Having a plan to stop them in mind, Harsoroc traveled to Coruscant to enlist the aid of a brave group of adventurers. What Harsoroc did not realize was how closely he was being followed by those he planned to thrawt and his hiring the adventurers put them in grave danger. Somehow all managed to reach Harsorocs's TL-1800 transport and succesfully leave the Coruscant system. Now the fate of the galaxy rests on their shoulders.
- 1-2: Character has never heard of Magwit the Magician or his Mystifying Hoop.
- 3-4: Character has heard of Magwit the Magician and his Mystifying Hoop but has virtually no idea what kind of a trick Magwit does with the hoop.
- 5-6: Character has seen Magwit the Magician preform using his Mystifying Hoop and knows that he uses it for the grand finale to his stage show as a means of magically leaving the stage.
Explain to the players to keep these results in mind because they will be needed early in the episode.
For those gamemasters who themselves have never heard of Magwit the Magician and his Mystifying Hoop, their is a brief entry on page 189 of the New Essential Guide to Weapons and Technology and a much fuller entry, along with a diagram of the hoop seen on stage at the end of his act, on pages 210-211 of the old Essential Guide to Weapons and Technology. Basically, the Mystifying Hoop is a teleportation device composed of three parts, a hoop transmitter frame seen on stage, a rectangular receiver frame off stage, and a teleportation transmitter. The two frames are just over two meeters in size and the whole arrangement has a maximum range of fifty meters. The teleporters drain their power cells after a minute.
Virtually no one knows exactly how this teleportation device works, not even Magwit himself. He stole the device from it's original owner after he observed how to operate and repair the system. All that is really known about itis that it is far more advanced than the tech used by the New Republic and can move matter instantly from one point to another.
Scene 1 A: Harsoroc's Revelation
Read to the players:
After Harsoroc completes several different hyperspace jumps over the course of a couple weeks to throw off any possible pursuit, he finally asks you to meet him in the ship's lounge. After spending two weeks aboard his ship as virtual prisoners, you are more than ready to find out exactly what it is your after and just who those guys trying to kill you were. And if he doesn't tell you, may have have to threaten his life if he doesn't let you off at the nearest planet. Entering the lounge Harsoroc motions for you to make yourselves comfortable.
Harsoroc: "I am sorry my friends for keeping you in the dark for so long. But I had to make certain we were not being followed. As you found out on Coruscant, the people who we are looking to prevent from getting their hands on these artifacts are willing to kill to prevent others from beating them to them.
"I promised you that I'd tell you what it is we are after and who else is after it when the time was right. Well, now is that time. But before I can tell you, I must know if any of you know of Magwit the Magician and his Mystifying Hoop. Have any of you ever heard of him or his Mystifying Hoop?"
At this point have the characters tell Harsoroc what they know before you continue. If any or all the PCs have seen Magwit preform using the Mystifying hoop, you can move on to the second paragraph after this. Otherwise, strat at the first one.
Harsoroc: "I see, well let me explain a little about Magwit the Magician and his Mystifying Hoop. Magwit the Magician is a stage performer currently performing his act on backwater worlds throughout the galaxy. As the grand finale to hisact, he and his apprentices step through the mystifying hoop and completely vanish. No special effects like other performs have to use for the same trick, there isn't a trace left of them after the trick is preformed.
"A few years back I befriended Magwit andhe revealed to me how the trick is actually performed. I really should not be telling you any of what I am about to tell you as he entrusted his secret to me, but for you to fully understand what it is we are after I must tell you. Magwit's Mystifying Hoop is actually some kind of transportation device compossed of two frameworks and what he called a teleportation generator. When activated, Magwit and his assistants step through one frame on stage and come out of a second well behind the stage. Magwit explained to me that the whole system could transport a person over a distance of fifty meters instantly.
"Just how it performs this feat he couldn't tell me as he didn't know. He apparently procured it from someone who might know, but he couldn't give me their name. I got the feeling he may have actually come into possession of this system through less than lawful means, but I can not prove that.
"But the myths I've read about these artifacts we are after will make the Mystifying Hoop look like a child's toy if true. Just imagine being able to be on somplace on Coruscant and a second later be on Corellia. With the hyperdrive I have on this ship that would be an eight hour trip through hyperspace, plus a little extra for take-off and landing. Better yet, with this ship's hyperdrive a straight trip from Coruscant to Tatooine would forty-five days and four hours. But if the myths are true, these artifacts would make the trip take exactly the same amount of time as it would to go from Coruscant to Corellia. We'd never need to travel through hyperspace ever again or worry transports with important or perishable goods breaking down on it's way to the destination.
"Yet being able to instantly travel from one place to another would aslo make it possible to quickly conquer the galaxy. As I understand these myth, the artifacts would allow an invading army to pass through planetary shields, making them useless. And that is even if the planet knows their going to be attacked. Far more likely is that a planet would be taken by surprise by the sudden appearance of an invading army on the planet that there would be virtually no way to prevent the army from taking the planet.
"And that seems to be exactly what former Imperial Moff Argus Astarcy wants the artifacts for. Ever since he became a warlord, he's set his sights on conquering the galaxy. But both the Empire and the New Republic's intelligence agencies are able to warn their respective militaries whenever his forces even attempt to make a move in their direction. Such early warnings have prevented Moff Astarcy from turning his dreams into a reality."
At this point ask the players if they have any questions for Harsoroc. Depending on the question asked, Harsoroc may or may not be able to answer the question. The types of questions he can answer are:
Do all these artifacts have a name like the Mystifying Hoop? Harsoroc tells them that from what he's been able to attain from the myths, the system is called the Kuklos Vagari.
How many artifacts make up the whole system?/How many artifacts are there? Harsorc: "There are a total of five artifacts to be found."
What are the artifacts? Harsoroc: "The artifacts are the Star Gem, the Staff of Pontos Pfad, the Twins Formare and Ergon, and the Streno Brucka."
What do the artifacts do? Harsoroc doesn't really know what the artifacts do, but he has an idea based on what the myths say about them. Harsoroc: "The Star Gem is apparently like an navicomputer as it appears to be how one selects their destination. The Staff of Pontos Pfad appears to be the way beings arrive at their destinations as the myths say that the Staff of Pontos Pfad goes before the traveller to light the way to the destination. From what I can tell from the myths, Twins Formare and Ergon are apparently two teleportation gnerators that allow for a large number of being and objects to be transported through the Kuklos Vagari. And the Streno Brucka appears to be the heart of the whole system. If the myths are right, it transmit you from the point of origin to your destination."
What do you know about Moff Argus Astarcy? Harsoroc: "Not much , especially concerning his time as an Imperial Moff. He was a governor to some backwater system who dreamed of personally defeating the rebellion and ending the threat they were to the Empire, figuring that would make him the hero of the Empire and almost as powerful as Palpatine himself.
"After the Battle of Endor he wasn't all that loyal to the leaders of the Empire, but he stayed in it for reasons only known to him. It was only after the New Republic took Coruscant from Isard that Astarcy turned warlord. He took control of the Clyster star cluster, a cluster of twelve star systems. There he has built up a small navy and an army of loyal followers. Rumor has it he is also building an army of wardroids."
How close is Astarcy to finding any of the Kuklos Vagari? Harsoroc: "Until his people attacked you on Coruscant, I didn't even think he knew about me and my plans to stop him. I have no idea how close he is to finding any of the Kuklos Vagari, but we must assume he's a lot closer than the galaxy can afford."
Where is the Kuklos Vagari located? Harsoroc explains that he has no idea what the answer to that is as the myths seem to suggest that all five pieces have been scattered around the galaxy.
If you have no idea where to look, then where do we start? The characters are told that they will begin their search on the remote world of Strytanendepuncta. There they should find an idea as to where to find the first part of the Kuklos Vagari in a clue located in the Temple of Scandere Tid.
How old are the artifacts? Harsoroc: "Their exact age is unknown to me at this time. However, the myths started appearing around two hundred years before the Great Sith War. We should figure at least another fifty to a hundred years on top of that for word of the artifacts to spread and give birth to the myths. So we should expect the artifacts are at least between four thousand two hundred forty six to four thousand two hundred ninety six years of age, if not older."
Once the players are done asking questions read the following to them:
As you finish asking questions you hear the ships computer start beeping a warning. Harsoroc looks up and smiles.
"Looks like we finished our conversation just in time. Strap yourselves in because it's time we leave hyperspace and enter the Strytanendepuncta system."
Scene 1 B: Directions.
After landing on Strytanendepuncta the PCs and Harsoroc must now make their way to Temple of Scandere Tid. There's only one problem, Harsoroc doesn't actually know where the temple is, only that it is somewhere on the planet. Rather than uselessly searching the planet for the temple, especially after Harsoroc explains that the planet literally has thousands of ancient temples to search. So the PCs must ask around for directions to the temple.
One of the things to keep in mind concerning Strytanendepuncta is that it is just beginning to enter the information age. Just a hundred years before the Great Sith War it had been about ready to enter the space age and join the rest of the galaxy but a terrible cataclysm plummeted all civilization on the planet back into the stone age. Very little "advanced" civilization remained, and most of it was located in the few temples to actually survive the cataclysm. The Temple of Scandere Tid was on of those few temples. There will be extremely few energy weapons and repulsorlift vehicles to be found on world so the players should expect projectile guns, and beasts of burden to be in great abundance. There are combustion engine vehicles and aircraft, but these are nearly impossible for offworlders to get their hands on. And any offworlder caught using them will face anywhere from twenty years in jail to being shot in the head without a trial or the chance to defend themselves.
A day on Strytanendepuncta lasts eighteen standard hours with twenty-two local days making up a month. Basic disatances are measured in what the locals call suum, erd, simus. These are each equal to a half kilometer, a half meter, and a half centimeter.
The types of terrain that one can expect to find on the planet include swamps, forests, praries, vast fruit orchards, and forests. The fruit orchard may be as small as an acre in size or it may cover an area as large as two square kilometers. On the average they cover between twnety-five and thirty square kilometers. The local fruits primarily grown in these orchards are the abluko (which is a blue spherical shaped fruit about the size of a baseball and smells like an apple and tastes like apple butter), the alunja (which is a green spherical shaped fruit about the size of a golf ball and smells like an orange but tastes like gingersnaps and can only be eaten when cooked because it is poisonous to eat when raw), and the comosus (which is roughly pryimidal in shape, a dark red in color, about as tall as a sixteen ounce soda can, smells like rum and tastes like a pina colada). The forests are largely dominated by trees resembling firs, hemlocks, and spruces, though instead of green needles they have blue, red, gold, and purple needles. the fir type trees roughly smell like rotten beef, the hemlock types smell roughly like licorice, and the spruce types roughly smell like strawberries.
The most common of the non-firs, hemlocks, and spruces is a tree called the lupam. It has leaves that area blood red in color and resemble fiddlehead ferns. It smells like dry dog food when left alone, but if you cut into it it smells like rotten eggs. Yet the natives treasure it for it's sap, which tastes like a between honey mixed with peanut butter and maple candy. The sap is used as a natural sweetner and is condensed into lupam syrup. About a quarter of Tid Forest is made up of lupam trees.
There are very few spaceports on Strytanendepuncta, all of them are limited service and run by people whom the natives call offworlders. An offworlder is any non-Teropodids who have knowledge of space age tech. There are very few offworlders and they typically stay close to the starports without bothering to learn much about the planet. If the PCs ask any offworlders where to find the temple, they'll be redirected to a Teropodid. However, most Teropodids will be of little help both because they don't know and because they are so incredibly awed by offworlders and their tech that they are either too afraid to answer questions or they completely ignore the PCs questions so they can ask them questions about themselves, other worlds they have visited, and the technology one can find in the rest of the galaxy.
While the PCs are asking if anyone knows where to find Temple of Scandere Tid, you may choose to spice things up a little if the players are becoming bored. Maybe have the players run into some local Teropodid thugs or some non-native thugs or gangsters. Remember that the Teropodid thugs are probably going to be less of a threat as they are extremely unlikely to use modern weapons. Or you can have the PCs robbed by a Teropodid pick pocket and have to chase them down to get what they stole. Stats for such characters will appear before the second scene.
Eventually the PCs will be redirected to an ancient Teropodid named Bej Cobbemac who lives in the town of New Dawn. When they ask him if he knows where to find the temple, this is how he responds:
Bej Cobbemac: "The Temple of Scandere Tid? Yes I know whar it is, grew up in the Tid Forest so I better. The temple is out somewhere in the middle of the forest and gave the forest it's name. The Tid Forest is located forty suums ta the north of the town, and the temple is at least another twenty suums inside the forest.
"But ya'll won't be able ta find it ya'llselves, thar are simply too many dangers for folks who don't know the Tid too well ta go hunting the Temple of Scandere Tid on their own. Taught my granddaughters every square simus of the Tid, they know what dangers ta expect in thar. They'll take ya, but ya'll have to pay to rent some cotheri to ride, one for each of ya'll and my granddaughters. And probably another two or three cotheri ta cary supplies."
Remember that Bej Cobbemac is a very grumpy old man who doesn't want to have much to do with anyone who isn't family and makes it clear that he'd rather talk to the lowest piece of trash in the universe than to the PCs. They may have to pay him to get him to talk.
Harsoroc will refuse to fly his TL-1800, stating that in order to both keep a low profile in case Astarcy's people somehow managed to follow them to the planet and so that they can enjoy the fresh air after being trapped on his transport for so long. So the PCs will have no choice but to use local transportation.
It will cost the PCs fifty credits a month each to rent a cotheri. If none of the PCs can afford to rent the cotheris, then they must find a way to get the cotheris. Remember there's always the bag of corusca gems and kyrat dragon pearls Harsoroc gave them at the beginning of the first episode. Or the PCs can try working for the local money required to rent the cotheris, eight hundred thirty eight cutas a day (yes a single credit is worth far more than the local currency). Or the PCs could choose to steal the cotheris they are going to need, but remember if they steal them that the police of New Dawn will be after them, and they will contact other police forces in the area around the Tid Forest to track down the PCs, making things more difficult for the PCs.
The PCs may also choose to take an aircraft or a combustion engine vehicle as their means of transportation. Keep in mind that no dealer in New Dawn will actually sell or rent them to the characters unless they are extremely intimidated by the characters into doing so. And then it will cost the characters at least a minimum of five hundred credits (maximum should be around three thousand credits) because the dealer will be looking to gain enough money to pay legal fees and fines. Also none of the vehicles can be used in Tid Forest as the roads and trails through the forest were only designed to be traversed by foot or cotheris back. Worse for the PCs is that while the police are only seeking to arrest for stealing cotheris, the police are going to be more likely to kill the PCs for operating Teropodid vehicles. All departments will also send their SWAT units to kill the PCs.
To make things even more complicated, Bej Cobbemac's granddaughters, Anmas Cobbemac and Areg Cobbemac are identical twins that are a bit of tomboys and also boy crazy. They will both pick any one male character among the PCs, the same one at that, and constantly be fighting over who gets him. They'll also try doing things for him to make him more intrested them over their sister at the expense of paying attention to the other members of the group.
Stats for elements introduced/possibly introduced, in Scene 1 B:
- Teropodids. Teropodids have fox like heads and ears and stand on average between 1.3 and 1.7 meters tall. Coloration runs through black, ruset brown, and crimson colored fur. Their arms are a quarter longer than normal human arms and have a leathery membrane that runs from their wrists to their knee joints which forms a wing-like area when they spread their arms. They have extremely large eyes that offer excellent eye sight at any time of the day or night.
Average Teropodid. Dexterity 2D, Knowledge 1D, Mechanical 1D+2, Perception 2D+2, Strength 2D+2, Technical 1D. Move: 10 (glide: 12). Special Abilities: Echolocation: Teropodids use sound waves to help them navigate at night and locate anything that might otherwise remain hidden. Adds +2D to search.
- Typical Teropodid Thug. All stats 2D except: brawling parry 3D, dodge 2D+2, firearms 2D+1, melee combat 3D, melee parry 2D+1, intimidation 3D+1, streetwise 2D+2, brawling 3D+2. Move: 10. Knife (STR+1D), chain (STR+1D+1, two meters in length). May also carry a pistol (3D, 3-10/30/60, ammo: 8).
- Typical Non-Native Thug. All stats 2D except: blaster 2D+1, brawling parry 3D+2, dodge 2D+2, melee combat 2D+2, melee parry 2D+1, intimidation 3D, streetwise 3D, brawling 4D, stamina 3D+1. Move: 10. Comlink, vibroblade (STR+1D), blast vest (+1Dphysical, +1 energy). Note: The typical non-native gangster is essentially the same as the typical non-native thug except for a few changes. These are as follows: blaster 3D+2, intimidation 4D. blaster (4D, 3-10 / 30 / 120). The blaster replaces the vibroblade.
- Typical Teropodid Pick Pocket. All stats 2D except: dodge 2D+2, pick pocket 3D+2, runing 3D+2, streetwise 2D+2, con 3D, persuasion 3D+1, sneak 2D+1, climbing/jumping 2D+2. Move: 10
- Typical Teropodid Police Officer. All stats 2D except: brawling parry 3D+2, dodge 3D, firearms 3D+1, melee combat 2D+2, melee parry 3D, intimidation 3D+2, beast riding 3D+2, brawling 3D, stamina 2D+2. Move: 10. Pistol (3D+1, 3-12/35/70, ammo: 10), 30 bonus rounds of pistol ammo, baton (STR+1D+2), walkie-talkie. May also carry a rifle (5D, 3-30/100/300, ammo: 20) or a shotgun (5D+2, 3-25/50/75, ammo: 12). One out of every twenty will be trained to use the aircraft and/or ground vehicles the Teropodid have. In these cases the individuals also have the following skills: archaic aircraft operation 4D, ground vehicle operation 3D+2.
- Typical Teropodid SWAT Officer. All stats 2D except: brawling parry 3D+2, dodge 3D+1, firearms 4D+1, melee combat 3D, melee parry 3D+1, intimidation 4D, beast riding 3D+2, brawling 3D+2, stamina 3D. Move: 10. Pistol (4D, 3-12/35/70, ammo 12), assault rifle (5D+2, 3-30/100/300, ammo: 28), 48 bonus rounds pistol ammo, 48 bonus rounds rifle ammo collar mounted walkie-talkie. May also carry an combat shotgun (6D+2, 3-25/50/75, ammo 16). One out of every twenty will be trained to use the ground vehicles or archaic repulsorlift vehicles the Teropodid have and one out of forty are trained to use the archaic energy weapons the Teropodid have. In these cases the individuals also have one or two of the following skills: ground vehicle operation 3D+2, repulsorlift operation 3D, blaster 3D+1. If trained to use archaic energy weapon, then the assult rifle is replaced by the anti-proton beam rifle (4D, 5-50/120/360, forty rounds of ammo).
- Anmas and Areg Cobbemac. Identical twins covered mostly in black fur, but from the chest up their fur is a light ruset brown in color. A pair of tomboys who can do anything a boy can do, and they feel that they can often do it better. Taught every square simus of Tid Forest by their grandfather and probably know the forest almost as well as him. Their only problem is that they are extremely boy crazy and very often fall in love with the same boy, leading to them fighting over him.
Stats for the twins are:
DEXTERITY 3D - brawling parry 3D+1, dodge 4D, firearms 3D+2, melee combat 3D+1, melee parry 3D+1; KNOWLEDGE 1D+2 - survival: Tid Forest 5D, willpower 2D+2; MECHANICAL 2D - beast riding 2D+2, beast riding: Cotheris 4D; PERCEPTION 2D+2 - search 3D, sneak 3D; STRENGTH 3D - brawling 3D+2, stamina 3D+1; TECHNICAL 1D+1. Move: 10 (glide: 12). Special Abilities: Echolocation: Teropodids use sound waves to help them navigate at night and locate anything that might otherwise remain hidden. Adds +2D to search. Story Factors: Same Man: The twins are extremely boy crazy and will often fall in love with the same man, fighting with each other over whose man he is and who he should pay attention to. They will often do him favor, including trying to protect him from danger, while ignoring everyone else. Equipment: sawed-off double barraled shotgun (1 each, 5D, 3-10/25/40), four hundred rounds of ammo, tent, camping gear.
- Cotheri. Cotheris are four legged beasts of burden that have deer-like bodies and cat-like heads. Their eyes offer excellent night vision. Males grow a rahter impresive mane. Coloration runs through blacks, browns, whites, and greys. Despite the creation of modern means of transportaion, the cotheris remains the primary means of transportation for the Teropodids, either as riding mount or as a means of pulling wagons and other such vehicles.
Type: domesticated pack animal. Dexterity 3D, run 3D+2, Perception 2D+2, Strength 4D+2. Special Abilities: Kick: STR+1D, Night Vision: Perception+2D at night. Move: 16. Size: 1.5-1.7 meters at the shoulder. Orneriness: 2D.
- Tonguc Self-Propelled Carriage. Type: archaic wheeled ground vehicle. Speeder. Crew: 1. Crew Skill: ground vehicle operation 3D. Passengers: 5. Cover: Full. Cargo Capacity: 120 kilograms. Maneuverability: 2D. Move: 21, 60 mph. Body: 1D. Notes: This is also the type of ground vehicle used by Teropodid police forces and SWAT teams. The differences for those used by police forces and SWAT teams are Maneuverability: 2D+2, Body: 2D. The appearance of this thing is a cross between a minivan and a Porche 911.
- SWAT Lerekoc. Type: archaic repulsorlift vehicle. Speeder. Crew: 2. Crew Skill: repulsorlift operation 3D. Passengers: 8. Cover: 1/2. Cargo Capacity: 50 kilograms. Maneuverability: 2D. Move: 18, 50 mph. Body: 1D. Note: The appearance of this thing is basically a open hovercraft without the air cushion or fan.
- Haroux. Type: archaic aircraft. Speeder. Crew: 1. Crew Skill: archaic aircraft operation 4D. Passengers: 8. Cover: Full. Cargo Capacity: 220 kilograms. Altitude Range: Ground level to two kilometers. Maneuverability: 2D. Move: 28, 80 mph. Body: 1D+2. Notes: This aircraft has the ability to hover. This is also the type of aircraft used by Teropodid police forces. The differences for those used by police forces are Move: 30; 90 kmh, Body 3D+2, Weapons: Machinegun (Fire Control: 1D, Range: 3-30/60/120, Damage 3D, Ammo: 200 (each time the trigger is pulled the machine gun fires ten rounds)) . This vehicle looks like a cross between a Harrier jet and a Korean War medevac helicopter.
Scene 2: Tid Forest
Unless the PCs are being chased by the police, they should make it to Tid Forest without incident. Otherwise they should have at least one or two encounters with the police before they reach Tid Forest. In the case of travelling on the ground, whether via cotheris or via a Tonguc self-propelled carriage, these encounters could mean roadblocks resulting ina fight or a chase which results in one during the chase, at the end of the chase, or both. In the case of travelling in the air, such encounters will always mean a chase. The PCs may attempt to fight during an air chase, but they do so at their own risk. Remember that they should not be using a police Haroux, so their's is unarmed and they will have to try leaning out the cockpit to return fire.
Also remember that the PCs have to protect Harsoroc and the Cobbemac twins. Harsoroc carries no weapons, so he can't defend himself. And if someone tries to give him a blaster he will refuse it stating that though he knows how to use one, he believes that if one carries a weapon they are always going to end up having to use it. But the PCs have a better reason to keep him alive, he's the only one who will be able to translate what they find in the temple and has basically already promised them more payment. As for the twins, while they are ready to fight along side the PCs, they are their only means of finding the temple. If one should die before they reach the temple, the other will be too busy mourning the loss of her sister to lead the PCs to the temple. So the PCs can't afford to loose either one.
Once the PCs reach Tid Forest, read the following to them:
Anmas: "Well, here we are. Tid Forest. Gonna take us three day ta reach that thar old Temple of Scandere Tid from here."
Areg: "Yup, three whole days. Now we know what ya'll are thinkin'. If it didn't take us that long ta go forty suums, then how come it's gonna take three days ta go half that far? We'll, it's just like gramps told ya'll. The Tid is full of danger."
Anmas: "Yeah, thar's all kinds of dangerous critters and Teropodid-eating plants. Them plant's probably ain't gonna care ya'll ain't Teropodids. And thar's bottomless bogs and fast mud that will sallow up anyone whose too stupid to stay out of 'em or doesn't know whar they are."
Areg: "And thar's a tribe of nascis in thar who don't like nobody who ain't one of 'em ta go walkin' through the forest cause they think it's thar territory. But don't ya'll go worryin' none. Gramps taught us every sqaure square simus of this here forest. Ya'll just follow us and we'll get ya'll to the temple."
Travel through the Tid will be up to you as the gamemaster to decide just what happens. There will be plenty of chances for encounters with the nascis (think something like Native Americans as the nascis are also Teropodid) and the various predators of the forest. The path to the Temple of Scandere Tid through the forest should be one that twists and turns do to the fact that the twins are trying to avoid as much danger as possible. But they won't be able to avoid it all.
In addition to the dangers of the Tid, the PCs will still have to worry about police and SWAT teams coming after them if they chased them to the forest. You should at add at least one more day of travel time to the temple if they have to fight police and SWAT teams as they will prove a greater threat since the twins are helping the PCs to avoid as much of the dangers of Tid Forest as possible. And unlike the natural dangers (bottomless bogs, predators, Teropodid-eating plants, quick mud) of the forest and the nasci tribe, the PCs may be more likely to know when the police an