11.07.2015 Views

By Douglas Niles - Star Frontiersman

By Douglas Niles - Star Frontiersman

By Douglas Niles - Star Frontiersman

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>By</strong> <strong>Douglas</strong> <strong>Niles</strong>One man and his crew against the mob! Making the run that no one has dared before . . .Dramune Run is an action-packed adventure for 3-6 players, combining space combat fromKnight Hawks with excitement from Alpha Dawn.


y <strong>Douglas</strong> <strong>Niles</strong>STAR FRONTIERS, WIZARDS OF THE COAST, and the WIZARDS OF THE COAST logo aretrademarks belonging to Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are usedhere without permission. © 2001 Wizards of the Coast. All Rights Reserved. The free distribution of thisrevised edition of the out-of-print game system is not intended to detract income from Wizards ofthe Coast.


The Dramune RunGarlus Tylappar has a problem. He’s number oneon a mobster’s hit list. This crusty old skipper haslost his crew, his freighter has a hole in it, and he’sdying of cancer. But his troubles have only begun.On his sleek freighter, the Gullwind, Garlus carriesa peculiar cargo: two furry animals calledchukkahs. Chukkahs are the official symbol of aplanet in the Dramune System. On that planet,they’re protected, honored, and loved. But in thehands of a mobster called the Malthar, they’rehamburger—because chukkah brains are the verysecret ingredient in the Malthar’s popular and illegalnew drug.Garlus doesn’t know what the Malthar does tochukkahs. But he knows they’re being smuggled offtheir home planet and taken to the Malthar’s spacestation. And that’s a crime so serious that it couldmean war in the Dramune System, perhaps endingthe Malthar’s regime. Obviously, the Malthar cannotallow Garlus to expose him.So the chase is on! Garlus has fled to the other sideof the Frontier. Now he must return to Dramune toexpose this horrible crime. But first, he must find anew crew (the Malthar murdered the last one). Andhe must find a good crew, even if he must lie topersuade them to join him.The new crew has much to look forward to. They’llhave the chance to inherit the Gullwind, if they helpcrush a detestable thug king. And they’ll have thechance to die at the hands of the Malthar whenthey make the Dramune Run!Editor: Andria HaydayCover Artist: Keith ParkinsonInterior Artist: Clyde CaldwellProduct Designer: Ray SilbersdorfRemastered by: C. J. WilliamsTable of ContentsALPHA SECTION: INTRODUCTIONalpha.1: Briefing .............................................. 2alpha.2: NPC and Ship Formats.......................... 3BETA SECTION: GARLUS TYLAPPAR AND THEGULLWINDbeta.1: Adjustments for your Campaign.............. 4beta.2: Master of the Gullwirid........................... 4beta.3: The Spacer Club ................................... 6beta.4: The Gullwind ........................................ 7beta.5: Repairs .............................................. 13beta.6: Experience Awards .............................. 14GAMMA SECTION: INTO THE VOIDgamma.1: Departure ...................................... 17gamma.2: Nightshade .................................... 17gamma.3: Astrogation .................................... 19gamma.4: Ships in the Night ........................... 19gamma.5: Spacers ......................................... 21gamma.6: Experience Awards.......................... 21DELTA SECTION: DRAMUNEdelta.1: Politics of Dramune ............................ 22delta.2: The Malthar’s Trap.............................. 22delta.3: Darkworld Station .............................. 24delta.4: The Malthar ....................................... 27delta.5: The Dramune War .............................. 32delta.6: Experience Awards ............................. 32EPSILON SECTION: EPILOGUE..................... 33GULLWIND SHIP’S LOG ............................... 34SYSTEM BRIEF: DRAMUNE ........................... 35Inner Reach................................................... 36Outer Reach .................................................. 37ALIEN CREATURE UPDATE FILE: CHUKKAH.. 38BOARDGAME SHIP ROSTERSInner Reach Militia ......................................... 39Outer Reach Militia ......................................... 40Pirate Vessels ................................................ 41UPF Spacefleet Detachment............................. 42UPF Spacefleet Escort ..................................... 42PREROLLED CHARACTERS ........................... 43DARKWORLD STATION MAP ........................ 44FRONTIER MAP............................................ 45BACK COVER1


Dramune Run is an adventure for the STARFRONTIERS role-playing system, designedespecially for the Knight Hawks game. KnightHawks expands the original STAR FRONTIERSgame, Alpha Dawn, so you should be familiar withboth sets before you referee this adventure.alpha.1:BriefingTo make the Dramune Run, each player character(PC) needs a second or third level spaceship skill.Together, the party should possess all thespaceship skills from Knight Hawks (CampaignBook, p.24; KH Remastered!, p.53), plus a roundedassortment of the remaining STAR FRONTIERSskills.The list of prerolled characters on page 20 providesa good example of a party that meets theserequirements. If your players want to use their owncharacters, but their characters aren’t skilledenough, you can round out the party with prerolledcharacters as NPCs. Or you can allow the players torun the prerolled characters instead of their ownunderskilled PCs.The inside cover of this adventure shows the deckplans for the Gullwind, the freighter the PCs willwork on. Next to these plans is a diagram of adocking bay access area. Although this bay is partof Darkworld Station, in the distant DramuneSystem, its design is standard. You can use it forother adventures.ALPHA SectionIn the action sections, read all boxed text aloud tothe players when they reach the correspondingscene in the adventure. Unboxed text is written foryou, the referee; reveal it as you deemappropriate.Pages 14, 19, 30, and 31 are ship rosters. Thevessels on these pages will engage in battle duringthe adventure. Use the Knight Hawks game map toresolve these battles.Some space battles won’t directly involve the PCs.You can include these in your gaming session, ifplayers are interested, or you can play themseparately as scenarios for the Knight Hawksboardgame.Before you read the Beta Section, study the eightpagepullout section at the back of this booklet.These pages provide important backgroundinformation. Players will have access to thisinformation during the adventure, and you shouldgive these pages to them at the appropriate times.The Gullwind’s ship log, located in the pulloutsection, introduces the official calendar system ofthe Frontier. In the STAR FRONTIERS world, yearsare marked PF for “pre-federation,” or FY for“federation years.” The first Sathar War occurred in3 PF. The federation was founded three years later,and the next complete year was marked 1 FY. Thisadventure begins in the year 61 FY.2


alpha.2:NPC and ShipFormatsAs referee, you should know all abbreviations andstatistic formats in this adventure before playbegins. This way, you won’t interrupt the action bylooking things up.In many places, statistics for NPCs describe onlythe characteristics that will be important during theencounter at hand. Flesh out these characteristicsand give the NPCs personalities. If you need anability score that’s not listed, assume an average of45. If the NPC is above or below average (a piratecaptain or inept thug, for example), then adjust theaverage score up or down 10 points.The following format is used to outline an NPC’smost important qualities:NPC Name; rank or positionRW M PS IM RS STASkills, weapons, and defensesPlease read the Gullwind Ship Log (p.35) beforecontinuing any further.ABBREVIATIONSRW ranged weapon attack scoreM melee attack scorePS punching scoreIM initiative modifierRS reaction speedSTA stamina scoreSkillsPilot piloting skillAstro astrogation skillEngin engineering skillRockt rocket weapons skillEnerg energy weapons skillProjct projectile weapons skillMelee melee weapons skillMedic medical skillRobot robotics skillCompr computer skillTechn technician skillDemol demolitions skill1-6 skill level, when following the aboveKnight Hawks ship statisticsADFMRHPDCRLBLCARTRBPBEBDCRHMSICMESSSacceleration/decelerationmaneuver ratinghull pointsdamage control ratinglaser batterylaser cannonassault rockettorpedorocket batteryproton beam batteryelectron beam batterydisruptor cannonreflective hullmasking screeninterceptor missileselectron screenstasis screen3


eta.1:Adjustmentsfor YourCampaignThe first encounter in this adventure occurs onClarion (Gollywog) Station, White Light System.Garlus Tylappar seeks out the PCs, ideally in theirlodgings, but certainly somewhere private.Desperate for skilled spacers to crew his ship, heoffers them impressive wages—the maximumallowed in Knight Hawks. (Campaign Book, p.54;KH Remastered!, p.99)If the characters in your campaign hold steady,likeable jobs and don’t want to quit them to crewthe Gullwind, you (the referee) should devise a wayto end their employment, at least temporarily.If the PCs are not on Clarion Station, you’ll have toadjust the opening scene. For example, if they’recurrently living aboard a ship, Garlus will visit themthere, while the ship’s docked at any stationoutside the Dramune System (the farther away, thebetter). If the PCs live on a space station outsideWhite Light, just shift the first scene from Clarionto their home station.If the PCs are onplanet somewhere, Garlus willleave his ship docked at a station orbiting theplanet. He’ll take a shuttle to the surface to avoidseveral thugs on his trail. On the planet, he’ll lookfor a group of characters with spaceship skills, sohe can take a crew back to the station and escapeBETA Sectioninto space with the Gullwind. If you can, get theparty to the station before any more encountersoccur.Of course, the PCs might refuse to work for Garlus.As referee, you should subtly take steps todiscourage this, or the adventure cannot takeplace. Perhaps the PCs have just lost their previousjobs, or perhaps some unexplained trouble arises,making it imperative that the characters leave theirpresent star system. Whatever you devise, make itsubtle, but effective.If the PCs still resist signing on with Garlus, use thefollowing as a last resort:Garlus will kill himself, in order to prevent hiscapture. After his death, the PCs will receive thiscable:The sending of this message means that it is toolate for me. Please! You must take the Gullwind toMajora Station, Inner Reach, Dramune System. TellAdmiral Kadara, “Lois sits upon the secret.”Remember these words!Do this one thing for me and the Gullwind, my fineship, is yours. I have left her title with a trustedfriend. He will file it in your names if you completethe mission above. I have no further use for myship, but treat her well—she is a princess!HATCH PASSWORD: WindfriendCOMPUTER SECURITY CODE: <strong>Star</strong>light 9735-AAI4


eta.2:Master of theGullwindGarlus Tylappar has traveled across the Frontiermore times than he can remember. For the last 20of his 60-odd years, he’s been skipper of theGullwind. This sleek little freighter has outrun manya pirate corvette and caught many a freighthauler’seye. Garlus is proud to own her.With the Gullwind, Garlus has carried everyimaginable cargo, from exotic spices to massproducedweapons. The latter has proved mostlucrative. Garlus has often carried armaments forMalco Enterprises, a company known to haveconnections with the Malthar. No moral man wouldaccept such employment, but Garlus’ heftypaycheck has always appeased his conscience.That sentiment was shared by his crew, five loyalDralasites. Neither Garlus nor the Dralasites wereevil, but money and thrills attracted them. With hisfive rubbery companions, Garlus built a reputationthroughout the Frontier for straightforwardreliability with no questions asked.A strange cargoNearly a month ago, Garlus carried a routineshipment of foodstuffs to Darkworld Station, whichorbits Outer Reach. The station is home to a largeassortment of scum, and headquarters of theMalthar.When Garlus was unloading the crates, the last oneburst open, revealing the frightened eyes of twochukkahs. The chukkah is the official symbol ofInner Reach, Garlus’ home planet.What the Malthar wanted with the chukkahs, Garluscouldn’t imagine. No one would think of eatingthem. And although they were very bright animals,they were hardly efficient slave labor. But whateverthe purpose, removing chukkahs from Inner Reachwas a moral outrage, as well as a serious crime,and Garlus would not be part of it.His conscience was playing a greater role in his lifeat that time, because he knew he had little timeleft. Garlus was dying of cancer. He had ignoredthe disease for too long, until the cancer could notbe cured. On Darkworld, he decided that he wouldnot spend his last days aiding the Malthar. Hewould reveal the horrid crime at hand.Garlus knew such an action could lead to war in theDramune System. Political tensions were extremelyhigh there, and Garlus knew that chukkahsmuggling was valid provocation for Inner Reach toattack the Malthar.He tucked the two chukkahs above a trapdoor onhis ship, and hid manifests and tapes of his findingsin a secret panel behind the computer. Then hetried to pretend all was normal. He was beginningto load a return shipment, when the Malthar’s mendiscovered that two chukkahs were missing.A hit squad converged on the Gullwind. Garlus andhis crew barely escaped. They fled to Cassidine,then on to Madderly’s <strong>Star</strong> and White Light. A stringof thugs dogged every move they made. AtTheseus System, on the other side of the Frontier,Garlus’ luck ran out. The Malthar’s men murderedhis loyal crew. Garlus got away with his ship, butnot before the thugs put a hole in it. He limpedback to White Light, where he is presently dockedin the bay at Clarion Station.Garlus is a clever man, and he could devise a planto shake the thugs, if only he would forget aboutthe Malthar’s crime. But he is determined to takethe chukkahs back to Dramune, even if it’s the lastthing he ever does.To fulfill this last wish, Garlus must find a new crewon Clarion—fast. And they can’t be ordinaryspacers; like Garlus, they must make the DramuneRun!NAME RACE SEXGarlus Tylappar Human MalePHYSICAL DATA DEFENSESSTR/STA 30/25DEX/RS 40/40INT/LOG 60/50PER/LDR 75/85SPACESHIP SKILLSPilot 5, Engineering 3,PS 1 IM 4 Astrogation 1RW 50 M 30 OTHER SKILLSTechnician 6, Computer 4,Projectile 3, Medic 3,Melee 1SPECIALA crusty old loner who chooses not to makefriends easily, Garlus Tylappar acts abrasive. Hisheart is really only slightly tarnished, and his lovefor his ship is endearing. He suffers brief spells offorgetfulness. His pipe is his constant companion—an old thing, it’s always filled with Inner Reachtobacco.5


The First EncounterThis encounter should occur in the PCs’ lodgings, ifpossible. If they won’t let Garlus in (or do not havelodgings!), set the encounter where Garlus canapproach the party, but speak with them alone. Tellthe PCs that they hear a knock at the door, or seea man approaching. Then read the following:The little man has no hair on his head. It seems tohave slid off his gleaming skull and landed in aheap on his face, forming a mangled scruff of abeard. His face is as wrinkled and scarred as theLaconian Desert, and his voice rasps like dry reeds.He looks around, deliberately, eyes flickering withintelligence.“You’re somewhat of a scrawny lot, but I ‘sposeyou’re the best this pesthole’s got to offer. I’m hereto offer you jobs—jobs with good pay on the finestship ever to poke her nose into space!“Garlus Tylappar, Skipper of the Gullwind I am, andblasted fate has stuck me here without a crew. I’vegot to hit the Void in a few days at most. And hearyou’ re the type what can help me do it.”Pulling a thick wad from his pocket, the skippercounts off several credits and plunks them down.“Here’s an advance for hearin’ me out. I’ll pay 150a day to anyone who helps me man my ship—200for a good backup pilot.” A short spasm of coughsinterrupts him, but he quickly regains hiscomposure.“The catch is I gotta know today. Meet me in theSpacer Club at 1800, if you’re interested.”If the group attempts to bargain for higher wages,Garlus will give them a 100% raise.If the PCs accept his offer right away, Garlus willstill wish to keep the appointment at the SpacerClub, because he has other business to handlethere.After he leaves the characters, Garlus goes to arecording firm on the commercial deck of the spacestation. He disappears into a deluxe private booth,where he prepares a document. He intends to leavethe document with Z’nivik K’kktl, the bartender inthe Spacer Club.beta.3:The Spacer ClubUse the station deck plan from the Knight Hawksgame to display this encounter. The Spacer Club isin the commercial section. When the PCs enter theclub, read them this description:The Spacer Club looks like any one of a thousandcheap dives found on every planet and every largestation in the galaxy. Scantily clad Yazirians andHumans, male and female alike, wind through thecrowd serving drinks. An occasional laugh piercesthe drone of the customers. The dregs of all fourraces are present.About half the tables are occupied, and a haze ofsmoke fills the air. A tinny brand of computercomposedmuzak resonates from a holovid imageover the bar. The image, a Dralasite blow-singer, isblurred by the haze and a poor quality projection.Slumped over a table in the corner, heavingweakly, is a yellow-faced Human—obviously anIxiol addict. The drug was unheard of ten yearsago, but its effects are visible in virtually everyspacer hangout in the Frontier. Potent andexhilarating at first, it eventually rots the innards ofits victims.Portholes line the walls. Beyond the plastiglass,brilliant stars and a crisp, clean horizon slowly driftby, contrasting starkly with the sleaziness of theclub.Garlus wanted to stop in the lounge so he couldgive the document he made to Z’nivik K’kktl, theVrusk bartender. K’Kktl is an old friend of theskipper’s, and Garlus wants to leave informationconcerning his plans and discoveries with him.Garlus knows he may not make it to Dramune. Ifsomething happens, he wants K’Kktal to knowabout his secret. He gives him the document beforethe PCs arrive.If the PCs arrive on schedule to meet Garlus, readthem the following passage:Garlus has just collected a greenish concoctionfrom a Vruskan bartender, and he’s working hisway toward a vacant table. Suddenly, two brawnyYazirians bump into him, sloshing his drink. Hechanges course, and heads to a different table. TheYazirians are moving with him. Garlus suddenlylooks taller. As the two Yazirians flank him, it6


seems his feet are hanging several inches abovethe floor.The monkeys seat him roughly. A large Dralasite isalready sitting at the table, his black robe flowingover the back of his chair. Garlus looks extremelyuncomfortable. The Dralasite speaks, and a quiet,intense conversation begins.The Dralasite is Dablak, a field agent of theMalthar. The Yazirians are his hired thugs. Inaddition to the pair at the table, there are fourmore thugs (a Human, a Vrusk, and two Yazirians)seated two tables away. They are ignoring Dablak,and reveal no visible connection to him.Dablak The Enforcer, DralasiteRW 80; M 60; PS 3; IM 4; RS 40; STA 45Sonic knife, skein suit, albedo screen withbeltpackFour Yazirian GoonsRW 60; M 60; PS 3; IM 5; RS 45; STA 452 with shock gloves, 1 with stunstick, 1with sonic knife, all have skein suitsHuman and Vrusk Goons (1 of each)RW 50; M 75; PS 3; IM 7; RS 65; STA 40Sonic swords, skein suits, albedo screens, andbeltpackThe nearby tables are occupied by Human andYazirian spacer types. If trouble breaks out, they’llsave their own skins, but no one else’s.The hoods are too shrewd to use blatant violence ina public setting like this. Dablak is ordering Garlusto accompany him, with the threat that the skipperwill otherwise never leave the station alive. Onceout of this public setting, the Dralasite intends touse telol on Garlus to learn whether he has leftword about the chukkahs with anybody.If the PCs try to interfere at any time, the twoYazirians block their way, suggesting that the PCs“mind their own business.” This suggestion ishardly phrased gently. If the characters persist tobe bothersome, the other four goons join theirfriends, attacking the PCs with melee weaponswhile Dablak stays at the table, making his finalwarning to Garlus.During the brawl, the other customers back away,and the bartender hides. After two turns of combat,Dablak moves toward the door with his thugs closebehind, covering the retreat. They move quicklyinto the commercial area, blending into the crowdsoutside.If the characters follow, they’ll see Dablak and histhugs slip into an elevator, engulfed by thepassengers within. The PCs won’t be able to trackthem.Of course, if the PCs do nothing to help Garluswhen Dablak’s thugs assault him, the brawl will notoccur. Instead, a couple of steely-eyed <strong>Star</strong> LawRangers will amble into the bar and sit down.Dablak and his thugs will quickly leave, ignoringGarlus.beta.4:The GullwindThe Gullwind is the envy of many a freighter pilot.Although her hull size of 6 prevents her fromcarrying extremely large cargos, her exceptionalspeed and maneuverability enable her to travelquickly and avoid most of the hazards that threatenmore ordinary freighters.A laser battery is the Gullwind’s only permanentarmament.She is powered by three type-B atomic drives. Thedrives have made several jumps since the lastoverhaul, so they’ll need another overhaul after onemore trip through the Void. This information isincluded on the Gullwind’s log, which is readilyaccessible in the computer. You can find the log onp.35. (You should have read those pages beforereading this section.) Give the log to the playerswhen they gain access to it. They can continue touse it in other adventures, whenever the Gullwindis involved.The Docking BayThe Gullwind is docked at Clarion station, in astandard bay. She’s nestled in a depression in the“lower” wall, held there by a G-force about .05 ofnormal. Note: The docking bay is always in a stateof vacuum! The ship can be accessed withoutspacesuits through an airlock in the station.Besides the Gullwind, seventeen ships (11freighters, 3 spaceliners, 3 ships of the planetarymilitia) are docked in the bay. If the characterswant to view the Gullwind’s exterior, they can go toone of the viewing ports “above” the wall of thedocking bay. If they do this, or if they donspacesuits and go into the bay itself, read them thefollowing description:7


The outside of her hull looks scarred andblackened, and a large gash has been torn in hercargo hold. The three engines look long andungainly, stretched out to make up nearly half ofthe ship’s entire length. The ship could desperatelyuse a coat of reflective material, since her previousshell has nearly disappeared.Her gangly engines look as if they could spit realpower when called upon, and—almostunnoticeable—the twin barrels of a laser batterypeek out from under her bridge.Gullwind interiorBecause of the Gullwind’s orientation to the dockingbay wall, the station’s G-force pulls toward the sideof the ship. Furniture can swivel to accommodatethis change, and the slight G-force here has littleother effect on this sideways world.When the PCs enter the Gullwind, show the playersthe deck plans below. Characters may investigatethe ship as they wish. Play the role of Garlus (or afriend of his, if he is dead) and accompany them,answering their questions as he would. Do NOTallow the players to read the descriptions in thisbooklet!Scale and MovementEach square on the Gullwind deck plan measures 2meters across. Normally, only one charactercounter will occupy a square; exceptions occurduring combat, or if the character allows anothercharacter to pass through an occupied square.A normal door takes 1/2 turn to open (movement ishalved that turn). These doors separate and slideinto the walls beside them. To open a normal door,characters push a button on the wall. The doors willclose automatically, but they can easily be proppedor held open. Doors leading to a room can only belocked from the inside; these doors have 30structural points.Hatches take three full turns—with no movement—to open. Hatches have 300 structural points andcan be locked from either side.All doors and hatches can be unlocked from thecomputer panel on the bridge.The maximum movement rates for the four races,in terms of squares on the Gullwind, are listedhere. These rates reflect the characters’ speedswhen running quickly; much slower movement isthe norm.8


Table 1: Maximum Movement inMap SquaresRACEDralasite 10Yazirian 15Human 15VrusK 18SQUARES/TURNElevatorsCharacters can open the elevator doors in 1 turn bypushing a button on the outer wall of the shaft. Abutton inside the chamber starts and stops theelevator. The elevator travels one deck per turn.Before the elevator will open into a vacuum, asmall verbal alarm broadcasts a warning. Twobuttons on opposite sides of the chamber must bepushed simultaneously to open the doors. (Acharacter can do it alone.) The chamberdepressurizes over a period of 6 turns, and thenthe door opens.The elevator doors can be pried open manually in10 turns. A ladder runs through the shaft, so if theelevator is not working, a character can move fromone deck to another by hand and foot.PortholesThese viewing ports are made of plastiglass that isharder than the metal of the hull. Each porthole has300 structural points. They bulge out of the hullslightly, so a character pressing his face against theplastiglass can observe the skin of the hull itself.Aboard Ship in aDocking BayWhen a ship is docked, the crew’s perception of upand down is actually rendered sideways, but at avery light (5%) G-force. For example, a charactermoving from the main airlock (1) to the office (5)would have the sensation of climbing 10 meterswith very little resistance.Furnishings on the ship—including bed, chairs, andtables—all swivel 90 degrees to make living morecomfortable indock. And ladders are mounted onthe “ceilings” of all rooms—that is, on the surfaceopposite the deck—so it’s easy to climb against theslight G-force.Modify movement rates for characters aboard shipsin a docking bay as follows: Characters get -2squares of movement when they are proceedingUPwards more than sideways, and 2 squares ofmovement when their direction is primarilyDOWNward. In combat, a character has a -10modifier “to hit” when the target is above.LEVEL a: THE CREW DECK1. AirlockThe airlock has three hatches. One leads outsidethe ship, another to the lifeboat, and the third tothe crew deck. Before leaving the airlock, acharacter must make the air pressure in the lockequal to that in the area being entered. Equalizingpressure takes 10 turns, and can be controlled fromthe airlock, or overridden on the bridge.The outer hatch is protected with a level 3 securitylock, deactivated by the code word “Windfriend”. IRdetectors will sound alarms throughout the ship ifunauthorized entry is attempted.2. LifeboatWith a top capacity of 18 creatures, the Gullwind’slifeboat falls just short of the standard KnightHawks boat. To launch the lifeboat, charactersmust first release its security lock, using thecomputer. This can be done at any location marked“Computer Access.” The lock is monitored on thebridge, and its release can be overridden there.After the security lock is released, characters canget into the boat and decompress the airlockchamber to separate the boat from the Gullwind.Then they can start the engines and go. Garlusoften uses the lifeboat as a launch.If a character attempts to enter the lifeboat whilethe ship is accelerating or decelerating, an RScheck must be done. If successful, the charactercan enter the boat without problem. Ifunsuccessful, the G-force throws the character tothe back of the boat, inflicting 1-10 points ofdamage. It takes 1-10 turns for the character toclimb to the front of the boat after a fall.2a. Pilot’s Seats: A character in either of thesetwo seats with at least a 1st level piloting skillcan operate the lifeboat, controlling its directionand speed.2b. Passenger Compartment: Although thiscompartment accommodates up to 16passengers, 8 is a more comfortable number.2c. This is a smaller version of the bathrooms onthe Gullwind.2d. Life Support: All food, air, and water for thelifeboat’s passengers are supplied by thismechanism. It can sustain 18 creatures for 30hours, 9 creatures for 60 hours, etc.9


3. RecroomThe recreation room, one of the largest rooms onthe ship, is outfitted casually. A porthole allowsviewing of the stars, and a large table comfortablyseats eight characters, Ignore stacking restrictionswhen characters are seated at the table.3a. Machine Gun Mount: Because a variety oflowlife has managed to board the Gullwindbefore, Garlus has installed this bracket to detersuch happenings in the future. He keeps themachine gun and 20 belts of oxygenatedammo—suitable for use in vacuum—in his office(5). A Projectile specialist can get the gun andmount it in 10 turns, starting anywhere on thecrew deck.3b. Holovid Projector: This machine projects a 3-dimensional image to the center of the room orthe area in front of the corridor. It servesmainly as entertainment, but can used fordefense as well. For example, it can project theimage of an armed character in a spacesuit nearthe machine gun mount (3a). There is an 80%chance that someone boarding the ship willthink that the image is real; if they shoot,they’ll shoot at the image, because it presentsthe easiest target.3c. Trapdoor: In the ceiling above the table is atrapdoor. It opens into an access tube nearly 20meters long, which leads to the deck of thestorage locker on the bridge. The trapdoor onthe bridge is concealed by a rubber mat.3d. Head: This tiny, watertight closet contains ashower, a toilet, and a small sink.4. GalleyAll food preparation equipment is housed in thiscramped little room. Up to a week’s supply of foodconcentrate can be stored here; the rest is kept onthe maintenance deck in the life support chamber,The food can be rehydrated, heated, and dishedinto trays, just 10 turns after a character puncheshis or her order into the “cooker.”The galley includes a small (1 cu. meter)refrigeration unit for special treats, plus adishwasher and a water dispenser.5. Office*COMPUTER ACCESS* The office contains recordsof every cargo the Gullwind has ever carried, aswell as her ports of call—everything is detailed onthe ship’s log. (p.35) The log is stored in thecomputer, but Garlus keeps a printout here in thedesk. Give the log to the players if the PCs open adrawer and investigate. Papers and cheapvideonovels (‘books” with battery- powered movingpictures) cover the desk and chair. The room is amess.A mound of loose papers on top of the desk coversa laser pistol with an ammo clip. Two extra clips arein a drawer. The machine gun for the mount (3a)and its ammunition are under the desk.A stack of videonovels on the floor conceals a smallsafe. A level 4 security lock (a video recognitiondevice) protects the safe, but it can be computerprogrammedto open for designated personnel.Currently, only Garlus can open the safe withoutbypassing the lock. The safe contains 7,500 credits.6. Captain’s CabinThis chamber is roomy, and the decor is ratherposh—for a freighter. Imitation wood panelingcovers the walls, and a coat of pseudowool givesthe deck a carpeted appearance. A large bed and awardrobe take up one corner. Three chairs and asmall table allow the captain to hold privatemeetings here. The wardrobe contains only acouple of extra skeinsuits and an albedo screenbelt.7. Small Crew CabinTwo beds, two small wardrobes, and a modest deskare in this room. The beds have no linens, and thewardrobes are empty. The room has been vacantfor a while.8. Large Crew CabinLike cabin 7, this cabin shows no signs of recentuse. Four beds, stripped of linens, and four emptywardrobes make up the furnishings.After the murder of his loyal crew in the TheseusSystem, Garlus reluctantly cleaned out cabins 7and 8. If players search carefully, they will find aphoto in cabin 8 depicting five Dralasites emergingfrom a wild steam bath. They will not find 8a.8a. Computer Maintenance Shaft: A concealedtrapdoor leads to this shaft, which runs nearly20 meters to the computer on the bridge (LevelB). The trapdoor is in the middle of the room.The shaft allows a specialist to work on the“guts” of the computer, approaching frombelow.But the inhabitants of this shaft are hardlycomputer specialists. This is where Garlus hashidden the two chukkahs he rescued from the10


food crate. Two small mats at the base of theshaft serve as sleeping quarters, and theSkipper provides food and water a few timeseach day, freshening the chamber as best hecan.The PCs will not find this hatch during a routinesearch, even if they look carefully. They mayfind it if Garlus tells them about it, or givesthem the clue, “Lois sits upon the secret.” If thePCs open this hatch, read the following:Two black, furry faces peer down from oppositesides of the trapdoor. Their pointed ears cockforward, and the creatures regard you withdark, sparkling eyes. They sniff the air noisily,and hang their heads out the trapdoor, lookingall around the room.Suddenly, they make a noise: something like“chitter-chukka-chitchit,” with a few gurgles andsqueaks in between. They leap to the deck,landing with a muffled thud. Then the creaturesbegin racing around the compartment, literallybouncing off the walls. Finally, they come torest on the table. They’re not small, thesecreatures. Their fuzzy bodies are nearly 1.5meters long—half of which is bushy tail. Theystare curiously about, chittering and blinkingwith intense concentration.LEVEL B: THE BRIDGE9. Pilot’s Chair*COMPUTER ACCESS* All piloting functions can beperformed from this chair, since the Gullwind’shelm controls are within easy reach. In addition,anyone in this seat has access to thecommunication and detection equipment controls.These include:videocom radioship’s intercomradar unitskin sensor readoutsThe controls for the subspace radio arelocated at the astrogation panel (14).Garlus likes to see where he’s going, so hehad a large plastiglass bubble made to cover thebridge. Combined with the two portholes that reachto the deck, the bubble provides an excellent viewof the stars.10. Backup Pilot’s Chair*COMPUTER ACCESS* This seat is placed before aduplicate set of helm controls. Any function thatcan be performed at chair 9 can be performed hereas well. But these controls have a secondarystatus; they can be overridden by the pilot in seat9.11. Engineer’s Chair*COMPUTER ACCESS* An engineer can perform“Damage Control” and “Stress Analysis” functionshere. The chair faces all the necessary damagereadout meters and stress gauges.12. ComputerThis is a Langdon Optimal Integrator System(LOIS), the actual computer apparatus. Characterscan gain access to the programs in this computer atany location marked *COMPUTER ACCESS* in thetext. A character trying to work on the computer byusing the “<strong>By</strong>pass Security,” “InterfaceComputers,” or “Repair Computer” skills must do soat this panel or through the hatch (8a) on theceiling of the crew deck, level A.Programs and information contained in thecomputer are listed in the table marked “LOIS”.LOISCOMPUTERLEVEL CONTENT/EFFECTPROGRAMComputer Security 3 Alarm buzzerInstallation Security 3 Alarm buzzerDamage Control 2 Coordinates repairsAlarm 3 Sounds alarm when engines orLS malfunctionsComputer Lockout 5 Prevents engines from startingAtomic drive 5 Operates and adjusts enginesAstrogation 4 Performs astrogation functionsLaser Battery 1 Coordinates power pulse forlaser batteryLife Support 1 Regulates LS systemAnalysis 3 Performs mathematical functionsInformation Storage 2 Records ship log, alien creatureupdate file, system brief.13. Laser Battery OperationIf a character intends to use the Gullwind’s laserbattery, he or she must sit in this chair. If the crewdecides to install the rocket battery that’s in theship’s hold, another chair can be installed next tothis one. It takes one gunner to operate eachweapon.14. Astrogator’s Position*COMPUTER ACCESS* An astrogator must sit herewhile performing any astrogation functions. Thegauges and readouts of the astrogation equipmentcarried by the Gullwind are set up before this chair.The arrangement is basic, with none of the fancyequipment that some larger starships carry.11


Controls for the subspace radio are also locatedhere.15. Storage LockerThe following emergency equipment is stored inthis locker: 5 spacesuits, 2 laser pistols with 2 clipseach, and 2 automatic pistols with 4 clips each.LEVEL C: PASSENGER DECK16. Passenger Dining RoomImitation wood paneling and thick carpeting softenthe decor in this chamber. The lighting can beadjusted from dim to bright. A large portholeopposite the table provides an inspiring view, andthe six chairs are comfortable. The bench seatingon one side of the table can be adjusted, extendingtoward the table for dining. Entertainment isprovided by a holovid projector in the ceiling.Across the room is a locker with six spacesuits in it;a smaller cabinet along the same wall containsseveral bottles of fine cognac, brandy, and anexceptionally good tube of Dralasite steam spice.16a. Head: This is a deluxe bathroom, whencompared to the one on the crew deck. Itfeatures a shower and a comfortable commode.The room also includes a “steam” mechanism,particularly popular with Dralasites, who like tobask in hot steam and spice ointments.17. Passenger Cabin OneLuxurious furnishings make this cabin the best oneonboard. A huge bed fills one corner, and the largeporthole above it allows the bed’s occupants tostargaze. A wardrobe, a desk, and two cabinets linethe bulkheads (walls), while two large armchairsand a small table sit in the corner opposite the bed.Genuine wood paneling covers the bulkheads, anda plush felt rug carpets the floor. The lights have adimmer switch, so they can be set high or turneddown low. The top desk drawer contains a glossyinstruction sheet explaining how to escape the shipby lifeboat.The usual rate charged for this cabin is 300 Cr perlight year traveled.18 & 19. Passenger Cabins Twoand ThreeThese cabins are much cheaper than Cabin One(17). Two beds and wardrobes, a small porthole,and a plain desk provide the only furnishings. Thewardrobes are empty. The walls and floor are dullgrey metal, and the lights are either very bright oroff. The usual rate for these cabins is 150 Cr perlight year traveled.LEVEL D: MAINTENANCE DECK20. Power Relay StationThis large black box contains the transformer thattakes the raw energy from the ship’s atomicengines and converts it to the electricity that runsthe vessel’s interior systems. Extending “below”this station, along the elevator shaft in the hold, isa huge parabattery (equivalent to 10 type-4parabatteries). The parabattery can run the ship’sinterior systems for 80 hours if the engines areshut down. The battery recharges as soon as theengines are fired up again.If the power relay station is destroyed, all power tothe upper part of the ship will be cut off. Thestation has 1000 structural points, for purposes ofdemolition. A technician can attempt to shortcircuitthe device in 1-5 hours. This chance is equalto 10 times the technician’s level; success is notdetermined until after the attempt is made.21. Life Support SystemThe LS system regulates the oxygen content of theship’s atmosphere, and it pipes food concentrateand water to the galley. The capacity of this systemis 12 creatures. The system must be resupplied andrecharged every six months, at the cost of 450 Cr.This LS was replenished two months ago, so it hasanother four months to go.22. Backup Life Support SystemThe backup LS is identical to the main system (21)in both capacity and function. If both systems areactivated, up to 24 creatures can be supported. Thebackup currently holds a full six-month supply,since it is rarely activated.23. Bot ClosetThis compartment is designed for robot storage.Presently, only a nonfunctional security botlanguishes here. The robot needs new parts,totaling 500 Cr in cost, before a robotics expert canattempt a “Repair” roll.24. Storage LockerThis locker contains the following:5 spacesuits6 Human, 5 Dralasite, 2 Yazirian, 2 Vrusk.Each suit has 1 additional life support pack,plus an anchor, and 2 packets of extrapatches.6 sets of spacesuit armor2 Human, 2 Dralasite, 1 Yazirian, 1 Vrusk6 rocket packs24 extra fuel packets for rocket packs10 pairs of magnetic shoes3 inssuits (2 Human, 1 Dralasite)12


5 albedo screens5 inertia screens12 gas masks12 holoflares12 lifejackets2 electrostunners4 laser pistols2 laser rifles2 automatic rifles1 heavy laser12 doze grenades12 fragmentation grenades12 tangler grenades12 smoke grenades100 powerclips100 power beltpacks25. WorkpodsEach of these two workpods must be accessedthrough an airlock. When the hatches are open—their normal position—the pods can be entered inone turn. (See p.30 in the Campaign Book for anexplanation of workpods.)26. Engineer’s StationA panel of instruments here enables an engineer tomonitor and start the engines, and check on theirfunctions. Half of the time needed to overhaul anengine must be spent here—the other half will be inthe engine compartment itself (35). (Referencep.13, Campaign Book.)27. Freight Handler’s StationThe equipment operated from here can be handledby any technician of level 3 or higher. Included arethe controls for the cargo arm, which can reachanything in the hold. It slides up and down theoutside of the elevator shaft, rotating a full 360degrees.Also operated here are the cargo doors, which canopen to expose up to 180 degrees of the circularhold—90 degrees for each of the two doors.28. ToolshopThis area is greasy. A row of glaring light bulbsadds to the utilitarian look. An entire metals shop,plus an electronics laboratory, can be found amidstthe clutter and grime.The compartmented bench along the wall has manydrawers, fastened shut (for space travel) but notlocked. These drawers contain:2 robcomkits2 techkits12 packets of plastisealComplete components for:IntercomPolyvoxRadar unitSpacesuit life supportVideocomSubspace radioToxy-rad gaugeFastened to the bench itself is a wellaser andelectromagnetic vice (electrovice).28a. Lase: This metalworking tool is a lathe thatcuts with a laser beam instead of a blade. Itfunctions as a normal lathe.28b. Drill Press: The drill press can drive a laser“bit” from .1 mm to 3 cm in diameter through apiece of metal up to a meter thick. It willpenetrate 1 cm of metal per turn.28c. Foundry: The foundry contains an oven formelting metals—such as aluminum, lead, andgold. Plastic molds are stored here; a techniciancan easily manipulate them into any shape upto 1 m in diameter. Molten metal is poured intothe mold; consequently, a metal piece can bemade from scratch. Stockpiled here are 12 cu.m of aluminum and 2 cu. m of lead.Level E: Cargo Hold29. Elevator AccessThese ports constitute the only two locations wherea character can stop the elevator and go into thecargo hold. The hold is in vacuum, so the safetyprocedures explained under “Elevators” mustalways be followed here.30. Cargo DoorsThese massive doors extend 40 meters along thehull’s length. They can open to reveal up to 180degrees of hull. (To picture this, imagine a crosssection of the hold, which is circular. Each set ofdoors opens 90 degrees.) When the doors areopen, the cargo hold cannot be pressurized. Theupper doors are damaged (31).31. DamageRagged metal juts from a gash in the upper cargodoors—the work of the Malthar’s men. This holemust be repaired before the ship puts into space.The PCs get to do the honors. The job is detailedunder the next section, “Repairs.”13


32. Cargo ArmThis nimble device slides up and down the elevatorshaft in the cargo hold, Its “fingers” can reachevery corner of the hold. Because the arm canextend 10 m out the door, the fingers can grabthings off a loading dock too. The arm is operatedfrom the freight handler’s station (25).33. Rocket BatteryPart of an armament shipment for Malco, thisheavy weapon was loaded before Garlus fled theDramune System. The crate includes 6 salvos ofammo. Installation is possible, but it must beperformed while the Gullwind is in the docking bayof a station. One to four technicians can do the job,working a total of 40 manhours. As usual, a 10-hour shift calls for 10 hours’ rest for each characterinvolved in the project. If the RB is installed, theGullwind must sacrifice 1 ADF or 1 MR point(players’ option) from her movement capacity.34. ParabatteriesThese crates contain 20 type-1 and 10 type-2parabatteries, part of the shipment that includedthe RB (33).35. Engine AccessThis is the final stop of the elevator. Three shortaccess shafts lead to the actual maintenancecompartments of the engines. Before a characteropens the doors to these compartments, he or shemust be protected by an inssuit or take 1-10 pointsof radiation damage per turn. This damage is notcurable with any known technology.An engineer must spend approximately 50% of thetime required for an overhaul in this area.beta.5:RepairsBefore she can safely put into space again, theGullwind needs some body and computer repairs.The computer was damaged by a fire, and Garluswill handle that repair himself, working 2d10 hours.The body repair means mending the hole in theupper cargo doors—this is the PCs’ job.Garlus’ first action as skipper is to send the PCsinto the docking bay to repair the damage. He’llauthorize four rocket packs for the operation;additional workers will have to rely on magneticboots and anchors to stay put on the hull.Garlus insists that at least one PC serve as guard.If the players want more characters to stand guard,up to half of the PCs can do so.A worker who takes any weapon larger than a pistolinto the bay will be uncomfortably encumbered,accomplishing only half as much as anunencumbered character. No worker can wearspacesuit armor. Of course, a character standingguard can carry the usual complement of weapons,and wear spacesuit armor too.The hole constitutes 7 points of damage.Characters can work on it for 10 hours beforerequiring the usual 10-hour break. For eachcharacter that spends a shift working, 1 hull pointof damage can be repaired (or 1/2 point if thecharacter is encumbered with a large weapon). Thisis a variant of the standard rule for repairing hulldamage, designed to reflect the fact that this is ado-it-yourself repair—and that the decision to workor stand guard is an important one.While it is not impossible to put the Gullwind intospace with this damage, it would be extremelyfoolish to do so. The ship is severely weakened; toleave the station without repairing the damagewould not be far from suicide—in a battle, the shipwould be defeated easily.Attack!Dablak and his thugs attack 1-10 hours after theworking party begins. They come over the viewingbay in a large launch with the canopy open,approaching the PCs and opening fire as the launchcomes to a halt.Dablak’s hit team is detailed below. All have spacesuits, rocket packs, and skein-suits.14


Four Yazirian GoonsRW 60; M 60; PS 3; IM 5; RS 45; STA 452 have laser rifles, 100 SEU backpacks; 2have gyrojet rifles, 4 clips eachOne Vrusk DriverRW 50; M 50; PS 2; IM 7; RS 70; STA 40Spacesuit armor (effective RS 60, -10 to hitwith RW); automatic pistol, 2 clipsDablakRW 80; M 60; PS 3; IM 4; RS 40; STA 70Spacesuit armor (effective RS 30, -10 to hitwith RW); laser rifle, power backpackDablak and the driver stay in the launch while thegoons use their rocket packs to charge the workparty. If the battle seems to be going against hisside, Dablak orders the driver to take the launchinto space, leaving the Yazirians cold. In fact, hehas placed a self-destruct seam in each Yazirian’sspacesuit and will activate these rather than allowany of them to be captured. Activation of the seamblows out a large portion of the character’s suit,killing the unfortunate monkey in one turn, butharming no one else.After leaving the bay, Dablak travels to theNightshade (p.17). This freighter has assumed aparking orbit some 20 km from Clarion Station.Combat in the DockingBayThe spin of any space station affects items“floating” in the docking bay—in this case, thelaunch and any characters using rocket packs. Oneextra burst is required to propel these objects awayfrom the wall of the bay toward the center of thestation’s wheel. This extra burst reflects the veryslight gravity in this part of the station.Anything that comes to a stop in the space of thedocking bay will slowly “fall” toward the wall.The fall will be too gentle to causeinjury or damage, but it willcontinue unless whatever’sfalling—character or otherwise—hassome source of power and can propelitself upward again.beta.6:ExperienceawardsAward 5 experience points to every PC aboardthe Gullwind as she is ready to put into space.Give a bonus of 3 to each character if theparty came to Garlus’ aid in the Spacer Club.15


gamma.1:DepartureWhen the repairs are complete, Garlus immediatelypushes the Gullwind into space, setting a course forMadderly’s <strong>Star</strong>. When you’re role-playing theskipper, cough more frequently now and breatheasthmatically. As Garlus, you should refuse toanswer any questions about the attackers (Dablakand his hit team), except to say that it is a localmatter. Try to appease the new crew with wordslike, “When we’re through the Void, the trouble willbe over.”When everyone is strapped into a seat in theGullwind and Garlus has warmed the enginesproperly (requiring 10 minutes), read the followingdescription to the players:A dull “clunk” resonates through the hull as thedocking bay couplings are released. The hum of thepowerful drives begins building as, very slightly,the Gullwind moves away from the docking baywall. A moderate G-force pulls to the side as thevessel slowly wheels through a 90- degree turn inthe center of the bay.The gaping entrance of the docking bay is poisedahead, or above as you feel it; the forward thrustcreates a slight sense of gravity. Slowly, the lightedentrance of the bay passes on each side and thesheer blackness of space spreads before you toinfinity.Clarion is in shadow to one side; it eclipses theWhite Light star. The star-field becomes a sweep ofGAMMA Sectiontiny brilliant fires as the darkness intensifies theirluminance.The Gullwind’s drives kick in, spewing atomicenergy. The G-force increases until it surpassesnormal, plastering your body to the chair. Theengines begin to hum, then fade again as the shipreaches 2 Gs of acceleration. Swiftly, ClarionStation has fallen behind, and suddenly the glare ofWhite Light’s star envelopes the ship as sheemerges from Clarion’s shadow.gamma.2:The NightshadeTwo hours out of Clarion Station, the Gullwind hasachieved a speed of 24 hexes per turn on theKnight Hawks game map. Place the Gullwind in thecenter of the map. At this time, place anotherfreighter counter 30 hexes behind the Gullwind,and inform the characters on the Gullwind’s bridgethat they have a radar contact.The contact is traveling 40 hexes/turn and seemsto be following the Gullwind. In fact, this is theNightshade, an armed freighter owned by theMalthar and used as a raider and courier.Nightshade(Armed Freighter, Hull Size 10)Hull Points 50; ADF 3; MR 2; DCR 50Crew Levels: Pilot 4, Engineer 2Weapons: 2 laser batteries (gunner levels3 & 2)Defenses: Reflective hull, masking screen16


The Gullwind moves first in this scenario. If combatlooks imminent, Garlus orders his crew into suits,before he depressurizes the ship. If the drives areknocked out, he orders the machine gun set up onthe crew deck. (Note that the shaft containing thechukkahs will remain pressurized unless opened.)The Nightshade closes with the Gullwind, trying tokeep her velocity a little higher than that of thesmaller vessel. Her gunners shoot at the Gullwind’sengines, trying to create a drifting hulk that can beboarded easily.If the Nightshade loses more than half her hullpoints, or both of her laser batteries, she willwithdraw. In this case, her captain activates themasking screen and the Nightshade coasts along inthe shelter of the screen, allowing the Gullwind tomake an escape. If the Gullwind is under PCcontrol, and they wish to attack, the screen will lastfor 6-10 (1d5+5) turns.Boarding ActionIf the Nightshade neutralizes the Gullwind’s drives,action proceeds as follows: The Nightshade closesto boarding range. The party described belowenters the Gullwind’s main hatch (using tornadiumand an LPT). Their goal is to enter and capture theGullwind, taking Garlus alive. Other crew memberswill be captured if they surrender, but no particulareffort will be made to spare them.Dablak remains toward the back during the earlypart of the fighting. (If Dablak was killed in thedocking bay, delete him from this list.)All members are equipped with spacesuits, extrapatches, spacesuit armor, rocket packs, andskeinsuits. Statistics reflect modified DEX and RSscores for armor.Two Dralasite Demolitions Experts (level 3)RW 40; M 50; PS 2; IM 4; RS 35; STA 60500 gr of tornadium d-19 apiece; yrojet pistols,3 clips each; 3 frag grenades each; 2 tangIergrenades eachTwo VruskRW45; M40; PSi; lM5; RS5O; 5TA45Laser rifles, power backpacksThree HumansRW 50; M 30; PSi; IM 5; RS 45; STA 50Automatic rifles, 5 clips each; 1 smoke renadeeachThree YaziriansRW 50; M 50; PS 3; IM 5; RS 50; STA 451 with electrostunner, 2 clips; 3 with gyrojetrifles, 4 clipsDablakRW 70; M 60; PS 3; IM 3; RS 30; STA 70Laser rifle, power backpack, electric swordIf the attack is successful, the Gullwind will betaken in tow, and all prisoners will be locked in thestorage cabin aboard the Nightshade. They will betaken to Darkworld Station and brought before theMalthar (See delta.3: Darkworld Station.) Use thelarge freighter deck plan in the Knight Hawks gameto portray the Nightshade.The Last VoyageIf the Nightshade is defeated; the PCs noticeimmediately afterward that Garlus appears barelyconscious. In fact, his cancer has reduced him to 3stamina points, and he will continue to lose 1 pointper hour for the rest of his dwindling life.A successful Major Surgery cures normally,delaying for a few days but not preventing theinevitable. Minor Surgery and First Aid have noeffect.Realizing that the end is very near, Garlus has thePCs open the hatchway containing the twochukkahs. These creatures immediately rush toGarlus, becoming distraught over his grimcondition. Garlus affectionately strokes their heads,calling them “Zak” and “Ermaline.” With obviouspain he turns to the PCs. He gasps, “See that theyget back to Dramune, won’t you?” And he saysnothing more.17


Note on playing chukkahs: Much of the charactermotivation for this adventure must come from adesire to save the chukkahs from a cruel andhorrible fate. If you play up the animals’friendliness, loyalty, and absolute cuteness, the PCswill be more motivated—and the adventure all thebetter.Two documents are tucked in the chukkah’s hidingplace, near the edge of the trapdoor. The PCsdiscover these after Garlus dies. The first documentis a note to Admiral Kadara; the second is a report.The note informs Admiral Kadara that Garluswishes to grant legal ownership of the Gullwind tothe PCs hand when they personally deliver thechukkahs and the report to Admiral Kadara, UPFSpacefleet, Majora Station, Inner Reach. The reportreads:Admiral Kadara:I know that you are fond of the race of chukkahs,as are all of Inner’s good citizens. Your receipt ofthis report means that I cannot deliver theinformation personally, but please take heed!Chukkahs in great numbers are being smuggled offof Inner Reach to Darkworld Station, the very denof the Malthar! I do not know what his nefariouspurpose might be; but the act itself is a crime ofmonstrous proportions—an affront to the rights andsensibilities of all citizens of the Frontier.The shipments are made in containers labeled“FOODSTUFFS”; they’re rigged with primitive lifesupportdevices. I myself carried several cargos ofthem on contract with Malco Enterprises, until Iaccidentally learned the nature of their contents.Please see that something is done to stop thiscrime!Your servant:GARLUS TYLAPPARgamma.3:aSTROGATIONA PC astrogator must take the Gullwind through theVoid. If this is handled normally, there will ofcourse be no chance of emerging at anything otherthan the intended system.But if the PCs decide to smoke the jump (riskjump), the astrogator’s skill will determine whetherthe jump succeeds or fails, as explained in theKnight Hawks rules (Campaign Book, p.25; KHRemastered!, p.54).Go through the risk jump procedure, making therequisite rolls as referee. If a misjump is called for,select a system not too far from the chartedcourse, and read the following description:The Gullwind is in the system of a huge, red star.Leaping flares seem to plummet into space from itspockmarked surface, and tiny spots that could beplanets glare from two parts of the system.Wherever this is, it is certainly not in the Frontier!The system contains three small planets, all ofthem ancient and lifeless. If you want to let theadventure sidetrack, perhaps significantly, thenallow the astrogator to make a normal “FindLocation” check and follow the results that the dicedictate.If you’d like to get back to the module, however,adjust the roll so that the astrogator always locatesthe destination planet fairly nearby, and so he canmake it back to charted space.Station StopsAll of the inhabited planets of the Frontier arecircled by at least one space station capable ofaccepting the Gullwind into its docking bay. Thenumber of such stations per world varies accordingto planet population, but the range is usually 1-10.A berth at one of these stations costs 100 Cr per 10hours of stay. As noted on her log, the Gullwindalready has a berth at Majora Station, rented forthe next six months.gamma.4:Ships in theNightThese three encounters should occur in space,somewhere between White Light and Dramune.Play them in the order listed.1. The Big GunsThis encounter occurs in the first system that theGullwind enters after leaving White Light. TheGullwind will need an engine overhaul at that time;allow the PC engineer to handle it. Afterward,immediately place two upside-down ship counters30 hexes from the Gullwind, closing from thestarboard rear.18


The Gullwind’s radar will detect these vessels andshow that they are traveling 2 hexes slower thanthe Gullwind per turn. They are accelerating atmaximum speed. If the Gullwind accelerates atmaximum speed, she will get away easily; if not,she will have to fight.The two ships are frigates of the Malthar(Drasimian and <strong>Star</strong>hawk. Their statistics are listedon the “Outer Reach Militia” roster (p.40). If theycan close to combat range, they will attempt todestroy the Gullwind’s drives and weapons, and ifsuccessful, they will tow the freighter to Dramune,where she will be boarded as described in sectiondelta.3.2. Hit and RunThis encounter should occur in the last system thatthe Gullwind crosses before reaching Dramune(probably Cassidine or Fromeltar). Set it up justlike “The Big Guns,” with radar detecting a ship at30 hexes. The ship is closing at maximumacceleration (5 ADF), so the Gullwind cannot outrunher.This is the assault scout Maltharia, also listed onthe Outer Reach Militia roster. She will attempt todestroy the drives of the Gullwind, but will thenleave the freighter drifting. If no call for help ismade, two corvettes will arrive six days later, totake the Gullwind under tow. The corvettes will leadher to Darkworld Station, as described in delta.3.3. MirageIf the PCs are left stranded after the “Hit and Run”and make a call for help, the UPFS Melinda McCoy(destroyer) and Dirk (assault scout) will answer theappeal. Statistics for these ships are included under“UPF Spacefleet Escort” on the UPF ship roster(p.42).The Captain of the Melinda McCoy is Klattic K’tal, aVrusk Commodore. He sees to it that the Gullwindgets to the nearest SCC for repairs, but he won’tconsent to carry a message for the PCs.But K’tal does radio ahead to Dramune—privately—informing the UPF there that somethingfunny seems to be going on. When the Gullwindmoves out, the escort vessels shadow her (3019


hexes away) to jump speed. The PCs will know theescort is following. As the Gullwind emerges intothe Dramune System, the escort will still be withher.Even if the Gullwind is not stranded in encounter 2,the escort will arrive at the battle scene anyway,after the fight is over. If asked why he is there,K’tal will simply reply “orders.” In actuality, storiesof the Gullwind’s harrowing run have spreadthroughout the Spacefleet, and the escort shipshave been dispatched to see that no further troubleoccurs.gamma.5:SpacersThe encounters below can be used if the PCs call atany stations on the Dramune Run, for whateverreason. They do not have to be used in the orderbelow, so you can insert them whenever you feelit’s appropriate.1. Monkeys on the TownFour Yazirians have just finished a job on a largefreighter. Each has 2,400 Cr, and the money isburning holes in their pockets, so they are out tohave a good time. They’re on their way to thecommercial deck (unless they’re already there),and they can meet the PCs anywhere along theway.Each Yazirian has a level 3 spaceship skill. All arefriendly and generous, buying drinks and showingstrangers around the station. If offered jobs, anynumber of these NPCs will cheerfully accept andsign on the Gullwind for the Dramune Run.The monkeys are included in this section so the PCshave a chance to replace any characters that havebeen killed or lost in the adventure. Their exactstatistics are left for you to determine; tailor themto fit the areas in which the PCs need help.2. Robot HitThis encounter occurs in a relatively uncrowdedpart of a space station. Two combat robots arestanding to the side of a corridor or room,apparently deactivated. When the charactersapproach to within 10 m, the robots suddenlyattack. Al!ow a character an Intuition Check to seeif the group is surprised.2 Combat RobotsMV 150; IM/RS 6/60; STA 100; AT 60 DMG10dbAgents of the Malthar have programmed theserobots to attack the PCs. Each robot is armedwith a laser rifle and protected by an albedoscreen. Four 100 SEU backpacks, two on eachrobot, power these devices.gamma.6:ExperienceawardsGrant each player 5 experience points when theGullwind reaches the Dramune System. Give eachplayer a bonus of 5 if the Gullwind was not hit byany weapon aboard the frigates in the “Big Guns”encounter. Add another 5 if the Gullwind was notdamaged by the assault scout Maltharia, in the “Hitand Run” encounter.In addition, award the astrogator 5 points if a riskjump was made successfully. If the risk jump wasunsuccessful, the astrogator receives no points forthe entire Gamma Section!20


delta.1:Politics ofDramuneRelations between Inner and Outer Reach are at a20-year low. Several events have contributed tothis tension; they’re outlined below. These accountsare primarily for the referee, but if the characterschoose to investigate the political climate inDramune, listening to news broadcasts, forexample, they too will learn of these events.1. Outer Reach has steadily raised the dockingfees for vessels that stop at Pinnacle or Darkworld,the stations orbiting that planet. These stiff feesnow exceed those of every other planet in theFrontier, averaging 250 Cr per 10 hours.2. The Malthar’s pushers have peddled Ixiolaggressively on Inner Reach, targeting the mostpliable market: the adolescents. Now yellow-facedyoungsters, Ixiol addicts, are a common sight inInner Reach’s schools and clubhouses; the problemis epidemic.3. Recently, an official envoy from Inner Reachwas sent to Darkworld Station for negotiations. TheMalthar claims the envoy did not arrive. The envoydid not return, either.4. Inner Reach has placed its militia on alert. Allships are manned around the clock, spending mostof their time in space.5. The Light Cruiser UPFS Courageous, along withtwo frigates and two assault scouts, has arrivedinsystem as a “stabilizing influence”.BETA SectionWithout evidence of Outer Reach aggression, therear admiral commanding the Courageous cannottake any steps against the Malthar. And withoutUPF support, the president of Inner Reach isreluctant to initiate hostilities. But the people ofInner Reach are tiring of their evil neighbor; theyare ready to commit to war.Both the Inner Reach militia and the Spacefleetdetachment are circling within roughly an hour ofOuter Reach, awaiting further developments.delta.2:The Malthar’sTrapIn a last-ditch effort to stop the Gullwind, theMalthar has marshalled his entire force of ships inthe Dramune system. So far, his attempts to snarethe Gullwind have failed. But this is his last trap,and he has made it his best. With such amagnitude of ships against her, the Gullwind’schances to escape look slim, if not pathetic.The ambush site lies between Inner and OuterReach. The Malthar is tracking the Gullwind with anenergy sensor located on Darkworld station. Whenthe freighter reaches the vicinity of his trap, he willattack with his entire force. Pirate vessels (p.41)are forming a screen to prevent interference fromoutside sources—i.e. the UPF SpacefleetDetachment (p.42) or the Inner Reach militia. TheMalthar’s frigates have activated White NoiseBroadcasters (WNBs) to prevent the Gullwind andher escort from calling for help.21


As the Gullwind emerges from the Void atDramune, read the players the following:The disorientation from the jump passes quickly,and sensors are already recording information onthe Gullwind’s status. Ahead, a star burns brightyellow, rimmed with orange. Two bright spheresshine nearby, and your astrogator confirms theyare Inner and Outer Reach.Except for the UPF escort, radar reports clear spacein every direction. The Gullwind’s tail has comearound nicely, and she’s right on course for InnerReach. Any moment the weightlessness of jumpspeed should be replaced by the thrust ofdeceleration.Allow the pilot to choose the deceleration rate hewishes for the Gullwind. Use the system display inthe Dramune brief to calculate the ship’s courseand speed as it approaches the Malthar’s trap.The statistics for the Malthar’s force are outlined onthe rosters for the Outer Reach militia and pirateships. Place these ships, the Gullwind, and the twoUPF ships on the Knight Hawks map, as shownbelow. The Malthar’s ships are moving 2 hexes/turnfaster than the Gullwind and her escort.Mellisian Alabar2101Scytheweilder,Scourgesender2801Zebbalow,Carnarian3401Melinda McCoy2518Dirk2520Gullwind3219Drasimian,<strong>Star</strong>hawk2239Goldenrod,Maltharia3439Allow several players to run the UPF ships, whileyou handle the Outer Reach militia and the pirates.Your ships have these objectives: the militia willshoot out the Gullwind’s drives and weaponry, andtow her into Darkworld Station, keeping damage tothe Gullwind at a minimum. Pirate ships willannihilate the UPF vessels so that no evidence ofthe attack remains.If the Gullwind is taken in tow, she will be flankedby all of the Malthar’s vessels. His frigates willcontinue to broadcast White Noise to prevent thetransmission of any messages.If the PCs attempt to launch the lifeboat while theGullwind is under tow, they’ll provoke severalwarning blasts from laser batteries, since theMalthar’s officers will recognize the burst ofatmosphere when the lifeboat’s safety latch isreleased. If characters foolishly insist on launchingdespite this warning, the boat will be picked off atleisure by the Maltharia, while the rest of the forcecontinues to escort the Gullwind to Darkworld.The Malthar has always been impressed withGarlus’ ship; now that the old skipper is out of theway, he wishes to make it one of his couriervessels. For this reason, the officers of theMalthar’s warships have been given strictinstructions to bring the Gullwind in with as littledamage as possible.22


delta.3:DarkworldStationRead this description as the Gullwind is towed intoDarkworld:The G-force in your powerless vessel graduallyincreases as the frigate that tows you decelerates.Beyond the portholes, a nightmare world appears—Outer Reach. Crimson rivers of fire trickle like veinsacross her black surface, and huge lakes of lavascar her crust like open, bleeding sores.Against this grim backdrop, a glittering array oflights resolves into Darkworld Station. It’s anunusual construction; a massive silver cylinderextends below the station’s hub. Yellow light spillsfrom the docking bay, framed by ordered rows ofcrimson warning lights.Shuttles take the place of the frigate to urge yourhelpless vessel into the bay. Slowly, the gentledrag of the G-force increases, pulling everythingsideways across the decks. A clunk sounds throughthe hull, followed by the hiss of an airlockpressurizing. The Gullwind has been locked toDarkworld Station.The Malthar’s warships and pirate fleet haveassumed parking orbits within 100 km of thestation, spreading to all sides. The vessels withWNBs are still broadcasting, waiting for word thatthe Gullwind’s crew has been captured.The Gullwind’s airlock (1) is fastened to a lock onDarkworld Station. Her cargo doors are poised overthe doors of a freight platform.The station’s walls provide some insulation againstthe WNBs, so that short-range transmissions arepossible. The Malthar takes advantage of this,broadcasting a message to the Gullwind’s crew.The videocom receiver crackles to life. Throughheavy background static, the picture graduallyresolves until a bloated Dralasite fills the screen.Narrow dark glasses cover his eyespots, and agenerous black cape flows across his huge, lumpyform. He speaks in a patronizing tone:“Welcome! You are an impressive lot of spacersindeed! Your little run has cost me some of my bestmen, and damaged many of my favorite ships, butno matter. As you can see, you are my prisonersnow. I have over 100 combat robots waitingoutside your airlock. Were I to send them into theGullwind—such a pretty name for a ship, don’t youthink—we all know what the result would be. And ofcourse, if they should happen to miss one of you, Ican always send in another hundred . . .“But I am sure we all wish to avoid needless pain—yours—as well as needless damage to your shipand my robots. I am prepared to be a good host. Infact, I have an offer I know you’ll find tempting.“Join with me! Your skills and your ship would bean invaluable asset to my organization; and ofcourse you will save your own lives by doing so.But obviously, we must meet face-to-face todiscuss a matter of such importance. So, I suggestyou come out of your ship willingly. Keep yourweapons, if you wish! I will see that you are placedin luxurious quarters. Then you will dine, rest, andafterwards we shall meet. My protocol officer iswaiting patiently outside your ship, ready to showyou to your quarters . . .“You have one hour, and then . . .” The Dralasitesighs heavily. “I am afraid I shall have to send inmy robots.”The RobotsWhether the party accepts the Malthar’s offer, ordecides to battle it out, the result will be the same:the robots attack. The Malthar, slime that he is, haslied about his offer.If the party decides to leave the ship to meet withhim, things may at first seem as promised. The PCswill see about 40 robots lined up in the accesschamber beyond the airlock. The protocol officer isthere too, in the form of a primly dressed Dralasite.But the officer is nothing more than an imageprojected onto a holoscreen before a security robot.And the ranks of combat robots are all equippedwith concealed grenade-launching compartments,each loaded with doze grenades.After the party enters the access chamber, thestationside hatch will swing shut. It is controlled bythe security robot that’s doubling as protocolofficer. Immediately afterward, all other hatches tothe area will slam shut as well.Twenty-five of the combat robots will each launch adoze grenade, completely filling the chamber withgas. (See First Wave in the table below.) Theconcentration of gas will be so high that the PCsmust make checks at 1/2 STA instead of making23


the normal STA check. The robots will launch a newvolley of grenades each round, until all of the PCsare out cold.If the robots are forced to attack the PCs before allof them reach the access chamber, then the robotswill do so. The result remains the same.If the PCs decide to refuse the Malthar’s offer, asimilar attack takes place, this time aboard theship. After one hour—or sooner if the PCs maketrouble—all 40 robots attack, working in two wavesas noted in the statistics below. Murder is not theirmission. They’ll slice through the hull with laserpowertorches (LPTs). Then they’ll use whateverelse they’ve got until all the crew members areunconscious.40 Combat RobotsAll 40 robots are equipped with Standard Bodies,rocket movement, albedo screens, powerbackpacks, and a concealed grenade-launchingcompartment.Each robot can either use a weapon or launch agrenade in a turn.First Wave—25 robotsMV 15Cm; M/RS 5/50; STA 100DMG 20d10 or tangleEach has LPT, 10 tanglers, and 10 dozegrenades. They will cut a hole to each deck ofthe Gullwind and enter 5 places simultaneously.They attempt to capture the PCs—not kill them.Second Wave—15 robotsMV 150m; IM/RS 5/50; STA 100DMG stun or tangleEach has electrostunner, 10 tanglers, 10 dozegrenades. These robots follow the first waveinto the ship and also attempt to capture thePCs alive.Zak and ErmalineWhile the PCs are discussing the Malthar’svideocom message, the two chukkahs aboard theGullwind disappear.Darkworld StationDarkworld is a hull size III station, rotating withenough speed to create about .5 G at the outer rim.The station is the headquarters of the Malthar’scrime syndicate; security here is tight and theinhabitants are scum.The cover of this adventure illustrates DarkworldStation. The large cylinder below the hub is theprocessing plant for Ixiol. The cylinder is anunusual construction for a space station; it wasdesigned to provide the weightless environmentthat Ixiol production requires. Great quantities ofthe drug are made here.Inside the station, loud, freaky music blares fromnumerous nightclubs and bars. Smoke driftsthrough the corridors. Lowlifes from all four racesreside here; their population totals nearly 3000. Alarge force of combat robots remains on hand forinternal security as well as special situations likethe Gullwind’s capture.The docking bay of Darkworld has a capacity ofeight ships, but the Gullwind is the only vesselthere now. The Malthar is wary of intrusion, so hisfleet is in space, patrolling the approaches to thestation.In the cylinder attached to the hub (the Ixiol plant),nearly 1,000 chukkahs are held in an enormous,squalid cage. Over the years, a few animals havemanaged to escape. Now some 200 stray chukkahsare living in the ventilation ducts and maintenancecorridors of the station. They sense that somethinghorrid happens in the plant, but they are helplessto do anything about it.No matter where the characters look, they will notfind the chukkahs. While the party battles therobots, Zak and Ermaline reappear, running fromthe ship. The robots shoot at them but miss, andthe two chukkahs disappear again, finding theirway into the station.24


Rude AwakeningRead this section to the players after the robotsknock them out with grenades:A fuzzy pane of light glows overhead. Somethingrustles, moving closer, until the blurred head of aVrusk moves into the light. The huge, glossy eyesstare intently. A dull green claw passes a hypotoward your arm. Chukkahs . . . Chukkahs . . . Asnickering conversation ensues. Then all is black._________Water—no, blood—hammers through your ears,then the darkness recedes. You look around. Tenguards—four Humans and six Yazirians—areguiding your wobbly-kneed party down thecorridor. Everyone wears restraints, with handsbound behind.(Note: Dralasite crew members—ifpresent—are wrapped in steel mesh net. Mere cuffswould be ineffective.)The party has spent ten days on Darkworld Station,but the characters have been so heavily sedatedthat they have little memory of this. The Vrusksubjected each of them to telol interrogations,asking if they had left information about thechukkah smuggling operations anywhere. Thecharacters have given the appropriate answers, andanyone they informed about the chukkahs is nowon the Malthar’s hit list.The Malthar has all he needs from the PCs. Butbefore he finishes with them completely, he wishesto hold a final interview. The characters are enroute to that meeting. Their heads are clearinggradually, so by the time they reach the Malthar,they will have full control of their faculties.delta.4:The MaltharThe guard leading the group stops at a heavy steelsecurity door and mumbles into an intercom. Thedoor slides open with a “whoosh,” revealing aspacious, smoke-filled room. A robot raises itsweapon, but the guard says “Hail to the Malthar!”Then the robot returns to its stoic state.A number of characters, all armed, lounge in chairsor stand in groups of two or three, smoking andchatting casually. At the far end of the room, alarge Dralasite sits in a richly-decorated chair. Youremember him from the videocom.appearance. He is impossibly large for a Dralasite;the disgusting bulk of his flesh droops in globs overthe arms of his chair.A tall glass of brown liquid rests on the table besidehim. He reaches for the glass with fingersincongruously long and slender, sips from it, andbelches like a huge bullfrog. Then he begins tospeak:“My poor, miserable fools. . . How delighted I amthat you have been able to stay with me for thepast week. Your company has been mostenjoyable! But alas, your visiting time is over.“I apologize for any inconvenience your stop mayhave caused you, but you see, you were carryingthe key to a secret that I could not afford to letloose. The chukkahs—those cuddly beasts—mustcontinue to arrive here in great numbers. And theywill. Without that gland at the base of their littlebrains, I could not produce Ixiol, the drug that hasbrought so much happiness to the Frontier.“Losing the chukkahs would cost me billions ofcredits. I’m sure you understand how intolerablethis would be. Your lives and deeds fade toinsignificance when measured against suchconcerns.“You have already cost me some ships, but nomatter. I have made up for it. I had the Gullwindfully repaired and refitted, so I can add her to myfleet. I’ve always admired that vessel“But forgive me. I am keeping you from yourdeparture. Of course, now you have no ship, and Icertainly can’t give you another. And space suitsare in such short supply here.” His impossibly uglyhead nods at the guards that still hold you, and hisvoice drops to a growl:“Space ‘em!”Forty armed guards, including the ten that broughtthe PCs, are in the room with the Malthar. Escape isvirtually impossible, because all 40 guards willshoot the characters if they make any attempt toget away.Realizing that the characters are likely to tryanything, the ten guards surrounding the prisonersare extra alert, focusing their attention completelyon the PCs.26The Malthar is repulsive. The videocom picture wasextremely flattering, considering his actual


Four Human GuardsRW 60; M 40; PS 2; IM 5; RS 50; STA 50Skeinsuits, albedo screens, laser rifles, powerbackpacksSix Yazirian GuardsRW 70; M 30; PS 2; IM 6; RS 55; STA 40Skeinsuits; albedo screens; 2 with rifles, 4 withautomatic rifles—5 clips for each rifle; beltpackfor screen; 1 carries keys to restraintsThe ten original guards lead the PCs out of theroom. After rounding a corner, the band ofprisoners is now out of sight of the rest of theMalthar’s men. If the PCs resist, they are forcedroughly along—with hands restrained there is littlethey can do.A character with martial arts skill can use his feetto attack, with a -10 modifier to hit and a +10modifier to damage. If a character attempts to dothis, he will be beaten by several of the guardswhile the rest watch the other prisoners.If at any time after they leave the Malthar, thecharacters decide to fight to escape, let them doso. Run the combat normally for two rounds, withthe guards striking with the butts of their rifles.Then read the boxed text below, before thecharacters are pulverized further.If the party does not make an escape attempt,have them walk down corridors for a few minutes,until they near an airlock, the one slated to be theirlast. Then read them this description:For a moment, the ceiling seems to waver. There itis again! Several of the ceiling panels are slowlyshifting to the side, creating dark, gaping holes.The guards don’t seem to notice. One of themclears his throat.Suddenly, lumps of fur begin falling from theceiling, pouring out of the holes above. Like a packof squealing rats, they swarm over the guards,gnawing and shredding, passing easily through thesuits to the flesh. The guards are too surprised tobe effective; as the animals drag them to the floor,they fire their blasters like neophytes.Within a minute, it is all over. Several chukkahs liemotionless—blood-soaked masses of fur. About 30more are in the corridor, panting lightly.of the bodies reveals the keys that unlock the PCs’restraints. After removing the restraints, thecharacters can collect the dead guards’ weapons,as well as their ammo and screens.A few moments after the fight, the survivingchukkahs leap back up to the ceiling. Zak andErmaline are perched at the edge of the ceilinghole, frantically gesturing at the characters to jointhem. The PCs will recognize these two as Garlus’former passengers. The jump to ceiling requires asuccessful DEX check, but the characters can tryuntil they succeed.Through the DuctsAfter the last PC has joined them, the chukkahsshove the ceiling tiles back into place and lead theway through dimly lit ventilation tunnels andductwork. The creatures are exceptionally nimble,leaping from pipe to girder, often stopping on someprecarious perch to chitter impatiently at the slowcharacters.Along the way, other chukkahs join the originalgroup, until the band numbers nearly a hundred.Whenever a newcomer arrives, several chukkahsfrom the band chitter at it anxiously, then listenintently as the stranger chukka-chukkas inresponse.Finally, the group arrives at a ladder that leads upthe outside of a large cylinder. A character passinga Logic check will realize that this is the outside ofan elevator shaft. The chukkahs race up the ladder,stopping above the PCs for awhile, and then severalrace back down, like sheepdogs herding a reluctantflock.As the climbing proceeds, the G-force graduallylessens, because the party is approaching the hubof the station. Soon, the chukkahs stop chitteringand slow down, allowing the PCs to move into thelead. The two chukkahs from the Gullwind stay withthe characters, while the rest of the creatures dropback. The party now numbers about 200.The ladder ends in a trapdoor immediatelyoverhead. Gravity is now only 5% of normal, so acharacter can hang onto the ladder with one handand easily release the latch. If a character gentlypushes the trapdoor open, light spills through thecrack, and this scene can be made out:The guards’ skeinsuits are shredded and worthless,and half their ammunition is gone. A quick search27


To the Docking BayThe trapdoor opens to the floor of an accesschamber below the station’s docking bay. Acrossthe room, a lone guard slumps in his chair,apparently asleep. A sign on the wall beside himreads: “Airlock—Berth 3,” referring to a nearbyhatch. The guard is armed with a laser pistol.The guard wears a chronocom on his wrist. Asecurity alarm switch is on the console before hischair. Both of these facts will be noticed by a PCwho looks carefully. If attacked, the guard willspend one round shooting back. On the next he willcall for help, alerting the station.If the characters left the Gullwind to discuss theMalthar’s employment offer, they will recognize thischamber as the one in which the robots ambushedthem. The hatch at the far end leads to the airlockof the Gullwind.After this guard has been disposed of, the chukkahswill chitter and grunt with excitement. They willdesperately encourage the characters to open thedoor to the storage bay on the other side of thechamber. If the characters open the door, readthis:The huge room looks like a cage in an overcrowdedzoo. Chukkahs of all ages and sizes are curled upon the floor or perched on the shelves and supportgirders. A few young are playing listlessly, but mostof the creatures seem to be lying in an apatheticstupor.Cargo Loading AreaIf a PC opens the storage bay, Zak and Ermalinewill try to draw some characters to the loading areabelow the Gullwind’s cargo hold. This area is stillpressurized, but can be exposed to vacuum in orderto load a freighter. A viewing port in the corridorthat leads to the loading area allows characters tosee into the area without entering it.Stacked against the far wall are the parabatteriesthat were stored in the Gullwind’s hold. Scatteredabout the room, as if they had been thrown therehaphazardly, are about 50 huge crates labelled“FOODSTUFFS:” One of these is open, revealing anairtight seal and a primitive lifesupport device.Each of these crates is large enough to carry 25chukkahs; the crates are used to smuggle thecreatures from Inner to Outer Reach. Althoughchukkahs are dim-witted by human standards, theanimals realize that these boxes carried them tothis awful place, and some have made the jump inconcepts to hope that they could carry them away.The PCs can take any actions they wish. If theyattempt to load the chukkahs onto the Gullwind,the animals will get into the Foodstuff crateswillingly—in fact, some will have already climbed in.To load the crates, one PC must operate the cargoarm. The entire loading process takes 30 minutes.The GullwindFor once the Malthar was true to his word: theGullwind has been fully repaired. He has evenrestocked the storage locker. Everything thatGarlus had in Clarion Station has been replaced.(See area 24, ship’s description.)The vessel is guarded by a pair of combat robots.These bots will verbally accost anyone aboard theship, saying “Halt.” If an intruder responds with“Hail to the Malthar,” the robots will let him pass.Otherwise, they will execute a “search and destroy”program, killing all trespassers if they can. Therobots are not programmed to sound any alarms.The first of these robots is in room 5 on theGullwind. It will fire straight down the corridortoward the airlock. The second robot is in thedining area at 3b. It will begin firing as characterspass from the corridor into that area.Two Combat RobotsMV 150m; IM/RS 5/50; STA 100 DMG 10dbStandard bodies, rocket packs, albedo screens,power backpacks, laser rifles, grenade launcher(5 frag grenades)If the characters use the videocom to call for helpas soon as they get into the Gullwind, they will gaincontact with a UPF ship. If they don’t use thevideocom, they will receive an incoming message,ten minutes after they get to the bridge. Eitherway, they will speak with UPF Rear Admiral Kadara.Kadara is aboard the light cruiser Courageous. Ifthe PCs give him the chance, the admiral will askthe following:1) What happened to the Melinda McCoy and theDirk, the Gullwind’s escort?2) Why is the Gullwind at Darkworld Station?3) Why was the Malthar so eager to capture theGullwind?If the characters furnish the admiral withinformation on the Malthar’s actions—particularly28


against the UPF ships—the admiral will haveenough justification to order a punitive strikeagainst Darkworld Station.As soon as this information has been exchanged,the WNBs of the Malthar’s fleet will be activatedagain. This occurs quickly enough so that thecharacters realize their transmissions have beenintercepted, but not so fast that they can’t get themessage through.Security Alert!Be sure you keep careful track of game time fromthis point on. The adventure will develop in widelyseparate areas, and timing is very important. Thechronology below lists events and when they occur.Time is measured in minutes.Events that happen in space are described morefully in the next section, “The Dramune War.”Events that take place in the station are detailedafter the chronology.0:00 The minions of the Malthar realize that an unauthorizedbroadcast is originating from the Gullwind. The WNBs areactivated again, but not before the message is sent.0:15 The Malthar has assembled a force of robots and NPCtroops to attack the Gullwind from the access chamber. Theseemerge from the elevator and enter the access chamber now.0:25 The Malthar’s force in the access chamber attempts toadvance into the Gullwind’s airlock, and then onto the ship itself.Meanwhile, a second force has been sent into the docking bay,attempting to cut two holes in the Gullwind’s hull. The secondforce reaches the ship at exactly minute 25.0:30 The militia of Inner Reach reaches the mapboard. This isturn 1 of the boardgame scenario “The Dramune War.”0:50 The Spacefleet task force enters the mapboard,engaging the Malthar’s ships immediate!y. This is turn 3 of “TheDramune War.”Attackers InsideAt minute 15, a force of the Malthar’s robots andNPCs emerges from the elevator into the accessarea. The robots will be in the lead. The NPCs willalways allow the bots take the damage beforeexposing their own hides.Six Combat RobotsMV 150m; IM/RS 5/50; STA 100 DMG 10dbStandard bodies, albedo screens, power backpacks,power belt- packs, laser rifles, 5 frag grenadesFour HumansRW45; M40; PSi; 1M6; RS55; STA 45Gyrojet rifles, 3 clips; skeinsuits; inertia screensThree YaziriansRW 50; M 30; PS 2; IM 5; RS 50; STA 50Laser rifles, power backpacks, skeinsuits, albedoscreensSix DralasitesRW 40; M 40; PS 3; IM4; RS4O; STA 60Automatic rifles, 3 clips; skeinsuits; gauss screensTwo VruskRW 70; M 30; PS 1; IM 7; RS 65; STA 40Automatic pistols, 2 clips; laser pistols, powerbackpacks; skein- suits; albedo screensIf this force is reduced to five characters, those fivewill withdraw as quickly as possible. After 20minutes, the force will be replenished to its originallevel and attack again. Simply repeat the attackwith the above statistics, if the PCs are still aroundto meet it.Attackers OutsideAnother force of Malthar robots and NPCs will reachthe outer hull of the Gullwind exactly 25 minutesafter the WNBs begin broadcasting again. Like theircounterparts fighting inside, the NPCs in this groupwill let the robots lead the way. The attack is aimedat the maintenance deck and the bridge.Four Combat RobotsMV 150m; IM!RS 5/50; STA 100; DMG 10dbRocketpacks, albedo screens, power backpacks,gyrojet rifles (3 clips); 2 have LPTsAll of the following characters are equipped withspacesuits, extra patches, rocket packs, and skeinsuits.None have spacesuit armor!Six HumansRW 60; M 30; PS 2; IM 6; RS 55; STA 45Automatic rifles, 3 clips; electric swords, 1 SEU clipFour DralasitesRW 70; M 45; PS 3; IM 4; RS 40; STA 55Laser rifles, power beltpacks; vibroknives, 1 SEU clipOne YazirianRW 75; M 50; PS 3; IM 5; RS 50; STA 40Automatic rifle, 5 clips; electric sword, 1 SEU clipIf this combined force of “outside attackers” isreduced to four characters, they will withdraw. Itwill take 40 minutes for another attack to beginhere, if the Gullwind is still around.If the Gullwind’s engines are started, the NPCsattacking outside will withdraw. The robots outsidewill continue to attack until they are destroyed orthe ship starts to move. Any robots on the shipwhen she moves will simply tumble free into thedocking bay.29


delta.5:The DramuneWarThe Dramune War provides a scenario for theKnight Hawks boardgame. It can be played as partof this adventure or on its own. If the players don’twant to include a boardgame session in their roleplaying,just describe a massive space battle goingon in the background. Ideally, however, thisscenario will augment the climax of the adventure.To play the Dramune War, place a planet counter inthe center of the map to represent Outer Reach.Then place a second counter, a space station, inorbit around the planet. This is Darkworld Station,the only station that becomes involved in the war.Set up all the Outer Reach militia and pirate shipswithin 5 hexes of Outer Reach. Their maximumspeed is 10. As referee, you will run these ships—the bad guys. Use the ship rosters at the end ofthis adventure to keep track of the ships in thebattle.Players will run the UPF and Inner Reach ships—thegood guys—dividing the vessels among themselvesaccording to their own preference. Rosters forthese ships are included in the center pulloutsection.Place the Inner Reach ships along one ofthe short edges of the map, marking their previousspeeds at 20.The UPF detachment will enter on the third turn.(Be sure you mark the passage of game turns onone of the ship rosters.) The detachment mustenter the map from the edge that is opposite theInner Reach ships. UPF ships can enter the mapwith any previous speed up to 25.Be sure that the players understand the rulesabove that describe the entry of their ships on themap. If they don’t understand them, they will beunable to maneuver effectively.Players should continue to run their PCs on theGullwind during the battle. Be prepared to step inand outlaw any blatant abuses of this duality. Forexample, it is highly unlikely that the entire UPFfleet will ignore tactical considerations just to flyalong with the Gullwind and protect her fromtorpedo attack.the Malthar’s ships. The Malthar’s fleet, on theother hand, must prevent this from happening.If the Gullwind makes a break from the stationduring the battle, the Malthar’s troops will not fireupon her unless she’s the only available target. Ofcourse, the Gullwind can join the battle instead ofrunning, if the PCs wish!RetreatThe ships of the Malthar will press their attacksfanatically, unless there is obviously no chance towin the battle (in your judgment). In this case, allremaining Outer Reach ships and pirate vessels willscatter toward deep space, trying to split up andoutrun pursuit. Keep notes of any that escape; theycan be good tools for future encounters.The Inner Reach militia and UPF detachment willpress their attack with steadfast courage, but notfanaticism. If this combined force is reduced to fouror fewer ships and the enemy has six or more shipsleft, the UPF and Inner Reach ships will withdraw.The fate of the Malthar is vague. Perhaps he fledDarkworld Station on a small yacht when the attackbegan, or was aboard one of his warships thatescaped the battle. If he survived, he will certainlybear a strong grudge against the PCs and theGullwind, providing fuel for future adventures.delta.6:ExperienceawardsEach character that escapes Darkworld Station alivewill collect an automatic 10 points. If the PCsinitiated the radio contact with Admiral Kadarawhen they escaped to the Gullwind on Darkworld,then each character earns another 10 points. Inaddition, the players should receive points based onthe number of chukkahs they were able to save.Calculate these points as follows:1) Divide the total number of chukkahs rescued by10, for a possible maximum of 120.2) Divide the result of step 1 by the number ofplayer characters surviving, rounding fractionsup. This is the number of points earned by eachPC.Battle objectives are as follows: the UPF and InnerReach ships must destroy Darkworld Station and all30


Majora StationThe Gullwind’s berth in the docking bay of MajoraStation is rented for another six months. If thecharacters decide to keep the bay after the sixmonths are up, the standard fee is 2000 Cr permonth. When the fees are paid, the Gullwind isguaranteed to have a berth there when she needsit—even if station authorities have to order anothervessel to leave.If the PCs bring a load of liberated chukkahs toMajora Station, the characters’ names and faceswill be known to virtually every citizen of InnerReach. This could have any number of intangiblebenefits, and perhaps a few disadvantages, infuture adventures.Whether this fame is positive or negative dependsgreatly on the outcome of the Dramune War. If theattack on Darkworld was an unmitigated disasterfor the Spacefleet and Inner Reach, the PCs will besummoned to numerous hearings andinvestigations on their roles in starting the war. Ifthe war was successful, their reputation will beenhanced.The chukkahs will just want to return to their plainsand forests, except perhaps for Zak and Ermaline.If the PCs have treated these two well, and with acertain amount of affection, then Zak and Ermalinewill be very willing to stay aboard the Gullwind andaccompany the characters through futureadventures. You can create scenarios in whichthese “pets” play a significant part; or just let thecharacters take them’ along when they travel.EPSILON Sectionpositive publicity from this adventure will increasethe characters’ chances for getting work offers, andthe Gullwind’s speed will justify some premiumrates on cargos that need to reach their destinationfast.The Knight Hawks freight tables list many cargoswhich cannot apply to Inner Reach, because itsresources are mostly agricultural. Feel free tosubstitute foods or spices for any inappropriatecargo that the dice may indicate.Obtaining a CharterIf the characters wish to obtain a company charter,and they make the application at Inner Reach, thefirst step of the application will automatically besuccessful—provided the party rescued thechukkahs. If so, allow the PCs a 30 modifier on thesecond roll of the application.Corporations with offices on Majora Station includethe Cassidine Development Corporation, the Pan-Galactic Corporation, the Streel Corporation, andCapellan Free Merchants.The Gullwind is a fine ship, and the playercharacters have been given a golden opportunity bytheir fortuitous inheritance. Where they wish to gowith her is their decision; suffice to say that theroad will no doubt lead to adventure!32Of course, the PCs may have left the chukkahs onDarkworld Station in favor of saving their ownskins. In this case, word of the abandonment willleak to Inner Reach, where the news media willpick up the story. Although no legal sanctions willbe taken, the characters will be scorned, insulted,and generally hassled by citizens of Inner Reachwherever they may be encountered.Future CargosThe Gullwind is a freighter; if the PCs decide to useher as one, consult the Knight Hawks tables onfreight hauling (Campaign Book, p. 45-56. InnerReach is considered a “Resource Center.”) Any


DATA READOUT: 9/15/61GULLWIND SHIP LOGFreighter Hull Size 6Commissioned: 1/1/41BASE: Majora Station, Inner Reach, Dramune SystemBerth 17: paid through 3/1/62DRIVES: 3 Pan Galactic Eurekas; Size Rating “B”Last Overhaul: 8/8/61Last Annual maintenance: 4/12/61 –Rebuild #2 Thruster and Reaction ChamberFuel Carried: 3 pellets/engine loaded12 pellets/in reserve (see Freight)ADF: 4 MR: 3 DCR: 38 HP:24LIFE SUPPORT: Main – Capacity 12; Backup – Capacity 12WEAPONS AND DEFENSES: Laser Battery; Reflective HullCOMMUNICATIONS AND DETECTION: Videocom; Intercom; Radar;Skin Sensor; Subspace RadioCOMPUTER Computer Security Damage ControlPROGRAMS: Installation Security AlarmComputer Lockout Atomic DriveAstrogation Laser BatteryLife Support AnalysisInformation StorageCREW REQUIREMENTS: Pilot: ______________________________Backup Pilot: _______________________Engineer: ___________________________Astrogator: _________________________Gunner (Energy): ____________________FREIGHT CAPACITY: 6 Hull UnitsFREIGHT ABOARD: 30 Parabatteries I Heavy Weapon; 12 Size “B”Atomic Engine Fuel Pelle s (in lead case)PASSENGER CAPACITY: 2 First Class 4 Journey ClassPASSENGERS ABOARD:CARGO MANIFEST:Date ofDate ofOrigin Departure Destination Arrival Cargo/Contractor*******************************************************************************Inner/Dramune 3/3/61 Outer/Dramune 3/4/61 Foodstuffs/MalcoOuter/Dramune 3/6/61 Hargut/Gruna G. 4/1/61 Armaments/MalcoHargut/Gruna G. 4/3/61 Yast/Athor 4/20/61 Aluminum/Pan Gal.Yast/Athor 4/23/61 Inner/Dramune 5/15/01 Spice/InnerR Gov’tInner/Dramune 5/21/61 Outer/Dramune 5/23/01 Foodstuffs/MalcoOuter/Dramune 5/25/61 KK/K’aken Kar 6/16/61 Armaments/MalcoKen’zah Kit/ 6/17/61 Inner/Dramune 7/8/61 Fish hatchlings/Ken’zah KarInner Reach Gov’tInner/Dramune 7/10/61 Outer/Dramune 7/11/61 Foodstuffs/MalcoOuter/Dramune 7/13/61 Lossend/Timeon 8/1/61 Robots/MalcoLossend/Timeon 8/4/61 Inner/Dramune 8/20/61 Parabatteries/StreelInner/Dramune 8/21/61 Outer/Dramune 8/22/61 Foodstuffs/MalcoOuter/Dramune 8/22/61 Triad/Cassidine 8/25/61 -Triad/Cassidine 8/20/61 Kdikit/Madderly 8/30/61 -Kdikit/Madderly 8/30/61 Minotaur/Theseus 9/80/61 -Minotaur/Theseus 9/12/61 Clarion/White L. 9/15/61 -33


DATA READOUT: 9/15/61SYSTEM BRIEFSYSTEM NAME: DRAMUNE STAR COLOR ORANGE-YELLOWHABITABLE PLANETS: Inner ReachOuter ReachSYSTEM HISTORY: The Dramune System was first colonized in 302 PF by theDralasites, whose race expanded into the Frontier from the direction ofFromeltar. Within several decades of the founding of the first settlement,members of all four races were living on both Inner and Outer Reaches.At first, the two planets developed in peaceful harmony. Trade flourishedbetween them, as this is one of the few systems having more than one habitableplanet, and cheap system ships could be used for commerce. After severalcenturies, however, philosophical differences began to separate the twosocieties. The dramatically different living conditions on the two planetscaused them to develop along dissimilar paths, creating one of the most bitterand long—standing conflicts in the Frontier.SYSTEM DISPLAY: Four planets orbit Dramune. The middle two are habitable.Tendrils extend from the Xagyg Dust Cloud into the system, reaching even beyondthe orbit of the outermost planet.Xagyg Dust CloudsLost Reach<strong>Star</strong> Routeto CassidineInner ReachOuter ReachDramune<strong>Star</strong> Routeto FromeltarClose Reach34


DATA READOUT 9/15/61INNER REACHCLIMATE: warm to hot; mostly humid; average temp: 29 CDIAMETER: 8,892 km GRAVI1Y: .8101LENGTH OF DAY: 20 hrsATMOSPHERE: 70% nitrogen, 21% oxygen, 9% inert gasMOONS (1): “Dayhigh,” blue, completes orbit in 20 daysPHYSICAL AND GEOGRAPHICAL ASPECTS:Inner Reach is a world that mostcreatures would describe as”pleasant.”Temperatures are warm, and a stableorbit creates little climate changefrom season to season. Large lakes andseas break up the land masses with anever—flowing pattern of water. Rainusually falls at night, leaving daysthat are sunny and hot.The land masses of Inner Reach varyfrom rugged, snow—capped mountains tolush flat grasslands and toweringforests, Flowers, in thousands ofbrilliant varieties, bloom year—roundon every terrain.A rich and varied animal life hasevolved in this prime habitat,including insects, reptiles, mammals,and fish, the most intelligent animalis the chukkah, a mammal 1—1/2 metersfrom its nose to the tip of its tail.The chukkah does not have a highreasoning capacity, but it is far moreintelligent than most animals.POLITICAL AND CULTURAL ASPECTS:Inner Reach is perhaps the mostsuccessful example of the ancientideal of an enlightened society.Poverty and disease are almostnonexistent. A robust economy producesfruits, vegetables, and a wide varietyof unique spices. The planet is famedfor its many fine food products, someof which are so valued that they areshipped to all parts of the Frontier,A small industrial segment of theeconomy processes these foods andproduce the Machinery needed forfarming Inner Reach’s lands.A republican democracy forms theplanetary government, which takes aremarkably casual approach to rule.Laws stress individual rights aboveall else, The system works because thepopulation, by and large, is veryresponsible. Crimes are rare on InnerReach, and punishments generallyinvolve reeducating the offenders,Surgical rehabilitation is used inonly the most extreme cases.Inner Reach’s original Dralasitesettlers have long been obscured bythe many immigrants who continue toarrive, the planet’s population isapproaching half a billion, but vastexpanses of unsettled land haveprevented any problems of crowding.The government has enacted strict lawsthat protect the environment and setaside several small continents asplanetary parks and preserves. Severaldecades ago the chukkah became theplanetary symbol. To protect theirbeloved mascot, the citizens of InnerReach enacted stiff laws to deter anywho might molest or harm the creature.Several commerce stations orbit InnerReach, providing a base for theplanet’s militia and the tradingvessels that cross the system dozensof times each day. Majora Station, thelargest commerce station, also servesas a base for Spacefleet vessels inthe system.The inhabitants of Inner Reach harbora burning hatred for their neighborson Outer Reach, regarding them as acrude collection of lawless hoodlumsand thugs. Friction is high betweenthe governments of the two planets;every 20 or 30 years, the tensionerupts into a shooting war. The lastof these wars occurred in 36 FY. OuterReach can Muster a large force ofwarships, and only the intervention ofthe UPF Spacefleet has saved InnerReach from conquest by its militantneighbor.Because of its lively economy, InnerReach is well—represented in theCouncil of the United PlanetaryFederation. It is this influence thathas allowed the planet to acquire theSpacefleet’s aid; the fleet normallydoes not participate in interplanetaryconflicts.Aside from the rather infrequentshooting wars, the pleasantenvironment and great personal freedomcombine to make Inner Reach one of themost desirable of the Frontier worldsfor living, working, or playing.35


DATA READOUT: 9/15/61OUTER REACHCLIMATE: cold to frigid; very dry; average temp: —4 CDIAMETER: 13,045 km GRAVITY: 1.0LENGTH OF DAY: 35 hrsATMOSPHERE: 77% nitrogen, 15% oxygen, 8% inert gasesMOONS (5): “Diamond,” silver, completes orbit in 33 days, holds several colonies andresearch Stations; “Shadow “ brown completes orbits in 60 days; “Three Sisters,” red,three Moons whose orbits intertwine, moons complete orbit in 18 daysPHYSICAL AND GEOGRAPHICAL ASPECTS:Outer Reach is cold and inhospitable. Theplanet’s original settlers were drawn bythe lure of mineral wealth locked withinthe planet’s rocky shell, Uranium, gold,and aluminum are just a few of the elementsthat have been extracted from Outer Reachby the millions of tons since they werefirst discovered.The severe environment on Outer Reach hasprevented the development of any nativelife forms——plant or animal. Although theatmosphere contains breathable amounts ofoxygen, the scarcity of water undoubtedlyprecluded any natural evolution.Barren rock fields and harsh, craggymountains cover much of the planet’ssurface. Chains of volcanoes lace thelands, many of them constantly spoutingmasses of smoke and lava. The planetpresents a bizarre picture from space:mile—wide streams of molten rock tracefiery paths through the landscape.POLITICAL AND CULTURAL ASPECTS:Outer Reach is known throughout he Frontieras home for gangsters, pirates, cheapthugs, and other interstellar scum, Thisreputation is richly deserved.The mines are playing out, so now theplanet’s main source of income is theproduction of weapons and simple robots.Although not famed for quality, theproducts of Outer Reach can be purchasedanywhere in the Frontier——if you have theright connections, According to someestimates, illegal gains through smugglingactivities represent fully 50% of theplanet’s income.The population number’s only 20 million,Most of these individuals——immigrants andtheir descendents——live in large, climatecontrolledcities that draw energy fromgeothermal sources. In fact, the chiefadvantage of manufacturing on Outer Reachis the almost free energy that can beobtained from these underground sources.Outer Reach was originally settled byfreethinking individualists drawn by theplanet’s mineral resources, As theseresources began to diminish, competitionfor unclaimed territories became intense,and a “might makes right” philosophyevolved, A number of small kingdoms anddictatorships battled each other fordecades, until finally, the Styrigiannation emerged as the supreme power.After the warring ended, a fierce rivalrycontinued between the Styrigians and theirclosest contender for power: the MaltharianConfederation. Finally, the two forcesworked out a unique compromise. TheStyrigians gained control of the planet’ssurface, and the Maltharians took controlof the space stations orbiting Outer Reach.The two governments have cooperatedpeacefully. Both the planetary and extraplanetarygovernments are dictatorships.The Maltharians are ruled by a Dralasitecalled the Malthar.Several space stations orbit Outer Reach,holding a prime position on Frontier traderoutes, Pinnacle Station, the largest, isheavily armed and represents a majorbreastwork in the UPF plan for Frontierdefense. Darkworld Station is theheadquarters of the Malthar; it is alsorumored to shelter the “home offices” ofhis massive crime syndicate, which hastentacles reaching to the farthest cornersof the Frontier.In recent years, the discovery of Ixiol hasgreatly increased the Malthar’s profitmargins. This drug is readily available onOuter Reach, selling at a “street price” of100 credits per pill. The drug produces along—lasting euphoria, but it is highlyaddictive; an Ixiol habit debilitates andeventually kills its victim. How theMalthar produces the drug, however, remainsa mystery.Active secret police forces both in spaceand on the planet’s surface quickly stompout any dissident behavior. Generous bribesmust be offered at every level of thebureaucracy before any kind of action ispossible.Outer Reach has a small, highly trainedfleet of militia ships, and the Malthar caneasily muster a good number of piratevessels as allies. Because of thiscombination, the planet possesses thedeadliest starship attack force of anysingle planet in the Frontier. Fortunatelyfor peace—loving peoples, the criminalworld has not been able to prevent the UPFSpacefleet from coming to the aid of someof the criminals’ potential victims.36


●●●●●●●●●●●●●●●●●●●●DATA READOUT: 9/1/6lALIEN CREATURE UPDATE FILEChukkahTYPE: Small Omnivorous mammalNUMBER: 1-1,000MOVE: Fast (80 meters/turn)IM/RS: 8/80STAMINA: 20ATTACK: 40 (to bite)DAMAGE: 1-10SPECIAL ATTACK: TackleSPECIAL DEFENSE: NoneNATIVE WORLD: Inner Reach/Dramune Sys.;plains and forestsThe chukkah is a plump, furry mammal nativeto the plains and temperate forests ofInner Reach, Dramune System. Its bodyMeasures roughly 1 meter from end to endits tail adds another 1/2 meter. Althoughthe animal’s appearance is comical, thechukkah’s relatively hiqh intelligence andgreat manual dexterity have allowed it toevolve as the dominant life form on theplanet. This status was of course alteredby the arrival of the four races.Chukkahs are related to the squirrelfamily, but they are larger than most oftheir kin. Black stripes line their tanbodies, and their faces are black, makingthem appear as if they wear masks. Theirpointed noses sprout bristling whiskers.Their ears are pointed but short, and theysport huge, bushy tails, The chukkah canhold and manipulate objects with a greatdegree of control because of the fourflexible digits at the end of each of its“forelegs,” or arms.The chukkah’s diet is a mixture of berriesand fruits, although it occasionallyincludes small rodents, insects, and fish.There are documented cases of thecreatures pulling down and devouring largeherbivores, but these cases are rare.Chukkahs employ a rather sophisticated formof combat against creatures larger thanthemselves. If at least one chukkah scoresa hit on each leg of a large creature, thechukkah try to pull the legs out from undertheir victim. Unless the victim makes asuccessful RS check, the chukkahs bring thevictim down and swarm over it. Only fourchukkahs are able to attack a man—sizedcreature that is standing, but up to eightchukkahs can attack a creature of that sizeif it is lying on the ground.Chukkahs are equally at home leaping aboutthe treetops or racing on the ground. Onthe plains, chukkahs live in burrows duginto the ground; in the forests, they buildnests in the trees.The chukkah’s language is made up ofseveral hundred symbols. They are known topossess a wide range of emotionalsensitivity. Chukkahs mate for life, and asingle chukkah rarely lives long after itsmate dies. Parents are fiercely protectiveof their young, which are born in littersof 2 or 3. A band, made up of anywhere from20 to 100 chukkahs, is equally protectiveof its home territory. Chukkah bands arehighly social, and often combinetemporarily, forming larger bands. Conflictbetween chukkah bands is more like a ritualdance than a fight. Such conflicts arealmost always resolved without killing.Because of their industrious capacity forbefriending other races, chukkahs are verypopular on Inner Reach. In fact, thecitizens of that planet have chosen thechukkah as their planetary symbol, and haveset aside large land grants so the chukkahsmay live in their natural habitat. Nearlyall chukkahs live on these expanses, so thecreatures generally have very littlecontact with civilization.●●●●●●●●●●●●●●●●●●●●37


MILITIA VESSELS OF INNER ReachDRAMINIDHP: 15LB (Energy 2); ADF: MR: DCR:Assault Scout AR (Rocket 1) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 2; Engineer 1SPEED:ODESSAHP: 15LB (Energy 4); ADF: MR: DCR:Assault Scout AR (Rocket 3) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 3; Engineer 2SPEED:SCRAPPERHP: 15LB (Energy 3); ADF: MR: DCR:Assault Scout AR (Rocket 2) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 2; Engineer 2SPEED:REPUBLICHP: 50LC (Energy 1); ADF: MR: DCR:Destroyer LB (Energy 3); 3 3 75DEFENSES: RH; MS ; ICM EB (Energy 2)DAMAGED SYSTEMS: T (Rocket 1);Other crew skills: Pilot 3; Engineer 1 RB (Rocket 2);SPEED:PROGRESSIVEHP: 40LC (Energy 2); ADF: MR: DCR:Frigate LB (Energy 3); 4 3 70DEFENSES: RH; MS ; ICM T (Rocket 2);DAMAGED SYSTEMS: RB (Rocket 3);Other crew skills: Pilot 4; Engineer 2SPEED:REFEREE’S NOTES:38


MILITIA VESSELS OF Outer ReachGOLDENRODHP: 15LB (Energy 3); ADF: MR: DCR:Assault Scout AR (Rocket 4) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 4; Engineer 3; Astrogation 1SPEED:MALTHARIAHP: 15LB (Energy 3); ADF: MR: DCR:Assault Scout AR (Rocket 3) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 4; Engineer 2; Astrogation 2SPEED:DRASIMIANHP: 40LC (Energy 2); ADF: MR: DCR:Frigate LB (Energy 3); 4 3 70DEFENSES: RH; Decoy ; ICM T (Rocket 4);DAMAGED SYSTEMS: RB (Rocket 2);Other crew skills: Pilot 4; Engineer 3; Astrogation 4SPEED:STARHAWKHP: 40LC (Energy 2); ADF: MR: DCR:Frigate LB (Energy 3); 4 3 70DEFENSES: RH; MS ; ICM LB (Energy 3);DAMAGED SYSTEMS: T (Rocket 3);Other crew skills: Pilot 4; Engineer 3; Astrogation 1SPEED:DARKWORLD STATIONHP: 60LB (Energy 3); DCR:Space Station RB (Rocket 3) 80DEFENSES: RH; MS ; ICMDAMAGED SYSTEMS:Other crew skills: Engineer 5SPEED:REFEREE’S NOTES:39


Pirate Vessels ALLIED WITH MALTHARCARNARIANHP: 15LB (Energy 2); ADF: MR: DCR:Assault Scout AR (Rocket 1) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 3SPEED:ZEBBALOWHP: 15LB (Energy 1); ADF: MR: DCR:Assault Scout AR (Rocket 1) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 2SPEED:SCOURGESENDERHP: 25LC (Energy 3); ADF: MR: DCR:Corvette LB (Energy 3) 3 3 60DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 3; Engineer 3SPEED:SCYTHEWEILDER LC (Energy 3); ADF: MR: DCR:HP: 25Corvette LB (Energy 2) 3 3 60DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 3; Engineer 1SPEED:MELLISIAN ALABARHP: 40LC (Energy 3); ADF: MR: DCR:Frigate LB (Energy 2); 4 3 70DEFENSES: RH; MS ; ICM T (Rocket 3);DAMAGED SYSTEMS: RB (Rocket 2);Other crew skills: Pilot 4; Engineer 4SPEED:REFEREE’S NOTES:40


UPF Spacefleet DetachmentAVENGERHP: 15LB (Energy 3); ADF: MR: DCR:Assault Scout AR (Rocket 6) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 5; Engineer 3SPEED:JUSTIFIERHP: 15LB (Energy 4); ADF: MR: DCR:Assault Scout AR (Rocket 3) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 4; Engineer 2SPEED:MORNING STARHP: 15LB (Energy 3); ADF: MR: DCR:Assault Scout AR (Rocket 3) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 3; Engineer 3SPEED:STARPACERHP: 15LB (Energy 4); ADF: MR: DCR:Assault Scout AR (Rocket 2) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 5; Engineer 2SPEED:DARINGHP: 40LC (Energy 4); ADF: MR: DCR:Frigate LB (Energy 2); 4 3 70DEFENSES: RH; ICM RB (Rocket 4);DAMAGED SYSTEMS:Other crew skills: Pilot 4; Engineer 5SPEED:Z’YTTLHP: 40LC (Energy 3); ADF: MR: DCR:Frigate LB (Energy 3); 4 3 70DEFENSES: RH; MS ; ICM T (Rocket 5);DAMAGED SYSTEMS: RB (Rocket 4);Other crew skills: Pilot 4; Engineer 4SPEED:COURAGEOUSHP: 70DC (Energy 4); LB (Energy 3); ADF: MR: DCR:Light Cruiser EB (Energy 3); PB (Energy 3); 3 2 100DEFENSES: RH; ES; SS; ICM T (Rocket 3);DAMAGED SYSTEMS: RB (Rocket 4);Other crew skills: Pilot 6; Engineer 5SPEED:UPF Spacefleet EscortDIRKHP: 15LB (Energy 3); ADF: MR: DCR:Assault Scout AR (Rocket 2) 5 4 50DEFENSES: RHDAMAGED SYSTEMS:Other crew skills: Pilot 2; Engineer 2SPEED:MELINDA McCOYHP: 50LC (Energy 3); ADF: MR: DCR:Destroyer LB (Energy 3); 3 3 75DEFENSES: RH; MS ; ICM EB (Energy 2);DAMAGED SYSTEMS: T (Rocket 1);Other crew skills: Pilot 3; Engineer 2 RB (Rocket 2);SPEED:41


Prerolled CharactersIf the players do not have characters that they want to use for this adventure, have them use this group.CHARACTER RACE: HumanSTR/STA 60/65 PS 3DEX/RS 60/70 IM 7INT/LOG 40/45 RW 90 (with beam weapon)PER/LDR 40/45 M 50SPECIAL ABILITIES: NoneSkills: (PSA Military) Beam Weapons 6; Melee Weapons 3; Demolitions 2; Medical 2;Technician 3CHARACTER RACE: HumanSTR/STA 50/60 PS 3DEX/RS 50/55 IM 6INT/LOG 40/60 RW 75 with gyrojet Weapon)PER/LDR 50/40 M 45SPECIAL ABILITIES: NoneSkills: (PSA Technological) Gyrojet Weapons 5; Melee Weapons 2; Computer 6; Robots 4;Technician 5; Astrogation 2CHARACTER RACE: YazirianSTR/STA 40/50 PS 2DEX/RS 70/65 IM 7INT/LOG 50/60 RW 60 (with projectile weapon)PER/LDR 55/75 M 40SPECIAL ABILITIES: Gliding; Battle Rage 20%; Night VisionSkills: (PSA Technological) Projectile Weapons 4; Martial Arts 2; Technician 6; Computer 4;Robotcs 2; Pilot 3CHARACTER RACE: YazirianSTR/STA 50/45 PS 3DEX/RS 60/65 IM 7INT/LOG 65/55 RW 60 (with beam weapon)PER/LDR 35/45 M 80SPECIAL ABILITIES: Gliding; Battle Rage 40%; Night VisionSkills: (PSA Technological) Beam Weapons 3; Melee Weapons 5; Technician 5; Robotics 4;Computer 3; Psycho-Social 2; Engineer 3CHARACTER RACE: DralasiteSTR/STA 70/80 PS 4DEX/RS 50/50 IM 5INT/LOG 35/45 RW 75 (with projectile weapon)PER/LDR 40/50 M 95SPECIAL ABILITIES: Form Change; Perception 35%Skills: (PSA Military) Projectile Weapons 5; Melee Weapons 6; Thrown Weapons 5;Gyrojet Weapons 2; Demolitions 2; Environmental 1; Rocket Weapons 4CHARACTER RACE: VruskSTR/STA 45/55 PS 3DEX/RS 70/70 IM 7INT/LOG 50/60 RW 60 (with beam weapon)PER/LDR 50/60 M 43SPECIAL ABILITIES: Ambidexterity; Comprehension 42%Skills: (PSA Technological) Beam Weapons 2; Melee Weapons 2; Computer 6; Technician 4;Robotics 3; Medical 3; Environmental 3; Pilot 3; Engineer 142


563d3b33a3c8741219 1816a171643


24262027232228c212828b28c2cLifeboat (2)2a2d44


1112915101314Ceiling HatchPortholeBedComputerConsoleDesk/ChairShowerFloor HatchHeadHatchKEYElevatorDoorMachineryB293133A CDE32353445


Cargo Loading DockTo Gullwind’sHatch (1)Airlock ChamberSecurity StationToLoadingDockToAdjacentDockAccess ChamberToAdjacentDockStorageLockerStorage Bay46To Elevator


Dramune! A system of conflictat the edge of the frontier. Itstwo life-bearing planets standpoised on opposite sides of anuneasy peace. Only the thinleash of one planet’sdemocratic idealism preventsinterplanetary war.Far across the galaxy, a dyingcaptain carries an explosivesecret. In his battered but swiftfreighter he hides a curiouscargo. A cargo that will snapthe leash preservingDramune’s peace.The captain has one last wish: to find a new crew and take hissecret home. And he has one great obstacle: a notorious crimeczar with a troop of slimy thugs. The odds are against thecaptain and his new crew, but together they must make this lastvoyage—the Dramune Run.Dramune Run is an adventure designed for the STARFRONTIERS® game system, including the original role-playinggame, Alpha Dawn, and its space-faring sequel, Knight Hawks.Both games are needed to play Dramune Run, which combinesboardgame space combat with mystery, intrigue, and fantasticnew characters for a thrilling science fiction role-playingadventure.48

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!