhaps? bridge, Doghouse shouts out ‘Anyone who does not want to die, leave
now!’ The Nemoidian crew (and Captain) promptly flee. All that is
The first checkpoint boosts confidence – four Nemoidian guards and left are a few pilot droids, who ignore the attackers, and a single human
four battle droids. Spirits are raised higher when it becomes clear that woman, armed with blaster pistol and red lightsabre...
the Nemoidians have no interest in fighting, preferring to run instead.
Ian, however, is kicked into his ‘No Witnesses’ mode, and happily joins David (playing General Itchigo) is the first to rush in, twirling his
Richard in mowing them down as they flee. The Jedi, concerned with lightsabre before realising that this woman is actually quite hard.
fighting battle droids who are more willing to put up some resistance, Judicious use of her Fear power gives him a Dark Side point, but he forges
do not seem to notice. No, it is not Dark Side point time yet. on. Alex runs to the controls, with Ian close by, only to start wondering
whether he can actually fly a ship this large, while Richard runs to
The next few checkpoints are tougher, combing Nemoidians (who other consoles, trying to find a communications link to Coruscant.
still do not fight) with super battle droids and Droidekas – the latter Doghouse has other problems as he is now getting premonitions of
severely gouging several of the group before they are overcome. By this something very powerful in the Force approaching very quickly. Yes,
time, the Jedi are well away, gleefully batting away any blaster fire that General Syphus is indeed on her way.
comes their way, sending it hammering into the droids that fired it.
This culminates with an assault on a security checkpoint at the base of Seeing David might be out of his depth, Alex rushes the dark Jedi too and
the last turbolift, involving a charge up a long corridor – nasty business gets a Fear-induced Dark Side point for his trouble. David, beginning
when two Droidekas are unloading at full pelt. to tire of getting smacked around, gets angry. Very angry. Channelling
the Dark Side, he launches one hell of an attack that smashes through
By this time, many in the group are hurting, but they are also very
the woman’s guard and leaves her seriously wounded. However, it seems
close to their objective. They ride the turbolift to the last checkpoint
he has over-extended himself somewhat and her riposte neatly skewers
and find... a single Nemoidian. Who runs, before Richard catches him.
him (actually, what happened here was that she skewered him, David
They demand he lets them onto the bridge but soon find out he does
used a Force Point to re-roll her attack which saved him – but her second
not have the right clearance. So, onto the bridge, which has already
attack nailed him once more, and with no more Force Points...).
been locked.

You can probably picture this scene. One Jedi (Doghouse) hacking So, the General is dead. Everyone is pretty stunned, as I think they had
through the blast door with his lightsabre while the other two face off a begun to regard him as part of the furniture. Like an old sofa you have
couple of Droidekas who were called to reinforce the position. Yes, we in the corner. Maybe.
have all been there before.
Anyway, Doghouse joins Alex in the attack and, gradually, they manage
What is different is that the Droidekas are destroyed and they actually to wear the dark Jedi down, finally slaying her. Alex grabs her lightsabre.
burn through to the bridge, after the Captain jumped on the PA and Doghouse grabs David’s. So they are happy.

9
Theodore Ketchum (order #29099543)
Still, they now have control of the Droid Control Ship and, despite Ian’s plan? Blast the array (and the city it is situated within) from orbit.
Ian trying to crash the vessel into Kothlis with his mediocre pilot skills, It’s the only way to be sure. Inevitably, this provokes another argument,
they start hacking into its computer systems. Engines, check. Scanners, with Alex (ace pilot...) spinning the ship so Ian could not get a lock
check. Long-ranged sensors, check. Weapons, oh yes. . . on.

At this point, General Syphus dials them up on the comms display, Alex and Ian gradually resolve their differences when Alex hits the
pointing their attention to the main hangar, where the Bothan main boosters and leaves stationary orbit, jetting towards the first of
auxiliaries have been rounded up and are now being prodded towards the Trade Federation Battleships on their scanner. With Fordy at the
the main entrance. The bargain she offers? Surrender the bridge or weapons console and Ian handling shields, they launch a devastating
watch the Bothans die. The Jedi suddenly find themselves faced with a surprise attack on the vessel, destroying it in just three rounds. Buoyed
moral dilemma but it is quickly solved by Ian blasting the comms unit, with this success, and rather fancying their chances, the guys then start
severing any further contact. Seconds later, they see Bothans out of the looking for the other battleships, only to find them approaching, in
front viewport, floating in the void… formation, over the planet.

Doghouse, by this time, has bigger problems. General Syphus, it seems, They begin to concentrate on one but the combined fire of two
has taken a liking to him (perhaps it is his five Dark Side points he has battleships proves too much and their shields are quickly stripped.
managed to accrue over the campaign, not all of which were entirely Taking this as their cue, they start to leg it out of the bridge to a group
his fault, it has to be said). She connects to his mind via Telepathy and of escape pods they had seen earlier, explosions and smoke all around as
starts prodding away – finally making him an offer to become her new the Droid Control Ship is battered by its former allies.
apprentice (she needs a new one, after all). After a great deal of soul-
searching, Doghouse finally tells her to get out of his mind. He is going It is at this point that General Syphus finally appears, seething as she
to be a good Jedi after all. General Syphus does not see things this way, watches them flee into an escape pod. By this time, they are in no mood
however, and Doghouse begins to get the feeling she is on her way to to argue with the woman, and they soon find themselves jetting away
the bridge. from the doomed ship, to Botha’qwi and their waiting clone troopers,
as they watch their captured vessel get torn apart by turbolaser batteries.
Anyway, after a great deal of arguing about who would do what on which Could this be the end of General Syphus? Is the campaign won?
console, they finally get the ship underway. They try disconnecting the
droid control signal (yes, it took them this long to get round to it – I Yeah, as if. . .
acknowledge other groups may have tried it earlier on) and find it works
for all of, oh, two seconds, before a much stronger auxiliary signal kicks Next time: A major victory now under their belt, will our heroes
in from the planet’s surface. They quickly ascertain it is coming from find the Bothans more receptive to the idea of siding with the
the main Kothlis communications array, which they have seen before. Republic? Or will the fury of General Syphus undo everything they
have accomplished thus far?

10
Theodore Ketchum (order #29099543)
Wandering Stars:
The U.S. Marshals in OGL Wild West
By David Underwood
The history of the U.S. marshals is as old as the country that attracted all the hostility and violence of an angry in the US. Any bank with the inclination could issue
they serve. By the time Wyatt Earp donned a deputy populace when they attempted to enforce unpopular its own currency. Consequently, it was child’s play
marshal’s star to avenge his brothers in the wake of the legislation. Whether it was a whisky rebel, Abolitionist for counterfeiters, or coneymen, to produce and pass
Gunfight at the OK Corral; marshals had served the or Kuu Klux Klan member they faced, the risk to the off counterfeit coins and notes as the real thing. One
President, Congress and the federal courts for almost marshals was great, and the rewards poor. estimate suggests that at one time more than a thousand
a century. banks were issuing currency, and perhaps a third of the
I Spy money in circulation by 1860 was bogus. In the absence
The President’s Men During the War of 1812 with Great Britain, the marshals’ of any other agency, the task of apprehending the
The first U.S. marshals were appointed by President responsibilities increased when they were tasked with counterfeiters fell to the marshals. Such operations were
George Washington. Each marshal served for four the registration of all British nationals living in the often time consuming and therefore of little financial
years, although he could be dismissed at any time country, and monitoring them for signs of collusion reward to the marshals themselves as they were paid per
should his conduct warrant it. The post was unsalaried, with the enemy. This was a mammoth operation and conviction, not investigation. Unfortunately, they were
the incumbent deriving income from charging fees for extra deputies were appointed specifically to deal with
the services of himself and his deputies. In addition this situation. As the war progressed, the overworked
to functioning as the courts’ officers by serving lawmen were also responsible for the incarceration of First Blood
papers, making arrests and so forth, the marshals also POWs, the exchange of prisoners and the censorship of In 1794 Robert Forsyth, the first marshal for the
administered them and each was given a budget in order overseas mail. District of Georgia, attempted to serve papers on
to meet all their costs; from hiring premises to paying
two brothers, William and Beverley Allen. The
the janitor’s wages. To keep him honest, a new marshal A great deal of time and effort was expended by marshals
was required to post a $20,000 bond which he would and deputies alike in order to fulfil these tasks, but at marshal and his two deputies made their way to the
forfeit in the event of any financial improprieties on his the end of the hostilities the marshals only received a brothers’ location where – in order to save the Allens
part. paltry seventy-five cents for each Briton registered in any embarrassment – Forsyth asked to speak to
their district. them in private. The brothers promptly fled upstairs
Originally tasked with expediting the legal orders of and locked themselves in an empty room. When the
the government, the marshals soon found themselves Between the Wars bemused marshal approached the room, a single shot
burdened with extra tasks in the absence of any other The marshals’ responsibilities continued to expand in was fired through the door; it struck Forsyth in the
nationwide federal infrastructure. These additional duties the years before the outbreak of the Civil War in 1861. head and he died instantly. His deputies arrested the
included the distribution of Presidential proclamations Three areas in particular commanded their attention, brothers, but they later escaped from custody and
and the coordination of the national census. placing further strain on their overstretched resources. were never punished for the killing. Marshal Forsyth
was the first marshal killed in the line of duty.
The marshals and their deputies were perceived as the All the Money That’s Fit to Print
public face of the administration, and as such it was they During this period there was no standard currency

11
Theodore Ketchum (order #29099543)
not in a position to refuse any legal orders issued by and ’18, and the marshals were obliged to prevent all and county sheriffs; and the U.S. marshals reverted to
their superiors. such illegal expeditions. This was not an easy task, their more traditional role of purely federal lawmen.
and the lawmen were often obliged to request military
In 1865 the US government established the Secret assistance when faced with a large force of armed Indian Givers
Service to combat counterfeiting, but initially the new belligerents. They also encountered difficulties during As the settlers encroached on Indian reservations, the
agency was so small and inexperienced that the marshals their investigations because the filibusters often enjoyed marshals were responsible for enforcing the provisions
continued to lend assistance in this matter until the considerable sympathy and support from the public. of the Intercourse Act of 1834, especially those
Service found its feet. Fugitives were often aided while evading arrest, and prohibiting the sale of liquor and guns to the natives. It
once in custody they could reasonably expect to be was also their responsibility to investigate any crime that
Cuba or Bust acquitted by a friendly jury. Unsurprisingly, filibusters involved both Indians and whites, regardless of the race
The first half of the nineteenth century was the age of slipped through the net and were then free to participate of the perpetrator. (Crimes between Indians fell under
the filibuster: American mercenaries who – whether in the multitude of conflicts that arose in Central and the jurisdiction of the tribe or tribes involved.)
from altruistic motivations or the desire for excitement South America during this period.
and adventure – sallied forth from the United States Marshals were also tasked with preventing the theft of
to participate in foreign wars and revolutions. South True Blue timber from Indian reservations. Wood for construction
America was a hotbed of activity as the residents sought Those marshals that remained loyal to the Union after was in very short supply on the Great Plains and
to cast off the yoke of Spain, and in 1837 an army of the outbreak of hostilities had two principal roles to play unscrupulous timber merchants had no qualms about
Canadian ‘Patriots’ launched an invasion attempt from during the conflict: the arrest of traitors, and the seizure sneaking onto a reservation and felling a tree or ten. Not
American soil. of assets intended for Confederate use. In a marked surprisingly, the Indians were less than amused with
departure from pre-war procedure, marshals and their these territorial violations and expected the law to do
Any involvement in the affairs of a friendly sovereign deputies frequently made arrests without warrants, and something about them.
nation was a violation of the neutrality laws of 1817 often at the instigation of local military commanders
rather than the courts. Furthermore, when the accused Relations between the Indians and the marshals were
eventually came to trial they usually faced a military never good; the Indians had suffered too often at the
Aside From That, Mrs Lincoln… court martial rather than a civil court. hands of corrupt agents to place too much faith in other
Ward Hill Lamon, U.S. marshal for the District of federal employees.
Colombia and a friend of Abraham Lincoln for 20 During the war much of the normal legal process was
years, took it upon himself to protect the President suspended, not least that of habeas corpus – the right Army Surplus
during the war. It was an exasperating job because for the accused to hear the charges levelled against them The outlaws that travelled west did not respect anyone’s
Lincoln was a fatalist, and remained blasé about his in open court. The irony of this unfortunate situation property, and so it is no surprise that they were prepared
protection despite several attempts on his life. was that those who sought to preserve the constitution to steal from the army. Livestock proved particularly
were forced to ignore it for the duration of the conflict. popular, but anything was fair game. As all army
On the fateful night that John Wilkes Booth made property was technically federal property all such thefts
an unscripted appearance at Ford’s Theatre, Lamon Go West were investigated by the U.S. marshals.
was in Richmond at the President’s request. The With the war over, land-hungry settlers and mineral-
marshal always maintained that he would have greedy prospectors headed west, and the marshals went Plains, Trains and Stagecoaches
prevented the assassination. Failing that, he would with them. Whenever a train or stage was robbed its load of U.S.
certainly have prevented Booth’s escape. It was Mail was inevitably tampered with – a federal crime.
Lamon that transported Lincoln’s remains home to In newly designated territories the marshals were the Marshals had the responsibility of catching the culprits,
Springfield, Illinois. He resigned as a marshal less only law and therefore empowered to investigate any and but this was often no easy task. It was often time
than two months later. all crimes. As the populations in these territories grew, consuming, and therefore not much of an earner for
they elected their own administrations, town marshals the cash-strapped deputies. In cases that were likely to

12
Theodore Ketchum (order #29099543)
take some time, a canny marshal would seek permission all the investigations required. The marshals took up the often obliged to adopt more than one role; as can be seen
to retain a private detective. The investigator would do slack. Not only were they responsible for locating and from the Virgil Earp example above, a deputy marshal
all the legwork, then warrants would be raised for the arresting such illegals, they also had to transport their could also serve as a town marshal at the same time. He
guilty parties for the deputies to serve. captives to the west coast and hold them until such time would then be in a position to pocket a percentage of
as they could be repatriated. any taxes levied against local businesses, in addition to
Such criminals rarely came quietly and many deputies fees earned from his federal work. Unfortunately, such a
and members of their posses were killed and injured In order to save costs on the transportation side, a deal lawman could become too comfortable with his lot and
during arrest attempts. was negotiated with the railroads whereby one deputy therefore fail to pursue the more dangerous aspects of
would deputise railroad employees for the duration of his job with any vigour.
The Cowboys the journey, and both he and his prisoners then travelled
A notorious group of desperadoes that preyed on folk at a discounted rate. This procedure was not popular;
on both sides of the Mexican border, this large gang it meant that only one marshal could make money out
(estimates range from 75 to 300 members) became a of each trip and – because the railroad’s responsibility Crime(busting) Doesn’t Pay
major concern for the marshals. Virgil Earp was expected for the prisoners ended at their destination – there was For all the responsibility they bore, and the risks
to take action against them, but he was too busy raking only one man to see to the prisoners’ needs while they that they undertook, deputy U.S. marshals were far
in the money derived from his dual posts of deputy U.S. awaited deportation. Not for the first time, cheapskates from well paid. Unsalaried, a deputy was paid on
marshal and town marshal of Tombstone to risk himself in Washington expected the marshals and their deputies results and any reasonable expenses incurred while
against this sizeable and murderous band. Several to expend every effort to execute their duties, but were executing his duties.
Cowboys were killed during the Earp/Clanton feud, but reluctant to foot the bill.
their status as Cowboys was purely coincidental. Deputies at Fort Smith, Arkansas received two
A Deputy’s Lot dollars for every arrest or court paper served and
In the end, the marshals alone proved inadequate to the On the face of it, a deputy’s lot was not a happy one. six cents for every mile travelled outbound. They
task of bringing the Cowboys to justice. The area they While the marshal he worked for buffed a chair in the received ten cents per each mile of the return leg,
operated in was eventually deemed to be ‘in rebellion’ state or territorial capital, raking in the money from but only when escorting a prisoner. Expenses for
and this opened the way for the army to become serving papers and other relatively harmless pursuits, meals could be recouped, but only on production
involved; the Cowboys did not survive for very long it was the deputy who was at the sharp end of federal of a receipt.
after that. law enforcement. State and local officials seemed to
delight in placing impediments in their way (this was In the event that a deputy failed to make an arrest
Make That Two Chinese To Go especially true in the South once the Democrats had he received nothing; and if he killed the person he
The transcontinental railroad employed Chinese regained power following the Civil War); and they were was supposed to arrest he was obliged to bury him
labourers to lay their rails. The immigrants worked for severely restricted in whom they could arrest. Unlike at his own expense!
next to nothing, a trait that would not find favour with their town or county counterparts it was very definitely
their white neighbours once the railroad released them a case of no warrant, no arrest. The marshals did have To add insult to injury, a deputy was obliged to
and they were forced to seek employment elsewhere. one useful tool in all this: John Doe warrants could be surrender a quarter of his earnings to the marshal
raised for specific crimes, and if a deputy could prove a that had employed him.
Such was the animosity that the industrious and suspect’s guilt in said crime he could be arrested with
clannish Chinese engendered amongst their peers, this document, rather than obtaining another warrant Clearly, an honest deputy was never going to
the U. S. government was obliged to prohibit further from a U.S. attorney. become rich, though he could supplement his
immigration of labourers for ten years, commencing in meagre income by claiming any reward offered by
1882. Customs collectors were responsible for enforcing The pay was poor and the bean counters in Washington the railway or stage companies for the arrest of the
the exclusion law and arranging the deportation of illegal were apt to throw out every expense that they could criminals that plagued them.
immigrants, but they lacked the manpower to conduct – more than one deputy was dismissed for embellishing
his returns. In order to earn more cash, a deputy was

13
Theodore Ketchum (order #29099543)
The Men Behind the Star They Are the Law
So what sort of men took on the onerous role of U.S. Despite the impediments placed in their way, there is
deputy marshal? By and large they were experienced little doubt that for anyone inclined to take the path
characters – men who had seen a lot of life and had of the lawdog, and who are more interested in bringing
served in a variety of roles prior to donning the star: crooks to justice than increasing their bank balance, then
soldier, scout, muleskinner, cowboy, stock detective, or the role of deputy U.S. marshal is not the worst option.
anything you can think of. It was not unusual for them They have the largest jurisdiction of any other tin star,
to have been on the wrong side of the law, either, before and have the distinct advantage of having the backing
becoming a deputy. No one could be under any illusions of the federal government behind them. Without a
about the hardships and dangers that the job entailed, doubt there will be people who will attempt to frustrate
but they still took the role on. Some may have taken the a deputy’s work. Not least those individuals who bear a
job because they were tough men and it was a perfect, particular enmity for the government and will seize the
legal, outlet for their aggressive dispositions; others had opportunity to frustrate a deputy as a way of thumbing
a vested interest in the area that they policed, having their noses at the current administration, but such
family and property there; others’ motives remain obstacles are par for the course for any lawman.
unclear. Whatever their motivation, these men were
not averse to putting themselves in harm’s way to get Without a doubt, it is not a job for the faint-hearted: in
the job done: death in the line of durt was a common order to succeed as a deputy U.S. marshal the would be
occurrence. lawman must possess that quality displayed in spades by
Rooster Cogburn: True Grit.

The Three Guardsmen


Active in the Oklahoma Territory of the 1890s, the deputy marshals dubbed The Three Guardsmen were largely responsible for wiping out organised crime in the
territory. Though their activities fall just outside the so-called classic era of the Old West, they do provide good examples of the type of men that donned the star.

Chris Madsen
Christian Madsen was born in Denmark circa 1851. By the time he arrived in the U.S. in 1876 he was the veteran of numerous battles in Europe and North Africa. He
transferred his martial prowess to the United States Cavalry, achieving the rank of sergeant before he quit the service in 1891. Madsen then accepted the post of deputy
marshal, based first in El Reno, and then Guthrie, Oklahoma Territory.

‘Heck’ Thomas
Henry Andrew Thomas was born in Georgia in 1850. During the Civil War he served with Stonewall Jackson’s brigade as a courier. Before becoming a deputy marshal,
Thomas served as an agent for both the Texas Express Company and the Fort Worth Detective Association. As a deputy he worked out of Fort Smith, Arkansas before
moving to Oklahoma Territory. During a three year period he was personally responsible for arresting three hundred wrongdoers.

Bill Tilghman
Tilghman had the most varied career of The Three Guardsmen before becoming a deputy U.S. marshal. He was born in Iowa in 1854, and then moved to Kansas in 1856.
First a buffalo hunter, then an army scout, Tilghman first wore a star, as a deputy sheriff, in 1877. He had a brief flirtation with the wrong side of the law before he got
married and moved to Dodge City. He raised livestock near there and ran two saloons as well; he became city marshal in 1884. From Dodge he moved to Oklahoma and
staked a claim near Guthrie. Following a stint as city marshal of Perry, Tilghman accepted the post of deputy U.S. marshal in 1892.

14
Theodore Ketchum (order #29099543)
U.S. Marshal
Prerequisites: Reputation +5 (good or bad), 4+ ranks in
Knowledge (Civics), Simple Sidearms Proficiency, must be
officially inducted.

Vocation Skills: Gather Information, Knowledge (Law),


Sense Motive.

Wealth: Poor

Reputation: If the U.S. Marshal had a bad reputation,


this is replaced with a good reputation equal to half his old
reputation score. If the ex-black-hat ever returns to his life of
crime, his reputation returns to what it was before. A U.S.
Marshal who is discharged from his post immediately gains a
neutral reputation, or bad if he was neutral before.

Whenever he brings in a criminal with a reputation bonus


higher than his own, the U.S. Marshal gains reputation equal
to half the criminal’s reputation.

Doing The Job Talent Tree


Demand Aid: As the Lawman ability on page 32 of OGL
Wild West.

Getting It Done: When the U.S. Marshal spends a Luck


point to get a bonus on a die roll, he gets a +6 bonus in place
of the usual +4.

Creative Accounting: By cleverly embellishing his receipts, a


U.S. Marshal can receive extra money from the government.
By making a Knowledge (Civics) check with a DC equal to 30
- his reputation, the Marshal can raise his Wealth to Average
for one interval. If he fails this check by 5 or more, he will
be discharged for fraud. This talent ceases to operate if the
Marshal stops being a Marshal.

15
Theodore Ketchum (order #29099543)
101 Character Backgrounds
Suitable for characters of all fantasy games and settings
By Richard Farrese
One of the most important aspects of any character is his companions would never have had to rescue him
his background. That is, the chain of events that marked from Jabba’s palace - and both Empire Strikes Back and
the character’s youth, that shaped his personality, which Return of the Jedi would have been different movies. At first glance, some of these backgrounds will
gave him doubts and fears and that defined his dreams seem to fit certain character classes or races better
and ambitions as well as so many other peculiarities of Of course, not all backgrounds are as dramatic as than others (i.e. the soldier who became a slave
his complex psyche. After all, where would Bruce Wayne Batman’s or as central to the story’s plot as Han Solo’s. who became a gladiator). Never be afraid to give an
be had he never witnessed the murder of his parents? However, in a role-playing game, where the player unusual background to your character.
characters are the heroes of the story, background is as
Your character’s background is as important as his important as in any novel, movie, or comic. Background A wizard forced into gladiatorial combat when he
personality. The events in his life that transpired before can also be an asset to a Games Master who wishes to was younger (perhaps even before he learned the
he actually set out to become an adventurer are at the create memorable non-player characters. The Joker and magical arts) could be an interesting twist to the
core of his being, giving sense to every aspect of his Two-Face would never have become psychotic villains usual gladiator warrior background idea. It could
personality from the way he looks at life to the way he had they not suffered the traumas that turned them into also explain your wizard’s high Strength or Dexterity
interacts with the world about him. Furthermore, his what they became. score as well as some combat related skills or feats he
background also explains the drive behind most of his may have picked up.
actions and reactions. Bruce Wayne, for instance, put In role-playing games character background is, alas,
on the mask of the Batman because of his desire to right frequently neglected because Games Masters and players A cleric wrongfully accused of murder and who
the wrongs of the world, having himself lost his parents often do not have time to create fully realised character escaped the law, thus becoming an outlaw, can
to violence when he was a child. This single traumatic histories before the start of a game session or campaign. be just as fun - especially if his ecclesiastical peers
event shaped his personality, his drive, and his sense of So, for all of you who do not have the time or energy also believe he is a criminal. He would not only be
justice. His background is an intricate and essential part to come up with an intriguing hook in your character’s wanted by the authorities but would also be banned
of the person he grew up to become, and continuously past, here are 101 ready to use backgrounds for your from most temples of his deity. Of course, he would
fuels his ambitions. player and non-player characters. still retain the favour of his god since the deity would
know the cleric is innocent.
Another interesting aspect of character background is
that it also allows a Games Master to weave personalised A dwarf pirate, a halfling former highwayman, or
plot twists into his campaign. A Games Master can a half-orc caught in the complex game of intrigue
easily insert aspects of his player characters’ backgrounds between feuding families could also be fun to
into his game, and create truly unique and memorable play. There are a vast number of other unusual
events. These events may have profound meaning to the background/race combinations. Do not hesitate to
character whose ghosts have returned to haunt him, but experiment with or add to these ideas, or even mix
they also affect all members of the adventuring party. two or three of them together.
If Han Solo had not owed money to Jabba the Hutt,
This troll used to work as a clown.

16
Theodore Ketchum (order #29099543)
Simple Backgrounds 7. Noble’s Child
You are the child of nobles and very proud of your
1. Peasant’s Child family, its history, and perhaps even what it stands for.
You are the child of a peasant, either freeman or serf, You became an adventurer to make your parents proud
and are at home on a farm or ranch. Chances are you and prove to them (and perhaps to yourself ) that you
are curious about the world outside the community in are worthy of their noble heritage.
which you grew up and fascinated by the wondrous
things you discover on your adventures (and perhaps 8. Adopted Peasant’s Child
even overly proud of your status as an adventurer). Your parents died when you were an infant and your
aunt and uncle, who had many children of their own,
2. Merchant’s Child raised you. Most of your ‘siblings’ made you feel as
You are the child of a merchant who owns a modest but though you did not belong in the family, so you were
successful shop in a small town or city. You are at home glad to say your farewells when you set out to prove that
in settlements resembling your hometown but know you were better than the lot of them. (See also number
next to nothing about the wilderness and its ways. Like 1.)
your parents, you are probably a charismatic individual
who prefers to avoid the dark forests and uncivilised 9. Adopted Artisan’s Child
mountains. You never knew your real parents and were raised by
your aunt and uncle, who never could produce a child
3. Artisan’s Child of their own. To them, you were all that mattered and
You are the child of an artisan (any kind) and lived in they gave you everything a child could have. Still, there
a city or small town (or very close to one). You were is a void in your life and you wish you would have
trained in your father’s craft but decided that the known, even for a little while, your biological parents.
profession, although noble, was not for you after all. (See also number 3.)
12. Serving Boy/Maid
4. Warrior’s Child 10. Adopted Noble’s Child You worked as a serving boy/girl at a local tavern or
You are the child of a warrior, probably one that served You were born into the nobility but your mother died large inn some distance from your hometown. There,
in your hometown’s militia or as a guard for one of its while giving birth to you. You never knew your father, you learned to always keep you ears open, but more
nobles. You admired your warrior parent all your life, who died at sea when you were an infant, so your importantly when to keep you mouth shut. You are
and he (or she) was the inspiration that drove you to grandfather raised you alone. He gave you everything probably skilled at gathering information.
become an adventurer. you ever demanded, but when he died his estate passed
on to your uncle, who forced you to leave the premises. 13. Stable Hand
5. Landowner’s Child As a youth, you worked in the stables of a popular inn,
(See also number 7.)
You are the child of reasonably wealthy landowners your hometown’s militia, or a noble’s castle. You are
and may inherit your parents’ estate someday. In the at ease with horses and enjoy caring for them. You are
11. Kitchen Help
meantime, you set out to prove that your family is good probably also a skilled rider.
You spent your adolescence working as a cook’s helper
enough to be recognised as a noble one (or take some
for either the local tavern, a large inn some distance from
other step up the social ladder). 14. Lumberjack
your hometown, a major local temple, or a nobleman’s
mansion. Chances are you know how to clean, prepare, During the winter months of your youth, you worked
6. Knight’s Child as a lumberjack. You are at ease in the forest and rarely
You are the child of a knight who swore allegiance to and cook any game into a delicacy people would actually
pay good money for. lost in it. Chances are you can wield an axe better than
one of the local rulers. You may even be a descendant of the average person.
a long line of knights and will do anything to continue
this proud tradition.

17
Theodore Ketchum (order #29099543)
15. Trapper/Hunter Uncommon Backgrounds
You were trained as a trapper or hunter. You are at home 27. Illegitimate Child
in the wilderness, you know how to use a rope, and 21. Barbarian’s Child You are the illegitimate child of a local noble, who
have learned a thing or two about animal life, which You hail from a barbarian tribe and have embraced may or may not be aware of your existence. Because
you greatly admire and respect. your people’s traditions and ways, which others often this noble never married your parent, you grew up a
do not understand. You are proud of your heritage and commoner and lost the heritage that, in your heart,
16. Librarian would go to great lengths to help preserve your people’s should be rightfully yours.
In your youth, you worked as a librarian for the local lifestyle.
temple or another place housing a library. You enjoyed 28. Abandoned Orphan
the quiet solicitude of the librarian’s life and the 22. Cleric’s Child You were abandoned at a young age and have no idea
opportunity to become knowledgable in many different You are the child of a cleric and the local temple has who your parents were. You lived as a rural vagabond,
fields, but you felt you were missing out on real life and always been your home. Though you may or may not moving from small town to small town and working
decided to become an adventurer. be as devoted a follower of your parents’ deity as they on various farmsteads for most of your childhood and
are, you harbour a deep respect for the god and its adolescence.
17. Noble’s Servant priesthood.
You worked for a noble family, tending their gardens, 29. City Orphan
cleaning their manor or castle, serving their meals, 23. Wizard’s Child You have lived in the streets of a major city for as long
helping them dress, and/or repairing their buildings. You are the child of a wizard and always feel at home as you can remember. You never knew your parents and
You know when to smile politely, when to say ‘yes, sir,’ in libraries and laboratories. Though you may or may have no clue as to who they were. You are a resourceful
and when to look away. not have developed the ability to wield magical forces individual who knows every dark alley and rat hole of
yourself, you have learned many of the intricacies the city in which you grew up.
18. Carpenter’s Apprentice associated with the arcane art.
You were trained as a carpenter, either by your father or
someone else in your community. You learned how to 24. Mercenary’s Child
raise solid structures and know how to handle a hammer You are the child of a mercenary and visited a lot of
(which can be quite useful at times). strange places in your youth. You never had a home, but
your parents always provided you with everything you
19. Fisherman ever needed. You retain the sense of wanderlust from
You were born and raised on a coastal settlement and your youth.
trained as a fisherman, either by one of your parents
or someone else in the community. You know how to 25. Caravan’s Child
handle small boats, how to read weather patterns, and You are the child of a merchant who owns a caravan
perhaps even how to navigate by the stars. or the child of someone working for such a person (a
guard, a cart driver, etc.). In your youth, you visited
20. City Guard many places and travelled halfway around the world.
Before you set out to become an adventurer, you served You want to see some of those places again.
as a city guard in your hometown or in a larger city close
to it. While in the militia, you learned local law, honed 26. Troubadour’s Child
your combat skills, and perhaps even arrested a criminal You are the child of entertainers (acrobats, poets,
or two – who may hold a grudge against you should musicians, actors, etc.), and travelled most of your life,
they ever again cross your path. never staying in one place for long. Like your parents, Even the mightiest dread
you are at home anywhere and make friends easily.
warrior grew up somewhere...

18
Theodore Ketchum (order #29099543)
30. Squire spell-casters in general, and you have yet to learn to trust Exotic Backgrounds
Although not necessarily of noble blood or the child one.
of a knight yourself, you served under a knight in 41. Wild Child
your youth. During that time, you learned to honour 36. Sewer Rat You grew up in a cave by the hillside or in an abandoned
the knightly virtues, even though you may not have You grew up in the sewers of a large city and the shack in the woods with your mother, who was feared
followed the path of knighthood. labyrinthine underground has always been your home. as a witch by the neighbouring population. You are at
Although poor, dirty and dressed in rags, you made a home in the wilderness and fail to see the point behind
31. Royal Soldier good life for yourself there until you finally decided to good manners and social graces.
From a very young age, you were trained as a soldier leave.
and served the rulers of your kingdom in their personal 42. Outcast
guard. You fought in various battles, perhaps even in 37. Thief in Training Your parents were cast out from their people and have
wars - traumatic experiences that either hardened your You were raised or trained by one of the city’s greatest never been allowed to return home. Although you
heart to violence or sent you on a path of peace. pickpockets (according to him) and learned how to are aware of the reasons why they were banished, you
live by your wits among the throngs of the city. You believe they were sentenced wrongly and want to prove
32. Temple Guard committed many thefts in your time and may either be their innocence (even though they may have passed
You spent most of your adolescence guarding one of the proud or ashamed of them - in which case you could be away). One day, you will clear your parents’ name and
local temples of your community. You either learned to repentant and dedicated to right the wrongs you once be allowed to return home.
respect the cult you served or decided that the god and committed.
its clergy were a bunch of liars and thieves who did not 43. Household Slave
deserve your respect. 38. Mason’s Apprentice You grew up as a slave working in a nobleman’s manor -
You were trained as a mason, either by your father or by cooking, serving food, cleaning, etc. Although you were
33. Parental Debt someone else in your community. You have a good head well treated, you were glad to finally buy your freedom
Your parents owed an important sum of money to a for engineering and solving mathematical problems. and start a life for yourself. Now, you want to help slaves
banker, rich landowner, merchant, or noble. Since they You may also be stronger than average, having spent win their freedom.
were unable to repay him, they agreed to work for the many years bricklaying.
man. However, they are being treated unfairly and have 44. Field Slave
very little freedom - in fact, they are almost slaves. You 39. Sailor When you were a child, you were kidnapped by raiders
set out to raise enough money to clear their debt, and You spent most of your youth serving aboard the ship of and sold into slavery. You then became the property of a
thus buy back their freedom. a local trader, nobleman, or the navy of your kingdom. rich and evil man who treated his slaves badly and forced
You are at home on the great seas but have eaten so them to work in his fields. You escaped, and vowed you
34. Initiate much fish you vowed never to taste one again. would never be owned by anyone again - but you know
You served as an initiate in one of the local temples. your ‘master’ wants you back.
While there you learned the ins and outs of the cult and 40. Former Thug
became quite learned in the faith. You still adhere to this As a child, you were part of a band of thugs in the city 45. Galley Slave
religion and often pay tribute to its god. where you grew up. You lived by your fists and to this You were taken away from your parents by a band of
day believe the strongest wolf should lead the pack. pirates. For years, you were chained down and forced to
35. Evil Wizard’s Aide Although you came to regret the felonies you once follow the cadence of a drum as you rowed and rowed
Although you may not have the gift yourself, you served committed, you are still a boorish and intimidating and rowed. Taking advantage of an attack on the ship,
a wizard in your youth and picked up quite a few skills individual. you were able to escape. You swore you would one day
from him. The man, however, was evil and made your have your revenge on these pirates.
life a living hell so you were glad to escape from him.
Your experience has left you naturally wary of arcane

19
Theodore Ketchum (order #29099543)
46. Gladiatorial Slave monastery, where you have always been happy among 57. Adopted by a Different Race
You are the child of a slave and grew up in a gladiatorial the kindly monks who became friends, teachers and You never knew your real parents and were adopted
school. There, you learned to use exotic weapons and parents to you. Now, you are eager to see the world for by a race different than your own. Although you look
peculiar pieces of armour. You also learned to draw yourself. nothing like those who raised you, you embraced the
enough blood to please a crowd. Although your skills culture and attitudes of your adoptive race (i.e. you are
allowed you to survive this long, the life of a gladiator 52. Thieves Guild Protégé a dwarf but act and think as an elf or a halfling).
was not for you, and you were happy to finally win your You were raised and trained by members of an important
freedom and move on with your life. thieves guild from a major city. You learned their craft, 58. Humanoid Tribe Protégé
committed many crimes, and may even be wanted by You were abandoned by your parents and raised by
47. Pirate’s Child the local authorities. You have since then moved on a tribe of orcs, goblinoids, or other ‘non-standard’
You are either the child of an infamous pirate or one of from that life, but you know that your past actions, or humanoids (though you are not one of them). You
his lesser-known crewmates. You lived aboard a ship all perhaps even some of your former associates, will one learned to respect the ways of your adopted tribe and
your life and are at ease on the high seas. Even though day cause you great trouble. harbour a deep respect for their kind.
you may have taken another path, you still respect the
‘profession’ and fail to see piracy as something to be 53. Gypsy’s Child 59. Famous Gladiator
frowned upon - after all, it takes great courage to be a You hail from a gypsy clan and have been a wanderer You have been a gladiator for as long as you can
pirate. all your life. Although you have left your tribe, you remember and you delight in entertaining crowds.
continue to follow their strange traditions and way of Although you may have been a slave before, you have
48. Sea Rat life. long ago bought your freedom and continue to risk
You are the adopted child of a pirate and his crew. You your life in gladiatorial combat for gold, glory, and the
developed solid bonds with these pirates and mourned 54. Evil Priest’s Child thrill of it all. Your face in well known in the town where
them when the royal navy seized the crew and hung Your father was the cleric of an evil deity and always you usually fight.
every one you knew. Since then, you have never fully treated you fairly - as fairly as an evil man could - but
trusted soldiers and government officials. you grew up to hate his god and clergy. You were glad 60. Animal Companion
to leave home and hope never to see your father or his When you were very young, you befriended an animal.
49. Former Highwayman priestly friends again. This animal has always been your friend, and you were
You were part of a band of highwaymen that preyed on there for it as much as it was there for you. You would
caravans, rich nobles and peasants alike. Since then, you 55. Witch’s Child go to great lengths to protect your companion and all
grew up to realise the errors of your former ways and You are the child of an evil witch who ceaselessly abused members of its species.
every day you work to correct the mistakes committed and tormented you. You grew up to hate your mother
in your youth. and learned to fear her kind. When you were old Mysterious Backgrounds
enough, you ran away from home. You now wish your
50. Druidic Circle Orphan path will never cross your mother’s again. 61. Foreign Child
You were abandoned in the forest when you were You hail from a land far, far away but have been
an infant and adopted by the members of a druidic 56. Sewer Society unfortunate enough to walk through a magical portal
community. You learned to respect nature as well as the You hail from a secret underground society living in the that brought you to this foreign place where you
men and women who dedicate their lives to protect it. sewers of an important city. Your people, although good- became, almost by obligation, an adventurer. None here
Though you may not have become a druid yourself, you hearted, live in poverty and are considered a nuisance knows how you can return whence you came, but you
do your part to preserve the environment. and a shame by the other residents of the city. In fact, are dedicated to finding a way home.
they are not even recognised as a group or protected
51. Monk’s Adopted Child by the local law. In your heart, you know they deserve 62. Unknown Parents
You never knew your real parents and grew up in a better and wish you could do something concrete to You never knew your real parents and everyone around
change their plight.

20
Theodore Ketchum (order #29099543)
you always refused to talk about them. From their in front of your very eyes, but you were too young, too
evasive comments and whispered conversations, you weak and too terrified to stop it. Shortly after, you left
gathered that your parents were notoriously feared. One your home vowing never to return.
day, you might learn why.
71. Amnesiac
63. Lost Parent You do not know who you are or from where you came
One or both of your parents (or perhaps a sibling or from. You do not even remember your parents or if you
other relative) disappeared in a desolate wilderness area, had any siblings. Your past is a total mystery - one that
at sea or in a far away land. When you were old enough, you will gradually uncover…
you set off to find them - and that desire fuels every
moment of your adventuring life. 72. The Sins of the Father
You are the child of a man who was sentenced to death.
64. Wrongfully Accused For some reason, the authorities that executed him are
When you were younger, you were accused of a heinous now looking for you. Perhaps they believe you know
crime. Although you were proven innocent, the people something that might put them (or the kingdom) in
in your hometown still treated you as if you were a jeopardy; perhaps they simply wish to exterminate your
criminal. You felt that you would never be welcomed entire family. Whatever their reasons, they are hunting
there so you left, vowing never to return. you down.

65. Murder in the Family 73. Family Quest


Someone in your family was murdered. The murderer One of your parents was a former adventurer. On his
was never found, but you are driven by the desire to deathbed he whispered a name to you (a name that
uncover the person responsible for the crime and hope you had never heard before). Since then, you have been
to discover the motivation behind it. obsessed with finding out what this name means (is it a
person, a place?) and you strive to understand what your
66. Strange Birthmark parent wanted you to uncover from this single clue.
You were born with a strange birthmark with a distinctive
shape (eye, tree, bear paw, dragon, etc.). You know this a deity you respect. When you later learned that other 74. A Familiar Face
mark is significant, for many told you to hide it, but you members of the guild had stolen it anyway, you stole it On several occasions, you noticed someone following
have yet to figure out what it means. back from them and returned it to its owners. You have you. You saw this person many times, but you never
been on the run ever since. spoke to him. On the rare instances you tried to
67. Former Evil Doer approach him, he disappeared. Now, you are wondering
You committed some great evil when you were younger, 69. Sentenced to Death what this person wants with you, and why he keeps
perhaps even murder. You have seen the errors of your You were tried and sentenced for a crime you may or stalking you.
ways since then and have dedicated your life to truth, may not have committed. The sentence was death, but
justice and the protection of the innocent. However, no you managed to escape before the execution. Now, you 75. Stolen Heirloom
matter what you do, you know what you have done will are on the run and desperate to prove you are innocent You hail from an ancient family that has lost its
one day return to haunt you. (or fabricate evidence to that effect). proudest symbol or talisman (i.e. an amulet, a bracelet,
a royal crown, a great sword, a mithral breastplate, a
68. Former Thief 70. Witch Fire golden rod, an ancient ring, a wooden totem, etc.). This
You were once part of an important thieves guild. One When you were a child, your mother was accused of vile heirloom, undoubtedly magical, has been in your family
day, you refused to steal an artefact from the temple of witchcraft and sentenced to death. She was burnt alive for generations before an unknown party stole it. When

21
Theodore Ketchum (order #29099543)
you set off to discover the world, you vowed to recover real parents, but rather loyal servants of your country’s the inferno, you prayed and a devil (or another evil and
your family’s stolen heritage. monarch. In truth, you are the child of this monarch powerful creature) answered. The fiend agreed to save
and the heir to the kingdom. Many people would pay your life, but in return you promised to do him a great
76. Great Secret dearly to see you dead. service later. When the times come, he will call upon
Someone close to you died in your arms. With his you. You dread this day.
dying breath he revealed the location of a hidden
treasure, which only you know about. Since then, many Fantastic Backgrounds 86. Blessed by the Gods
strangers have been following you, and some may even When you were an infant, you survived an accident that
have tried to capture you. You know they want to know 81. Royal Heir should have killed you. Since then, the people in your
the location of this treasure, and you realise that you You are the child and heir of a great ruler. One day, you tribe or village are convinced that a god has blessed you
cannot venture there without being followed… One will inherit your parent’s country, but in the meantime and that you are, somehow, destined for greatness. You
day, however, you will. you want to prove to the world (and to yourself ) that hope not to disappoint them, but you suspect there is
you deserve to be crowned king. You travel in disguise, nothing special about you.
77. Blood Feud without bodyguards or councillors, but with friends and
You hail from a rich or noble family that has been companions instead.
feuding with an important clan over an intricate affair
for decades, possibly even centuries. Though you do not 82. Prophesised Birth
grasp all the intricate details of the feud, you grew up to Your birth was prophesised and you are destined to do
hate your family’s blood-enemy. Before you do anything great things. Although you do not yet know what you
drastic, however, you decided to shed some light on the are meant to do, you suspect that one day you will face
affair and now struggle to uncover the truth behind it. great adversity - and that your future actions may have a
direct impact on the fate of the entire world.
78. Mistaken Identity
You resemble someone that is notoriously famous or 83. Slayer’s Child
infamous (a prince, an evil wizard, a sadistic warlord, You hail from a long line of ‘slayers’ (demon, dragon,
etc.) and, for good or for ill, people often treat you as if giant, orc, or some other race) and your family is
you were that person. You have yet to discover who that reputed for its many great deeds. Your forefathers offset
person is, but one day you will find out. the plans of many evil minions in their time, and you
gladly continue in this proud family tradition. However,
79. Bounty of the Hunters you fear that you will one day pay the ultimate price for
When you were a young soldier, you disobeyed your your family’s actions as well as your own.
lord and showed mercy to a man who had been
sentenced to death. You put your life at risk to liberate 84. Last Heir of a Fallen House
this man, whom you believed innocent of the crimes he You are the last heir of a noble family murdered by
was accused of. Your former lord offered a reward for assassins or slaughtered in a brutal raid or war. Although
your capture and you are now desperate to avoid the you lost everyone and everything you ever loved, you
many bounty hunters who, on several occasions, have vowed to one day restore your family’s proud name.
almost captured you. You may even be obsessed with revenge or desperate to
discover the people responsible for your family’s death.
80. Secret Heir
You were raised by peasants and lived in the country 85. Deal with a Devil
for most of your life. Unbeknown to you, however, is When you were a child, your family perished in a fire
the fact that the people who raised you were not your from which you almost lost your life. However, while in

22
Theodore Ketchum (order #29099543)
87. Out of Time 92. Dragon’s Adopted Child 97. Blast from the Past
You hail not from another place, but from an entirely You were raised by a good dragon (or another highly You were born five hundred years ago and somehow
different time. You were born and raised over three intelligent and powerful creature) and learned to think travelled to the future. Instead of seeking a way to return
hundred years in the future and you are familiar with as one. You came to respect dragons for the cunningly home, however, you are determined to uncover the
some of the major events currently unfolding - events intelligent creatures that they are, but also learned to cause of your people’s downfall, which, as you learned,
you once considered history. Now, history is being made
avoid, and perhaps even dread, the evil ones. happened hundreds of years ago. Perhaps one day, if you
before your very eyes, and you are an active participant
in it. One day, perhaps, you will find a way back to your return to your own time, you will be able to change
own timeline. 93. Scarred history and save your people.
When you were a child, your family was attacked and
88. Protector of a Sacred Place or Relic you bear the marks of this event. Although you do not 98. Mythical Beast Companion
The protector of a sacred place or relic raised you. Like know the warlord responsible for the brutal raid that You once saved the life of a magical beast. Although you
your parent or mentor, you played the role of guardian killed your parents and scarred your face, you remember have little control over it and sometimes spend weeks or
before setting off on adventure. One day, if this place or his insignia. One day, you will have your revenge. months without seeing it, this beast has been your truest
relic becomes endangered, you may be called upon to friend and greatest ally.
resume your guardianship role – at least for a while. 94. Famous Adventurer’s Child
You are the child of a famous adventurer and your 99. Boon from a Greater Power
89. Special Birthright father’s name and reputation precedes yours. However, Long ago, your mother sacrificed her life to aid a greater
A minor artefact was given to you when your parents that is the least of your problems since a powerful enemy power (a god or another powerful entity). Now, this
passed away. You have yet to discover its powers, but, is seeking revenge upon your father - and that enemy entity feels it owes you something (since you are your
like your father and grandfather before you, you will plans to use you as bait… mother’s heir). One day, it will repay you.
one day be forced to use this relic to oppose great evil.
You do not look forward to this day. 95. Great Handicap 100. Unearthly Advisor
You were born with an important physical handicap, A guardian angel (e.g. a ghost, a fey, a creature from
90. Sacred Mission one that impairs your strength, dexterity, or stamina. another plane, etc.) has taken an interest in you.
You were given an important mission by a high-ranking Because of this, you stand or walk in a peculiar manner Although this ‘angel’ rarely (if ever) intervenes directly
member of the religion you follow. This quest is not one and are easily recognised, but you learned to cope with it on your behalf, it does give you counsel – its advice may
you can complete easily or right away, for it will take and have developed other talents. Your magical aptitude not always be perfect, and it may have its own mysterious
you years of research and investigation to uncover the is unsurpassed. agenda, but it is there should you need it.
clues that will eventually lead you to the lost temple or
sacred relic you were asked to find. 96. Raised by Animals 101. Godly Parent
Your parents died in the wilderness when you were You are the product of the union between a mortal and a
91. Political Agenda an infant and an animal or a pack of animals (such as god. Although you inherited little (if any) of your godly
Your family has always played an important role in your wolves) raised you. You developed a keen affinity with parent’s unearthly powers, you feel you are destined for
tribe or hometown politics, or perhaps even at the court this type of animal and have never been comfortable a better life, and perhaps even believe that you deserve a
of a king or queen. You inherited your family’s ambition in ‘civilised’ settlements. You may even have a speech place alongside your godly parent. However, this parent
and decided you would one day take the place of the impediment. may not be too keen to accept you among its kind, and
current ruler - and would gladly oppose him should he may even see you as a potential threat.
show any sign of weakness or if he proves to be unjust
or cruel.

23
Theodore Ketchum (order #29099543)
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24
Theodore Ketchum (order #29099543)
Codename: Armoured Fury
Part 2 By Richard Ford

Thrower ground his fist into the comms panel. He you for nothing?’ forgetting all about Doctor Scialli.
found it difficult to suppress the list of choice words ‘It would certainly appear so.’ Thrower’s men were waiting idly in the corridor.
that were coming to mind. Thrower clenched his fist at Scialli’s nonchalant Like Thrower, they had already stripped off their bulky
‘Sorry Sir, can you repeat,’ he said through gritted attitude. He was a typical civilian, didn’t give a damn armour and stored it in the facility’s spacious hangar.
teeth. about the body politic, especially the military. He didn’t As Thrower and the Doctor approached, Sergeant
‘I’ve made it clear Thrower,’ answered Matiz. ‘Bug have the spine to sign up and become a citizen but he Kains quickly snapped to attention, the rest of the men
activity on the surface is too busy for us to make an was quite happy for others to risk their lives and keep slavishly following suit.
immediate extraction. Just sit tight until we can send his ass out of the fire. ‘At ease,’ said Thrower. ‘It looks like we’ll be here
another ship. We’ve monitored your immediate vicinity ‘I expect there to be a full investigation,’ Thrower a while. May as well make the most of it. Doctor
and it all seems quiet enough. Just relax and enjoy the said, not even attempting to disguise his anger. ‘Heads Hendricks here has agreed to show us around.’
amenities. It shouldn’t be more than a few days.’ will roll over this one.’ Thrower instantly regretted his statement as he saw
‘With all due respect, Sir–’ Scialli remained silent. Not even Thrower’s the lascivious looks on the faces of his troopers. Luckily
‘This conversation is over Lieutenant. I can’t risk menacing tone could wipe the smile from his face. the Doctor seemed not to notice, simply smiling
any pilots or MI trying to make an extraction under ‘If you’d like a tour, Lieutenant,’ said a female cheerfully and leading them along the stark metal
bombardment. You know as well as I do it’s not worth voice. Thrower glanced to his side, suddenly forgetting corridor.
it. Make yourself comfortable. You’re in for the long the tirade he was about to launch himself into as he saw As they proceeded through the maze of passages,
haul. Matiz out.’ a sleek figure smiling at him. ‘I’d be happy to show you Doctor Hendricks began her commentary, seemingly
Thrower stood back from the comms panel trying and your men our facility.’ oblivious to the hulking visitors hooked on her every
to calm himself before he lost it and smashed the desk Thrower was lost for words. word.
to pieces. He turned, looking for the nearest vent for ‘I’m Doctor Hendricks,’ said the woman, stepping ‘The facility itself is completely enclosed and self
his ire. Doctor Scialli stood watching, an open grin of forward and holding out her slender hand. sustaining. The outer walls are two metres thick and
disdain smearing his smug features. Thrower took it and gave a curt smile of greeting. consist of a plascrete-titanium alloy. We’re completely
‘So tell me again Scialli, why has this facility been Hendricks beamed back at him. soundproofed from the outside, which is probably why
on silent running for the past week?’ ‘If you’d like to follow me, we’ll collect your men none of us could hear the fire fight you were in before
‘As I’ve already explained,’ replied Scialli in his and begin the tour.’ you arrived.’
nasal brogue, ‘we had no idea that our comms unit was Thrower followed the doctor as she left, unable Hendricks reached a sealed metal door and swiped
unable to pick up incoming transmissions. We didn’t to stop himself noticing the way her white lab coat her ID card along a small control panel. With a hiss
even know you were trying to contact us.’ clung to her wholesome figure. Maybe I do need some of pressure valves the door slid upwards, revealing a
‘So my men and I risked our lives to come rescue R&R, thought Thrower as he strode after her, instantly huge laboratory within. Thrower and his men followed

25
Theodore Ketchum (order #29099543)
Hendricks inside and Thrower immediately realised the rifle before her and braced it against one shoulder. The each was the fearful sight of a guard bug. Some were
need for security. bug looked around, trying to get its bearings, before going insane, smashing their thick armoured hides
There were no test tubes of bubbling liquids or the spotting the human figures behind the bars in front of it. against the bars, while others seemed despondent and
usual paraphernalia one might expect in a traditional The creature charged immediately, its feet skidding on resigned to their fate.
lab. This facility housed an array of vices, lathes and the smooth, slippery floor. Before it could move halfway ‘Here we have our holding facility for the target
grinding equipment. Empty shell casings and the across the room Hendricks pulled the trigger. There was specimens. As you can see some of them show signs
innards of several Morita rifles were strewn across work a smooth, peeling report as the rifle expelled a string of of distress while others seem more docile. Some of my
benches. Lab workers pored over their work – filing, rounds towards the guard bug. Thrower had seen this colleagues believe the bugs even show some signs of
drilling and shaping – and not one of them looked up breed of arachnid many times before, and knew it could emotion, possibly emulating human thought processes.
from their labours to acknowledge the group that had take several clips to bring down. He couldn’t believe the However, that is merely conjecture. We’re not here to
entered. Doctor would stop the creature before it threw itself investigate bug behaviour, just how to kill them.’
‘This is our main development laboratory,’ against the wholly insufficient looking metal bars that Thrower suddenly felt very vulnerable, despite
said Hendricks, as she walked between rows of busy stood between them and certain death. the fact that the bugs were locked in their cages. He
technicians. ‘All adjustments and upgrades are done As the rounds hit the bug’s carapace, each exploded was unused to being so close to arachnids without the
in here, but I think you’ll be more impressed with our with an almost pleasant sounding blast. A brief flash of comfort of his Cougar armour, and from the looks
research suite.’ fire burst on the surface of the bug’s armour and then on the faces of his men he could tell they shared his
The troopers followed her through yet another the alien fell dead. It slid several feet before coming to a unease.
door at the far end of the lab which opened into a wide stop right before the thin bars. ‘I think we’ve seen enough,’ said Thrower, as
room, cut off by thick steel bars in front of them. The Hendricks turned, a smug smile twisting one side politely as he could manage.
bars were cordoned off into booths and the huge room of her mouth. ‘This is our latest development. Low Hendricks merely smiled and beckoned them out
for all intents and purposes looked like a huge firing velocity explosive rounds. They have a dual delayed-time of the chamber. They were taken across the facility
range. explosive; with the first explosion bypassing armour and to a small rec room. Hendricks told them to make
Thrower moved forward and could see that beyond the second detonating within the bug to cause maximum themselves comfortable, and most of the troopers didn’t
the steel bars the room was splattered with gore and internal damage. The rounds are compact and dormant need asking twice.
what looked like bug parts. The purpose of the room until the point of impact so you don’t have to worry In one corner was a small holovid player and Fredo
was suddenly all too obvious. about a magazine exploding in transit. The rifle we use wasted no time in switching it on. The selection of vids
Doctor Hendricks walked forward to one of has a much quicker rounds-per-minute count than the was pretty sparse but Beef managed to dig out an old
the booths and picked up a headpiece with a small standard Morita, so delivery is much faster and more war vid and the men were soon engrossed. The facility’s
microphone. Thrower could see that a rifle lay on the devastating. If you’d like to follow me I’ll show you the coffee was a sour brew, but it was all they had. Thrower
table beside the headpiece, but he didn’t recognise its bug containment unit.’ stuck to water, wishing he’d had the gumption to load
make. With that Hendricks walked back through the his canteen with scotch and bring some cigars along,
‘OK, Harvey,’ she said with a sly smile on her lips. door they had entered. Thrower saw the looks of slack- but that couldn’t be helped now. All they could do was
‘Release a specimen.’ jawed bewilderment on the faces of his men. It would sit and wait for evac.
With that there was a grinding of metal as a titanium have been funny if he hadn’t suddenly realised that his The first hour passed slowly, the second even slower,
hatch slid upwards toward the back of the caged area. mouth was agog too. Gingerly they followed Hendricks and the confines of their small room grew evermore
An unmistakeable chittering sound heralded the bulky to the next area. claustrophobic. Even the escapist violence of their war
form of a guard bug as it rushed from a containment The screeching sound of bugs in distress assaulted vids was losing its appeal. Thrower was about to suggest
cage beyond the now released hatch. As it skittered out their ears as soon as they entered the next cavernous they find out where they were supposed to bunk down
into the centre of the firing range, Hendricks hefted the chamber. Reinforced cages lined two walls and within when the room was filled with the screech of a warning

26
Theodore Ketchum (order #29099543)
klaxon. A small red light in one corner of the room Dismembered bodies lined every room and as he Gritting his teeth, Thrower pointed the rifle and
winked on and off in time to the klaxon’s grating beat. passed through the main lab and its adjoining firing squeezed the trigger, hoping it was as effective in combat
As his men jumped to their feet Thrower was range the carnage only got worse. All the guard bug cages as it had been in the previous demonstration. There was
already at the door. Before he opened it he fingered the were opened. Thrower counted ten in all and their trail a dread sound of hollow clicking as the rifle’s discharge
holstered Peacemaker pistol at his side and wished he of devastation was easy to follow. However, it seemed hammer clicked against the empty magazine.
had refused Doctor Scialli’s demand that they remove strange that all the internal hatches had been opened, The guard bug skittered towards him, and Thrower
their Cougar armour. making their escape route all the easier. Someone within dropped the rifle, pumping his legs to put as much
He opened the door and the whining sound of the the facility must have released them! distance between them, hopefully giving him chance
klaxon took on a different timbre as its whine echoed It was obvious anyone in their path would be dead, to draw the Peacemaker. Both of them slid on the
down the corridor. As he stepped out there was a sudden but Thrower had to check for survivors, his inbred sense gooey floor, the bug losing its footing and falling on
crackle from the internal comms system as someone of honour would not let him leave any of the scientists its belly. Thrower drew his pistol, fumbling with blood
attempted to sound a message. to such a grizzly fate if there was any chance one of them soaked fingers, and flipped off the safety. It took him
‘Evacuate! All facility personnel evacuate!’ came the lived. less than six seconds to empty the fifteen-round clip at
beleaguered cry. There was a sudden crackle and then As he moved further through the complex a cold the approaching beast. Every shot hit – Thrower would
a high-pitched scream of pain reverberated from the breeze rushed towards him. Thrower was in a corridor have struggled to miss from such a close range – but the
corridor’s speakers. he didn’t recognise but it was obvious it led to the exit bug’s thick armour deflected most of the rounds.
‘One of the guard bugs must have escaped,’ shouted on the north side of the facility. Moving forward he There was no time to load a second clip, the creature
Thrower over the din of the alarm. ‘The rest of you get came out in a second hangar, similar to the one they had was nearly on him. Again Thrower tried to retreat along
to the hangar and get suited up. I’ll head to the bug entered by. The large hatch entrance was fully open but the slippery floor but it was no use. The guard bug
containment unit and see if I can help any survivors.’ there was no sign of any bugs. Despite that there was raised one mighty claw and all Thrower could do was
‘But Lieutenant, without your armour what can blood everywhere and the body of a scientist, his torso yell defiantly as it struck down…
you do?’ asked Kains. rent in two, lay in one corner. His glasses were skewed
‘I have to try, and time is short, Sergeant. People across his face and he still gripped one of the facility’s
are dying. Get to the hangar as quick as you can, get prototype weapons in his dead hands. From the colour
suited up and come find me.’ of the gore that was spread across the hangar, Thrower To be continued...
With that, Thrower headed north along the guessed he had managed to get a few shots off before the
corridor, safe in the knowledge he would not have to guard bugs had sliced him in half.
repeat his orders to the Sergeant. He moved forward, holstering his Peacemaker and
As Thrower moved through the maze of corridors reaching for the weapon, The man’s fingers clutched
there was another crackle as the internal comms was rifle tightly and Thrower began to loosen them one by
switched on once more. This time there was no cry for one. As the last digit came free Thrower heard a telltale
help, only a cry of pain and the squeal of bugs, as one of sound behind him.
the facility’s personnel was torn apart. As he leapt to one side, Thrower felt the air part
He moved through several internal doors, each time inches from his head. He landed on his back, sliding
his Peacemaker was held at the ready, for all the good it across the floor on slimy entrails. The guard bug stood
would do him. The further on he moved the nastier the well over nine feet, its body a mass of armoured bone
scenes of violence. This was what he had expected to see and wickedly sharp claws. Thrower could see it was
when he first arrived, not after he and his men had been wounded, a fact that had probably just saved his life.
resting here for hours.

27
Theodore Ketchum (order #29099543)
The Heavy Weapons Specialist
Men and women who stretch the definition of ‘personal firearms’
in your Starship Troopers roleplaying game
by Stuart Taylor
One of the most popular and successful tactics found within the Mobile Infantry for
dealing with virtually anything hostile is as follows: Game Rule Information
Mobile Infantry heavy weapons specialists have the following game statistics:
1. Shoot it.
2. If problem persists, shoot it again. Requirements
3. If problem STILL persists, hit it with the biggest artillery you can find. To qualify to become a Mobile Infantry heavy weapons specialist, a character must
4. Problem solved. fulfil the following criteria.
Base Attack Bonus: +5
Although tactics are generally seen as a good method of winning a war, minimising Abilities: Strength 14+ (unmodified)
casualties and reducing ammunition expenditure, there are those that would always Skills: Repair 8 or more ranks, Survival 8 or more ranks.
rather throw everything they’ve got at something… and then throw some more, Feats: If the heavy weapons specialist focuses on Heavy-type weapons, he needs Exotic
regardless of the risks. The latter group are some of the most dangerous men in the Firearms Proficiency (in a Heavy weapon), Weapon Focus (in a Heavy weapon), and
entire Mobile Infantry, capable of laying waste to entire armies when handed the right Physical Adept. If he focuses on Mounted-type weapons, he needs Mounted Weapon
gun, given the right ammunition and given the permission to fire at will. These ‘heavy Proficiency and Weapon Focus (in a Mounted weapon).
weapons specialists’ are a complete antithesis to the snipers, scorning the use of stealth
to accomplish goals and instead opting for doing what they do best: causing havoc Hit Points
with the biggest gun they can find. Mobile Infantry heavy weapons specialists gain two hit points per level, adding this to
their total gained from previous levels.
Although this sounds less like a specialised trooper and more like a psychopathic
tendency, the position of the ‘big-gunner’ is a tough one to fill due to the immense
weight of the equipment and the ever-present need to watch ammunition – the last
Class Skills
The Mobile Infantry heavy weapons specialist’s class skills, and the key abilities for
thing any trooper wants to hear is the harrowing click of an empty gun as the trigger is
each skill, are as follows: Athletics (Str), Demolitions (Int), Drive (Dex), Perception
pulled, especially when that gun is the heavy support. Not only does a heavy weapons
(Wis), Repair (Int), Survival (Wis), Technical (any).
specialist need to be able to shoot his weapons of choice with the utmost skill and
precision, they must also be rigorously trained to be able to look after, maintain and
Skill Points at Each Additional Level: 2 + Int modifier
fix their equipment under the stresses a war can bring

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Theodore Ketchum (order #29099543)
Example: Private Rupert ‘the Fridge’ is a heavy weapons specialist. He really, really
Class Features wants to take out that brain bug, right now. He loads his Javelin with a Holepunch
The following are class features of the Mobile Infantry heavy weapons specialist. missile (6d10 base damage), spends an action point to activate Heavy Weapons
Master, and opens fire. If he hits, the Holepunch missile will do 6d10 + 3 (from his
Dedicated Killing Machine (Unique): When the trooper enters into training for
Dedicated Killing Machine class ability) + 18 (+3 for each die of base damage). Bang.
this specialist class, they choose to specialise in vehicle- and fortification- mounted
weaponry (of the ‘Mounted’ type) or man-portable heavy weapons (of the ‘Heavy’
type). The trooper gains +1 to hit and +1 damage per class level with the chosen type
of weapon but, due to lack of practice in other firearms, takes a –1 per class level
penalty to all other firearms’ to hit and damage rolls. If the trooper has the Weapon
Focus feat in a particular weapon, this penalty is negated and Weapon Focus provides
its benefits as normal.

‘You’ve got three seconds to live’: It is a generally accepted fact that a trooper is most
likely to be wounded in battle while reloading. Although this isn’t such a problem
with smaller weapons, it can and will be an issue with the bigger guns in the Mobile
Infantry arsenal as a larger gun and a larger clip generally heralds a long and potentially
very painful reload time. In light of this, a heavy weapons specialist trains day in, day
out to reach maximum efficiency in this respect. The time it takes him to reload a
weapon of his chosen type is reduced to a free action.

The Big Guy: The heavy weapons specialist is commonly seen as the ‘big guy’ of the
squad and is capable of rousing the rest of the squad to greater feats by following his
example. Each time a heavy weapons specialist makes a full attack with a weapon of
his favoured type, the awe-inspiring nature of his attack and conduct grants all within
30 feet of him a +2 bonus to all Will saves vs fear.

Heavy Weapons Master: At 3rd level, the trooper has truly mastered the use of his
weapon. If he spends an action point, the trooper may apply his level in this class (+3)
in additional damage on each damage die rolled by the weapon in question.

Class Base Attack Defence Prestige


Level Bonus Fort Save Ref Save Will Save Class Features Bonus Bonus
1st +1 +2 +0 +1 Dedicated Killing Machine, ‘You’ve got three seconds to live’ +0 +0
2nd +2 +3 +0 +1 The Big Guy +0 +0
3rd +3 +3 +1 +2 Heavy Weapons Master +1 +1

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Theodore Ketchum (order #29099543)
The Support Fleet of the Anla’Shok
By Christopher Blackmoor
Ranger ships from
2nd Edition conversion by
Legend of the Rangers Bryan Steele
Especially in the early days of the rejuvenated Anla’Shok, and handling matters covertly was an essential aspect of number beneath the vessel. This brings potent weapon
shortly after the arrival of Jeffrey David Sinclair on keeping the Interstellar Alliance safe and secure. arrays against any target to the fore of the vessel, no
Minbar, the Rangers struggled for equipment to do their matter which vector they are in.
work. The former heads of the Rangers had done their Therefore, other vessels were required to do the work
best, but the Rangers were viewed as little more than a that the White Stars could not. Many of the roles One design aspect of the Nolo’Tar which caused much
historical (and often troublesome) footnote, allowed to were not as glamorous, but still necessary. The actual dissention amongst those who flew it and vocal derision
exist solely in tribute to Valen. number of these vessels was kept a closely guarded secret from some members of the warrior caste, was the fire
– whilst the members of the Interstellar Alliance would control. Based around a zero-gravity gunnery pod,
Whilst waiting for the construction of the White Star feel content knowing the size of the White Star fleet, the primary fire control officer would effectively float,
fleet, primarily due to the slowness of the Vorlons to there was simply no need for them to know how much with a projected holographic environment around
commit in giving over some of their technological was going on ‘beneath the surface’. The release of such her fed directly from the Nolo’Tar’s sensor arrays.
secrets, Jeffrey Sinclair was forced to accept whatever knowledge could hamper the efforts of the Anla’Shok in This had the effect of placing the gunner directly
ships were available. In effect, the Anla’Shok had to support of the Interstellar Alliance. into what seems like open space, which some sentient
depend for the most part on donations and hand-me- races found disconcerting. Those crews that liked the
downs, even using vessels provided by or loaned from Nolo’Tar-class Ranger Frigate gunnery pod environment professed that it placed the
other races. Simple, Reliable, Respected fire control officer directly in the midst of combat, and
An easily manufactured and reliable design, the their hand-to-hand combat skills were translated into
After the departure of the last of the Ancients to the Nolo’Tar class has been manufactured by the worker the Nolo’Tar’s equivalent. The physical attributes of
Rim and the defeat of President Clarke, it became caste for centuries. Designed as a cheap patrol boat, the the gunner are continually monitored and the weapons
apparent that there were jobs that the noble White Star Nolo’Tar, like the larger Troligan-class armoured cruiser, array responds accordingly, changing targeting priorities
simply was not suited to. It would become necessary to was disliked by the warrior caste, whom it was originally at amazing speeds. For system alterations, booting and
construct other vessels in time, particularly the Victory- intended for. The other castes were more favourable in configuration, a holographic control panel can be
class Destroyers that would be able to handle the bigger their opinions of the patrol boat. summoned.
jobs which even multiple White Stars would struggle to
cope with. At the same time, there were many jobs that Visually, the Nolo’Tar can be easily identified as having The Nolo’Tar does not have a power plant large enough
the White Stars were simply overqualified to handle. a Minbari pedigree. It has the trademark Minbari curves to support traditional neutron laser weaponry. Many in
There was also a problem where a level of discretion and fins common to their vessels, with an unusual the warrior caste saw this as a tremendous design flaw,
was required – the presence of a White Star in any mottled hull colouring that is a distance apart from the although in fairness the Nolo’Tar is not intended as a
system was a clear sign that the Rangers were around, steel or painted hulls of the other younger races. Small front-line military vessel. The aim was for this craft to
which sometimes went against the nature of their work. weapons turrets adorn the upper hull, with the same above all be fast and manoeuvrable, evading enemy fire
Handling matters covertly could become impossible, and neutralising small to medium sized threats as it did

30
Theodore Ketchum (order #29099543)
so. It has the advantage of a powerful gravitic drive that gunner (when not in the gunnery pod) and first officer.
is not tied to the power sources of the weapon systems, This has the bonus of ensuring fast communication
For a vessel under the control of Minbari or
meaning that in evasive manoeuvres the majority of the between these individuals, as well as fostering a sense of
Ranger characters in a campaign, the Nolo’Tar
Nolo’Tar’s firepower is still available for use. An indirect comradeship between the command staff. Information
class is an excellent choice. It is of a moderate
benefit is that the Nolo’Tar, in certain circumstances, is relayed to all parties simultaneously by a holographic
power level, agile enough to stay out of harms
can make an excellent minesweeper. Some in the warrior display, and a brief read-only summary of any station
way, and has a small enough crew size to make
caste believe that this is a perfect use for the Nolo’Tar can be displayed on any terminal.
the Players feel in control without causing the
class, as to them it is not a great loss if the vessel is
Games Master to worry about micro-managing
disabled during this particular endeavour. Whilst the Nolo’Tar does not have medical relief in its
the rest of the crew. mission profile, it does have a minor medical facility.
Despite its small size the Nolo’Tar has a jump engine. In reality, this domain is only suitable for the healing
Whilst the recharge time is ludicrously slow compared to of small wounds, not major injuries or operations. A
Internal Features crewmember that suffers serious injury or sickness can
other Minbari vessels, the fact that such a vessel possesses
The Nolo’Tar class takes its name from the Nolo’Tar be patched up in a Nolo’Tar’s medical facility, but often
a jump engine at all gives it strategic manouevrability only enough to make them stable until a better facility
equivalent to its tactical agility. The drive is mounted in design philosophy, that of fusing artistic design with
can be reached. Often, it is the abilities of the ship’s
the rear section of the vessel, unfortunately where it can function and practicality. Despite having an interior doctor or lead medic that will keep an injured crewman
be knocked out by a single well-placed shot. The intent relatively muted in colour, something in the décor makes alive rather than the facilities carried on board.
is that the rearward firing weaponry, as well as the active the vessel seem spacious despite having little in the way
chaff, discourages any attempt by an adversary to knock of free space. The aesthetic approach in the Nolo’Tar A small armoury exists on board the standard
out this critical component. philosophy even applies down to consoles and control configuration of a Nolo’Tar class. Given its size and
panels, with a layout both intuitive and easy on the eye. manoeuvrability, it is highly unlikely that a Nolo’Tar will
The Interstellar Alliance, as of the time of Legend of the The application of this approach makes a vessel of this ever be targeted for a boarding action. This vessel has
Rangers, has sixteen of these vessels left in its ranks after class in well-maintained condition remarkably easy and been used in troop deployments as a dropship, although
those lost in the Shadow War. They are easily deployed stress-free to fly. this is rare. Even so, every Nolo’Tar in the service of the
Anla’Shok contains a dozen sha’an, as well as a crate or
and modified in any shipyard, and are still used by the
The Nolo’Tar class ranger frigate has living space for two of mixed grenades.
worker caste for couriering items between distant worlds
on the borders of the Minbari Federation, as well as by nineteen crew members, and all crewmembers have
their own personal quarters, even the lowliest ensign The Nolo’Tar has a cargo hold, but only large enough
some members of the warrior caste for patrolling the
in charge of general maintenance. It is this small crew to hold the supplies necessary to support an extended
Minbari Protectorate.
complement that makes it perfect for the Rangers, and operation. At a push, this space can be extended to
the personal space perfect for meditation. All crew function as an emergency dormitory, but this would tax
Perhaps the most notable example of the Nolo’Tar class
quarters have a small shrine, which have a place for the air recycling system to breaking point if sustained
was the Liandra, whose crew mysteriously perished
candles and religious artefacts. for long periods.
before the appointment of David Martell as captain.
Some in the worker caste, who checked the state of the
vessel when it was recovered, believed that the vessel was The bridge is a large command environment, with all
aunted by the spirits of the dead. of the command functions based around a large control
desk located in the middle of this room. At this desk
all six of the command personnel may sit, from the
designated officer in charge down to the helmsman,

31
Theodore Ketchum (order #29099543)
Enfalli-class Patrol Cruiser junior officers the chance to rise into positions faster
‘The damned Raiders have been preying on Alliance than they would have done otherwise.
Special Feature: Virtual Reality Targeting shipping lanes for months, and we have to send them a
message.’ – Bart Gregg, Captain of the Enfalli. For these junior officers and crews, a vessel to suit their
The VR Targeting matrix allows the specific needs and abilities was required. The solution was a
crewman placed in command of the weapon training vessel that had been decommissioned by the
systems to use their base attack bonus as the
A Stopgap in Easier Times
In the aftermath of the Shadow War and the Earth Civil warrior caste over eighty years earlier. The Shoquran
Targeting Computer bonus instead of that listed design had never seen front-line combat, save some
War, the Anla’Shok found themselves struggling to
after the trait. The Weapon Focus (unarmed) or infrequent incidents in the Minbari Protectorate where
maintain the peace fostered by the Interstellar Alliance.
Martial Arts feat grant a +1 bonus. it spent the bulk of its time. It had a modest amount
The death of many experienced crewmembers and
officers during those two struggles had given many of weaponry, and was designed to operate with around

Liandra Battle Frigate


The following statistics represent the Liandra, which is a stock example of the Enfalli Patrol Cruiser
Nolo’Tar class, as seen in Legend of the Rangers. Other models of that class would
have a similar profile to the statistics below, with no changes necessary. Although Huge Spacecraft
the Liandra actually possesses more than four fusion cannons, these statistics Defence Value: 14 (-4 size, +8 Handling); Armour: 22; Handling: +8; Sensors:
represent the Liandra’s limited ability to fire multiple weapons per turn in any + 6; Stealth: 32; Stress: 5; Features: Gravitic Engine, Jump Point, Minbari Flight
given arc. Computer, Minbari Jamming Suite, Targeting Computer (+5)
Crew: Anla’Shok Line (+5 BAB, +9 Training); 6 Officers, 12 Pilots, 8 Sensor
Large Spacecraft Operatives, 65 Crewmen
Defence Value: 12 (-2 size, +4 Handling); Armour: 22; Handling: +4; Sensors: Construction Spaces: 84 (Cargo 20, Control 5, Crew 10, Engine 31, Hangar 2,
+6; Stealth: 16; Stress: 7; Features: Atmospheric Capable, Gravitic Engine, Jump Weapons 16)
Point, Minbari Flight Computer, Virtual Reality Targeting, Targeting Computer Fore Arc Weapons
(+5) Twin-Linked Neutron Laser Cannon (Long, Offence 75, Beam 2d8, 4 weapon
Crew: Anla’Shok Line (+5 BAB, +9 Training); 1 Officer, 2 Pilots, 1 Sensor spaces)
Operative, 9 Crewmen, 100 Passengers Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Construction Spaces: 54 (Armour 6, Cargo 5, Control 6, Crew 6, Engine 13, Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Hangar 4, Weapons 14) Port Arc Weapons
Fore Arc Weapons Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Heavy Laser Cannon (Long, Offence 30, Beam 1d6, 2 weapon spaces) Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces) Starboard Arc Weapons
Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces) Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Turret Weapons Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Advanced Neutrino Blaster (Long, Offence 50, 4 weapon spaces) Craft (2): 3 Tishat Medium Fighters, 2 Flyers
Advanced Neutrino Blaster (Long, Offence 50, 4 weapon spaces)
Craft (3): 3 Flyers

32
Theodore Ketchum (order #29099543)
eighty crewmembers. The Shoquran was reclassified as the vessel possesses in this configuration could only As a counterpoint to this lack of space, the original
the Enfalli-class patrol cruiser, and placed on loan to the be negated by advanced weaponry. The warrior caste Shoquran design was well laid out from an engineering
Anla’Shok. The first of these vessels, bearing the same does not particularly care, having paid lip service to the perspective, and the ship was relatively straightforward
name as its new class, entered service with the Anla’Shok Anla’Shok. to keep flying. To this end, the vessels were excellent
in 2263. It would be damaged beyond repair two years for junior crews, allowing them to gain experience of
later by a concerted effort from raider forces. Three elderly Tishat fighters provide some relief to handling a starship without overcomplicating the issue.
the limited offensive capability of the Enfalli. These
The Enfalli may not have anywhere near the prestige are primarily anti-fighter craft, and see frequent use Valen-class Assault Cruiser
of a White Star, but it does its work without fuss and in anti-raider actions. As piloting vessels is a common ‘You know, things in space don’t have to be aerodynamic.
at less than a third of the cost to produce a new White requirement for a Ranger, these ships see almost You could put a really big engine on a brick, which looks
Star. In time, the Enfalli will surely once again become a continual use. This would be a problem were the design pretty much what they’ve done here, and it would be fast.’
footnote in military history, but for now it has a chance not proven with a long history of service. Despite not – David Martel
to shine. At the time of Legend of the Rangers, there were being as advanced as the Nial or Shial designs, the
eighteen Enfalli-class patrol cruisers in service, although Tishat is still on par with the front-line fighters of most Best of Intentions
as of the time of Crusade this had been reduced down of the other main races. The problem is that the Enfalli Officially designated as an assault cruiser, the ill-fated
to seven, all of which were engaged in patrols along the only carries three of these fighters, which can be easily Valen class prototype only ever participated officially in
borders of Minbari space. dispatched if swarmed by the forces of an adversary. one operation, and that was carrying a group of alien
diplomats and dignitaries to an undisclosed security
Undergunned and Underpowered The one item of note that stands the Enfalli apart from meeting on Beta Durani. It was hit in the rear quarter,
The Enfalli has a similar offensive profile to the Sharlin other vessels in its class is the lack of a jump engine. As and such was the ferocity exhibited by its attackers it
war cruiser, but drastically reduced in power. The the vessel was intended for training duties originally, it never stood a chance.
primary weapon of the Enfalli is a forward facing array was decided that the vessel would be working within
of Neutron Lasers; while not powerful enough to destroy known locations within the Minbari Protectorate and Whilst the Excalibur and Victory were the two
a larger vessel from the major races, they are capable so a jump engine would be excessive. shining examples of integrating Minbari and Human
enough of vaporising a corvette or anything smaller. technologies, the first such prototype was the Valen-
The warrior caste insisted that the power output on the Monotonous Service class Assault Cruiser. At the time of its inception, it was
neutron lasers be reduced before they were loaned to the One particular Minbari of note, who would go on to not known how successful Minbari engineers would be
Anla’Shok – the Rangers could do nothing but accept challenge Delenn for the position of Entil’Zha and then in retrofitting the technology behind the first generation
this condition as they badly needed additional vessels to by his sacrifice end the Minbari civil war, once said of White Stars into newer designs, and something was
fill their ranks. that the Shoquran design was little more than ‘a flying needed in case the ability to handle Vorlon technology
barracks with gun ports’. In many aspects, Alyt Neroon was beyond them. In truth, even when the second
The secondary weapon array on the Enfalli is a pair of was indeed correct. There are few crew comforts on generation White Star was developed there were still
fusion cannon arrays port and starboard. These ensure board a vessel of this design, with barrack rooms for many aspects of Vorlon technology that the Gales of
that any target that evades the main weaponry of the all crew members save the Alyt and immediate support the worker caste did not understand: it was enough
Enfalli is able to be tracked and destroyed – typically staff. Training space in the physical arts also suffers on for them that the technology simply worked. A private
these weapons target enemy fighters or larger craft that board this vessel, with only limited space available for fear in the minds of some of the worker caste is how to
are attempting a strafing run on the Enfalli. Aside from the number of crew to practice against one another. sustain the living technology in such vessels, should the
these, the Enfalli has no other offensive weaponry. organic technologies require maintenance work to keep
This causes some concern, as the lack of agility that them operating at the peak of efficiency.

33
Theodore Ketchum (order #29099543)
The Valen class was designed to carry a powerful punch An Intensification of Firepower A critical weakness that would cripple the Valen was the
in a moderately sized package, with the majority of it in Whilst none of its forward facing weapons are of a location of the fire control circuitry. As the majority of
the forward arc. It was judged as an acceptable risk that power level comparable to a Sharlin war cruiser or the the firepower of this design was focused in the forward
the bulk of its offensive firepower is located in such a Victory-class destroyer that followed it, the sheer volume arc, the fire control systems were integrated into one
way, with reasoning that the Valen class would hardly of firepower that the Valen could theoretically put out distinct processing centre. Whilst the Hand was lucky
ever operate alone. With other vessels covering its flank, owed more in terms of comparison to the broadside of with the placement of their shots, this highlighted a real
the vision was of the Valen class leading a charge. To a Nova class dreadnought than any other known vessel deficiency of the Valen’s design.
this end, the Valen class was fitted with some of the configuration. Whilst neutron lasers and fusion cannons
most powerful engines fitted to any capital ship in the could be brought to bear on any vessel in front of the Of course, such a massive transference of power in a
Interstellar Alliance. Whilst the Valen has an impressive Valen class, if the assault cruiser could gain a bore sight ship’s systems often shows up on sensor readings like a
speed ratio in space, its atmospheric performance is on a foe then an array of heavy fusion cannons could lighthouse in the pitch black of night. For a vessel with
not as great, where the ungainly hull causes significant literally pummel the luckless target into pieces with at least a partial Minbari heritage, the Valen class had a
problems. concentrated energy fire. low stealth rating, as it was simply unable to mask the

The naming of the Valen class, and the first instance of


the design, is unsurprising given the heritage behind the
Valen-class Assault Cruiser
vessel. It was designed by a combination of Minbari and
Human designers, but the resulting ship was ungainly
Huge Spacecraft
looking and bereft of the elegant, dangerous beauty of
Defence Value: 14 (-4 size, +8 Handling); Armour: 24; Handling: +8; Sensors: + 6; Stealth: 12; Stress: 5;
traditional Minbari designs. Although the shape of the
Features: Gravitic Engine, Jump Point, Minbari Flight Computer, Targeting Computer (+5)
vessel looked more Minbari, the colouring and stature
Crew: Anla’Shok Line (+5 BAB, +9 Training); 6 Officers, 8 Pilots, 8 Sensor Operatives, 75 Crewmen,
was definitely EarthForce. It was seen as a shining
50 Marines
example of how far both races had come since the
Construction Spaces: 94 (Cargo 10, Control 5, Crew 20, Engine 31, Hangar 2, Weapons 26)
Earth-Minbari War, but like most symbols of that kind
Fore Arc Weapons
was doomed to failure, despite the best of intentions.
Twin-Linked Neutron Laser Cannon (Long, Offence 75, Beam 2d8, 4 weapon spaces)
Twin-Linked Neutron Laser Cannon (Long, Offence 75, Beam 2d8, 4 weapon spaces)
Heavy Fusion Cannon (Long, Offence 30, 2 weapon spaces)
Heavy Fusion Cannon (Long, Offence 30, 2 weapon spaces)
Tri-linked Fusion Cannon (Close, Offence 40, 3 weapon spaces)
The Valen class was never able to return fire Tri-linked Fusion Cannon (Close, Offence 40, 3 weapon spaces)
during its only combat. The weaponry presented Port Arc Weapons
here represents the projected firepower of such a Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
vessel, based off the strong forward-focus of the Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
design and the inability to return fire from the Starboard Arc Weapons
craft’s rear arc. Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Twin-linked Fusion Cannon (Close, Offence 30, 2 weapon spaces)
Craft (2): 4 Flyers

34
Theodore Ketchum (order #29099543)
energy output without a major financial expenditure. It with all hands. The initial integrations of Human and The Anla’Shok Fleet,
was judged that this was not a major concern, as the aim Minbari technologies had gone surprisingly well, with 2262 to 2265
of the Valen was to get in there and hit hard; the usual human structural benefits proving that even though
Minbari subtlety of design and purpose were traded in without firepower the Valen stood up to a considerable The ships used by the Anla’Shok at the various points
for bullishness. hammering before initiating a ramming action on one of their history fluctuated as much as their fortunes. No
of the Hand’s ships. The knowledge gained, although time was more of an example of this fluctuation than
Structurally, the Valen was one of the most physically not complete, was passed back to Michael Garibaldi and their change of profile at the end of the Earth year 2261,
robust designs to emerge from Minbari shipyards in to his chief engineer Samuel Drake, to ensure that the when their reason for existence changed. A life working
recent years. The application of gravitational forces Victory-class Destroyers did not suffer from the same in the shadows was gone, replaced by the responsibility
to test the resiliency of the Valen’s frame showed a weaknesses that had afflicted the Valen. for the safety and integrity of a largely benevolent
remarkable ability to withstand physical stresses. With alliance of races.
such a powerful engine behind the Valen, in some other At the same time, the Valen was intended to be the first
existence it may have been an excellent deep space off the assembly line, and as such the potential exists After 2265, with the advent of the second iteration
explorer, capable of charting hyperspace whilst fending to build other instances of this class. As of the time of of the White Star, these fleet patterns were no longer
off the effects of gravitational inclines. Legend of the Rangers, the Valen-class assault cruiser was used. Years before, Jeffrey Sinclair had argued that to
the one and only example of her kind. fight a war, the Rangers needed a fleet of ships. The
Legacy of the Valen new versions of the Interstellar Alliance’s flagship craft
It would be easy to dismiss the Valen as a failure, but allowed the White Stars to propagate to a level that
important lessons were learned by the loss of that vessel

Homeworld Fleet
Rapid Deployment Fleet Minbar was the crown jewel of the Interstellar Alliance. It
Intended to go somewhere and get there quickly, Rapid was the home to both the Rangers, now a known quantity to
Deployment Fleets were intended to be the Interstellar a galaxy that had been scarcely aware of them for a thousand
Alliance’s presence anywhere within their domains. Whilst years, as well as the government of the Interstellar Alliance.
not necessarily indicative of the full power of the Ranger Therefore, Minbar needed to be protected from those who
fleet, these vessels were able to at least ‘hold the fort’ until would make a strike against this nexus of freedom and
a greater intensity of firepower could be diverted to their peace. In time, this fleet would be broken into two as it
deployed location. The concept of this fleet was relatively expanded to become the Final Line Force during the later
unchanged as new models were added, and existing vessels years of the Interstellar Alliance.
swapped out.
(25-30) White Stars WSC-1
(3-6) Enfalli patrol cruisers (1) Sharlin cruiser (serving as a command vessel)
(9-18) Tishat fighters (full complement) (12) Shial fighters (full complement)
(1) Morshin carrier (12) Nial fighters (full complement)
(24) Shial fighters (2) Tinashi frigates / Troligan armoured cruisers
(1-3) White Stars WSC-1 (one serving as a command vessel) (availability from Minbari sources permitting)
(3-6) Enfalli patrol cruisers
(6) Tishat fighters (full complement)

35
Theodore Ketchum (order #29099543)
would have made the only individual to ever serve as
Entil’Zha twice very proud indeed.

In times of war after this time, it is entirely possible


that these fleets could be recreated to take on support Stabilisation Force
roles, should the Ranger fleet be required to do other Where a system or world was in trouble from natural or inflicted causes, a Stabilisation Force would be deployed.
work. In the timeline of Crusade, the Ranger vessels in This was also if the system was identified as being under a prolonged threat by a military power, such as Raiders
this chapter have a second chance for glory, as they are or a hostile alien power. The White Stars would consolidate around the target system, with the Enfalli patrol
used to help search for a cure to the Drakh Plague. This cruisers and Nolo’Tar Patrol Boats taking up operations in expanding ‘rings’ around the target world or system.
includes some of the WSC-1’s that had previously been This fleet would become a Planetary Intervention Force later in the Interstellar Alliance’s existence, utilising
earmarked for support duties and religious caste work. more advanced craft as and when they became available.

These fleet structures are intended to fill the gap (1-3) Nolo’Tar ranger frigates
between the Era of Shadow and Era of the ISA fleet (3-6) Enfalli patrol cruisers
lists as published in The Rangers. They deal with the (9-18) Tishat fighters (full complement)
period of transition between the establishment of the (1-3) White Stars WSC-1 (one serving as a command vessel)
Interstellar Alliance and the limited availability of the (0-2) Morshin carriers (no fighters, to function as emergency evacuation transports only)
WSC-2, beginning with the maiden voyage of the
Sheridan in late 2265. This is the era when the White
Stars were still a precious commodity, and the dream of
a new fleet of vessels equipped with Minbari, Human
and Vorlon tech still in the preliminary stages.
Assault Group (Intended)
Favoured in Valen’s fleet structure, the aim of the assault group was to simply to demonstrate a massive level of
power. This could in some cases discourage a course of action from being taken, but also encourage decisions
to be taken that Valen desired – a threat, thinly disguised as a request.

It was this fleet group that was to be the intended place for the Victory-class destroyers that were due to be ready
in late 2266, equipped with Thunderbolts and the common Anla’Shok fighter, the Shial. That never actually
transpired, with the delays that plagued that project (primarily due to the chief designer Samuel Drake being in
collusion with the Drakh), followed up by the two prototypes being called into active service.

(9) White Stars WSC-1 (to be upgraded to WSC-2’s where feasible)


(2) Valen assault cruisers
(to become White Star WSG gunships when the Valen was eventually classified as a
failure in its defined role)
(1) Victory Destroyer (serving as a command vessel)
(24) Thunderbolts (full complement)
(12) Shial fighters (full complement)

36
Theodore Ketchum (order #29099543)
Write For The Mongoose
W
ant to write for your favourite RPG publisher? Want to get paid for it? Got a great Editing
idea for an article? If the answers to these questions are ‘yes’, then Signs & Portents It is a painful fact that whatever you write, it will get edited. That is why editors exist, after all.
wants to hear from you. Even this passage will have been edited. If you can get over this hurdle you are well on your
way to attaining the mentality needed to be a writer. It will help if you can handle criticism
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Little Details
Things to Remember If you are not sure how long your article is, assume around 800 words fit on one page. Do not
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2. Supply articles via email or on disc. We can read most formats, although MS Word is always a safe bet. had artwork added, it will look nothing like that screen of text in front of you.
3. You will be provided with a style guide when we commission your article. Make sure you read it!
Remember to run the article through a spell checker before you send it in. It will still get
Subject Matter proofread, but it shows willing. Anything not spell checked will be rejected straight away.
First and foremost, the article has to be based on one of our product lines. That is not as
limiting as it sounds, however. The d20 fantasy family alone should give you plenty of scope.
Legal Requirements
Think of all our various products, like the Quintessential series and the Slayer’s Guides. With
Be aware that to work for Mongoose Publishing, you will have to sign a contract with us.
more than 80 fantasy-based books to choose from…well, you get the idea. But don’t stop
There will also be a commissioning form for each specific story. Any work which you then
there. Think Babylon 5, Judge Dredd, Sláine, Armageddon 2089, not to mention the barrage
generate specifically for Mongoose Publishing under the terms of that agreement will belong to
of forthcoming games that we have coming. If you have ideas for any of our games we want
Mongoose Publishing, together with all the publishing rights.
to hear them.

So, you have chosen your game, but what do you actually write about? Scenarios are good. In Who do I write to?
fact, we love them. Give me a scenario to edit and I am a happy camper. Perhaps you want
to discuss the philosophy of a game. That’s good. We encourage intellectual thought process Signs & Portents
around here. If you have something meaningful to say, then try us out. If we don’t like it, we
Mongoose Publishing
will tell you. Think hard before you try humour though. With guys like Jonny Nexus about,
52-54 Cricklade Road
you will need to be sharp if you want to break in. If you think you have what it takes, though,
then feel free to try your hand. Just be prepared to be told you may not be as funny as you Swindon
think you are. Wiltshire
SN2 8AF
If you want to write new rules for a game, with new uses for skills and maybe some new feats, UK
then be our guest. We cannot promise that we will like what you have done, but you will get
constructive criticism in return, and not just a terse one-line rebuff. email: clonghurst@mongoosepublishing.com

37
Theodore Ketchum (order #29099543)
Theodore Ketchum (order #29099543)
Paranoid Paperwork
By Daniel R. Robichaud
Ah, paperwork. Forms in triplicate, certified cubic meters! My fellow clones assure me additional Special Section for
documentation and time stamped correspondence headroom makes for better productivity! Non-Paranoia Games Masters
materials… Around me are expert teams of movers, shippers,
receivers, deliverybots and mail routers ready to use our The evil that is paperwork is not merely restricted
Some fellow citizens claim that a packet of pages
to Paranoia XP games. Heavens, no! With creativity
connected along one edge by a millimeter of SpiffyGlue warehouse to store and send the dispatches to come!
and a little tweaking, these forms are pretty good for
and separated by micron thin layers of carbon is one of Current shipments are brief, as our workers upstairs a variety of games.
the greatest threats to the life and sanity of the average acclimate to their new location and surroundings, but
citizen. Sounds like treason to me. I’m sure they will have the production lines running For example, envision an OGL CyberNet situation,
Where would Alpha Complex be without the strong in no time! where some employer demands the characters
security found amongst the comforting confines and Home Processing and Development and Mind account for their ammunition (bullets aren’t cheap,
niggling details of bureaucracy? Our very way of life Control has received several suggestions about you know). Likewise, the proper paperwork can
would be destroyed. Oh, I’m sure nothing would please streamlining and improving the efficiency in filling allow teams to bluff their way into locations they
the Commie Mutant Traitors more. So, to best annoy out the paperwork. Again, sounds like treason to me. might not have access to otherwise. Once the
them, we should flaunt the Computer’s generosity. combat grunts spill forth, this tactic might not
However, Friend Computer, ever wiser than I, has
I have accepted the honor of editing and work. However, using the right combination of
authorized a batch of new EZ Happiness Worksheet
distributing this, the first issue of a regular Department real and counterfeited pages might blindside the
forms to accompany the documents, as a response to
corporate drones/artificial intelligences and prevent
of Form Processing and Processed Forms Department (a this concern. Friend Computer always keeps your best
said grunts from arriving before the team vacates the
Division of HPD&MC) monthcycle report on the best interests in the forefront algorithms of its thought
scene.
of the fresh line of forms emerging from our new central processes! Therefore, each shipment case contains
offices, overlooking beautiful IRS sector. allotments of 10 copies of the individual document as How about a near future OGL Horror session, where
Who am I, you might ask? Why, I am form well as 10 attached EZ Happiness Worksheets. Note the the characters discover someone has filed official
distribution clerk Hip–Y–TTS–3. I am one of the stamped seal on each box, indicating The Computer’s reports (with a shadowy organization) accusing
four hundred and seventy–six workers in the three guarantee of satisfaction! them of performing unspeakable acts, for a period
cubic kilometer warehouse underneath our new office Stay Alert! Should these documents fall into the of hours the characters have no memory about (cue
building. Above my head, even now, our busy staff wrong hands, Alpha Complex’s way of life may be X–files music)… Maybe the characters can account
of document checkers, factualization officers, team disrupted! To prevent this, this department maintains for those lost hours, maybe they have to break into
assistants, project managers and project management the organization’s headquarters to steal or destroy
detailed records of each delivery point, including the
managers are enjoying the spacious cubicles and work the documentation.
identities of clones intended to receive these documents!
environments graciously provided by Friend Computer. Investigations will be conducted and the guilty parties The possibilities are endless for the use of fun forms
No longer are four clones sharing 27 cubic meter punished with greater efficiency than ever before! like these...
workspaces; now they have the luxury of a whole 30 At your service!

39
Theodore Ketchum (order #29099543)
AoT–71F
To: Office of Internal Security
Department of Treasonous Actions
Subdepartment of Identification and Accusation
SubSubdepartment of Document Maintenance
SubSubSubDepartment of Filing
Form AoT-71F
This document ensures that the undersigned, ________-_-___-_, herewith Hip–Y–TTS–3 says: Citizens sometimes complain about the annoyance
identified as The Witness, did see and does accuse _________-_-___-_, herewith of alerting authorities to the treasonous activities in their fellow clones. Even
identified as The Traitor, of treasonous actions, herewith identified as Treasonous after these lazy citizens are subsequently assigned to spend weekcycles in R&D
Activity, performed in violation of the sanctity and security of Friend Computer, Redevelopment and Education Voluntary Gulags, their suggestion remains. The
herewith referred to as Friend Computer, Alpha Complex, herewith identified as clones upstairs have tackled this suggestion. Developing a more streamlined and
The Location, and all the loyal citizens found therein, herewith identified as The effective method of citing treasonous acts is valuable! Efficiency can result in ten
Citizens. times improvement in the identification, pacification and elimination of traitors!
Therefore, we are proud to present our AoT–71F.
The Witness has appended a log of the specific Treasonous Activity observed,
including dates and times of said Treasonous Activity, as well as identities of
accomplices to or victims of said Treasonous Activity. The Witness shall provide
a brief summary of said Treasonous Activity in the following space and will not
exceed the space allotted or negligently leave space unfilled, while still obeying the
laws of grammar, punctuation and clarity.
___________
___________
___________
The Witness does not refute these charges, provide evidence to the contrary, or
indicate the wrongness of said Treasonous Activity and does, therefore accept the
punishment for partaking in actions that violate the sanctity of The Location, the
AoT FORM 71F
security of The Citizens and the well being of Friend Computer. EZ Happiness Worksheet
This document is legally binding to an individual clone and is non transferable to To fill out AoT FORM 71F completely:
any clones associated with or related to The Traitor or Witness. Indicated guilty 1) Write or type name into The Witness blank,
parties will present themselves to nearest Termination Booth or Organ/Limb 2) Write or type name into the Traitor blank,
Donation Center for summary hearing and punishment.
3) Provide a brief summation of Treasonous Activities on provided lines.
Have a nice daycycle! 4) Attach a copy of full record of specific Treasonous Activity, incorporating time,
date, actions, accomplices and victims.
Signed, Note: knowledge of specifics of treasonous activity is potentially treasonous.
5) Sign form. Note: Name in The Witness blank must match the name in the
_________-_-___-_ signature. To do otherwise would be falsifying documents, and that is treason.
Witness

40
Theodore Ketchum (order #29099543)
Revised Security Clearance Attention! Attention! Attention!
Form, Draft 9871 Revised Security Clearance Form, Draft 9871
Hip–Y–TTS–3 says: Who can deny the elegance and By suggestion of Friend Computer/High Programmer/_________-_-___-_ (circle one),
efficiency of this next form? A piece of perfection, effective as of __________ Date and __________ Time,
suggested by Friend Computer, realized by loyal the hallway/room/warehouse/quarters/food vat/power supply plant/cafeteria/place/_________ (circle one)
citizen’s hands! Make certain neither unworthy eyes, located at _____________________ in ________ sector, is declared to be no longer of
nor unworthy hands dirty it with their attention! ____________ security clearance, but now of ____________ security clearance.
This is a marvel of Alpha Complex design (and
cleanliness is mandatory, after all). This security clearance revision will last for a period of 12/24/48 (circle one) hours after the time stamp on this
document. All personnel of insufficient security clearance should avoid this area until the allotted period of
time has elapsed.

We are confident all loyal citizens will agree in the wisdom of this action, as it is performed out of necessity for
Deleted for Security Reasons.
Revised Security Clearance
Form, Draft 9871 Signed,
EZ Happiness Worksheet
_________-_-___-_
To fill out //BREAK//ALTTABSTOP//OK
//Reroute to alternate Pathways In the presence of
//uploading
//upload complete _________-_-___-_

1) Write or type name into The Witness blank, Observed by:


2) Write or type name into the Traitor blank,
3) Provide a brief summation of Treasonous _________-_-___-_
Activities on provided lines.
4) Attach a copy of full record of specific Treasonous
Activity, incorporating time, date, actions,
accomplices and victims.
Note: knowledge of specifics of treasonous activity Clearance ULTRAVIOLET
is potentially treasonous. There is no EZ Happiness Worksheet for the Revised Security Clearance Form, Draft 9871. It is a duplication
5) Sign form. Note: Name in The Witness blank of the EZ Happiness Worksheet for the AoT Form 71F. Bringing this fact to the attention of a superior is
must match the name in the signature. To do treason, as it suggests a mistake on the part of The Computer, who provided the seal of approval – although the
otherwise would be falsifying documents, and that seal was physically applied by one of any number of overworked, INFRARED peons with rubber stamps in the
is treason. bowels of the HPD&MC building in IRS sector.

41
Theodore Ketchum (order #29099543)
Attention! Attention! Attention! Hip–Y–TTS–3 Says: It is very important to
maintain our resources! Waste is one of the
To: All personnel licensed to discharge weapons
From: Office of the Preservation of Unnatural Resources most hideous forms of treason! Our brothers
SubDepartment of Production, Logistics and Commissary and sisters in PLC bring us this most important
Subject: AfAE–001v1 message.

The latest performed inventory of supplies on hand and supplies being manufactured has revealed
a shortage of documentation for weapon discharges. As this is a subject that affects us all, this
memo is being issued to countermand this oversight.

Effective immediately, all personnel licensed to use plasma, laser, slug projecting, explosive
AfAE–001v1
projecting, rocket projecting, explosive detonating or other similar weapons, will need to fully EZ Happiness Worksheet
document each discharge/detonation of said weapons. This information is to be recorded
and filed immediately after each discharge/detonation. Inability to account for the usage of The actual AfAE–001v1 documentation forms, to be filed accounting
our produced resources gives the Enemies of Alpha Complex an unfair advantage. Also, not for each discharge of a weapon, have been indefinitely delayed, due
accounting for valuable Computer property is treasonous. to sabotage enacted by Commie Mutant Traitors.

Therefore, each troubleshooting team will be granted a single pad of AfAE–001v1 forms. Each Note: this does not preclude the necessity of filing usage of said
form requires only a moment of time to fill out and requires a specific amount of detail to prevent weapons, which is still provided for under this Memo. However, the
this inability to account for ammunition Expenditure from ever acting against our personnel in form is, as yet, forthcoming. Inability to account for every discharge
their constant efforts to keep Alpha Complex safe from the hordes of Commie Mutant Traitors of indicated weapons is treason.
that seek to destroy our way of life.
Have a nice daycycle!
Stay Alert!
Trust No One!
Clearance ULTRAVIOLET
Keep Your Laser Handy! If GMs wish to give the characters a running chance of being able
to actively follow this mandate (Why?), provide them a pad of

Account for every use of said Laser! paper (yellow or blue sticky notes work nicely, as these are usually
beyond the security clearance of most troubleshooting teams),
whose “documentation” is written in the same color ink as the
The Department of PLC paper (all very official, no?). They look blank, but are they? Proper
bootlicking team members may be able to convince authorities that
they filled out the forms in similar ink, but this raises a whole level
of alternate problems.

42
Theodore Ketchum (order #29099543)
9/52 -!). 3/52#% /& %,%#42/.)# 7!2'!-).' 02/$5#43

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Theodore Ketchum (order #29099543)


Judge Giant (I) By Matt Sharp
Real Name: John Clay Jnr.
Class/Level: Street Judge 12
Hit Points: 97
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
Defence Value: 24 (+13 Reflex, +1 Dodge)
Damage Reduction: 6 (body suit uniform)
Attacks: +15/+10/+5 melee, +16/+11/+6 ranged
Damage: By weapon
Saves: Fort +12, Ref +13, Will +8
Abilities: Str 16, Dex 17, Con 15, Int 12, Wis 10, Cha 15
Skills: Balance +7, Bluff +8, Climb +6, Craze (jetpacking) +9, Drive +10,
Intimidate +12, Jump +6, Listen +4, Medical +6, Ride +15, Search +5, Sense Motive
+12, Spot +6, Streetwise +10, Technical +3 and Tumble +7.
Feats: Bike Leap, Bike Wheelie, Dodge, Drive-by Boot, Emergency Stop
(ride), Great Fortitude, Improved Initiative, Lightening Reflexes, Lightening
Reload, Menacing Presence, Speed Roll, Weapon Focus (lawgiver) and Weapon
Specialisation (lawgiver).
Possessions: Standard issue Justice Department equipment

John ‘Giant’ Clay was well into his seventies when he had his first son in 2079. Clay Giant qualified with honours from the Academy in 2099, his chest swelling with
had at one time been a famous sporting hero, captaining the Harlem Heroes aeroball pride as Judge Principle Griffin pinned on the half eagle badge and issued him with
team to their world cup victory and later joining the Harlem Hellcats to play the the white helmet of a Rookie Judge. All that remained before he joined the elite
suicidal sport of inferno. But he knew that sporting glory was fleeting and always ranks of the street judges was his Final Assessment Test, a patrol with a senior judge
wanted something better for his son. Cadet Clay was enrolled into the Academy of to assess his performance in a real life situation. Unfortunately, he was assigned to
Law at the age of five. He soon became the Academy’s star pupil, possessing his father’s the notoriously stern Judge Dredd. Giant knew that Dredd had only ever passed one
natural agility and a razor sharp wit, although despite extensive training he was never Rookie before, but was determined to do his absolute best.
able to shake off his New Harlem accent. Before long, he had adopted his father’s old
nickname of ‘Giant’ – the name was to stick with him for the rest of his life. However, things did not go as well as Rookie Giant wished. Called to apprehend
a futsie who was running amok in a nearby diner, Giant’s nervousness led him to

44
Theodore Ketchum (order #29099543)
make several mistakes and Dredd was prepared to fail him. A report of a kidnapping Only a few weeks after this, the whole Mega-City was once again plunged into chaos.
forced Dredd to postpone his decision – Giant had been given another chance. Giant This time, Block Wars were rising to epidemic proportion as whole Sectors turned
drew on all his training to put aside his nerves and tracked the kidnappers to the on each other. The judges had found that the water supply had been poisoned with
old Harlem Heroes aeroball stadium in Sector Three, where his father had played a contaminant that brought mankind’s primitive, tribal attitudes to the fore. When
many times. He was able to eliminate the kidnap gang and save the victim using an intruder was spotted interfering with the water at the Atlantic Purification Plant
a combination of Justice Department and aeroball manoeuvres. Impressed, Dredd in East Sector 29, it seemed the cause had been found. However, the perpetrator
decided to forgive his earlier mistakes and passed Giant with honours. Following his – a heavily muscled, scar-faced man – gunned down the squad of judges sent to
initiation ceremony, Judge Giant proudly embarked on his first patrol. apprehend him and made his escape. An APB was put out, and it was Judge Giant
who spotted the criminal attempting to escape on foot along the Booker T. Parkway.
A series of high profile cases followed, where Giant’s lightning reactions served him After a short but brutal fire fight, Giant was able to disarm the saboteur and had him
well. He was able to save the victim in the Jones kidnap case when the boy and his at his mercy, but the lightening speed that had served him so well in the past was
abductor fell from the top of a City Block, grasping the young Billy’s wrist as he to be his downfall on this occasion. Suddenly hearing an East-Meg accented voice
tumbled past a walkway, and his Lawmaster skills were instrumental in stopping the threatening him, Giant whirled round and put a shot through the target in a second
Mega-City 5000, a lethal motorcycle race held on the streets and pedways of Mega- – however, the victim was no gunman, but a small, hovering robot called a satellat.
City One. He was responsible for apprehending the notorious biker Spikes ‘Harvey’ Giant may have been fast, but his prisoner was even faster – the young judge never
Rotten in a deadly game of chicken. knew that he was facing the East-Meg Assassin Orlok, one of the deadliest men alive.
While Giant was distracted by his satellat, Orlok needed less than a second to recover
After a year on the streets, Giant was granted a month’s leave. Giant took the time to
his gun and put a single shot straight through Giant’s heart, killing him instantly.
visit his family, but free from the strict regime of the Justice Department for the first
time his discipline failed him and he embarked on a brief but passionate affair with
Many years later, in 2124, an alternative incarnation of Judge Giant made an
a young and beautiful interior designer, Adele Dormer. His leave over, he returned
appearance in the Mega-City. Native to an alternative world where Chief Judge Cal
to duty to find the Justice Department in chaos – Chief Judge Goodman had been
had never suffered defeat, this Giant had killed his reality’s Judge Dredd on Cal’s order
assassinated and the head of the SJS, Judge Cal, had taken his place. Like most judges,
and had become the lunatic’s right-hand man. However, a quarter of a century of
Giant had no liking of the harsh Cal but began to suspect something was wrong
decadent living had dulled this Giant’s reactions and Dredd was able to easily defeat
when a goldfish was appointed to the position of Deputy Chief Judge. He was even
him, although he knew that this twisted version of Giant was nothing more than a
more shocked and alarmed to find that his fellow judges were prepared to accept the
pale shadow of his former colleague and friend.
situation without protest. When Cal decided to execute Judge Dredd, who Giant
had come to regard as his friend and mentor, the young judge knew he had to act
against the lunatic tyrant. He rescued Dredd, and along with the Judge Tutors from
the Academy of Law began a guerilla war, even though their cause seemed hopeless.
Eventually, the resistance were able to counteract Cal’s brainwashing and order was
restored to the streets of Mega-City One.

By 2102 Giant had risen to the rank of Senior Judge. He last worked with Dredd
on a ‘Hotdog Run’ into the Cursed Earth, where a group of twelfth-year Cadets are
assessed in an actual combat situation for the first time. This particular run faced
Scabby Hayes and his mutant marauders, although the team also found themselves
facing the deadly Gila Munja. Although one of the Cadets was killed during the
mission, two of the seven passed – as Giant remarked, Dredd must have been getting
lenient in his old age!

45
Theodore Ketchum (order #29099543)
LESSER KNOWN
FAUNA AND FLORA
Some unusual plants and creatures for your RuneQuest game, by Carl Walmsley

Gas Bloater Moving with unparalleled stealth, gas bloaters will


often try to surprise their victims. There is little they
Characteristics
STR 3D6+3 (13)
Suspended on a cloud of hazy, foul-smelling mist, gas can do to hide their stink, however. The gas that allows CON 3D6 (10)
bloaters resemble swollen jellyfish with translucent them to move through the air reeks of decay. Amidst DEX 3D6+3 (13)
purple skin. Drifting about in search of organic matter the stench of methane and other swamp gases, they are SIZ 2D6+6 (13)
which they can digest and transform into gas, these sometimes able to conceal their presence but even then INT 7 (7)
tentacled monstrosities are the bane of all who reside it is difficult. POW 2D6+3 (10)
near the swamps and marshes where they live. CHA 5 (5)
Though not bright, bloats do possess an animal cunning
Cushioned by the gas constantly emitted from the pores and will always take advantage of the surrounding terrain. Gas Bloater Hit Locations
in their leathery skin, the movement of a gas bloater is Added to this, they have a number of unique abilities.
entirely silent. Flaps and pouches on the underside of D20 Hit Location AP/HP
Whilst much of the gas produced by bloats is non-
their bodies trap the buoyant gases, allowing them to flammable, they can emit smaller pockets of explosive 1 Tentacle one 1/5
glide along. By adjusting the rate at which gas is expelled, chemicals. By producing a mild electrical charge in 2 Tentacle two 1/5
‘bloats’ can shift between higher and lower altitudes. the tips of their tentacles, bloats can detonate these 3 Tentacle three 1/5
There are reports of them climbing high enough to flammable pockets, producing a flash of phosphorescent 4 Tentacle four 1/5
glide over trees. When sneaking up on potential prey, light. This can disorientate and even blind prey, allowing
they can hug the terrain, remaining only inches above 5 Tentacle five 1/5
a bloat to move in and ensnare victims with its tentacles.
the ground. These slithering appendages are covered in thousands of 6 Tentacle six 1/5
tiny barbs, each loaded with paralysing venom. 7 Tentacle seven 1/5
Voracious eaters, bloats can consume their own body 8 Tentacle eight 1/5
weight in a single day – and a fully grown adult can Gas Bloaters reproduce asexually. In the depths of 9-18 Body 1/9
weigh 200 lbs. Just about any organic matter will do, winter, they lay hundreds of eggs within the damp
but bloats seem to favour animals over plants. At a 19-20 Head 1/6
mud of swamps and bogs. These lie dormant until the
pinch, they can live on an entirely vegetarian diet. temperature rises, the young finally emerging with a
belch of gas that launches them into the air. Most bloats
will never touch down again until the day they die.

46
Theodore Ketchum (order #29099543)
Weapons Rava Characteristics
Type Weapon skill Damage STR 3D6+6 (16)
Tentacle 50% 1D6+1D2+poison A rava is a snake-spirit that manifests in the material CON 3D6 (10)
Gas Flare 90% Special world by occupying a serpent form made entirely of DEX 4D6 (13)
crystal. Under the influence of the spirit, the crystal SIZ 2D6+9 (16)
becomes pliable, mimicking the naturally agile body INT 3D6 (10)
Special Rules of a snake. However, it remains transparent, giving POW 3D6+3 (13)
Combat actions: 3 the rava the ability to blend in with its surroundings. CHA 3D6 (10)
Strike Rank: +10 Furthermore, when a rava eats, the contents of its
Movement: 5m (flying only) stomach are entirely visible.
Rava Hit Locations
Traits: Gas Flare (1/minute), Poison (sting, see below for
details of Gas Bloater Venom) The crystalline form of a rava is both expensive and D20 Hit Location AP/HP
Skills: Athletics 40%, Dodge 40%, Perception 50%, difficult to make, and the method of fashioning one 1-6 Tail 5/6
Persistence 35%, Resilience 45%, Stealth 90%* is a closely guarded secret, known only to those cults
7-14 Body 5/8
which revere snakes and reptiles. Ravas are often used
Typical Armour: Hide (AP 1, no skill penalty) 15-20 Head 5/6
as protectors for high-ranking members of a cult or as
guardians of sacred sites and temples. Ravas will only
*Gas Bloaters receive a –40% penalty to stealth tests agree to serve mortals for so long, however; after a time Weapons
when not in a stinking bog or similarly foul-smelling – usually no more than a year – the spirit will expect to Type Weapon skill Damage
location. This represents a victim’s chance to smell a gas be freed or will take it upon itself to destroy its material Bite 65% 1D6 + 1D4
bloaters approach. form, which releases it. Constrict 55% 2D8

Gas Bloater Venom A rava’s bite is not


venomous, but its
Type: Smeared
fangs are crystal
Delay: Immediate daggers capable of
Potency: 40 inflicting grievous
Full Effect: 1D3 hit point damage to location struck, injuries. A rava is also
applies –3 penalty to victim’s DEX (upon reaching able to constrict prey,
0 DEX victim becomes paralysed) crushing the life out of it.
Duration: 2D10 minutes Whilst they have no need to eat,
ravas may choose to do so. This often
Gas Flare proves an effective way of disposing of an
enemy; within a rava’s stomach, a trapped creature
When a gas bloater ignites a portion of the gas
suffocates and is slowly dissolved by carbolic acid,
surrounding it, all creatures within 3m of the flare must secreted from the gemstone gut. This process effectively
make a Resilience test or be blinded for 1D4 rounds. dissolves organic matter, but can leave other substances
rattling around inside a rava’s gut for some time.

47
Theodore Ketchum (order #29099543)
Special Rules a confrontation with the undead. He need simply smash noteworthy, but when consumed together the result is,
Combat actions: 3 a jar within 5m of a zombie or similar creature, for the quite literally, explosive.
Strike Rank: +11 flies to close in and attack.
Movement: 4m A minute or so (2D6 rounds) after a creature eats a
Traits: Excellent Swimmer Combat mixture of stems and berries, it develops a swollen
Skills: Athletics 80%, Dodge 60%, Perception 50%, Individual corpse flies are too small to have characteristics, stomach. Shortly after that (the following round), the
Resilience 55%, Stealth 85%* and attempts to engage them in battle are pointless. They creature begins to belch. As the gas leaves the creature’s
Typical Armour: 5 (crystal scales, no skill penalty) can be destroyed with fire or driven off using smoke but mouth, it bursts into flame. Most creatures find this
most other attacks are useless. extremely alarming.
*A rava receives a –20% penalty to Stealth tests if it has
a victim within its stomach. An undead creature attacked by one jar’s worth of corpse It is possible to aim a fiery belch at a target up to 3m
flies suffers 1 hit point of damage to each location for away. The attack is considered to have a 50% chance
1D6+1 rounds. After this time, the flies dissipate. Any of hitting. The target may attempt to avoid the attack
Corpse Flies armour worn by the victim offers no protection against with a Dive reaction. A creature struck by the flaming
With a name like this, and a black, inch-long insectoid these burrowing insects’ vicious bites. However, an burp suffers 1D6+2 damage to a random location. The
body, a corpse fly sounds like a creature to be avoided undead creature with 3 or more AP on a location cannot consumption of a single fire stem results in 1D6 flaming
at all costs. However, contrary to popular opinion, these be injured in that location by corpse fly bites. burps, with each occurring in consecutive rounds.
ferocious looking flies are actually the bane of undead
rather than living creatures. Plucked fire stems lose their potency after 1 day. This
Fire Stems may be extended to two days with a successful Lore
Drawn to the stink of death, and the unique necrotic This rare plant flourishes in the most unpredictable of (Plant) test.
energy of the restless dead, corpse flies feast on the flesh places; they have been known to spring up on dusty
of zombies and other undead. A swarm of corpse flies plains and in desert hollows, but are equally likely to A Lore (Plant) test with a -20% penalty successfully
can destroy a walking corpse as surely as a regiment of be found within a swamp or sprouting from a shady identifies a fire stem.
soldiers. forest floor. Whatever conditions govern the growth of
fire stems, it is not the environment – at least not in
A number of cults that make war upon the undead have any conventional sense. This peculiar distribution has
learned about the usefulness of corpse flies and actively led some alchemists to theorise that these plants feed
search for the larval young. Unfortunately, they are both on magic. Others speculate that they were created by a
difficult to find and dangerous to handle. The skills ‘pyromancer’ long ago, and others still that they come
required to harvest corpse fly weevils, and the knowledge from another world.
of the pools where they reside, can earn someone a good
living. Fire stems consist of two distinct parts – the plant itself
and the bright orange and red berries they produce
Growth from larval form to adult form takes about a every spring. The plant, if ingested, has a spicy flavour,
month. Certain temples contain air-tight rooms where reminiscent of chillies. The berries have a rich, tangy
this process can take place under the watchful eye of taste. Most animals find both too potent to eat, though
trained ‘weevilers’. When fully grown, a jar full of corpse there are exceptions; goats seem extremely fond of fire
flies may be handed over to a cultist who is anticipating stems. When eaten individually, neither ingredient is

48
Theodore Ketchum (order #29099543)
Glow Root Viper’s Tongue
By day, the stems of glow roots curl up tightly, closing These tall, reedy plants are notoriously difficult to find,
their lantern-like heads; as soon as night falls, they unfurl and take root in only the most verdant soil. With a
their leaves and emit a pale greenish glow, comparable bitter taste, few animals will choose to eat them, though
in brightness to a candle. humanoids have learned that they possess a useful
property.
It is said that the light of a glow root has saved many
a lost soul. Clusters of them line the paths and tracks
A creature that consumes a viper’s tongue gains a +2
through forests and plains in the quiet places of the
world. Whether the plants were planted along such bonus to his Dexterity. This lasts for 3D6 minutes.
routes or the routes became popular because of the At the end of this time, the character feels lethargic
presence of the glow roots, few can say for certain. and confused (1 level of fatigue and a -2 penalty to
Whichever, traveller’s blessing – as this root has come to Intelligence). The confusion lasts for 1D6 minutes. The
be known – is a most useful plant. fatigue may be recovered normally.

When plucked, a glow root continues to glow for up A successful Lore (Plant) test identifies a Viper’s Tongue
to an hour (1D6 x 10 minutes), providing the same plant.
illumination as a candle.

A Lore (Plants) test is required to successfully identify a


glow root. At night, this check receives a +40% bonus.

A Lore (Plants) test with a -10% penalty enables a


character to double the lifespan of a plucked glow root.

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Theodore Ketchum (order #29099543)
The Staff of Ibis
An adventure for 9th level characters, by Eric K. Rodriguez.

the lost Staff of Ibis. The characters can be brought in as characters can get across the bridge and destroy it, they
‘Our god takes in all that would be faithful.’ mercenaries, friends of the god Ibis or actual followers. will slow Hsis’Arul down significantly, since none of his
- Hsis’Arul, High Priest of Set. Ishlan has managed to find a large cache of opals buried men will be willing to ford the river with so many giant
‘Aye, as a snake takes in its meal.’ within the ruins of Kaetta that he planned to take back crocodiles present.
- anonymous citizen of Khemi. with him for the temple’s coffers. However, he can be
persuaded to pay these out to the adventures for their The ruins of Hepthnon’s tomb can still be seen rising
services if money is what they desire. from the burning sands. A search will reveal a weakened
What Came Before section of stone that can be broken apart and provide
Recently, a High Priest of Set, Hsis’Arul, has learned The adventures could have several encounters on the access into the tomb. Once inside, the characters will
that priests of Ibis have gathered in the ruins of the way to Kaetta – one is provided as an example. When face few traps or encounters until they reach the burial
Dead city of Kaetta along the border of Shem and they arrive they can assist Ishlan and his followers with chamber of Hepthnon himself. Hepthnon has been
Stygia, in an attempt to recover an artefact of their god. searching the ruins underneath the desecrated temple gifted with the ‘Kiss of Set’, a process that changes a
Hsis’Arul has received permission from King Ctesphon of Mitra. Eventually they find an ancient rectory of the human into a serpent-man of Set. Hepthnon has been
IV, Stygia’s ruler, to take a large company of Stygian temple of Ibis that is semi-intact. Inside they will find magically preserved and sealed within his tomb and he
soldiers down the river Styx, cross over into Shem and crumbling, ancient scrolls that state that the staff was will rise to destroy all who attempt to steal his treasure
stop the priests of Ibis before they recover whatever it is taken by an ancient Stygian lord known as Hepthnon. or violate his earthly remains. He is assisted in this
they are looking for. Hsis’Arul has gathered Stygian war Hepthnon raided the lands now known as Shem venture by his one-time consort, Sasshia, who has also
chariots and Shemite mercenaries mounted on Stygian generations ago and used the stolen wealth to build his been transformed into an unaging magical beast.
warhorses. burial tomb. Hepthnon’s tomb lies across the River Styx
in Stygia proper and is almost completely buried by the Once Hepthnon is defeated, the characters can search
The priests of Ibis have gathered in the dead city desert. Ishlan will implore or even bribe the characters the burial chamber and find several valuable items along
of Kaetta in the hopes of recovering a sacred artefact to get them to go across the river and recover the Staff with the Staff of Ibis. On the way out of the temple,
known as the ‘Staff of Ibis’. Six staffs are known to exist, of Ibis. they will encounter Hsis’Arul and his men, who have
but the only known owner of a Staff of Ibis is Kalanthes, finally caught up with them. Hopefully the characters
High priest of Ibis. The staff is said to be made of solid Once the characters accept Ishlan’s offer they will leave survive to give Ishlan the Staff of Ibis. With another
gold, capped with an intricate carving of Ibis’ head. Kaetta and travel south to the River Styx. Again, a staff in the possession of the clergy, the cult of Ibis will
Kalanthes has sent one of his pupils, Ishlan of Ibis, and sample encounter is provided to keep them busy. When be more powerful and will be able to defend itself more
about 30 followers to the dead city of Kaetta to search the characters reach the ancient bridge of Nebheth, adequately against the priesthood of Set.
through the ancient ruins and discover the location of Hsis’Arul and his soldiers should be close behind. If the

50
Theodore Ketchum (order #29099543)
At the edge of the oasis, the group will be confronted
by four men, armed with scimitars and spears. All of the
men are dressed in desert robes and kaftans, and appear
to be of Shemite descent. One of the armed men will
step forward and begin speaking in Shemite. If none
of the characters are fluent in Shemite, then he will try
Stygian and Kothic. The large man speaking introduces
himself as Barouz and claims that he is a Shemite trader
from the city of Shushan. Barouz tells the characters
that he and his three sons were on their way to the city
of Yamman, when bandits waylaid their caravan and
they were forced to flee into the desert to avoid being
murdered. Barouz remembered the old stories his father
had told him about an oasis near the dead city of Kaetta
and had risked the burning desert in hopes that the
stories were true. He and his sons have been at the oasis
for the last six days and were planning on leaving soon.
Barouz offers the use of his camp and his hospitality to
the adventures, as long as they mean him and his sons
no harm. If the characters agree, Barouz and his sons
will lower their weapons and welcome the group into
their camp.

Barouz and his sons are not what they appear to be.
As the group relaxes at the oasis, they will begin to see
that some things that Barouz has told them do not
seem to be the truth. Characters that make a successful
Survival check (DC 20) will notice that Barouz’s camp
seems to be more permanent than just six days. There
Oasis of Manithlal saw hundreds of travellers pass beneath its green palm is a strange smell that occasionally blows through the
A sample encounter of the sort that the characters could trees every day. However, with the destruction of Kaetta camp with the desert breezes, but the source of it is
have as they travel to the dead city of Kaetta. The Games and the abandonment of the old trade routes, the Oasis unknown. Characters may also notice that Barouz and
Master is encouraged to adjust the quantity and tone of of Manithlal has become a watering hole for bandits, his sons will keep their distance and become more and
these incidental encounters to suit his group. brigands and criminals seeking to avoid civilised more withdrawn as night approaches. As the sun sets
After several days of hard riding across the savannahs contact. As the group nears the oasis, they will see the and the lengthy shadows begin to creep across the desert
of Shem and the desert that borders the River Styx, the remains of ancient outbuildings and way shelters, half dunes, Barouz and his sons will disappear without a
group should come upon the Oasis of Manithlal. Once, covered by the desert sands. As they approach closer, the trace. Characters that try to track Barouz and his sons
when the city of Kaetta was a thriving waypoint for characters will notice several white tents and the braying will notice that the desert sands seem to swallow up any
merchant caravans and traders, the Oasis of Manithlal of camels. track or trace of them.

51
Theodore Ketchum (order #29099543)
If the group decides to stay the night in the camp, they Barouz’s tent (DC 30) reveals a strongbox buried under semi-precious stones, 3 rare stones, 2 jewelled daggers
will notice a full moon rising over the desert dunes, the tent floor, covered by a thin layer of sand. A character with gold scabbards, a dark blue robe made of Khitain
providing a faint, silvery illumination. Around midnight, with the Disable Device skill should be allowed a check silk, one set of thieves tools made in Arenjun, and one
Barouz and his sons return to the camp, wearing their (DC 23) to find a poisoned needle trap within the lid onyx prayer statue of Derketo.
true forms. Barouz and his sons are were-hyenas and of the chest. Characters that attempt to open the chest,
have been waylaying travellers to the oasis for months. without the key, must make a successful Reflex save (DC Barouz’s sons use the statistics for werehyenas as given
Barouz lures wayfarers to the oasis with whatever story 20) to avoid the trap. Characters that fail their saving on page 329 of Conan: The Roleplaying Game. Barouz
is needed and then he and his sons murder them while throw will be struck by the needle, which is covered in himself is a stronger specimen, and uses the statistics in
they sleep. The strange smells that have been wafting Barouz’s lycanthropic blood. An infected character will the box on the next page:
through the camp are coming from a small outcropping not notice any symptoms until the next month’s full
of stones about a mile from the oasis where Barouz has moon, at which time he will be transformed as if struck Given Barouz’s increased movement in the desert and
been storing the corpses of his victims. Barouz and his by an awful rite of the were-beast spell. his ability to Hide even without cover or concealment
sons will fight in their animal forms with their natural (although not while directly observed), it is entirely
weapons. If Barouz is killed, there is a 30% chance Inside Barouz’s strongbox is a collection of all the possible that he will escape the initial confrontation and
that his remaining offspring will flee into the desert. A valuables and trinkets that he has taken from his victims continue to dog the party with hit-and-run tactics as
successful search of Barouz will find that he does not over the last few years: 155 gold pieces of various mints, they travel through the desert.
have anything of value on him, except a bronze key with 246 silver pieces, 2 jewelled talismans of ancient Zamoran
moon and star carvings upon it. A difficult Search of design covered in spider images, 3 gold necklaces, 22
The Dead City
of Kaetta
Oasis of Manithlal
The dead city of Kaetta has been abandoned for over
150 years. A century and a half ago a large earthquake
shook the Kaettan plateau, causing catastrophic damage
and destruction. Many regarded the shaking of the
earth as a punishment from the gods, as if the Kaettan
people incurred the wrath of the immortals. Others
claimed that Stygian sorcerers were wrathful at a Mitran
temple so close to their ‘holy’ land. Whatever the case,

‘I have power, wealth and wisdom. All these things


were given to me by my god Set. No god is greater or
more powerful. May his reign last eternal.’

-Yulshan IV, Prince of Stygia,


three days before his sacrifice.

52
Theodore Ketchum (order #29099543)
Barouz
Shemite Werehyena, 10th level Nomad
Medium Humanoid (Human, Shapechanger)
Human Form Hyena Form
Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger)
Hit Dice: 10d10+3d8+26 (94 hp) 10d10+3d8+46 (114 hp)
Initiative: +15 (Reflex +9, Dex +2, Improved Initiative +4) +17 (Reflex +9, Dexterity +4, Improved Initiative +4)
Speed: 40 ft 60 ft
Dodge Defence: 23 (+5 Nomad, +2 natural, +2 Dex, +1 Dodge, +3 Favoured Terrain) 25 (+5 Nomad, +2 natural, +4 Dex, +1 Dodge, +3 Favoured Terrain)
Parry Defence: 16 (+5 Nomad, +1 Str) -
DR: 4 (+4 werehyena) 6 (+2 hyena, +4 werehyena)
Base Attack/ +11/+12 +11/+16
Grapple:
Attack: Scimitar +13 melee (1d8+1, AP 3) Bite +16 melee (1d8+7, AP 6)
Full Attack: Scimitar +13/+8/+3 melee (1d8+1, AP 3) and knife +12/+7/+2 melee Bite +16/+11/+6 melee (1d8+7, AP 6)
(1d4+1, AP 1)
Space/Reach: 5 ft/5 ft 5 ft/5 ft
Special Attacks: Nomad Charge Nomad Charge, Trip
Special Favoured Terrain (Desert +3, Plains +1), Born to the Saddle, Favoured Terrain (Desert +3, Plains +1), Born to the Saddle, Improved
Qualities: Improved Mobility, Alternate Form, Hyena Empathy, Low-Light Mobility, Alternate Form, Hyena Empathy, Low-Light Vision, Scent
Vision, Scent
Saves: Fort +10, Ref +11, Will +5 Fort +12, Ref +13, Will +5
Abilities: Str 12, Dex 14, Con 12, Int 9, Wis 11, Cha 10 Str 20, Dex 18, Con 16, Int 9, Wis 11, Cha 10
Skills: Appraise +1, Bluff +9, Heal +2, Hide +18, Listen +12, Move Silently Appraise +1, Bluff +9, Heal +2, Hide +20, Listen +12, Move Silently
+18, Search +2, Spot +13, Survival +15 +20, Search +2, Spot +13, Survival +15
Feats: Alertness, Armoured Stealth, Combat Reflexes, Diehard, Dodge, Alertness, Armoured Stealth, Combat Reflexes, Diehard, Dodge,
Endurance, Improved Initiative, Improved Two-Weapon Combat, Endurance, Improved Initiative, Improved Two-Weapon Combat, Iron
Iron Will, Self-Sufficient, Stealthy, Toughness, Track, Two-Weapon Will, Self-Sufficient, Stealthy, Toughness, Track, Two-Weapon Fighting,
Fighting, Weapon Focus (Scimitar) Weapon Focus (Scimitar)
Equipment: Scimitar, knife, mail shirt (not worn in the desert heat, can be found Fangs and savagery
in his tent, oiled and ready for use with the Armoured Stealth feat)

(These statistics include all Nomad bonuses applicable for fighting in a desert environment.
For details of his special attacks and special qualities, please see Conan: The Roleplaying Game.)

53
Theodore Ketchum (order #29099543)
the upheaval destroyed the great city and most of the and provide food and water for his new guests. Once does not believe the city was destroyed by the gods or
people that lived there. The few that did survive spread Ishlan feels the group is comfortable, he will begin to some vengeful wizards. Ishlan believes that the city was
rumours of the ‘curse of the gods’ and insured that no relate his tale of the happenings so far. Ishlan will tell built upon the remains of an ancient fissure or tear in
others would ever venture to Kaetta again. Merchant the characters of his long and perilous journey from the the earth that had nothing to do with magic but was
and caravan routes changed, commonly used roads safety of his home in Nemedia to the merciless desert actually formed from the aged earth. He believes that
disappeared and Kaetta became the dead city that it is of Shem. He will be brief in his story, mentioning most the city’s large size eventually led to its own downfall.
today. things as trivial and of no consequence. However, once He will also relate to the adventurers that he is searching
his story reaches the dead city of Kaetta, his voice takes for an ancient temple of Ibis said to have been in the city
The ascent is easy and should be free of any encounters. on an ominous tone. Ishlan will tell the group that he over 150 years ago.
Characters will notice that Kaetta was a large city in its
days of glory. However, very few buildings still stand
and most of these are hollow shells of brick and mortar The Manticore The manticore is an aberration created
that creak and moan when the wind blows. A broken, Large Aberration by the Sorcerer Manglas’Uthlal. Manglas
cobblestone path is all that remains of the city’s main was the chief sorcerer of the Crystal
Hit Dice: 6d10+24 (57)
thoroughfare. As the group moves through the winding Triad during the golden days of the
Initiative: +4 (+2 Dexterity, +2 Reflex)
city streets, they will notice that many of the alleyways city of Kaetta. Manglas was known to
Speed: 30 ft, fly 50 ft (clumsy) have pulled many horrid abominations
and thoroughfares are pitted with cracks and holes. Dodge 18 (+2 Dex, +6 natural)
Characters that make a successful Intelligence check from his sorcerous vats during his life.
Defence: The manticore was one of his greatest
(DC 18), will guess that the entire plateau is unstable Damage 6 (+6 natural)
and possibly hollow or honeycombed. achievements; it struck fear and terror
Reduction: into the hearts of those that looked upon
Base Attack/ +4/+9 it. Before Manglas died, it was said that
Characters can make a successful Spot check (DC
Grapple: several manticores were birthed in his
18) to notice a small wisp of smoke coming from a
Attack: Claw +9 melee (2d4+5) or magical vats. However, no one knows
semi-intact two-storey building near the heart of the
6 spikes +7 ranged (1d8) whether this is true or not.
city. As the group approaches the building, several
men with crossbows will come out of hiding and tell Full Attack: 2 claws +9 (2d4+5) and bite +7 (1d8+2) or
the characters to stay where they are and not to make 6 spikes +7 (1d8+2/19-20) Spikes (Ex): With a snap of its tail, a
any sudden moves. Ishlan of Ibis will speak with the Space/Reach: 10 ft/5 ft manticore can loose a volley of six spikes
characters to determine their purpose and allegiance. Special Tail spikes as a standard action (make an attack roll
Once Ishlan is convinced that the group is friendly or Attacks: for each spike). This attack has a range
the allies that he has been waiting for, then he will order Special Low-light vision, scent of 180 feet with no range increment.
his men to stand down. Ishlan leads the group to a large, Qualities: All targets must be within 30 feet of
two-storey building that looks to have been a grain silo Saves: Fort+6, Ref +4, Will +6 each other. The creature can launch
at one time. only twenty-four spikes in any 24-hour
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
period.
Skills: Listen +5, Spot +9, Survival +2
Ishlan of Ibis is a middle aged man who looks to be Feats: Flyby Attack, Multiattack, Track,
of Nemedian blood with a shaven head and no facial Skills: Manticores have a +4 racial bonus
Weapon Focus (spikes) on Spot Checks.
hair. His skin is tanned and he stands just shy of six
feet tall. Ishlan will welcome the group into his camp

54
Theodore Ketchum (order #29099543)
Ishlan will continue with his story until a loud roar giant bat and the head of a wild man. Its tail sports Ishlan will insist that they join him in this most holiest
startles him and the other camp followers. Ishlan will several large, sharpened spikes that occasionally are used of moments.
immediately jump up and run to the nearest window. to bring down quarry like heavy darts. The manticore
As his men begin to run downstairs with their weapons, is a ferocious, feral creature that knows no mercy, but As the group descends the staircase into the ruined
a man’s scream can be heard outside, followed by the has an almost-human intelligence and cunning. It will basement, they notice a strange smell that assaults their
loud roar of a lion. Eventually the characters should run fight to the death. If the characters manage to defeat senses. Characters that make a successful Spot check
outside and find several of Ishlan’s followers gathered the manticore, they will find that several of its body (DC 18) notice wisps of smoke coming from cracks in
around a grisly carcass. Ishlan will tell the characters parts can be used as components for magical research. the floor. Closer inspection of the smoke reveals that it
that the body is all that is left of the sentry that was Characters that search the ruins of the tower will find is pungent and noxious. Characters that lean close to
on guard duty. Ishlan will confess to the characters that the following: 45 silver pieces, 34 bronze trade pieces, a the smoke and breath it in are subject to its poisonous
since arriving within Kaetta over three weeks ago, they silvered mirror w/gold trim, a broken rod with a gargoyle effects. Characters that stay in the basement for more
have been attacked every three or four days by a lion. figurine on top, and a blank journal of elephant hide than 10 rounds are also subject to the poison and must
Even though none have seen the creature, it has the roar with 36 vellum pages. make a new saving throw every round thereafter –
of a lion and leaves lionish claw marks on its victims. characters of weak constitution are likely to be overcome
Ishlan and his men have been too busy searching and The Lost Temple of Ibis very quickly.
excavating the ruins to hunt the rogue lion down. The
characters may choose to hunt the lion down themselves
or they may ignore it, in which case it continues helping ‘Knowledge of one’s own death can be a curse as well
itself to a guard or two every three or four nights. as a blessing. Better not to know and just be surprised
when the day comes.’
If the characters try to track the lion, a successful
Survival skill check by someone with the Track feat -Jurlaruth, fallen Priest of Erlik.
(DC 19) will find tracks that lead toward the western
part of the ruined city. Eventually the group tracks the
creature to the remains of what was a tall and ancient
At some point during the fourth day, Ishlan will find
tower. The debris, even after a century of decay, remains
the characters and be in a state of extreme excitement.
in a large pile about thirty feet tall at the top, its stones
He will relate to the characters that a ruined temple
and masonry still showing sharp and clear edges.
has been found and that the lost temple of Ibis was
said to lie beneath it. Ishlan will implore the characters
The lord of the lair will jump down from the highest
to aid the followers of Ibis in digging out the ruins. If
part of the pile and surprise the characters. The creature
the characters assist Ishlan and his men, then a buried
that leaps down from above is a manticore. This creature
staircase will be uncovered in two days time. If the
was formed in a wizard’s laboratory and imprisoned in
characters are lazy, punish them with a reappearance by
the tower ages ago. With the death of its master and the
Barouz or the manticore (if either still lives).
destruction of the tower, this creature has been free to
roam the countryside. It normally hunts desert animals,
Ishlan will insist that he be one of the first to descend
but is stocking its larder (a nearby ruin) with human
the staircase into what was once a holy place of Ibis.
flesh now there is an abundance of its favoured prey. One Square = 10 feet
If the group has been helpful or are allies of Ibis, then
The manticore has the body of a lion, the wings of a

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Theodore Ketchum (order #29099543)
The foul smoke can be dispersed in a number of ways, accoutrements and most likely are the perished citizens characters agree to undertake the journey, Ishlan will
the most expedient of which involve sorcery. of ancient Kaetta. Each round, one risen dead per player provide them with seven days food and water. Ishlan
character crawls forth. After five rounds, it will become will also insist on providing mounts for each character,
apparent that there is no end to the stream of walking so as to increase their chances for success. The characters
Foul Smoke of Kaetta
dead coming forth from the fissures. If the group does should leave Kaetta the next morning and follow the
not retreat back to the surface then Ishlan will make the lost road out of the southern part of the city into the
Inhaled poison: Fortitude save DC 15,
suggestion that they should, even though he is reluctant desert wastes.
primary and secondary damage 1d2 Wisdom.
to leave such great literary treasures behind. Once back
on the surface, the characters and followers of Ibis can
A successful Search check (DC 18) reveals a secret door re-bury the staircase with rocks and debris.
on the north side of the room, behind a torch sconce. Scorpion Kings
The secret door opens up to a large square room, Later that night, Ishlan will be reading through the
approximately 100 feet on a side. The room is littered recovered books of Ibis when he will jump up with a As the characters leave the Kaettan plateau behind, the
with rock and other debris and several large cracks can shout of excitement. He has found a passage relating to ground turns to desert and the road disappears beneath
be seen snaking their way across the floor. Ishlan will the missing artefact of Ibis. Ishlan will tell the adventures the burning sands. After half a day riding, the group
immediately run over to a section of the wall, were that the Staff of Ibis is mentioned within the ancient comes under attack from some of the desert’s most
several wooden shelves can be seen buried under earth text that he is reading; however, his demeanour will vicious creatures. A nest of four giant scorpions lies
and stone. With the characters help in clearing the sadden and he will advise them that it was stolen several along the characters route from Kaetta to the River Styx.
debris, Ishlan will find several ancient books and tomes years before the city of Kaetta was destroyed. Ishlan will These creatures have grown extremely large over the last
in various stages of decay. He encourages everyone continue to read and his mood will once again change. several years, feeding on wild camels and lions that cross
present to continue clearing the rubble in an attempt to Ishlan relates to the adventures that the staff was stolen by their territory. The creatures will attempt a surprise
salvage this ancient lore. an ancient Stygian lord who called himself ‘Hepthnon’. attack and will strike at the characters’ mounts more
Ishlan knows that ruins of the same name lie just across than the characters themselves. However, if a character
After a minute of digging, the characters may make the River Styx, not more than three days travel from manages to inflict damage on a giant scorpion, then it
a Listen check (DC 17) to hear noise coming from Kaetta. Ishlan knows that if he or his followers are will immediately change its attacks to that person. If
the cracks in the floor. Characters that succeed by found in Stygia they will suffer unspeakable tortures at the adventures defeat the giant scorpions they will find
5 or more will hear what sounds like something or the hands of the priests of Set. However, the characters little of value.
someone climbing up from below. After two rounds, are not only skilled adventurers, they are also eminently
the dead of Kaetta will start clawing their way up expendable. They could cross into Stygia, find the ruins A possible complication of this encounter is the death of
into the ancient temple of Ibis. The risen dead begin of Hepthnon and return with the Staff of Ibis. If the so many mounts that the characters have to travel across
to crawl their way out of the crevasses, with slow and group seems reluctant or wants more payment, Ishlan the desert at walking speed. In this case, they may well
methodical movements. Characters will notice that will bring forth a brown bag and pour its contents on the have to ration their supplies of food and water, and will
the dead are dressed in different kinds of clothing and floor. The bag contains several uncut opals that glitter in probably arrive at their destination fatigued.
the firelight. Ishlan had planned to take the sack back to
Risen Dead Nemedia for the temple coffers; however he believes the
Staff of Ibis to be worth far more and would be willing
The risen dead use the statistics as presented on to trade the bag of gems for its return. Characters that
page 325 of Conan: The Roleplaying Game. make a successful Appraise check (DC 18) can estimate
the value of the gems at over 8000 silver pieces. If the

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Theodore Ketchum (order #29099543)
attacked by a giant crocodile. A character that falls (or
Scorpion King Constrict (Ex): A giant scorpion deals
wades, or swims) into the river will be attacked Giant
Large Animal (vermin) crocodiles have made the River Styx their home since
automatic claw damage on a successful recorded history. Considered sacred and highly revered
Hit Dice: 5d8+10 (32 hp) grapple check. by Stygians, the giant crocodile has ruled the Styx
Initiative: +1 (+1 Reflex)
through fear and intimidation for ages.
Speed: 50 ft Improved Grab (Ex): To use this ability,
Dodge 17 (-1 size, +8 natural) a giant scorpion must hit with a claw The group should realise that disabling the bridge,
Defence: attack. once they’re across, will definitely slow down the hostile
Damage 4 (+4 natural) Stygians racing toward them. The river is too deep for
Reduction: Poison (Ex): A giant scorpion has a chariots at this point and it will take the Stygians several
Base Attack/ +3/+11 poisonous sting. The Fortitude save is hours if not a full day to repair the bridge. The giant
Grapple: DC 14 and it deals 1d4 Con initial and crocodiles will also delay their attempts at repairing the
Attack: Claw +6 melee (1d6+4) secondary damage. The save DCs are bridge. The characters should use this time wisely and
Constitution-based. quicken their pace toward the ruins of Hepthnon.
Full Attack: 2 claws +6 melee (1d6+4) and sting +1 melee
(1d6+2 plus poison)
Tremorsense (Ex): A giant scorpion is
Space/Reach: 10 ft/5 ft
sensitive to vibrations in the ground and
Special Constrict 1d6+4, improved grab, poison can automatically pinpoint the location The Oasis of Amun-Teh
Attacks: of anything within 60 feet that is in
Special Low-light vision, tremorsense 60 ft., contact with the ground.
Qualities: vermin traits
Saves: Fort +6, Ref +1, Will +1 Skills: A giant scorpion has a +4 racial
Abilities: Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2 bonus on Climb, Hide and Spot checks.
Skills: Climb +8, Hide +0, Spot +4

to notice that the soldiers are flying Stygian Standards.


The Ancient Bridge The adventures should immediately recognise that they
of Nebheth are outnumbered and should flee across the bridge.
The bridge of Nebheth is of ancient design and is in
Assuming their mounts survive the encounter with the poor repair. The bridge is made of sun cracked wood
scorpions, a day and a half into the adventurers’ journey and frayed hemp rope, and sits only inches above the
they should reach the green marshland that borders the surface of the water. Characters that attempt to cross
River Styx. As soon as the group is within two miles of the bridge on horseback must make a successful Ride Half a day’s travel from the bridge of Nebheth, the
the bridge of Nebheth, a large dust cloud will be seen check (DC 19) to stay seated upon their steeds and cross adventures reach the Oasis of Amun’Teh. It immediately
in the distance, coming from the west. The character the bridge successfully. However, any character crossing becomes apparent that the oasis has not seen visitors for
with the best Spot check will see two chariots and many the bridge, whether on foot or horse, risks the chance many years. The palms and plants that grow around
horsemen, moving at high speed toward the bridge. of being attacked by the rulers of the river. There is a the oasis are wild and untouched. Several sets of bones
Characters can make a difficult Spot check (DC 28) 10% chance that a creature crossing the bridge will be can be seen around the edge of the oasis, half covered

57
Theodore Ketchum (order #29099543)
by the shifting desert sands. Characters will notice that
human bones are mixed in with animal bones. As the
The Ruins of Hepthnon the columns bear worn writing upon them. Characters
that have Decipher Script skill (DC 28) can decipher
group nears the oasis a strong, rotting smell assails their the writing as prayers in homage to the dark god Set.
As the characters approach the ruins of Hepthnon, they
senses. Hiding in the wild foliage (Hide check 23) are The writings also confirm these ruins as the final resting
will see a series of worn statues and columns half buried
seven desert ghouls. These creatures have been bound place of Lord Hepthnon, ruler of middle Stygia.
by the sands. Most of the architecture and designs date
to the Oasis of Amun’teh for almost 30 years. Cursed
back to the ancient Stygian culture of about 300 years
by an ancient sorcerer, the former thieves were granted The characters should begin a thorough search of the
ago. Most of the columns are carved in the shape of
a perverse immortality as punishment for their crimes. ruins, looking for an entrance into Hepthnon’s tomb.
river reeds that have been bundled together; however,
Left at the oasis to kill any who drink from its waters, The characters will find a large crack on the side of the
some bear the likeness of serpents. Characters that make
these parodies of life constantly hunger for fresh blood. main ruins, half buried beneath the sands. Anyone of
a moderate Spot check (DC 20) will notice that a few of
As soon as the first character moves within 80 feet of Medium size may pass through easily, as may anyone of
the oasis, the ghouls charge and attack. These creatures
fight to the death. Even if destroyed, their bodies will
reconstitute by the next new moon unless the curse is Giant Crocodile
broken with a greater warding spell (make the magic Huge Animal
attack roll against DC 27). Hit Dice: 7d8+28 (59 hp)
Initiative: +6 (+5 Reflex, +1 Dexterity) These huge creatures usually live in the
Speed: 20 ft. (4 squares) swim 30 ft. Styx River and can be more than 20 feet
Amun-Teh Ghouls long. Giant crocodiles fight and behave
Dodge 16 (-2 size, +1 Dex, +7 natural)
like their smaller cousins.
Defence:
The ghouls use the statistics as presented on page
323 of Conan: The Roleplaying Game. Damage 7 (+7 natural)
Skills: A giant crocodile has a +8 bonus
Reduction:
on any Swim check to perform some
Base Attack/ +5/+21 special action or avoid a hazard. It can
The Ghouls do not care about material things and Grapple: always take 10 on a Swim check, even if
have no lair. However, over the years, the victims of Attack: Bite +11 melee (2d8+12) or tail slap +11 melee distracted or endangered. It can use the
the Ghouls have lost many items around the oasis and (1d12+12) run action while swimming, provided it
in its waters. Characters that take two hours to make a Full Attack: Bite +11 melee (2d8+12) and tail slap +11 swims in a straight line.
difficult Search check (DC 28) will find the following melee (1d12+12)
items: 24 silver pieces, a gold necklace with a hawk Space/Reach: 15 ft/10 ft *A giant crocodile gains a +4 racial
and serpent design, a jade and amethyst jewellery box Special Improved grab bonus on Hide checks when in the water.
containing 8 black lotus leaves, and a Stygian axe-mace Attacks: Further, a crocodile can lie in the water
(Akbitanan quality). Special Hold breath, low-light vision with only its eyes and nostrils showing,
Qualities: gaining a +10 cover bonus on Hide
Saves: Fort +9, Ref +6, Will +3 checks.
‘Any man that willingly worships Set is either evil or Abilities: Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
insane. Most of the time I have found they are both.’ Skills: Hide +1*, Listen +5, Spot +5, Swim +16
-Heragard of Shumar, priest of Mitra. Feats: Alertness, Endurance, Skill Focus (Hide)

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Theodore Ketchum (order #29099543)
Large size who is not wearing medium or heavy armour. lover to the lord Hepthnon and for many years served
Sasshia The tomb is pitch black and only those characters with him faithfully. When the time came for her death and
illumination or a special ability will be able to see. embalming within Hepthnon’s tomb, she could not
Large Magical Beast
bear the thought of dying when her lord would go on
Hit Dice: 9d10+27 (76 hp) As the group descends into the Stygian tomb, their light living. Sasshia begged Hepthnon for another choice and
Initiative: +8 (+6 Reflex, +2 Dexterity) sources are whipped back in forth by the desert winds he gave her one. Hepthnon’s priests and sorcerers used
Speed: 60 ft now blowing into the ancient catacomb. Many different their arcane knowledge to change Sasshia into a magical
Dodge 17 (-1 size, +2 Dex, +6 piles of bones can be seen lining the walls of the tomb beast, bound to guard her lord and lover for all eternity.
Defence: natural) and the various alcoves along the passageway. Ancient Sasshia will attack any who enter the tomb with a
Damage 5 (+5 natural) writings and artwork depict Stygian warriors and slaves savagery of an animal and the cunning of a woman. She
Reduction: at work building Hepthnon’s final resting place. Priests will not surrender and will fight unto the death.
Base Attack/ +9/+19 and sorcerers can be seen intoning dark prayers and
Grapple: casting powerful spells over Hepthnon’s tomb. Each Once Sasshia is defeated, the adventurers will have to
Attack: Touch +14 melee (1d4 Wisdom level of the tomb has a large set of stairs that descends face Hepthnon. Entombed ages ago, Hepthnon had
drain) to the next level. the most powerful sorcerers cast spells of preservation
Full Attack: Touch +14 melee (1d4 Wisdom and protection upon him. He was also highly favoured
drain) and 2 claws +9 melee As the group makes its way farther into the tomb, the by the priesthood of Set, who on his behalf beseeched
(1d4+4) wind fades and the darkness becomes more ominous. Set for his blessing. Set ‘answered’ and Hepthnon was
Space/Reach: 10 ft/5 ft Echoing sounds can be heard coming from all directions given the ‘Kiss of Set’. The Kiss of Set is a blessing given
Special Wisdom drain and shadows seem to move of their own accord. Near only to those who are favoured by the serpent god, that
Attacks: the last level, several braziers set along the wall light up transforms them from a mortal shell to that of a serpent
Special Low-light vision on their own in a surprising flash of light. Near the last man of Set. An ancient race that once ruled the world,
Qualities: set of stairs descending into the tomb can be seen several the serpent men of Set slowly dwindled in numbers and
Saves: Fort +9, Ref +8, Will +5 large paintings of serpents, ruling over men; enslaving eventually disappeared long ago. Legends still persist of
Abilities: Str 22, Dex 15, Con 16, Int 8, and consuming them by the thousands. At the end hidden enclaves or dark caverns where these creatures
Wis 15, Cha 8 of the stairs a large set of wooden doors bound with sacrifice to their god and plot the downfall of men.
bronze fittings and studs can be seen looming before the
Skills: Bluff +3, Hide +6, Listen +6,
adventurers. The door is locked, but a difficult Open At first, adventures may well mistake Hepthnon for a
Spot +6, Survival +6
Locks check (DC 35) can be made to open it. If the large Stygian, dressed in ancient armour and wielding
Feats: Power Attack, Cleave, Endurance
check is unsuccessful, then the door can also be battered a wicked-looking battleaxe. However, upon closer
Sasshia has the upper body of an attractive Stygian down (hardness 5, 100 hp). Inside is the final resting inspection, characters will notice many features that are
woman and the lower body of a large black place of Hepthnon. not human. Hepthnon has a forked tongue, pointed
panther. She wields a jewelled dagger in one hand teeth and scaly patches of dark green all over his body.
and her claws are sharp, but her insidious touch is Whether or not Hepthnon has been awakened ahead His eyes are unblinking yellow slits that glow with an
a more dangerous weapon. of time, his guardian will defend him from anyone unearthly radiance. When Hepthnon speaks, his voice
who enters the tomb. Sasshia was Hepthnon’s lover is a sibilant whisper that grinds upon the sanity of all
Wisdom Drain (Su): Sasshia drains 1d4 points of in life and now his unsleeping guardian. Born as a who hear it. Hepthnon will settle for nothing less than
Wisdom each time she hits with her melee touch minor noble, Sasshia longed for the life of luxury and the destruction of all who have violated his tomb. He
attack. sensuality that only wealth could give her. She became will make it clear that after he has slain or driven off

59
Theodore Ketchum (order #29099543)
The Games Master may wish to add some random
encounters, depending on the skill of the adventures.
More powerful groups may need more encounters
the tomb of and weaker groups less. The Games Master may
wish to add their own traps and puzzles and are
hepthnon encouraged to change the tomb to match their
specific needs.

all the defilers, he will march forth into the world to


once again murder and plunder in the name of Set.
Hepthnon cannot be bribed or reasoned with and will
fight to the death.

Born to a wealthy and powerful family, Hepthnon


enjoyed the privilege of status. At the age of 13, his
family was nearly wiped out by a black plague that swept
through the city of Luxur. One of the few to survive,
he took control of the family’s holdings and began to
build up what was left of his family’s wealth. Having
served in the king’s army for over five years, Hepthnon
made many friends and enemies. On his 23rd birthday,
several different noblemen, jealous of Hepthnon’s
wealth and glory, joined together and nearly annihilated
Hepthnon’s remaining family and servants in a dark
night of assassinations and murder. Hepthnon retreated
into the deep desert, taking with him the remains of his
house and retainers, vowing to return one day and exact
his revenge.

Three years later, the ‘Scourge of the Desert’ returned to


Luxur at the head of a mercenary army. Hepthnon, after
receiving blessings from a dark oracle of Set, set forth
on a campaign to destroy all the noble houses that had a
hand in his family’s demise. The king, having no choice,
allowed Hepthnon’s army to enter the city and massacre
his enemies. The king expected Hepthnon to ask for the
throne, or simply kill him and take it, but Hepthnon
did no such thing. Having tortured and killed all his

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Theodore Ketchum (order #29099543)
Hepthnon
Male snake-man of Set, Stygian Noble 10/Soldier 5
Medium Humanoid
Hit Dice: 10d8 + 5d10 + 60 (132 hp)
Initiative: +12 (+8 Dexterity, +4 Reflex)
Speed: 30 ft. (base 40 ft, slowed by armour)
Dodge 18 (+6 base, +1 Dexterity, +1 Dodge) or 22 against missiles (+4 shield, and Archer’s Bane)
Defence:
Parry 29 (+8 base, +6 Strength, +1 Parry, +4 shield)
Defence:
Damage 12 (+9 armour, +3 natural)
Reduction:
Base Attack/ +12/+18
Grapple:
Attack: Axe of Hepthnon +20 melee (1d10+8, 19-20/x3, AP 12)
Full Attack: Axe of Hepthnon +20/+15/+10 melee (1d10+8, 19-20/x3, AP 12)
Space/Reach: 5 ft/5 ft
Special Special Regional Features (+2), Lead By Example (+4), Enhanced Leadership, Formation Combat (Heavy Infantry)
Qualities:
Magic Attack: +12 (+2 racial, +7 Cha, +2 Noble, +1 Soldier)
Power Points: 14 (base 10, +4 Wis)
Saves: Fort +11, Reflex +12, Will +12
Abilities: Str 22, Dex 26, Con 19, Int 19, Wis 19, Cha 24
Skills: Climb +14, Craft (alchemy) +9, Diplomacy +20, Handle Animal +11, Intimidate +25, Knowledge (arcane) +10, Knowledge (geography (Stygia))
+17, Knowledge (history (ancient Stygia)) +17, Knowledge (religion (Set)) +17, Perform (ritual) +17, Profession (soldier) +12, Ride +23, Search +12,
Sense Motive +17
Feats: Archer’s Bane, Cleave, Dodge, Exotic Weapon Proficiency: Stygian Longbow, Improved Bull Rush, Improved Critical: Battleaxe, Improved Sunder,
Leadership, Menacing Aura, Parry, Power Attack, Steely Gaze, Two-Weapon Fighting, Weapon Focus: Battleaxe, Weapon Specialisation: Battleaxe
Leadership: 32 (15 level, +7 Cha, +3 noble, +5 Axe of Hepthnon, +2 base of operations: the Tomb of Hepthnon)
Possessions: Mail hauberk and breastplate, Axe of Hepthnon (an Akbitanan battleaxe so glorious that it grants +5 to one’s Leadership score), large shield, pouch of
Stygian tomb dust (2 pinches), the Bracers of Habruthil (grant the Brawl feat while worn), Stygian war-spear
Spells: Black plague, demonic pact, domination, entrance, raise corpse, summon demon

Hepthnon can be a very powerful antagonist if he is prepared for the adventurers. The Games Master may wish to have Hepthnon awaken only after the group has
entered the burial tomb. However, if the group is competent and powerful, then the Games Master may wish Hepthnon awake and have had several rounds to prepare
for their arrival, or several minutes if they had to smash the door down instead of opening it quietly.

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Theodore Ketchum (order #29099543)
enemies, Hepthnon left Luxur and travelled to the and prayers from Set’s highest priests, Hepthnon was Several large urns, wooden chests and leather sacks lie
eastern desert where he built a temporary tent city and granted a very high honour among followers of Set scattered about Hepthnon’s tomb. Most of them are
began his raiding campaigns into Shem. Hepthnon and a powerful priest cast the ritual of the Kiss of overflowing with trinkets and baubles of various makes
knew that he could not live forever, and he wished to Set. With his tomb complete and his transformation and sizes. However, many of the items are made of clay,
repay Set for granting him revenge against his enemies. beginning, Hepthnon was placed in his tomb to await wood and papyrus that have disintegrated with time.
the completion. Characters taking time to search can uncover one of the
Hepthnon began construction on his burial tomb and following things (choose or decide randomly) for every
also ensured that it was a grand monument to Set. However, Hepthnon was never released from his tomb twenty minutes of searching:
Hepthnon filled the tomb with art and paintings in at his appointed time. A massive sandstorm struck down
homage to Set. He also plundered several cities and upon his tomb and killed many of his followers. Others • The Staff of Ibis (it is strongly recommended
what wealth he did not pay his mercenaries was placed were scattered and never returned to their lord’s tomb. that this be discovered, as it’s the point of the
with him in his tomb. Almost ten years passed before The storm raged for three days, burying Hepthnon’s whole adventure)
Hepthnon’s tomb was complete, but when it was done it tomb and stopping his followers from ever finding it. • Gold and silver statuettes worth 5000 silver
rivalled that of any Stygian king. Having asked blessings His name and burial place have been lost for centuries pieces
and few even remember his name. contd...

The Kiss of Set


The Kiss of Set is not so much a spell as it is a ritual. The ritual consumes thirty doses of black lotus incense and a like amount of regular incense (total cost 10000 silver
pieces), must be overseen by at least five priests of Set (5th level Scholars with the Priest feat) and led by a priest of Set with at least 15 ranks in Knowledge (Mysteries:
Set).* The leader of the ritual must make a Perform (Ritual) check against a DC of 32. The subject of the ritual and the other priests may assist this check if they have at
least one rank in Perform (Ritual).

If the lead priest successfully performs the ritual, the subject must make three Will saves with a DC of 30. A devout follower of Set gains a +4 circumstance bonus on these
saves. If they fail the first, they are instantly slain by the magical energies coursing through them and their body disintegrates into swarms of snakes that attack everyone
present in a violent frenzy. If they fail the second, their body and mind are transformed into that of a Son of Set, utterly loyal to the lead priest. If they fail the third save,
their body lapses into a trance state as normal, but when they awaken they will be barely sentient beast-men who live to rend the living and drink their blood.

If everything goes according to plan, the subject enters a trance state similar to a coma for six months. During this time, he does not need to eat, drink or breathe, and
cannot be awakened by outside stimuli. When his physical and mental transformation into a serpent-man of Set is complete, he awakes, a creature wholly inhuman and
committed to the cause of Set.

The new serpent-man of Set gains 1d6 points in every attribute, and automatically wakes knowing six spells in up to three sorcery styles. To power this new magic, he gains
10 power points plus his Wisdom modifier, and each time he gains a level thereafter he gains additional power points equal to his Wisdom modifier.

It is recommended that the Games Master does not let Player Characters have access to this ritual and that it should only be used as an adventure plot or for an antagonist
Non Player Character.

*See Faith and Fervour for more details of mysteries.

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Theodore Ketchum (order #29099543)
• Seven leather sacks with 8000 silver coins of group is too weak or wounded from the battle with
Stygian mint Hepthnon. However, if Hepthnon or Sasshia survived,
• Small golden vial with four pinches of black the adventurers might lure them out of the tomb and
lotus powder into the camp of Hsis’Arul (although Hepthnon is 50 Shemite
• more likely to conjure a demon and send it out first as
A silver-chased oak jewellery box
a scout or a distraction). If the characters spend more Mercenaries
• 20 silver ingots (each valued at 100 silver
than a day within the tomb, the Games Master should 1st Level Soldiers
pieces) have Hsis’Arul and his men enter the tomb and begin a
• Two iron-bound casks with 156 miscellaneous Hit Dice: 1d10 + 1 (6 hp)
search for the adventurers. Initiative: +1 (+1 Dexterity)
precious and semi-precious stones
• A glass amphora bound with golden wire Speed: 30 ft
Hsis’Arul is no fool and will flee if the battle goes
containing 2 doses of golden wine of Xuthal against him. At the first sign of impending defeat, he Dodge 11 (+1 Dex)
• A cedar chest with Khitain markings and will mount his chariot and retreat with all haste. He Defence:
designs (contains bones of a Yaggite) cares nothing for the mercenaries or Seshen and will not Parry Defence: 14 (+1 Str, +3 targe)
• Six spears of Akbitanan quality seek to save them – indeed, he always keeps one eye on Damage 5 (+5 armour)
• Six large shields any weakened soldiers in case he can use them as fodder Reduction:
• Six breastplates with serpent designs for his Opportunistic Sacrifice feat. Seshen is a leader of Base Attack/ +1/+2
men and will fight to the death, unless he finds himself
Grapple:
facing supernatural opponents without Hsis’Arul to
Attack: Broadsword +2 melee
The Staff of Ibis back him up.
(1d10+1, 19-20, AP 4)
The Staff of Ibis is made of gold, approximately six or Shemite bow +3 ranged
feet in height and topped with the image of the god Conclusion (1d10 + 2, x3, AP 4)
Ibis. Followers of Set suffer a penalty of -2 to hit and The Game Master will note that several adventures or
Space/Reach: 5 ft/5 ft
damage when attacking the staff wielder. Possessors ongoing campaigns can occur using this adventure as a
starting point. Below are a few examples: Special Formation Combat
of the staff gain the following feats when holding Qualities: (Light Cavalry)
the staff: Demon Killer, Alertness, Iron Will. The staff
• Characters may wish to help Ishlan further by Saves: Fort +2, Reflex +0, Will +0
contains a reservoir of magical energy, granting the
escorting him back to Nemedia to the temple Abilities: Str 12, Dex 12, Con 13,
owner 10 power points that they can draw on as if of Ibis. Int 10, Wis 11, Cha 10
they were their own. These points replenish every • If Hsis’Arul survives, he will gather more men
day at dawn. The staff has a 60% chance to destroy Skills: Appraise +2, Bluff +2, Hide
and chase down the characters until he has his
any Ebon Staff of Set it comes into contact with, +3, Jump +5, Listen +2, Move
revenge.
although it will also be destroyed in the process. • Barouz may still be hunting the characters, Silently +3, Ride +5, Search
possibly seeking vengeance for the deaths of +2, Spot +2, Survival +2
one or more of his sons. Feats: Mounted Combat, Mounted
• Ishlan may tell the adventures of another Archery
Stygian Wrath lost artefact of Ibis that he needs help in Possessions: Shemite bow (+1), 20 arrows,
Having retrieved the Staff of Ibis, the characters should retrieving. broadsword, targe, mail shirt,
leave the tomb as quickly as possible. As the characters • If Hepthnon survives, he will make good Stygian warhorse
exit the Stygian tomb, Hsis’Arul and his mercenaries his promise and begin to gather an army to
will be waiting, camped about the ruins. The Games terrorise the surrounding lands.
Master may wish to remove this encounter if their

63
Theodore Ketchum (order #29099543)
Hsis’Arul Seshen
th
Male Stygian 12 Level Scholar Male Shemite 10th Level Soldier
Hit Dice: 12d6+12 (54 hp) 10d10+20 (75 hp)
Initiative: +6 (+2 Dexterity, +4 Reflex) +5 (+3 Dexterity, +2 Reflex)
Speed: 30 ft 30 ft
Dodge Defence: 16 (+4 Scholar, +2 Dex) 18 (+5 Soldier, +3 Dex)
Parry Defence: 14 (+4 Scholar) 22 (+7 Soldier, +2 Str, +3 targe)
DR: 0 5 (+5 armour)
Attack: Dagger +9 melee (1d4) or dart +11 ranged (1d4+poison) Broadsword +12 melee (1d10 + 2, 19-20, AP 5) or Shemite bow +16
ranged (1d10 + 5, 19-20/x3, AP 4)
Full Attack: Dagger +9/+4 melee (1d4) or darts +11/+6 ranged Broadsword +12/+7 melee (1d10 + 2, 19-20, AP 5) or Shemite bow
(1d4+poison) +16/+11 ranged (1d10 + 5, 19-20/x3, AP 4)
Space/Reach: 5 ft/5 ft 5 ft/5 ft
Special Attacks: Spells -
Special Knowledge is Power, Spells Formation Combat (Skirmisher, Light Cavalry)
Qualities:
Magic Attack: +8 (+2 Cha, +6 Scholar) -
Power Points: 11 (maximum 33) -
Saves: Fort +5, Reflex +6, Will +14 Fort +8, Reflex +5, Will +3
Abilities: Str 10, Dex 14, Con 12, Int 16, Wis 19, Cha 14 Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 14
Skills: Bluff +17, Craft (Alchemy) +14, Decipher Script +18, Gather Appraise +4, Bluff +3, Climb +15, Hide +5, Jump +15, Listen +3, Move
Information +11, Handle Animal +8, Intimidate +11, Listen +13, Silently +5, Ride +16, Search +14, Spot +5, Survival +3
Knowledge (Arcana) +22, Knowledge (Religion) +20, Knowledge
(Nobility and Royalty) +20, Perform (Ritual) +19, Profession (Priest)
+19, Search +18, Sleight of Hand +8
Feats: Adept: Prestidigitation, Hexer, Iron Will, Knowledgeable, No Honour, Greater Weapon Focus: Shemite Bow, Improved Critical: Shemite Bow,
Opportunistic Sacrifice, Priest, Ritual Sacrifice, Tormented Sacrifice Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot,
Ranged Finesse, Rapid Shot, Weapon Focus: Shemite Bow, Weapon
Specialisation: Shemite Bow
Equipment: Two emerald-studded daggers, ten poisoned darts (Fortitude DC 18, Shemite bow (+2), 20 arrows, broadsword, targe, mail shirt, Stygian
initial and secondary damage 1d6 Str) warhorse, metal war chest (hardness 10, 30 hp, Open Lock DC 30)
containing the mercenaries’ pay( 3000 silver pieces)
Spells: Curses: lesser ill-fortune, ill-fortune, greater ill-fortune, curse of Yizil; -
Prestidigitation: conjuring, burst barrier, telekinesis, greater telekinesis;
Hypnotism: entrance, hypnotic suggestion, domination, savage beast,
dread serpent, ranged hypnotism; Divination: astrological prediction,
psychometry, mind reading; Counterspells: warding, greater warding.

64
Theodore Ketchum (order #29099543)
Theodore Ketchum (order #29099543)
Mongoose Publishing Roleplaying
Games Product List
MGP 4012 The Quintessential Paladin $19.95
RuneQuest MGP 4013 The Quintessential Psion $19.95
MGP 8100 RuneQuest $24.95 MGP 4014 The Quintessential Barbarian $19.95
MGP 8102 RuneQuest GM Screen $14.95 MGP 4015 The Quintessential Bard $19.95
MGP 8104 RuneQuest Companion $24.95 MGP 4016 The Quintessential Gnome $19.95
MGP 8111 Rune of Chaos $9.95 MGP 4017 The Quintessential Sorcerer $21.95
MGP 4018 The Quintessential Drow $21.95
MGP 4019 The Quintessential Ranger $21.95
D20 Supplements MGP 4020 The Quintessential Halfling $21.95
MGP 4021 The Quintessential Half-Orc $21.95
Classic Play MGP4022 The Quintessential Human $21.95
MGP 8801 Book of Strongholds and Dynasties $34.95 MGP4023 The Quintessential Chaos Mage $21.95
MGP 8802 Book of Dragons $34.95 MGP 4401 The Quintessential Fighter II $21.95
MGP 8803 Book of Encounters and Lairs $34.95 MGP 4402 The Quintessential Rogue II $21.95
MGP 8804 Book of Adventuring $34.95 MGP 4403 The Quintessential Cleric II $21.95
MGP 8805 Book of the Sea $34.95 MGP 4404 The Quintessential Wizard II $21.95
MGP 8806 Book of the Planes $34.95 MGP 4405 The Quintessential Elf II $21.95
MGP 8808 Book of Immortals $34.95 MGP 4406 The Quintessential Dwarf II $21.95
MGP 8881 Book of Hell $34.95 MGP 4407 The Quintessential Monk II $21.95
Heroes of Fantasy $21.95 MGP 4408 The Quintessential Druid II $21.95
MGP 5516 The Tome of Drow Lore $34.95 MGP 4409 The Quintessential Paladin II $21.95
MGP 4410 The Quintessential Barbarian II $21.95
The Quintessential Series MGP 4411 The Quintessential Ranger II $21.95
MGP 4001 The Quintessential Fighter $19.95 MGP 4412 The Quintessential Bard II $21.95
MGP 4003 The Quintessential Cleric $19.95
MGP 4004 The Quintessential Wizard $19.95 Complete Campaigns
MGP 4006 The Quintessential Dwarf $19.95 MGP 3006 The Ruins of the Dragon Lord $44.95
MGP 4008 The Quintessential Witch $19.95 The Drow War I: The Gathering Storm $34.95
MGP 4009 The Quintessential Psychic Warrior $19.95 The Drow War II: The Dying Light $34.95
MGP 4010 The Quintessential Druid $19.95 The Drow War II: The Darkest Hour $34.95
MGP 4011 The Quintessential Samurai $19.95

66
Theodore Ketchum (order #29099543)
Encyclopaedia Arcane MGP 6001
MGP 6002
Feurring: Gateway to Hell
Zahhak: Ashen Wastes of the Abyss
$9.95
$9.95
MGP 1003 Encyclopaedia Arcane: Chaos Magic $14.95
MGP 1004
MGP 1005
Encyclopaedia Arcane: Constructs
Encyclopaedia Arcane: Battle Magic
$14.95
$14.95
Power Classes
MGP 1101 Power Class: Assassin $2.95
MGP 1007 Encyclopaedia Arcane: Fey Magic $14.95
MGP 1102 Power Class: Gladiator $2.95
MGP 1008 Encyclopaedia Arcane: Elementalism $14.95
MGP 1103 Power Class: Exorcist $2.95
MGP 1009 Encyclopaedia Arcane: Chronomancy $14.95
MGP 1104 Power Class: Noble $2.95
MGP 1010 Encyclopaedia Arcane: Enchantment $14.95
MGP 1105 Power Class: Knight $2.95
MGP 1011 Encyclopaedia Arcane: Star Magic $14.95
MGP 1106 Power Class: Artificer $2.95
MGP 1012 Encyclopaedia Arcane: Illusionism $14.95
MGP 1107 Power Class: Hedge Wizard $2.95
MGP 1013 Encyclopaedia Arcane: Crossbreeding $14.95
MGP 1108 Power Class: Explorer $2.95
MGP 1014 Encyclopaedia Arcane: Dragon Magic $14.95
MGP 1015
MGP 1016
Encyclopaedia Arcane: Divination
Encyclopaedia Arcane: Conjuration
$14.95
$14.95
Slayer’s Guides
MGP 0005 The Slayer’s Guide to Amazons $6.95
MGP 1018 Encyclopaedia Arcane: Blood Magic $14.95
MGP 0009 The Slayer’s Guide to Dragons $19.95
MGP 1019 Encyclopaedia Arcane: Tomes & Libraries $14.95
MGP 0011 The Slayer’s Guide to Rules Lawyers $9.95
MGP 1020 Encyclopaedia Arcane: Components and Foci $14.95
MGP 0014 The Slayer’s Guide to Duergar $9.95
MGP 1021 Encyclopaedia Arcane: Abjuration $14.95
MGP 0015 The Slayer’s Guide to Yuan-Ti $9.95
MGP 1022 Encyclopaedia Arcane: Sovereign Magic $14.95
MGP 0017 The Slayer’s Guide to Harpies $9.95
MGP 1023 Encyclopaedia Arcane: Magic Item Creation $14.95
MGP 0018 The Slayer’s Guide to Kobolds $9.95
MGP 1024 Encyclopaedia Psionica: Worldshapers $14.95
MGP 0019 The Slayer’s Guide to Derro $9.95
MGP 1025 Encyclopaedia Arcane: Drow Magic $14.95
MGP 0019 The Slayer’s Guide to Goblins $9.95
MGP 1026 Encyclopaedia Arcane: Compendium $34.95
MGP 0021 The Slayer’s Guide to Games Masters $9.95
Expert Player’s Guides MGP 0022
MGP 0023
The Slayer’s Guide to Giants
The Slayer’s Guide to Demons
$19.95
$19.95
MGP 9020 The Renegade Wizard’s Spellbook $19.95
MGP 0025 The Slayer’s Guide to Titans $9.95
Monster Encyclopaedia MGP 0026
MGP 0027
The Slayer’s Guide to Elementals
The Slayer’s Guide to Lizardfolk
$19.95
$9.95
Monster Encyclopaedia I $39.95
MGP 0028 The Slayer’s Guide to Ogres $9.95
Monster Encyclopaedia II: The Dark Bestiary $39.95
MGP 0029 The Slayer’s Guide to Scorpionfolk $9.95
Other MGP 0030 The Slayer’s Guide Compendium I $34.95
MGP 2001
MGP 3001
Gladiator: Sands of Death
Seas of Blood: Fantasy on the High Seas
$16.95
$19.95
Supplementary Rulebooks
MGP 9003 Ultimate Equipment Guide $34.95
MGP 3002 Ships of the Goblinoids $9.95
MGP 9004 Ultimate Games Designer’s Companion $34.95
MGP 3005 Crusades of Valour $17.95
MGP 9006 Ultimate Character Record Sheet $4.95
MGP 5001 Skraag: City of Orcs $14.95
MGP 9007 Ultimate Prestige Classes II $34.95
MGP 5004 Stonebridge: City of Illusion $14.95
MGP 9008 Ultimate Devine Spells $34.95

67
Theodore Ketchum (order #29099543)
MGP 9009 Ultimate Character Concepts $34.95 The EarthForce Campaign Book $29.95
MGP 9010 Ultimate Magic Items $34.95 G’Quan Ship Plan $19.95
MGP 9012 Ultimate NPCs $34.95 Darkness and Light $29.95
MGP 9011 Ultimate Equipment II $34.95 Merchants, Traders and Raiders $29.95

Boardgames
Other Roleplaying MGP 5101 Discworld: Thud $39.95

Armageddon 2089: Total War Conan


MGP 1201 Armageddon 2089 Roleplaying Game $44.95 MGP 7701 Conan The Roleplaying Game: Atlantean Edition $49.95
MGP 1202 War Machines of 2089 $24.95 MGP 7702 The Scrolls of Skellos $24.95
MGP 1203 Earth 2089 $24.95 MGP 7703 The Road of Kings $34.95
MGP 1204 Behind Enemy Lines: Kazakhstan $24.95 MGP 7704 The Pirate Isles $34.95
MGP 1205 Armoured Companies $21.95 MGP 7705 Conan GM’s Screen $14.95
MGP 1206 The Soldier’s Companion $21.95 MGP 7706 Across Thunder River $34.95
MGP 1207 The High Frontier $21.95 MGP 7707 The Free Companies $24.95
MGP 7709 Shadizar: City of the Wicked $39.95
Babylon 5 MGP Pocket Conan RPG $19.95
MGP 3331 The Fiery Trail $24.95 MGP Aquilonia $34.95
MGP 3332 The Coming of Shadows $24.95 MGP 7709 Messantia: City of Riches $39.95
MGP 3333 The Earth Alliance Fact Book $34.95 Hyboria’s Finest: Barbarians, Borderers and Nomads$24.95
MGP 3334 The Minbari Federation Fact Book $34.95 MGP 7714 Tales of the Black Kingdom $19.95
MGP 3335 Point of No Return $24.95 Hyboria’s Finest: Nobles, Scholars and Soldiers$24.95
MGP 3336 The Centauri Republic Fact Book $34.95 Tower of the Elephant $9.95
MGP 3338 The Narn Regime Fact Book $34.95 Heretics of Tarantia $9.95
MGP 3339 The Technomages $24.95 Hyboria’s Fallen: Pirates, Thieves and Temptresses $24.95
MGP 3340 The League of Non-Aligned Worlds Fact Book$34.95 The Lurking Terror of Nahab $9.95
MGP 3342 No Surrender, No Retreat $24.95
MGP 3342 The Psi Corps $24.95 Infernum
MGP 3344 The Zocalo $24.95 MGP 3701 The Book of the Damned $29.95
MGP 3344 Into the Crucible $24.95 MGP 3702 The Book of the Tormentor $29.95
MGP 3346 The Rangers $24.95 MGP 3703 The Book of the Conqueror $29.95
MGP 3347 Pocket Babylon 5 Handbook $19.95
MGP 3350 Free Mars $24.95 Jeremiah
MGP 3351 Crusade $24.95 MGP Jeremiah the Roleplaying Game $39.95
MGP 3352 The Athena Strain $14.95 MGP Thunder Mountain $21.95
MGP 3353 Hyperion Ship Plan $19.95
MGP Wheel of Fire $24.95
MGP Babylon 5 Galactic Guide $34.95

68
Theodore Ketchum (order #29099543)
Judge Dredd MGP 6631
MGP 6632
Paranoia GM’s Screen
The Traitor’s Manual
$14.95
$21.95
MGP 7001 Judge Dredd Roleplaying Game $39.95
MGP 6633 Crash Priority $14.95
MGP 7002 The Rookie’s Guide to the Justice Department $14.95
MGP 6634 The Mutant Experience $21.95
MGP 7003 The Rookie’s Guide to the Block Wars $14.95
MGP 6635 Paranoia Flashbacks $39.95
MGP 7004 Mega-City One’s Most Wanted and GM Screen$9.95
MGP 6636 Paranoid STUFF $21.95
MGP 7005 Full Eagle Day $9.95
MGP 6637 WMD $14.95
MGP 7007 The Sleeping Kin $9.95
Paranoia Mandatory Card Game $24.95
MGP 7008 The Rookie’s Guide to Criminal Organisations$14.95
MGP 6638 Extreme Paranoia $24.95
MGP 7009 Russian Roulette $9.95
MGP 6639 Service, Service $21.95
MGP 7010 The Rookie’s Guide to Brit-Cit $19.95
Criminal Histories $14.95
MGP 7010 The Rookie’s Guide to Crazes $14.95
MGP 6646 Little RED Book $9.95
MGP 7011 Target: Mega-City One $9.95
MGP 7012
MGP 7013
The Rookie’s Guide to the Undercity $14.95
The Rookie’s Guide to Atlantis and the Black Atlantic $21.95
Sláine
MGP 8001 Sláine: The Roleplaying Game of Celtic Heroes $34.95
MGP 7014 The Awakening $19.95
MGP 8002 Tir Nan OG: The Land of the Young $19.95
Lone Wolf MGP 8003
MGP 8004
The Invulnerable King
The Fir Domain
$19.95
$9.95
MGP 1120 The Lone Wolf Roleplaying Game $39.95
MGP 8005 Teeth of the Moon Sow $19.95
MGP 1121 The Darklands $21.95
MGP 8006 The Sessair $9.95
MGP 1122 Magic of Magnamund $21.95
MGP 8007 The Ragnorak Book $19.95
MGP 1123 Dawn of Destruction $14.95
MGP 8008 Way of the Horned God $19.95
Macho Women with Guns MGP 8009
MGP 8010
The Falians
The Finians
$9.95
$9.95
MGP 1400 Macho Women with Guns $34.95

Core Starship Troopers


MGP 9200 Starship Troopers Roleplaying Game $44.95
MGP 2220 Mongoose Pocket Player’s Handbook $19.95
MGP 9201 The Selvache Incident $14.95
MGP 2221 Mongoose Pocket Modern Handbook $19.95
MGP 9202 Boot Camp $21.95
MGP 2222 Mongoose Pocket GM’s Handbook $19.95
MGP 9203 The United Citizens’ Federation $29.95
MGP 6601 OGL Cybernet: Cyberpunk Roleplaying $39.95
Starship Troopers Floorplans $19.95
MGP 6602 OGL Horror $39.95
Blaze of Glory Book I: Alamo Bay $14.95
MGP 6603 OGL Ancients $39.95
The Arachnid Empire $29.95
MGP 6604 OGL Steampunk $39.95
MGP 6605 OGL Wild West
Cybernet Soundtrack CD
$39.95
$9.95
Wars
MGP 0500 Wars Roleplaying Game $39.95
Paranoia Incursion
Battlefront
$14.95
$29.95
MGP 6630 Paranoia $39.95

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
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