Amber Zone - Deep Shadows, Part 2

Last Updated 21 August 2007.


Kraahk Star System Data

Orbit Name UWP Remarks
Primary Savria 1528 K0 VI Magnitude 0.117
0 Alpha YS00000-0
1 Beta Large Gas Giant
1 Beta Ay YR00000-0 ring
5 Kraahk (Beta Bee) E7C8000-0 * beacon *
9 Beta See Y200000-0
20 Beta Dee Y520000-0
45 Beta Ee Y200000-0
2 Gamma YS00000-0
3 Delta Small Gas Giant no moons
4 Epsilon Y510000-0
10 Epsilon Ay YS00000-0

Kraahk (Referee and Player Information)

Players' Impressions

The sky is cloudless, but the pinnace has descended into a deep yellow haze. Circling, you can see the island is clearly covered in dense jungle with an occasional glimpse of stony rubble. The only intact structure is a pyramid whose faces are soiled a streaked by rain. A statue stands on the flat at its top. To the south-south-east of the pyramid is a rectangular clearing, 100m long by 50m wide. Fifty meters to the west of that is an irregular pond.

Referee's Synopsis

The site is no longer inhabited. A mural inside the pyramid can be analyzed to provide a map of the aliens' original domain of space and the location of the homeworld.

Tasks

Most tasks seem safe since they only involve examination or thought. In fact, a mishap is possible in this hostile environment as a result of distraction from maintaining suit discipline. This possibility is identified in the text for tasks to which this applies. When called for, roll for successful suit discipline using the following task.

(Suit Discipline) To avoid a suit related accident:
Routine, Vacc Suit, INT (fateful)
Referee: On failure, roll damage from the mishap table. Assume the suit fault is corrected immediately thereafter and that there are no further repercussions. If the outside atmosphere invades the suit, describe it as chokingly acrid with a scent of sulfur.

When a suit fails from prolonged exposure to the insidious atmosphere, this task is hazardous. It must be repeated at intervals of approximately 10 minutes (15 for the hostile environment suit) until the character dies or makes it back to a habitable environment.

Referee Details

The suits the characters wear are well designed for use in an insidious atmosphere. They will still fail in 2-12 hours, as with any other vacc suit. However, their maintainability is very good. After each use, they can be easily serviced to be made fully ready again. Regular suits are assumed to take superficial damage during the course of exposure and require reconditioning. Any suit that actually fails because of prolonged exposure to atmospheric corrosion is regarding as having minor damage.

Characters may optionally wear hostile environment suits, affording an additional 4 hours on the average to the duration of exposure. However, wearing such a suit adds an encumbrance to the wearers' dexterity of -2. They may also carry video cameras so that player characters not in the party may kibitz from the pinnace or ship.

It is important to keep careful track of the amount of time spent in the insidious environment. Secretly, roll in advance the duration of each character's suit, then keep a time ledger of their activities outside. Use the following as a guideline for the amounts of time spent:

Activity Duration
To move from one exterior encounter area to another 10 min
To circle either the pond or pyramid 10 min
To climb the pyramid 2-3 min
To move from one interior location to an adjacent location 2-3 min
To casually look into a location 2-3 min
To carefully search a location 10 min

Encounters (Referee Information)

Referee Details

An encounter is rolled for, generally throwing 8+ on 2D, while the characters are in each area. When an encounter is indicated, refer to the table below. Throw 1D and apply the DM given in the referee details for each area.

  
Die Animal Type Weight Hits Armor Wounds & Weapons
0-12 Amphibian Grazer 1kg 1/0 none teeth-1 F8 A5 S2
1 8 Amphibian Grazer 3kg 1/1 jack teeth-1 F7 A5 S2
2 24 Amphibian Grazer 3kg 2/0 jack teeth+1 F6 A5 S2
3 Seismic Tremor - The entire complex begins to shake and vibrate.  Any open door will change its condition on 7+.
4 4 Chasers 3kg 1/2 jack claws A8 F6 S3
5 12 Chasers 6kg 2/1 mesh claws A7 F9 S3
6 4 Flying Hunters 6kg 2/1 jack teeth & claws A4 F9 S4
7 8 Flying Hunters 12kg 2/0 jack teeth & claws A5 F8 S4
8+ 4 Flying Hunters 12kg 3/0 jack teeth & claws A5 F5 S4

The three animal types encountered appear to be distinct (though related) species; upon examination of specimen, they are discovered to be developmental stages in the life of a single species of animal. The amphibian grazer form hatches from eggs laid in the pools of fluid. The juveniles spend most of their time swimming, but venture out at intervals to feed upon the plant and fungal material of the type found in interior location 3. After an unknown period of growth (from the 3 cm hatching length to the full size of 75 to 100 cm) the juvenile locates a protected place in which to enter a period of suspended animation, during which it metamorphosizes into one of the two adult forms, either the four-legged male or larger winged female. At irregular intervals through the year, the two sexes return to the pools from which they hatched, where they produce large quantities of eggs. The adults are carnivorous and feed on the juvenile form.

The juvenile form reaches a maximum length of 75 to 100 cm, and a maximum of 1 to 3 kg before maturing. The young are covered with a thick scaly skin which serves to protect them from the ravages of the insidious atmosphere. The juvenile, unlike the adult life forms, is toothless, but is equipped with a number of serrated structures along the edges of the mouth to aid in biting off sections of the fibrous plant material upon which the juveniles feed.

The male reaches a maximum size of about 40 cm, weighing from 3 to 6 kg. Like the juveniles, the males are covered with scales, but in mature forms, these are finer and covered with a thin, tough outer layer of skin.

Females are usually about 60 cm in length, with a wingspan of 100 to 120 cm. They typically weigh from 6 to 12 kg. The wings are formed from the thin outer skin stretched over a framework of thin bones, in a manner similar to the terran bat or the macropan screamer- in-the-darkness. This form, like the male, feeds on the juvenile, making his organism the only known case of an animal feeding solely off its own young.

Quakes occur on the encounter table. Before such a quake occurs, the predictors (lights in the dais pattern, location 1) will activate. Tampering with the power plant (location 6) will cause tremors to occur at intervals of about 10 minutes automatically with greater than normal force (this is self correcting about a day).

Tasks

To discover the three animal types are one species:
Difficult, Biology, EDU
Referee: This is a preliminary analysis of specimens, and will probably be thrown when the characters have returned to the craft. This task assumes no aid from laboratory equipment, but that the character has examined the three types of animals.
To keep from falling during a tremor:
Routine, DEX, [DM] (fateful)
Referee: If the tremor is the result of tampering with the power plant, apply a DM-1. Otherwise there is no die modifier. On failure, the player must roll suit discipline to avoid an accidental suit fault.

Landing Area (Kraahk Event 1)

Players' Impressions

As you leave the pinnace, you are greeted by a scream from the trees. Three bat-like aviforms drop from a high branch and fly away. Everything is still thereafter. The only sounds you hear come from the craft and your gear.

The pinnace sits in a large depression. Although mostly covered with dirt and debris, the surface is made of manufactured bricks. The area is surrounded by a retaining wall 1-2m high. Made of stacked rubble instead of brick, the slow corrosion of some of the material has fused it into a solid wall.

The pyramid is visible over the trees, but the haze gives it the illusion of an enormous volcano off in the distance.

Referee's Synopsis

The characters step out onto the surface and prepare to venture forward.

Tasks

To deduce additional information from examination of the landing site:
Routine, Archeology, EDU, 10 min (uncertain)
Referee: This may be rolled by characters observing through cameras on the pinnace or ship. In this case, this is a Safe task, since it does not risk a failure to maintain adequate suit discipline. However, they do have a DM-2 penalty for not being physically present. On Some Truth, the characters determine that the retaining wall is a much newer construct than the brick paving which continues under it. The wall is a clever mix and placement of materials by beings who knew how to use the chemical processes to advantage. On Total Truth, the characters determine that the brick surface is part of the original ruins between 10,000 and 100,000 years old, perhaps used for ceremonial mass formations. Stains and marks on the surface suggest it was repeatedly cleared and maintained, perhaps over millenia. The newest segments of the retaining wall are less than 500 years old. On a mishap, the player must roll suit discipline to avoid an accidental suit fault.

Referee Details

Characters are expected to take pictures and samples along the way, not unlike the lunar astronauts did. Most analysis will be done after returning to the Vishhiquay. However characters may try to formulate conclusions as they go along. An example appears here as a task.

Most of the lifeforms on this island were transplanted from the homeworld of the pyramid architects. The only animals above the level of minor insects are here.


Pond Area (Optional Event)

Players' Impressions

The pond is dark and still, its bank is choked by vegetation. A thin mist lies just over its surface.

Occasionally you see eddies in the fluid, evidence that small animals living under the surface. A rod protrudes from the center of the pond, extending about 3 meters into the air.

Referee's Synopsis

The alien transmitter is found andrecovered. A bomb is discovered inside. The device is evidence that beings visited here perhaps less than 100 years ago. The booby trap is a suggestion that they may be hostile. Some internal components have indications they were made by Vargr.

Tasks

The tasks to recover the transmitter should be formulated by the referee to suit the particular approach the player characters decide to take. The operation need not be overly difficult.

To open the transmitter, without damage, for examination:
Routine, Mechanical, EDU, 10 min (uncertain)
Referee: (NB: This will likely take place once the transmitter is brought back to the pinnace or ship.) The task is actually certain; the referee's roll is fake. When the casing is open, whether the task caused damage or not, have the character make a Routine roll adding education only. If that fails, characters witnessing may make the same throw. When a roll succeeds, report that the character recognizes something that looks suspiciously like a bomb.

It is indeed a booby trap, installed by the xenophobic race that placed the transmitter. The charge is 5 kilograms of TL11 explosive. The referee should devise a short series of tasks to disarm/remove the bomb. However, the bomb will not go off except if a fumble is rolled at what the referee deems as the most critical step. Age or corrosion has caused it to fail, a fact that might completely escape notice.

Referee Details

Throw 8+ for a random animal encounter to occur while in this area. If so, throw 2D-2 on the encounter table.

Any character that enters the water will reduce the duration of his suit to corrosion by 1 hour.

The transmitter is a very simple design consisting of a submerged box with sloping faces, and an antenna. The whole affair weighs 25 kg, but is held under by stakes and cables to keep it from floating. It was not designed for operation in an insidious atmosphere. However, the brown pond scum growing over its entire surface provides a natural protective seal from corrosion.


Pyramid Exterior (Event 2)

Players' Impressions

The pyramid before you is a dingy gray, streaked with soil and the action of rain. Debris-littered stairs lead to the flattened top where stands a statue. The statue is almost 6 meters tall, but so badly eroded that it is impossible to determine the species.

Referee's Synopsis

The characters find a means of entering the pyramid. Entry is possible through a barred vent in the jungle, under the stairs, or under the statue.

Tasks

To remove the protective metal bars blocking entry to the shaft:
Simple, [skill], DEX, 10 min
Referee: The unnamed skill applies to the device used, which may be an energy weapon. If metalwork tools are used, apply Mechanical Skill. The task must be repeated a second time to remove the stubs in order to avoid cutting into vacc suits when crawling through. On a mishap, the player must roll suit discipline to avoid an accidental suit fault.
To open the concealed entrance in the stairs from the outside:
Formidable, Mechanical, INT, 10 min
Referee: Success does not automatically mean that the entrance is open. Rather, the character has devised a method whereby the characters have leverage. Hereafter, see the task to open/close doors/entrances, below. On a mishap, treat the situation as if an accidental suit fault occurred. Roll damage to the character from the mishap table. Assume the suit fault is corrected immediately thereafter and that there are no further repercussions.
To deduce that the statue pivots and how it is opened:
Difficult, Mechanical, INT, 5 min
Referee: On a mishap, the player must roll suit discipline to avoid an accidental suit fault.
To forcefully pivot the statue open or closed:
Simple, 1 min (fateful)
Referee: Multiple characters my apply themselves in the task roll, but the combined strength applied must be 13+. On a mishap, treat the situation as if an accidental suit fault occurred. Roll damage to the character from the mishap table. Assume the suit fault is corrected immediately thereafter and that there are no further repercussions.
To descend the knobby pendulum cable:
Routine, Vacc Suit, [characteristic], 1 min (hazardous, fateful) 
Referee: This is thrown three times during the descent (for high, medium, and low heights). The unnamed characteristic differs with each throw. Use STR, DEX, and END in sequence. Remember to apply the penalties against dexterity for certain vacc suits. Also, character strength is effectively higher in the slightly reduced gravity (0.875G). On a mishap, some of the damage can be regarded as a result of an accidental suit fault. However, assume the suit fault is corrected immediately thereafter and that there are no further repercussions.

Referee Details

Throw 8+ for a random animal encounter to occur while in this area. If so, throw 1D+4 on the encounter table.

There are three possible entrances into the pyramid (short of brute force):

  1. A hot air shaft can be found in the jungle about 5 meters from the northwest corner of the pyramid. Entry is blocked by protective metal bars. The shaft slopes downward at a 45 degree angle toward a point below the center of the pyramid.
  2. There is a concealed entrance in the stairs. But discovery will not be possible without a portable densitometer. Finding a means of pulling the stairs open will be very difficult. However, pushing it open from the inside can be accomplished by a combined Strength chracteristic of 13+.
  3. The figure atop the pyramid is constructed so as to pivot to reveal a mechanism mounted in a vertical shaft of great depth. A dim light glows at the bottom. The mechanism is not so large as to block descent. And from it is suspended a thick knobby cable that descends the full length. This cable appears taut, and is moving slightly, as if connected to a pendulum. In fact, the mechanism is a small kicker that occasionally supplies force to keep the pendulum swinging. The mechanism can also reel the cable up at least part way.

While characters are descending the cable, throw 8+ for an animal encounter to occur in the shaft. If so, throw 1D+4 on the encounter table.


Pyramid Interior (Level Map)

. - - - - - - - -___- - - - - - - - .          
:               /   \               :
:    ^         |     |              :
:    |         |  3  |              :
:    N          \   /               :
:                | |                :
:                | |                :
:               -- --               :
:             /       \             :
:  _____     /    _    \     _____  :
: /     \___|   /   \   |___/     \ :
:|   4   ___   :  1  :   ___   2   |:
: \_____/   |   \ _ /   |   \_____/ :
:           /\5        /            :
:          / /\       /             :
:         / /   -- --               :
:    ___ / /     | |                :
:   /     /      | |                :
:  |  6  |       | |                :
:  |     |       | |                :
:   \___/        | |                :
:                | |                :
  - - - - - - - -   - - -- - - - -

Interior (Location 1 - Large Chamber)

Players' Impressions

A dais of stone, rubbed smooth from long use, dominates the center of this large hemispherical chamber. A pendulum weight slowly swings over it. Pinkish vapor wafts down from ceiling vents at the compass points of the room. It accumulates on the floor to exit through slots at the foot of the dais. Ceiling fixtures illuminate the chamber with a dull glow.

There are five obvious exits, passages north, east, south, and west, and a shaft through the ceiling to the top of the pyramid.

A thick knobby cable, suspending the pendulum weigh, extends up through the length of the ceiling shaft. The east/west passages are about 3 meters up the wall, reached by climbing up a set of raised stair rungs.

Referee's Synopsis

An infrared wall mural identifies the home star system. Lights in a pattern on the dais come on as a 2 minute warning before a quake. Minor alien artifacts are inside the dais.

Tasks

To carefully search the dais area:
Routine, Electronics, INT, 10 min (uncertain)
Referee: Reveal information only on Total Truth. The character has discovered electronic controls disguised in the central pattern that will move the segments of the pattern out of the way to reveal the hidden compartments. On a mishap, the players involved must roll suit discipline to avoid an accidental suit fault.
To deduce that the flat metal fragment is a key:
Routine, INT, 1 min (uncertain)
Referee: On Some Truth, the character will recognize the shape suggests it is meant to be inserted into something. On Total Truth, also point out that depressions of about the right size were seen beside doors if they were examined earlier. On a mishap, the player must roll suit discipline to avoid an accidental suit fault. The fragment has a complex magnetic field sensed by door systems to make them either open or close.
To carefully search the chamber perimeter (other than the dais):
Difficult, EXP, 10 min (uncertain)
Referee: EXP (Experience) is Intelligence plus Education, divided by five, rounded down. On Some Truth, reveal that the wall is unevenly coated with paint using an inconsistent technique. On Total Truth, reveal the paint strokes are in patterns, one in particular being a star symbol. If the character is using infrared imagining, this task is Simple. For Total Truth, also point out there is a small opening beside the concealed door. The discovery of the concealed door itself is automatic in any case. On a mishap, the players involved must roll suit discipline to avoid a suit fault.
To recognize the significance of the mural:
Difficult, Navigation, INT, 1 min (uncertain)
Referee: On Some Truth, the character will recognize enough connections between the mural and charts of the local stars that important information can be gained from detailed analysis. On Total Truth, the character will already have deduced from the mural that the system at 1022 is the homeworld.

Referee Details

: This chamber is the area entered from the shaft leading down from the statue atop the pyramid. Throw 8+ for a random animal encounter to occur while in this area. If so, throw 1D+2 on the encounter table.

On a casual search, reveal there are doors at the end of the north, east, and west passages. Throw 9+ for each door to be open. The south passage ends at the concealed door in the exterior stairway. Also reveal that the dais top appears to have been rubbed smooth from long use. Inscribed on the center is a complicated pattern. The pendulum weight is a half meter in diameter and masses 200 kg. It passes only centimeters over the pattern.

A successful careful search of the dais will show the pattern is inscribed on movable panels that can be displaced. Beneath the panels are a series of eight pie shaped compartments. Numbers 1, 3, 4, 6, and 8 are empty. Number 2 contains a box (1 kg) and three small piles of dust. The inside of the box is contoured specifically for an object that looks very much like an fine smoking pipe. Number 5 is connected to drain pipes, and contains a flock of crawlers that will attack when exposed. Number 7 contains a flat metal fragment. The fragment can be deduced as a key (see Tasks).

A successful careful search of the chamber perimeter (which may be conducted simultaneously by other characters) will reveal paint brush strokes suggesting the walls are painted with complicated designs, at least one recognizable as a star symbol. However, the paint all seems of the same hue with no appreciable contrast.

This is actually a very striking mural, but visible only in infrared. The use of some sort of infrared imaging system, such as infrared goggles, will reveal it for what it really is immediately. The mural shows a decorative pattern of stars and worlds intermixed with images of creatures in various poses. The creatures are vaguely reptilian, but of a species never before encountered. Compared to the star systems in this region of space, it is possible to deduce from the mural what at least was the interstellar realm of the aliens.

A search of the chamber perimeter will also reveal automatically a door to a passage (location 5), concealed as part of the structure. Note that if they miss the concealed passage during their first visit to this chamber, an animal will lie at the base of it on the second visit. Reference the key to location 5 for details.


Interior (Corridors)

Players' Impressions

Ahead of you is a round corridor, much like a large pipe. There are ceiling plates that provide light, and a flat iron-like platform at the bottom that provides a pathway for individuals.

Referee Details

Throw 8+ for a random animal encounter to occur while in one of these areas. If so, throw 1D-3 on the encounter table.

The platform is suspended by magnetism several centimeters above the bottom of the corridor. Individuals stepping onto the platform will cause it to settle slightly, but never enough to touch the corridor wall. Liquified vapor settles to the bottom of the corridors, and accumulates below the platforms.


Interior (Location 2 - Small Chamber)

Players' Impressions

This hemispherical room has a metal floor. There is a gap, a few centimeters wide, between the floor and the wall. It travels the full circumference of the room. Set on the floor are stacks of boxes apparently made of a pressed board. All are collapsed and discolored from age.

Referee's Synopsis

A search of this room reveals alien artifacts. Most of the items are pieces to an alien hookah or water pipe. The organic components had turned to dust long ago. The other items (pots, a crucible, scoop, small tray), are associated with the pipe's use.

Tasks

To carefully search through the boxes:
Routine, Archeology, INT, 10 min (uncertain, unskilled OK)
Referee: Allow a DM+2 if there are at least 3 others assisting. On Some Truth, the characters found the main components of the water pipe, but not all of the artifacts. On Total Truth, they found all of the artifacts. On a mishap, the players involved must roll suit discipline to avoid an accidental suit fault.
To enter the space below the floor to conduct a search:
Difficult, Vacc Suit, DEX, [DM], 10 min
Referee: Two characters are required to counter-weight the platform to create a large enough opening. For every character in excess of two, allow the exploring characters an additional DM+1. On a mishap, treat the situation as if the character was caught in trying to climb out, resulting in an accidental suit fault. Roll damage to the character from the mishap table. Assume the suit fault is corrected immediately thereafter. The character was able to complete the search and climb out even on failure. However, on exceptional failure, assume he is still below the floor and must risk the roll again.

Disturbing the boxes will often cause them to break apart. A careful search can result in the discovery of a small collection of seemingly decorative metal and ceramic artifacts. Their function is not immediately obvious.

The room is more accurately described as spherical, rather than hemispherical. The floor plate is also suspended by magnetism and divides the top and bottom halves of the room. It is possible to access the space below the floor by having at least two characters stand on the extreme far edge of the plate. Their weight forcing that end down will cause the end near the door up, allowing a character to slip into that space.

Since the lower half is filled with the pinkish vapor, it is not possible to simply view the space below. A character must go down to search. Unfortunately, there is nothing there to find.


Interior (Location 3 - Small Chamber)

Players' Impressions

This spherical room has a high ceiling. The floor is covered with soil growing in which is a profusion of plants. They range in size, from the tiny knobs and balls at the perimeter to affairs with broad trunks and leafless branches in the center.

Referee's Synopsis

The characters have found a room of fungi cultivated by automation. This was originally placed here to provide food for the bred animals, and they still come here to feed.

Tasks

To recognize the plants as fungi:
Routine, Survival, EDU, 1 min (unskilled OK)
Referee: Employ this task when a player shows specific interest in the plants. On Success, the character will recognize the plants as fungi. On Exceptional Success, add that they appear to be nearing a ripe or mature stage. On a mishap, the player must roll suit discipline to avoid an accidental suit fault.
To carefully search among the plants:
Routine, Mechanical, INT, 10 min (uncertain, unskilled OK)
Referee: On Some Truth, point out that there are mechanical devices among the plants. On Total Truth, reveal there is machinery among the plants and below the soil for automated cultivation. Robotics may replace Mechanical at DM-1. On a mishap, the players involved must roll suit discipline to avoid an accidental suit fault.

Referee Details

As noted earlier, throw 9+ for the door to initially be open. Throw 7+ for a random animal encounter to occur while in this area. If so, throw 1D-3 on the encounter table.


Interior (Location 4 - Small Chamber)

Players' Impressions

This hemispherical room has a metal floor. There is a gap, a few centimeters wide, between the floor and the wall. It travels the full circumference of the room. The place is empty except for dirt and debris on the floor.

Referee's Synopsis

This room was set aside as space for breeding animals to lair in.

Tasks

To search the area of the room carefully:
Routine, Survival, EDU, 10 min (unskilled OK)
Referee: If successful, reveal that the dirt and debris is animal spoor, and that the area under the floor is emitting noises as if there were animals down there. On a mishap, the players involved must roll suit discipline to avoid an accidental suit fault.
To enter the space below the floor to conduct a search:
Difficult, Vacc Suit, DEX, [DM], 10 min
Referee: Two characters are required to counter-weight the platform to create a large enough opening. For every character in excess of two, allow the exploring characters an additional DM+1. On a mishap, treat the situation as if the character was caught in trying to climb out, resulting in an accidental suit fault. Roll damage to the character from the mishap table. Assume the suit fault is corrected immediately thereafter. The character was able to complete the search a climb out even on failure. However, on exceptional failure, assume he is still below the floor and must risk the roll again.

Referee Details

As noted earlier, throw 9+ for the door to initially be open. Throw 6+ for a random animal encounter to occur while exploring the top of the floor. An encounter is automatic below. When an encounter occurs, throw 1D-3 on the encounter table.

For careful search, reveal that the dirt and debris is animal spoor, and that the area under the floor is emitting noises as if there are animals down there.

The room is more accurately described as spherical, rather than hemispherical. The floor plate is also suspended by magnetism and divides the top and bottom halves of the room. Its possible to access the space below the floor by having at least two characters stand on the extreme far edge of the plate. Their weight forcing that end down will cause the end near the door up, allowing a character to slip into that space.

Since the lower half is filled with the pinkish vapor, it is not possible to simply view the space below. A character must go down to search. If a character manages to get below the floor, a set of animal lairs will become apparent.


Interior (Location 5 - Concealed Door)

Players' Impressions

This door is coated to look like the walls and is disguised as part of the structure. Some of the floor vapor can be seen to disappear under it. A small opening is visible in the wall beside the door.

Referee's Synopsis

This is a concealed passage to the power plant and a possible combat encounter with flyers.

Tasks

For the group to notice the animal in front of the concealed door:
Difficult, Leader, Recon (fateful, safe)
Referee: This is similar to a standard combat surprise roll, but is not a confrontation.
To forcefully open doors/entrances:
Simple, 1 min (fateful)
Referee: This is applied when the characters must force a door open, including the concealed door. Multiple characters may apply themselves in the task roll, but the combined strength applied must be 13+. Note that once opened, the door must be propped open with an object, such as a weapon. On a mishap, treat the situation as if an accidental suit fault occurred. Roll damage to the character from the mishap table. Assume the suit fault is corrected immediately thereafter and that there are no further repercussions.
To descend the sloped passage:
Routine, Vacc Suit, DEX, 2 min
Referee: If the initial roll fails, the character lost his footing. If a mishap occurs, the damage may be interpreted as from the fall itself or an accidental suit fault. Assume the suit fault is corrected immediately thereafter and that there are no further repercussions.
Die Animal Type Weight Hits Armor Wounds & Weapons
7 8 Flying Hunters 12kg 2/0 jack teeth & claws A5 F8 S4

Referee Details

This doorway is revealed by careful search of chamber 1. If not found, when they come through the chamber a second time, the presence of an animal could suggests its location.

Because the seals on the concealed door have failed, smaller animals (3- kg) are able to pass through. If the characters fail to find the door on the first visit, assume a snake-like grazer is on the floor in front of it. The animal will freeze to escape notice. If missed, assume the characters have walked too close to it, and being momentarily cornered, it will attack on 5+ with surprise. Otherwise, it will slip back under the door, which it will do in any case in the next round. If caught or killed, examination will show very recent claw and teeth marks on the animal. Traces of blood will lead back under the concealed door.

Flying hunters use the passage beyond the door as a lair. They can sense the sounds of activity from the characters in chamber 1 and will be disturbed them. When the doorway is open, throw 7+ for the flock (die roll 7 on the animal encounter table) to erupt and attack. On 6-, they evacuated the passage. If they attack, each individual in location 1 will be forced to fight (three combat rounds) before retreating to the safety of another part of the pyramid.

The passage from 5 leads on a slant down to the power plant (location 6). The floor is strewn with animal spoor. There is no light.


Interior (Location 6 - Power Plant)

Players' Impression

There is no light here other than your own beams playing around the room. Large pieces of machinery occupy most of this chamber with unfamiliar meters and controls everywhere. Pinkish vapor fills the room to a depth of 1 meter. More of it rolls down from vents and the sloping passage. The ceiling light fixtures overhead hang in ruins. There is a loud hum in this room that makes communication difficult without turning up your earphone volume.

Referee's Synopsis

The characters find the outlines of two residents of the pyramid along with two corroded gauss guns. There is also a coyn imprinted with the image of a Vargr.

Tasks

These are a series of tasks to determine the nature of the power plant. This is actually a geothermal system.
To establish a basic understanding of the machinery in this room:
Routine, Engineering, EDU, 10 min (uncertain)
Referee: Mechanical or Electronics may replace Engineering at DM-1. On Some Truth, reveal that the pyramid's ventilation system is also in this room with a distinct set of controls and dials. There are also controls for the power plant and still many others with no clear function. On Total Truth, reveal that the power plant is geothermal, bringing heat from deep below the planet's surface for energy. Also, the thick vapor on the floor is abnormal and can probably be cleared by attempting adjustment to the ventilation system. If a mishap occurs, roll suit discipline to avoid.
To experiment with the ventilation system:
Routine, Mechanical or Engineering, INT, 10 min
Referee: On Success, the character has at least found a means of clearing the vapor from the floor. On a mishap, if superficial, the level of vapor rises half a meter. On minor mishap, the room is filled with vapor. On major mishap, it begins filling the entire pyramid. On Destroyed, the insidiousness of the atmosphere is also raised to where suit corrosion is 6 times faster. When a mishap occurs, the player must also roll suit discipline.
To experiment with the power plant system:
Difficult, Engineering, INT, 20 min (fateful)
Referee: Mechanical or Electronics may replace Engineering at DM-1. On Success, the character has at least found a means of turning the power plant off. But on any result other than Extreme Success, the quakes become more frequent and stronger. On a mishap, the player must roll suit discipline to avoid an accidental suit fault.
To experiment with the other controls:
Routine, Electronics or Engineering, INT, 10 min
Referee: On success, the character is able to adjust the various controls; however their effects will likely be in places of the pyramid where the characters are not observing:
1 operate exterior door 16 lighting, power plant
2 operate door to room 2 17 lighting, room 2 corridor
3 operate door to room 3 18 lighting, room 3 corridor
4 operate door to room 4 19 lighting, room 4 corridor
5 operate concealed door 20 turn on/off pendulum kicker
6 operate statue atop pyramid 21 raise/lower pendulum
7-11 lighting, chamber 1 22 subsonic signal panicking all animals in the complex
12 lighting, room 2 23-24 quake detectors (which activate 2 min before a quake)
13 lighting, room 3 25-32 inoperable/unidentifiable
14 lighting, room 4
15 lighting, exterior door corridor.
On a mishap, the player must roll suit discipline to avoid an accidental suit fault.

Referee Details

Throw 6+ for a random animal encounter to occur while in this area. If so, throw 1D on the encounter table.

Visibility through the vapor does not go any further than close range, even in infrared. Because of the danger of hidden animals, they might rather find a means of getting rid of the vapor. One possibility is to use jets of air from their oxygen tanks. This will allow them to complete a casual search at the expense of 20 minutes on their air supply. An alternative is to have the room system flush out the vapor, and indeed, the building ventilation system is centered here.

A casual search with the vapor out of the way will reveal a few things. First, at the east and west sides of the room, there are large black stains on the floor in the shape of the beings depicted on the walls of chamber 1. Near each is what at first looks like a tool, but on closer examination will prove to be a gauss pistol of alien design. Age makes the weapons impossible to resort.

Second, a small disk lays in the middle of the floor. It bears the full body image of a Vargr and is made of a yellowish metal (gold). The Vargr is in profile on one side, and is face front on the other.

This is actually a Droyne coyn, and Droyne are responsible for the death of the inhabitants. However, the referee's presentation, while giving the information accurately, should implicate the Vargr instead of the Droyne. Describing the object as, "a disk with a Vargr on it" could get players to conclude its a Vargr "death card" of sorts. Describing it as a "gold coin", however, more readily invites the thought, "Droyne coyn".


Conclusion (Referee Information)

If the characters fail to find the infrared mural in chamber 1, later computer enhancement of the video images they took will reveal the presence of hidden designs, but not the details. This is important, otherwise the group will not know the location of the homeworld. Either the characters will have to return to investigate, or the NPC team in pinnace 2 will. If the coin in the power plant was not discovered, it may be better that the NPC team volunteers. This way, its discovery can be assured.

Analysis of the mural will allow the characters to map what systems the race colonized and invent from the labels names for each. The system at 1022 (Ssrar) is quite obviously the homeworld for the race.

Most of the overall construction of the transmitter follows a very unfamiliar design philosophy using uncustomary materials. However, some components have symbols that, under later analysis, are at least descendant of a Vargr alphabet. Others, however, are unidentifiably alien.

Analysis of the gold coyn will not be able to draw any conclusions about the "yellow disk". NPC scientists will do metal content tests, wear analyses, style classifications, and speculate about from what branch of the Vargr diaspora it could have come from. It will take a player character to clearly suggest that its a Droyne coyn of an unfamiliar style. Once on the right track, the truth of that will soon be confirmed.

As already explained above, analysis of the animals will show that all three types are in fact that same species in different developmental stages. They are the most advanced lifeforms on the planet, but are not indigenous and are confined to that one island. The prolific plant life is not indigenous either.


Ssurabrek Subsector (Event 6)

Referee's Synopsis

The subsector was originally occupied tens of thousands of years ago by a reptilian race called the Hhkar. They advanced to TL12, but without jump technology.

About 50,000 years ago, a race of Droyne in the subsector also rose to TL12. They did possess jump drive and began the systematic extermination of all Hhkar. The Droyne governments are xenophobic and will react with hostility toward visitors from outside the subsector.

Tasks

To detect for gas giants at interstellar range:
Routine, Sensor Ops, EDU, 1 hour, (uncertain)
Referee: On Total Truth, reveal the number of gas giants in the system. On Some Truth, reveal whether or not gas giants are present, but not their exact number. On No Truth, roll 1D. Regardless of the truth, on 4+, report the presence of at least one gas giant. On 3-, report no gas giants are detected.

Referee Details

Let the players examine the player star chart of the subsector. The star classifications are known from astronomical data, although system contents are unknown. The characters can search for gas giants out to interstellar range (2 parsecs).

Several routes back to the expedition corridor are possible. One of the most attractive of those routes happens to pass through the homeworld. The referee may let players examine the options for themselves. If the characters ask the consuls for advice, they will evade and not recommend anything. Yet, their interest in the homeworld will be obvious by their speculations in conversation over the returned information. And they speak nothing about anticipation of their return to a base. This should hint to the players the consuls are expecting the Vishhiquay will go to the homeworld.

If the characters decide to bypass the homeworld, the consuls will ultimately intervene. But they will delay their interference for as long as possible, stepping in directly only when the Vishhiquay is about the leave the subsector.

Once the route is decided, the referee should review the subsector information provided and create nuggets appropriate to the systems the characters visit. Basic nuggets for three systems they are likely to pass through follow. At other systems, its possible for them to encounter a substantial amount of space debris. The Hhkar were very active in space, perhaps leaving a reasonably intact space habitat to explore.


Ssurabrek Subsector (Referee Information)

    09 10 11 12 13 14 15 16
21  .     .     .     .      21
21_    .     .    'B:   ,C: _21
22  .     .     C:   ;A:     22         SSURABREK SUBSECTOR
22_    E:    X'    .     D: _22
23  .     X'    .    ,B.     23
23_    X:    E:    .     .  _23
24  .     .     .    ,E:     24  (')  P   Droyne Naval Base
24_    E:    .     .     .  _24  (,)  Q   Droyne Military Garrison
25  .     X:    .    'C:     25  (;)  A   Naval and Military Base
25_    X:    .     E.    .  _25  ( )      No Base
26  .     .     .     .      26
26_    .     .     .     .  _26  (:)  Gas Giant and Water Present
27  X'    X'    .     .      27  (')  Gas Giant Present, No Water
27_    E.    .     .     .  _27  (.)  Water Present, No Gas Giant
28  .     X'    .     E:     28  ( )  No Gas Giant, No Water
28_    .     .     .     X. _28
29  .     .     E.    .      29
29_    X:    .     .     .  _29
30  X'    .     .     X.     30
30_    .     .     .     X: _30
    09 10 11 12 13 14 15 16
  
    09 10 11 12 13 14 15 16
21  .     .     .     .      21
21_    .     .     *     *  _21
22  .     .     *     *      22         Players' Star Chart
22_    *     *     .     *  _22
23  .     *     .     *      23  0927  M6 III         1322 F8 D M7 D
23_    *     *     .     .  _23  0930  F8 V           1329 M8 V M6 D
24  .     .     .     *      24  1022  M1 V M1 D      1421 M3 D M7 D
24_    *     .     .     .  _24  1023  M0 V M6 D M5 D 1425 F8 D M4 D
25  .     *     .     *      25  1024  G4 D M2 D      1522 F6 D M9 D
25_    *     .     *     .  _25  1025  F2 D M9 D      1523 F7 VI
26  .     .     .     .      26  1027  F3 D           1524 K7 V M0 D
26_    .     .     .     .  _26  1029  M7 V M1 D      1525 F2 V
27  *     *     .     .      27  1123  M1 V M2 VI     1528 K0 VI
27_    *     .     .     .  _27  1125  M3 D M2 D      1530 F9 VI M1 D
28  .     *     .     *      28  1127  M6 V           1621 F9 VI M7 D
28_    .     .     .     *  _28  1128  G0 V           1622 F2 VI
29  .     .     *     .      29  1222  M8 II          1628 F7 V
29_    *     .     .     .  _29  1223  F2 D           1630 F9 V
30  *     .     .     *      30
30_    .     .     .     *  _30
    09 10 11 12 13 14 15 16

              0927  X000000-0   As Ba Lo Ni    024 -- M6 III
              0930  X410000-0   Ba Lo Ni       004 -- F8 V
Ssrar         1022  E9A5000-0   Ba Lo Ni Fl    024 Hk M1 V M1 D 
Hzkuuhk       1023  X321000-0   Ba Lo Ni Po    024 Hk M0 V M6D M5D 
Nhurgaah      1024  E353000-0   Ba Lo Ni       003 Hk G4 D M2 D
Caaghukk      1025  X88A000-0   Ba Lo Ni Wa    024 Hk F2 D M9 D
Zakuuhk       1027  E545000-0   Ba Lo Ni       020 Hk F3 D
Passuzk       1029  X89A000-0   Ba Lo Ni Wa    003 Hk M7 V M1 D
Aark'Brken    1123  X000000-0   As Ba Lo Ni    013 Hk M1 V M2 VI
Ghoohk        1125  X77A000-0   Ba Lo Ni Wa    035 Hk M3 D M2 D
              1127  X110000-0   Ba Lo Ni       023 -- M6 V
              1128  X500000-0   Ba Lo Ni Va    013 -- G0 V
              1222  X200000-0   Ba Lo Ni Va    023 -- M8 II
Iirhkus       1223  E675000-0   Ba Lo Ni       003 Hk F2 D
Twossay       1322  C6773X5-7   Lo Ni          624 Dr F8 D M7 D
Yhrahr        1329  E9C9000-0   Ba Fl Lo Ni    000 Hk M8 V M6 D
Moymuert      1421  B667676-B P Ni Ri          304 Dr M3 D M7 D
Zaell (Urhku) 1425  E889000-0   Ba Lo Ni       020 Va F8 D M4 D
Ixri          1522  A4677XB-C A Ag Cp          313 Dr F6 D M9 D
Unoyem        1523  B6665X8-9 Q Ni             400 Dr F7 VI
Apop          1524  E333166-B Q Lo Ni Po       804 Dr K7 V M0 D
Sibnut        1525  C4432X7-B A Lo Ni Po       723 Dr F2 V
Kraahk        1528  E7C8000-0   Ba Fl Lo Ni    002 Hk K0 VI
              1530  X775000-0   Ba Lo Ni       000 -- F9 VI M1 D
Vuayl         1621  C555366-8 Q Lo Ni          724 Dr F9 VI M7 D
Dadroyay      1622  D454477-6   Ni             633 Dr F2 VI 
              1628  X535000-0   Ba Lo Ni       020 -- F7 V    
              1630  X245000-0   Ba Lo Ni       023 -- F9 V

Urhku (Zaell) - Savria 1425 (System Information)

Referee's Synopsis

Ruins, similar to those on Kraahk, are found scattered on this world. There are also ruins of a very different nature that prove to be Vargr.

Tasks

The referee is encouraged to play out the events that occur while the landing party is on the surface. Alternatively, he can just reduce this to broad tasks if there is need to move on.

To investigate the ruins around the starport:
Routine, Sensor Op, EDU, 1 hour, (uncertain)
Referee: Use the highest skill levels in the group. On Some Truth, the characters will find evidence in various forms (ID cards, clothing, poster advertizements, etc) that will make it certain the population was Vargr. On Total Truth, Vargr skeletons will be discovered. Enough material found to indicate the Vargr name for the world was Zaell. On exceptional success, a cache of literature is found. Once translated, it gives an accounting of their captivity by the enigmatic Droyne on Ixri (Savria 1522). If a mishap is indicated, roll a character at random and have him throw the following task to avoid the mishap.
To avoid a mishap while exploring:
Difficult, Survival, EXP (fateful, unskilled OK)
Referee: EXP (experience) is intelligence plus education divided by five rounded down. On a Superficial mishap, the character gets separated from the group and must be found. On a Minor mishap, the character is accidentally injured taking 1 hit. On a Major mishap, the character takes 2 hits and is trapped or pinned. The specific situation must be invented by the referee.
To search for sites of other ruins on the planet from orbit:
Routine, Survey, Computer, 1 day (uncertain)
Referee: There are 20 ruin sites on the planet left by the Hhkar, all destroyed long ago. On Total Truth, announce the discovery of 1D sites. On Some Truth, announce the discovery of 1D minus 1D sites (threat negative results as zero). On No Truth, no new discoveries are made. This task is repeatable each day. After the 20 sites are discovered, on an exceptional success, reveal that the character is confident there are no more.

Referee Details

Another beacon will be detect on the world's surface. Examining the area from orbit will show the site to have been a starport. Although not Zhodani, the layout is familiar enough for it to easily be recognized. However, there are no structures still intact. The area is covered by a meter of seasonal snow.

A major Vargr colony established itself on this world 500 years ago. It prospered, but was attacked and became a captive world of the Droyne 400 years ago. The Droyne interest in the Vargr was to revitalize their own technology, which had grown stagnant and somewhat regressive after thousands of years. Once they had what the wanted, they destroyed the major centers of Vargr population with nuclear weapons. Droyne artillery and infantry mopped up the rest. Aided by psionics, the massacre was very thorough. If any Vargr survive on the planet, they'd be cautious to avoid detection, making their discovery by the player characters very difficult.


Sibnut - Savria 1525 (System Information)

Referee's Synopsis

This system is occupied by a Droyne naval base and garrison. Scout ships will be sent to destroy the Vishhiquay if its detected.

Tasks

To determine if the scout ships are hostile:
Routine, [skill], EDU (uncertain, safe)
Referee: The unnamed skill can be Fleet Tactics, Ship Tactics, or Pilot minus 1. On Total Truth, reveal that the formation of approaching ships and radio patterns suggest the ships are hostile. On Some Truth, point out that a hostile intent cannot be ruled out.

Referee Details

Soon after emerging in this system, characters will detect communications suggestive of space traffic. And indeed there are about 20 ships in the neighborhood of the main world ranging from 100 to 1000 tons. Characters analyzing voiced signals can determine they are Droyne, although the language is not Oynprith, the common ceremonial language for that race.

If the characters are detected, four scouts ships will go out to engage them. The ships are 100 tons each, jump-2, 2-G, and armed with a triple laser turret. Attempts to communicate the Vishhiquay's peaceful intent will not be responded to. If the characters wish to withdraw, this should be made easy, perhaps by allowing the Vishhiquay enough time to refuel from a gas giant and jump out.


Iirhkus - Savria 1223 (System Information)

Referee's Synopsis

The ruins of a Hhkar metropolis are detected from orbit. A massive crater sits in the middle of it. However, exploration is made very difficult by seasonal storms.

Tasks

To land the pinnace under stormy conditions:
Difficult, Ship's Boat, Sensor Ops, DEX, 5 min
To estimate when the local weather will break:
Difficult, Meteorology, EDU, 1 day, (uncertain)
Referee: The storms will break in 6D6 days. On Some Truth, reveal they will last from 1 to 6 weeks. On Total Truth, reveal they will clear in about 3 weeks. On Exceptional Success, roll the first 4 dice of the 6D6, then add 7 and announce that as the approximate day the storms will end.

Referee Details

As before, a beacon is at the outskirts of what was a city. However, the region is experiencing a season of storms. A landing will be risky in the buffetting winds, and the weather is likely to impede exploration. If characters do land, they are unlikely to discover anything new this visit without many days of somewhat risky exploration. There is no evidence of any kind of sophont activity.

From routine orbital studies, the characters will know the atmospheric taint is from sulfur compounds.


Conflict of Philosophy (Interpersonal Encounter)

Player's Impressions

Two consuls are in the ship lounge in preparation for a conference. Aveliashav reviews documents on a display. Niarziashav sits with a beverage in his hand. Neither speak. Chitsiashav arrives and seats himself, giving the other two a customary greeting. Aveliashav returns the greeting stiffly. Niarziashav says nothing.

Chitziashav studies his peers for a moment. "Is there something wrong?"

Niarziashav puts the glass down heavily and says, "The Qlomdlabr does not commit murder!" Aveliashav turns the display to Chitsiashav. "Your words, Chitziashav." Phrases in the document stand out, highlighted in glowing red. You are not close enough to read them.

The remainder of the conversation goes on in silence. Emotions play across their faces as evidence of the telepathic exchange. After a while, Aveliashav musters his calm and dismisses you from the room.

Referee's Synopsis

The three consuls have advanced knowledge of what is fated to occur at Ssrar through an Ancient map projector. The second pinnace will be destroyed, killing all 12 people aboard, and the consuls are in strong disagreement over the treatment of the situation.

Referee Details

This occurs at any point during the flight from Kraahk to Ssrar with player characters in the capacity of stewards.

The Zhodani Consulate is committed to an almost religious quest to reach the galactic core with the guidance of the Ancient map projectors. The projectors, however, also reveal future events. Conventional wisdom is that the images visualized are destined to occur and cannot be altered.

Rather than resist the images, the Qlomdlabr decided long ago to actively work to make what was visualized come about. Although the belief was that the events would occur anyway, actively promoting the events was seen as demonstration of the Zhodani commitment to reach the core guided as much by their own free will.

Chitsiashav, however, dared to question the morality of cooperating with the images. Out of compassion for the dozen aboard the second pinnace, he proposed it was the obligation of the Consulate to do everything in its power to interfere with that destiny, even if it were absolutely certain the crew would die anyway. By the same token, cooperation with that destiny was the same as being an accessory to their murder.

The reactions of Aveliashav and Niarziashav were to treat Chitsiashav's remarks as almost treasonous. The drive to reach the core was beyond question, something all consuls are in agreement with. Although whether or not to cooperate with the images was not the same thing, cooperation had become so tied to the Core Expeditions that it too rose above question.


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

Return to the Introduction section (Part 1) of this adventure.


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