"THE CURSE OF THE AMAORIAN SECTOR"


A _Doctor Who_ Role-Playing Game Adventure Module

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Presented by THE EARTHBOUND TIMELORDS     [EBTL-Module #4]
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Written by Zepo                           [01 January 2000]
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*ADVENTURE SUMMARY*

     The TARDIS crew receives an SOS signal from inside the
notorious Amaorian Sector, a Bermuda Triangle in deep space where
hundreds of ships have gone missing.  The crew may be the ship's
only hope and so the crew pilots their TARDIS to investigate. 
Can the TARDIS crew discover the source of the mysterious
disappearances?


*HISTORY OF THE ADVENTURE*

     This game was first developed and refereed by me in late
1999.  It was an adventure first played with my regular group of
Doctor Who role-players.
     This adventure was originally designed to be run with a
modified version of the _Doctor Who Role-Playing Game_ designed
by FASA. [Guy W. McLimore Jr. and Wm. John Wheeler, _The Doctor
Who Role-Playing Game_, (Chicago: FASA, 1985)]  The original game
used a scale of 1 to 7 for ratings of difficulty.  I have changed
most of the statistics here to a simple percentage for success
(up to a [100% chance]) so that you may adapt these numbers to
any role-playing game that you wish.  In the spirit of this
adventure the average person has about 40 hitpoints [40 H.P.]
(aka. life points or structure points).  Other objects have
hitpoints relative to this (for instance a Dalek has [60 H.P.]).
Any of the percentages given for the success of a skill can be
modified by the Game Master to reflect their particular role-
playing system, adventure party, characters or style of play.


***************************************************************
READ NO FARTHER IF YOU INTEND ON BEING A PLAYER IN THIS GAME--
THE FOLLOWING INFORMATION IS FOR GAME MASTERS/REFEREES ONLY !!!
***************************************************************



*>> IMPORTANT <<*:

     Game Masters should read the ENTIRE module before running
this adventure.  The plot is explained, but only familiarity with
all elements of the adventure will produce a successful game.
Many things can be happening at once and only by reading the
entire adventure beforehand will a Game Master be fully
prepared.



*GAME MASTER NOTE*

     The Game Master should remember that he or she may change
any element of the adventure to suit their own role-playing
party.  Nothing in these rules is concrete.  As long as the Game
Master and the players play fairly and without any personal
grudges, changes made to this adventure should not affect game
play.  Remember, this is ONLY A GAME, and everyone "wins" a well
run and played adventure!



*TIMELINE*

     This adventure takes place in the year 3582CE.  It is a time
when the human race has expanded their exploration into deep
space and have befriended a number of other races.



*GAME MASTER (Referee) PLOT SUMMARY*

     The player's TARDIS is in flight when it receives a distress
call from the starship 'Kiev' that is caught in a strange space
anomaly.  The TARDIS crew, hopefully, decides to investigate. 
Finding faint traces of energy from the ship, they are able to
discover the missing ship's unusual energy trail to the nearby
planet of Althera V.  Landing on the planet the crew finds a
strange environment, where they might encounter a wild creature
native to the planet.  More importantly on the surface of the
planet they discover three pyramids.  Investigating the pyramids
which are laden with traps, the crew discovers that an ancient
civilization had designed the pyramids as a planetary defense
system and that the largest of the pyramids contains a huge
transmat coil.  The middle sized pyramid contains the controls
for the transmat, and the smallest pyramid contains thousands of
miniaturized starships.  Except for the starship 'Kiev' which has
a limited lifespan to allow the TARDIS crew to save it, the ships
are long dead in their miniaturized form.  The crew does have the
opportunity to save the starship 'Kiev' and then dismantle the
planet's defense system (a huge transmat that captures ships) and
make the Amaorian Sector safe once again.



**ADVENTURE (PART 1): The Message**

     The TARDIS will be in either in vortex or hovering in space
when suddenly on the console the crew hears an SOS distress call.
The Time Lord (you may or may not be using the Doctor) will be
able to clear up the signal so that the crew can hear the message
by the female captain of the ship which sounds: "THIS IS CAPTAIN
PESCH OF THE STARSHIP 'KIEV' CALLING ALL NEARBY SHIPS.  WE HAVE
ENCOUNTERED A STRANGE ENERGY FLUX IN OUR VICINITY.  WE FEAR THAT
WE HAVE LOST 70% OF OUR CRITICAL SYSTEMS.  WE REQUEST HELP.  OUR
LOCATION IS AT CELESTIAL GRID 10045-ZA BY 30567-CA.  I SAY AGAIN
WE NEED IMMEDIATE EMERGENCY ASSISTANCE."
     There is a [40% chance] that any character from the
spacefaring future, or a [60% chance] that any character with the
skill of Navigation/Astrogation, will know that these coordinate
are very close to the sector of space known as the Amaorian
Sector.  The Amaorian Sector is well know for being a sector of
space where many ships have mysteriously gone missing.  Often
thought of as a legend or myth, it seems as this ship is quite
truly in danger.
     There is also a [50% chance] that any character with the
skill of Astronautics (from either the year 3550CE or later will
know that at the Starship 'Kiev' is an advanced research vessel
from the Earth Federation fleet.  It is one of the top of the
line space ships of the age.
     Piloting the TARDIS to the coordinates that the ship gave,
the TARDIS finds nothing in the nearby area, only empty space. 
Scanning the nearby area will reveal that there are no nearby
planets, but the players do have a [20% chance] to do a long
range scan and discover that there is a star with a lone planet
point eight (0.8) light years away.  Player may make Intuition
rolls to try to find a way to track the spaceship.  Players who
make the roll will realize that they might be able to track the
energy traces of the ship itself.  Players with the following
skills have the following chances to be able to trace the ship to
the nearby planet: Transmat Systems [70% chance], Physics [40%
chance], or Electrical Engineering [25% chance].  It turns out
that there are traces of Trans-matter transmissions in the area,
and the energy used to dematerialize and move the ship has left a
trail of highly charged Theta Particles from this location to the
nearby star system.  Players with the skill of Transmat Systems
also have a [30% chance], and Physics have a [15% chance] to
discover traces of other energy signatures from other starships.
     Once they have discovered the traces of the missing starship
'Kiev' the crew can pilot the TARDIS to the planet Althera V. 
Because the TARDIS dematerializes out of normal space, it is not
effected by the cause of the ships disappearance.



**ADVENTURE (PART 2): The Curse of the Pyramids**

*The Planet Althera V* [off the map]:

     The planet Althera V is the lone large planet that orbits
around the medium yellow star Alther.  There are 6 other planets
that orbit the star, four inside of Althera V's orbit and two
outside, but each of these is no larger than an extremely large
Asteroid or small moon.  Because of their path around the star,
and the fact that the third and fourth planet support life in the
form of viruses and single celled organisms, these satellites are
still categorized as planets.
     The planet Althera V is a planet much like Earth in its size
and environment, with colder poles and a warmer equatorial
region.  The air is thick as it contains a great deal of argon
gas along with a safe mix of hydrogen, nitrogen and oxygen.  This
makes the air a bit stuffy no matter where on the planet you are,
though in the warmer regions this makes the air thick, and allows
a great deal of fog to float free in the air.


*The Pyramids* [see map]:

HISTORY:

     The three pyramid complex itself was built as a planetary
defense system by Althera V's only sentient civilization which
first became civilized in the Earth relevant year of 3000BCE and
advanced to technological superiority (to include space travel
and transmat technology) by the year 1000CE.  Soon after, The
Altherians suffered a natural disaster on their planet (there was
a rampant plague that attacked the inhabitant's immune systems by
making their lungs succeptable to inert gases--thus the large
amounts of Argon in the atmosphere killed them off).  However,
their greatest technological marvel, their planetary defense
system, remained operational and there have been no visitors to
Althera V in over 2000 years.  Some players may believe that the
Altherians kept the system on to try to keep people away from
their infected planet but this is actually not the case.
     Because of the Altherian's planetary defense system which
has remained active over the past 1500 or so years, a large
number of spacecraft that have travelled nearby have been
effected by it.  A total of 2,454 ships have gone missing since
the death of the Altherians.  Because of these missing ships a
legend has sprung up about the surrounding sector.  The legend
has it that ships mysteriously go missing in the Amaorian Sector,
akin to the legend of the Bermuda Triangle on 20th Century Earth. 
Many theories have abounded about the cause for the disappearing
ships.  Players from spacefaring societies from between the years
of 3100CE and 3582CE have a [30% chance] to remember up to four
[1D4] rumors about the sector, some of which may be true and some
of which are not.
-RUMOR #1: Spaceships in the Amaorian Sector disappear completely 
     without any trace whatsoever. [TRUE]
-RUMOR #2: There is a large deep space creature that swallows the 
     spaceships in the Amaorian Sector whole. [FALSE]
-RUMOR #3: Thousands of ships have disappeared in the sector and  
     any ship that goes into it is in danger of disappearing as   
     well. [TRUE}
-RUMOR #4: There is only one star in the sector and the ships are 
     being captured by whoever or whatever is on that             
     planet. [TRUE]
-RUMOR #5: There is a plague of anti-matter creatures that        
     destroy the ships of the Amaorian Sector. [FALSE]
-RUMOR #6: The Amaorian Sector is plagued by a band of roving     
     space pirates known as "The Black Flag" which captures ships 
     for profit and sell the crew for slaves. [FALSE]
-RUMOR #7: No one who has ever entered the Amaorian Sector has    
     ever escaped from it alive. [TRUE]
-RUMOR #8: There is a wormhole in the sector which flings ships   
     into another universe, never to be heard from again. [FALSE]

RECENT EVENTS:

     At the time of the crew's appearance in the area, the
Earth Federation research spacecraft the 'Kiev' is on a survey
mission of the sector.  Caught in the transmat field of the
Altherian planetary defense system, Captain Pesch attempted at
first to boost the ship's force field, but the energy drain was
too costly.  After sending out a distress signal, Captain Pesch
and her crew tried to boost their anti-matter drive engines and
escape the area, but the Altherian transmat system dematerialized
the ship and brought it down to their planet.

GAME INFO:

     The outside temperature of the planet Althera V in the area
by the pyramids (which is near the equatorial region) is a hot
and stuffy 32(C)/90(F) degrees.  Because of the heavy amount of
inert Argon gas in the air, the air is thick and makes breathing
a bit hard, though there is no danger to anyone in the crew
unless special situations are present with the characters.
     There is a single sun in the sky which is blocked by the
canopy of old growth tropical trees in the area.  Players are not
actually able to see the sun directly, only through the leaves
and trees.
     Each pyramid is made out of blocks of yellow-grey stone that
is 2 feet/62 cenitmeters tall, and at least 3 feet/1 meter thick. 
Each block has [200 H.P.] in case the players try to blast or
break their way through the walls of the pyramids.  Each section
of pyramid, except for the doors, are at least two blocks thick
(thus [400 H.P.] need to be done to a pyramid wall to escape 
through it) except for a door.  It should not be simple for the
players to try to enter a pyramid by force, and it should be
noted that the pyramids are reinforced by steel rebar to hold tem
together.

THE MAP:

     Each map location is divided into two sections.  The first
section, "DESCRIPTION," contains a description of the room that
the Game Master can read to the players when they first enter the
given room or location.  The contents of the room may be
different as the adventure continues (for example some of the
items might be moved or manipulated by the players).  The second
section, "GAME INFO," contains information about the given room
or its inhabitants important to the Game Master for running the
game.


1. THE LANDING ZONE

[DESCRIPTION]

     As you exit the TARDIS you find yourself in a shadowy
jungle-like tropical forest.  The air is thick and warm, and
makes breathing a bit difficult.  Above you there is a canopy of
old growth trees, and you can only see light as it peeks its way
through the leaves almost 150 yards/45 meters above you.  Around
you is also short growing forest trees with a good deal of
shrubbery surrounding them, which obviously need less light to
survive.  As you step out of the TARDIS, the ground squelches
beneath your feet in the soggy ground.  As your foot settles in
it starts to sink a few inches/centimeters and water starts to
pool around your feet.  The ground is wet and unstable and it
seems as if continuous movement should be the order of the day,
lest you sink.  To the North is a stone pyramid about 50 feet/15
meters in height.  To the East through a grove of trees you can
make out a smaller stone pyramid about 20 feet/6 meters in
height, and to the South you can see a gigantic pyramid 100
feet/30 meters tall.  The pyramids do not touch the canopy and
appear to be in a slight clearing in the heavy jungle.  You can
hear the intermittent sounds of wild animals around you.

[GAME INFO]

     The TARDIS has landed in the area near the three pyramids
that make up the planetary defense system of the Altherians. 
>From their present location the players cannot see the entrances
to the pyramids, all of which are sealed with large stone blocks.
     The ground is wet and players will sink up to 1 foot/32
centimeters into the ground if they do not move for about one
minute.  The ground underneath is stable, and there is no
immediate danger from this environmental effect.  Players without
waterproof footwear will get wet feet.
     The jungle is passible if players wish to move off of the
map.  However, because of the secret nature of the military
planetary defense system, players will have to move at least 15
miles/24 kilometers through extremely thick jungle before they
would encounter any other ruins of the Altherian civilization, so
unless the players are determined to find out more about the
civilization they will for the most part be isolated in this
area.  If players do wish to discover more about the people of
Althera V the Game Master should feel free to expand on their
civilization beyond what is presented here.
     There are various indigenous creatures that live in the
jungle that the players may encounter while searching the area
around the pyramids.  There is a [25% chance] each turn that one
of the following creatures will attack the players outside of the
pyramids.  More than one of each of these creatures inhabits this
part of the forest so more than one attack is quite possible.
CREATURE #1- "Xarell"- The Xarell is a large panther like         
     creature with dark green fur (that acts as camouflage) and   
     two horns.  It has a mouth of large teeth used to eat other  
     animals.  It stalks its prey silently and waits to spring    
     upon it.  It can use up to [two attacks per turn] in an      
     attempt to incapacitate its victims.  It only hunts or kills 
     for food, but there is very little large game left of        
     Althera V.  The Xarell has a [35% chance] to successfully    
     use any of its attacks.  WEAPONS: up to two (2x) Claw        
     attacks [3D6 Damage Each], a bite attack [4D6 Damage], or an 
     attack with its horns [2D6 Damage].
CREATURE #2- "A Swarm of Zung Mosquitoes"- The Zung Mosquito is a 
     small flying pest similar to the Earth mosquito that drinks  
     blood to help get nutrients for its embryonic young.  Each   
     mosquito is perhaps only a half (0.5) an inch/1 centimeter   
     long.  They travel in swarms of about 500 which can          
     seriously harm a person if swarmed.  They greatly fear both  
     cold and intense heat (such as fire).  WEAPONS: The swarm    
     can attack for [4D6 Damage] per turn unless they are scared  
     off by an attack on them.  
CREATURE #3- "Creeper Plant"- The Creeper Plant is a plant from   
     the vine family that hangs loose in the jungle.  If players  
     wander too close to some of the trees, a Creeper plant vine  
     may try to reach out and grab the player.  The Creeper Plant 
     takes in nutrition by excreting an acid from its vines that  
     breaks the skin of the creature it is holding and then       
     taking in organic nutrition of the creature, such as skin,   
     blood and other living tissues.  The plant will continue to  
     hold the player unless they make a strength roll to escape   
     the vine, or damage it enough to break it free from the      
     larger plant.  WEAPONS: The Creeper Plant will do [4D6       
     Damage] to the player each round that they are held by it.
CREATURE #4- "Suligian"- The Suligian is a small four legged      
     creature akin to a pig or a boar.  It is not very dangerous  
     per se but if it feels in danger it will charge an     
     aggressor.  This small creature usually travels in a small 
     group between 2 and 5 [1D4+1] animals, and will usually 
     avoid larger groups of creatures or people.  WEAPONS: A 
     Suligian will charge and butt its head if it feels in danger
     doing [2D6 Damage]. 


2. THE LARGE PYRAMID

[DESCRIPTION]

     There is a large pyramid made of stone, built about 50
blocks high, each block being about 2 feet tall.  The yellowish
grey rock of the pyramid is quite an imposing structure under the
canopy of the jungle.

[GAME INFO]
 
     There is a [15% chance] each turn that players outside any
of the pyramids see the planetary defense system activate and
work.  This can only happen if all the doors (the stone blocks in
the doorway) to the pyramids are closed.  When the planetary
defense system does activate (thus capturing another nearby ship
in the area), the tip (top block) of the large pyramid glows with
a bright purple light for about 5 seconds, then the middle
pyramid's tip glows a bright light shade of violet for 5 seconds,
followed by the smallest pyramid's tip glowing a bright white. 
Then the pyramids return to their stone form.  Anyone climbing up
to the top of the pyramid and investigating the tip to see if it
made of a different material will find that the tip is made of
stone.  Characters with a skill in Transmat systems have a [40%
chance] (Physics [15% chance], Electrical Engineering [15%
chance], Computer Repair [5% chance]) to realize that the glow
comes from an intense burst of energy focused from the
electronics just under the rock.
     The large pyramid has a large stone block for a door. 
Players with the skill of Trap Discovery/Ordinance/Repair have a
[40% chance] to discover a secret latch by moving smaller stones
next to the door block.  The Game Master may wish to give the
players an Intuition roll to realize this as well.  If this door
is opened any of the other pyramid doors that are open will
automatically close as a failsafe.  Only one pyramid door can be
open at a time.
     Once the door is opened the stone block will move straight
into the room, so that players must move around the block to
either the left or the right to move into the larger pyramid's
interior.  No light comes from inside the pyramid.  The door here
is not trapped in any way.
     

3. THE TRANSMAT COIL STATION

[DESCRIPTION]

     As you slowly walk into the gloom, but notice that there is
a strange dark blue glow about the whole room.  As your eyes
adjust you notice that there are strange metal bands about 6
inches/15 centimeters thick that are packed against the huge
circular walls taking up every inch/centimeter of space.  In the
center of the room is a circular column that also has more metal
bands that circle it, as well as a computer control panel that
has wires attached to the central column.  The column reaches all
the way up to the peak of the pyramid.  Therefore, the room for
the most part is cone shaped with the exception of the central
column. 

[GAME INFO]

     There is a slight glow inside the pyramid, caused by the
latent energy held by the huge coils inside.
     The entire pyramid is a super-huge Transmat coil, and the
bands of metal on the walls and the central column are part of
the Transmat coil system.  A player with the following skills
have the chance to realize what the pyramid contains: Transmat
Systems [70% chance], Electrical Engineering [50% chance],
Physics [40% chance], and Computer Repair [35% chance].
     The controls inside the pyramid help to set the harmonic
frequency that the Transmat is used at.  These controls in and of
themselves cannot be used to deactivate the planetary defense
system.  Also, these controls are trapped.  Any player who places
both of their hands on the controls, such as to type in
information on the computer's keyboard, will close a defense
circuit and the door will immediately slide shut.  There are no
controls to open the door from the inside of this pyramid, so the
player's only hope is that a character might make it out of the
room before the door shuts or if a character is still outside the
pyramid they can reopen it.  Players with the skill of Trap
Discovery/Ordinance/Repair have a [40% chance] to discover the
trap but only if they state that they are looking for a trap on
the panel ahead of time.  The Game Master may also want to give
the players an Intuition roll before using the panel to spot the
trap.  Likewise, if the players are creative the Game Master may
want to allow them to find a way to escape the pyramid.
     If any of the players are inside the pyramid, when the doors
of all three pyramids are closed there is a [15% chance] that the
planetary defense system will activate every [5 turns].  If it
does, each player inside the pyramid will take [5-60 (1D12x5)
Damage] (If using the FASA _Doctor Who_ Role-Playing Game use the
A-LEVEL (energy weapon) chart).  This will be extremely dangerous
to the players.


4. THE MEDIUM PYRAMID

[DESCRIPTION]

          There is a medium sized pyramid made of stone, built
about 25 blocks high, each block being about 2 feet tall.  The
yellowish grey rock of the pyramid is quite an imposing structure
under the canopy of the jungle.

[GAME INFO]

      The medium sized pyramid has a large stone block for a
door.  Players with the skill of Trap Discovery/Ordinance/Repair
have a [40% chance] to discover a secret latch by moving smaller
stones next to the door block.  The Game Master may wish to give
the players an Intuition roll to realize this as well.  If this
door is opened any of the other pyramid doors that are open will
automatically close as a failsafe.  Only one pyramid door can be
open at a time.
     Once the door is opened the stone block will move into the
room and then slide to the left.  No light comes from inside the
pyramid.  The door here is not trapped in any way.
     As before, there is a [15% chance] each turn that players
outside any of the pyramids see the planetary defense system
activate and work.  This can only happen if all the doors (the
stone blocks in the doorway) to the pyramids are closed.  When
the planetary defense system does activate (thus capturing
another nearby ship in the area), the tip (top block) of the
large pyramid glows with a bright purple light for about 5
seconds, then the middle pyramid's tip glows a bright light shade
of violet for 5 seconds, followed by the smallest pyramid's tip
glowing a bright white.  Then the pyramids return to their stone
form.  Anyone climbing up to the top of the pyramid and
investigating the tip to see if it made of a different material
will find that the tip is made of stone.  Characters with a skill
in Transmat systems have a [40% chance] (Physics [15% chance],
Electrical Engineering [15% chance], Computer Repair [5% chance])
to realize that the glow comes from an intense burst of energy
focused from the electronics just under the rock.


5. THE TRANSMAT CONTROL CENTER

[DESCRIPTION]

     As the block in the doorway slides in and to the right, you
can see that there are five stairs that lead down into the dark
interior of the pyramid.  One can make out some very slight
pieces of electronic equipment in the gloom.

[GAME INFO]

     There is no light inside the pyramid, and the second stair
on the way down the flight of stairs is trapped.  A character
using Trap Discovery/Ordinance/Repair has a [45% chance] to
discover the trap if they are looking for it.  Otherwise a
negatively modified Intuition roll is all the characters would
get to discover the trap as they enter.  If the trap is set off,
the stone block will very quickly slide back into position. 
Players who set off the trap must make a Dexterity roll.  Anyone
succeeding in the roll who are standing on the stairs can jump
with the motion of the stone to the left and be knocked off the
stairs into the pyramid for [3D6 Damage].  Players failing the
Dexterity roll will not make it off the stairs and be caught
between the stone door and the side of the doorway as it slides
back into position giving the causing the player to take [8D6
Damage] and get caught in the doorway, taking another [4D6 Damage
per Turn] until they are freed from the doorway.
     There are four stone columns that rise up to the ceiling to
hold it up in this room.  In the center of the room is a large
interactive control panel and display unit.  The unit is active
and blinks with lights.  The flat part of the table-like viewing
panel displays the star system of Althera V and its nearby
sector.  The panel is however trapped as well.  If any player
moves forward and touches the control table or screen at all,
such as to try the computer there, a forcefield will activate
between each of the four columns trapping anyone inside the
columns there permanently.  A player who investigates using Trap
Discovery/Ordinance/Repair has a [40% chance] to discover the
trap.  Players with Force Field Systems have a [20% chance] to
notice the trap.  The only way to disable the trap, is a switch
on the computer on the South wall, which will simply disable the
force field.  A player with Force Field Systems skill also has a
[40% chance] (Electrical Engineering or Computer Repair have a
[30% chance]) to realize that it is possible to escape the force
field by exposing the electrical wires in the control panel and
display unit and using the wires to create an interruption field.
     The control systems in the room are used to control the huge
transmat system coil in the large pyramid, though players MUST
explore the large pyramid to know exactly where the transmat is
located and how large and powerful the system is, otherwise it
will simply appear as a standard transmat system.  Players with
the skills of either Transmat Systems or Computer Use have a [60%
chance] to discover what the centrally placed computer systems
here do.  The central display unit controls the ranging and the
targeting for the transmat unit.  It is currently set to an
automatic mode, running completely on its own.  Players with
Transmat Systems skill have a [40% chance] (or Computer Use have
a [30% chance]) to realize that the controls on the South wall
control the actual transmat system other than the focusing and
aiming controls.
     Players with the skills of either Transmat Systems or
Computer Use have a [60% chance] to discover what the computer
systems on the South wall controls.  These controls actually
activate and control the transmat system.  Players with Transmat
or Computer Use skills have a [45% chance] to figure out how the
Transmat system here works.  The automated system focuses on any
ships in the Amaorian Sector and if the ship travels to close to
the planet Althera V the planetary defense system activates and
transmats the ship here.  Players further investigating have a
[30% chance] to realize that there is an algorithm built into the
transmat buffer that actually cause the matter to change its
mass, before it is transferred for storage to a third location
(the smallest pyramid).  Players should realize if they have seen
the system activate from outside where the matter is transmitted
to (thus they have seen the top of the large pyramid glow purple,
followed by sending the transmat codes to the transmat center in
the medium pyramid causing its tip to glow a light violet,
followed by the transfer of the transmatter signal code to the
smallest pyramid which has its peak glow white).
     Players at the computer on the South wall also have a [40%
chance] to encounter the Altherian's history tapes reavealing
what happened to their race.  Their history is explained in the
section labelled "ADVENTURE (PART 2): The Curse of the Pyramids,"
in the section titled "The Pyramids [See Map]-HISTORY."


6. THE SMALL PYRAMID

[DESCRIPTION]

     This is a small yellowish grey stone pyramid only about 10
blocks high, each block being about 2 feet tall.  The pyramid has
a few vines that grow around its bottom edge, but like the other
pyramids is for the most part bare of any foliage.

[GAME INFO]

      The small pyramid has a large stone block for a door. 
Players with the skill of Trap Discovery/Ordinance/Repair have a
[40% chance] to discover a secret latch by moving smaller stones
next to the door block.  The Game Master may wish to give the
players an Intuition roll to realize this as well.  If this door
is opened any of the other pyramid doors that are open will
automatically close as a failsafe.  Only one pyramid door can be
open at a time.
     Once the door is opened the stone block will slide upwards
and remain hanging above anyone who enters the pyramid.  No light
comes from inside the pyramid.  The door here is not trapped in
any way.
     As before, there is a [15% chance] each turn that players
outside any of the pyramids see the planetary defense system
activate and work.  This can only happen if all the doors (the
stone blocks in the doorway) to the pyramids are closed.  When
the planetary defense system does activate (thus capturing
another nearby ship in the area), the tip (top block) of the
large pyramid glows with a bright purple light for about 5
seconds, then the middle pyramid's tip glows a bright light shade
of violet for 5 seconds, followed by the smallest pyramid's tip
glowing a bright white.  Then the pyramids return to their stone
form.  Anyone climbing up to the top of the pyramid and
investigating the tip to see if it made of a different material
will find that the tip is made of stone.  Characters with a skill
in Transmat systems have a [40% chance] (Physics [15% chance],
Electrical Engineering [15% chance], Computer Repair [5% chance])
to realize that the glow comes from an intense burst of energy
focused from the electronics just under the rock.


7. THE STORAGE CENTER

[DESCRIPTION]

     As the door opens it raises upwards and above you.  As you
duck slightly to move into the room the stone block hangs above
you.  The interior of the pyramid is quite dark and the light
from outside reveals very little inside the tiny pyramid.

[GAME INFO]

          There is no light inside the pyramid, and the following
description should only be read if the player use a light source. 
     Inside the pyramid, the players will find literally
thousands of small cylinders about 6 inches long and 6 inches in
diameter that are standing on shelving units against the walls,
and on a central platform in the middle of the room.  Upon closer
examination the players will realize that the tiny cylinders each
contain a miniaturized starship.  Players with Transmat skill
will have a [40% chance] to realize that the transmat signal is
miniaturizes and stored in each of the cylinders, players with
the skill of physics have a [35% chance].  Players have a [70%
chance] to find the miniaturized cylinder containing the Starship
'Kiev.'   Players with the skill of General Medicine have a [50%
chance] to discover that the crew inside the ship and the
cylinder are not dead but if the ship is not sent back through
the Transmat in the reverse order within [30 turns] everyone on
board the ship will be killed.  Obviously, one hopes that the
players discover the Starship 'Kiev' after the controls in the
medium pyramid, and the transmat coils in the large pyramid--but
if they do not having the players experience the death of the
crew will show them the urgency of the mission that they
undertake.  All players have a [70% chance] to realize that the
crews of all the other spaceships trapped in cylinders here are
all dead and deactivated, beyond all hope.  Player who wish to
save the 'Kiev,' must realize that all the doors must be shut to
allow for the Transmat to work, but leave the 'Kiev' in the small
pyramid, and must activate and reverse the transmat  controls
from the control panel on the South wall of the medium pyramid. 
Players with the skill in Transmats have a [50% chance] to do
this successfully, and with the skill of Computer Use have a [25%
chance].



**ADVENTURE (Part 3): End of the Curse **

     Once the players discover the danger and the workings of the
Altherian's planetary defense system, they must realize that they
have to deactivate it ow destroy it.  Deactivating it will be
easy as players with Transmat systems or Computer Use Skills have
a [60% chance] to simply shut down the system from the controls
on the South wall of the medium pyramid.  Deactivating the
pyramid can also be done by damaging the transmat coils in the 
large pyramid.  Deactivating the pyramid will of course allow the
system to be reactivated eventually, which does leave open the
possibility of a sequel adventure.
     Most players will, however, want to destroy the system,
which in this case is actually the preferred solution.  This can
only be successfully done however, if the Computers in BOTH the
medium and large pyramid are set to overload or are outright
destroyed by explosives or an intense energy weapon attack.  If
only one of the computers are destroyed, the system can be
repaired at a later time, once again leaving open the possibility
of a sequel adventure.



*COMMENTS ON THE ADVENTURE*

     This adventure is designed to be completely investigative. 
The players are supposed to use their own logic and problem
solving skills to discover the pyramids' secret and disable the
system without falling victim to the pyramid's traps or the
indigenous life forms.  There truly is no villain in this
adventure, as the Altherians who invented the planetary defense
system never intended for it to run without supervision. 
     The crux of making this adventure interesting is that the
Game Master should challenge the player's perceptions of how the
transmat system works, and to make the traps appear as very
dangerous and difficult to overcome.  While there may be combat
as the player fend off a few of Althera V's lifeforms, the
intention of this adventure is to present a situation in which
there is not a central villain and thus present the players with
a situation that they must solve without facing the standard
threats found in the social interaction of alien species most
often encountered in role-playing games.



*ALTERNATE/ADDITIONAL ADVENTURES*

     This adventure can be modified by the Game Master for the
needs of his or her campaign.  However, this scenario can be
presented with a number of variations (most notably for sequel
adventures).  Here are some favorites (some of these have been
play-tested):

-CLOSE-CALL: One of the spacecraft that was captured by the 
     Altherian planetary defense system had the opportunity to 
     transmat or teleport a number of their crew off the    
     spacecraft before it was captured.  As the TARDIS crew 
     arrives, the crew look at them as the owners of the    
     planetary defense system and accuse the player of causing 
     all the problems.  This will be a very interesting adventure
     in which the players must discover the cause of the ship's 
     disappearance and also deal with the traps present in the 
     pyramids--all while being watched and under the careful eye 
     of a group of paranoid and scared space travellers.
-THE AGENT: Similar to the adventure "CLOSE CALL" accept that the
     group of space travellers comes from a society that is in 
     the middle of a cold war.  One of the NPCs in the ship's 
     crew is actually a spy for another political block, and upon
     discovery of the planetary defense system will try to gain 
     its knowledge for their side, rather than agree to disable 
     the system or destroy it.  The TARDIS crew will have to 
     reveal the secret agent as well as take care of the problems
     of the pyramids and gain the confidence of the survivors.
-STANDOFF: Two alien races find a way to transmat their own 
     people off their spacecraft and down to the planet of  
     Althera V, without putting their ships in danger.  Once on 
     the planet each side wants to find a way to control and lay 
     claim to the planetary defense system.  The players must 
     prevent both sides from getting control of the system.  This
     adventure may prove to be more action packed and       
     confrontational, which may suit some role-playing groups.
-LOST WORLD #1: The players discover that the Altherians who have
     built the planetary defense system are in fact alive, and 
     that the world is not dead.  The Altherians are simply 
     complete isolationists and do not want any visitors to their
     world.  The players must convince the Altherians that  
     complete isolation has caused the death of many people and 
     destroyed their spacecraft, when their only intention was to
     fly nearby their planet.  The TARDIS crew finds that the 
     Altherians are open to the suggestion that their area be 
     declared off-limits to other space travel and that the 
     Altherians are a bit more selective in the use of their 
     planetary defense system.
-LOST WORLD #2:  A variation of the "LOST WORLD #1" scenario, 
     except that the Altherians are completely unreasonable and 
     will not consider turning off their defense system or  
     revealing their presence to anyone.  In fact the players are
     captured and sentenced to death for trespassing on Althera 
     V.  The players must escape their death sentence, and must 
     decide if the Altherians should be allowed to live in the 
     way they want, but still be a danger to the space travellers
     near by, or if the Altherians' planetary defense system must
     be shut off forcing them to deal with other races.  This 
     scenario leads to both a bit of an action packed sequence as
     the players must escape, but also includes an excellent 
     moral dilemma for the players to consider when deciding 
     their course of action.
-PYRAMID POWER: A good sequel adventure.  In this scenario, if 
     the players do not destroy the planetary defense system but 
     rather simply disable it, it turns out that the defense 
     system is self-repairing and the players (a number of  
     adventures later) are once again caught in this same   
     scenario.  Because of the self-repairing status of the 
     system, new traps and new dangers face the crew as they must
     once again disable (or obviously more significantly destroy)
     the planetary defense system.
-RESEARCH OF THE DALEKS: Another good sequel adventure.  If the 
     players do not destroy the planetary defense system but 
     rather simply disable it, they will once again (a number of 
     adventure later) return to Althera V to find the Daleks have
     discovered the planetary defense system and wish to secure 
     its technology.  The Daleks will be able to move around on 
     the wet ground, and up and down the stairs of the medium 
     sized pyramid because of their ability to hover above the 
     ground as seen in "Revelation of the Daleks"[BBC Code-6Z] 
     and "Remembrance of the Daleks"[BBC Code-7H].  This    
     adventure will pit the players in an all out battle against 
     the Daleks while at the same time trying to get the Daleks 
     caught in the pyramid's traps, or by destroying the defense 
     system before the Daleks can get the technology.  The Daleks
     will have been able to reach the planet using either their 
     own transmat systems or by using time tunnel technology.  
     Refer to the Earthbound TimeLords adventure module     
     "TIMETRAP' [EBTL Module #1] for information on the Daleks 
     for role-playing.
-THE DARK WORLD: The same scenario as the original presented 
     here, except that the dead souls of the Altherians haunt the
     entire site.  Of course, being Doctor Who and having   
     everything explained by science, the "deal souls" are in 
     fact holographic projections (some of them on the blink and 
     not working properly, causing the "ghosts" to disappear or 
     not appear clearly).  The Altherians who are haunting the 
     pyramids are in fact a holographic program that explains the
     system.  It turns out the dying Altherians knew that some 
     people would arrive and wish to turn off the defense system 
     and they tried to give instructions to the people who land 
     how to do it.  The adventure works best when the holograms 
     that appear to the players have audio malfunctions, causing 
     the audio to sound like wailing or haunting.  Other    
     holograms may fade out only giving parts of the message, or 
     perhaps the hologram was saying "Watch out for the traps or 
     you may end up dead," which with faulty audio turns out to 
     play only the words "...end up dead" for the players.  It is
     also interesting is one of the Altherians who was recording 
     their hologram succumbs to the disease and dies during the 
     recording of their holo-message, which would appear to even 
     the players as a ghost dying.  This is a great scenario to 
     present to the players if the role-playing game features a 
     dark or gothic slant or if the adventure wants to be adopted
     to an X-Files or Millennium style of campaign.



*CANONICITY ISSUES*

     This adventure does not feature any elements that may
disagree with the history of the universe as presented in
canonical Doctor Who stories. However, it is inevitable that some
liberties must be taken to create a piece of fiction in the
_Doctor Who_ Universe.  It must be clear to people using this
adventure that not everything included is strictly "true" to the
_Doctor Who_ television show.  Every effort has been made to use
canonical information and interpretation in the creation of this
adventure module so that it does not conflict with existing
continuity.



*HISTORY OF THE ADVENTURE--SUPPLEMENTAL INFORMATION*

     This adventure was originally run by me on 18 December 1999
and was named "The Teleporting Pyramids of Althera V."  The on-
line version of the adventure features a bit different detail
than was actually used in the original play of this module.  For
instance, the area was littered with other strange artifacts from
the past civilization including large carves stone heads such as
would be found in Inca ruins, or similar to the ruins on the
planet Naboo in "Star Wars: The Phantom Menace."  Also, there are
a few more traps used in the on-line version than the original
players encountered.



*COPYRIGHT/DISCLAIMER*

     Map and role-playing adventure (c) copyright Zepo, 2000.

     _Doctor Who_ and related subjects (c) copyright to the BBC.
No effort to claim or infringe on these copyrights is made.

     This game is intended for fan use, to promote the enjoyment
of the _Doctor Who_ program.  This game is free to fans for
personal use only.  It is not to be published in any media
without the removal of the _Doctor Who_ elements and the written
consent of the author.



*CREDITS/THANKS*

     This adventures owes a great deal of thanks to all the
players who have playtested and played this adventure over the
years.  A special thanks goes out to the original players of
this adventure ("The Teleporting Pyramids of Althera V" on 18
December 1999: Eric Fettig, Gene Ostrowski, and Christopher Poff.
     I would also like to thank the many other Doctor Who fans I
have met over the years.  This adventure is dedicate to my Doctor
Who friends in the UK: Paul Watson, Roger Clark, and Ian
Goldsmith.
     A special thanks to those who have helped me with all my
other role-playing, _Doctor Who_, and web projects (especially
Z1R0 and Robert Franks).  I would also like to thank everyone
involved in the Earthbound TimeLords.  Also, thanks to *you* for
showing interest in _Doctor Who_ and role-playing.


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Last Updated January 5, 2000