PSPE2 Enemies
PSPE2 Enemies
On
The Horizon
An Any-System Key
Pulp Egypt Scenario
Table of Contents
Introduction .............................................. 3
Episode One: Abduction! ............................. 3
Episode Two: Desert Chase .......................... 5
Episode Three: Temple of Set ........................ 7
Episode Four: The Nazis Arrive ..................... 8
Episode Five: Escape ................................ 11
Epilogue ................................................ 12
Further Adventures .................................. 12
The Mallory Expedition ............................. 13
Any-System Key ...................................... 16
Credits
Written, Designed & Produced by Peter Schweighofer
Photo Credits: All photos courtesy of Library of Congress, Prints
& Photographs Division; p. 1, LC-USZ62-117613; p. 2, LC-DIG-
matpc-02530; p. 3, LC-USE6-D-009973; p. 5, FSA/OWI Collection,
LC-USW3-028460-E; p. 6, LC-DIG-ppmsca-03930. To the author’s
best knowledge, these images have no known copyright restrictions.
Experience the Library of Congress online at www.loc.gov.
Any-System Key
You can use this adventure with your favorite roleplaying game When Bedouin raiders kidnap
system. Just check out page 16 and use the rules there to match
descriptive gamemaster character abilities and task difficulties to their beautiful photographer, the
corresponding values in your preferred game. Use the customizable
stat forms found in the adventure margins to note values for char-
members of the Hartwell College
acter stats in your game. Visit the Any-System Key page at
griffonpubstudio.com/NESys.html for examples of customizing
archaeological expedition set out
stats into those of your favorite game system. on a heroic desert chase that
Enemies on the Horizon Copyright 2006 by Peter Schweighofer;
All Rights Reserved. Licensed users of this book may print unlimted leads them to a long-lost temple
copies for personal use only.
Published by Griffon Publishing Studio, Culpeper, VA. where the “Enemies of Pharaoh”
Visit us on the web at:
griffonpubstudio.com
wait for the right moment to strike.
Enemies on the Horizon
The
Egyptian Gazette
Cairo, Thursday, March 7, 1935 2 piastres
Introduction
Sakkara, March 1935—The characters belong to the Hartwell College Egyptian
excavation formerly led by the late Professor Percy Mallory. (Use the character
outlines provided on page 13 or make sure each hero has some connection to
the expedition: bodyguard, student, assistant archaeologist, museum
representative, driver, privileged observer.) Allow players to introduce their
characters and describe their role in the dig. Give players copies of “The
Egyptian Gazette” handout to set the mood and offer some information on
the dig and contemporary events.
In their previous adventure, “The Charioteer’s Tomb,” they opened and
explored the grave of an ancient general and transported the most valuable
of treasures back to the expedition warehouse in Cairo. Since opening the
tomb last month they’ve begun the meticulous work of recording the re-
maining artifacts in place and after removal, photographing the detailed
wall paintings and hieroglyphics, and generally keeping copious accounts
of everything they uncover. With Cairo a little more than an hour’s
drive away and the security of the site constantly under threat, the
expedition decided to work from its camp near the tomb. Each charac-
ter has their own tent, with the chef in one and the supplies sheltered under
another. A large tent provides an enclosed work area where expedition members clean and
catalog artifacts and maintain journals detailing their work.
To aid in this process the expedition has hired a photographer based out of Cairo, Vera
Doyle, an attractive young British woman who has solid knowledge of photography, draw-
ing, and hieroglyphics. She gets along with everyone on the dig, charming the excavation
staff, befriending the fellahin workers, and impressing everyone with her professionalism
and artistic talents. Her personal tent stands next to the thick-canvassed darkroom tent
where she develops her film.
The expedition recently installed an iron grate over the entrance shaft to further ensure
the tomb’s security at night and while they’re away from the encampment. An intimidat-
ing padlock deters even the most persistent tomb robbers. The single key usually rests in BEDOUIN ABDUCTOR
the hands of the chief archaeologist on the site; but tonight, while everyone else works late (Boss)
in camp, Miss Doyle has taken the key to open the grate and descend into the tomb to
check some of her photographs and sketches against the original wall paintings. It’s getting Competent Skills:
late when one of the expedition members, laboring diligently in the work tent over some bluff _____________________
broken pottery, wonders aloud if Miss Doyle is all right. Anyone making a Challenging interrogate ________________
notice roll thinks they heard a muffled cry in the night and something topple over in the
notice ____________________
nearby photography tent.
pilot _____________________
stealth ____________________
Episode One:
street smarts _______________
Abduction! Expert Skills:
When the heroes emerge from the work tent to check on Miss Doyle, they spot two drive _____________________
hulking Bedouin dressed in dark robes. One hauls the photographer’s still struggling body fight _____________________
out of the tent, his huge hand clasping a cloth over her mouth and nose. The other spots the
navigate __________________
characters and whips out a machine gun! The heroes must quickly dive for cover before he
lays down a cover fire with military efficiency. The momentary attack gives the two tradecraft _________________
Bedouin time to disappear amidst the camp tents and nearby rocks, though the heroes can Signature Skill:
give chase and attempt to shoot them. The Bedouin retaliate with ruthless cunning, firing shoot _____________________
the machine gun only when advantageous in keeping the characters’ heads down, and
Equipment:
otherwise using the cover of the vast Sakkara necropolis to their advantage.
MP-35 submachine gun _______
Once the commotion has died down and they realize the Bedouin abductors have escaped,
the heroes can examine Miss Doyle’s photography tent and the surrounding encampment knife _____________________
for clues about the identity of her assailants and their motives. Anyone making a Challenging Bedouin robes
notice or search check spots several interesting items:
3
Enemies on the Horizon
Chloroform: A mostly empty or evaporated bottle of chloroform sits in the sand near the tent
“For to keep silent when one is entrance. The label indicates it was manufactured by a British medical company, though the
attacked would mean provoking the bilingual English and Arabic text indicates it was probably used in an Egyptian hospital.
Bedouin in North Africa do not have access to nor rarely use such medical chemicals.
enemy to violence.”
Boot Prints: Examining the abductors’ boot prints around the encampment (assuming they
weren’t obliterated in the fray) and leading off into the necropolis show they were well
—Instruction for King Merikare
supplied with military grade footgear.
Doyle’s Journal: Examining Doyle’s tent reveals her journal, pen, and sketchbook sprawled
on the floor with the rest of her belongings, probably kicked around during the abduction
struggle. The photographer’s notebook contains written descriptions of the hieroglyphics
and illustrations she’s examined referenced to pages in her nearby sketchbook (in which
she’s rendered detailed areas of the tomb’s wall decorations). With a Routine notice roll,
anyone with any familiarity with the tomb (particularly archaeological staff) spots an odd
page of notes that doesn’t correspond with any page in the sketchbook. Unlike most other
pages, which include written hieroglyphics side-by-side with their tentative translations,
this page only includes the ancient signs with no English notes. To read the message a
character must make a Challenging hieroglyphics roll or similar check to read ancient
languages.
Pharaoh beware!
Your enemies lurk nearby waiting to strike your
kingdom.
Set waits on the 240 horizon from your throne.
You must drive your chariots 340
To meet him on the Battlefield of the West.
Flames will reveal your path.
When translated, the numerical notations in the hieroglyphic message seem extremely
awkward; those familiar with Egyptology or the ancient language realize they’re entirely
inappropriate for the inscription. Anyone making a Hard deduce roll or similar intellec-
tual test guesses that the numbers relate to navigational directions: “240 horizon from
your throne” probably indicates a heading of
240 degrees from the capital, Cairo, and
Doyle’s Hidden Map “chariots 340” possibly indicates the miles.
The reference to “flames” revealing the path
seems odd; however, should anyone hold the
journal page near an open flame or hot lan-
Tobruk tern, secret writing emerges from the paper
showing a rough map of the area, with a dot-
LIBYA Alexandria Suez Canal ted line leading south-southwest from Cairo
EGYPT Giza Cairo to a point near the Great Sand Sea between
Sakkara the wells at Ain Dalla and Siwa Oasis, the
Jaghbub Siwa Oasis
exact course mentioned in the hieroglyphic
° text!
240 iles
In fact Miss Doyle was not abducted by
Jalo 0m
34 Bedouin, but by two Nazi agents disguised as
the desert dwellers to conceal their true iden-
GR
Ain Dalla
T
4
Enemies on the Horizon
with Libya where they can interrogate her about her knowledge of planned Axis military
activity in Egypt. Difficulty Values
After some discussion the heroes realize they must go after her; no civilized gentleman
Routine _____________
could allow such assault and let the abductors get away, and Miss Doyle had the key to the
grate guarding the tomb shaft (and dutifully locked it before she walked into the ambush). Challenging _________
Give players encouraging the immediate chase some minor bonus they can use in the
coming episodes related to their chivalry and heroic spirit.
Hard _______________
Improbable _________
Episode Two:
Desert Chase
The heroes prepare to leave immediately to follow the fresh trail left by Miss Doyle’s
abductors and the course set out in her cryptic journal message. If they wait to leave much
past dawn they risk losing the tracks or endangering Doyle’s safety.
If they’re organized the characters can gather and pack everything they need into the
back of their lorry in an hour. Unfortunately they have no other means of transportation
conveniently at hand; they’d have to go back to Cairo to find a suitable car for crossing the
desert. If they could round up some camels they’d have more reliable transport, though
they’d slow up the truck.
Supplies
The heroes have plenty of supplies (having just returned from a trip to Cairo in the past
few days) and recently had maintenance done on their lorry.
Anyone with experience traveling through the desert (explorers, Bedouin, military
personnel) who makes a Routine navigation or survival roll thinks to bring along all the
reed mats they can gather from the floors of the tents. These give a bonus to “unsticking”
the lorry should its tires get bogged down in soft sand among the desert dunes.
Those with connections with desert explorers might have access to a sun compass,
enabling the lorry to stay on course by using the sun to determine the direction rather
than a magnetic needle confused by the truck’s metal body. This allows the heroes to
better maintain direction and reduces their chances of straying from their charted course.
The heroes have the following items in their excavation equipment that might help
them in their chase across the desert. Loss or damage to any of them could place their
expedition in severe peril:
Food: These supplies of dry goods, canned food, and preserved meat can feed the group
for one week.
Water: Several aluminum cans carry enough water to sustain the characters for one
week and refresh the lorry’s radiator once.
Compass: The group’s single compass doesn’t work near the lorry, whose metal construction
confuses the needle. To use it properly, the heroes must halt their progress and move at least
30 feet from truck. This slows their pursuit as they stop frequently to check their bearing. EXPEDITION LORRY
Theodolite: Any character with the navigate skill can use this surveying instrument in
The expedition truck (or the
tracking the sun and stars to chart one’s position in the desert. If used properly it offers
British army lorry) has a cab up
a small bonus to related navigate rolls.
front for a driver and two passengers
Watch: One character has an accurate pocket watch necessary for computing their progress and a payload area covered with
by dead reckoning (figuring mileage based on one’s speed). It’s also required to accurately canvas stretched over several metal
use the theodolite. ribs. The truck isn’t terribly nimble,
Binoculars: The clear desert air allows people to see far, and binoculars can help bring but is sturdy enough to endure rough
faraway objects into closer focus. The group has one pair that offers the user a small handling.
bonus on notice rolls. Top Speed: 35 mph
Map: Since the expedition was more concerned with digging around Sakkara, it only has Driver: 1
a rudimentary map of Egypt and the desert west of the Nile. It’s barely adequate for Passengers: 10
navigating and doesn’t offer much detail about geographical features in the area.
5
Enemies on the Horizon
Tools: The heroes can gather plenty of shovels and other digging implements from their
“A coward is he who lets himself camp. Altogether they can muster one shovel for each character, two picks, a crowbar,
and any number of reed baskets used to haul away sand. The shovels become especially
be driven away from his frontier.” helpful in unsticking the truck should it get bogged down in soft sand.
—Instruction for King Merikare Tents: Since temperatures can reach both extremes in the desert, the heroes should bring
along some camping equipment to afford shelter at night and during any daytime rest
periods. The lorry doesn’t provide adequate cover or shade for extended camping.
Desert Encounters
The heroes can make 200–240 miles per day assuming they drive for eight hours,
maintain a speed of between 25 and 30 mph, and avoid any significant mishaps. At this rate
they can reach the point specified in Doyle’s cryptic note in the afternoon or early evening
of the second day of driving.
Anyone making a Challenging track roll can follow the trail left by Doyle’s assailants.
Tracks can remain in the sand for years if undisturbed by storms or human intervention.
Checking navigational information along the way confirms they’re following the route
specified in Doyle’s journal.
The hero driving the lorry must make frequent Challenging drive skill checks to avoid
mishaps on the varied desert terrain. The degree of failure might indicate how damaging
and delaying the mishap. The truck could topple from the top of a dune if mishandled.
Rough driving over difficult ground might damage the axles, tires, or even the engine.
Avoiding patches of soft sand that can bog down the truck’s tires takes practice and
experience. If the lorry get stuck in soft sand the heroes must expend an hour’s time and
some elbow grease to coax it out onto firmer ground.
Several encounters might slow their progress, add some excitement to their journey,
and possibly reveal more about Doyle’s abductors and their ultimate destination:
Stowaway Cat: Several hours into their desert journey the heroes discover a friendly
housecat among the cargo they’ve loaded into their truck. The cat nuzzles them and
meows for attention, but otherwise doesn’t prove a nuisance. If the characters evict the cat
and exile it to almost certain death in the desert sands, they bring upon their heads a string
of bad luck throughout the rest of the adventure. Should they befriend the cat and show it
every kindness, it bestows upon them one miraculous rescue elsewhere in the scenario; a
near miss with almost fatal danger that one could only chalk up to a cat’s nine lives.
Glinting Reflection: Around midday the heroes spot a reflection on the horizon. Is it
someone watching them with binoculars, or a clue left behind by Doyle? If they investigate
they discover the corner of an aluminum water can sticking out of the sand and reflecting
the sunlight. It’s one of several abandoned here and hastily covered with sand, the remains
of a supply dump left here by someone who knew its location and needed to replenish their
water in a hurry. Anyone searching the refuse discovers a dainty handkerchief everyone
recognizes as the one Vera Doyle used to mop her brow when working in the hot confines
of the tomb.
Abandoned Camp: Near sunset on their first day of travel the heroes reach a remarkable
geological formation called Mushroom Rock, a teetering boulder balanced on a smaller
mound. The landmark stands within sight of the track leading from the Nile to Siwa Oasis
to the northwest. Here the characters spot a pair of wandering camels still wearing their
harness yet without any riders. They’re milling about a dune where anyone making a
Routine track roll can determine the Bedouin probably stopped at noon for relief from the
midday sun; footprints, empty food tins, and cigarette butts betray their presence. If the
characters aren’t careful they might stumble upon a buried land mine that could escalate
the mission’s urgency if anyone sustains serious wounds. Tire tracks lead off from one end
of the former campsite in the direction indicated by Doyle’s message.
I talian military patrols have forced desert
Bedouin from their territory in Libya
and sent them wandering toward Egypt in
Bedouin Refugees: The next morning the heroes spot a small group of Bedouin riding
camels heading their way. From its composition—weary women, starving children, and a
search of aid. few wounded men—and some compassionate interaction they learn that they are refugees
6
Enemies on the Horizon
fleeing their territory in the Libyan deserts in the face of frequent raids by Italian military
forces establishing a presence at various towns and oases. If questioned about others
traveling in the desert, they mention spotting a cloud of dust to the south of their course.
Although it was moving westward, they assumed any vehicle in this area belonged to the
belligerent Italian desert patrols and thus avoided it. They gladly accept any aid offered;
the refugees hope to find a new, safer life under the protection of the British in Egypt.
Episode Three:
Temple of Set
Toward the afternoon or evening of the second day the heroes spot a bluff on the
horizon. A small and as-yet uncharted rocky plateau rises at the edge of the Great Sand
Sea. The automobile tracks and the course indicated by Doyle’s journal point directly to a
point on the plateau where the heroes can clearly identify the remains of two colossal
statues once carved into the cliff walls marking the entrance to a lost temple to the chaos
god Set. The bulk of the statues sit as crumbled debris in the sand, leaving two haunting
stone silhouettes on the cliff face to guard the dark temple gateway.
The tire tracks mysteriously disappear about 300 feet away from the temple entrance,
apparently erased by an expert hand. Only with a Hard track roll can a character deter-
mine where the trail once led; around a nearby boulder where the car now sits beneath a
well-placed camouflage net. Unless they explore the cliff face further, however, the
heroes won’t discover another fallen rock and more netting concealing a secret cave the
Nazi’s use as a garage for their car and a small biplane (see “Nazi Cave” below).
The heroes can explore the temple facade and interior in an effort to find and rescue
Miss Doyle.
1. Ruined Facade: The temple facade consists of the base and backs of the two ruined
statues (presumably of Set based on examination of the tumbled wreckage) and a short
stairway leading to a once-decorated gateway. Careful examination near the temple
entrance reveals evidence of boot prints matching those of the Bedouin abductors and
signs that someone was dragged along
against their will.
2. Great Hall: A short passage leads from Temple of Set
the entry gate into a vast hall with six
colossal statues of Set lining the walls like Camouflage Netting
columns. Another doorway at the back leads Concealing Cave
deeper into the cliff temple. Hallways
behind the figures contain inscriptions
praising Set and relating stories of his many Hidden
vile deeds throughout Egyptian mythology. Car
Scuff marks still betray someone’s recent 10
passing through this area. 7
3. Storerooms: Two passages lead from 9
the great hall’s back corridors to storerooms
once used to hold ceremonial gear and 3
8
supplies to sustain worshippers on their long
desert journeys. Only debris remains:
crumbled stone from the walls and ceiling, 4
broken pottery, and the smashed remains 6
2
of several wooden crates with stenciled 1
markings in German.... Tire Tracks
4. Gateway of Set: Here a smaller Set End Here
statue greets those proceeding deeper into 5
the temple. One outstretched arm points to 3
the left down another passage where stairs
7
Enemies on the Horizon
lead deeper into the rock. A Hard search roll reveals a slight breeze coming from the
“Behold, Set, the rebel, has edges of the statue and a torn scrap of Miss Doyle’s clothing caught in the seam between
the stone figure and the wall. Pulling the statue’s outstretched arm downward causes
come on his way, he has turned hidden counterweights to slide the statue to one side, revealing a narrow corridor leading
once more to Egypt, to plunder to the secret vestry (see below).
with his hand.” 5. Shrine: A huge stone block fell from the ceiling long ago, smashing the ceremonial
shrine of set that stood on a low plinth in the center of this room. Bits of once-gilded wood
—Memphite Theology and shards of a crushed black basalt figurine of Set lie beneath the undisturbed dust of the
ages. Enough space still remains for the characters to slip around the fallen block and
debris to reach the continuing passage on an adjacent wall, but evidence suggests nobody
has passed this way in a long time.
6. Pit of Set: The stairs descend to a circular chamber containing another stone statue of
Set placed against the far wall and what appears like a well in the center of the floor. The
ancients painted the walls red—traditional color of Set—and covered them with hieroglyphic
spells honoring the divinity and beseeching him for support in their cause. The well shaft
plummets into darkness; a writhing mass of snakes awaits deep below in a damp cave near
an underground cistern (whether or not the ancient priests dumped human sacrifices down
there remains open to speculation). The statue seems to preside over the entire room; it’s
open snout contains a hole leading deeper into the rock yet inaccessible from this chamber.
The hole goes to the oracle niche, a secret room behind the statue reached from a concealed
door in the gateway of Set.
7. Secret Vestry: The door concealed behind the statue in the gateway of Set leads to a set
of stairs and a small chamber where ancient priests prepared to carry out rituals honoring
the god. Little remains of the holy regalia, though the disturbed dust shows men in boots
dragged an unwilling person through the room on their way downward. A tattered curtain
of undeterminable origin hangs along one wall and conceals a passage leading upward to
the Nazi cave (see below). An open corridor leads to more stairs delving deeper toward
the oracle niche.
8. Oracle Niche: A niche in the subterranean passage offers access to the hole leading to
the statue’s mouth in the pit of Set chamber. Ancient priests pronounced their god’s
HENSCHEL HS 123 decrees from this chamber, speaking as the oracle of Set and directing their followers
One of the first planes manufac- with seemingly divine commands.
tured by the Nazis after re-arma- 9. Deeper Passage: The corridor leading from the secret vestry past the oracle niche
ment, the Henschel was a single-seat continues until it reaches a cave entrance on the inside of the plateau (see “The Nazis
biplane powered by a radial engine. Arrive” below). If they believe the heroes are following them, the two Nazi agents might
Its fixed-forward machine guns and set some kind of booby trap for them in the passageway’s tight confines: a hidden land
bomb load made it idea for dive mine, falling ceiling block, or a simple tripwire and pit.
bombing and close support.
10. Nazi Cave: With the entrance concealed by a large boulder and well-placed camouflage
Top Speed: 180 mph netting, this cave provides a storage area for vehicles and supplies the Nazi spies use on
Range: 300 miles their occasional trips across the desert to Cairo. It also serves as a back door escape route
Crew: 1 should anything happen at the supply base the Italians and Germans have been within the
Ordnance: 7.92mm machine guns (2) plateau walls. A single-pilot biplane sits here (a lightly armed Henschel Hs 123), while
firing forward, 200-lb. bombs several drums of petrol, crates of supplies, and aluminum water cans sit piled against the
under wings (4) cavern wall. Unfortunately the two Nazi spies didn’t have time to pull the car in and conceal
it, for they feared they couldn’t conceal the tire tracks well enough in the time they had.
Episode Four:
The Nazis Arrive
The heroes eventually emerge from the lost temple of Set into a vast canyon carved
from the interior of the plateau. The Italian and German desert explorers who discovered
it realized its strategic potential and converted it into a secret supply dump to support any
military operations against British-controlled Egypt should war erupt. Engineers strung
8
Enemies on the Horizon
high-tension cables from the top of each ridge upon which they strung camouflage netting.
From the sky it seems like one vast plateau with no ravine cutting into it. Although the
secret temple offers a back-door exit to the east, the canyon exits to the west.
The cleared gully now serves as a vast supply dump filled with all kinds of equipment
suitable for making a dash across the desert to seize key objectives along the Nile:
1. Petrol: A pile of 55-gallon drums holds enough gasoline and diesel fuel to fill all the
vehicles stored here twice. It represents more than enough petrol for this force to travel to
the Nile and back again. Were it to ignite here in the canyon, it might easily destroy
everything in sight (except the tanks) and set off subsidiary explosions from overheated
ammunition and vehicle fuel tanks.
2. Water: A large tank raised on a wooden framework holds enough water to more than
fill the pile of German-manufactured plastic water cans tossed nearby. Any amount of
sabotage to the scaffolding can topple the tank and spill the contents all across the sandy
canyon floor; however, the amount of water stored here could not put out the fire caused by
the exploding fuel dump.
3. Dry Goods: A small mountain of crates and sacks contains preserved dry goods to feed
any military force venturing from this supply depot, including canned vegetables, dried
meat, and plenty of coffee and sugar.
4. Infantry Gear: Equipment for individual soldiers—primarily camp supplies—stands
stacked in orderly rows as if ready for distribution to a small force of troops. Each
individual kit contains a web belt rig carrying empty magazine pouches, gas mask and gas
sheet, entrenching tool, and two empty canteens, plus the standard German breadbag
Lorries
Armored
Cars
Cave
Exit
Tanks
Command
Shed
Weapons
Petrol
Water
9
Enemies on the Horizon
satchel, and a rucksack with cooking gear and a canvas tent quarter (soldiers pooled four
of these to construct one tent in the field).
5. Weapons: Orderly stacks of long wooden crates with imposing labels stenciled on their
side next to the Nazi eagle and swastika design contain a variety of infantry weapons.
Most hold long semi-automatic rifles used by most soldiers, and one box contains Luger
pistols for use by officers. Several crates contain MP-34 submachineguns (like those used
by Miss Doyle’s “Bedouin” abductors). Others hold weapons for heavier infantry support.
The infamous German “potato masher” grenades fill nine crates, though a tenth also
marked “Stielhandgrenate” (“grenades”) sits empty, its contents having been removed to
arm the sandbagged roof of the command shed (in case anyone desperately goes for a
grenade box, they have a 1 in 10 chance it’s the empty one). Six crates hold one standard
German 5 centimeter light mortar each with plenty of rounds. Although six more crates
have markings indicating they contain one MG-34 machinegun and six 500-round belts of
ammunition, two of the boxes sit empty (like the grenades, two MG-34s now sit atop the
sandbagged command shed). Crates filled with extra ammunition conveniently sit near
those containing the corresponding weapons.
6. Lorries: Several trucks with canvas-covered payloads await use to transport troops and
supplies across the desert including one outfitted as a mobile kitchen and another crammed
with wireless gear to function as a mobile communications array (alas, nobody left any
codebooks or cipher machines here...).
AUTOBLINDA LANCIA: 7. Armored Cars: Six Italian-designed armored cars specifically outfitted for desert
operations sit along one of the canyon’s walls. These Autoblinda Lancia armored patrol
Armored Patrol Car cars serve the Italian colonial forces in both Libya and Ethiopia. The rugged vehicles mount
Top Speed: 37 mph armored plating and a small turret on light truck chassis. Two of the three machineguns sit in
Driver: 1 the turret, while the third faces the rear. Wire-cutting rails along the front surfaces allow it
Passengers: 5 to more effectively crash through border fences.
Weapons: 3 machineguns 8. Tanks: The Germans took the trouble to transport four light tanks across the desert.
Armor: 11mm (all around) They stand in a loose line along one canyon wall. The PanzerKampfwagen I (“armored
battle wagon”) represents the Nazi’s first tank manufactured since the re-armament,
though it mounts only two machine guns in the turret.
9. Command Shed: A small wooden shed near the temple cave exit serves as a planning,
PANZERKAMPFWAGEN I command, and guard post. Several large windows look out from its elevated position
(PZKPFW) across the entire camouflaged ravine. A ladder leads to the roof, which has been reinforced
Top Speed: 37 kmh with a sandbag wall, two MG-34 with spare ammo belts, and a handful of grenades in case
Range: 140 km the canyon comes under attack. A wireless antenna emerges from the roof and rises
Crew: 2 upward to point just above the camouflage netting.
Ordnance: 7.92mm machine guns (2) The heroes must emerge from the tunnel carefully, since the command shed stands only
Armor: 15mm (all around) about 30 feet away. As they survey the secret supply depot, they hear several people in the
shed arguing in German. The two Nazi spies who masqueraded as Bedouin to kidnap
Doyle are grilling her about how much she knows about Axis plans to prepare for a cross-
desert assault in case war breaks out. She sits tied to a chair while the two Nazis pace
around the room shouting questions at her.
If they’re careful, the heroes might have a chance to formulate a plan to rescue Miss
Doyle. Although the spies are somewhat preoccupied with the interrogation, the heroes
must still take care sneaking around the supply depot. Any obvious disturbance—toppled
crates, sliding rocks, gunshots, or rumbling tank engines—attracts the Nazis’ attention
and incites them to immediate action; one heads up to the shed roof to cover the area with
a machine gun while the other drops low in the shack and scans the area for threats.
If the Nazi spies don’t discover the heroes at some point, or the characters execute
their rescue plan, they’re interrupted—at an appropriately dramatic point—by an ominous
roar of engines above. Through the camouflage netting the heroes spot a huge zeppelin
looming over the canyon. Nazi soldiers drop ropes from the control gondola and slide
down, tearing through the netting with knives and rappelling down to the ravine floor.
From their vantage point they’ve spotted the heroes and are making an emergency descent
10
Enemies on the Horizon
in assault mode to protect the security of their hidden base. Their arrival also alerts the
Nazi spies if they haven’t already detected the heroes’ presence. NAZI COMMANDO
The zeppelin—LZ 128, the Friedrichshafen—was part of a Nazi aeronautical publicity
stunt, touring cities around the Mediterranean Sea neutral or friendly to Germany. Its (Henchman)
compliment of crewmen and passengers intended to support the public relations tour actu- Competent Skills:
ally consists of trained SS commandos. Their true mission? To deploy half their unit here climb _____________________
to maintain and protect the hidden depot in the event of war.
dodge ____________________
The soldiers land in a position between the heroes and the fuel dump. Start by deploying
twice as many soldiers as characters and increase or decrease the number to keep a fight _____________________
suspenseful fight going. To complicate matters both spies take positions atop the command intimidate _________________
shed and use the machine guns and grenades to further worry the characters from the
notice ____________________
flank. If the characters prove particularly resilient, several soldiers in the zeppelin’s
control gondola lean out the windows and start lobbing grenades at them or providing Expert Skill:
suppressive fire with machine guns. The ravine offers plenty of cover behind large rocks shoot _____________________
or piles of supplies; the heroes can also use any resources stockpiled here to their advan- Equipment:
tage. Don’t forget that Doyle remains captive inside the command shed, offering an rifle _____________________
additional objective besides simple escape.
knife _____________________
No climactic fight involving a supply depot packed with weapons, a well-guarded fuel
dump, and a zeppelin hovering above would be complete without a climactic explosion.
Although the soldiers know losing the petrol would destroy their plans, they defend it at
great risk. Every stray shot in that direction threatens to set off the fuel, and any explo-
sive lobbed into the pile of gasoline drums ignites the entire pile. Such a blast easily
engulfs enough of the zeppelin to ignite its buoyant hydrogen gas cells, sending the entire
airship crashing down the length of the canyon in flames. Any explosive successfully
hitting the zeppelin (a well-thrown grenade or carefully aimed mortar round) has similar
results.
When everything starts exploding, the heroes have only a short time to rescue Miss
Doyle and escape the burning ravine. The cave passage leading back to the temple proves
the easiest escape route, though the characters might try blasting out in one of the tanks
(though this isn’t particularly well-insulated from a flaming zeppelin).
11
Enemies on the Horizon
Epilogue
After her rescue the heroes retrieve the key to the tomb gate’s lock and can return to
Sakkara and resume their excavations.
Miss Doyle admits she occasionally works for the British gathering information about
potential threats, watching suspect foreigners in Egypt, and photographing points of inter-
est to His Majesty’s government. Her father served in the army for many years which
p
fostered her strong sense of patriotism.
Doyle discourages them from discussing these events with anyone. Despite their as-
o
tounding escapades, the heroes have a difficult time getting anyone to believe them,
especially with British, German, and Italian authorities officially denying any knowledge
of such a secret base on the Egyptian border. The remote location of the action almost
T et
guarantees nobody can truly verify their experiences. The Nazi propaganda machine re-
leases a news story that the zeppelin LZ-129 veered off course after its stop in Tripoli and
was presumably destroyed in a desert sandstorm, but that’s the only official
acknowledgement the characters receive of events related to their escapades.
Further Adventures
r
Events in “Enemies on the Horizon” can provide the basis for several subsequent
scenarios.
c
Nazi Vengeance: Realizing the heroes suspect their plans to invade Egypt should war break
out, the Nazis conspire to discredit, discourage, and even eliminate the Mallory Expedition
e
to remove a threat to their activities in Egypt. Bad luck seemingly hits the excavation at
every turn as allies and suppliers slowly disappear. The heroes must expose the Nazi spies
S
working against them and regain their stature as a legitimate archaeological dig.
Set’s Followers: Members of a cult dedicated to the ancient god Set hear rumors that the
characters discovered an ancient desert temple and seek to find and appropriate it for their
own sinister purposes (see the Legion of Set on page 83 in Pulp Egypt). They sneak into the
heroes’ camp looking for clues, ambush Vera Doyle and other characters to interrogate
them about the temple’s whereabouts, and mount an expedition of their own to restore the
temple and use it to summon an apocalyptic manifestation of their god.
Mummy Rising: When the heroes get back to their dig and things finally return to their
normal routine their fellahin workers, always the suspicious type, start murmuring about
sighting an animated mummy haunting the area at night. Thefts, sabotage, and even a
murder are blamed on the supernatural creature. The characters must investigate the
mummy rumor and expose it as a fake; a burned Nazi spy or commando from the battle at
the secret supply dump has infiltrated Egypt and, still bandaged and disfigured from his
injuries, has undertaken a personal vendetta to destroy the expedition (gamemasters can
link this with the “Nazi Vengeance” scenario hook above).
12
Enemies on the Horizon
13
Enemies on the Horizon
14
Enemies on the Horizon
15
Enemies on the Horizon
Any-System Key
An Adaptable Stat System
By Peter Schweighofer
The Any-System Key describes character skills and task difficulties in terms that easily translate into different game systems. These
terms do not key into any one game engine, but serve as general guidelines to give readers an overall sense of how they fit within their own
game’s stat and difficulty scale. Any-System Key publications provide settings, characters, adventures, and other source material adapt-
able to your favorite roleplaying game.
16