Amber Zone - Red Zone

Last Updated 1 February 2004.


By: Allen Shock
From: traveller@mpgn.com
Date: Fri, 4 Oct 1996 15:22:13 -0400
Subject: RED ZONE: An adventure

IN an effort to get this list off of subjects like the role of women in gaming and back onto more relevant subjects like relativistic rocks, I submit for your approval the following adventure idea, which is based on some of the pictures in the T4 rulebook. it shouldn't be too tough to figure out which ones...

RED ZONE A Traveller Adventure by Allen Shock

Background

The characters meet a retired Imperial Scout named Yusak Anguukiimra, with an interesting story to tell (don't they all?). He shows the characters a map of the Core Subsector and points to coordinate 0406. He says that while the Imperium shows no world located there, the TAS has designated this area a Red Zone. He says this is because there IS a world there, and the Imperium has interdicted it. He knew someone who found an old spacer's diary, and he and his crew located this world. However, he never made it back; his ship was found lifeless and floating, except for one ancient relic, a crystalline sphere mounted on a iridium base. When the derelict's crew began appearing in phantom form, the would-be salvagers left, taking only the diary they found in one of the cabins. Yusak believes there is valuable treasure on that world. He offers the characters Cr150,000 to take him there, and will split equally any profits made on items which are brought back. If the characters agree, he will want to leave as soon as possible. Any attempt to locate any information on this so-called planet will meet with failure.

Arrival In-System

When their ship comes out of jumpspace, the characters will find that there is indeed a planetary system in that region. As they approach the mainworld, however, have the sensors operator make a Staggering sensors roll. If they fail, the ship will be hit by a powerful laser (stats 3-3-1-0) at Very Short range. It can now be determined that it was fired from one of a number of satellites ringing the world (about 8 in all). If the characters blow up the satellite, they can bring it aboard.

Rather than being a relic, it clearly bears the insignia of the Imperium. The laser has caused damage to the ship's contragrav lifters; unless the ship is of airframe design, the world's thin atmosphere is not sufficient to allow the ship to land. if the character's ship does not come equipped with a launch or other small craft, don't trash their contragrav. Also, a sensor scan of the planet picks up a strange, regular electromagnetic pulse from the planet surface.

The Planet

The characters set down in a heavy jungle region about three kilometers from the source of the EMP pulse. They move through the jungle and find themselves eventually looking at a large step pyramid similar to those constructed by the Aztecs of ancient Terra, but five times as large. It is surrounded by an electirifed fence, and armed men wearing the uniform of the Imperial Army patrol it's perimeter.

If the PC's try to break in, they may be captured. If so, they will be taken into the pyramid and marched to a holding cell. They will walk directly past a strange portal within which is a sight familiar to all spacers; the coruscating pattern of Jump Space. At this point, the Scout turns on his captors, catching them by surprise. If the characters follow suit, they can overcome their less than alert guards and gain their weapons. The Scout then jumps INTO the portal. With soldiers now closing in on them, what will the characters do? Do they follow their employer into the portal?

If the characters don't enter the portal, they will be recaptured and taken to see Major Harland Anders. The Major will be MOST unhappy. He will tell the characters that their actions will most likely land them in prison. In the meantime, they will be forced to do menial labor for the Army mission here. He will not tell the characters what that mission is. If the Scout managed to escape and enter the portal, he will offer the characters a chance for a measure of leniency; go into the portal and bring him back.

Options

Where deos the portal lead? A number of possibilities exist, as chosen by the GM. Here are some:

  1. The portal leads to the derelict ship, but it doesn't work quite right. Anyone who uses it gets stuck halfway between our dimension and the jumpspace one. Since time flows differently there, the crew of the derelict ship are still alive, and they've found a portal to ANOTHER place where, unknown to them, the Ancient who built these portals as an escape from the Ancients War still lives...and will be VERY unhappy about receiving visitors...
  2. The portal leads to a similar portal in another pyramid, but a LONG way from this one; possibly on Terra, or Zhdant, or Victoria, or someplace else. The natives of said worlds may react badly to strangers suddenly appearing...
  3. The portal leads to an underground base deep below the planet surface.
    This complex contains LOTS of high-tech (TL17+) stuff, and a strange alien creature with large eyes and wings which appears to be in coldsleep (actually in temporal stasis). It does bear some resemblance to Droyne, but is about seven feet tall.
    If anyone messes with the machinery, it will awaken. (If any of you remember the adventure "Demon Dark" in CHALLENGE 58 by Michael R. Mikesh, you'll know what this is...)

Have fun!

Allen


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