Amber Zone - Deep Shadows, Part 1

Last Updated 24 August 2007.

This adventure is an extension of early Traveller adventures that included Shadows, Research Station Gamma, and Twilight's Peak. Familiarity with these adventures is unnecessary to run "Deep Shadows". However, a copy of Shadows, last published in The Traveller Book (1982), could serve as a useful enhancement. Both Shadows and "Deep Shadows" involve exploration of ruins belonging to the same extinct race.

Although this adventure is designed for Zhodani explorers in a coreward sector, its possible to alter the adventure for Imperial characters. The Zhodani core expeditions are guided by Ancient map projectors whick also show depict events. The referee could assume one showed the adventure setting where particular Imperials were also involved (the player characters). The Zhodani will go to great lengths to transport the characters to the expedition corridor. This is the same plot used in the adventure, "Vlezpridliashav," from Alien Module 4 - Zhodani (1985). The two adventures can be treated as the same except in perspective.

The only references required for play is the MegaTraveller rules set. Other recommended references are the World Builder's Handbook, Referee's Companion, and most especially MegaTraveller Aliens Book Vol. 3, The Psionic Races: Zhodani and Droyne. This last details the two races most actively used in this adventure.

- Mike Mikesh


Introduction (Preliminary Setup)

The player characters are crew members of a Zhodani Brazhdinisha-class medium explorer named Vishhiquay (meaning "brave wanderer" in the language of a Consulate member world). The characters may take any post on the ship except that of ship's captain. They should be encouraged in their character selection so that they are well suited as members of the landing party assigned to the first pinnace. Avoid letting them take positions with the second landing party as the second pinnace is ill fated (see later).

The Vishhiquay itself is in very poor condition. Its approaching the time for its annual overhaul, and the previous two overhauls were either rushed or done at poorly equipped yards. Orders have directed the Vishhiquay to Bliedja Point Base for a complete overhaul before reassignment to Chtierabl Province coreward.

The ship's locker for the Vishhiquay is well stocked with equipment suited for exploration. However, in instances where equipment might replicate psionic talents, the item may be absent from the inventory. Neural activity sensors are a particular example.

There is a very limited collection of military hardware. Although there are enough snub pistols to arm the entire ship's compliment, of other weapons there are only 3 laser carbines-13, 3 gauss rifles, and 4 shotguns. Weapon attachments, such as scopes and RAM grenade launchers, are not included. There is no armor other than TL 14 vacc suits and hostile environment suits.


Non-Player Characters (Referee Background Data)

The Vishhiquay will carry three senior consuls, nobles of the highest rank and among the most powerful individuals in the entire Consulate. Through an Ancient map projector, they also know of future events that are fated to happen, specifically events pertaining to this adventure. Millenia old policy has been for the Consulate to "assist" the events to occur, and the consuls are here to assure that they do occur. They will, however, keep their influences as subtle as possible.

Aveliashav (Senior Consul) 479BAF Age 50 8 Terms Hits 3/4 Cr200,000
Admin-4, Liaison-2, Computer-1, Non-Verbal Communications-1, Laser Wpns-1, Psychology-1, Psi-10, Telepathy-10, Telekinesis-10, Awareness-10, Special-10
2 High Psg
Starport A, Medium, Thin, Wet World, Mod Pop, High Low, High Stellar (Zhodane)
Referee: Aveliashav's entire career was involved with the core expeditions, especially the initiation of the Eight Core Expedition. He is the most aloof of the consuls, although there are times of surprising reversals when he is quite conversant. Aveliashav is very attentive to customs and courtesies, and will not hesitate to correct others.
 
Niarziashav (Senior Consul) 897ACF Age 46 7 Terms Hits 4/5 Cr64,000
Leader-2, Tactics-2, Admin-1, Combat Rifleman-1, Laser Wpns-1, Vacc Suit-1, Sword-2, Psi-10, Teleport-12, Telekinesis-12, Telepathy-12, Clairvoyance-12, Special-1
High Psg, Laser Pistol
Legion of Merit, Guard Hero Medal 4th Class, Guard Hero Medal 2nd Class, two Wound Badges
Starport B, Small, Standard, Desert World, Low Pop, Mod Law, High Stellar
Referee: Niarziashav's particular concern of the core expeditions are the potential threats to the Zhodani Consulate itself. He does not wish the expeditions be stopped. In fact, no consul does. But he does advise in favor of more fleets and more attention to security rather than scientific interests. He is very attentive to self discipline and tends to be brusque with people.
 
Chitsiashav (Senior Consul) 769BEF Age 47 7 Terms Hits 3/5 Cr142,000
Computer-2, Medical-2, Linguistics-2 (Galanglic, Vilani), Liaison-1, Carousing-1, Admin-1, Psi-9, Awareness-9, Telepathy-9, Telekinesis-9
Hand Computer, Medallion of Scholarship
Starport A, Medium, Vacuum, Wet World, High Pop, Mod Law, High Stellar (Chronor)
Referee: Chitsiashav is a noted xenologist who is well acquainted with Imperial knowledge on the subject. He takes much pride in his academic achievements. Being from a frontier sector, though, he is not as "refined" as nobles from the interior. He is, however, the most open and amiable of the consuls.
 
Shechstebr (Navy Captain) 454A8C Age 42 6 Terms Hits 2/3 Cr8,000
Admin-4, Leader-2, Pilot-1, Ship Tactics-1, Vacc Suit-1, Handgun-1, Psi-6, Telepathy-6
Snub Pistol, 2 High Passage
Starport A, Medium, Standard, Desert World, High Pop, Mod Law, High Stellar
Referee: Shechstebr is the mission commander. His philosophy of command is to let his subordinates do their jobs the best way they know how. He sees that discipline is maintained and that overall operations are smooth and efficient. But he keeps his interference to a minimum. Shechstebr relies heavily on the advice of his subordinates.

The commander can be left in the background, uninvolved in role playing. He is available to give direction if and when the referee feels it is necessary, and also to at least postpone player characters from going in directions the referee is not yet prepared to run. But otherwise, most of the decision making is left in the hands of the player characters.


Titans (Event 1)

Players' Impressions

Bliedja Point Base. The two gas giants, Obl and Eba, circle so close to one another they threatened to tear each other apart. The base orbits their common center positioned at the tip of an imaginary regular triangle with the planets at the opposing corners. The giants are identical in many ways, except in color. Obl is yellow and dead. Eba is green and full of life. Staring at the distorted orbs so near by is awesome, and sometimes terrifying. The station itself is not even a speck to these incomfortably close titans.

But despite the view, the endless wait at the base was tedious and boring, especially after hearing stories of the Norma Arm colonial envoys for the thirtieth time. Your own explorer ship, Vishhiquay, put in to Bliedja for badly needed maintenance weeks ago. But as priority ships passed through, the Vishhiquay kept getting bumped for bay space.

The arrival of a sleek cruiser was not a welcomed sight. Rumor was that it carried an admiral or noble that would undoubtedly demand still higher priority. And indeed, you watch from the lounge window the big command cruiser, that most recently bumped you, being dragged out of Bay 1. The hull plates and access hatches weren't even replaced, but attached to the ship in nets and tugged into space. Sometimes, waiting things out in a low berth can seem very attractive.

Referee's Synopsis

In a sudden shift, the player group is given overriding priority at the base. They discover they are being prepared for a mission of the highest importance to the Consulate to a world with an insidious atmosphere.

Tasks

To learn why the Vishhiquay was given priority attention:
Routine, Carousing, Admin (confrontation, uncertain)
Referee: Refer to the "Interpersonal Tasks" section of the Referee's Manual. The crew is extended VIP treatment because the trio of consuls aboard the newly arrived council cruiser are arranging for the explorer ship's use in a mission of the highest priority to the Zhodani Consulate.

VIP treatment is not strictly necessary. If an administrator should turn "hostile" while characters are trying to attain information, the administrator will see to it that VIP status is revoked.

The characters cannot learn the purpose of their mission. Nor can they learn why they are being prepared for corrosive atmosphere operation or why the jump drive is not being serviced. They can learn that the recently arrived council cruiser ship, ZF-31, originated from Jadlapriants Province at the Consulate interior. But information on its VIP passenger is highly restricted.

To arrange servicing for the jump drive:
Difficult, Liaison, Admin (confrontation, uncertain)
Referee: This will not succeed no matter how good the rolls are, and persistence could cause the revokation of their VIP status. (The consuls know the drive must fail, so will not permit it.) Secret repairs are possible, but this is generally not in the Zhodani character.

Referee Details

All the characters from the Vishhiquay are placed on the VIP list but without explanation. At first, the hints are subtle, then become more obvious. Spread these hints among the characters. The groups' base staterooms are cleaned, whereas before they did not have maid service. In fact, many of furnishings are swapped for finer appointments. Service and attention to the characters is always fast and the best. There is no waiting at the clothier, barber, clinic, or restaurant. A running tab is soon arranged, so they no longer have to pay for anything directly.

By the time the characters learn of their new status, a maintenance officer, Lt Prinj, will contact the highest ranking player character assigned to engineering aboard the Vishhiquay. The Vishhiquay is scheduled to move into Bay 1 as soon as preparations are completed. Ostensibly, he is calling to coordinate with them on any preliminary details that should be dealt with. In fact, he is trying to find out from the characters why they have such high priority. Prinj is not aware the characters don't know either. But he can suggest places they can inquire, such as the Logistics Center, Base Orders Office, and Communications Directorate.

Through interactions with Prinj, characters can learn that all of their specific requests for maintenance were approved. There were also some refits and marking changes ordered, including the installation of three command staterooms. Requests for maintenance to the jump drive, however, were expressly denied by the Chief of Maintenance without explanation.

When the overhaul is complete, the crew of the Vishhiquay is ordered to proceed coreward for reassignment, carrying three passengers. Considering the priority they previously had, this should be no small surprise, especially since they are now fully outfitted for a corrosive atmosphere assignment. Their orders are quite mundane instructions to travel coreward to Chtierabl Province for routine rotation of assignments. Three passengers will accompany them to an outpost two jumps away. They must first land at Dletle (Driasera 2302 G755453-8), a moon of Obl and Eba, to pick them up.


Dletle Spaceport (Event 2)

Players' Impressions

Dletle is a beautiful, Zhdant-like world, but not from where you sit on the spaceport pad. Rain falls straight down from the low lying overcast to blatter on the windows of the Vishhiquay's pinnace. The port facilities were kept very simple. Two workmen and an officer ride out to your craft in a ground vehicle, getting soaked as they jump out to rush to your hatch.

While the workmen transfer luggage to the craft, the officer will report to whoever of the crew is there to meet him. Dripping, he will hand over a copy of the passenger and luggage manifest, and travel orders. "Lt Pliev reporting," he says, speaking about the rain. "I'm sorry, but your passengers aren't here. They went on a retreat not far from away, and were caught up there by these rains. We thought it best you just pick them up. Their beacon is set to 77.21."

Referee's Synopsis

The pinnace must divert to a prominent nearby hill to pick up three members of the Consulate Supreme Council (Qlomdlabr).

Tasks

To navigate to the pick-up point for the consuls:
Routine, Navigation, EDU, 20 min
Referee: If the roll should fail, the applicable skill becomes Sensor Ops for all retries. A problem with the sensors threatens to disorient the boat causing a collision with a hill. If a crash should occur, this segment of the adventure could transform into a race against time to meet the visualized destiny.

Referee Details

A total of 300kg of fine luggage is transferred to the pinnace. The emblems on each make it obvious they belong to nobility.

At this stage, the characters might well assume their passengers were from the council cruiser, ZF-31.

This is now obvious from the manifests and travel orders the characters have in hand. Their passengers to-be are Aveliashav, Niarziashav, and Chitsiashav. All are social standing 15, but let the players deduce this from their name suffixes. In fact, they are consuls from the Qlomdlabr Senior Council itself, and are the signers for their own orders.


Senior Consuls (Event 3)

Players' Impressions

The pinnace suddenly transits from gray surroundings to an open blue sky. Clouds stretch out in all directions like a vast white sea. As would an island, a green hill top protrudes from the cloud layer ahead of you. Readouts tell you this is your destination.

Three lone figures stand side by side as if admiring the twin crescents of Obl and Eba. They take no notice as you circle to land. Only after the hatch hisses open do they turn to approach the craft. The first, Aveliashav, carries an intricately carved staff. The second, Niarziashav, wears the luxuriously jeweled broach on his turban and gold sash of the Legion of Merit. A laser pistol hangs from his belt. The third, Chitsiashav, wears a hat without brim and medallion of scholarship hanging from his neck. All file into the craft with an air of dignity.

Referee's Synopsis

The characters have their first contact with the consuls.

Tasks

To achieve a favorable reaction with the consuls:
Routine, Steward, SOC, (uncertain, unskilled OK)
Referee: The results of this interpersonal task can affect each character's next roll for position or promotion, but not both. (See the end of the adventure.) This is rolled during each significant role playing interaction. The general reaction is revealed if the results are an exceptional success or exceptional failure. Otherwise, the player may roll the following task.
To determine the consul's reaction to the interaction:
Routine, Psychology, Liaison, (unskilled OK)
Referee: On success, reveal the general reaction of the consul to the above interaction. On exceptional success, also reveal the character's current general standing with the consul.

Referee Details

All three consuls will behave in a very aloof manner, but never snobbish. They speak seldom, and least of all to one another. However, they are often in telepathic contact with each other. Present occasional hints to this effect.


Jump & Misjump (Event 4)

Referee's Synopsis

The Vishhiquay begins its travels which are largely uneventful. But the second jump is a misjump.

Tasks

To avoid jump sickness as a result of a misjump:
Routine, END (hazardous, fateful)
Referee: The mishap table is used to determine the duration of the illness instead of damage. Multiply the roll, normally applied as wounds, by 5 hours, and subtract the character's raw endurance score. Character's suffering from jump sickness have a DM-2 penalty to tasks, DM-4 if the original throw was a fumble.

Referee Details

During the first jump, the consuls maintain an aloofness, claiming they do not wish in any way to disturb the operations of the vessel. They stay predominantly to their quarters, only venturing out during ship's "night", to frequent the galley or lounge. An encounter with one or more of these individual in the dim "night lit" corridors should be described as disconcerting. They will be polite, but distant, as if in a permanent state of preoccupation.

The next system is Zdia (Zhiensh 2439 D300345-7). Its only gas giant orbits at the outer extreme of the red dwarf star system. It looks like a dull, ruddy orb through the view ports in light too dim to permit detailed viewing. Refueling will be uneventful. However, when the ship enters jump to make for a system at maximum range to a system at Zhiensh 2336, several crewmen experience waves of nausea indicating the Vishhiquay has misjumped.


Aveliashav (Personal Encounter)

Player's Impressions

(This could occur when characters are bringing a meal to the consul.) As you walk the ship's corridor, you see through the walls the image of the galaxy suspended in space. About 2 meters in diameter, the starry disk is fully detailed even to include colorful nebulae. The image seems to center on the stateroom occupied by Aveliashav.

(If the characters enter:) The room is dark with the walls of the stateroom having been dialed to a solid black. Aveliashav sits cross-legged on a mat. He wears the robes of his school of psi training. A large candle in a glass is to his right, the only light in room. His staff stands upright to his left without any visible support. The galaxy disk slowly changes orientation as it hovers directly before him. He stares at it, almost as if in a trance. "Beautiful, isn't it?" he says. "And the heart of that is our destiny."

A psi switch in the wall clicks. The lights come on and the galaxy fades. The staff topples to fall precisely into his hand which he uses it to help him stand.

Tasks

To achieve a favorable reaction from Aveliashav:
Routine, Steward, SOC, DM+2, (uncertain, unskilled OK)
Referee: The DM+2 is a one time bonus for only this encounter with Aveliashav. If the roll fails, assume Aveliashav perceives (correctly or not) that the character does not share his enthusiasm or commitment to the endeavor of reaching the core.

Referee Details

The staff is a psionic artifact called the Atltlad. Its thought to have originally been a galactic cartography training aid. But the only thing the Zhodani have managed to do with it is to produce the standard image of the galaxy accurate to the current date. It was given to Aveliashav for custody. Any character within short range of the staff, whose mind is not shielded, can mentally "see" the image as if it were a visual hologram.

Aveliashav will take his place at the stateroom table so as to be served by the characters. As this goes on, he will speak to them in an open and light manner unusual for him. Part of his conversation might include the following. "I envy those that will be on the Eighth Core Expedition. I'd almost be willing to give up my status as consul to go and see those new wonders as they're discovered. But we all have our place in the endeavor, and mine is with the Qlomdlabr."


Niarziashav (Personal Encounter)

Player's Impressions

While in the corridor, you hear cries from Niarziashav's stateroom. "There's nothing we can do! ... Who are they? ... Who ARE they?! ... No! ... NOO!!! ... Help us! HELP!"

(If the characters enter:) The lighting in the stateroom is subdued. Niarziashav sits in a reclined chair wearing athletic clothing, his face pale as if awakened from a nightmare. Beside him is a chrtlzda, a style of sword that appeared during Zhdant's second dark age. An exercise mat is on the floor with a towel, lotion, and other accouterments adjacent to it.

Tasks

To achieve a favorable reaction from Niarziashav:
Routine, Steward, SOC, DM+2, (uncertain, unskilled OK)
Referee: The DM+2 is a one time bonus for only this encounter with Niarziashav. If the reaction roll is successful, assume he is influenced by a sense of camaraderie. If it fails, the consul is upset that the character, who is his inferior, witnessed his weakness.

Referee Details

Niarziashav will act embarrassed and apologize for his disruptive behavior. But the nightmare has shaken him. He'd rather have human company for a few minutes and will delay the characters by asking for minor services, such as pouring him some tlienj (a fine Zhodani liquor).

The consul will not speak of his dreams. But in his conversation, he will say things along the lines of the following. "We seem so sure of ourselves, that we can handle what ever awaits us at the core. We forget there are things in this galaxy very different and many times older than our race. And there is no assurance they are benign."


Chitsiashav (Personal Encounter)

Player's Impressions

A gold medallion rests upon the floor. Inspecting it, you find an open link attached to the top. On the face is a symbol, triangles point to the right and down, with a six pointed star superimposed over them. Letters around the perimeter read, "University of Chronor Medallion of Scholarship - 3465". The back displays a building, perhaps that of an academic institute. The letters there read, "For Excellence in Knowledge".

(If the characters take the medallion to Chitsiashav at his stateroom:) When the consul calls you to enter, you find him sitting at the desk. His computer terminal is removed to the floor. The desk is bare except for eight antique books. The one before him is open and illuminated by an old dlieo lamp, a type customarily used for philosophical readings.

Tasks

To achieve a favorable reaction from Chitsiashav:
Simple, Steward, (uncertain, unskilled OK)
Referee: This interpersonal task is Simple instead of Routine, but the die modifier for Social Standing is eliminated. This task profile applies to only this one encounter with Chitsiashav. If the reaction roll is successful, he is most appreciative for the return of the medallion. Otherwise, he will sense (correctly or not) that the character is being judgemental of him.

Referee Details

The medallion is a source of great pride for Chitsiashav, almost as much as his status as consul. He will be pleased to have it returned to him.

Chitsiashav is the most open of the three consuls and will tend to interact longer with the characters. He will not speak of his advanced knowledge about the mission. But, he might lead the characters into a conversation by asking, "Why do you think we are striving to reach the core?" This question could take the discussion in many direction from Zhodani philosophy to theories of time and causality.

Regardless of to where the conversation wanders, he will remind the characters of the following. "Whether the core is our doom or destiny, those that have come before us have chosen that as our path. Our commitment to go to the core has become part of our being, part of what makes us, as a people, Zhodani. If we decided no longer to go, we'd become something else."


Savria Sector (Event 5)

Referee's Synopsis

The misjump carries the Vishhiquay to a wilderness world on which they find a single site with ruins. The site is marked with a radio beacon, and a clearing is nearby suitable for landings.

Tasks

To diagnose the problem with the jump drive:
Routine, Engineering, INT, 20 min (uncertain)
Referee: The task becomes difficult if this is attempted while still in jump. If the result is Some Truth, reveal drive operation now involves a DM-1 to the jump success roll, and effectively needs the facilities of an A class starport for repairs. On Total Truth, reveal the DM-1 only applies to when the ship is attempting a jump at its full jump rating. A jump at one level less does not involve the penalty.
To attain details of the site from which the transmissions originate:
Difficult, Survey, EDU, 90 min
Referee: On exceptional failure, assume the operator cannot correlate the sensor signals into a comprehensible detailed image of the specific site. On failure, reveal the sensors indicate a grouping of collapsed artificial structures overgrown by the jungle-like vegetation that pervades the entire island. On success, reveal that an intact pyramid structure, almost 70m wide at its base, still stands near the transmitter. A paved area, possibly meant as a landing site for spacecraft, is within 100m of that to the south-south-east. The transmitter is within 50m west of the paved area. On exceptional success, automatically reveal the densitometer shows there are rounded chambers and hollows inside the pyramid, and that there are indications the structure has electrical power and a complex magnetic field.

Referee Details

The Vishhiquay will emerge from jump in subsector J of Savria Sector. This is over 20 parsecs trailing of their original location. Fortunately, they are in substellar range of a type K0 subdwarf star. Normal space travel time is merely several days and two gas giants are detectable. Currently, the outer gas giant is on the far side of the system, so the Vishhiquay will probably make for the inner one, which has moons and is in the star's habitable zone.

Unless the Vishhiquay is not transmitting any identification pulses or hailing messages, its signals will awaken a radio beacon, with far orbit range, on Beta Bee (see Star System Data - Kraahk). What it transmits is undecipherable suggesting it is of an alien nature. The transmitter is on the face of Bee away from Beta, so its signals will not be detectable while the Vishhiquay is inside the orbit of Bee.

A preliminary survey of the world will show that its somewhat volcanic and rather sparse of life. It has a dense, insidious atmosphere rich in sulfur compounds. Scanning the specific area of the transmission, an orbital survey will show that it originates from an equatorial island about 10km in diameter.

Captain Shechstebr will decide to send an exploration team to the world's surface. The first pinnace (carrying player characters) will go down to explore while the second pinnace will remain with the mothership on stand-by.

(Special note: The encounter site on the planet was designed with the limits of page space in mind. If the referee has access to a copy of the early Traveller adventure, Shadows, he may prefer to exchange the ruins detailed there for that presented here.)


Go to the Kraahk section (Part 2) of this adventure.

Go to the Ssrar section (Part 3) of this adventure.


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