Showing posts with label indiana jones. Show all posts
Showing posts with label indiana jones. Show all posts

Monday, September 21, 2020

Indiana Jones Meets Robinson Crusoe

Check out my design work on a board game adventure scenario for Robinson Crusoe: Adventures on the Cursed Island. This scenario follows the overland India trek of Indiana Jones, Short Round, and Willie Scott on their way to Pankot Palace as shown in the film, Indiana Jones and the Temple of Doom. I plan to follow this up with a companion scenario that lets the players attempt the same recovery of the Sankara Stones and escape from the temple as depicted in the movie, which will be a much more challenging episode. Seems like a perfect marriage to me! What do you think?



Wednesday, November 2, 2016

The Adventures of Young Kabocha Jones

There they were, awaiting the arrival of the Man In The Hat. Scarcely too cute to be believed. But this was no idle couple.
After putting on his duds, Kabocha-chan heard his mommy say, "Think we can go find him?"
"Hah!" the little Kabocha laughed proactively. "No sweat!"
"Well, he sure ain't in here!"
So, Kabocha-chan ventured out in search of the Man In The Hat.
Determined to leave no leaf unturned, he searched low…
…and lower still.
Naturally, Kabocha-chan started to get tired.
And more than a little drooly-hungry.
"Wait! Wuzzat?!"
"Well, here I am."
"Olly olly oxen free!"
"Huh. Nobody."
"Wait, what's this?"
"You gotta be kiddin' me."
"What do they call you, kid?"
"I'm Kabocha Jones. Pleased to meet you, mister! You must be the Man In The Hat."
"Jones, huh? Well, you ain't wrong there, kid."
"Guess we must be related or something."
"Oh, Mistah Jones! Don't forget about me!"
"Kitty wanna play."
"If that don't beat all. Picturing us here like this."
From all of us, hope you had whip-crackin' happy Halloween!

Thursday, September 29, 2016

Thursday, July 24, 2014

The Psychic Ice Queen

And lastly, the fencing, spying, psionic triple threat…

Colonel Doctor IRINA SPALKO, KGB
(circa Kingdom of the Crystal Skull, 1957)
Female Human Fast 3/Smart 3/Soldier 4/Field Scientist 3/Mesmerist 4*; CR 17; Medium Humanoid (height 5' 9", weight 130 lb.); Age 36
* See Past

Init +2; Senses (core) Listen +5, Search +10, Spot +5; Senses (house) Listen/Spot +13, Search +21
Languages English, German, Korean (speak only), Russian, Ukrainian

Defense 25, touch 20, flat-footed 21; (+2 Dex, +4 Int, +9 class)
hp 90 (16 HD); Mas 13
Fort +8, Ref +10, Will +13
Action Points 11

Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+1 lethal/nonlethal, 20) or
Melee rapier +13/+8 (1d6+3, 18-20) or
Melee by weapon +10/+5 or
Ranged Tokarev pistol +11/+6 (2d6 ballistic, 20, 30 ft., S, 8 box) or
Ranged by weapon +11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Combat Expertise, Improved Disarm
Special Qualities Psionics

Abilities Str 12, Dex 15, Con 13, Int 18 (14), Wis 12, Cha 14
'(-)' indicate original ability scores.
Allegiances the “Crystal Skull Quest,” the Soviet Union, herself, law, evil; Rep +5; San 67
Feats Archaic Weapons Proficiency, Attentive, Combat Expertise, Combat Martial Arts, Combat Reflexes, Educated (earth and life sciences, tactics), Focused, Improved Disarm, Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Trustworthy, Weapon Finesse (rapier)
Skills (core) Autohypnosis +12, Balance +9, Bluff +8, Concentration +11, Craft (chemical) +10, Decipher Script +10, Demolitions +8, Diplomacy +10, Drive +4, Gather Information +10, Intimidate +7, Investigate +14, Knowledge (arcane lore) +10, Knowledge (behavioral sciences) +12, Knowledge (earth and life sciences) +20, Knowledge (history) +9, Knowledge (tactics) +9, Knowledge (technology) +10, Knowledge (theology and philosophy) +9, Listen +5, Navigate +7, Psicraft +6, Read/Write English, Read/Write German, Read/Write Russian, Read/Write Ukrainian, Research +14, Search +10, Sense Motive +7, Speak English, Speak German, Speak Korean, Speak Russian, Speak Ukrainian, Spot +5, Swim +4
Skills (house) Athletics +5, Control +20 (+2 on Balance, Concentration), Craft (chemical) +10, Deduce +21 (+2 on Investigate), Demolitions +8, Drive +4, Gather Information +10, Knowledge (arcane lore) +10, Knowledge (behavioral sciences) +12, Knowledge (earth and life sciences) +21, Knowledge (history) +10, Knowledge (tactics) +9, Knowledge (technology) +10, Knowledge (theology and philosophy) +9, Navigate +7, Perceive +13 (+2 on Sense Motive), Persuade +16 (+2 on Diplomacy), Psicraft +8, Read/Write English, Read/Write German, Read/Write Russian, Read/Write Ukrainian, Research +17, Speak English, Speak German, Speak Korean, Speak Russian, Speak Ukrainian
Talents (Fast) Evasion, Uncanny Dodge I
Talents (Smart) Plan, Savant (Knowledge [earth and life sciences])
Talents (Soldier) Weapon Focus (rapier), Weapon Specialization (rapier)
Talents (Field Scientist) Scientific Improvisation, Smart Defense
Talents (Mesmerist) Psionic Powers, Psionic Skills
Power Points 2
Mesmerist Powers Known (3/1): 0 (7/day)—daze (DC 12), detect psionics, missive; 1st—lesser mindlink
Starting Occupation Paranormalist (+1 on Knowledge [earth and life sciences], Research)
Possessions (total weight 8 lb.) mastercraft [+1] rapier (3 lb.), Tokarev Model TT33 pistol (2 lb.), formal outfit (gray military uniform w/black gloves & boots; 3 lb.), various personal items
Wealth Bonus +21

NEW FX Item Crystal Skull of Akator
          Around seven thousand years ago, thirteen interdimensional beings with crystalline skeletons became the gods of the Ugha tribe in what is today the Brazilian Amazon. The beings had the Ugha build them a great city called Akator, a city that the later Spanish conquistadors would dub “El Dorado.”
          In 1546, a group of conquistadors led by Francisco de Orellana stole one of the skulls along with other valuables from Akator. On the journey back to their ship, the Skull telepathically compelled Orellana to return it to the city, ultimately resulting in the deaths of Orellana and all his crew. The skull was buried with him in his grave chamber near Nazca, Peru. The theft fell into legend stating that whomever returned the skull to Akator would be granted its power.
          Crystal Skull of Akator: The Skull is, in fact, the crystalline cranium and jaw of a race of alien beings that possessed psychic abilities. Though it does not generate any overt effects on its own, the Skull does retain some of the host organism’s residual psychic aura, and it will attract metals of up to 2 lb. in weight, including those that are not normally magnetic, like gold, when exposed within 10 feet of such objects.
          When a conscious humanoid creature (with Intelligence 6+) gazes into the Skull’s eye sockets, the creature must make a DC 20 Will save each round or become subject to effects that mimic the powers brain lock and forced mindlink. The brain lock effect remains until the creature succeeds on its save, though the forced mindlink effect persists so long as the Skull and the target creature remain on the same plane of existence. The Skull retains a sliver of its consciousness during life, and may make requests of the target of its forced mindlink. Because of this, the Skull jealously guards its secrets from creatures that share mental powers similar to its own (such as psionics), and may refuse to interact with such a creature, rendering the above moot and the Skull little more than an exotic curios.
          The Skull’s aura also interferes with certain biochemical interactions found in vermin and other natural wildlife. Such creatures will not come within 10 feet of the Skull because of this, and may be driven around or away from it instead.
Type: Wondrous item (psionic); Manifester Level: 8th; Purchase DC: n/a (37); Weight: 18 lb.

Wednesday, June 18, 2014

The Nazi "Sleeper" Agent

Forgoing Donovan and Vogel, Indy's true nemesis in The Last Crusade is best portrayed by that of delicious Elsa—she is the last to get her comeuppance, after all.

Dr. ELSA SCHNEIDER, PhD 
(circa The Last Crusade, 1938)
Female Human Fast 2/Smart 2/Charismatic 2/Infiltrator 3/Field Antiquarian* 5; CR 14; Medium Humanoid (height 5' 9", weight 126 lb.); Age 25
* See Dark*Matter

Init +6; Senses (core) Listen +3, Search +12, Spot +5; Senses (house) Listen/Spot +12 (see below), Search +18
Languages Austrian, English, French, German, Italian, Latin (read/write only), Russian

Defense (core) 22, touch 22, flat-footed 20; Defense (house) 22, touch 17, flat-footed 20; Defensive Martial Arts (+2 Dex, +10 class)
hp 67 (14 HD); Mas 12
Fort +5, Ref +10, Will +7
Action Points 10

Speed 30 ft.
Melee unarmed strike +6/+1 (1d3 nonlethal, 20) or
Melee by weapon +6/+1 or
Ranged Luger pistol +8/+3 (2d6 ballistic, 20, 30 ft., S, 8 box) or
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +6; Grp +6
Atk Options none
Special Qualities none

Abilities Str 11, Dex 14 (13), Con 12, Int 15 (14), Wis 10, Cha 18 (17)
'(-)' indicate original ability scores.
Allegiances herself, the “Grail Quest,” the Nazi Party, antiquities, evil; Rep +5; San 49
Feats Archaic Weapons Proficiency, Attentive, Deceptive, Defensive Martial Arts, Educated (Knowledge [history, theology and philosophy]), Improved Initiative, Meticulous, Personal Firearms Proficiency, Simple Weapons Proficiency, Studious, Surface Vehicle Operation (powerboats), Trustworthy
Skills (core) Balance +5, Bluff +15 (+2 vs. males), Decipher Script +8, Diplomacy +11 (+2 vs. males), Disable Device +6, Disguise +12 (+2 vs. males), Escape Artist +10, Forgery +8, Gather Information +11 (+2 vs. males), Hide +4, Investigate +8, Knowledge (arcane lore) +5, Knowledge (art) +7, Knowledge (current events) +5, Knowledge (history) +13, Knowledge (streetwise) +6, Knowledge (theology and philosophy) +10, Listen +3, Move Silently +7, Read/Write Austrian, Read/Write English, Read/Write French, Read/Write German, Read/Write Italian, Read/Write Latin, Read/Write Russian, Research +12, Ride +6, Search +12, Sense Motive +6, Sleight of Hand +10, Speak Austrian, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Spot +5 (+4 when making a sweep), Swim +11
Skills (house) Athletics +11, Control +4, Deduce +16 (+2 on Decipher Script, Investigate, Search), Disable Device +7, Disguise +12 (+2 vs. males), Escape Artist +10, Forgery +8, Gather Information +12 (+2 vs. males), Knowledge (arcane lore) +5, Knowledge (art) +7, Knowledge (current events) +5, Knowledge (history) +13, Knowledge (streetwise) +6, Knowledge (theology and philosophy) +10, Perceive +12 (+2 on Sense Motive, +4 on Spot when making a sweep), Persuade +18 (+2 on Diplomacy, +2 vs. males), Read/Write Austrian, Read/Write English, Read/Write French, Read/Write German, Read/Write Italian, Read/Write Latin, Read/Write Russian, Research +12, Ride +6, Sneak +17, Speak Austrian, Speak English, Speak French, Speak German, Speak Italian, Speak Russian
Talents (Fast) Evasion
Talents (Smart) Savant (Research)
Talents (Charismatic) Charm (males)
Talents (Infiltrator) Improvised Implements, Sweep
Talents (Field Antiquarian) Ancient Knowledge, Contact (low-level)
Starting Occupation Athlete (Swim as a permanent class skill, +1 on Balance, Ride; Archaic Weapons Proficiency)
Possessions (total weight 7 lb.) business outfit (blouse, jacket, & skirt; 3 lb.), Luger P08 9 mm pistol (2 lb.), briefcase (2 lb.), various personal items
Wealth Bonus +14

NEW FX Item Holy Grail
Said to provide eternal life to whomever drinks of it, the Holy Grail is the cup used by Christ at the Last Supper, and which caught Jesus’ blood during the crucifixion. Joseph of Arimathea, a rich patron and follower of Christ, took possession of the Grail after Jesus’ body was interred in the tomb. Taken to Great Britain in 37 A.D., the Grail was intermittently held, lost, and rediscovered by various seekers, including knights of King Arthur’s court, until the 9th century after a period of raiding and trading found the grail in Asia Minor.
          In the year 1000, an Aramaic-speaking Semite secret society, eventually establishing itself as the Brotherhood of the Cruciform Sword, used a preexisting Greco-Roman facade to construct the Temple of the Sun in a hidden gorge to house the Grail, where a great seal acted to prevent the artifact from being taken beyond the temple's entrance. They swore to keep it safe from discovery and misuse by any means. The Grail was found in the Canyon of the Crescent Moon by Knights of the First Crusade, three brothers who pledged to protect it. One of the brothers was chosen to stay behind while the other two returned to Europe and left a marker near Ankara about the Grail's location. Sir Richard's shield carried a second marker, but the man died on the journey home and was buried with his shield in a tomb in Venice, Italy. The third brother returned home and, in the 13th century, told his story to a Franciscan friar who recorded vague whereabouts of the holy relic and made a painting to accompany it.
          Holy Grail: By appearances, the Grail is nothing more than a partially weathered burnished clay cup, measuring approximately 9 inches tall with a 4.5-inch diameter across the rim—such as a carpenter might have owned during the 1st century. When fresh water is drank from this vessel, the imbiber is subject to a healing effect that immediately ends any of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. The imbiber is also cured 150 hit points, up to their normal maximum. Anyone drinking from the Grail can only benefit from its rejuvenating powers once each day.
          Prior to the Grail being housed in the Temple of the Sun, anyone who drank from the chalice enjoyed prolonged, if not everlasting, life: they would age at 1/10 the normal rate. However, the magic of the temple’s great seal limit’s the Grail’s life prolonging effect only to those who do not cross the seal, thus turning seeming eternal youth into what would be a centuries’ long penance of imprisonment.
Type: Wondrous item (magic); Caster Level: 15th; Purchase DC: n/a (42); Weight: 1.5 lb.

Saturday, February 22, 2014

The High Priest of the Temple at Pankot

Another in my continuing series…

MOLA RAM 
(circa Temple of Doom, 1935)
Male Human Smart 1/Dedicated 3/Charismatic 3/Occultist 8; CR 15; Medium Humanoid (height 6', weight 185 lb.); Age 50

Init +4; Senses (core) Listen +7, Search +3, Spot +5; Senses (house) Listen/Spot +15, Search +16
Languages English, Hindi, Punjabi, Sanskrit (read only), Urdu

Defense (core) 16, touch 16, flat-footed 16; Defense (house) 16, touch 11, flat-footed 16; (+0 Dex, +6 class)
hp 67 (15 HD); Mas 12
Fort +7, Ref +5, Will +13
Action Points 8

Speed 30 ft.
Melee unarmed strike +9/+4 (1d3+2 nonlethal, 20) or
Melee by weapon +9/+4 or
Ranged by weapon +7/+2
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options +1 on attacks against opponents without allegiance to Kali Ma
Special Qualities aid another (+3 bonus to allies who share allegiance to Kali Ma), can’t be surprised, spell resistance 13

Abilities Str 14 (15), Dex 10 (11), Con 12 (13), Int 14 (12), Wis 17 (16), Cha 15 (12)
'(-)' indicate original ability scores.
          Note: Mola Ram has age penalties and bonuses due to middle age.
Allegiances Kali Ma, the Thuggee Cult, evil; Rep +3; San 51
Feats Archaic Weapons Proficiency, Athletic, Focused, Frightful Presence, Improved Initiative, Iron Will, Low Profile, Minions (Leader score: 23; from Past), Oathbound (Kali; from Future), Simple Weapons Proficiency, Sixth Sense (from Dark*Matter), Studious
Skills (core) Balance +2, Bluff +8, Climb +4, Concentration +12, Craft (visual art) +4, Decipher Script +14, Diplomacy +9, Gather Information +7, Intimidate +11, Investigate +6, Knowledge (arcane lore) +18 (+2 when casting incantations), Knowledge (history) +7, Knowledge (theology and philosophy) +9, Listen +7, Profession (priest) +8, Read/Write English, Read/Write Hindi, Read/Write Punjabi, Read/Write Sanskrit, Read/Write Urdu, Research +12, Sense Motive +11, Sleight of Hand +6, Speak English, Speak Hindi, Speak Punjabi, Speak Urdu, Spot +5, Swim +4, Treat Injury +5, Use Magic Device +15
Skills (house) Athletics +6, Control +12 (+2 on Balance), Craft (visual art) +4, Deduce +16 (+2 on Decipher Script), Persuade +18, Gather Information +7, Knowledge (arcane lore) +18 (+2 when casting incantations), Knowledge (history) +7, Knowledge (theology and philosophy) +9, Perceive +15 (+4 on Sense Motive), Profession (priest) +10, Read/Write English, Read/Write Hindi, Read/Write Punjabi, Read/Write Sanskrit, Read/Write Urdu, Research +12, Sneak +6, Speak English, Speak Hindi, Speak Punjabi, Speak Urdu, Treat Injury +5, Use Magic Device +15
Talents (Smart) Savant (Knowledge [arcane lore])
Talents (Dedicated) Faith, Skill Emphasis (Sense Motive)
Talents (Charismatic) Coordinate, Inspiration
Talents (Occultist) Arcane Research (items, scrolls), Arcane Skills, Bind Shadow Creature (“minion of Kali Ma,” as 4 HD night terror [from Menace Manual], except as noted below), Shadow Contact (“minion of Kali Ma”; requires the removal of a human heart as compensation), Spell Resistance
Starting Occupation (core) Religious (Decipher Script as permanent class skill, +1 on Knowledge [theology and philosophy], Sense Motive)
Starting Occupation (house) Religious (Deduce as permanent class skill, +1 on Knowledge [theology and philosophy], Perceive)
Possessions (total weight 7 lb.) Thuggee high priest headdress (grants Mola Ram resistance to fire damage as the spell resist energy; 2 lb.), crocodile-tooth talisman (grants Mola Ram a +2 profane bonus on Knowledge [arcane lore] checks to cast incantations), formal attire (Thuggee high priest robes; 3 lb.), human skull chalice (containing the “blood of Kali”: anyone who ingests the blood becomes the target of a minion of Kali Ma, and suffers a –2 penalty on Will saves to resist fear effects from that creature; 2 lb.), Sankara stones (x3; see below), arcane scrolls: 1st - cause fear (x2), disguise self (x2; from Dark*Matter), hold portal, instant identify (x2; from Urban Arcana), sleep, trace purge (from Urban Arcana), undetectable magic aura (x2; from Urban Arcana); 2nd - arcane lock (x2), darkvision, knock (x2), locate object (x2), protection from arrows/bullets (x2); 3rd - dispel magic, nondetection (from Urban Arcana), Kali’s caress (x2; see below), various personal items
Wealth Bonus +15

NEW Creature Minion of Kali Ma (Night Terror variant)
Binding this type of shadow creature to a chosen victim is done by way of having the victim drink a special ritual blood, an act which triggers the first stage of the “black sleep of the Kali Ma”: a period during which the victim is haunted by the demonic fey. Although minions of Kali Ma are rendered incapable of attacking on their own by their very nature, any victim that suffers Wisdom damage from a minion’s terrify ability likewise becomes a devoted minion of the occultist by proxy.

Minion of Kali Ma Fast 1: CR 3; Medium-size fey; HD 3d6 plus 1d6; hp 13; Mas 10; Init +5; Spd 30 ft., fly 30 ft. (average); Defense 15, touch 14, flat-footed 12 (+1 Dex, +3 class, +1 natural); BAB +1; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ chosen victim, fear aura (DC 16), immune to fear, low-light vision, selective invisibility, terrify (DC 16), vulnerability (fire damage); AL Kali Ma, evil; SV Fort +1, Ref +5, Will +6; AP 4; Rep +3; Str 13, Dex 13, Con 10, Int 12, Wis 16, Cha 18.
          Skills: Bluff +6, Climb +3, Disguise +5, Escape Artist +2, Hide +8, Intimidate +13, Knowledge (behavioral sciences) +6, Listen +6, Move Silently +7, Search +3, Sense Motive +13, Spot +6.
          Feats: Improved Initiative, Lightning Reflexes, Renown.
          Talents (Fast): Evasion.
          Possessions: None.

Variant Species Traits
          Special Restriction: Cannot attack or use weapons.
          Chosen Victim (Ex): A minion of Kali Ma can feed on the terror of only one individual at a time. Once it chooses its victim, it can choose another only upon the death of the previous victim or after another victim has been made to drink a special ritual blood prepared by the occultist the minion is bound to.
          Terrify (Su): In addition to the effects described on pages 70-1 of the Menace Manual, any victim that suffers Wisdom damage from this effect is compelled to obey the occultist just as described under the bind shadow creature class feature (see d20 Modern Roleplaying Game, p.294-5). Victims who have suffered Wisdom damage in this way remain under the occultist’s sway until all the Wisdom damage has healed, the minion is killed, or the victim suffers at least 1 point of fire damage.

NEW Spell Kali’s Caress
Note: The following spell is an arcane variant of Erzuli’s fetish (from Dark*Matter). Both spells function exactly the same except as indicated below.
Level: Mage 3; Range: Medium (100 ft. + 10 ft./level); Duration: 1 day/level (see text)

Unlike the divine version of this spell, the doll may be damaged or destroyed by someone other than you and the target still suffers any ill effects.

The spell lasts for as long as the attuned doll has at least 1 hit point remaining, or until the duration ends.

Special Material Component: Instead of one or more silver pins, the doll’s handler may use a single silver pin of exceptionable value to pierce the doll without damaging it as an attack action. Such a pin must have a purchase DC equal to at least 4 + the character level of the subject.

NEW FX Item Sankara Stone
Named for Shankara, a Hindu priest, whom legend states was given five of these stones by the god Shiva on Mount Kalisa. With the stones he was instructed to go forth and combat evil. Each stone contains a diamond inside that when brought together glow with the same intensity as a light spell. The diamonds themselves carry the power of enchantment not the stone that encases them. Although the stones were intended for use to generate life and warmth, they could also be used for fiery destruction against those whom would betray Shiva.
          Sankara Stone: A smooth amber-colored stone shaped like rounded columns or lingams and marked with three lines said to indicate the three levels of the universe. Though a Sankara stone is use-activated, the light feature of the stone will function permanently when at least two stones share the same 5-ft. space (no activation needed). To access the stone’s greater powers one must be at close range to the stone (within 30 feet), know the stone’s exact location, and succeed at a Knowledge (arcane lore) check. Refer to the table below (a separate check is required for each activation desired, and you may not take 10 on the check; all effects at caster level 10):
          DC 20: Cause the stone to independently emit light, as the spell, 3 times per day.
          DC 20: Cause the stone to generate warmth equal to that of a small camp fire for 24 hours. All those within 5 ft. of the camp fire effect enjoy protection similar to the spell endure elements (from D&D Player’s Handbook).
          DC 25: Render a person, object, or area clean, as the spell (from Urban Arcana), 3 times per day.
          DC 30: Cause the stone to radiate enough sacred heat to deal 1d6 points of damage each round (up to 1 round per 2 caster levels) or until dismissed, twice per day. All damage dealt is half fire and half holy damage. Only those persons or objects (flammable ones in particular) touching the stone are subject to damage.
          DC 35: Cast magic circle (from Urban Arcana) twice per day.
          DC 40: Cast faith’s fury (holy version only) once per day.
          DC 45: Cast panacea (from Dark*Matter) once per day.
          The stones’ collective strength is amplified when they are brought together. Add +1 per stone to the caster level of any effects generated by the stones (max caster level 15th). Also, add +2 per stone (max +10) to the Knowledge (arcane lore) checks of those attempting to cast incantations with the heal, life, or ward seeds. It is rumored that even greater powers can be unlocked by one who commands all five stones, though perhaps only Shankara knows for certain.
Type: Wondrous item (magic); Caster Level: 10th; Purchase DC: n/a (37); Weight: 2 lb.

NEW Incantation Remove Heart
Necromancy [Death], Conjuration (Healing)
Seed(s): Heal, Slay; Skill Check: Knowledge (arcane lore) DC 32, 6 successes; Failure: Two consecutive failed skill checks; Components: V, S, (SC, see text); Casting Time: 1 hour (see text); Range: Touch; Target: One helpless living humanoid (up to 20 HD); Duration: Instantaneous; Saving Throw: Fortitude partial; Spell Resistance: Yes

Through the ritual use of chanted words spoken in supplication and reverence of a dark deity, this incantation allows you to reach into the subject’s chest and remove its still beating heart. Though the subject, which must be helpless, may react with shock and minor discomfort as your hand plunges into its chest, no immediate harm is dealt the subject as the cavity left behind will promptly heal as the heart is removed. The subject remains alive through the necromantic powers of the incantation. The heart may be restored to the chest from which it was plucked if you choose to do so. However, even 1 point of damage to the removed heart, or damage enough to incapacitate the heart’s host body, will cause the subject to die instantly.

The subject is entitled to a Fortitude save if the incantation is successful. On a successful save, the subject instead takes 4d6 points of damage.

Options: The incantation can be done with or without secondary casters, though the collective chant of likeminded supporters will help to focus the dark energies and make the task easier for the lead caster (i.e. –2 to the DC for up to 10 secondary casters, –6 for 11-100, –10 for 101+). The lead caster need not make the requisite checks in plain sight (though he must be in the same general area) of the secondary casters so long as they continue to chant or otherwise lend support to the casting, as in a large ritual/service chamber. In such cases, the lead caster can appear on scene near the end of the casting (if all has gone well to that point) and complete the final check.

The incantation may be attempted against a subject that is not helpless, though the check DC is increased by +2, and, of course, the subject may object or attempt to resist in some way.

Lastly, remove heart may be performed in a hurry, during combat, for example, greatly reducing the casting time but at an increased risk to the incantation’s success. Skill checks toward achieving success may be attempted each round. For each additional attack that the lead caster has beyond the first, he may attempt one additional skill check that round. For example, if the lead caster has a BAB of +6 (i.e. up to two attacks) he may make two checks toward success as a full round action. In this way, the casting time may be as little as 2 or 3 rounds, though never longer than 6 rounds. However, making an attack with remove heart in this way provokes an attack of opportunity each round that it is attempted. Furthermore, this hurried method adds +6 to the check DC needed for success.

Backlash: All casters are exhausted afterward.

Failure: Reversal. On two consecutive failed checks, the caster will watch in horror as his own hand quivers in an attempt to bury itself in the caster’s very own chest.

Sunday, January 5, 2014

The French Raider in White

Watched Raiders of the Lost Ark again recently (an all-time favorite of mine), and since I've already done The Man With The Hat, I felt compelled to stat (using the d20 Modern ruleset) his arch-nemeses from each of the films. Here goes!

RENÉ EMILE BELLOQ 
(circa Raiders of the Lost Ark, 1936)
Male Human Fast 1/Smart 2/Charismatic 3/Field Antiquarian* 7; CR 13
Medium Humanoid (height 5' 10", weight 160 lb.); Age 39
* See Dark*Matter

Init +0; Senses (core) Listen +3, Search +10, Spot +3; Senses (house) Listen/Spot +5, Search +14
Languages Ancient Hebrew, Arabic, Dutch (speak only), English, French, German, Latin (read/write only), Quechua (speak only), Spanish, Swedish (speak only)
* See Dark*Matter

Defense (core) 16, touch 16, flat-footed 16; Defense (house) 16, touch 11, flat-footed 16; (+0 Dex, +6 class)
hp 46 (13 HD); Mas 10
Fort +4, Ref +5, Will +9
Action Points 9

Speed 30 ft.
Melee unarmed strike +5 (1d3 nonlethal, 20) or
Melee by weapon +5 or
Ranged .32 revolver +5 (2d4 ballistic, 20, 15 ft., S, 6 cyl.)
Ranged by weapon +5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +5; Grp +5
Atk Options Point Blank Shot
Special Qualities none

Abilities Str 10, Dex 11, Con 10, Int 16 (14), Wis 12, Cha 16 (15)
'(-)' indicate original ability scores.
Allegiances himself, antiquities, evil; Rep +7; San 59
Feats Confident, Deceptive, Educated (arcane lore, art), Meticulous, Personal Firearms Proficiency, Point Blank Shot, Quick Draw, Quick Reload, Simple Weapons Proficiency, Studious, Windfall
Skills (core) Bluff +13 (+3 when lying), Decipher Script +15, Diplomacy +20 (+3 when lying), Disguise +5, Forgery +8, Gamble +5 (+3 when cheating), Gather Information +11, Hide +3, Intimidate +8, Investigate +5, Knowledge (arcane lore) +15, Knowledge (art) +10, Knowledge (history) +11, Knowledge (streetwise) +7, Knowledge (theology and philosophy) +10, Listen +3, Move Silently +3, Profession (antiquities dealer) +6, Read/Write Ancient Hebrew, Read/Write Arabic, Read/Write English, Read/Write French, Read/Write German, Read/Write Latin, Read/Write Spanish, Research +11, Search +10, Speak Ancient Hebrew, Speak Arabic, Speak Dutch, Speak English, Speak French, Speak German, Speak Quechua, Speak Spanish, Speak Swedish, Spot +3
Skills (house) Decipher Script +16, Deduce +12 (+2 on Search), Disguise +5, Forgery +9, Gamble +6 (+3 when cheating), Gather Information +12, Knowledge (arcane lore) +16, Knowledge (art) +10, Knowledge (history) +12, Knowledge (streetwise) +8, Knowledge (theology and philosophy) +10, Perceive +5, Persuade +19 (+2 on Bluff, Intimidate, +3 when lying), Profession (antiquities dealer) +7, Read/Write Ancient Hebrew, Read/Write Arabic, Read/Write English, Read/Write French, Read/Write German, Read/Write Latin, Read/Write Spanish, Research +11, Sneak +7, Speak Ancient Hebrew, Speak Arabic, Speak Dutch, Speak English, Speak French, Speak German, Speak Quechua, Speak Spanish, Speak Swedish
Talents (Fast) Evasion
Talents (Smart) Linguist
Talents (Charismatic) Coordinate, Fast-Talk
Talents (Field Antiquarian) Ancient Knowledge, Contact (low-level, mid-level)
Starting Occupation (core) Aristocrat (+1 on Diplomacy)
Starting Occupation (house) Aristocrat (+1 on Persuade)
Wealth Bonus +18
Possessions (total weight 10.5 lb.) cream-color panama hat, formal outfit (cream-color linen suit; 3 lb.), formal outfit (Jewish priest’s attire w/miter; 3.5 lb.), suitcase (as briefcase; 2 lb.), pocket revolver (.32 caliber; 2 lb.), pocket journal, various personal items

NEW FX Item Ark of the Covenant
After the Ten Commandments were smashed by Moses, the pieces were collected in the Ark of the Covenant, a gold-gilded wooden chest constructed under instruction from God and carried before the Hebrews on their march towards the Promised Land.
          When the Hebrews settled in Canaan, they placed the Ark in the Temple of Solomon, until it mysteriously disappeared. However, it seems that in about 980 BC the Egyptian Pharaoh Shishak raided the Temple and took the Ark with him to the city of Tanis, where he placed it inside the Well of the Souls to hide it from the eyes of his sun god Amun-Ra.
          Adolf Hitler became interested in acquiring the Ark in order to achieve world domination. In 1936, when US agents Colonel Musgrove and Major Eaton discovered this, they sent Indiana Jones on a mission to find the Ark before the Nazis.
          Ark of the Covenant: Legends of the Ark's powers vary from Rabbinical account to Biblical account to historical account and back again. One such legend claims that if an army (consisting of 50+ soldiers) carries the Ark before it upon entering into battle, all allied combatants possessing the Ark shall receive a +4 sacred bonus on all attack rolls, checks, and saves while directly engaging an enemy force. Under most other circumstances, the Ark is simply an ornate vessel for what it carries. If disturbed or used in a way unworthy of God's will, however, the Ark has defensive capabilities that are either well recorded or purported.
          Without first addressing the Ark through proper Hebrew ritual, he or she who physically touches the Ark must succeed on a DC 20 Fortitude save or die instantly, and even on a successful save the target is rendered blind, deaf, and dumb (unable to speak) for 1d6 hours afterward. (Moving the Ark by use of poles allows movers to carry the Ark without touching it directly.)
          If the Ark is uncovered anywhere outside of the Promised Land, a divine maelstrom will ensue 1d6+1 rounds afterward, covering an area 333 feet in radius centered on the Ark, and lasting 1 minute. While the maelstrom lasts (10 rounds), all those within this area suffer 1 point of damage per round, 1d6 damage per round if they possess an allegiance to evil, or 2d6 damage per round if the target is an outsider type other than angels or other goodly-aligned heavenly guardians. All damage caused by the Ark ignores damage reduction or resistances of any kind, and all damage sustained until the maelstrom ends is cumulative when calculating massive damage. Creatures reduced to 0 hit points or that fail their saving throws against massive damage caused by this maelstrom are instantly disintegrated and consumed by divine fire.
          While the Ark undoubtedly possesses other destructive or more benign traits, no known details of these exist.
Type: Wondrous item (magic); Caster Level: 15th; Purchase DC: n/a (44); Weight: 183 lb.

Sunday, April 29, 2012

The Man In The Hat

Recent movie viewing has prompted me to dust off this, my d20 rendition of the greatest film character of all time.

Dr. HENRY WALTON "INDIANA" JONES, JR., PhD 
(circa Raiders of the Lost Ark, 1936)

Male Human Legendary Strong Hero 2/Smart Hero 3/Dedicated Hero 2/Soldier 2/Relic Seeker* 6; CR 15;  LA +1
Medium Humanoid (height 6' 1", weight 176 lb.); Age 36
* See the Blood & Relics d20 compatible compendium

Init +6; Senses (core) Listen +8, Search +13, Spot +10; Senses (house) Listen/Spot +13, Search + 17
Languages Arabic (speak only), English, French (speak only), German (speak only), Greek (speak only), Hindi (speak only), Latin (read/write only), Mandarin (speak only), Russian (speak only), Sign, Spanish (speak only), Swahili (speak only), Turkish (speak only), Vietnamese (speak only)

Defense (core) 23, touch 22, flat-footed 23; Defense (house) 23, touch 14, flat-footed 23; Dodge (+2 Dex, +10 class, +1 equip)
hp 103 (15 HD); Mas 18
Fort +11 (+15 vs hot/cold environments, suffocation/drowning), Ref +10, Will +10
Action Points 10

Speed 30 ft.
Melee unarmed strike +13/+8 (1d6+4 nonlethal, 20) or
Melee by weapon +11/+6
Ranged bullwhip +12/+7 (1d2+2, 20, 15 ft.) or
Ranged S&W pistol +11/+6 (2d6 ballistic, 20, 50 ft., 6 cyl.) or
Ranged Browning pistol +11/+6 (2d6 ballistic, 20, 30 ft., 13 box) or
Ranged by weapon +11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +12
Atk Options Heroic Surge (4/day), Knockout Punch, Point Blank Shot, Streetfighting
Special Qualities legend traits (3)

Abilities Str 14 (13), Dex 14 (13), Con 15, Int 16, Wis 16 (15), Cha 14
'(-)' indicate original ability scores.
Allegiances good, "fortune and glory," antiquities, law, Marshall College; Rep +9; San 80
Feats Advanced Firearms Proficiency, Brawl, Combat Reflexes, Dodge, Educated (Knowledge [arcane lore, history]), Endurance, Heroic Surge**, Improved Damage Threshold**, Improved Initiative**, Knockout Punch, Personal Firearms Proficiency, Point Blank Shot, Renown, Sidekick (Leader score: 25+; from Past), Simple Weapons Proficiency, Streetfighting, Studious
** Bonus feats acquired from the Legend template.
Flaws Ophidiophobia (Indy's fear of snakes imposes a -2 penalty on all attack rolls, checks, and saves so long as any live snake remains knowingly close to him. Every minute, he must succeed on a Will save DC 20 to remain near or move toward a live snake that is within 30 feet of him. Failure means he must stay outside that range. If he is unable to stay outside the range, he suffers the cowering condition (no actions, loses Dex mod and -2 to Defense, lasts 10 rounds). Should he fail the Will save by 5+, he suffers the cowering condition. If he succeeds on the Will save by 10+, he may physically interact with any live snake for one round.)—Bonus feat selected: Streetfighting
Skills (core) Balance +7, Bluff +8, Climb +9, Decipher Script +12, Demolitions +5, Disable Device +8, Disguise +6, Drive +5, Escape Artist +7, Gather Information +6, Hide +8, Investigate +7, Jump +8, Knowledge (arcane lore) +14, Knowledge (art) +9, Knowledge (earth and life sciences) +9, Knowledge (history) +18, Knowledge (streetwise) +7, Knowledge (theology and philosophy) +8, Listen +8, Move Silently +8, Navigate +6, Profession (teacher) +5, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +4, Research +12, Ride +8, Search +13, Speak Arabic, Speak English, Speak French, Speak German, Speak Greek, Speak Hindi, Speak Mandarin, Speak Russian, Speak Spanish, Speak Swahili, Speak Turkish, Speak Vietnamese, Spot +10, Survival +7, Swim +7 (+4 to avoid becoming fatigued), Treat Injury +4, Tumble +7
Skills (house) Athletics +14 (+4 on Swim to avoid becoming fatigued), Control +8, Deduce +17 (+2 on Decipher Script), Demolitions +5, Disable Device +10, Disguise +6, Drive +5, Escape Artist +8, Gather Information +6, Knowledge (arcane lore) +15, Knowledge (art) +9, Knowledge (current events) +6, Knowledge (earth and life sciences) +9, Knowledge (history) +18, Knowledge (streetwise) +8, Knowledge (tactics) +7, Knowledge (theology and philosophy) +8, Navigate +8, Perceive +13, Persuade +8, Profession (teacher) +5, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +5, Research +13, Ride +9, Sneak +13, Speak Arabic, Speak English, Speak French, Speak German, Speak Greek, Speak Hindi, Speak Mandarin, Speak Russian, Speak Spanish, Speak Swahili, Speak Turkish, Speak Vietnamese, Survival +8, Treat Injury +5, Tumble +7
Talents (Strong Hero) Extreme Effort
Talents (Smart Hero) Linguist, Savant (Knowledge [arcane lore])
Talents (Dedicated Hero) Skill Emphasis (Knowledge [history])
Talents (Soldier) Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Talents (Relic Seeker) Evasion, Improvised Tools, Improvised Weapons, Uncanny Dodge 1 & 2
Starting Occupation Adventurer (Bluff, Move Silently as permanent class skills; Brawl)
Wealth Bonus +11
Possessions (total weight 17.5 lb.) brown felt fedora (“Indy’s hat” behaves as a minor FX item radiating a low abjuration aura; when worn the hat provides a +1 bonus on all saves and a +1 to all action point results), mastercraft bullwhip (+2 on opposed disarm attempt, maximum range 15 ft.; 2 lb.), brown leather jacket (4 lb.), Smith & Wesson .45 Hand Ejector II (3 lb.), Browning HP 9 mm parabellum (2 lb.), hip holster (1 lb.), casual outfit (collared shirt & khakis w/hiking boots; 3.5 lb.), satchel (as standard range pack; 2 lb.), cigarette lighter, Swiss Army knife, compass, pocket journal, various personal items

"Trust me." —Indy

Wednesday, October 6, 2010

Plot Summary: Indiana Jones and The Bid for an 'A'

I've been looking at my old papers from college and realized some of them might make for great blog entries. Then again, some of them might work better than Ambien for those of you suffering from sleep deprivation? Either way....

I attended the University of California at Santa Barbara from September 2000 through June 2004. I graduated a double-major with a bachelors in cultural anthropology (emphasis: archaeology) and religious studies (emphasis: Near East), and, thankfully, a lingering interest in the more romantic side of things. Here's a paper I wrote during my junior year for "Anthropology 118TS: Archaeology of the Ancient Near East" (very appropriate, huh!), sources included. The class was taught by Professor Stuart Tyson Smith, an egyptologist and famous for his self-promoted involvement in The Mummy movies (or at least the first two at the time).

Anyway, that's plenty of background I guess. Simply put: this one combines my love of writing stories, Indiana Jones, and a bit of academia into one package. Chickity-check it out!


Prologue

My name: Dohni Ganderlay, British novitiate from the Cambridge University in the study of archaeology. My life: often does not quite work out the way I want it to, or at the very least, the way I had expected. I have to admit though, that my experiences spent over the last few months under the captured employ of the famed adventurer/archaeologist Henry “Indiana” Jones have been anything but what I would have expected—in retrospect that is!

It is the spring of 1934, and in my twenty-second year I have come to learn that when dealing with life’s problems you must swallow the bad with the good. At the beginning of the year I was hired by a swaggering French archaeologist named René Belloq to work with him on a classical period site in the Levant of the Near East as part of my research training. Monsieur Belloq put me to work in two ways: one, by being responsible for constructing the preliminary report of the dig, and two, by snooping around the competing dig of the aforementioned Indiana Jones, located at Bir Abu-Moya, and secretly causing any stifling trouble that I could. I had no idea what I was in for.

After the first week, I was caught while trying to steal from the mule caravan that Dr. Jones used for carrying supplies. I never was a very good thief! Fortunately, the rugged American spared my life and instead of having me imprisoned or worse, put me to work as his own assistant—what better way to keep an eye on me. To my even greater surprise, he started me on his own site’s preliminary report, the very same thing Belloq had bade of me, and I even found out that both competing dig sites were being employed by a powerful Arab antiquities dealer out of Syria. It seemed a challenge had been posed to the two long-standing rivals, by the interested Arab dealer, to see which archaeologist could finish his respective dig first. The rules, however, consisted of doing this one by the book, (as is not always apparently the case with Dr. Jones and Monsieur Belloq). Be that as it may, I found myself right in the middle struggling to avoid the vengeful hand of the Frenchman, and keep up with the hectic pace of the dig set by the intrepid American.

Chapter 1: The First “Step” Towards a Trench of Trouble

The expedition at Bir Abu-Moya began in late January (due to the time constraints laid upon the "contest" by the Arab dealer), and we were often forced to cover the strip of land where the step trench was going to lay on the south side of the Tell with a sloping network of tarps to prevent the occasional rain from swamping our work. Indy, as he has asked us all to call him, spent much of the first few days pacing the site and orchestrating the ten-week dig plan while reminiscing with the lead digger—a large, joyfully baratone-voiced Egyptian named Sallah—about how he wished there was a dungeon to be delved or a tomb to be raided amidst all this. I kept my wits about me though, and tried to remain as professional as I could, eavesdropping on nearby conversations only when I thought it the least dangerous.

On a more archaeological note, pertaining to the beginning of my preliminary report, I have determined that the first area we uncovered at the base of the Tell can be dated at latest to the Natufian Period (ca. 9000 B.C.). The absence of ceramic material and the fact that later periods tend to show more advanced housing structures (bordering on what is present in the Near East today) are clears signs that this step in the trench is dated as thus. The hut we found was also dug a meter deep into the ground, which is consistent with Natfuian style (Roaf, 30). Additionally, the appearance of Einkorn wheat may have something to do with the temporal placement of the site seeing as how rachis was found on the stalks (indicating a wild variety) and wild cereals were specifically a major part of the diet, as opposed to later domesticated kinds, during this period (Roaf, 27). Considering the wheat found, I have surmised that the basalt mortars and pestles were used to process the harvested grain while the notched piece of basalt found was likely used to shuck the tough husk off of the more pesky stalks. Then, as for the more advanced lithic technologies found, it would seem that the lunates were manufactured as sickle heads to harvest wheat and reused through Helwan retouch as a practice of tradition. Most curious of all was the stone “pillow” burial that Sallah and his sturdy-backed diggers uncovered. “Queer,” Sallah had commented, saying that it looked as if the person had been pinned down, though I was not too sure, and decided to comment on this later after some thought.

One thing is sure, however, this first trench has a cultural affiliation all its own, uniquely Natufian. To help illustrate this point the following is a transcript of a conversation Dr. Jones, Sallah, and I had one evening as the sun dipped down into an orange-purple horizon:

“Well, judging from the finds so far, I’d say the people here at Bir Abu-Moya had some ‘contemporaries in the Zagros Mts.’,” Indy announced after a moment’s thought. “We’re probably standing on what was future Palestinian soil” (Roaf, 30).

“Their economy was certainly one of open settlements,” I added. “Semi-permanent agriculturists I would wager, exploiting a vast array of both plant and animal life if what we know of the Natufian is correct.”

“Perhaps, Indy, we are seeing the decline of a Band community?” Sallah asked sternly but with a tentative pause.

“That’s certainly possible,” I answered, looking towards the rugged American. “We know that there was a trend away from familial-based hunting and gathering, to a more interfamily exchange system between settlements.”

Indy merely nodded in silent confirmation, his five-o’clock-shadowed face looking towards the horizon – towards the distant camp where Belloq resided.

...Chapter 5: The Dig Continues

Two weeks after we finished trench 1, we began on trench 2. The going was not easy, however, not after battling a three day storm that kept us to our tents and had half the crew come down with a cold. There is little rest for the wicked though, and Indy has bade me to work quickly and concisely in my documentation so as to keep up with the rabid pace which is to make up for lost time.

Thus, with mounds of time to myself now, I continue the report. At a glance, step #2 would appear to be Natufian as well due to the lack of ceramics, but the sudden appearance of a rectangular house built using domed-topped mud brick, featuring distinctive “herringbone pattern” thumb impressions (which help to key the molds together), lends the trench to be dated during the “Proto-Neolithic” (ca. 7500 B.C.), or Pre-Pottery Neolithic (Roaf, 31). The house appears to have been sieged by fire and then partially reconstructed such that there was now two adjoining rooms (separating families or parts of family) with the hearth moved to occupy the center of what could be a sort of kitchen or commons. Red ochre is often found decorating interiors beginning in the Proto-Neolithic as it is here, and is one of many things used to illustrate pictorials of animals, which among the most common are lions and bulls (Roaf, 36). It is not surprising then that we find the bull image and lion figures, of which the pregnant woman represents a type of fertility worship, as both motifs are indicative of cultural influences out of Mesopotamia. Ultimately, this becomes the forerunner of what is known as the “Proto-Hasunna” and succeeding “Samarra” cultures, emphasizing a “need for storage buildings over housing,” and “reveals a greater degree of possession awareness” where “lines of social/economic divisions appear” (Lecture, 4/15/03).

From the finds we can also conclude that plant domestication is well under way and goat herding (primarily for the meat, hence the longbone finds) indicates a diversification in resource control and economy. The social complexity is structured around “settled farm villages” with the largest ones being almost 1 hectare in size (Roaf, 33). Ancestor worship, as confirmed by the burial with the displaced skull, indicates a belief that “ancestors probably exercised a powerful influence over their descendants and had to be pacified by prayer and sacrifice” offered up to the skull, presumably (Roaf, 33-34). After examining the burial, Indy had commented that, “That sure wasn’t the way to get ‘ahead’ in life...”, to which I could hardly disagree, though it seemed a brilliant way to get ahead in the afterlife.

And with that, I have not even had a chance to catch my breath, for even now, I can hear Dr. Jones calling me to make ready to accompany him on a trip into the nearest town for replacement supplies after what we lost during the storm.

...Chapter 7: The Dog Days of Digging

Damn Belloq! Damn him straight to hell! I will not soon forget the day that a pack of wild dogs stormed our camp forcing us to scramble to higher places and tearing the throats out of two of our workers! Dr. Jones seems disarmingly unfazed, even though he too knows it was Belloq who sent the hounds, and I thought I caught him actually enjoying the charade as he took pot shots with his revolver at the dirty mongrels. At noon, the dogs just seemed to emerge from a dust cloud in the distance closing until it was too late, and while I am truly rattled, Indy has undauntingly demanded that we press on with the dig, and so we must!?

Step trench #3 has brought us into the Early Bronze Age (ca. 3300 B.C.), as far as I can tell, major clues coming from the more advanced building structure and the fact that the Khirbet Kerak ware found is a local style prevalent during this period (Roaf, 82). The absent finds in the sterile soil below this step help to explain the massive leap in time from the previous step, and various cultural and economic elements which I am about to elucidate also point towards the Early Bronze Age.

The cultural affiliation during this period at the site seems almost entirely Egyptian, more specifically the pre-dynastic period of Naqada in Egypt which would respond to the Early Bronze Age in the Levant. Also, the Abydos ware present may have something to do with the export of olive oil which was exchanged and later found in tombs of the Egyptian First Dynasty, hence giving a background and explaining why both of these commodities appear at Bir Abu-Moya (Roaf, 82). Given this, the cylinder seal and mud-brick building found here both point to the site as having been identified as an “Egyptian colony or trading outpost” (Roaf, 82). Furthermore, the material record here shows us that the tanged axe, likely a hold back item from the earlier Calcolithic period, and the lapis lazuli helps to demonstrate the beginning of a luxury item trade. One might even suggest that the economic elite here were taking on a model of “conspicuous consumption” such to the extent that one would expect this trend to continue and increase (Lecture, 4/29/03).

Thus, without a doubt, it is clear to me that the social complexity of the site at this step would be that of an ancient Egyptian outpost community; utilizing indentured servants or slaves at the beck and call of an Egyptian upper class whose goal was to exploit and orchestrate the agricultural and social development of the land. “It holds,” Sallah told me, “that some of the greatest and most enduring legacies have been left by that cradle of the Nile—Egypt!” he finished with a wink. And quite frankly, how can I deny that?

...Chapter 13: From the Middle Bronze to a Bronzed Middle

We began on step trench #4 on the seventh week of the dig, clearly behind schedule but determined to beat Belloq with time to spare. I have to admit, I am fully behind Indy now, finding his slapdash nature quite amusing and often finding myself fantasizing about one day becoming like him...well, um, moving on.

The date for this particular step falls during the time of the Middle Bronze Age with the knowledge that Amenemhet I, whose cartouch was among our finds, reigned from 1991-1962 B.C., but more specifically cerca 1800 B.C. because we know that “after about 1800, almost all Middle Bronze Age sites in the Levant were fortified” (Roaf, 118). My notes on the casemate wall and gate include the fact that it would have been nigh impregnable with its rubble-filled central recesses, and difficult to siege due to the man-made slope (for deterring tunneling, ramming, and tower attempts directed at the walls themselves), while the narrow, three-chambered entrance would have created multiple barriers for enemies to bypass—no easy task! Clearly, though, the destruction of the walls and burnt remains is a testament to how fiercely the city-states of this time were warring with each other.

Indy was quite insightful in helping me piece together parts of the social network that was occurring at the time, mainly that a group known as the Amorites (Semitic interlopers) were migrating in from the south and mixing with groups from the north such as the Hurrians (an Indo-European sect out of the Caucasus Mts.), and lead to, among other things, a synthesis of works in metallurgy and craftsmanship, particularly with bronze weaponry (Lecture, 5/1/03). In turn, I have attributed the “duckbill” axe and trident finds to such a cultural composition. And, so far as the economy appears in this step, there seems to be a crystallization of the concept of increasing conspicuous consumption, what with the finds of lapis beads, the gold falcon’s head, and the decadence in which the inscribed tablet we found went about describing a particular door.

Speaking of which, the tablet bore an incomplete passage dictating the introduction of a communication between what I believe are two remnant city-state rulers of a fallen Egyptian Old Kingdom. Now, undoubtedly, the comparable power between such rulers after the fall of a great dynasty would vary, and as such, one ruler might answer to another, creating a kind of “big king/little king” relationship (Lecture, 5/6/03). In order to sequester aid or resources beyond one’s immediate control, let us say, a little king might have to humble himself either in person or via tablet inscription to the nearest big king, as we have here. This brings the hierarchy of the social order in to view and helps to explain possible alliances or rivalries we might see in future steps.

As a final note for this trench, we also find Tell el-Yahidiya ware sherds among the finds, notable as a style that emerged out of this mixed culture during the Middle Bronze Age that resulted in finely made pottery “featuring a red polish, and black punctate” (Lecture, 5/1/03). As an aside, while we were sifting through the sherds, Indy became startled and jumped back letting out an alarmed breath as he leaned away from something nearby. I do confess, the man is quite intriguing for all his courage, after all, it was only a baby gartner snake! Unfortunately, Indy got the last laugh when I had made the mistake of overindulging in the little bit of sun we had one day, partially under an umbrella, only to have earned a dark and painful tan across my stomach, and the new British colloquial nickname of “The Walking-Fag” (i.e. The Walking-Cigarette). [I think I must have felt uncomfortable here using such a term, so I concluded to clarify my intentions, and the joke was just too good to pass up!]

...Chapter 18: Famous Last Words

I began work on step #5 during the later half of the eighth week, quickly finding myself with growing speculations as to how the overall site here at Bir Abu-Moya impacted the historical scene. Once again, the destruction wrought on a wide-scale here gave us near perfect preservation, and judging from advanced building architecture and artworks found within, namely the appearance of the portico entrance and the base ring ware (both of which are thought to have originated during the same era), we came to the conclusion that this new step was from the Late Bronze Age (Lecture, 5/15/03). The scarab that we recovered was also key in designating the exact time frame to around 1250 B.C., due to the fact that it is inscribed for Ramesses II who is known to have ruled during this period (Roaf, 144).

Semblances of cultural development in this step all point to a syncretism of styles and motifs, mainly through art and remnants of religious practice. Bir Abu-Moya was without a doubt a frontier for converging ivory styles drawing upon both a “Syrian” tradition, as displayed through the remains of the back-to-back women piece, and a “Phoenician” tradition (closely related to the art of Egypt), as embodied by the openwork panels which were also found (Roaf, 156). The Hurrian sealing, alternately, creates an interesting dichotomy with the previous and more absolute Egyptian occupation level, manifesting itself in a seemingly international style wherein the materialization of ideology (i.e. depictions of rituals and the gods involved in a reinforcing manner that has a lasting effect) can clearly be seen.

Economic values are shifting such to the extent that bronze (formerly an extremely valuable commodity used exclusively in weaponsmithing) is now being seen used in the construction of figurines as we have here, suggesting that perhaps more valuable resources are on the way (i.e. the advent of the Iron Age). Beyond that, there are more things I will touch on about this step later, but the social complexity at this point is certainly one of demonstrative opulence held in check by the fact that this site seems to have been on the front lines of ongoing territory disputes and, more locally, solid attempts at multicultural uniformity leading to the creation of new ceramic styles, and new ways of looking at worship.

I think it was Dr. Jones who said, “The people of this time and place were living life the way their superiors adjudicated it for them...mixing together those elements which they often wanted to survive by. That, or become lost in time.” Its ironic, now, that he had said that, for neither I nor any of the crew have seen or heard from him in the last nine hours.

...Chapter 25: The End of a Long Road

We have entered the tenth week and still no sign of the American! Every day at dawn we send out a group to search and see if they can find Indy, but no such luck yet. We are confident Belloq has not beaten us, though there is no way to be sure, and while the digging continues with everyone on edge, we are no less determined now that Sallah has taken over. Nevertheless, I am still committed to doing my part, and so my look at step trench #6 begins.

From what we know of history, the Sea Peoples and Assyrians became increasingly important in the development, for good or for poor, of the Levant during much of the periods which we have already covered. With that in mind, I see the utter destruction at this level akin to that which would have been perpetrated against Assyrian takings in the Levant (mainly because of the interregional hatred that was expressed towards Assyrian rule), and furthermore, the presence of Assyrian potsherds helps to give a material context (Lecture, 5/27/03). Thus, I place this trench during the later half of the Iron Age, sometime during the 7th or 8th century B.C.

I have come to the conclusion that the body under the eastern building was an Assyrian soldier, both the scale-mail armor and blow to the head (with no proper burial) indicate features and the kind of fate one might expect of an unfortunate Assyrian guard. The body under the western wall, however, could have been a priestly dignitary carrying a sacred temple vessel to safety, one which bears an inscription that possibly translates into “ox-head, fence, house,” or “The Sanctuary of the Bovine Altar” (Roaf, 150). Certainly, there was some sort of religious activity going on in the western building as there is a “horned altar” positioned out front where there appears to have been animal sacrifices made judging from the organic residue found (Lecture, 5/27/03). These finds coupled with the “woman with lions stand” and the “cow Kernoi” help to elaborate upon a flourishing international style of syncretist beliefs, meshing both Mesopotamian (from the Assyrian rule) and Aegean (from contact with the Sea Peoples) traditions into a unique motif. It is astonishing how much pressure from outside forces (e.g. the Egyptians from the south, Hurrians from the north, Sea Peoples from the west, and Assyrians from the east) this region was able to endure and ultimately assimilate into an identity of its own.

The economy in this period at Bir Abu-Moya is almost exclusively mercantilism centered around guild-based polities. The evidence of converging pottery styles, cremation practices, and extensive warfare indicates a culture consistent with that of the Philistines during the Iron Age, while the social complexity was likely that of a peripheral imperial city-state. And while our understanding of the Bir Abu-Moya site becomes clearer, so too does the events surrounding Indy’s disappearance. I will not soon forget when he came riding in atop a brown stallion just today exchanging gunshots with a group of pursuing Arabs. A scramble throughout the camp to find a hiding place until the dust had settled ensued, and when we finally got a chance to talk to the dirty and bruised American, he said that he had left fully a week and a half ago to spy on Belloq’s operation. Apparently, the wily Frenchman had hired a group of nomad strongmen to patrol his camp and, for Indy, there had simply been too many eyes to dodge. Subsequently, Indy told us, he had spent the remaining time eluding the nomads in an attempt to get back. The good news was, Belloq’s men had revolted against him (chaffing under the Frenchman’s direction) and Belloq was out of the race. Thus, we had won and our adventure at Bir Abu-Moya was over!

Epilogue: Interpreting The Mysteries

Bir Abu-Moya begins in the Natufian, a time in which there is little else going on as far as historical and archaeological records have thus far shown in the Levant or in many of the surrounding areas. In fact, modern Israel and Palestine constitute some of the only areas that we have knowledge of there even having been a Natufian period (Lecture, 4/8/03). This is partially to explain for why we see an odd example of secondary burial in step trench 1 (the skeleton with the stones) during this time but not in any other, mainly showing how Bir Abu-Moya remained untouched by other cultures, but also how the people kept to their Neolithic beliefs.

At step trench 2, we see a slow departure from more Neolithic modes of thinking wherein family ties are most important, to a linked community where families are dependent on each other. The house’s development shows an evolution from round huts to squarish designs to facilitate adding on, individual walls which are easier to repair in case of fire, and interior walls which help to divide portions of the house between men and women or among different facets of activity that each room in the house serves. This abrupt change coincides with the changing economy from hunting and gathering to farming, and roving band societies to semi-permanent ones based on exchange routes with other nearby settlements.

The odd circular foundation found at step trench 3, which appears during an era after a long time of vacancy at Bir Abu-Moya, is likely a tower (among others) positioned at the edge of the Tell proper to look out for invaders during a tentative time of Egyptian expansion. After all, these are foreign lands to Egyptian rulers and not as secure as their homelands. Then again, the tower could be a sort of storage chamber necessary for large supply depots in an ongoing effort to expand. In either case, Bir Abu-Moya changes after a long period of absent settlement (due to continuing bad weather conditions and drought) where farming is no longer the main drive, but rather outpost links in a long chain of state-controlled trade routes are the purpose.

By the time of step trench 4, a cycle of continual claims and loses by numerous different cultures and states vying for control has begun, each seeking to exploit the established land to its own desires. With the fall of the Old Egyptian dynasty we begin to see how there is a need to hold on to bits and pieces of the past occupations and mesh them with the new, so as the new protective walls come up around the site at this level, so too do we find the older mud brick structure still in place, though it has been relegated by its new rulers to a lesser designation (i.e. the dung depository) as a negative statement aimed at the previous rulers.

Then, as we enter steps 5 and 6 we see how the example of materialization of ideology takes the form of temples set up to reinforce state-oriented codes and religious edicts. The pattern remains the same but there is now a clear sign of “one-upmanship” being expressed by each successive ruling faction. Thus, when we find objects that conflict with the new order winding up discarded in a pit, we can assume that those objects were the things that were meant to be forgotten. In all cases, we still find the society repeating itself: ancestor veneration with the skulls, burnt pits with the remains of enemies and/or sacrifices, and new buildings erected to protect and facilitate survival are all in the later steps. Each time though, the details are included in the growing melting pot of culture that is the Levant in its entirety as it stands today.

Bibliography

Lecture. "Anthropology 118TS: Archaeology of the Ancient Near East." Professor Stuart Smith. UCSB. Spring, 2003.

Roaf, Michael. Cultural Atlas of Mesopotamia and the Ancient Near East. Andromeda Oxford Limited, 1966. 27-156.

[And yes, I got an 'A' on this one. :-)]