TEXT: SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  REF ID 
  S01-E01
  TITLE  
  GROUNDBREAKING
  AUTHOR 
  JARED FEGAN
  TOP SECRET
  WARNING: SECURITY CLEARANCE REQUIRED
  STARGATE COMMAND PROGRAM
  PROJECT PHOENIX
  BASIC SECURITY REQUIREMENTS ARE CONTAINED IN TN: 822-1
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  IN THE ATTACHED DOCUMENT(S) COULD RESULT IN EXCEPTIONALLY 
  GRAVE DANGER TO THE UNITED STATES OF AMERICA.
  USA DOC 01001 TYPE M
  REF. NO. 602573815427
  
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  2
  
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  Groundbreaking
  “Season” 1 “Episode” 1
  Introduction: New to the Phoenix Program, you have been selected as a recruit for 
  training. If all goes well, you may graduate to become a Phoenix team member to 
  go off-world and explore the galaxy. Are you up for the challenge? 
   A three-hour “episode” for level 1-4 characters of the
  Stargate SG-1 Roleplaying Game
  by Jared Fegan
  A Living RPG Series presented by Wyvern Gaming
  
  4
  If you have ﬁrst-time players, this can be read 
  verbatim or paraphrased as you see ﬁt.
  THE STARGATE PROGRAM
  Earth’s Stargate (SG) Program began when a Stargate 
  was unearthed in Egypt in 1928. The device was 
  brought to the United States in 1939 to keep it out of 
  Nazi hands and was installed deep beneath Cheyenne 
  Mountain in Colorado.
  When it was discovered that there were grave 
  threats in the Universe, in the form of the Goa’uld 
  System Lords, the United States established 
  Stargate Command, under the command of General 
  Hammond. Nine teams, known as Stargate teams 
  (SG 1-9) were initially created to travel through the 
  Gate to assess threats, open negotiations with other 
  civilizations and procure technology to defend Earth.
  As the SG teams went on missions, contact was 
  made with several intelligent races as well as distant 
  Earth descendants, which were under the control or 
  inﬂuence of the Goa’uld. These team visits were many 
  times a spark that lit the freedom ﬁghting spirits of 
  those worlds.
  STARGATE PHOENIX
  As more and more refugees from alien worlds 
  began to rise up, a classiﬁed site, authorized by 
  the President and headed up by General P.K. Loyer, 
  was created. Its mission is to establish an oﬀ-world 
  Stargate site called Phoenix Site, which brings 
  together and trains the freedom ﬁghting individuals 
  from worlds oppressed by the Goa’uld System Lords.
  Once trained, these highly functional SG teams are 
  sent on missions with the defense of the Universe in 
  mind.
  “You recruits are members of the selection process to 
  be placed on one of these teams.”
  PreParing the adventure Play
  You are the Gatemaster (GM). The GM is a vital role 
  and can be as much fun, if not more fun, as being 
  a player. You control the story and the non-player 
  characters (NPCs) that interact with the player’s 
  characters (PCs).
  Before you run this episode as a GM for a group of 
  players, you should do the following:
  • Read through the episode.
  • Highlight important items as reminders.
  • Gather your notecards, a screen, dice, etc.
  • The Stargate SG-1 Roleplaying Game can be 
  played as a theatre of the mind type game; 
  however, some players enjoy playing on a tabletop 
  with a battle mat and miniature characters. This 
  is completely optional but helps some people 
  picture the tactical nature of combat.
  • Familiarize yourself with the Stargate SG-1 
  Roleplaying Game rules.
  • Ensure your players play legal Phoenix Living 
  Series characters. (see StargateTheRPG.com/ 
  about/SGP for more information)
  timeframe
  This episode starts on August 13, 2002, just after the 
  events in S6 E9, Allegiance.
  To help with immersion in the episode, the GM is 
  encouraged to provide details of this time period. 
  While the Phoenix Site is not on Earth, newspapers of 
  the previous day or taped broadcasts can be playing 
  in the background.
  • On August 9, 2002, San Francisco Giants outfielder 
  Barry Bonds hits his 600th career home run.
  • On August 12, 2002, US Airways declares 
  bankruptcy.
  Previously in Phoenix site
  Before starting a new episode, prompt your players 
  to recount their last mission by saying, “Previously in 
  Phoenix Site...”
  Seeing this is the ﬁrst episode there is no need to do 
  this.
  
  5
  ACT 1: LEARNING THE 
  ROPES
  Just Prior to aCt 1
  The PCs are recruits brought in for potential selection 
  into a Phoenix team. They were brought in via the 
  Stargate prior to play.
  Recruits are escorted into a large room (approximate 
  30m x 60m) where there are about 60 recruits and 
  are a mixture of Tauri, Jaﬀa, Tok’ra, Aturen, and Unas.
  intro to Phoenix site by general P.K. loyer
  A man enters the room accompanied 
  by one Jaﬀa and a human male. 
  The man is wearing a well-
  pressed blue pair of pants and 
  blue button-up shirt. You can see 
  gold stars pinned atop each 
  shoulder. He is a stocky 
  man of about 6’ 3” and 
  has a hardened look 
  that gives you the 
  impression he has 
  seen a lot more in 
  his lifetime than one 
  person should.
  “Recruits, I am General 
  P.K. Loyer. You may 
  address me as General 
  Loyer. I want to welcome 
  you freedom ﬁghters to 
  this site, designated as 
  the Phoenix Site. The 
  Phoenix Site is for you - 
  the formerly oppressed, 
  the enslaved, and the 
  betrayed. With your 
  continued eﬀorts, we 
  will weaken the defenses 
  of the false gods and 
  continue to bring freedom 
  to the galaxy. Recent 
  missions have brought 
  hope for us all as we 
  have borne 
  witness to the fall of the System Lords: Sokar, Cronus, 
  Apophis, and others.
  I personally want to thank you all for joining us at 
  this critical time. The recent inﬁltration of the Alpha 
  Site has been a major setback but has given us this 
  opportunity to bring you all together here at the 
  Phoenix Site. This is both a perilous and momentous 
  time. To have so many races unite under one common 
  goal does bolster my spirit.” 
  You think you see his brow raise and a slight smile 
  form on his heavy face. General Loyer continues:
  “Over the next few weeks, you will be trained in 
  combat, survival, diplomacy, medicine and other vital 
  skills. If you desire to be a member of the Phoenix 
  Site this is a mandatory requirement regardless of 
  your prior experience with combat or otherwise. 
  Those of you who have what it takes will be selected 
  and placed as team members that explore the gate 
  network.
  However, let it be known that not everyone will be 
  selected for gate exploration. Some of you may be 
  placed here at the Phoenix Site to perform other 
  roles. Others may be assigned as undercover agents. 
  I stress to you all that no role is insigniﬁcant at such a 
  crucial time.”
  He turns and looks back at the man who accompanied 
  him and asks him to step forward.
  “Major Abraham Ross will be assisting me as your 
  Commanding Oﬃcer (CO) during your training.”
  Again, I welcome all of you to the Phoenix Site and 
  thank you for your service.”
  TENSION DIE
  This episode has a Tension Die (TD) of D6.
  Be sure to let your players know this as many feats, 
  equipment, and other player 
  options use the (TD) to add to 
  a roll.
  As a GM you will also use (TD) 
  for Combatants and some 
  damage elements.
  
  6
  GM NEED TO KNOW INFO
  The players are recruits to a new program where they 
  learn how to be oﬃcial Phoenix Site team members. 
  After initial training they are forced oﬀ world and 
  must survive. Once they return, they are given a 
  real mission to rescue a Tok’ra agent or return with 
  vital information from the agent. While attempting 
  to rescue the Tok’ra agent, Karrasha, the team is 
  ambushed and captured. During internment they 
  overhear Wepwawet, a system lord subservient to 
  Anubis, and a woman, Zirstyr, his wife, arguing over 
  his involvement with Anubis. Zirstyr then provides 
  aid and helps the team escape. The team must 
  escape and bring back the Tok’ra agent who has vital 
  information too important to be left behind.
  This episode is divided into two Acts, one where the 
  players are recruits and the second where they are 
  given their ﬁrst mission.
  gearing uP
  Besides the GDO, the PCs have no special gear other 
  than what they have at character creation.
  (GDO) and their own Iris Deactivation Code (IDC). All 
  encounters in Act 1 occur the same day.
  What the PCs may do
  The PCs are learning about combat and getting 
  acquainted with the base. A random earthquake 
  occurs which causes the PCs to be forced oﬀ-world.
  THE PROBLEM – During training the PCs are forced 
  oﬀsite where one person is poisoned. They must 
  survive oﬀ-world which is made more diﬃcult due to 
  a harsh storm and the DHD being disabled.
  RESOLUTION – PCs can treat the injured player, 
  bunker down & either ﬁx the DHD, or manually dial it.
  ENCOUNTER 1: GEAR UP…
  (Approximately 10 minutes game time)
  Recruits are provided base kits which includes:
  • Tactical Vests (Bulk = 8+Str) & 3 Uniforms
  • MREs (mission duration)
  • Combat Knife (shortblade, Tech Level 2)
  • Personal Tactical Radio
  • Water Puriﬁer
  • Filtration/Radiation Mask
  • Multi-tool Kit
  • Personal First Aid Kit
  • Extended Climate Protection Clothing
  • Combat Tent
  • Sidearm (Beretta M9)
  In addition the character’s may choose items from the 
  armory, that they have access to, equal to or less the 
  bulk rating of their equipped armor.
  You may ask the PCs if there is anything speciﬁc they 
  want to gear up with from the Armory.
  ENCOUNTER 2: YOU SHOT ME YOU…
  (Approximately 15 minutes game time)
  Major Ross addresses the group, 
  “Recruits, an important part of oﬀ-world travel is 
  survival. In order to do that, we want you to be 
  prepared for combat. Many of you are not familiar 
  with gunﬁre and shooting targets behind cover. We 
  aim to change that to help prepare you for the real 
  thing. To that end, we have a course setup to teach 
  you how to ﬁre weapons and duck behind cover.”
  He continues, “The goal is to familiarize yourself 
  with ranged combat should the need arise. It is of 
  utmost importance for you to understand angles and 
  cover should you come under ﬁre. To that end, we 
  have adapted Goa’uld In’tar weapons to our own 
  weaponry. It is ﬁt for range combat practice. 
  
  7
  Know that, three In’tar shots with the conﬁgured 
  settings stuns the target, so do not hit a target three 
  times or this will result in disciplinary action.
  Please know that this training is not optional, melee 
  combat is not permitted in this course. Two shots 
  and you are out. Groups of recruits will be split into 
  teams, may the best team win.
  Weapons training: In’tar Weapons are based on 
  Goa’uld technology which can take the form of any 
  weapon. The Phoenix Site has taken this technology 
  for training in the form of personal energy weapons 
  speciﬁcally for recruit personnel training. In’tar 
  weapons have red crystals and ﬁre a low-energy red 
  blast that depending on the setting stings for a one-
  hit but can stun with accumulated shots. For this 
  encounter, one or two shots do not stun, three does.
  Weapons training is required for all personnel. 
  Recruits who do not wish to partake are informed of 
  the multitude of dangers during oﬀ-world exploration. 
  Recruits can use less than lethal weapons oﬀ-world to 
  not kill anyone such as a Zat’nik’tel.
  • If a recruit persists in not complying with the 
  required training, they are sternly informed 
  that they likely would not be considered for 
  oﬀ-world assignments. They can sit out of the 
  training but are sent to the mess hall to be of use 
  cleaning. (GM make note: This player takes a -2 
  to all combat die rolls for the remainder of the 
  episode.)
  Recruits can choose In’tar weapons from the standard 
  P-90, M9 pistols, Jaﬀa staﬀ weapons etc.
  • The recruits are split into teams of 3 vs 3. An 
  NPC can be provided if any recruits declined the 
  weapons training or if there is an odd number of 
  players. (played by the GM using the character 
  sheet of the dismissed character).
  • This is live target practice in a paintball style 
  course. All weapons are set to the lowest setting 
  for safety.
  • 2 hits are the goal, do not shoot to stun (3 hits)
  • Recruits that stun another recruit, whether it 
  is a third hit, or they shoot at a target with two 
  hits, receive a stern warning, have their character 
  name written down and are well on their way to 
  not being a recruit at all. (This character is asked 
  to report to General Loyer, whom addresses them 
  with a stern tone, “While your enthusiasm is 
  appreciated, insubordination and cruelty where 
  it is not necessary is unacceptable behavior at 
  the Phoenix Site and will not be tolerated.” (GM 
  note: This player takes a -2 to all social rolls except 
  intimidation, which is a +2 for the remainder of 
  the episode.)
  sPeCial Combat enCounter rules
  GMs should familiarize themselves with ranged 
  attacks and cover rules.
  Basic rules: PCs have a base Armor Class (AC) of 10 
  plus dexterity modiﬁer and any cover they are behind. 
  Two hits, either two normal hits or one critical hit 
  takes out an opposing recruit.
  Inform PCs of the “Take Cover Mechanic.”
  Each side of the course has three (3) half cover (+2 
  AC) locations and one three-quarters cover (+5 AC) 
  location.  PCs are encouraged to take chances and 
  not go prone behind cover to get total cover, meaning 
  they are not a valid target. Cowardice is not an 
  honorable trait and will be viewed negatively.
  QuiCK guide on Combat
  1. Determine surprise. No surprise for this training.
  2. Establish positions. The GM decides where the 
  teams are located. No map is needed, just use 
  a standard paintball style course if your players 
  want a map. Given the combatant’s positions the 
  GM can provide where the combatants are, how 
  far away and in what direction.
  3. Roll initiative. Everyone involved in the combat 
  encounter rolls initiative, determining the order 
  of combatants turns (starting with the highest 
  result).
  4. Take turns. Each participant in the battle takes a 
  turn in initiative order. This consists of moving, as 
  well as the usual actions permitted in a standard 
  combat round.
  
  8
  5. Begin the next round. When everyone involved 
  in the combat has had a turn, the round ends. 
  Recruits that have been hit are told to “Play Dead” 
  until the end of the combat simulation. Repeat 
  step 4 until one team has no one remaining.
  resolution
  Once the time for this encounter has lapsed, or one 
  side has prevailed, the PCs are commended for their 
  skills demonstrated in simulated ranged combat 
  and are dismissed to the barracks to wash up before 
  reporting to the mess hall for lunch.
  ENCOUNTER 3: TROUBLE IN THE 
  BARRACKS
  (No more than 15 minutes game time)
  Recruits are provided bunk bed style 
  accommodations. They are assigned bunks in random 
  order, but there is no segregation by sex, race, or 
  otherwise.
  After bunks are assigned, an NPC Jaﬀa, Em’lyn, has 
  trouble with one PC, determined by the GM. Em’lyn is 
  a former female Jaﬀa warrior  to Bastet.
  The Scene: Em’lyn refuses to bunk with the PC due to 
  hatred or internal conﬂict from a previous experience. 
  Jaﬀa are very stern rigid warriors who rarely yield in 
  the face of conﬂict. (GM: Come up with a reason to 
  pick a ﬁght with the chosen PC. Example: Jaﬀa and 
  Tok’ra have a long history of dislike, Unas hiss in their 
  sleep, Aturen smell of weakness, Humans think they 
  are better than everyone else, or maybe he just wants 
  to be on top, etc.)
  This is a short Convince Encounter, see Chapter 10 of 
  the Core Rulebook, with a Threshold of 3 and DC 12 
  for all checks.
  Em’lyn, as with most Jaﬀa, appreciates reason and is 
  more inﬂuenced by a Logical (Intelligence).
  QuiCK guide on ConvinCe enCounter
  Convince encounters are where the players must 
  inﬂuence an NPC to the course of action desired 
  where roleplaying is encouraged. See page 136.
  A Convince Encounter is broken down into four 
  phases.
   Phase 1: The players that want to participate wager 
  1 Determination Point (DP). This cost increases each 
  round by one. If a player does not have enough DP 
  left, they cannot wager and thus may not attempt to 
  convince the target. If no PC wagers, the Convince 
  encounter ends in a failure.
  Note: If a PC does not wager they may still participate 
  using side-bar commentary once per round to give 
  another PC of their choice a +1 to a check, after the 
  result of the check is known.
  Phase 2: Each PC describes the method they choose 
  to convince the target. (Logic-Intelligence, Sympathy- 
  Wisdom or Mien).
  Phase 3: Roll a Check using the attribute or skill 
  associated with the PCs selected approach.
  On a Failure the PCs DP wager is lost.
  Critical Success (Natural 20 on the check) counts as 2 
  success in Phase 4.
  Critical Failure (Natural 1 on the check) results in a 
  failure and the Threshold being increased by +1.
  Phase 4: The GM tally’s the successes the PCs 
  achieved in Phase 3 and adds it to any successes in 
  previous rounds. If the number is higher than the 
  Encounter Threshold, the encounter succeeds. The 
  GM narrates the targets response upon success, need 
  for more successes or failure.
  If there are not enough successes, the encounter 
  continues with a new Phase 1, with DP increasing 
  to be the same number as the Convince round.
  resolution
  Success: Team members who participate with a 
  diplomatic resolution have used cool heads to prevail 
  and may have earned a new ally today.
  Failure: results in the Jaﬀa ﬂipping the bunk entirely 
  and then storming oﬀ. The mess will need to be 
  cleaned up, otherwise the PC is sleeping on the ﬂoor. 
  If all PCs volunteer to help clean up, everyone will 
  have time to make it to the mess hall for lunch. If even 
  one PC goes to the mess hall, then all PCs that stayed 
  for cleanup miss lunch. PCs that leave to go to the 
  mess before cleaning up lose are reprimanded.
  Violent resolution will result in appropriate 
  
  9
  disciplinary action by the CO. (A stern warning is 
  given and a formal apology is required for any who 
  participated in the violent resolution. If a recruit 
  declines this punishment, they are dismissed from the 
  program.) The player can bring in a new character.
  ENCOUNTER 4: OFF-WORLD 
  DISCUSSION
  (No more than 5 minutes game time)
  The player’s team of recruits are asked to get their kit 
  and they are escorted to the gate room where they 
  are introduced to Dr. Jason Burg.
  Dr. Burg is a middle-aged man that stands about 
  5’ 6” and has long brown hair with touches of grey 
  in it. He also has a full beard, which stands out in 
  contrast as many on the base have no facial hair or 
  short hair because they are part of the Air Force. In 
  a very informal and enthusiastic way, Dr. Burg begins 
  to instruct the recruits on gate room protocol and the 
  basics of gate travel.
  “Hey guys come on in. I am Dr. Jason Burg, but you 
  guys can just call me Dr. “B”. I want to familiarize you 
  with the gate room, gate travel, and our Standard 
  Operating Procedure (SOP).
  First, the gate room is the most secure area of this 
  facility as well as the most fortiﬁed. Without the Gate 
  up and running things can get pretty crazy around 
  here, if you know what I mean. Anyway, this baby has 
  huge energy and cooling requirements.
  He motions to someone above and behind you. This 
  person is stationed behind a viewing window in a 
  room covered wall to wall with light-ﬁlled panels.
  “That is Danos, the gate technician, he makes one 
  mean banana pudding if you stay on his good side.”
  Then gate begins to spin and one by one crystals 
  around the gate begin to glow red. Suddenly a 
  magniﬁcent wave of blue emerges from the center of 
  the gate.
  “That never gets old. The gate has just been dialed 
  to P1X-774 which has an oﬀ-world base camp. SG-15 
  has already explored the area. Now you guys are lucky 
  enough to be the next set of recruits I take oﬀ-world 
  bringing additional supplies to the base camp.“
  He motions toward a pallet sitting on a motorized 
  platform with eight wheels which then moves forward 
  and disappears into the event horizon.
  “That is a (FRED) which stands for Field Remote 
  Expeditionary Device. It will help move the supplies as 
  we doctors are not known for our brawn.  Know that 
  a gate connection will stay open for 38 minutes at a 
  maximum; however, the gate will shut itself down if 
  nothing is going through or nothing is preparing to go 
  through. It can also be shut down manually in some 
  instances.
  Fortunately, P1X-774 has a working DHD and a small 
  cache of weapons along with rations about one klick 
  away from the gate so we should be able to get there 
  quickly and drop oﬀ the supplies.”
  Dr. Burg contemplates to himself out loud, “If a world 
  did not have a working DHD, I suppose you could 
  always manually dial the Phoenix Site, if you had a 
  power source of course.”
  “Anyway, here. You guys are gonna need a GDO. Any 
  guesses what that stands for? Gate Door Opener…. 
  just kidding. It stands for Garage Door Opener. Here 
  watch this.“
  Dr. Burg again motions behind you and a metal cover 
  closes over the gate.
  “This is an Iris. It protects the gate from possible 
  incursions after an incoming oﬀ-world wormhole is 
  established. Send the Iris Deactivation Code (IDC) 
  ﬁrst and wait for the “All Clear” response from the 
  gate technician, Danos up there, letting you know the 
  Iris is open or else you will not make it past the iris.” 
  He motions again whereupon the Iris opens. Oh and 
  remember that Stargate travel is one way only, except 
  for radio signals.
  We check in every two hours, using your radio, with 
  updates while oﬀ-world as this is SOP.”
  Dr. Burg smiles a bit and issues an intense glare.
  “I think I lost you guys. Hey, really, the IDC is essential 
  to prevent a foothold situation at the Phoenix Site.”
  “If you guys ever get captured, I really recommend 
  giving a false IDC if tortured and whatever you do 
  don’t...”
  
  10
  Suddenly, the entire gate room shakes violently, and a 
  Klaxon alarm goes oﬀ. 
  “Stay here, I’ll be right back.”
   
  Right after Dr. Burg leaves the room, another 
  explosion rocks the Phoenix Site causing a small 
  eruption, this time in an area behind the gate.
  The gate room blast doors close and the viewing 
  window seals the room oﬀ from the rest of the base.
  The team notices a leak of some kind of vapor behind 
  the gate and realize they have a short period of time 
  to decide what to do.
  An Engineering or Science DC 10 knows that the 
  explosion has caused a coolant leak which can result 
  in poisoning and can lead to suppressed lung function 
  and even death.
  resolution
  This means the team’s best option is to go through 
  the gate ahead of schedule, without Dr “B.” If 
  the team opts to go through the gate, they are 
  transported to P1X-774. If not, then all members are 
  poisoned and fall unconscious.
  As the team is forced through the gate, the coolant 
  leak exposes a recruit to a high dose of coolant. 
  (Randomly determined or at GM discretion).
  • This player sustains minor burns to the face from 
  the exposure, suﬀers one level of exhaustion.
  • In addition, the recruit must succeed on a 
  Constitution DC 15 or succumbs to the poison, 
  falling unconscious during the gate travel for D10 
  minutes upon arrival.
  • This recruit merely tumbles oﬀ-world and is prone 
  upon the team appearing.
  If the team chooses to stay, they pass out in a matter 
  of minutes and awaken in the inﬁrmary where they 
  are informed due to the extent of damage caused to 
  lung tissue, they will be unﬁt for gate travel for the 
  foreseeable future. Those with symbiotes are up and 
  mobile sooner, but still held back as a precaution. This 
  means any PCs who did not go oﬀ-world are not ﬁt to 
  continue with the episode.
  ENCOUNTER 5: FIRST TIME OFF
  (No more than 15 minutes game time)
  • Arriving relatively safe oﬀ-world, the exposed 
  player has one level of exhaustion and can be 
  unconscious for the ﬁrst few minutes upon 
  arriving. This is due to the high dose of coolant 
  experienced.
  • A medic or skilled recruit, if the medic is 
  unconscious, has to assess the injured recruit.
  • Medicine DC 15: The recruit needs to have minor 
  coolant burns treated. However, this still requires 
  rapid intervention via a med pack to counteract 
  the high dose of coolant which is a poison. If left 
  untreated for two hours, the recruit gains the 
  poisoned condition for TD + 1 hours.
  • The team may think to dial back to the Phoenix 
  Site immediately, but with a Wisdom DC 8 or an 
  Insight DC 8 realizes that the gate room will still 
  be ﬂooded with coolant.
  • The base camp is one klick away directly to the 
  south of the Stargate as the trail through a forest 
  leads that way. No check is necessary to follow the 
  trail.
  • Engineering DC 10: FRED has a follow mode 
  meaning travel is limited to 20 feet a round, and 
  about an hour to reach the base camp.
  • Before the gate is dialed or the team leaves the 
  gate area. An incoming worm hole is formed, and 
  the voice of Dr. “B” comes over your radio.
  “I’m gonna make this quick. The gate room is locked 
  down until the leak is contained. I didn’t have time to 
  tell you before but the planet is prone to acidic rain 
  storms, but these are really rare, you’ll be able to 
  identify their cloud by a pink tint, the darker the tint 
  the higher the acidity level. I suggest getting to the 
  base camp for shelter, we will check on you in 2 hours.
  • If the PCs inform Dr. “B” about the wounded 
  recruit, Dr. “B” informs them there is a med pack 
  at the base camp.
  • If PCs attempt to dial the gate: Unfortunately, it 
  doesn’t work. See Encounter 5. If they try to ﬁx it 
  
  11
  this leaves the wounded recruit to suﬀer as they 
  are in need of the Med Kit located at the base 
  camp.
  • Survival DC 12: Notices booted tracks around the 
  DHD and in the same direction as the base camp.
  • Once the base camp is reached, the base camp 
  appears to be ransacked (at some point) and most 
  of the supplies are damaged, broken, or missing.
  • Investigation DC 10: Determines that the base 
  camp was ransacked less than a week ago by what 
  appears to be Jaﬀa.
  • Investigation DC 15: The base camp was 
  ransacked the prior day by twelve sets of Jaﬀa 
  boot prints.
  • Perception DC 10: The PCs notice the Med Pack 
  located under some ruble and it is undamaged. 
  Since they know it is at the camp, multiple 
  attempts are allowed.
  • Perception DC 15: The PCs ﬁnd a strange symbol 
  that looks like a wolf that is standing on a snake.
  • If the PCs ﬁnd the symbol Culture DC 22: 
  The symbol is that of a 
  little known System Lord 
  Wepwawet. The player 
  recalls he is subservient 
  currently to Anubis.
  • Medicine DC 15: The recruit 
  is administered an inhaled antidote. With every 
  breath the injured recruit looks better and after 
  5 minutes of inhaling the medicine the recruit is 
  cured.
  resolution
  As soon as the recruit is cured from the poison, 
  or after failing to cure them, Dr. “B” calls on the 
  radio informing the PCs that it is safe to return to 
  the Phoenix Site and they should return as quickly 
  as possible so the team can be examined in the 
  inﬁrmary. He asks how the poisoned recruit is and if 
  they have been cured from the poison.
  “Excellent, I shall pass the news to General Loyer. Now 
  get here as quickly as you can. We don’t want you 
  having any long-term eﬀects from this thing.
  ENCOUNTER 6: RETURNING TO THE 
  STARGATE.
  (30 minutes game time)
  During the trek back to the gate, the wind has begun 
  to pick up right as the gate begins to enter the team’s 
  sight.
  Nature DC 10: A dark pink almost maroon cloud is 
  approaching from the Southeast. Judging by its speed 
  and wind direction you feel it won’t be long before it 
  is overhead. Roll Initiative at this time.
  After arrival at the gate, the recruits attempt to 
  dial the Phoenix Site, but the DHD does not appear 
  operational. Someone has disabled it! Perhaps the 
  Jaﬀa raiding party?
  Highly skilled recruits can assess the sabotage to 
  determine what is damaged on the DHD or manually 
  dial Phoenix. To do this the PC must be proﬁcient in 
  Science or Engineering. They have time to attempt to 
  perform one or the other before the storm arrives.
  reParing the dhd
  Accessing the DHD internal components takes 
  Athletics or Dexterity DC 12 to disassemble the DHD.
  Science/Engineering DC 15: Determines what needs 
  to be done to ﬁx the power crystal being missing, and 
  two modulation crystals have been swapped.
  • Perception DC 12: To notice a component missing, 
  in the wrong place or burnt out.
  • A second Science/Engineering DC 15 is needed 
  to correct the issue. If successful, the PCs are able 
  to swap the modulation crystal back and put the 
  auxiliary power crystal in the missing primary 
  power crystals position. This allows the PCs to 
  begin to dial.
   
  ꟷ
  Success: in repairing the DHD, the players 
  must remember to use the GDO and give the 
  IDC before going through the gate. If they do 
  not, allow an Intelligence DC 8 to remember, 
  or else those that enter the gate with the IRIS 
  in place are dead.
   
  ꟷ
  Failure results in the incorrect repair being 
  made. They may try again starting with the 
  ﬁrst Science/Engineering check. Run the Storm
  
  12
   
  ꟷ
  Failure by more than 5 means the PCs do not 
  know how to repair the DHD without help 
  from Phoenix.  Run the Storm.
  manual dial
  The recruits can dial Phoenix by manually moving the 
  inner ring and connecting a power source.
  • Intelligence DC 12: To recall the correct Chevron 
  glyphs as well as their order. This is six for the 
  address and one for the point of origin.
  • Engineering DC 12: To hook up the FRED power 
  source to the gate.
  • Strength DC 12: Max 2 people can work on this 
  check, but others can assist.
  • Dexterity or Strength DC 12: Stops the ring at 
  the correct Chevron which locks into place. They 
  can then move to the next chevron. Failure of 
  this check by more than 5 results in an incorrect 
  Chevron being locked in.
  • A total of 14 move/lock checks are needed to 
  perform this manual dial as 7 chevrons need to be 
  entered. One to move the ring and one to stop per 
  chevron.
  Success: Once the gate has been dialed the PCs 
  must remember to use the GDO and give the IDC 
  before going through the gate. If they do not, allow 
  an Intelligence DC 8 to remember, or else those that 
  enter the gate with the IRIS in place are dead.
  Failure: The PCs can try manually dialing as long as 
  they like, but after any three failed checks manually 
  dialing the storm starts. Run the Storm section.
  storm
  If the recruits fail in repairing the DHD or manually 
  dialing the gate, the storm arrives, covering the sky 
  above the gate.
  The storm has a high acidic content and is caustic 
  to the recruits. The acidic rain causes (TD) points of 
  damage each round that the recruit is not in some 
  form of cover such as a bio-tent.
  • The PCs can use the rain poncho to provide half 
  protection for 2 rounds at which time the poncho 
  deteriorates.
  • During this time one PC may attempt an 
  Engineering or Survival DC 15 to rig cover such 
  as a lean to. Giving the PCs half protection that 
  round. This must be repeated each round.
  • After 10 rounds of enduring the storm, the gate 
  opens. General Loyer informs the recruits that it is 
  clear to come back to Phoenix Site.
  resolution
  The recruits can inform the Phoenix Site of the issue 
  and requests proper parts they may need or if they 
  can repair the DHD (this must be determined by the 
  recruit’s before Phoenix Site calls)
  After a minute duration of the gate being open, the 
  Phoenix Site sends through a rapid environmental 
  habitat the recruits can shelter in over the DHD.
  It does require one round to move into position, 
  meaning recruits will take some minor damage.
  General Loyer advises he can send a tech team to 
  repair the DHD at next incoming wormhole from 
  Phoenix, but it would take time to organize and gather 
  the components, eta one hour.
  If the parts have not been identiﬁed, then it will take 
  two hours to gather all the possible components.
  The recruits can use the portal habitat to weather the 
  storm and repair the DHD, waiting for the arriving of 
  the tech team solves the problem for them, or they 
  can manually dial after the storm passes.
  After repairing the DHD, manually dialing Phoenix or 
  a team repairing it for them, the recruits successfully 
  journey through the Stargate safely back to Phoenix.
  Major Ross debriefs them upon their return. If the 
  PCs found the symbol at the depot but they did not 
  identify it, they can provide it to Major Ross who will 
  get the research team to work on identifying it.
  After debrieﬁng, the PCs are examined in the 
  inﬁrmary by Doctor “B.” Ultimately after a few hours, 
  they are given a clean bill of health. Doctor “B” 
  smiles and says, “get some food and rest as they have 
  earned it.”
  
  13
  
  14
  ACT 2: FIRST MISSION
  MISSION BRIEF
  Read or paraphrase the below text to the players at 
  the start of Act 2.
  As you enter the brieﬁng room, General Loyer nods 
  to you. “Thank you for showing us your mettle and 
  ability to work as a team. Please, take a seat.”
  He smiles broadly, “You are all oﬃcially promoted to 
  team members. Congratulations. Normally there is a 
  ceremony with cake,” he gestures and an oﬃcer walks 
  in with half a sheet cake, undecorated, strangely with 
  a piece cut oﬀ and missing from the end. “Well, we 
  have cake, but no time for the ceremony. You are 
  being given your ﬁrst mission as well as Phoenix Site 
  patches for your uniforms. Again, Congratulations.”
  General Loyer clears his throat to quite the cheers, 
  “We’ve recently received a communication from a 
  Tok’ra agent, Karrasha, embedded with a System Lord 
  named Wepwawet.
  If the players found the symbol earlier in the base 
  camp, he pulls it out and explains its signiﬁcance by 
  conﬁrming its origin as being the symbol used by 
  Wepwawet. He also thanks them for their excellent 
  work ﬁnding it.
  He presses on, “Wepwawet serves the System Lord 
  Anubis and we are monitoring him for intelligence on 
  whatever plans Anubis has in the works. “It seems,” 
  he checks his watch, “around eighteen hours ago, 
  Anubis contacted Wepwawet with instructions.”
  “Unfortunately, the agent was unable to provide all 
  the details but left a message to meet them in less 
  than three hours from now to relay an intelligence 
  report.”
  Your ﬁrst mission is to gather the intelligence from 
  P3X-582 and return.  Also you should bring back the 
  agent alive if he has been discovered a spy. Do you 
  think your team is up to it?”
  After a few nods and replies to the aﬃrmative he 
  plows forward, “Excellent. The planet is earth-like 
  with a clearing near the gate, the operative asked to 
  meet away from the gate to the north, they will ﬁnd 
  you.
  Tok’ra PCs automatically know the name Karrasha as a 
  well-known agent with extraordinary exploits. History 
  DC 15 yields the same information. 
   
  GM NEED TO KNOW INFO
  The main objective in this act is for the PCs to return 
  with the intelligence report on Wepwawet and the 
  Tok’ra agent, if compromised.
  gearing uP
  PCs have the gear they start with as well as a Garage 
  Door Opener (GDO) and their own Iris Deactivation 
  Code (IDC). In addition, they are given Phoenix team 
  patches to add to their uniform.
  What the PCs may do
  The PCs are tasked with their ﬁrst mission, to go 
  collect intelligence from a Tok’ra agent or retrieve the 
  agent at all cost.
  THE PROBLEM – After locating the Tok’ra agent 
  they are ambushed and captured by overwhelming 
  Jaﬀa forces. They are held captive and overhear 
  important information of a plot against the Phoenix 
  Site. The Tok’ra agent still has the untold intelligence 
  information and since he has been discovered, asks to 
  escape with the PCs.
  RESOLUTION – The team is released by a Goa’uld 
  named Zirstyr, who is wife to Wepwawet, a System 
  Lord. The PCs must escape back through the gate with 
  or without the agent.
  ENCOUNTER 1: OFF WE GO…
  (Approximately 5 minutes game time)
  When the PCs are ready, the gate begins to spin and 
  one by one crystals around the gate begin to glow. 
  As the last chevron locks, the glorious wave of blue 
  emerges within the center of the gate. When the PCs 
  enter the wormhole, they appear on P3X-582.
  Survival DC 12: The PCs identify North on the planet. 
  They can walk north until they are at a cave opening.
  If they go in any other direction, they will eventually 
  encounter a Jaﬀa Patrol which has the same number 
  as the group guarding the Stargate as described in 
  Encounter 5A.
  
  15
  Group Stealth DC 11: The PCs are able to avoid the 
  Patrol who are not readily alert.
  Failure means they can ﬁght, use Encounter 5A or use 
  the pursuit mechanics in Encounter 5B.
  resoution
  Once the PCs head North, they come to a cave where 
  the Tok’ra agent is located. The agent motions for 
  them to enter upon arrival.
  If the PCs post a lookout, note that to adjust below. If 
  not proceed normally.
  ENCOUNTER 2: AMBUSH…
  (Approximately 10 minutes game time)
  The Tok’ra agent, Karrasha, is eager to meet the team, 
  before pleasantries are exchanged, she eyes up the 
  group and picks one that looks in command.
  “Greetings, I am Karrasha, thank you for coming, 
  we do not have much time. I trust you were not 
  followed?”
  Before anyone can answer she continues, “If 
  you were, I must be brief. Anubis has contacted 
  Wepwawet in regard to an artifact that he has 
  recently discovered. It is being sent to him for study. 
  I have not been able to learn much about the artifact 
  other than it is small, emits energy but is proving 
  diﬃcult to understand and is very powerful...”
  Perception DC 12, 8 if a lookout is posted and they 
  alert the group.
  Before she can continue, there is noise from outside. 
  The noise is that of armor being hurriedly moved. If 
  caught unawares, looking out of the cave, at least 50 
  Jaﬀa soldiers are ready for battle behind cover and 
  pointing Ma’Tok staﬀ weapons at the mouth of the 
  cave.
  Perception DC 8: A lookout can spot over 50 Jaﬀa 
  soldiers moving into place, some moving through 
  cover, the rest pointing Ma’Tok staﬀ weapons at the 
  lookout as they approach. They also hear the sounds 
  of at least two Death Gliders overhead. The lookout 
  can call out, but it should be obvious that this is an 
  overwhelming force.
  If the PCs come out, they are greeted by several Jaﬀa 
  wearing segmented Wolf Helms. One lowers the 
  articulating Wolf Helm and speaks.
  If they do not come out, J’ta shouts his greeting 
  instead.
  “Tau’ri, I am J’ta, ﬁrst prime of Wepwawet, so nice of 
  you to join us on this worthless planet. I was thinking 
  there would be no enjoyment for some time to come.
  Please do not make this your end - Lord Wepwawet 
  wishes to thank you for rooting out the traitor and to 
  thank you in person. If you choose to come with us 
  willingly, you will not be harmed, this he promises. If 
  you do not surrender, Lord Wepwawet will not be as 
  courteous.”
  With the last word, all the staﬀ weapons held by 
  the Jaﬀa are activated at once with an unmistakable 
  sound indicating their intent.
  Perception DC 12: PCs notice J’ta has the gauntleted 
  wolf standing on a snake symbol on his forehead, as 
  do the Jaﬀa without helms.
  Karrasha slumps her 
  shoulders and walks out 
  with her hands up. She 
  will not be stopped and 
  mutters that Wepwawet 
  will honor his promise if 
  they surrender.
  Remind the PCs that capture is a common occurrence 
  in Stargate and usually leads to being a positive.
  resolution
  If the PCs surrender, they are stripped of all of their 
  weapons and any Unas are bound so they cannot use 
  their hands. They are marched towards further north, 
  away from the gate to a camp with a host of Jaﬀa, 
  tents, and vehicles.
  If the PCs do not surrender, no mercy will be shown. 
  They will be slaughtered mercilessly except for one 
  team member, GMs choice. They are tortured for the 
  gate address until such time that they give the correct 
  one. Assuming they do not give it, they are prepared 
  for a Gou’ald implant. GM, please report this on the 
  after action report. The mission is over for the team, 
  and a discussion on realism might be in order.
  
  16
  Survival DC 12: The PCs note the direction they are 
  headed in relation to the gate as they travel.
  ENCOUNTER 3: A NOT SO WELCOMING 
  HOST
  (Approximately 15 minutes game time)
  Wepwawet is interested in meeting with the team. 
  He has them brought directly to his opulent tent once 
  they arrive.
  Perception DC 15 or any PC who is a Soldier: The 
  camp is laid out very logically, as if there was extreme 
  planning and defensive strategy considered.
  setting the sCene
  The tent the PCs are brought into is really many tents 
  and has a raised dais and throne in the middle.
  As the PCs enter, they see the raised dais and a 
  deeply tanned, powerfully built man, Wepwawet 
  himself, who has long white hair. He wears a device 
  on his left hand and an ornate gauntlet on his right.
  Culture DC 12 or Engineering DC 15: The device he is 
  wearing is a Goa’uld hand device or Kara kesh.
  Two beautiful women ﬂank him, a blonde at his feet 
  and a dark haired one slightly behind the throne.
  Insight DC 15: The positioning of the women on the 
  dais suggests one is in a more favorable position than 
  the other, but you are not sure the signiﬁcance.
  Culture DC 18: You recall Wepwawet was known to 
  have two queens instead of one, Ephadria and Zirstyr.
  The man stands and motions, and J’ta grabs a PC, 
  GMs choice, but human if there is one in the party. 
  The PC is dragged forward toward the dais.
  Wepwawet smiles, “Ah, these must be 
  from those Tau’ri Lord Anubis has 
  indicated vex him so.
  Know that I am Wepwawet, your 
  doom. Tell me plebe, what is your 
  name?”
  Before the PC can respond, Wepwawet’s eyes ﬂash 
  and the hand device is swiftly scanning the PCs head.
  After a few seconds, Wepwawet speaks the PCs name.
  The PC scanned must make Constitution DC 14 or 
  take one level of exhaustion.
  Wepwawet pauses as he sees a Jaﬀa enter with a 
  small chest. The Jaﬀa quickly bows and with a motion 
  from Wepwawet, he comes forward to whisper in 
  Wepwawet’s ear.
  Perception DC 10: Wepwawet opens the chest brieﬂy, 
  which oﬀers a view to the PC being interrogated 
  of a small black cube that pulses with energy like a 
  heartbeat which rests on velvet cloth.
  “J’ta, take them to the cages, I will resume this later. 
  Take the traitor and see what information you can 
  learn.”
  J’ta bows and motions for Jaﬀa to take you away.
  The team is taken from the tent to a smaller tent 
  and put into metal cages with two team members 
  per cage. During this time, they are guarded but not 
  watched closely. If they speak too loudly, they will be 
  looked in on, admonished and told to keep it down. 
  There is no means to escape the cages.
  Roughly an hour later, J’ta brings Karrasha in and 
  places her into a separate cage.
  Perception or Medicine DC 10: Karrasha has deep 
  bruises to her visible skin. Her eyes appear bloodshot 
  and there is dried blood present on her face and hair.
  J’ta smirks, “You may rest here while Lord Wepwawet 
  decides what to do with you. I suggest you 
  contemplate your life choices and provide what he 
  wants.”
   
  It is possible that the team is suspicious of Karrasha.
  If there are any Tok’ra players, they do know Karrasha 
  is reportedly diﬃcult to break under any pressure 
  especially torture. Culture DC 15 yields the same 
  information.
  If accused, she pleads innocence of the ambush 
  and relaying any information to J’ta. She refuses to 
  provide any intelligence to them.
  
  17
  Insight DC 18: Reveals she is hiding something, it is 
  not clear what other than the intelligence she knows.
  If she is not accused, she requests via whispering that 
  the team take her with them if they escape as she is 
  clearly discovered at this point. She does not provide 
  further intelligence as this is her only leverage.
  resolution
  The PC are trapped with no hope of escape. Pause 
  here, if time allows, letting the PCs try to formulate a 
  way to escape.
  After some time passes, the team hear Jaﬀa moving 
  in a sizeable number near the tent where they are 
  being held. Outside the tent a man and woman can 
  be heard arguing. The team do not know initially who 
  are speaking.
  Insight DC 12: The tone of voice of the man sounds 
  like Wepwawet, but the woman is not known.
  “Do not speak to me about things you do not 
  understand,” the man’s voice growls.
  “You are being used by Anubis to further his plots, 
  but you do not aspire to greatness yourself. Is this not 
  so?” the feminine voice mocks in reply.
  “Yes, I play the underling for now, but an important 
  one in the role of Master of War, not a mere 
  puppet,” the man barks. “But I must bide my time to 
  consolidate more forces to overthrow Anubis. I will 
  take measure of the Tau’ri to learn what they know 
  and how they vex him so.”
  A snicker of derision is the initial reply, “The Tau’ri 
  play a game of survival and exploration, they only 
  attempt to overcome what is before them, Anubis is 
  foolish enough to continue to get in their path,’ she 
  states forcefully.
  “Enough, I grow tired of your constant droning, please 
  go prepare yourself for me to visit you later where we 
  will discuss your behavior at length.” The man’s voice 
  growls.
  With that, the man, woman and Jaﬀa depart as the 
  noise of armored footsteps begins again and lessens 
  quickly as they depart.
  ENCOUNTER 4: ESCAPE.
  (Approximately 15 minutes game time)
  A woman speaks to the guards outside the tent and 
  then enters.
  Insight DC 12: The woman’s voice is familiar and 
  sounds like the woman overhead arguing earlier.
  Perception DC 12: Overhears the woman dismissing 
  the guards.
  Perception DC 15: The woman is wearing a robe over 
  opulent clothing which also hides some jewelry on 
  her arms, and it appears she is pregnant or carrying 
  something heavy.
  The woman quickly drops a sack on the ground, which 
  makes noise of that of metal on metal.
  She produces a key and begins by opening your cages 
  and the Tok’ra.
  “Quickly, now gather your things,” she points at a sack 
  on the ground. No time for pleasantries, Wepwawet 
  will be here soon. The gate is that way.” She points to 
  the South and ducks back out of the tent.
  Insight DC 12: The woman’s voice is the same that 
  they heard arguing earlier with the man.
  The weapons the team brought with them, minus any 
  large items such as a staﬀ, are in the sack.
  resolution
  If the PCs attempt to capture the woman, she is well 
  outside of the tent by time the team emerges and is 
  talking to J’ta. When she sees the team, she gives a 
  sideways glance and distracts J’ta.
  Survival DC 10: Conﬁrms the direction of the gate is 
  to the South. Any PC that made the survival check 
  when captured know this as well.
  grouP stealth dC 12
  Success gives the team a head start and getting back 
  to the gate is simpler, but not necessarily easier. 
  The team encounter Jaﬀa guarding the gate, run 
  Encounter 5A.
  Failure results in the team being spotted upon exiting 
  the tent. The Jaﬀa organize and give chase, this forces 
  a pursuit encounter instead, run Encounter 5B.
  
  18
  ENCOUNTER 5A: PAYBACK
  (Approximately 30 to 45 minutes game time)
  As the PCs head to the gate, they encounter Jaﬀa 
  guarding the Stargate which consists of 4 Jaﬀa 
  Recruits led by 1 Jaﬀa Guard. If there are 3 PCs, 
  remove 2 Jaﬀa Recruits, if there are 6 PCs, add two 
  Jaﬀa Recruits. (see Appendix 1)
  During combat Karrasha will pull PCs behind cover 
  and try to render assistance if they fall unconscious 
  but otherwise is of no use in combat.
  The PCs must overcome the Jaﬀa to successfully dial 
  home.
  resolution
  • If they ﬁnish oﬀ the Jaﬀa, they are able to dial out 
  without issue.
  • If they fail to defeat the Jaﬀa they are recaptured. 
  The guard watch over them and there is no means 
  of escape. The team is tortured for the gate 
  address until such time that they give the correct 
  one. Assuming they do not give it, each are 
  prepared for a Gou’ald implant. GM, please report 
  this on the After Action report. The mission is over 
  for the team.
  ENCOUNTER 5B: RACE TO THE FINISH
  (Approximately 30 to 45 minutes game time)
  The PCs are spotted as they escape and are now 
  being pursued by Wepwawet’s guards.
  This pursuit is designed as more of a narrative but 
  with core mechanics to get the players involved. You 
  may describe the rapid pursuit with wild blasts of 
  Ma’tok staﬀ weapons. The pursuit should last about 
  10 rounds or until such time as at least half the 
  players evade the pursuit.
  See Chapter 10 page 164: Encounters from the 
  core rulebook for the full Pursuit 
  rules. For simpliﬁcation 
  purposes the pursuit 
  starts by an initiative 
  check. Karrasha 
  keeps up with 
  the lead PC 
  and 
  if/ when they escape, she escapes with the ﬁrst PC.
  starting Positions
  If the group failed the group stealth check by less 
  than 2, the Jaﬀa pursuit starts in the far band, 
  otherwise they start in trailing range band. The Jaﬀa 
  guards are represented as two independent groups in 
  the pursuit.
  The PC with the highest Initiative is put in the Lead 
  position at the top of the Close range band. Other PCs 
  within 5 of the leader’s Initiative is in the Close range 
  band, all other PCs are in the Trailing range band.
  obstaCle CheCK
  Anytime an action calls for an obstacle a DC 10 is 
  used this pursuit. In this instance, obstacles are steep 
  inclines, ravines, getting turned around and just sheer 
  exhaustion. Athletics, Acrobatics or Survival DC 10 
  can be used each round or fall back in one range 
  band.
  Constitution DC 10: Can be called for at the end of 
  round 3 and 7.
  Each round the GM may pick 2 players to make 
  Acrobatics DC 10 to avoid falling prone from nearby 
  Ma’tok blasts.
  Failure causes them to fall back one range band.
  Success lets them move up a band, but not out of the 
  pursuit or merely avoid the blast and not fall behind.
  QuiCK guide on Pursuit enCounter
  Step 1: The pursuit begins with each character rolling 
  for Initiative to determine their order of action. The 
  GM determines each PCs range band.
  Step 2: GM declares the Obstacle for the round.
  Step 3: Then each character gets two actions (plus 
  a bonus action). They may take these actions in 
  any order they wish, but each action must 
  be completed before the next is 
  declared.
  Repeat from Step 2 
  until half of the 
  PCs have Evaded 
  pursuit or a PC 
  is halted.
  
  19
  Distance: There are three range bands, Close, Trailing 
  and Far. Close is always the range band of the lead 
  character. Trailing is within sight of the lead. Far is in 
  danger of falling too far behind.
  General Actions:
  • Gain Position - Takes 2 Actions + Obstacle Check. 
  Success results in moving forward one range band. 
  Failure results in maintaining current range band.
  • Maintain Position - Takes 1 Action + Obstacle 
  Check. Success results in maintaining current 
  range band. Failure results in falling back one 
  range band.
  • Attack - Takes 1 Action. Make an attack roll, 
  resolved as normal within your range band. You 
  may attack in other range bands but the attack 
  suﬀers disadvantage. 
  • Halt or Take the Lead - Takes 2 Actions + currently 
  in Close range band + Obstacle Check. Failure 
  results in falling back one range band. Success 
  results in the leader must make the Obstale check 
  with the DC equal to your results. If they do not 
  succeed you have caught your target or taken the 
  lead.
  • Evasive Maneuver - Takes 1 Action. All attacks 
  against you suﬀer disadvantage.
  • Seek - Takes 1 Action + Perception DC 20. Success 
  results on gaining advantage on next Maintain or 
  Attack action during this turn.
  Lead Actions: These are actions you can only take 
  while in the Lead Position.
  • Maintain Lead - Takes 1 Action. No check 
  required, but if you fail to do it you lose the lead 
  and the character with the highest initiative in the 
  Close range band takes the lead. If being chased 
  and you don’t take this action you are halted.
  • Change Cource - Takes 1 Action + DC 20 
  Perception check. Success results in choosing 
  the obstacle (but not the DC) of the next round’s 
  obstacle.
  • Evade - Takes 1 Action + Obstacle Check OR 
  Stealth Check of the same DC verses the Insight or 
  Perception of any chasers in the close or trailing 
  range band. All chasers that do not beat the lead’s 
  results fall back one range band. If all chasers are 
  in the Far range band after this action, the leader 
  has Evaded the pursuers.
  resolution
  Success: Once half of the PCs escape, the Jaﬀa split up 
  to head to the gate while the rest head back to base 
  and get Death Gliders to locate the PCs. In either case, 
  the players are able to dial home before the pursuit 
  arrives.
  Failure: If one PC is Halted before half of the PCs 
  escape, the rest of the PCs must decide if they will 
  turn and ﬁght or leave that PC behind. We know what 
  Jack O’Neill would do. If the PCs turn and ﬁght run 
  Encounter 5A with 3 Jaﬀa Recruits and 1 Jaﬀa Guard.
  If a PC is left behind, the PC is tortured for the gate 
  address until such time that they give the correct one. 
  Assuming they do not give it, each are prepared for a 
  Gou’ald implant. GM, please report this on the After  
  Action report. The mission is over for this PC.
  ENCOUNTER 6: THROUGH THE GATE
  (10 minutes of game time)
  Karrasha will follow the PCs through the gate unless 
  tied down or rendered unconscious. If the Tok’ra 
  agent is left on P3X-582, GM please ﬁll this out on the 
  After Action report.
  If the Tok’ra agent is brought back, she thanks the 
  PCs and is ushered oﬀ for a debrieﬁng. The PCs are 
  asked to check in with their CO and get any necessary 
  medical attention.
  ConClusion
  The agent is either brought back or the intelligence is 
  lost. It is up to the players to decide. Regardless of the 
  outcome, the team returns to the Phoenix Site.
  Karrasha brought baCK
  The team is congratulated on the complete success 
  and informed that surviving the whole ordeal will 
  greatly accelerate the team’s qualiﬁcations to get 
  more important assignments in the future.
  The team is debriefed by Major Ross after thirty 
  minutes upon returning. A fully decorated half sheet 
  
  20
  cake depicting the Phoenix logo and the PC names is 
  brought in. Once again, there is a piece missing from 
  the corner.
  Over cake the team relays the information that they 
  learned. Major Ross contemplates the information 
  and proudly proclaims that the team have discovered 
  a larger plot involving the artifact.
  Major Ross also adds that Karrasha has already 
  provided very valuable intelligence on Wepwawet’s 
  force strength, current deployment as well as that she 
  overhead Anubis’ description of the artifact. Allies 
  including the Tok’ra are being contacted to gather 
  more details from the description of the artifact and 
  to relay the information provided by Karrasha.
  Karrasha left behind
  The team is congratulated on surviving and the 
  information on the artifact does warrant a ﬁrm 
  handshake.
  The team is debriefed by Major Ross after thirty 
  minutes upon returning.
  With the smell of already eaten cake in the air, the 
  team relays the information that they learned. Major 
  Ross contemplates the information and proudly 
  proclaims that the team has discovered a larger plot 
  involving the artifact.
  Based on your description he will contact our allies, 
  including the Tok’ra, to gather more details of the 
  artifact.
  REWARDS
  As you play episodes you gain Mission Points (MPs). 
  Once a character accumulates enough MPs, the 
  character gains a Level.
  Players typically gain three MPs per episode unless 
  they do not succeed at a portion of the episode.
  • 1 MP is earned for successfully discovering the 
  base camp being raided and making it back 
  through the gate without Phoenix assistance.
  • 1 MP is earned for bringing back the Tok’ra agent 
  alive.
  • 1 MP is earned for successfully completing the 
  episode.
  living series unloCKs
  In addition to Mission Points the characters also 
  gained access to certain, previously locked items.
  • +1 Firing Range
  • Climate Protection Clothing
  favors
  If the PCs calmed down Em’lyn in Act 1 Encounter 3, 
  they have gained the respect of a fellow Phoenix Site 
  member, this could come in handy in the future.
  Character rewards will be noted and reported via 
  StargateTheRPG.com After Action Report after play. 
  Notify the player that they must have a registered 
  character via StargateTheRPG.com. This is necessary 
  so that future GMs see that you gained access these 
  items and earned the Mission Points.
  
  AFTER ACTION REPORT
  It is critical to the progress of the Phoenix Living RPG 
  Series that you as a GM report the results of your 
  episode. These results are compiled from all instances 
  of this episode. The majority outcomes will be the 
  Phoenix Series oﬃcial story for the “season.”
  gm Points
  You as a GM can potentially gain notoriety and special 
  unlocks by the accumulation of GM Points. GM Points 
  are earned by reporting After Action Reports. You gain 
  a GM Point for each Player that was run through the 
  episode.
  legal Player CharaCters
  In order for a Player’s Character to be legal for the 
  Phoenix Living Series play they must follow the 
  guidelines as detailed at StargateTheRPG.com/about/ 
  SGP.
  This includes Registering your Character at 
  StargateTheRPG.com > Play > Characters
  Gatemasters, in order to get GM Points it is critical  
  that you ensure your players have legal and registered 
  character for Phoenix Living Series play.
  ePisode runs
  In order to report your After Action Report, you must 
  have created or had created for you a Episode Run 
  via the StargateTheRPG.com website. This Episode 
  Run will have a unique code that you can give to your 
  players which will be in the form of a QR Code or Web 
  Link.
  Provide your players with this code so that they may 
  add their character to the Episode Run.
  After the Episode has been run, you as the 
  Gatemaster can go to StargateTheRPG.com > Play > 
  Episodes. Find the Episode you ran and update the 
  After Action Report.
  deadline for after aCtion rePorts
  If you are unable to report results immediately after 
  the game has been played, please note down the 
  major results and report them at a later time.
  You have up to 1 week after the Episode Run has been 
  scheduled to report the After Action Report.
  Also, each episode has an amount of time that it can 
  be reported in order to count towards the Phoenix 
  Series storyline. This is typically 6 weeks after the 
  initial release of the episode.
  Don’t worry though, even if you report your After 
  Action Report after this canon deadline, you as a GM 
  will still get your GM Points.
  ePisode results
  The Phoenix Living RPG Series canon will be updated 
  via forum post on the StargateTheRPG.com website. 
  This post will be in the Phoenix Site - A Living RPG 
  Series topic and will be listed under the episode title 
  and number.
  These results will be written in the form of a narrative  
  that takes into account the majority actions of the 
  player’s characters that played the episode within the 
  episode canon deadline.
  21
  
  22
  APPENDIX 1:
  LIFE FORMS / NPC STATS
  Jaffa Recruit [CR 1]
  Jaffa Recruit [CR 1]
  Medium Humanoid [Jaffa]
  Armor Class: 12
  Hit Points: 20
  Speed: 6m
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14(+2)
  12(+1)
  14(+2)
  8(-1)
  10(+0)
  14(+2)
  Proficiency Modifier: +2
  Skills: Athletics +4, Intimidation +4
  Saves: Strength +4, Constitution +4
  Symbiote: Jaffa may gain advantage on any 
  physical (Strength, Dexterity, Constitution) save. A 
  Jaffa may use this ability once per Strength modifier 
  (minimum 1)
  Ma’tok Melee +4 to hit, reach 1m, one target, Hit: 6 
  (1d8+2) bludgeoning damage. 
  Ma’tok Plasma Blast +3 to hit, range 3m/60m, 
  one target, Hit 10 (3d6) fire damage, Recharge 1, 
  Shockwave 1m
  Jaffa Guard [CR 3]
  Jaffa Guard [CR 3]
  Medium Humanoid [Jaffa]
  Armor Class: 13
  Hit Points: 30
  Speed: 6m
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15(+2)
  12(+1)
  15(+2)
  8(-1)
  10(+0)
  14(+2)
  Proficiency Modifier: +2
  Skills: Athletics +4, Intimidation +4
  Saves: Strength +4, Constitution +4
  Symbiote: Jaffa may gain advantage on any 
  physical (Strength, Dexterity, Constitution) save. A 
  Jaffa may use this ability once per Strength modifier 
  (minimum 1)
  Ma’tok Melee +4 to hit, reach 1m, one target, Hit: 6 
  (1d8+2) bludgeoning damage. 
  Ma’tok Plasma Blast +3 to hit, range 3m/60m, 
  one target, Hit 10 (3d6) fire damage, Recharge 1, 
  Shockwave 1m
  J’Ta 1st Prime [CR 13]
  J’Ta 1st Prime [CR 13]
  Medium Humanoid [Jaffa]
  Armor Class: 22
  Hit Points: 90
  Speed: 6m
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18(+4)
  15(+2)
  18(+4)
  8(-1)
  10(+0)
  14(+2)
  Proficiency Modifier: +5
  Skills: Athletics +9, Intimidation +5
  Saves: Strength +9, Constitution +9
  Symbiote: Jaffa may gain advantage on any 
  physical (Strength, Dexterity, Constitution) save. A 
  Jaffa may use this ability once per Strength modifier 
  (minimum 1)
  Ma’tok Melee +9 to hit, reach 1m, one target, Hit: 
  18 (3d8+4) bludgeoning damage. 
  Ma’tok Plasma Blast +7 to hit, range 3m/60m, 
  one target, Hit 27 (9d6) fire damage, Recharge 1, 
  Shockwave 1m
  
  23
  Author
  Jared Fegan
  Story By
  Westley Walker, Lee Alley
  Editors
  Lee Alley, Brad Ellis, Westley Walker
  Graphic Design
  Brad Ellis
  Art and Illustrations
  M. Wayne Miller, Graham Sisk, Westley Walker, Jiroodd O Wen
  Publisher
  Wyvern Gaming
  CREDITS
  
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