Rocket Age - Lost City of the Ancients.pdf
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5756 KB
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Introduction
The Rivals
Reel One: Busy Days in Kolpith
Scene One: Preparations
Scene Two: Strolling Through Kolpith
Reel Two: Racing Through the Highlands
Scene One: Highland Dangers
Scene Two: The Realm of the Yellow-Red Chanari
Reel Three: In the Gorge of the Walking Ghosts
Scene One: Ghostly Guardians
Scene Two: The Lair of the Robobrain
Concluding the Adventure
Appendix One: Ancient Martian Control Crystals
Appendix Two: Devil Vulture
Line Developer:
Ken Spencer
Creative Director:
Dominic McDowall
Art Director:
Jon Hodgson
Writing:
Ken Spencer
Cover Art:
Paul Bourne and Jon Hodgson
Interior Art:
Jon Hodgson and Scott Purdy
Layout and Graphic Design:
Paul Bourne
Editing:
Andrew Kenrick
Publisher:
Dominic McDowall
Playtesters:
Cory Fink, Jeremy Hedge, Nathan Hire,
Moxon Julian and Sam Parish
Published by Cubicle 7 Entertainment Ltd
Riverside House, Osney Mead, Oxford OX2 0ES, UK
Reg. no 6036414
© 2013 Cubicle 7 Entertainment Ltd.
Any unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a historical or fictional manner;
no infringement is intended.
Find out more about Rocket Age and
our other games at www.cubicle7.co.uk
Printed on Mars
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- r o c k e t
a g e -
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he
lost city of the ancient
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introduction
The Lost Cities of the Ancients
is a
Rocket Age
episode
designed for three to six players. Characters should be early
in their careers with a maximum of 15 Story Points. A good
mix of academic, rugged outdoorsmen, social, and combat
characters will be useful, but the Gamemaster can adjust
the scenes to suit their party as needed. A truncated version
of this episode was run at GenCon 2013, thanks to all who
participated in the event and to Cory Fink, playtester and
Gamemaster extraordinaire.
At several points throughout this episode the full results
for a roll are detailed. As with any roll found in an episode,
a clever player should be permitted to come up with his or
her own attributes or skills that can be applied to the roll.
Also, the Gamemaster is free to vary the results of the roll
to fit the current situation.
Our episode opens with the discovery of an apparently
intact Ancient Martian ruin deep in the Western
Highlands. Such a find would draw treasure seekers and
archaeologists from across Mars, but this one is even more
of an attraction. It lies in territory unclaimed by any faction
or nation. This makes it free for the taking and, despite
the harshness of the Western Highlands, the need to travel
through territory held by the Blue Chanari and the stiff
competition, three other expeditions are already kitting
out in the French held city-state of Kolpith.
The rivals themselves, with the exception of Dr. Desprée,
are themselves not above a little sabotage and murder.
The Gamemaster should keep track of any changes to the
rival expeditions' timelines given below. There is no need
to roll for encounters or other events that might befall the
rivals, though if the Gamemaster desires to do so, she may.
The episode as presented assumes the rivals will make the
occasional appearance, but it is the threat of them making
it to the lost city first that is the greatest motivation for our
heroes, even if that threat never materializes.
the rivals
Our heroes are not the only people who want to get to
the lost city; three other expeditions are vying to be the
first to stake a claim. Getting to the lost city first will be
a challenge, and drives much of the plot for the first two
reels. How the player characters manage to beat their rivals
to the ruins is up to them. Some might just be the fastest
travelers, other might attempt sabotage to varying degrees.
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Obersturmbannführer Henning of the Ahenerbe
Henning is a person with clout; at least he thinks he is. As
a member of the Nazi SS and the Ahenerbe, he feels he
is entitled to a great deal of respect from lesser mortals
(in his mind this includes nearly everybody else). While
not a gifted leader of men, his attitude annoys even the
staunchest SS soldier; Henning is skilled at wilderness
survival and fighting. His leadership of this expedition
will be noted by feats of daring, bloodshed, and feats of
endurance that would kill most men.
The Nazi expedition is well equipped, with plenty of
supplies and bahmoot transports. In addition, Henning has
acquired two war walkers, of the small Panzerspähläufer
class. These wondrous machines will be kept in their
packing crates until well outside of Kolpith, at which point
they will be assembled and used as scouts. Characters
spying on Henning's men might discover the two neural
interface-equipped pilots.
obErSturmbaNNführEr hENNiNg
of thE ahENErbE
Nazi ExpEditioN timEliNE
•
•
•
•
Averages 20 km/ day by bahmoot
June 1 Departs Kolpith for the Western Highlands
July 10 Skirts the edges of Talam
August 20 Arrives at the lost city
SS StormtroopErS
AWAreneSS
coorDinATion
ingenuiTy
2
3
1
PreSence
reSolve
STrengTH
1
2
2
AWAreneSS
coorDinATion
ingenuiTy
2
4
2
PreSence
reSolve
STrengTH
4
3
3
SkillS:
traitS:
Athletics 3, Fighting 3, Marksman 3
SkillS:
traitS:
Fighting 4, Marksman 3, Survival 4
Friends (Minor level, squadmates), Fighting
Man, Quick reflexes, Tough
Fighting Man, Friends (Deutsches Marskorps
Supply officer) (minor good), Tough
mook damagE thrEShold:
6
EquipmENt:
Karabiner 98 7.92 mm bolt action rifles
or Bergmann MP35/i 9 mm SMgs, grenades, and
pistols
EquipmENt:
luger pistol, uniform, riding crop
Story poiNtS:
4
Dr. Yvonne Desprée of the
French Académie des Sciences
Dr. Desprée is a noted engineer, not an archeologist or
explorer. However, she is one of the most accomplished
Story poiNtS:
2
4
the lost city of the ancients
French engineers involved in the reconstruction of Ancient
Martian technologies. For the past six months she has
been working to get Kolpith's ancient communications
system working again, and is annoyed to be pulled off this
important assignment in order to lead an expedition into
the Western Highlands. Unfortunately, there is no one else
available on such short notice.
The French expedition is well equipped, but has been slow
to get moving. Despite the ease with which it acquires
bahmoots, supplies, and other necessities, its leader keeps
pushing back the start date in order to get a few more hours
with his communication system. This causes all manner of
consternation and confusion, especially with the 1e Legion
Martien detachment that has been assigned as guards.
dr. yvoNNE dESpréE
frENch académiE dES SciENcES
ExpEditioN timEliNE
• Averages 20 km/ day
• June 2 Departs Kolpith for the Western Highlands
by plane
• June 4 Arrives at Talam
• June 6 Departs Talam for the lost city
• June 10 Attacked by Black Scorpion
• July 22 Arrives at the lost city
AWAreneSS
coorDinATion
ingenuiTy
4
2
5
PreSence
reSolve
STrengTH
2
4
2
1E légioN martiEN lEgioNNairES
AWAreneSS
coorDinATion
ingenuiTy
2
3
2
PreSence
reSolve
STrengTH
1
2
3
Knowledge 3, Technology 4 (Aoe: Ancient
Martian technology)
Friends (fellow engineer) (minor good), Man
of Science, Technically Adept
SkillS:
traitS:
EquipmENt:
Tools, clothes, Ancient Martian data pad
Story poiNtS:
4
SkillS:
traitS:
Athletics 3, Fighting 3, Marksman 3
Friends (Minor level, squadmates), Fighting
Man, Quick reflexes, Tough
mook damagE thrEShold:
6
EquipmENt:
Fusil Automatique Modèle 1917 rifles,
Modèle 1892 8 mm revolvers
The Sons of Sol
This, the most current incarnation of the infamous Sons of
Sol freebooter band, is just as vicious and untrustworthy
as its predecessors. A scarred veteran of the Kalond Canal
Valley Wars named Eli Foster leads the band. He is ruthless,
racist, and misogynistic, about normal for this iteration of
the most feared freebooter band on Mars. Foster runs his
band much like any bandit leader does, through force of
personality and random violence.
Story poiNtS:
2
5
Plik z chomika:
Matrinicz
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