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OCRSpacemaster (9107) - Disaster On Adanis III

Disaster on Adanis III is a role-playing game module designed for quick setup and play, set in the Imperial time period. It includes guidelines, pre-designed characters, background information, and three standalone adventures, along with an encounter table. The module is adaptable to various game systems and provides essential game terms and definitions for clarity.

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100% found this document useful (1 vote)
131 views34 pages

OCRSpacemaster (9107) - Disaster On Adanis III

Disaster on Adanis III is a role-playing game module designed for quick setup and play, set in the Imperial time period. It includes guidelines, pre-designed characters, background information, and three standalone adventures, along with an encounter table. The module is adaptable to various game systems and provides essential game terms and definitions for clarity.

Uploaded by

Bolinoche
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SPACE MASTER: THE ROLE PLAYING GAME'"

DISASTER ON ADANIS Ill™


TABLE OF CONTENTS

1.0 GUIDELINES CREDITS


1.1 Handling Play ........................................................ 2
1.2 Adapting the Module to your Game ................ 2 Author 1Designer: John Crowdis
1.3 Abbreviations and Definitions ............................ 2 Editor 1Developer: Leo LaDell
1.4 Difficulty Levels ..................................................... 4
Cover Art: Jeff Ridge
2.0 PRE-DESIGNED CHARACTERS lnterior Art: Darrell Midgette
3.0 BACKGROUND INFORMATION Maps: Steve Sullivan
3.1 Timeline ................................................................. 7 Layouts: Jennifer Kleine
3.2 Adonis System Listing ........................................... 7 Project Specifie Contributions: Series Editor: Terry Amthor; Page-
3.3 The Adonis Conflict: making: Leo LaDell; Layout: Eileen Smith, Cheryl Kief, Kevin
Kubischev-Lioyd and Colos .............................. 7 Dalton, Kevin Williams, Andrew Christensen; Caver Graphies:
3.4 Disaster on Adonis Ill ............................................ 8 Haines Sprunt; Editorial Contributions: T.K. Amthor
4.0 ADVENTURE: DISASTER AT SEA ICE MANAGEMENT- Production Manager: Terry Amthor; Sales & Customer Service
Manager: Deane Begiebing; Art Director: Richard Brillon; Editing & Development
4. 1 The Survivors of the Seo Bed Farm ..................... 8 Manager: Coleman Charlton; President: Peter Fenlon; Marketing Manager: John
4.2 The NPCs ............................................................... 8 Morgan; CEG: Bruce "Ramming Speed" Neidlinger; Control/er: Kurt Rasmussen.
4.3 Layouts of the Zerich Farm .................................. 9 ICE STAFF - Licensing: Kurt Fischer; Print Buyer: Bill "GuadalaHorror" Downs;
4.4 The Task ............................................................... 16 Production Supervisor: Suzanne Young; Art & Graphies Staff: 1. Haines Sprunt;
4.5 Encounters .......................................................... 17 Editing & Development Staff: Terry Amthor, Kevin Barrett, Rob Bell, Pete Fen lon,
Leo LaDell, Jessica Ney, John Ruemmler; Production Staff: Larry "Snake" Brook,
5.0 ADVENTURE: THE RETRIEVAL Andrew Christensen, Kevin Dalton, Cheryl Kief, Jennifer Kleine, Paula Peters, Helen
Storey, Laura Tuley, Kevin Williams. Operations Staff: Marc Rainey; Sales &
5. 1 The List and the Colosian Claims ...................... 18 Customer Service Staff: John "Net Trek" Brunkhart, Heidi Heffner, Becky Pope,
5.2 The NPCs ............................................................. 18 Shipping Staff: John "Frai" Breckenridge, Robert "Crennie" Crenshaw, David "Big
Dave" Johnson, Corey "EU" Wlcks.
5.3 Tihe Kavarn Titanium Mine and Area .............. 19
5.4 The Task ............................................................... 25
5.5 Encounters .......................................................... 26 • ~ ... - -· _<' ' ,·

6.0 ADVENTURE: WAR?


6.1 The Unusual Reading ........................................ 26
6.2 The NPCs ............................................................. 26
6.3 Layouts of the Colosian Encampment ............ 29
6.4 The Task ............................................................... 30
7.0 MASTER ENCOUNTER TABLE

2= ~;-~
-----...-.,:::~-··--'"?--oc --- _---c_:~

Copyright© 1989 by Iron Crown Enterprises ... ali rights reserved ... no reproductions without authors' permission.
Produced and distributed by Iron Crown Enterprises, lnc. P.O.; Box 1605 Charlottesville, VA, 22902
Printed in USA. First U.S. Edition, 1989.

ISBN 1-55806-039- 1 STOCK# 9107


1.3 _ _ _ _ __

ABBREVIATIONS AND
GUIDELINES DEFINITIONS
The Spacs Mastsr Adventure Series is designed for Gamesmasters who want to run A number of important game terms are
adventures which can be set up in a few minutes and played in a few hours. The adven- 1 defined here for easy reference.
tures require little or no preparation. Although set on the planet Adanis Ill in the Imperial
time period lmp. 470-480, with some modification these adventures could take place 1.31 ABBREVIATIONS
anywhere in the lmperium. 1
Abbreviations are listed alphabetically:
Oisaster on Adanis Ill has five parts. Section 1.0 deals with guidelines regarding the 1 GAME SYSTEMS:
use of the module. Section 2.0 provides pre-generated characters for the players (which 1 RM ................. Rolemaster
can also be used as non-player characters if so desired). SM ................. Space Master
The third part, Section 3.0, provides a description of the cataclysm on Adanis Ill. The PROFESSIONS/CHARACTER CLASSES:
fourth part of the module (Sections 4.0 through 6.0) contains three adventures. Each Adm ............... Administrator
adventure can stand on its own. The fifth part of Disaster on Adanis Ill (Section 7.0) is an Arm ................ Armsman
encounter table for the Sea Bed Farm, Kavarn Mine, Orbital Station, and Colosian Base. ArT ................. Arms Technician
1 Cri .................. Griminologist
EIT .................. Electrical Technician
1.1 1Hils: The concussion hit numbers found in
1

, Eng ................. Engineer


HANDLING PLAY this module only represent general pain Ent ................. Entertainer
and system shock. They cover bruises, Exp ................. Explorer
The adventures are divided into five Med .............. Medic
standard parts: (1) The Tale, which general pain, and small cuts rather than
'wou nd s'. Critical strike damage is used to ' Pil ................... Pilot
describes the setting and covers the . Ph y ................. Physician
~ describe serious wounds and fatal blows.
background and plot; (2) The NPCs, a
person-by-person description of the 1The hit figures shown here are less
1 Pla .................. Planetologist
Res ................. Researcher
prominent non-player characters, including important than those used in game
1

! SyT ................. Systems Technician


their stats; (3) The Settings, a description systems where death occurs as a result of Tel .................. True Telepath
of the adventure sites, complete with exceeding one's available hits. Should you Thl .................. Theologist
diagrams, floor plans, and illustrations; (4) . use agame system that employs no ' ***fT ............. Se mi-Telepath of Glass***
The Task, a discussion of how to start the specifie critical strike results (e.g., TSR ' GAME AND TECHNOLOGICAL TERMS:
adventure, along with the aids, elues, 1
lnc.'s Star Frontisf'S'J or GOW's Trav- AT .................. Armor Type (a range of 1-30;
obstacles, and rewards awaiting the ellef'E), sim ply double the number of hits see "GAT")
adventurers, and (5) Encounters, which your characters take or halve the hit values AT(DB) ........... Armor Type with Defensive
found in this module. Bonus given
cover typical or probable meetings GAT ................ Construction Armor Type
between the adventurers and the NPCs. 1.22 CONVERSION CHART (AT 21-30)
The GM should skim each section of an If you use something other than Space cu met ............. cu bic met er
adventure before beginning play, making a Master and do not normally use a percen- 010 ................ A die randomizer for a range of
few notes and roughing out the adventure 1-10
1

tile scale, use the following chart to convert


possibilities. Then he can have the players the 1-100 numbers to figures suitable for 0100 .............. A die randomizer for a range of
pick pre-designed characters from those 1-100
your game.
provided in Section 2.0, or he can permit
the players to design their own PCs. (Of
course, this module can serve as a 1-100 0100 3-18 020 1-12 206
continuation of a campaign, where PCs STAT BONUS STAT BONUS STAT BONUS
who have already adventured in Space
Masterfind themselves on Adanis Ill. 102+ +35 20+ +7 17+ +4
101 +30 19 +6 15-16 +4
1.2 lOO +25 . 18 +5 13-14 +3
ADAPTING THE MODULE 98-99 +20 17 +4 12 +3
TOYOURGAME 95-97 +15 16 +3 11 +2
Like the rest of the series, this module 90-94 +10 15 +2 11 +1
is designed for use with the Space Master 85-89 +5 14 +1 10 +1
(SM) Role Playing System, but is adaptable 75-84 +5 13 +1 9 +1
to most other major SFRP games. Statis- 60-74 0 12 0 8 0
tics are expressed on a closed or open-
40-59 0 10-11 0 7 0
ended scale, using a 1-1 00 base and
percentile dice (0100). No other dice are 25-39 0 9 0 6 0
required. 15-24 -5 8 -1 5 -1
10-14 -5 7 -1 4 -1
1.21 CONVERTING HITS AND
5-9 -10 6 -2 3 ·1
BON USES
3-4 -15 5 -3 3 -2
Bonuses: When converting percentile
2 -20 4 -4 2 -3
values to a 1-20 system a simple rule is:
for every +5 on a 0100 scale you geta+ 1 1 -25 3 -5 2 -3
on a 020.
2
DB .................. Defensive Bonus CybT ............... Cybernetic Tech nies 1.32 DEFINITIONS
El .................... Elmonits (Cast in Electric DSrv ............... Desert Survival
Monits) ElecT .............. Electronics Tech nies A few crucial concepts of the module are
FTL ................. Faster Th an Light Electro ............ Electronics detailed below:
GCH ............... The Galactic Court of Humanity EW/C .............. Electronic Warfare/ Colos: An lnner Provincial Major House (or
GEM ............... Grou nd Etfect Movement; Communications "Royal Family"), the Colosians control several
Hovercraft or Turbofan Type FAid ................ First Aid star systems near Devon Province, and the two
Grav ............... Gravitic movement or control Genet ............. Genetics families are frequently at odds. As of lmp.471
GM ................. Gamesmaster (game referee) HAstr .............. H-Space Astrogation the ruler of Ho use Colas is Lord Alexander Telax
K .................... 1000 (a quantity of one HEP ................ Heavy Energy Projectors Colas IV; their Homeworld is Gamma Vulpeculae
thousand Hist ................ History IV ("Orpheus").
km .................. kilometers HPt ................. H-Space Pilot Construct: Anything artificially produced. Most
LS .................. Light Second (300,000 km) JSrv ............... Jungle Survival larger constructs have an Armor Type of 21-30
Lvi .................. Level (experience, attack, or Locks ............. Pick Locks . in the Space Master system.
Psion level) MA1St ............ Martial Arts Striking (Rank 1) ·1 Dia Khovaria: (or "The Church") That vast and
LY .................. Light Year (the distance light MA2Sw .......... Martial Arts Sweeps/Throws immensely powerful quasi- religious organiza-
travels in one year) (Rank 2) ' tian which contrais the majority of the Empire's
m ................... meters Math ............... Advanced Math TBD network through its cam panent corpora-
M ................... Mo nits (hard currency denomi- Md Dia ............ Medical Diagnosis tian, Access Tachyon Technology. Otficially
nation) Md Pre ............ Medical Practice sanctioned by the Emperor, The Church wields a
l
MA ................. Martial Arts MdScn ........... Medscanner · great deal of influence as weil as the largest data
M/A ................ Matter/Antimatter . MechE ............ Mechanical Engineering archives in the Empire. Church Diocese
MERLOGH ...... MERcantile League of Greater MechT ............ Mechanical Tech nies Chapterhouses can be found on most Provincial
Ho uses 1
MedT .............. Medical Tech nies Homeworlds, much ta the consternation of
Mk.# ............... Mark number (measures an Metall ............. Metallurgy many Planetary Governors.
item's size, strength or power) MtScn ............ Multiscanner Empire: An astropolitical jurisdiction encom-
Mad ............... Modifier or Modification MsArt ............. Missile Artillery passing every stellar system known ta be
NPC ................ Non-Piayer Character NAstr .............. N-Space Astrogation inhabited or claimed ta Terran Humans as weil
OB .................. Offensive Bonus NPt ................. N-Space Pilot as those systems harboring indigenous
PC .................. Player Character Orb Pt ............. Orbital Pilot sentients who have come into the Terran fold.
PP .................. Power Points (for Psions) Percp ............. Perception the Empire consists of a central territory, known
Rd .................. Round (1 0 seconds of game Phys ............... General Physics as the lmperium, and a multitude of Provincial
ti me) Pltgy ............... Planetology . territories governed by Families who pledge
RR .................. Resistance Roll PowSThy ........ Power Systems Theory 1
fealty ta the Emperor, who keeps his seat of
SFRP .............. Science Fiction Raie Playing PowT .............. Power Systems Technics ' power on Terra (also known as Old Earth).
Stat ................ Statistic or characteristic Psych ............. Psychology Family: Political connotation. An almost
TBD ................ Tachyon Beam Dictor RpScn ............ Repair Scanner intangible representative cultural essence which
WEAPONS: Sensr ............. Sensor Analysis denotes a society of people, practically
ASG ................ 20mm Autoshotgun Traps .............. Disarm Traps separating them from the rest of humanity as a
As Bis .............. Assault BI aster USrv ............... Urban Survival* specifie race. ln practice, the administrators of
AsStrupt ......... As sault Struptor WpnD ............. Weapons Design a given Province take on the Family name,
BI sPI ............... Blast Pistai WpnT ............. Weapons Technics behind which the citizens of the Province can
BlsRI .............. Blast Rifle Zoo ................. Zoology rally. Synonymous with "House", "Major
FlmPI .............. Flamer Pistai * Governs attempts ta scrounge for food, Family", "Royal Family", "Greater Clan", etc.
HyAR .............. Heavy Assault Rifle shelter or protection (while staying out of
trouble) in a metropolitan environment. Frontier: The vast region of unconquered space
LsrPI .............. Laser Pistai which surrounds the sphere of the Empire.
LsrRI .............. Laser Rifle Usually rolled once pergame day.
The re are over 100 Frontier Provinces (territorial
LtAR ............... Light Assault Rifle SECONDARY SKILLS: possessions of Minor Clans or lnner Provincial
MLAPI ............ Magnetic Linear Accelerator Ac rob ............. Acrobaties colonies) within TBD range of the lmperium.
Pistai Act ................. Acting Beyond that range lies the "Backnet"; the infinite
MLARI ............ Magnetic Linear Accelerator Ad min ............ Administration sea of unexplored space. The Frontier is divided
Rifle Apprs ............. Appraisal into twenty-four zones.
SHG ............... 15mm Shotgun Di plo .............. Diplomacy
StnPI .............. Stun Pistai ' Galactic Court of Humanity: (or "GCH")
DsArm ............ Disarming Technically independent of Imperial control, it is
StnRI .............. Stun Rifle Forag .............. Foraging the function of the GCH ta hear ali cases of
PRIMARY SKILLS: Frnzy .............. Frenzy l
diplomatie, economie and criminal dispute
Ad rDf ............. Ad renal Defense Gmblg ............ Gambling amongst the Imperial territories, as weil as ali
AdrSp ............. Ad renal Maves (speed) lntrg ............... Interrogation Imperial Crimes (crimes against the Emperor).
AdrSt... ........... Adrenal Maves (strength) Medit .............. Meditation The Court's use of the impeccable female
AE:UW ............ Alien Environments/Underwater Propg ............. Propaganda Telepaths cal led the Order of the Truthsibyls
AE:ZG ............. Ali en Environments/Zero Gravity PbSpk ............ Public Speaking insu res valid testimony -the Truthsibyls have
AFV ................ AFV Crewmember ODraw ............ Quick-draw never been found ta have been wrong. The GCH
Ambsh ........... Ambush Seduc ............. Seduction is located on Vega IV ("Valhalla").
Anthr .............. Anthropology Signl ............... Signalling
ASrv ............... Arctic Survival Star-gz ........... Star-gazing Hypershunt: The act of crossing the speed-of-
Astrn .............. Aston amy Su bd .............. Subduing light barrier and propelling one's craft into
Atm Pt ............. Atmospheric Pilot Track .............. Tracking Hyperspace, protected by a Relative lnertial
CbtPt .............. Combat Pilot Trade .............. Trading Field. Controlled Hypershunts have allowed
CampE ........... Computer Engineering Trick ............... Trickery Humans ta colonize known space at a rate far
Cam pT ........... Computer Tech nies VArt ................ Visual Art exceeding predictions based on the limitations
CrimT ............. Crime Tech nies 1 WthrW ........... Weatherwatch of "N-Space".
Cyber ............. Cybernetics
3
Hyperspace: (or "H-Space") The vernacular 1 lnner Province: A major cosmographie Sianetic Harbingers: That legendary spacefar-
term for the Tachyon Universe, where (it has ' territory, often containing upwards of ten stellar ing race which purportedly spread Hominids
been determined) the speed of light is the lower systems. The lnner Provinces are alllocated from Earth to many other worlds in this area of
boundary of a radiative propagation spectrum within, or border on, Imperial space, and are . the Mil ky Way, giving rise to many of the known
quite unlike our own. Technological achieve- ru led by Royal Families (each of which can trace Humanoid and Xeno-human races. They are
ments have allowed travel through H-Space, but its roots back to the original leaders of the known by many other titi es (the Forerunners,
as of this ti me occupation, and action within, Province). As such, lnner Provinces maintain the Ancients, Old Ones, The Klattu, etc), and
the Tachyon Universe is an impossibility. the ir own military forces and mi nt their own created many beautiful and powerful artifacts
Hyperspace Sickness: Despite the effects of hard Monits. (which fetch quite a priee in the scientific,
the Relative lnertial Field generator, some league of Merchants: A loose, Empire- telepathie, and collectors communities).
hominoids react quite strongly when in H- spanning association of "Free Traders", pirates, Spacefaring Port: (aka "Starport" or "Dawn-
Space, experiencing a diverse array of somatic crimelords and independent merchantmen. A port") Planetside installations containing
symptoms such as nausea, shakiness, vertigo, · few of The League's reputed activities include maintenance and repair facilities for military
hysteria or even (in very rare cases) hallucina- drug smuggling, gunrunning and interProvincial and/or civilian starships, Spacefaring Ports are
tions. Although "Hyperspace Sickness" affects espionage, and they supply a number of Greater staffed by customs officers and garrison troops
one out of twenty Hu mans to some degree Ho uses with vital intelligence findings (this last who try to uphold the laws of the system.
(usually minor disorientation), the physiological in exchange for the Province's "looking the Larger Ports boast ali varieties of secondary
explanations for these reactions re main other way" as regards League business). facilities, such as traders' co-ops, recreational
unknown. Most cases will quickly subside if , MERlOGH: (MERcantile League Of Greater areas, shopping malis, living accommodations,
Hyravol is administered. 1
Houses) The economie monitor, central board of hospitals, Dia Khovaria Chapterhouses, etc.
Imperial Fleet of Starmadas: The largest fleet trade and stock exchange of the Empire, Tachyon Bearn Dictor: (TBD) A nearly
of starships in the known galaxy, armed and MERLOGH sets the value of the 1mperial and instantaneous communications system, crucial
equipped with the most advanced hardware Provincial Monits. Local offices oversee ali to the unity of the Empire. Datais transmitted in
available in the Empire. The Imperial Marines , aspects of persona! and corporate banking, the form of pulsed tachyon stream s. and often
are the Planetary Assault and General Defense including Provincial tax assessment and must be relayed through a number of stations
Division of the Fleet, and set the standard which Imperial subsidies. MERLOGH's headquarters is (the maximum effective range for one transmit
ali Provincial Marine Corps struggle to located in the Vega system. is about 50 light years). Although there is no
approach. They are the largest, most well- Minor Clan: An extended familial society "TBD monopoly", the Dia Khovaria contrais the
equipped body of soldiers ever assembled. , designated by the Emperor as Minor Royalty. largest and most complete network.
Imperial Intelligence Directorate: Quite simply · Minor Clans often rule their own stellar systems VegaPol: An interstellar police force which
the most feared agency in the entire galaxy. (under Imperial and/or Provincial supervision), operates independently of Imperial or Provincial
The IID is the field arm of the Imperial Intelli- and may even possess colony systems jurisdiction, and is linked to the GCH. Known to
gence Ministry, wh ose job it is to spy on ' (although this usually only occurs in the Frontier be terrifying efficient and sometimes brutal,
virtually everyone else in the Empire (including Zones). They are forbidden to mi nt their own VegaPol investigates cases of Elmonit fraud,
the other Ministries). currency or keep their own soldiery, and must interProvincial smuggling, and conspiracy. ln
Imperial Science lnstitute: Officially in charge rely on the Empire for both of these. addition, ali evidence used in the GCH must be
of monitoring and maintaining a smooth, steady N-Space: (Normal space) The normal universe authenticated independently by Vega Pol officers.
rate of technological progress throughout the of human occupation; the Einsteinian space-time
Empire, the ISI is not as harmless an agency as
it may seem. A branch of the Imperial
continuum. 1.4
Orbital Station: Large environmentally
Technology Ministry, their primary objectives controlled constructs set into "lunar'' orbits DIFFICULTY LEVELS
seem more along the li nes of acquisition than around most major planets in the Empire. ROUTINE ................................ (+30)
dispensation. They are rumored to have Above Homeworlds, Orbital stations are used for
arranged "accidents" for those who refused to
EASY ...................................... (+20)
the handling of communications and personnel,
permit their developments to be "managed" by while above resource worlds, they usually serve
LIGHT ..................................... (+ 10)
ISI personnel. as heavy cargo transport terminais. Depending MEDIUM ................................... (+0)
Imperial Senate: Imperial Senators are the on their function, they can often sustain 20 to HARD ...................................... (-10)
Noble or Upper class representatives of their 200 people. Their Orbital maneuverability is VERY HARD ............................ (-20)
Provinces in the Legislative bran ch of the severely limited. EXTREMELY HARD ................. (-30)
Empire. They (with the Emperor's cooperation)
make the laws that the GCH and VegaPol
SHEER FOLLY ......................... (-50)
enforce, and supervise the operation of these ABSURD ................................. (-70)
agencies (as weil as MERLOGH). Each Greater INSANE ................................. (-100)
Ho use has a number of votes based on its size
and power within the lmperium, and the Senate
meets yearly for a twenty-day session on Sol Il
("Venus").
lmperium: The lmperium is that area of space
PRE-DESIGNED CHARACTERS
which encompasses every stellar system The following chart provides the GM with eleven characters of varying race, profession
colonized or claimed by humans, which is not and experience level. Ali they need now is a little personalization. GMs should note that
governed by a Province or a Minor Clan. The each Adventure in this module is geared toward characters of specified professions and
leader/figurehead of the lmperium is the experience level ranges.
Emperor himself, who defers many of his
responsibilities to Planetary Governors or lesser If these characters are to be used as PCs, steps should be taken to personalize them.
Nobles. These Governors are prevented from Origin, languages known, physical appearance and personality/motivations should be
taking too many liberties with their assigned decided upon, and the player should make Background Picks (the# depends upon race).
systems due to the omnipresent Imperial Fleet. NOTE: Characters with Psionic abilities have had their Prime Field of Telepathy selected,
Cosmographically, the lmperium is situated but not their Psion lists. The number which accompanies the abbreviated Psion Field (in
centrally in the Terran Empire with Old Earth the "Psi/L#" row) is the number of "Pick Sets" that the PC possesses. These Pick Sets
maintained as the territorial Homeworld of ali should be allotted as the Player desires, before beginning play.
Humankind.
4
Race Trll Trilopter Neo-Human TrX Hum li Hu man Android Hu ml Tri X Hu man Neo-Human
ProfiL Exp 1 Eng 5 Med 1 Pit 3 SyT 5 Crm 1 Arm 3 Exp 5 Phy 1 ArT 3 Arm/T 5
Hits 27 45 23 46 45 20 200 55 20 35 60
AT/DB/* 5/35/D 1/10/- 1/20/A 9/20/- 5/15/V 1/20/- 11/45/- 5/15/V 1/-/- 1/5/A 1/15/V
pp - - - - - - - - - - 15
co 7510 681+5 78/+10 561+5 781+5 881+5 100/+35 731+ 10 68/0 6710 90/+15
AG 961+35 871+15 851+ 10 951+35 971+ 15 961+ 15 1001+55 971+ 10 961+ 15 951+ 15 971+20
SD 56/-5 52/-10 561+5 801+ 10 63/-20 761+ 10 901+ 10 53/-15 761+35 801+ 10 731+5
ME 100/+35 841+5 91 1+ 15 701+ 15 94/+10 61/0 901+ 10 7510 61/+30 781+5 551+5
RE 91 1+ 15 961+ 15 751+ 10 84/+25 7610 71/0 90/+10 66/-5 981+40 981+20 671+5
ST 5910 75/+25 631+5 731+5 751-5 731+ 10 102/+60 851+ 15 731+5 671+5 851+10
ou 991+35 681+ 10 991+20 92/+20 88/+15 981+20 100/+45 921+ 10 67/0 881+5 751+ 10
PR 84/0 45/-15 741+5 661+5 571-5 74/0 901+ 10 67/-5 741+ 10 761+5 101/+35
IN 441+ 15 92/0 701+5 901+40 81/+5 100/+25 901+ 10 61/0 781+25 891+5 601+5
EM 57/-5 851+ 15 100/+35 671+0 831+5 3810 901+ 10 7310 951+35 56/0 741+5
APP 72 43 87 73 69 73 90 79 63 46 71
1st OB LasPI55 StnPI45 LasPI30 BlsPI75 DisPI45 BlsPI35 BlsRI115 ASG70 LasPI35 Aslas 45 MLAPI90
2nd OB MdPI38 FKnf 38 HyAR22 StnRI65 LasPI30 Aslas 30 StnPI105 LasPI40 MA1Sw 20 StruptPI30 HyAR 65
3rd OB - - - - - - MA2St 80 - - MA1Sw 15 MA4St 30
Climb 10 20 10 45 35 30 60 30 20 30 10
Traps 10 -25 10 30 10 20 -25 10 -25 20 15
Locks 20 10 20 35 15 15 -25 5 -25 25 20
Stalk 25 10 15 30 15 15 40 15 25 10 35
Hide 5 5 10 25 5 20 20 5 25 10 30
Perception 20 15 25 55 35 40 35 50 30 35 35
Drive GEM 47 Wheel30 GRAV30 Wheel40 Wheel25 GRAV30 Wheel60 Wheel40 GRAV15 GEM45 GEM 30
Atm Pilot 42 20 -25 40 10 10 20 40 -25 -25 10
Survival Jungl40 Jungl10 Desrt30 Urban10 Jungl15 Urban20 Jungl30 Desrt35 Jungl30 Urban10 Desrt35
First Aid 30 30 40 5 20 15 -25 40 35 15 40
Scanner Mult35 Mult40 Medi35 Mult20 Rpr35 Mult35 Tact50 Mult35 Med45 Mult35 Mult55
Other Skills: MPt47 CompT 25 MedT30 Comm56 CompT 25 CrimT40 AFV 50 Pltly 35 MedT40 PrjG50 Pltly 35
AE:ZG25 PowT 30 AE:ZG25 OrbPt45 PowT 30 AE:UW25 HEP 40 OrbPt40 MedPr50 HEP 40 HEP 40
HEP35 WpnD 58 CompT15 NPt40 WpnT 58 CompT15 CybT 20 CbtPt30 CompT15 Miss30 DsArm30
OrbPt47 Phys 60 Zoo15 HPt25 Phys 45 Phys15 AE:ZG30 NPt 55 Phys15 Sensr30 Subd 25
NPt47 Mech E 65 Cyber20 CbtPt40 Mech E 55 Swim20 Amb2 rnk HPt 35 Swim20 PowT20 Medit 50
HPt27 AE:UW10 Sensr30 CrimT 20 Snip3 rnk NAstr 25 Zoo30 WpnT30 AdrSp 30
NAstr25 Swim30 PowT15 PowT15 HAstr 20 BiChem20 WpnD10 MedT 20
HAstr1 0 AFV30 WpnT20 EW/C 10
Sensr37
Equipment KVLR VT MultScnr MediScnr ABSVT Rpr Scnr MultScnr TactScn MultScnr MultScnr MultScnr MultScnr
Las Pl StnPI Las Pl Bis Pl DisPI BI sPI Bis RI ASG Bis Pl As las MLA Pistol
Psi/# Lists - - - - - - - - - - Self-Mastery/2
• = Shield A = Absorption D = Deflection V= Velocity 8 =Barrier DB listed does not include a bonus for Shield.
STAR MAP: KUBISCHEV-LLOYD HOLDINGS
FRONTIER ZONE 7

90

1 1
1
88
11
fz Tadar [+2Zl \ 86
rr , Tau Aleph 1 \\ 1 84
1
\ 1 \ 1
82
\ 1 \ 1 x Type 0 Star
\ 1 \ 1 80 E Type B Star
1 \ 1
\ 1 \ 1 <!> Type A Star
78
'l ~ Mu Omicron [ -29Zl \ 1 11 Type F Star
.......-~....... \ 1 76
\ ', \ 1 À Type G Star
\ ' \ 1 74 1t Type K Star
\
\
',
....... , \
\
1
72
't Type M Star
\ ', \ 1
\ ' \l 70 (!)
' À Provincial World
\ Adanis [+84Zl e @ Provincial Colony
\ 68
\ [!] Provincial HomeWorld
\ 66 • Unadministered World
\ Main Trade Route
64
- - - Auxiliary Route
62

60

58
56

54

52
• 88 Mensa [-6Zl 50 Light Years

18 16 14 12 10 8 6 4 2

6
Production Emphasis: Mining,
Agriculture
BACKGROUND INFORMATION Rating: Producing
Circumference: 41 OOOkm
Adanis Ill is an isolated world located on the edge of the border between the inner Gravity: 1.05g
provinces and Frontier Zone Seven. A relatively new colony, Adanis is the objective of a Natural Satellites: 3
political struggle between House Kubischev-Lioyd and Ho use Colas over the exploitation Day: 28 hrs
and mineral rights to the planet's crust. The planet was first settled eighty years ago by an Year: 405 Terron standard days
expedition launched by the Kubischev-Lioyd monarchy. The dispute concerns the rightful Atmosphere: Oxygen/Nitrogen with
claim to the territory, and therefore the right to exploit the planet's resources. However, a few contaminants
far more pressing problem has occurred recently; the mineral rich planet has been literally Hydrosphere: Balanced
shaken by a horrifying disaster of global proportions. Climate: Hot
Mean Temperature: 30°C
3.1 Biosphere: Complex flora and non-
lm p. 379- Kubischevian construction
Tl MELINE crews begin work upon mines and sentient lower life forms.
The following is a record of relevant colonial settlement communities (known Adanis Ill is a lush tropical world that
historical events that pertain to the Adanis as CSCs). House Colas again protests supports myriad non-sentient life forms.
star system as seen by the lmperium. the move, and sends a small task force lts upper crust is still highly active, with
Prelmp. c. 1180- A pre-Imperial to claim their rights on the planet. The large occurrences of volcanoes on the
exploration probe enters the Adanis Kubischev-Lioyds respond with their continent and several volcanic islands in
system to gather data on a possible own force, and takes Colas to the the ocean regions. lt has small polar ice
colonial settlement. The probe is Galactic Court of Humanity to dispute caps due to the planet's hot and humid
sponsored by the Megacorporation that their claim. While the hearings are climate.
will one day be House Calos. The conducted, construction on Adanis Ill is
colonization proposai is initially shelved halted. 3.3
by the executives, with the possibility of lmp. 380- The GCH rules in favor of THE ADANIS CONFLICT:
future colonization. House Kubischev-Lioyd, the Colosians KUBISCHEV-LLOYD AND
Prelmp. 256- The lmperium-to-be issues appeal the ruling, but construction on
a declaration to ali inhabited worlds Adanis Ill resumes. COLOS
stating that it claims ownership rights of lm p. 385- The GCH once again rejects The claims to the Adanis system
ali systems colonized/ conquered by the Colosian claim to Adanis. The between the two houses can go back a
man to date. Colosians grudgingly honor the ru ling. thousand years before the consecration of
Prelmp. 200- The Megacorporation that lmp. 389- The first permanent settlers the lmperium, when an exploration vessel
is to become the Province of Kubischev- arrive on Adanis Ill. The mining owned by the Megacorporation that would
Lioyd sends a mission to explore the operations open up to an initial 80% later become house Colas entered the
Adanis system. The scouting team sets a operating capacity. Adanis system and noted that the system
claim beacon in orbit around the third was feasible for settlement. The system
lmp. 471 -Lord Alexander Telax Co los IV was left uninhabited and unexplored for
planet. rises to power in House Calos. He another eight hundred years, as the
Prelmp. 20- The claim beacon over rekindles their claim to the Adanis star Colosian Megacorporation did not see it
Adanis stops functioning. system and launches a propaganda necessary (or profitable) to colonize the
lmp. 0- The consecration of the First campaign in his own province to gain planet at the time. The Adanis settlement
Terran Star Empire and twenty-seven popular support. was shelved. After the eight hundred year
Provincial Territories. Among the lmp. 475- The Disaster on Adanis Ill lull, another Megacorporation (Kubischev-
Imperial Provinces are Houses Kubis- (The Present). Lioyd) explored the Adanis system and
chev-Lioyd and Colas. placed a claim beacon. The beacon
lm p. 301 -As a result of the War of 3.2 functioned until Prelmp. 20.
Tarquinis {a.k.a. "The Rebellion of the ADANIS SYSTEM LISTING After the Rebellion of the Provinces
Provinces"), Emperor ltzamna Il allows Adanis Ill orbits a G2 star on the border (lm p. 301 }, the Emparer gave the Imperial
major families to aquire additional of Frontier Zone Seven and the inner prov- Provinces permission to claim and settle
systems directly from lmperium and inces. lt is rich in minerais and is ideal for new territories: the Adanis system became
Frontier holdings. House Kubischev- agricultural development. Baron Kevin a tempting target. Kubischev-Lioyd
Lioyd explores the possibilities of lllianovich Skakis Kubischev-Lioyd himself reclaimed the system as its own provincial
expansions into the Frontier. has explored the possibility of a large mandate and began making plans for
lmp. 370- House Kubischev-Lioyd tourism industry to be developed around settlement of the system. House Colas
launches a formai exploration of the and on the planet. was appalled by this move and also laid
Adanis star system to study the feasibil- System: Adonis G2v
claim to the Adanis system. However, they
ity of settlement. Explorers set up a Planet: Adonis Ill
found themselves in a weaker position
small outpost and replace the old claim Province: Frontier Zone 7, Admini- politically, and they eventually retracted
beacon. House Colas protests the move, stered by House Kubischev-Lioyd. their initial claim. Most Kubischev citizens
claiming the resources of Adanis Ill for Status: Provincial Colony World
were unaware of this claim.
its own. Population: 1,395,900
Productivity: 0.1% of Kubischev-
Lioyd's GPP
7
lt was just as the exploration on Adanis speed was unusually high, at nearly 0.01 c the oceans caused massive shock waves in
Ill began that the Colosian historians fou nd (3000km/s). None of the collected data the water which resulted in waves exceed-
the ancient flight log of the ship that suggests an artificial cause, but research- ing 40 meters in height. Finally, one of the
explored the system in Prelmp. 1180. The ers cannat determine why the asteroid was fragments struck an unstable fault line on
Colosians restated their claim of ownership not detected and its course plotted until the continent's southern coast, triggering a
of the Adanis system, and the conflict moments before the impact. The asteroid, devastating earthquake felt across the
heated up. Kubischev-Lioyd continued about 1100 meters in diameter, collided entire continent. Nearly ali of the planet's
with their construction of the outpost on with the planet's smallest moon (a body communities were laid waste, and none
the planet despite the Colosian protests. eight kilometers in diameter). Both were escaped unscathed. By the time the last
The debate would continue for the next ten destroyed on impact, but severallarge large fragment struck the planet, Hou se
years. fragments remained. Nine of these shards, Kubischev-Lioyd was already informed of
The conflict between the two provinces each 500-1000 meters wide, plunged into the disaster and rescue preparations were
intensified further in lmp. 379 when the atmosphere and onto the planet's under way.
Kubischev-Lioyd started construction of surface. An accurate account of casualties is still
facilities for colonial agriculture and mining The unpredicted results of the asteroid/ unknown, but the death toll is rising. Many
operations. The Colosians sent a small moon collision gave the citizens of Adanis experts estimate that about 45% of Adanis'
task force to the system to try and prevent Ill virtually no warning of the impending inhabitants were killed or critically injured
further construction and formai ize their disaster. Three fragments impacted on the in the disaster (nearly 630 000 people).
own claim. ln response, Kubischev-Lioyd continents, while six others plunged into Ho use Kubischev-Lioyd has asked for the
took House Colas and their case before the the oceans. The fragments struck the help of anyone in the area who may be able
Galactic Court of Humanity. The construc- planet with a force equal to a 200-250 to help with disaster relief and rescue
tion on Adanis Ill was temporarily halted Megaton nuclear explosion each. A huge operations. The shifted weather patterns
wh ile the court ru led on the provinces' cloud of dust was thrown into the atmos- have not been helping; rescue attempts will
claims. Six months later, the court ruled in phere, temporarily blocking out much of be difficult in the dim sunlight that pierces
favor of Kubischev-Lioyd. Naturally, the the planet's light. The fragments that hit the dust clouds.
Colosians appealed the decision. Con-
struction continued on Adanis while the
court reviewed the Colosian case, again the
court ruled in favor of Kubischev-Lioyd.
The Colosians reluctantly agreed to the ADVENTURE: DISASTER AT SEA
terms of the ruling, they withdrew their The Adanis rescue operations have been underway for the past fifteen days. The
task force, and tensions between the rescue teams have been working twenty-five hours per day to free trapped survivors and
provinces subsided. tend to the wounded. The orbital station has been flooded with emergency distress calls
Some ninety years later, Lord Alexander from the planet's surface. Volunteers have set up medical emergency centers in the less
Telax Colas IV rose to power in his pro- damaged areas to help and house the survivors. The rescue operations have concentrated
vince after the death of his uncle Kibakee upon the land colonies and mines, as the bulk of the population dwells on the continent.
Colas 1. The Colosian political support was Yesterday, however, a faint but noticeable distress signal emanated from a locale in the
fragmented at best, and Lord Colas needed mid ocean. The location of the signal matches the area of a sea bed farm. The rescue
a focus to strengthen his own power and operations are desperately low on manpower, and will ask (read "draft") anyone in the
reunite his people. Alexander fou nd the area to help the survivors of the farm community. This could prove difficult at best.
perfect target: Adanis; he initiated an
internai propaganda campaign to gain the 4.1 4.2
support he needed to launch another claim
on the Adanis system. With this in motion, THE SURVIVORS OF THE THE NPCs
Lord Colas solidified his power and put SEA BED FARM There are a great deal of non-player
down the political unrest in his province. The Zerich Sea Bed Farm was once a characters in this adventure; too many to
Then came the disaster on Adanis Ill. prosperous and efficient operation; that is be represented in detail. The most
The devastation on Adanis was wide- until the ground shook, the sky went black, important NPCs are described below.
spread, and the rescue operation would and a huge wave washed over the station.
take a great deal of money, men, and 4.21 ASASTINE PEROSA,
The farm's superstructure was heavily
equipment. ln a "move of friendship", Lord damaged, and several people were killed
COMMUNICATIONSOFFICER
Colas sent several rescue teams to the when the first wave hit. Despite the Asastine is a strong-willed woman,
Adanis star system to help with the rèscue pounding that the station took, only thirty- responsible for the successful distress cali.
effort. Lord Calos may have found the two people were killed, leaving eighty-eight She has assumed the role of leadership in
opportunity that he has been looking for ... survivors amidst the twisted wreckage. the area in which she and fifty others are
lt took fourteen days for the crew to trapped. Confident that rescue will come,
3.4 construct a makeshift communications she will not let anyone in her ar ea speak
DISASTER ON ADANIS Ill center to cali for hel p. Since then, the re otherwise. Her exceptional optimism has
have been three more deaths, and there helped her group a great deal. She is
Fifteen standard days ago, a stray trou bled, however, for she fears for the
asteroid travelling at an extraordinary may be more. Some colonists are trapped
in isolated areas, and the source of air is others in the station. Her husband is
speed passed within 150,000km of the trapped in another area of the station; she
planet's surface. Scientists are still only low. The situation is desperate, and the
cali for help needs to be answered soon. fears that he is dead.
guessing at the reasons why the asteroid's
The survivors do not have much time.

8
Asastine is a 23 year-old woman
capable of functioning weil under pressure.
She has short, dark hair, blue eyes and
stands 1.62m tall. She is dressed in a light
blue jump suit.
4.22 POUL SYDER, MARSHALL
OF THE STATION
Raised in the Kubischev-Lioyd military,
Poul is trying to make the best of a bad
situation. He and the Engineering staff fied
to the Harvest Control Module, only to be
sealed in by a sudden aftershock and falling
debris. He keeps the thirty-five survivors
trapped in the same area as he is living,
although two people died five days ago
while attempting to clear an access tunnel.

Poul is intent on rescue, but he lacks the 4.3


necessary resources. He has managed to
keep the people's spirits high by focusing LAYOUTS OF THE ZERICH
their attention on clearing the passage to FARM
the station. Poul's own hopes are dwin- More than two thousand kilometers
dling, especially after the loss of the two from the planet's main continent, the Zerich
crewmembers five days ago. He is hopeful Farm was built in the tropics. The station
of rescue, but he has trouble containing his was constructed on an atoll: the remains of
own pessimism. a volcanically formed island which has
Sandy brown hair, brown eyes, and a been worn down by weather over a long
weathered face top the marshall's 185cm period of time. This forms a large shallow
frame. He looks younger than his 54 years, area in the sea around a much smaller
but has begun to look quite weary from the island. The Zerich atoll can be considered
strain. He wears the remains of his in the last stages of decay, for only a very
marshall uniform, and has a healing scar small strip of land is present above water.
on his right arm from when he tried to The entire atoll is an average of about
rescue his companions after a bulkhead twenty meters under water, ranging from
collapsed on them. as little as eight meters above water at the
island, to as deep as fifty meters or more at
4.23 IRIS EBERTON, MEDICAL the southern tip.
OFFICER The Zerich farm was built in the center
Iris is trapped alone with three other of the atoll to gain as much protection from
companions in the medical bay of the the sea as possible, and keep a central
station. Unlike the others, she has trouble location to monitor the agricultural
keeping her spirits up in the light of the activities. The central tower was built in a
disaster. 1ris has helped th ose around her, level area that is (or rather was), thirty five
but she feels helpless since she is sealed meters under water. The central tower is
off from the rest of the crew. She doubts seventy meters in diameter, and fifty
that a rescue operation will arrive before meters in height, fifteen of which actually
the air supply runs out. did remain above water. From the tower's
Light brown hair, brown eyes, and a base, three tunnels extended three hundred
longish face are her most distinguishing meters from the center of the station out to
features. She is 170cm tall, wears a tan smaller monitoring posts, where the
jump suit and often carries portable robotic maintenance work was controlled.
medical equipment with her. Stress from From these, a web of metal posts for
the current situation makes the 32 year-old supporting the sea-crop extended out in a
appear at least ten years older. radius of seven hundred fifty meters. The
sea-drones would monitor food levels and
harvest each crop as it ripened.

9
1. Central Control. This area is completely
filled with water. The earthquake weakened
the windows, which were then unable to
0 4.5 9 18m stand the pounding from the sea itself.
1- 1 Five unfortunate souls were trapped here
3d when the bulkhead doors closed. This area
is sealed off completely by 25cm thick
doors made from reinforced steel. Even
though these doors are of the keypad lock
variety, they are Absurd (-70) to open by
way of the computer request, and Insane
(-100) by any other method. The com-
puter safety is locked into keeping the
doors closed at ali costs; if a rash character
~
3a manages to open one of these doors, two
things will happen. First, a rush of water
will hit anyone standing near the door (see
3c Section 4.51 ). Second, the computer will
then immediately close ali doors that are
closest to that area in an attempt to keep
the base from being flooded. These doors
will also have the same safeguards as the
one above. Smart players should leave
these doors alone. If they have multiscan-
ners, they should be able to detect salt
water beyond the doors.
2. Engineering Control. This area was
heavily damaged in the disaster but is not
filled with water. lt is not without its
Zerich Farm Level 1: Landing Deck hazards, however. ln the area marked (A),
a slow leak in the exterior bulkhead has
filled these rooms partially with water. The
water here is not terribly deep; only about
Today, however, much of this has 1. The Wreckage of the CommTower. This 35cm at the far end. However, there is an
changed. Bath the earthquake and the is the collapsed remains of the communi- additional problem: when the disaster
wave that hit the station have drastically cations tower. struck, the computer control conduits to .
altered the shape of the atoll. The earth- 2. The Small Marine Craft. This is actually the engineering section were eut off, and 1t
quake caused the grou nd below the station the re mains of what was a marine craft that was unable to shut dawn the power to this
to collapse, lowering the station four was tethered to the station. lt is beyond area. The water is electrified. As a result,
meters and tearing a gaping hale in the repair, and lies upon the deck near the edge anyone who touches this water and is not
bottom of the structure itself. The quake of the water. insulated (ie. exposed hand/ foot, etc.)
weakened the station structurally as weil, receives a B Electricity critical. The doors
Ja-d. Stair. These stairs lead into the
leaving it in a defenseless position when to these rooms are closed, but are a
station itself. Due to the unusual slant of
the wave struck. The station shifted five Medium (+0) maneuver to open. Pockets
the station, climbing and descending these
of chlorine gas have collected in pools on
degrees, and the large communications stairs is normally considered a Medium
tower toppled over. About fifty-five percent the water's surface. If exposed players
(+0) maneuver.
of the station has been flooded, and ali the must make a RR versus a 5th level poison.
4. The Lifts. These lifts are now nonfunc- Those that fail by 01-50 suffer from
survivors are trapped under sea level. tional and flooded on the decks below the irritated eyes and throat, and are at -20 for
4.31 LEVEL 1: LAN DING DECK recreational center. Reactivating them 20 minutes after being exposed. Failing by
requires a successful Extremely Hard (-30) 51-100 results in the victim suffering a
The landing deck once stood five meters CampE roll if using the station's computer;
out of the water and could accommodate burning pain in their eyes, nose and throat;
it is Absurd (-70) otherwise. they take 1-10 concussion hits per round
any aircraft or spacecraft under 2000 tons.
Now, any craft that attempts to land on it 4.32 LEVEL 2: OBSERVATION until removed from the gas, and are at -50
must make a Very Hard (-20) Atm Pt roll, for the next 30 minutes. The unfortunate
AND CONTROL DECK soul who fails by more than 101 experi-
and any craft over 600 tons cannat land on This part of the stationed suffered the
the damaged structure without causing ences the slow disintegration of his lungs.
worst punishment. The wave smashed He takes 10 hits per round until removed
further damage to the station. A third of through the glass in the central control
the landing deck has collapsed and is from the gas, after which they still take 2
room and wreaked havoc. The bulkhead hits per round for 10 rounds, and they will
submerged under water, and the rest of it doors managed to seal off the inrush of
is strewn with debris. Four crewmembers die in 1-10 hours if not treated.
water however, they also sealed five
lost their lives here when the wave crew~embers in a watery grave. The main
pounded the station and carried them computer is still operational but functions
overboard. at an auto matie -10 for every computer roll.

11
3. Lifts. As above, the lifts do not function.
4. The Stairs. The stairs marked (b) and
(c) are flooded with water and are unusable
without the aid of artificial breathing gear.
Ali doors to this area have been sealed with
the same security as in #1. above. Stair (d)
is blocked by debris in the upper stairwell
itself, and will take six man-hours to clear.
The door is unlocked, but has no power,
and it is partially wedged open. Stair (a) is
blocked on bath sides by debris, it will also
take six man-hours to clear the debris on
the stairwell side of the door. The door is a
standard keypad lock, which is still active,
the door is currently uncoded, and there-
fore will open at the push of a button.
There is a 40% chance that if the door is
opened, the debris on the other side will fall
into the room. Anyone standing within two
meters of the door must make a Very Hard
(-20) Moving Maneuver (modified by the
average of Ag and Ou)to escape the falling
metal. Those who fail to jump out of the
way will be subject to a +40LCr attack.
5. Management and Offices. This area is
in a shambles: broken desks, computer
terminais, and twisted masses of metal
litter these rooms which were once used as
the Station's administration center.
Asastine Perosa and sorne of her fellow Zerich Farm Level 2: Observation and Control Deck
survivors are usually within this area,
monitoring the main computer and their
jury-rigged communications equipment.
6. Main Computer Terminal. This is the 0 4.5 9
least damaged room within the station. lt
has been cleaned up by the station's crew;
the communications rig sits on a table
opposite the terminal.
7. Engineering Trunk. This tube, 2 meters
in diameter, runs vertically through the
center of the station. lt is connected to the
reactor directly below the engineering
section.
4.33 LEVEL THREE: CREW DECK
This entire deck is where the bulk of the
Sea bed Farm's crew has taken refuge.
They have cleared the stair at (d) to allow
access to the Control Deck. Debris is
commonplace throughout the area,
although the survivors have been cleaning
upas a way to pass time (and further
ensure their safety).
1. Flooded Area. As with above (Section
4.32), this area is totally flooded from a
damaged bulkhead. The bodies of two
crewmembers can also be found here.
2. The Survivor's Quarters. There are fifty
crewmembers in this area who lived
through the disaster. The people here were Zerich Farm Level 3: Crew Deck
either on the Control Deck, the Crew Deck,
or the Recreation Center on the deck below
when the disaster struck. They will be very
eager to leave the station, and very relieved
to see their rescuers.
12
3a-d. Stairs. As above. except that
stairwell (d) has been cleared of debris to
both the leve! above. and the deck below.
4. Engineering Trunk. As above.
5. Lifts. As above.
4.34 LEVEL 4: THE RECREATION
DECK
When the disaster struck, the recreation
deck was damaged differently than the
other decks. The Station's restaurant and
bar flooded. as the windows overlooking
the running track shattered when water
· rushed in from a rupture in the external
bulkhead and filled the running track. The
pool area was flooded, although not in its
entirety. The hazard of chlorine gas is also
present in this room. Note that the ceiling
in the recreation area is eight meters high
rather than the standard three.
1. Running Track. The Running track is
completely flooded with water with the
exception of the northwest quarter of the
deck. This room has a series of reinforced
transparent glassteel windows around the
perimeter. The sea smashed the windows
on the southern side and flooded the
perimeter area. The windows on the
interior of the track were not nearly as
strong and broke easily as the onrushing
Zerich Farm level 4: Recreation Deck sea water impacted with the glass.
2. Pool Area. This area flooded when the
water impacted w1th the glass and broke
through. Fortunately, no one was here
when the water exploded into the area.
However, this water is electrified, and a
large amount of chlorine gas has escaped
mto the men's changing room. where it has
collected 1n a pool of gas along the south
wall. hal! a meter deep. The doors are
locked to this room, and are Hard ( -10) to
open. Anyone who breathes the chlorine
gas in the concentrated pool will be subject
• to a 12th level attack. with the same effects
as those outlined in the description of the
Engineering Control area on the Observa-
tion and Control Deck. Otherwise, the
attack level is still considered 5th level.
3. Weight Training Room. Since the
weight training room had no windows to
the outside. it was not flooded by the
inrush of water that fil led the running track
beyond the south wall. However, the wall
was ruptured slightly, and a pool of water
has collected against the south wall. No
electrical currents run through this area of
~ water. which is 52cm at its deepest point.
· 4a-b. Anti-Grav Courts. The Grav courts
4b
are a dangerous place to be. The gravity
generator has a Severe malfunction to the
strength control, and anyone who enters
Zerich Farm level 5: lobs and Medical Center these courts will be subjected to seven
times normal gravity. Such a change in
gravity will result in aC Impact critical to
anyone who enters the chamber.
13
There is fair warning, however. as a red
light is flashing outside each of the
chambers, indicating dangerous gravity
levels. The Grav Chamber marked (4b) has
the same malfunction as the other cham-
bers, except its pull of gravity is reversed.
Anyone stepping into this cham ber will be
subject to a 7 meter fall upwards, at 7
times normal gravity. The attack is a
+80HCr delivering Impact criticals.
5. Gymnasium. Debris is scattered across
the simulated hardwood floor. Along the
south wall, sea water has pooled from a
slow leak in the north wall. The water runs
from here to the weight training room.
6. lifts. As above.
7. Engineering Trunk. As above.
Sa-d. Stairs. As above. except that stairs
(a) and (d) are filled with debris below this
level. Each will take eight man-hours to
clear and gain access to the lower levels.
4.35 LEVEL 5: LABS AND
MEDICAL CENTER
The labs were heavily damaged in the
disaster; fortunately, there were relatively
few people in the labs that were flooded,
and only one persan was killed when the
ceiling feil in. The lift areas on this deck
were flooded because of a faulty door
mechanism that left the door open. Of the
twenty computer terminais that remained
out of water, none are currently functional
(The main computer eut off power to these 6. lifts. As above, except this whole 3. Spare Equipment. This is a collection of
terminais). The auxiliary medical computer chamber is filled with water. A door on the equipment ta repair or replace al most any
in the MedCenter is operational, and is southeast wall failed to close. allowing the damaged or malfunctioning piece of
being used by Iris Eberton to diagnose and incoming sea water to enter the cham ber. equipment. However, with the damage
treat the wounds of her cam panions. However. the door has since closed. If done to this area, it is Sheer Fol/y (-50) to
1. Genetics Lab. This lab's purpose is opened, the water will sim ply flow out, but fi nd any piece of equipment that is undam-
research into new variants of sea-plants not explosively. lt will deliver an A aged.
that would be suitable for crop growing. Unbalancing critical ta anyone who is 4a-d. Stair. As above, except the blockage
Now it is filled with twisted metal and standing with in 1.5 meters of the door. in the stairwells below this level requires
shards of glass. Fortunately, the genetics seven man-hours each to clear.
lab had recently disposed of a dangerous 4.36 LEVEL 6: STORAGE LEVEL
variant on a plant disease that could quickly There are four large chambers on this 4.37 LEVEL 7: ENGINEERING
and easily kill a human on contact. Alllab level. Each holds materials and food AND SECURITY STATION
notes were recorded onto computer file, supplies for the station. Two of the storage The farm power system is control led on
and can be retrieved from the main rooms are completely flooded. The ceilings this level. Seve rai stations. some of which
computer above. in this deck have been severely damaged, are still in operation monitor the current
2. Flooded Labs. These labs were use dfor and there is a higher chance of collapse. levels of the fusion reactor located twenty
research into better fertilizers and artificial 1. Flooded Storage. These rooms hold meters directly below the Engineering
means to maximize growth on the Farm. cultivation and robotic supplies for the Trunk in the sea bed floor. The reactor is
3. Medical Center. Iris Eberton and her farm. Most of the boxes have been pushed operational, but it is functioning at fifty five
three other cam panions are trapped here. against the north wall in the on rush of percent of optimum due to the reduced
The medical center is workable, but static water. demand from the station. The reactor is
maneuvers with any of the equipment 2. Food Storage. Fortunately, the disaster intact, unharmed by the shifting of the
suffer an automatic -5 modifier because of left this cham ber relatively unharmed by ground around it. The floor on the entire
damaged suffered in the disaster. the disaster. Unfortunately, the damage to northeast quarter has been torn away. This
4a-d. Stair. As above, stair (a) and (d) are the station sealed off access to these food area is only partially flooded due to the air
heavily blocked by fallen debris. lt will take stores. The survivors are very hungry, and pressure acting like a diving bell. However,
five man-hours to clear them. Part of the would appreciate access to the food. By this will change if a traceable path of air to
debris in stair (d) is the stair itself, leaving using strict rationing, they have managed the surface can be fou nd (e.g. one of the
a 2m drop between the two steps. to survive on very little over the past staircase doors is opened here, as weil as
fourteen days. at the surface). If this happens, the water
5. Engineering Trunk. As above.
14
on the floor will begin to rise at a rate of ten
centimeters per round. Of course this will
stop if the source of the air escape is
sealed off. This level is also where the
Cephalopod, a large sea creature that
resembles an octopus, has taken up
residence.
1. Flooded Areas. The station's security
station, run by Marshall Syder was among
one of the areas flooded in the disaster.
There were also several secondary engi-
neering stations in here before the disaster
struck.
2. Engineering Control. The equipment in
this area is virtually useless, as the hole in
(3) below has allowed water to partially
flood the entire area. The water covers the
entire south wall, where it is more than
three meters deep. The waterline cornes to
within three meters of the north wall. The
water at this level allows the Cephalopod to
roam freely only in depths greater than 1.5
meters, but its eight-meter tentacles allow
the creature to attack targets at a distance,
even while stranded in deep water.
,..•
3. Hole ln Deck. This hole, as described 4b
above, was ripped in the floor when the
entire station tilted to the south. The hole
itself is three meters in height, and as a Zerich Farm Level 6: Storage Deck
result, the floor at the northeast end of the
deck is three meters below where it should
be. This hole resembled a large, deep cave
to a certain huge. sea dwelling creature. 0 4.5 9 18m
Related to the octopus of Old Earth, this llj -=-=~-111111
creature possesses many long tentacles, a
soft but tough body, and a large beak on its
underside. lt can swim easily in depths
over 1.5 meters, but it can enter water as
low as 1 meter. lt is hungry and looking
for a live meal and was responsible for the
death of one of the crewmembers who did
not escape to the harvest control module to
the north.Surprisingly, the water in this
area is not electrified, although sorne
monitors still display power readings from
the reactor.
4a-d. Stair. The only stair that allows
access to this level is Stair (d), for the do or
to stair (a) on the deck side has been
submerged in water. This door therefore
possesses the same security level as the
bulkhead doors above, if opened, a rushing
torrent will greet the opener as described in
Section 4.5. However, the computer will
immediately close this door again, as the
water level begins to rise. ln the case of
Stair (d), the players will see the water rise
when the door is opened, and after two
rounds, the water will reach the door. The
computer will close the door to maintain
the seal. The door will be equally hard to Zerich Farm Level 7: Engineering Deck
open as the others, but the water will stop
rising. However, if the door is forced and
kept open, the water level will rise until
level with the rest of the ocean.
15
5. Lifts. As above.
6. Access Doors to Harvest Control
Modules. The doors on the southern
portion of the station are in the water fil led
areas of the station. There were ten
unfortunates trapped in each of the
southern Harvest Control Modules when
the disaster struck, and the modules were
heavily damaged and flooded. The Module
on the northern side of the station man-
aged to survive the pounding. The door
remains open to the passage that leads to
the control module to the North. The
passage itself has twisted and buckled b~t
is surprisingly stable. However, the debns
at the north end is blocked by some ten
meters of twisted metal that collapsed into
the corridor. Poul Syder and his campan-
ions have been in the process of clearing
this rubble to escape, and are nearly
through.
4.38 THE HARVEST CONTROL
MODULE
A circular dame, twenty meters wide
and ten meters high, this area once
functioned as the center for control of the
harvest, and the robots that would perform Harvesl Control Module 0 4.5 9 18m

-~·~-~~~~·
such operations. Now, the northern
module is the refuge for Poul Syder and
thirty-five other survivors. After th.e .
disaster struck, Syder and the Engmeenng
staff sought refuge from the flooding 4.39 OUTSIDE THE STATION 4.4
station. They fied into the northern module The farmed portion of the atoll covers
in desperation. They were trapped there an area of roughly 135 hectares (1 ,350,000
THE TASK
when the wave struck and falling debris sq. m). This network was once a series of The command from the Central Rescue
blocked their escape route. The computer nutrient-carrying cables that ran along the Control is to "Rescue ali living survivors,
terminais are inoperative, and almost ali of sea floor. From these pipes, a variety of and recover as many of the dead as
the agriculture maintenance robots remain sea crops would grow. They were main- possible." The players must ente.r the
dormant as weil. tained by thirty agricultural robots through- wreckage and find ali of the surv1vors they
1. The Wreckage. This is the area th at the out the growing season. When each crop can before their ti me runs out, and then
survivors have been clearing for the past matured, that section of pipe was inflated transport the survivors to the medical
fourteen days. Of the forty meters of the with air and rose to the surface. Robots emergency center on the continent.
debris blocked passage, the survivors have collected and harvested the crop there
managed to clear ali but five meters of it, in
4.41 STARTING THE PLAVERS
while still at sea, and then they loaded it lt is up to the Gamemaster exactly how
two hour shifts of two crewmembers each. onto the station for transport elsewhere on
The remaining wreckage is unstable, and a the players arrive at Adanis Ill. Some
Adanis Ill. The islands over the atoll are
roll must be made every hour to see if the possibilities include having the players
nearly two kilometers west of the station,
debris collapses onto the clearers. If the answer the universal distress signal on
and are little more than a large sandbar.
roll is 05 or lower, the ceiling collapses, their own or having the players hi red by
These islands once held various forms of
and anyone within five meters of the debris House Kubischev-Lioyd to assist with the
tropical plant life; now this is ali but
must make a successful Extremely Hard(- rescue effort.
destroyed. Most of the plant life was
30) Moving Maneuver (modified by the damaged when the huge wave broke over Once at Adanis Ill the players will find
average of Ag and Ou) or receive a +40 LCr these two islands, and the skies have that rescue efforts are underway, and those
attack. clouded with dust. Any plants that survived directing the effort are hard pressed and
2. Sleeping Area. Set above the pools of the wave perished from lack of sunlight. need more manpower. The distress signal
water, in the upper deck, the survivors have from the Zerich Farm needs to be dealt with
Gamemaster's Note: Refer ta the Master quickly, but too many people are commit-
made a makeshift dormitory where the Encounter Table (Section 7.0) for addi-
weary survivors can sleep. Fortunately, ted to other areas. Rescue officiais will
tional encounters in and around the then approach the PCs and request their
because it is a harvest station, there is station. Pay close attention ta the hazards
some food available for these survivors. assistance in the operation to rescue the
of the station, as mentioned in Section trapped survivors on the sea-based station.
4.5. Players who are not careful white in
this station could be in for a nasty
surprise.

16
STATS FOR NPCS: DISASTER AT SEA
NAME lvi Hils AT(DB)* Weapon:DB Weapon:OB Notes
Asastine Perosa 3 32 1(1 0) 40StnPI Neo-Human Electrical Tech
St70,0u84,Pr92,1n76,Em84,Co68,Ag80,SD98,Me90,Re90 Ap86; Communications officer in the Zerich Farm; Percp 35, EW/ 20, ElecT 45, CompT 40, PowT 20,
JSrv 20, MtScan 30, Swim 30
Poul Syder 4 55 1(1 O)A 75BisPI 45StnPI Hu man Armsman
St90,0u90,Pr85,1n64,Em55,Co76,Ag96,SD70,Me73,Re84 Ap68; Marshall of the Zerich Farm; Percp 25, Swim 47, MtScan 55, JSrv 57, AE:UW 40, FAid 52
Iris Eberton 3 30 1(23) 20lasPI Hu man Physician
St56,0u95,Pr73,1n75,Em95,Co62,Ag90,SD75,Me72,Re90 Ap73; Chief Medical Officer of the Farm; FAid 50, MdScn 50, MedT 63, Md Pre 53, MdDia 50
Veteran Crewmember 2 30 1(1 0) 25We Hu man or Neo-Human; mixed Professions
Have worked on the farm for 1 year or more. The re are 45 Veteran Crewmembers.
Rookie Crewmember 1 20 1(5) 20We Mixed Professions
There are 40 Rookie Crewmembers.
The Cephalopod 10 210 12(20) 70LGrx3 40LBi Hu ge octopus-like beast
Treal as a large creature: reduce crit severity by two levels. May attack 3 opponents at once (using the Entangle/Envelop Attack Table), only 1 tentacle per
opponent. The bite is used on the round following a successful grapple attack and should be resolved as a Mk.lll melee weapon with no -30 OB subtraction.

* -A= Absorption Shield

4.42 AlOS 4.44 REWARDS with a secondary Grapple at one less


The operation headquarters will supply The survivors' gratitude will be the severity leve!. Electrified water is danger-
the players with a craft and pilot (if needed) primary reward, although House Kubis- ous in that anyone who touches the water
to evacuate the surviving personnel, and is chev-Lioyd will pay the players for their receives a B Electricity critical. The players
capable of carrying up to 60 people safely. help in the rescue effort: roughly 120 may have to contend with another danger-
The ship's memory banks have also been Kubischevian Elmonits each per day of ous offshoot of this hazard: chlorine gas.
programmed with plans and layouts of the service plus a bonus of 500 Elmonits each Due to the electrical current passing
Zerich Farm (although the new layouts are if they are very successful. If needed, the through the water, one form of salt in the
considerably different). Beyond that, the players will also receive free medical aid water (Sodium Chloride) will separate into
players must rely on their own ingenuity from the emergency medical center. its elements, leaving small pockets of
and ski li to overcome the dangers that exist chlorine gas within the base. However,
at the station. 4.5 these occurrences of gas are limited and
will be dealt with individually. The final
4.43 OBSTACLES ENCOUNTERS hazard occurs when either a door collapses
The station's twisted mass will be an The primary encounter the players will (a possible encounter) or someone opens
obstacle in itself, but severa! other hazards face is the twisted mass of the station the wrong door or shoots out a thick
exist in or near the station. The station's itself. There are sorne organic encounters, window allowing millions of liters of sea-
fusion power generator is still functional as the cephalopod may make things a little water to rush into a small area. Anyone in
and relatively undamaged (those things are rougher wh ile players are exploring the the area of the initial inrush of water suffers
designed to take a pounding), and as a station. a Mk. 1 Grenade/ Explosive attack with a
result, many water-filled passages are HAZARDS OF THE SEA BED fARM
first blast radius of two meters. Criticals
electrically charged. Loose wreckage can delivered are Impact. The characters must
There are three main hazards that exist seek escape or close off the source of
fall, pinning the unwary character (or NPC) in the station: falling debris, electrified
under a mass of twisted metal or glassteel water quickly, a Sheer Fol/y (-50) maneu-
water, and a sudden inrush of water. Each ver. Otherwise the area will fill rapidly with
(or even worse, pinning him/ her underwa- potentially dangerous situation will be dealt
ter). There is an additional hazard in that a water and pose an even more pressing
with in the layout of the station itself, but problem.
large ocean-dwelling creature has taken up these are sorne general guidelines on how
residence the lower sections of the base. to handle each situation. Listed in the Master Encounter Table
Related to terran cephalopods (octopi, (Section 7.0) is a set of random encoun-
squid, and the like), this "guest" is respon- Falling debris should be treated as a ters/ natural events that will give the
sible for one of the deaths since the Fall/ Crush attack (most often, a t40LCr, · players sorne more challenges while in the
station's collapse. Other sea life in the area unless otherwise stated in the text), station.
can also be potentially dangerous. This criticals should be treated as primary Crush
should give the players quite a challenge in
rescuing the survivors.

17
Sagidas' idea is to send in a team of
mercenaries that have been recruited
ADVENTURE: THE RETRIEVAL recently to help in the rescue effort. He will
ask this group to perform a small salvage
Adanis Ill has been a point of political struggle between House Colas and House operation and recover an employees list
Kubischev-Lioyd for over one hu nd red years. Over the past ninety years, no blood has from the abandoned mine "so that the
been spi lied over this seemingly insignificant Frontier world, but ali that is about to workers may receive adequate compensa-
change. The game of espionage between the houses does not stop with mere occurrences tion". The players are not told that a group
of disaster; rather, it is intensified by such a natural incident. Recently the Colosians have of Colosian "rescue" agents are nearby and
offered to aid in the disaster rescue effort. So far, their intentions appear rather sincere, looking for the document as weil. He does
although the Kubischev-Lioyd administrator does not trust the Colosians' intent. not care if the PCs perish in their attempt,
Before the disaster struck, the Kubischev-Lioyd Intelligence Agency was weil aware but he will pay them for the ir trouble if they
that the Colosians were looking for sorne form of evidence to restate their claim on return. Yarran is a tall, pale man, standing
Adanis. The Lloyds decided to give the Colosians exactly what they were looking for ... nearly 195cm. His blue eyes sparkle with
intensity when he speaks of politics. He has
5.1 The plan had been working perfectly
·curly black ha ir with sorne streaks of gray.
He is currently dressed in a fine grey tunic
THE LIST AND THE until the Colosian agent was killed in the
with blue edges, blue trousers, and he
COLOSIAN CLAIMS mine. Since the document has not been carries a gnarled wood cane.
seen in Colosian hands, the Kubischev-
Ten standard days ago, a traitor to the Lioyds are suspicious and wish to investi-
Kubischev-Lioyd administration found a gate, but they do not want to interfere with
document that could give the Colosians the mine in an official capacity. They fear
sorne pull in their claims for the Adanis that their plot will be revealed to the
system. lt included an ancient flight log and Colosians. Yarran Sagidas, one of the
sorne records of a Colosian-sponsored people responsible for the rescue opera-
geological survey performed in Prelmp tion, is a KLIA agent and is looking for
430. lt also described an in-depth claim to sorne unsuspecting and expendable
the system for geological and agricultural mercenaries to enter the mine, recover the
exploitation. The claim was never fi led document, and get shot at by Colosian
because of an accident that left the survey agents. This way, the Colosians will believe
ship lost in space for one hundred years. that the documents are authentic, because
The claim document was removed by a someone appears to be trying to retrieve it.
Kubischev-Lioyd salvage team in lmp 278.
The traitor realized that the papers cou Id 5.2
reverse House Kubischev-Lioyd's right to
control Adanis, so he contacted his THE NPCs
connections and told them that he would The NPCs for this adventure are ali
deliver them the document on Adanis Ill. involved in interprovincial espionage in
He met with a Colosian agent in an sorne form. The players will fi nd that the
abandoned mine on Adanis five days after following NPCs are the most important to
the disaster struck. While in the mine, he this adventure.
delivered the document to the agent. The
agent thanked him for his fine work, and 5.21 YARRAN SAGIDAS
then removed a blaster from his holster This Administrator once served at the
and ended the mole's life. While escaping Kubischev-Lioyd embassy at Gamma
from the mine, the Colosian agent was Vulpeculae IV, the HomeWorld of House
killed when he unwittingly climbed over Calos. He has been a member of the
sorne unstable debris and caused another Kubischev-Lioyd Intelligence Agency for
collapse of the ceiling. fifteen years and is very proud of his
The document is, of course, a fabrica- service. After word of the disaster struck,
tion. The Kubischev-Lioyds wished the he was stationed on Adanis Ill to help
record to fall into Colosian hands so they coordinate the rescue effort. However, he
could accuse them of forgery and embar- was also told to keep an eye on Colosian
rass them in the Galactic Court, thereby activities at the same ti me. Although not
eliminating the Colosians' constant the mastermind behind the false document,
protests over Adanis. ln addition, they Yarran knows about it, and he hopes that
cou Id use the document to fi nd and the scheme will succeed. He is worried,
eliminate one of the moles that has been however, that the document will be
plaguing the Kubischev-Lioyd Intelligence discovered as a forgery by the Colosians,
Agency at the same ti me. and the Kubischevs willlose face. His
solution is somewhat rash, but it will prove
effective in convincing the Colosians of the
document's validity.

18
5.22 OLAS 2U 1A: COLOSIAN
RETRIEVAL AGENT
Olas 2U1 A has be en in the service of the
Colosian intelligence service since his
activation four years ago. He, like his
companions, is an Alterant Replicant, a
genetically designed and fabricated human.
The Colosians have found that replicants
are cheaper than normal covert operatives,
and they are considered expendable.
Nevertheless, Olas is a loyal and efficient
operative in the Colosian Intelligence
Service and has performed many success-
ful retrieval operations in the past. He has
committed himself to the retrieval of the
document, and he is completely unaware
that he is playing into the Kubischev-
Lioyds' plans. He has a locator deviee to
find the agent that was kil led in the collapse
in the mine. Olas and his companions will
arrive in a small, armed planetary shuttle
launched from one of the Colosian-
controlled rescue sites on the planet.
Olas is immensely strong; he stands physical combat. Biar has also been 5.31 THE SURROUNDING AREA
2.0m tall and masses 110 kilograms. He is instructed not to allow the Colosian ship to The mine is nestled neatly in a low
dressed in a light beige overcoat (with the fall into Kubischev-Lioyd's hands at ali mountain pass 30 kilometers from the
Colosian rescue squad crest on it), green costs. He will self-destruct the ship if it will nearest settlement. The mine workers
pants, and he wears an extended flak vest prevent his capture. commuted from their homes in the town of
(AT6). He has steel gray eyes and reddish Biar stands a tall but thin 1.87m; he has Tarshan to the site by way of Grav Bus.
brown hair, and he bears his identification gray-blue hair, hazel eyes, and wears a blue The region is forested with various forms
number on his right shoulder (the jump suit. On his right shoulder he bears of subtropical coniferous trees (a rare
Colosians mark their Operative Replicants the insignia of House Colas. combination). The mountains consist of
in an inconspicuous area). He is armed sedimentary rock similar to slate, sand-
with a blaster rifle and is a little trigger 5.3 stone, and shale, while sorne older mixes
happy. of igneous and metamorphic rock (quartz,
THE KAVARN TITANIUM
5.23 KARG 2S4C: COLOSIAN marble) can be found deep within the
MINE AND AREA mountains. Unfortunately, sedimentary
RETRIEVAL AGENT
The Kavarn mine is situated on the rock does not stand up weil to earthquakes;
Like Olas, Karg is committed to retriev- western edge of the mountain range that following severa! major tremors, a huge
ing the document for the Colosian authori- runs along the southwest portion of the rockslide swept down the mountainside
ties. He is short tempered, impatient, but continent. lt was in this region that high opposite to the mine and redirected the
efficient in his work. He is younger than quantities of gold, silver, platinum, river. This river now flows over part of
Olas, as he was only activated last year. tit&nium, and a small quantity of the raw what used to be the main landing site for
Karg is a technician by profession, but he is components of Ordium Il were found. The ore carriers to transport the unprocessed
by no means unable to fend for himself. His Kavarn mine was founded for the mining of titanium/ rock mixed to the processor
instructions are to provide support for Olas titanium five years ago. A very small plants.
and assist with any difficulties he might operation, the mine had been producing for
have while retrieving the document. He is 1. The Mine Entrance. The mine doors,
four years before the disaster struck. constructed of reinforced steel, stand open.
wearing a beige overcoat- identical to the Fortunately, the mine was quickly evacu-
one that Olas wears, a large flak vest, green They are five meters wide, and are seven
ated during the first quake, and no one was meters in height. The path leading up to
trousers, and black boots. He has very seriously injured. lt was in this mine that
short and spiky blond hair, green eyes, and the entrance is a form of plasphalt that
the Kubischev mole met with his Colosian remains remarkably undamaged from the
an identification mark on his left shoulder. contact to deliver the record of the expedi-
He is not nearly as large as Olas, standing disaster. This straight path descends down
tion to Adanis (falsified by Kubischev- towards the parking lot and landing site,
1.72m tall and massing 75 kilograms. He Lioyd). The mole wished to deliver the where the ore is usually loaded onto
carries a blaster pistol. record on controversial planet and he awaiting aircraft.
5.24 BIAR 3GT2: COLOSIAN randomly selected the abandoned Kavarn 2. The Landing Pad. Unlike the path, the
RETRIEVAL AGENT Titanium Mine as a meeting site. The plasphalt landing pad sustained sorne
Colosian agent ended the mole's lite, only substantial damage during the quake. The
Biar is the pilot for this search and to subsequently meet his end when a heavy
retrieve mission, and he also serves as a southern portion of the pad sunk when the
support bearn collapsed on top of him. ground below it collapsed. The pad is
backup for his companions. He has a very
light and nimble skeleton, which aids him partially submerged under the newly
in his piloting endeavors, but it cannat take diverted river.
the hard pounding that results from
19
THE KAVARN MINE

.
N

20
Landing on the flooded landing pad 4. Col os Landing Site. About fifteen 2. Supervision and Control. This area
requires a successful Hard (-10) Atm Pt roll, minutes after the players arrive, the once supported the administration aspect
unless the craft landing on it is under 500 Colosian Orbital Shuttle will arrive one of the mining operation, and it is where ali
tons; then it is considered a Medium (+0) kilometer upriver from the mine. The the files were kept. Several desks and
maneuver. The maneuver is required for Colosians were warned beforehand that computer terminais are smashed and
the pilot to bring the craft down on the pad there might be others at the site,so they scattered throughout the room, and a large
without entering the water itself. Three approached it with caution. A successful mou nd of rock and dirt lies on the floor in
deactivated mine robots lie face down on Very Hard (-20) MtScan roll will reveal that the Northeast corner. Most of the hard
the tarmac; they shut down where they an aircraft has passed at low altitude in the copy was removed from the premises
floated when the central computer system area. This may give the players some when the first quake struck, although some
was destroyed. Reactivating one of these warning that something is amiss. invoices and records of shipments have
robots requires a Very Hard (-20) ElecT roll been left behind and can be found in the
if a repair scanner is available; 5.32 THE KAVARN TITANIUM remains of the desks. The pile of rock in
otherwise,.the roll is Absurd (-70) If MINE: LEVEL ONE the corner is a sign of the weakened
activated, the robot will ignore the players, Still a relatively new mine, the Kavarn structure of the mine. If anyone ap-
and continue with its last operation operation is rather small. lt once employed proaches the pile, the must ceiling make a
(waiting for the ore carrier), as the com- some fifty workers and used twenty robots Resistance Roll against a 3rd level attack,
puter directing it has been destroyed. lt before the disaster. With the fusion reactor as the rock is highly unstable, and almost
will continue to await a new command until shut down (and buried) and the operation's any vibration could send it dawn. If the RR
its power unit is depleted. batteries running low, the mine is lifeless, fails, the ceiling in the northeast corner
3. Parking Lot. Connected to a minor cold, and dark. The quakes have inflicted collapses, subjecting anyone within 3
paved highway, the parking lot sits adjacent heavy structural damage to the mine, and meters of the corner to make a Very Hard(-
to the landing site. lt is essentially a as a result, cave-ins can be expected. 20) Moving Maneuver roll (modified by the
continuation of the landing pad and is Successful MtScan rolls with a Medium average of Ag and Ou mods) or be subject
constructed of the same material. Parked (+0) modifier can reveal a structurally to a +40 LCr. Anyone who is actually
at the north end of the pad are two Grav dangerous area before it is entered. climbing on the 1 meter-high pile of rock
Cars. Players who are familiar with 1. Entrance Hall. Like the doors, this hall must make an Extremely Hard (-30)
Kubischev-Lioyd and Colosian vehicles is five meters wide and seven meters high. Maneuver (adding Ag mod) or be subject to
may notice that one of the Grav Cars is not The floor and walls are made of a com- a +50LCr. Some players may be curious as
a Kubischev make, but rather a Colosian pound similar to concrete, except that it is to why the employees list is not to be fou nd
design (by this ti me the players should be stronger, more resilient, and less likely to in this room. Again, this may tip off the
aware of the Colosian rescue effort). Both crack from excessive use. However, the players that something is not right about
bear the symbols of rescue units: one strains of the earthquake proved to be their mission.
Colosian, one Kubischev. These are the much more than the hall could take. Debris 3. Staff Room. Employees while on their
vehicles that the mole and the Colosian litters the hallway, making walking difficult. break would use this room frequently. Like
agent used to arrive at the mine. If the cars A small fissure runs through the floor the other rooms, this one is unlit and
are searched, the Colosian vehicle hasan roughly 17 meters from the door. lt is heavily damaged. A successful Light (+ 10)
Assault Blaster hidden under the passenger about 50cm at the widest, and the cracks MtScan roll will reveal that the ceiling in
seat and an audiodisc of a famous Colosian extend to just below the ceiling. A Light this room is very unstable and could
band in the sound system. The Kubischev- (+ 10) MtScan roll will reveal that this collapse at any moment. A large part of the
Lioyd car only has a pair of Light Filter fissure extends nearly 150 meters below ceiling, roughly three meters by two
Lenses in a plexiglass case on the dash- the floor of the entrance hall. meters, is held in place by friction alone
board. Both cars are operational and have and is nearly ready to fall on its own.
the same statistics as the Gravitic Sedan on
page 42 of the Tech Book.

21
/ G

2 4 6 10m
Kavarn Mine: Level 1

22
Any kind of disturbance will send this 8. Elevator Shaft. This shaft extends sorne 4. Equipment Center. A smashed com-
massive 2-ton slab of concrete crashing 80 meters below the floor to where the puter terminal lies on its face against the
dawn. If anyone is under the slab, he or remains of the elevator lie. The elevator east wall of the room, and several gravitic
she must succeed in a Hard (-1 0) Maneu- was operated by gravitics, and when the ore carts li ne this wall as weil. The PCs will
ver roll (adding Ag/Ou mad average) to earthquake struck, the power was eut, and be in for a shock when they see a floating
escape being crushed. Failure results in a the safety mechanism failed. This sent the figure loom out of the darkness. This is the
+120HC r th at inflicts two criticals of the elevator plunging into the bottom of the only functional robot in the mine. Since its
same severity. Other than a few lockers, shaft where it now lies. The door to the control was disconnected from the
this room contains but a few tables, a elevator hangs open to the lobby above. computer, this robot is malfunctioning and
smashed computer terminal, and the same A steelladder extends dawn into the shaft functions in an endless loop: it silently
small fissure that runs through the hall (see below; it is sturdy, and climbing dawn it maves to the elevator, turns around, maves
ab ove). requires a Medium (+0) Climbing roll. to the back of the room, and then returns
4. Restrooms. Littered with debris, these However, roughly fifty meters dawn, three to the elevator again. lt is currently
restrooms are nonfunctional and heavily rungs have been loosened by the quake, travelling at 20km/ h, (5.6 m/s or 56
damaged. A pool of water lies on the floor and a pressure of more than 40 kilograms meters a round). lt will not stop for
of bath of the men and women's room near will send the rung into the blackness unwary players that might be standing in
the sinks. This is a result of the pipes below. An Extremely Hard (-30) Ag its way. Anyone in its way as it passes by
breaking just before the water pump was Maneuver is required to avoid falling will receive a +30 MGr attack. The robot is
shut dawn. another 30 meters into the bottom of the treated as AT12(30 DB) and has 140 hits.
5. large Fissure. The most obvious heavy shaft (a+ 100 HCr). Beside the ladder is a 5. Fissure. This is the same small fissure
damage to this station, this fissure is about steel panel that leads to (Sa) below. that cuts through the Hall and Staff Room
1.5 meters wide, 60 meters deep, and it Ba. Gravitic Generator. The generator is on the level above. lt is 1 meter across and
reaches 30 meters above the ceiling. The half buried in debris and heavily damaged extends 75 meters bath above and below
area beyond the entrance corridor has been (consider it Extremely Severe). lt is the Equipment Center. South of the
shifted to the right by two meters and protected by an access panel that holds a fissure, the room has shifted about 60cm
raised by 1.5m. If anyone stands within keypad lock which now has no power. lt is below the rest of the cham ber.
20cm of the edge on either side, the rock Hard (-10) to open. 6. Robot Remains. The remains of a
will begin to give way, and that section of 9. Stair. Though twisted and scattered worker robot lie burned on the floor. Like
floor will fall into the fissure; a Hard (-10) with debris, these stairs are a much safer the others, this robot lost its gravitics when
Maneuver (adding Ag mad) is required to route than the ladder in the elevator shaft. the computer was destroyed, and it
avoid falling into the fissure. If one does However, because of the damage, descend- fcrashed to the floor and partially exploded.
fail, he or she will fall 30-35 meters rather ing them requires a Light (+10) Climbing A Very Hard (-20) Percp roll reveals the
than the full 60 sin ce the edges of the roll. presence of two sets of boat prints in the
fissurewill be tao thin for the character to carbon leading dawn the connecting
fall any further. The victim will be wedged 5.33 THE KAVARN TITANIUM passage. These prints belong to the
between the rocks (after taking a+ 100 MINE: LEVEL TWO Colosian agent and the Kubischev mole.
LCr). To jump across the fissure, one must This level has suffered the most damage There are no prints leading back out.
succeed in a Medium (+0) Maneuver (add from the disaster; debris is present 7. Passage. This passage leads to the
Ag mad). throughout. lt is also very cold this far mining operation; its ceiling is 7 meters
6. Computer Room. Against the back wall dawn in the mine, with no operational high, and the corridor is 5 meters wide and
a smashed shelf of repair and storage parts ventilation system. The temperature is 50 meters in length. Debris and fallen rock
is covered in debris, and ali the contents currently just below -5 Celsius, and (warm- litter the area. A demolished ore cart lies on
are strewn about the room. There are four blooded) characters can quite easily see its side halfway dawn the passage.
computer terminais situated around a their own breath. No lights are functioning. 8. Pumping Chamber. This chamber is the
central pillar that is 3 meters high and 1 1. Stair. As above, except that this is the entrance to the actual excavation site and is
meter thick. Only one terminal has not bottom of the stairway. A Medium (+0) littered with debris from the quake. This is
been smashed by debris, and there are Percp roll or a Routine (+30) MtScan roll the room where the raw ore is transported
several panels hanging open on the will reveal a 1m by 1m panel in the floor; it from the mine to ore carts which remove
computer. The computer itself is inopera- is Sheer Fol/y (-50) to open because the the material from the mine for processing.
tive, as it has no power, and it is Extremely quake has shifted the ground and wedged Severa! gravitic ore carts lie in one corner,
Severe/y damaged. The memory banks are the panel in place. Below the panel is a a mining rig sits in another, and the entire
virtually destroyed. The ceiling in this ladder that leads dawn eight meters to the water pumping unit covers the south wall.
room is stable, but sorne cracks that run tons of collapsed rock which caver the 9. The Water Pumping Unit. This deviee
through the room may worry the players. fusion reactor. was the backbone of the entire mining
7. Elevator lobby. This room has a large 2. lower lobby. As the elevator lobby operation. Before the earthquakes ruined
crack running through the floor and ceiling above, except that a crack (about 75cm at it, the machine would pump water in from
of the west side. Near the elevator, a the widest) extends across the connection the river and then put the water under
gravitic ore cart lies underneath the fallen to the work center at the south end of the extreme pressure. From here the water
elevator door. A door hangs on one hinge room. The re is no red light on this level. surged through high-strength kevlar-lined
that leads to a stairway. A red light dimly 3. Elevator Shaft. As on Level One, except hase into the mining rig and through a tiny
illuminates the room from the east wall, the ruins of the elevator can be more easily opening in the nozzle constructed from a
giving everything an eerie glow. lt is seen five meters below the floor of the very hard titanium alloy. The intense
powered by its own cell. lobby. stream of water travels at a speed fast
enough to tear through the hardest stone.

23
DOD 10a

9a

Kavarn level 2 Map 2

7 6

Kavarn Mine Level 2 Map 1

24
This method was highly efficient. The is real. This is the employee's list that the 5.4
water could eut stone as easily as a high- players are to recover. The document is a
intensity cutting laser without heating the near-perfect falsification and is virtually THE TASK
rock and metal appreciably. A Very Hard impossible to trace as such (Use an Insane The initial task of this adventure, as far
(-20) Percp roll will reveal that several (-100) modifier for ali applicable rolls). as the players are concerned, is to find and
pipes extend into the floor (these are now The Kubischevs have a method that can retrieve a list of colonists and employees
buried and travel north along the main prove that document is a elever forgery; that were involved with the now-abandoned
corridor. A smooth sheet of ice covers the this would discredit House Colas. Kavarn mine one the planet's surface.
floor where water spi lied du ring the first The mining passage is extremely However, the players in this adventure are
quake. This ice is Hard (-1 0) to walk on. unstable; loud noises or sudden vibrations considered expendable, as the document is
9a. Hose Storage. This room contains could bring the ceiling down on top of not an employees's list, but a falsified
twenty-seven 50-meter-long sections of anyone below. If a player shouts within document that is intended to fall into
kevlar-lined hose. this area, the rock must make a Resistance Colosian hands. Yarran Sagidas does not
Roll versus a first level attack. If the RR expect the players to return, so the
10. Mining Equipment. This chamber
fails, the rock will fall near the noise's point characters' additional task is to escape with
holds sorne of the equipment that was not
of origin. For louder noises, such as the ir lives. They face trained professionals.
being used when the disaster hit. Since the
chamber did not suffer heavy damage, projectile and blaster fi re, the RR is against 5.41 STARTING THE PLAVERS
these pieces of equipment would be a third level attack (it was the sound of the
Colosian's blaster that brought the ceiling As with the previous adventure, the
completely functional if they had working players will be hired by Kubischev-Lioyd
power cells. down upon him. Finally, the silent weap-
officiais (specifically, Yarran Sagidas).
10a. Gravitic Ore Carts. These carts, when ons that work on strong electromagnetic
vibrations are fired (stunners and disrup- Most likely the players will have been hired
activated, haver 50cm above the ground. to help in the rescue effort, especially if
They are four meters long, two meters tors) the RR faces a fifth level attack. If the
ceiling collapses, ali underneath must make they have played in the previous adventure.
wide, and one meter deep. They have a Administrator Sagidas will offer to hire the
carrying capacity of up to 3 metric tons of an Extremely Hard (-30) Maneuver roll
(adding Ag/Ou mod average) or suffer a players for a relatively simple mission to
ore or other materials. retrieve an employees list from an aban-
+70HCr from falling rubble.
1Ob. Deactivated Worker Robots. The se doned mine that had been evacuated
robots are resting on top of a rack de- Note: due to the danger present in this shortly after the disaster struck. He offers
signed to hold them when they are passage, GMs may want to give the to pay them a minimum of 750 Kubische-
deactivated. The rack can hold two more players a subtle warning. One suggestion vian Monits upon their return. Yarran is a
robots. Reactivating them requires a is to have dust and dirt fa// from the very good liar, and if the players are not be
charged power supply and a command ceiling any time one of the players makes expecting anything underhanded, it
from the main computer. They will not a fair/y laud noise, or hits the wall. requires an Insane (-100) ln roll to guess
function without the power supply, but 12. The Body. This is the remains of the that ali is not as it seems.
overriding the computer activation com- Kubischev mole who delivered the record
mand requires a Hard (-10) CompT roll. to the Colosian agents. Examination of the 5.42 AlOS
After this, the gravitics will activate, but the body will reveal two blaster-induced Since this scenario will be most
robot will remain immobile (no main wounds (thanks to the Colosian agent); one interesting if the PCs fail to complete the ir
computer). on his upper right chest, and the other primary task,this adventure does not
10c. Mining Rig. This large, tracked across his forehead. Aside from normal provide many aids. However, Yarran
machine holds several openings to pipes clothing, he has nothing but a faded ident Sagidas will provide the players with an
on its back end. A thick kevlar hose runs disk, elmonit card (now rendered useless), orbital shuttle to transport them from the
from under the front of the vehicle to a and an electronic key for the Kubischev orbital station to the surface of the planet.
long, thin nozzle mounted on a reinforced Rescue Unit car in the parking lot. The He will also give the players an electronic
steel tripod. The chair has a small control body has been here for more than twenty- blueprint of the station. The Kubischev-
panel beside it. This unit directs blasts of four hours, however, due to the very cold Lioyds will not provide support to the
water into the rock walls of the mine. The air of the mine, it has not begun to decom- players after they have landed on the
power unit (battery pack) in this rig is pose. surface of the planet. However, if the
depleted. 13. Crevasse. Larger than any other players do manage to return, Administrator
fissure in the area, this deep crack is more Sagidas will pay the players for their
11. The Mining Passage. Ali reinforced trouble. Sagidas does have a contingency
plasticrete ends here, although several than two meters wide. The passage
beyond has been shifted two meters right plan in case the players do return with the
reinforced steel girders support the ceiling. document. He will use the characters'
This is the tunnel where the Colosian agent and one meter dawn. An Easy (+20) Percp
roll will reveal the ends of broken pipes testimony against the Colosians and accuse
and the Kubischev mole met. This is also them of state terrorism.
where both of them died. The Colosian under the floor of the passage. A cascade
agent lies with his torso pinned under the of ice descends from each. 5.43 OBSTACLES
collapsed bearn. There are no signs of life. 14. Buried passage. Beyond here, the The players' main obstacle isOlas 2U1A
Beside his body is a sm ali cylinder, 1Ocm mine lies under several thousand tons of and his companions. This Colosian agent is
long and 1cm wide. Upon it is the identifi- rock. The next pocket of air is nearly 200 brutally effective and very dangerous. The
cation mark of the Kubischev-Lioyd meters past this point (A Medium (+0) PCs must overcome this obstacle and
Governmental Records Department. lnside MtScan roll willlocate it). simultaneously dea1 with the hazards in the
is the computer data linking Colas to an condemned mine. The characters also face
ancient Adanis expedition. lt is a forgery, an invisible obstacle in the form of thé
but the Colosians are supposed to be lieve it Kubischev-Lioyd Intelligence Agency.
25
STATS FOR NPCS: THE RETRIEVAL
NAME lvi Hits AT(DB)* Weapon:DB Weapon:DB Notes
Yarran Sagidas 9 58 2(15)A 70LsrPI 40BIPI Neo-Human Administrator
St70,0u89,Pr90,1n72,Em90,Co54,Ag87,SD99,Me67,Re75 Ap62; member of the KLIS; Coordinator for the rescue mission over Adanis; Percp 85, Ad min 65,
PbSpk 60, Psych 35, Trick 80, Act 65, MtScan 25.
Olas 2U1 A 8 108 6(25)A 116BisRI 80StruptPI Colosian Replicant Armsman,
St1 01 ,Ou85,Pr60.1n54.Em30.Co98,Ag95,SD45,Me65,Re50 Ap90: Retrieval Agent: Percp 30. MtScan 45. AE ZG 60.
Karg 2S4C 7 87 6(30)A 78BIPI 60MA3St Colosian Replicant Criminologist
St80,0u96,Pr70,1n90,Em50,Co70,Ag90,SD60,Me74,Re74 Ap84; Retrieval Agent; Percp60, MtScan 60, Traps 36, Subd 47, CrimT 91.
Biar 3GT2 7 90 6(20)A 75LasPI 50AsStrupt Colosian Replicant Pilot
St67,0u98,Pr72,1n90,Em60,Co86,Ag1 01 .SD43,Me63,Re80 Ap78: Retrieval Agent: NPt 85, CbtPt 60, MtScan 40. Percp 54.

* -A =Absorption Shield

The KLIA has labeled the players


expendable and will therefore leave the
players to fend for themselves regardless
of how bad the situation gets. lt is unlikely ADVENTURE: WAR?
that the players will discover the attitude of Since the disaster struck the planet, aid has been pou ring in from ali over the lmpe-
their employers unless they read the rium. Major Houses have offered their support by sending small rescue teams and
document, figure out the Kubischev plot, medical units to help the survivors. Surprisingly, House Colos is one of the major houses
and then confront Sagidas with it. that has extended its hand in aid. Due to the desperate situation, the Colosian assistance
was accepted, and an armada of rescue vehicles arrived. The Colosian support seems
5.44 REWARDS sincere enough, but some unusual developments in the Imperial Court have left many
If the PCs return, they will be paid as Kubischev officiais confused and worried. Recently, the Colosians claimed that the
promised by Yarran Sagidas. If the success of the rescue effort on Adanis is a result of the large quantity of Colosian rescue
characters perform unusually weil (e.g., teams on the planet. The Colosians are claiming that the Kubischev-Lioyds have been
capturing the Colosian replicants), the KLIA negligent in their efforts to help the people of Adanis, and that the Colosians should have
will pay them an extra 1000 mo nits each. If rightful rule to the planet. The political wrangling in the Imperial Senate over Adanis is not
they are Kubischev-Lioyd citizens, they will new; however, military officiais are worried that something else is brewing. The Colosians
receive job offers in the future. However, are getting ready for something, but the Kubischevs are not sure what, or when il will
this does not change the players' status; happen.
they are still expendable (that's life in the
Intelligence Community). 6.1 lt is the Colosian Navy's intent to
5.5 THE UNUSUAL READING surprise the orbital station, and secure the
Yesterday, a sensor operator aboard the planet for them selves. The Colosians have
ENCOUNTERS been somewhat successful in laying their
orbital station detected an strange anomaly
Severa! natural hazards will challenge on the surface of the planet near the claims in the Imperial Senate, and so Lord
the characters. Falling debris is the most northern pole. He could not determine the Co los is taking advantage of the situation.
common menace, and the station has cause of the anomaly, only that one The Navy wishes to control the station
limited power, so some live wires exist existed. He informed the station's officiais before the Kubischev-Lioyds can send out
within the mine. There is also an earth- about the reading, concerned that the a distress signal by Tachyon Beam Dictor.
quake-induced crevasse within this mine, station's sensors may have been malfunc- Since the only Kubischev-Lioyd military
and the loose earth around it can prove tioning. As a precaution, the station vesse! in the area is the Orlon, a Brightfield
treacherous. Random events and encoun- officiais have ordered a complete examina- Glass frigate, the Colosian task force will
ters are detailed in Section 7.0. tian of the station's sensor array. They are have no difficulty in forcing the surrender
THE CoLOSIAN AGENTS also going to ask one of the rescue teams of the orbital station.
The Colosian agents are not aware of to investigate the area to see if the anomaly
is actually caused by a phenomenon on the 6.2
the Kubischev-Lioyd plot and will therefore
do anything in their power to retrieve the surface itself. THE NPCs
document for their superiors. Olas is What the station officiais do not know is The NPCs in this adventure deal
concerned with gaining the document, and that the anomaly is caused by a Colosian specifically with the orbital station and the
not the players, so they willleave once they portable electronic warfare base. The base Colosians operating the EW base. The
possess it. However, Olas and his men are has been in operation for two days now Colosian characters should provide the PCs
not adverse to shooting without warning to and is hiding an important secret. This with a formidable challenge, and the Kubi-
eliminate the players and gain possession base is feeding false information to the schev-Lioyds could become a valuable aid.
of the document. If the players leave the sensors aboard the orbital station to hide
area with the document, and at least one of the arrivai of a Colosian Navy Task Force.
the Colosian agents is stillliving, the
players will be pursued and fired upon by
the armed Colosian shuttle.

26
TAVAR KAVISAD He is concerned about the strange sensor
reading and wishes to have the sensor
array repaired in case another in-bound
asteroid is on its way. He is suspicious of
the Colosians, but he does not think that
they will try anything rash. He will hire the
PCs on without a thorough background
check, as they are free from current
operations and are available to investigate
the anomaly on the surface. Dressed in
long flowing grey robes with a crest that
denotes his position, he appears to be very
distinguished man. He is sixty-nine years
old, balding, and stands 1. 78m ta li. He
wears a blue sash on his left shoulder, with
a crest of House Kubischev-Lioyd embroi-
dered upon it.
6.23 HARRAG LEOSTAN:
COMMUNICATIONSOFFICER
Second in command to Tavar, Harrag is
responsible for the technical operation of
the Colosian base. As a soldier, Harrag
lacks in skill, but he makes up for it with
his technical knowledge. There are several
backup systems that will keep the Elec-
tronic Warfare field operational. He has
been an officer in the Colosian infantry
since his promotion last year. The twenty-
eight year old stands 1.73 meters tall,
masses 69kg, and wears the standard
Colosian green infantry uniform. He has
sea-blue eyes and neatly kept black hair.
6.21 TA VAR KAVISAD: 6.24 JARRET ISSISTAL:
COLOSIAN COMMANDER COLOSIAN EW OPERATOR
Tavar is a shrewd man who is currently Probably the person most responsible
in charge of the Colosian EW base on the for the success of the Colosian operation,
surface of the planet. He is convinced that Jarret is a highly-trained EW specialist who
his operation has gone unnoticed, and that has been assigned to the mission to disrupt
the Colosian Task Force will arrive in the sensors of the orbital station and other
secrecy. He does maintains an efficient large craft in the area. He has even
camp, and the ten people under his surprised himself with his success, and
command have worked weil. However, he this has made him overconfident. He failed
does not suspect that a Kubischev-Lioyd to notice that the orbital station discovered
sponsored investigation will arrive and the anomaly, and he knows nothing of the
discover his base. Kubischevs' intent to investigate the area of
Tavar stands 1.64m tall, and masses 75 the base.
kilograms. He is a captain in the Colosian lssistal is not a skilled combatant, for
infantry division and almost always wears that job is left to the other Colosian
his uniform. He has short, dark.brown infantry. He is very protective of the
hair, deep brown eyes, and has a scar on delicate electronic warfare equipment with
his left cheek. He is a trained professional; which his unit is equipped, and he gets
one of House Colos' finest. annoyed at anyone else who touches it. He
stands a stocky 1.7m tall, has a thick
6.22 PILESTER BARR: ORBITAL brown beard, light brown hair and dark
STATION SUPERVISOR eyes. Like the other infantrymen, he wears
Pi lester has been the supervisor of the a Colosian light combat uniform (AT11 ).
station for five years now, but he is not
holding up weil in the wake of the disaster.

27
N
0 .....
0

0 40 80 120 160

THE COLOSIAN ENCAMPMENT AREA MAP

28
6.3 or crosses a direct line between two points 2. The EW Generator. This huge deviee is
relays this information back to th~ unit powered by a portable fusion reac~or, and
LAYOUTS OF THE control in tent #2. Scattered con1ferous is capable of achieving an EW Ratmg of
COLOSIAN ENCAMPMENT forests caver the area, and the air tempera- 100 (ali of which has been devoted to.
The Colosians constructed their EW ture is a cool 2° Celsius. The scanner is jamming the orbital station's SENSR f1eld ..
base five standard days ago after itse monitored by Harrag Leostan. lt masses weil over three metnc tons and 1s
components were unloaded from. a . THE ENCAMPMENT
transported by a gravitic lift. The Colo~ians
Colosian Hydrachi Transport veh1cle (wh1ch hope th at this item will disguise .the arnval
Set directly along the river's edge, the of the Colosian fleet in the Adams system.
is still present at the site). Set in a shallow Colosian campsite is encircled by a set of
but steep river valley, the base has been The fusion reactor is located on the eastern
eight two-meter posts which hou se end of the generator. Several large cables
effective in fooling the Orbital Station's . electronic eye alarm mechamsms. Each
SENSR unit, and has already succeeded m run ten meters to a large but portable
member of the Colosian team wears a antenna.
covering the arrivai of most of the Colos1an specially coded dogtag that allows unde-
task force. The Colosians were careful not tected passage between the posts. If This equipment is delicate; a caref~l
attract any attention to themselves when anyone crosses the line, an alarm sounds, shot could damage it enough to shut 1t
they set up the camp. They have also and ali the lights in the camp come on. down. To hit the more vulnerable areas, it
placed several scanner units around the Unfortunately for the PCs, the soldiers of can be considered as AT12 (60 DB) and
perimeter of the site to warn them of . . this special unit have been instructed to has 180 hits. Treat criticals as Equipment
anyone approaching. However, the w1ldl1fe shoot to kill any unauthorized persan who Damage, which is discussed on page 77 of
of the area has been constantly tnppmg the enters the perimeter. the Player Book. Because of its si~~· the
alarms, so the Colosians have beco~e deviee is unaffected by A and B cnt1cals.
dangerously relaxed when the alarm 1s .
1. The lents. There are four tents within
this compound, the two center ones hold 3. The Hydrachi Transport. The Colosian
tripped. Each of the perimeter scanners 1s Special Unit used this transport to reach
marked on the map. Each of them can four soldiers each. The tent on the western
edge of the row is the sleeping quarters for the encampment site. lt bears the marks of
scan 200m for life forms. Anything that a Colosian rescue vessel and therefore was
passes within five meters of one of these, Tavar Kavisad and Harrag Leostan. The
fourth tent contains the communications not suspect when it arrived on the planet.
and scanner equipment, ali of standard 4. The River. The river that runs by the
Colosian military design. encampment is bitterly cold, as it is fed by
a mountain glacier sixty kilometers west of
the region.

29
6.4
THE TASK
The task appears to be a simple
investigation mission in which the PCs /
must travel to the surface of the planet and
discover the cause of the anomaly. Once
there, they will find an operational EW
base, with professional armed Colosian
soldiers. Hopefully they will realize this
base for what it is and try and contact the
station. The second part of the task is for
the players to eliminate the EW generator,
whether by their own initiative or by order
of the base. Doing so will reveal the
incoming Colosian Task Force, and a
distress signal can be sent to the Ku bis-
chev-Lloyd homeworld.
J
6.41 STARTING THE PLAVERS
Pi lester Barr will aske the characters to Otherwise the players are left to eliminate 6.44 REWARDS
investigate a sensor anomaly on the the EW base themselves, as the Kubischev The rewards in this adventure are
planet's surface. If the players feel Administrators do not realize the signifi- unusual in that regardless of whether or
reluctant after being betrayed (if they cance of the base. ln addition, the delicacy not the base sends the distress signal, it
played the last adventure), Pi lester Will of the EW equipment can provide the will still be captured by the Colosian Task
offer the players cash immediately. The players with a different kind of aid. A weil Force. The players may fi nd that their
station superviser is worried about the placed shot cou Id destroy the entire EW reward will be delayed. lt will take one
sensor reading, and he does not wish to field and expose the Colosian Fleet. week for a Kubischev-Lioyd military force
barter. He does not know what this to arrive at the base if the signal was sent;
anomaly is, but he does not suspect a
6.43 OBSTACLES
two weeks if not. The Colosians will
Colosian threat. The biggest obstacle to the players are
withdraw their military forces six weeks
the ten Colosian infantrymen at the base
later. However, this will occur after
6.42 AlOS itself. They are probably better armed than
Kubischev and Colosian forces clash in
If necessary, Pi lester Barr will provide the players and are ready for conflict. They
space to try and regain control of the
the characters with an orbital shuttle and a will defend the EW generator at ali costs,for
planet. After ali this, the players will be
computerized map of the anomoly's area of the EW generator is directed with a large
rewarded 1500 monits each, and if they
origin. While on the PCs are on the planet, antenna towards the orbital station, and if
were successful in destroying the EW
the Kubischev Frigate in orbit around the this antenna is destroyed, the EW signal
generator, an additional 2000 each will be
station can provide an air strike if the will be temporarily eliminated, revealing the
paid. They will also receive the Leon id
characters request it. Barr will not inform Colosian Fleet.
Kubischev award for Valor for their help in
the PCs of this until they actually transmit a the operation.
distress cali while they are on Adanis Ill.

STATS FOR NPCS: WAR?


NAME lvi Hits AT(DB)* Weapon:OB Weapon:OB Notes
Pilester Barr 12 68 1(10)8 68lasPI Hu man Administrator
St62,Qu90,Pr95,1n71 ,Em90,Co5!i,Ag85,SD88,Me87,Re84.Ap73; Supervisor of the Adanis Orbital Station; Ad min 120, Public Spk 96, Percp 80, MtScan 40.
Tavar Kavisad 9 110 9(1 O)A 11 OAsBis 70LasPI Hu man Armsman
St90,Qu90,Pr64,1n72.Em60,Co86,Ag90,SD74,Me76,Re60,Ap57; Captain in the lnfantry; EW Team Leader; MtScan 70, Percp 58, Leadership 40, Cold Srv40.
Harrag Leostan 6 78 9(5)0 57AsBis 80StruptPI Human Electrical Tech
St67,Qu75,Pr85,1n60,Em74,Co68,Ag92,SD77.Me90,Re95,Ap78; Sergeant in the Colosian lnfantry; Second in command to Tavar; Percp 56. ElecT 88.
Jarreg lssistal 4 39 9(10)V 67AsBis 407API Human Pilot
St67,Qu64,Pr78,1n95,Em86,Co65,Ag96,SD65,Me66,Re72,Ap83; Member of the Colosian Navy; EW specialist; EW/C 77, Percp 40, M!Scan 38.
lnfantryman 1 4 40 9(1 0) 65AsBis 46SHG
lnfantryman 2 3 38 9(5) 55BisRI 40StnPI
lnfantryman 3 3 36 9(1 O)A 45LtAR 45LasPI
lnfantryman 4 3 37 9(0) 75PiasRI 307APL
lnfantryman 5 2 34 9(1 0) 40HyAR 20asPI
lnfantryman 6 2 35 9(15) 45LasRI 20BisPI
lnfantryman 7 2 28 9(1 0) 40BisRI 30MLAPI
lnfantryman 8 2 25 9(5) 35MLARI 30FimPI
lnfantryman 8 2 25 9(5) 35MLARI 30FimPI
* -A= Absorption Shield 0 = Oeflection Shield V= Velocity Shield B = Barrier Shield

30
7.0 MASTER ENCOUNTER TABLE
This table allows the GM ta generale rand am encounters for the adventures in this module. Ac ross the top of the table are locations, and
survivors, rescue teams and hazards are listed dawn the left side.
One roll should be made as saon as the PCs enter an environ ment, and followup rails at specifie intervals (thirty minutes is the suggested
standard) while the PC's remain in a given spot, or whenever they enter a new one. The GM should also keep in mind the logistics of the situation: in
any area two or more rails cou Id be made, as several groups cou Id be present at once. Also, an encounter as indicated on this table does not
necessarily mean combat, or even interaction. Each party must roll ta perceive the other, even if they are in the same place. The GM should modify
perception rails accordingly.
Chance (%) is an indication of wh ether the re is an encounter at ali; Distance is an additional factor ta indicate the need for a roll, used wh en the
PCs are travelling; Ti me is the ti me interval between rails for encounters.

Encounter Seabed Farm Orbital Station Kavarn Mine The Rescue Sites
Chance(%) 30% 20% 30% 50%
Distance - - - -
Ti me 1 hr 15 min 2 hrs 30 min
Nothing 01-75 01-85 01-80 01-60
Survivors 76-79 86-87 - 61-69
Rescue Teams
Native - 88-98 - 70-89
Kubischev - 88-92 - 70-78
Colosian - 93 - 79-84
Jadist - 93-93 - 85-86
Devonian - 94 - 87
Other - 95-98 - 88-89
Hazards
Falling Debris 80-85 - 81-86 -
Flooding 86 - - 90
Severe Weather 87-89 - 87 91-94
Animai/Sea Lite 90-95 99-00 88-95 95-96
Earthquake 96-00 - 96-00 97-00
Notes:
Survivors: refers ta people who need medical attention or are trapped and need hel p. Roll1 d1 0 for number.
Rescue Teams: variable in size, but usually 10 in number with a single group leader.
Falling Debris: roll for size of attack, 01-45 Small, 46-70 Medium, 71-89 Large, 90-00 Huge. For Offensive Bonus, use the attack size roll. (e.g.,
Roll=56, Attack is a +56MCr). These may be avoided; the difficulty is as follows: Small: Easy (+20), Medium: Medium (+0), Large: Hard (-10), Huge:
Very Hard (-20).
Flooding: See Section 4.5.
Severe Weather: variable, consult Wind and Weather Table in the GM Book, pg 11. -50 Modifier.
Animai/Sea Life: local Fauna. GM's discretion.
Earthquake: roll (high open-ended) for severity:
Size
Roll (Richter Scale) Notes
01-50 3-5 Not especially dangerous, 40% chance of debris fall if indoors (see above).
51-65 5.5 Readily felt, grou nd sways; Medium (+0) Maneuver to remain standing. 45% debris fall
66-85 5.8 More Severe. Hard (-10) Maneuver ta maintain balance.60% debris Fall.
86-90 6.0 Dangerous, Very Hard (-20) ta maintain balance. 80% debris fall. Causes Severe Damage ta ali structures within
1OOkm of epicenter.
91-95 6.5 Very Severe, Extremely Hard (-30) to rem ain standing. Causes widespread Extremely Severe Damage. 100% debris
Fall.
96-100 7.0 Extreme/y Hard (-30) ta remain standing.
101-150 8.0 Buildings reduced to rubble. Sheer Fol/y (-50) Maneuver to continue standing.
151-175 8.3
176-200 8.5
201-250 8.8
251-300 9.0 Rarely Experienced.
301-350 9.2
351-400 9.5
401-450 9.8
451+ 10.0 Unmatched destruction.

31
GEOSPHERE MAP

135" o· 45" 90" 135"


90"

75"

60"

45"

30"

15"


1~
15"

30"

45"

60"

75"

90"

A - The Zerich Farm • - Settlements


B - The Kavarn Mine ~~:~- Asteroid Impact Sites
C - The Colosian Encampment
06039

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