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