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  BORDERLANDS ADVENTURE 1: 
  WRECK IN THE RING 
  BY ROBERT L. S. WEAVER 
   
  
  1 
   
  BORDERLANDS ADVENTURE 1: 
  WRECK IN THE RING 
   
  Credits
  Cover Art 
  NASA Public Domain 
  Interior Art 
  ©Fotosearch 
  Ian Stead 
  NASA Public Domain 
  Deck Plans 
  Ian Stead 
  Author 
  Robert L.S. Weaver 
  Editors 
  Omer Golan-Joel, Richard Hazlewood, Josh Peters 
  Interior Design & Layout 
  Kathy Hazlewood and Omer Golan-Joel 
   
   
   
   
   
   
  This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and 
  does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either 
  Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System 
  Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their 
  product lines. 
  Cepheus Engine and Samardan Press™ are the trademarks of Jason "Flynn" Kemp”; Stellagama Publishing is not affiliated with Jason "Flynn" Kemp or 
  Samardan Press™. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e) and are not 
  open content, and thus are property of Stellagama Publishing: All trademarks or registered trademarks, proper names (characters, organizations etc.), 
  dialogue, plots, storylines, locations, characters, artwork and trade dress. (Elements that have previously been designated as Open Game Content or are in the 
  public domain are not included in this declaration.) Open Content: Except for material designated as product identity (see above), any game mechanics are 
  Open Game Content as defined in the Open Gaming License version 1.0a section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission. A copy of the Open Game License licence is shown on the last page of this book. 
  To learn more about the Open Game Licence, please go to http://www.opengamingfoundation.org/. 
  This artwork is copyright (C)2006 Bradley K McDevitt.  You can use this image in commercial or fan projects, however you may not publish it as clip art.  Any 
  company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits. For more artwork or to contact this artist please 
  visit... www.bradleykmcdevitt.net Sold by Postmortem Studios... www.postmort.demon.co.uk 
   
  Roleplaying games to DIE for. 
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  2 
   
  TABLE OF CONTENTS 
  Contents 
  Introduction ............................................................................................................................... 3 
  Required and Recommended Materials .......................................................................................... 3 
  References to Other Books .............................................................................................................. 3 
  About the Author ............................................................................................................................. 3 
  Stellagama Publishing ...................................................................................................................... 3 
  Setting Overview ........................................................................................................................ 4 
  Background ................................................................................................................................ 6 
  The Ring ........................................................................................................................................ 6 
  The Rock ....................................................................................................................................... 6 
  Players' Information ..................................................................................................................... 6 
  Referee's Information .................................................................................................................. 7 
  Towards Splendor ...................................................................................................................... 8 
  Locating the Splendor .................................................................................................................. 8 
  Entering the Splendor .................................................................................................................. 8 
  Inside the Wreck ........................................................................................................................ 9 
  Collecting Scrap Parts ................................................................................................................... 9 
  Is it spooky in here or is it just me? ........................................................................................... 10 
  Restoring Power ......................................................................................................................... 11 
  Something Down Here is Alive! ................................................................................................ 12 
  Back from the Ring ................................................................................................................... 14 
  Selling other goods from the wreck ........................................................................................... 14 
  Conclusion .................................................................................................................................. 14 
  Appendix A: Glossary ............................................................................................................... 15 
  Appendix B: Non-Player Characters .......................................................................................... 16 
  Appendix C: 300-ton Terran Shaka-class Light Military Transport .............................................. 17 
  Appendix D: Deck Plan of Tallmadge's Splendor........................................................................ 18 
  Open Game Licence Version 1.0A ............................................................................................. 19 
   
   
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  3 
   
  INTRODUCTION 
  The interstellar transport Tallmadge's Splendor crashed on an asteroid moonlet of a remote gas 
  giant in a barely-explored frontier system. Twenty-four years later, a belter hires some intrepid 
  adventurers to help him salvage the wreck. Navigating and inspecting a dead ship – most of which 
  is in hard vacuum – is not an easy job. Worse, the belter's team members have ulterior motives, 
  and something is still alive aboard the doomed spacecraft. 
  Wreck in the Ring is a deep space exploration adventure for 3-5 PCs, using the Cepheus Engine 
  rules and fully compatible with any 2D6 OGL sci-fi game. The default setting is the Parvati system, 
  on the very edge of Terran space, in the These Stars Are Ours! setting published by Stellagama 
  Publishing. However, it will fit very easily into almost any interstellar sci-fi setting. 
  The PCs should have a variety of shipboard skills, whether they have their own ship or not. 
  Mechanical, Engineering, and Zero-G skill will be most helpful for this job.  
  Required and Recommended Materials 
  To use this supplement, you will need a copy of the Cepheus Engine System Reference Document, 
  from Samardan Press™ available from DriveThruRPG. We also recommend the use of the Cepheus 
  Engine Vehicle Design System, also available from Samardan Press™. 
  Alternatively, you may use any other variant of the 2D6 Science Fiction SRD such as the base 
  System 
  Reference 
  Document 
  (SRD), 
  itself 
  freely 
  and 
  legally 
  available 
  at 
  http://www.travellersrd.com. 
  The default setting is These Stars Are Ours! – an interstellar space-opera universe published by 
  Stellagama Publishing and available both in digital and print formats from DriveThruRPG. 
  Also, to get the most from this book you will need at least two six-sided dice and some 
  pens/pencils and paper or a computer. 
  For more information about the Brothers of St. Cuthbert, and other game-related material, visit 
  http://ancientfarfuture.blogspot.com/. 
  References to Other Books 
  • Cepheus Engine System Reference Document: CE 
  • Cepheus Engine Vehicle Design System: VDS 
  • These Stars Are Ours: TSAO 
  About the Author 
  Robert L. S. Weaver is a college librarian, who has played science fiction and fantasy RPG’s since 
  the early 1980’s. He has published a few science fiction stories, although none are currently in 
  print. This is his first adventure for The Cepheus Engine system. He wrote the index for the These 
  Stars are Ours! and the Space Patrol setting books. He lives in Virginia with his wife and two sons, 
  and regularly referees their adventures. 
  Stellagama Publishing 
  Stellagama Publishing is a small, independent, international role-playing game publisher focused 
  on science fiction gaming founded in January 2016. We publish gaming material for Cepheus 
  Engine, 2D6 Sci-Fi OGL, Stars Without Number, and the White Star™ RPG based on Sword & 
  Wizardry: White Box. Our interests are first and foremost to put forth enjoyable, immediately 
  playable supplements, settings, and adventures for these games for the enjoyment of our fellow 
  players and referee 
   
  
  Borderlands Adventure 1: Wreck in the Ring 
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  SETTING OVERVIEW 
  The Stars Are Ours! Takes place in 2260 AD, two years after the Terran-Cicek victory in the Terran 
  Liberation War against the mighty Reticulan Empire. This is a time of uneasy peace, when all 
  former belligerents of the War now vie for political, military, and economic power. Many of the 
  worlds in the Terran Borderlands were battlegrounds in the War. The War affected the life of 
  almost every Terran who lived through it. Most human player characters would have actually 
  fought in the War to liberate their homeworld from alien rule. For Reticulans who support the 
  Technocratic Movement, the War was fought for liberation from outdated Imperial rule. For 
  Imperial Reticulans, however, the results of the War are a shameful disaster: the upstart Terrans 
  had the audacity to challenge the Empire – and the impudence to win. A few Reticulans even plot 
  revenge. 
  The United Terran Republic 
  Terra and the space she carved out of the stars by force of arms is the new thorn in the side of the 
  Reticulan Empire. Defeating House Thiragin – the wealthiest of the Reticulan Great Houses – the 
  Terrans established themselves as a force to be reckoned with. The United Terran Republic (UTR) 
  rules over Terran Space. The UTR is a vigorous power administered by the pragmatic President 
  Alberto Shen. Militarized and centralized to the hilt during the war years, the UTR now moves to 
  more pluralistic economy and politics. When the War ended, the UTR demobilized a significant 
  part of its military, though still retaining an impressive force. The Terrans - are a rising force in 
  interstellar politics and are aggressively developing their economy, as well as pushing to colonize 
  the wide-open frontiers of space. 
  The Reticulan Empire 
  Immensely old and vast beyond any Terran comparison, the Reticulans rule over more than a 
  Sector of space. The humanoid Reticulans, sometimes referred to as “Greys”, are rational, 
  technologically advanced beings. All Reticulans are biologically “female” and reproduce asexually. 
  The Imperial system is one of vertical and horizontal monopolies held by the nine Great Houses, 
  on top of which sits the Empress. Both Terran and Cicek were once client species of the Reticulans, 
  but have recently won their freedom. The Reticulans have been engaged for what seems like an 
  eternity in an intermittent war against the aggressive Chiwak to the Rimward of Imperial space. 
  The Reticulans usually fight with warbots and alien, often human, auxiliary troops. 
  Ssesslessian Harmony 
  The Terran victory created two new interstellar polities, both of which are Terran client-states. The 
  first is the Ssesslessian Harmony. Centuries ago, the Reticulans glassed the Ssesslessian 
  homeworld, forcing them to become nomads and thralls of the Empire. The UTR gave two former 
  Reticulan worlds to the Ssesslessians as their new homeworlds. Highly spiritual but sectarian, the 
  
  Borderlands Adventure 1: Wreck in the Ring 
  5 
   
  snake-like Ssesslessians maintain multiple mystery-cults to their numberless gods, all presided 
  over by the Council of Harmony – and its Terran advisors. 
  The second Terran client state is the Reticulan Technate. Even before the War, many Reticulans 
  began to question the rationale behind the Imperial system. In its stead, they proposed the 
  Technocracy – meritocratic rule by experts and scientists rather than by hereditary nobles. This 
  underground Technocratic Movement supported the Terrans during the War and now control the 
  Terra-backed Reticulan Technate. Rationally managed in both economy and politics, the Technate 
  shows much vigor, a characteristic in short supply in the old Empire. 
  Cicek Confederation 
  To the Spinward-Rimward of the UTR dwell the tribal, reptilian Cicek. Highly individualistic and 
  competitive in the case of males, and tribal-community oriented in the case of females, the Cicek 
  dislike any political framework larger than a tribe. As a male’s Glory can change quickly over time, 
  so does the Cicek hierarchy. Only a particularly Glorious male may hope to unite several tribes 
  under his command. The latter happened recently when the warlord Nine Talons accumulated 
  enough notoriety and Glory to unite the tribes behind him. He formed the Cicek Confederation, 
  combining multiple tribes into a very loose "government". However, Cicek being Cicek, things are 
  unstable and the only hope for stability is continued effort by Cicek females to reign in male 
  competition. 
  Zhuzzh and Precursors 
  The insectoid Zhuzzh are opportunistic nomads, traveling space in their many starships and trading 
  in all sorts of artifacts, trinkets, and other goods. They are not above turning to piracy or 
  smuggling when the opportunity arises. Zhuzzh are said to originate from a former Precursor 
  world. They were originally semi-sentient scavengers who filled the vacuum vacated by the 
  Precursors' fall. The Zhuzzh then quickly evolved sentience and learned how to use Precursor 
  technology. This allowed them to advance rapidly, though usually through jury-rigging rather than 
  a profound understanding of the principals of engineering behind their devices.  
  The Terran Borderlands 
  Reticulan space stretches many parsecs to the Rimward of Terra, and Terran space expands 
  further Coreward. This vast universe holds boundless opportunities for adventure and drama 
  under the light of many distant stars. The greatest drama, however, occurs in the narrow band of 
  territory called the Terran Borderlands. There, the spheres of influence of the United Terran 
  Republic, the Reticulans, the Cicek, and the Ssesslessians intersect. There, political machinations, 
  covert operations, and still-fresh war wounds simmer as these interstellar powers jockey for 
  dominance in the Post-War universe. 
  On to Adventure! 
  This is a time of great danger among the stars, as well as great opportunities. Enterprising people – 
  both human and alien – can find employment make a name for themselves in a wide variety of 
  daring enterprises, from the exploration of unknown worlds beyond the frontier, to diplomacy and 
  espionage along the border, to trade and commerce between the far stars and across borders, to 
  mercenary work in the many local and interstellar conflicts – or, indeed, active-duty military life in 
  these interesting times. Adventure awaits! 
   
   
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  6 
   
  BACKGROUND 
  The Parvati system, D400485-A, Temperate 
  (Gliese 408 c-4 M3V, United Terran 
  Republic) 
  During the early Terran Liberation War, 
  Parvati was a secondary waystation in the 
  "Cicek Run" from Terra to Fei Lian. In later 
  stages of the War, however, Rudra eclipsed 
  Parvati as a transit station, and the local 
  starport fell into disuse. The current 
  population engages in small-scale mining 
  operations, exporting raw ore to Cicek 
  space. This remote world, however, makes 
  an ideal hiding spot for pirates and smugglers, as any naval presence amounts to monthly visits by 
  a Patrol Frigate and a rare "showing of the flag" stopover by a Light Cruiser. While any illegal 
  activity here pales in comparison to what goes on in Lindworm, Parvati is still a hotbed for 
  interstellar outlawry and all sorts of illicit trade with the anarchic Cicek. 
  The Ring 
  Gliese 408f is an unremarkable gas giant with three moons orbiting far beyond its ring system. The 
  ring is composed of ice and rock; 90% of the ring particles are less than 1m in diameter. Ring 
  particles are composed of carbonaceous material, silicates, and frozen methane. The patron, Van 
  Deussen, collects methane chunks but occasionally he will find hydrocarbons or more useful 
  minerals. His theory is that the ring is the pulverized remains of a small moon that was struck by a 
  stellar wanderer. 
  Like all rings, this one is much denser than an asteroid field. However, the ring is only 100m thick 
  at its thickest points. The ship will have to fly above or below the disk of the ring to reach the 
  wreck, and the final approach to the wreck will almost assuredly involve some collisions. 
  Tallmadge's Splendor, or simply the Splendor, lies on one of the largest bodies in the bright outer 
  edge of the ring, close to, but short of the distance at which particles could gather themselves into 
  a proto-moon. The rock's relative size does draw smaller particles towards it, but the gravity effect 
  of the gas giant also pulls particles away. The ring arc is active and dangerous as a result; particles 
  move about and collide. 
  The Rock 
  GX4825, technically a "moonlet" of Gliese 408f but too insignificant in size to be counted as such in 
  any astronomical document, is a cold tiny lump of rock and dirty methane ice. UWP is 000000-0.  
  The rock is 0.3 km by 0.9 km by 0.4 km. Its surface gravity is well below 0.01G. 
  Players' Information 
  Hiram Van Deussen, a belt miner, contacts the PCs. He wishes to hire them and their ship, if they 
  have one, for a recovery mission in the outer system. He also has a group of NPCs working for him. 
  Use any 200-400-ton standard ship type for Van Deussen's ship with subcraft and weaponry 
  removed for more cargo space. 
  Van Deussen says he has found the wreck of the Tallmadge's Splendor, and needs the PC's 
  assistance to retrieve it for scrap. The transport disappeared en-route to the Parvati system 23 
  years ago. According to a bulletin published by the UTR Navy, the ship is now declared derelict and 
  will become the property of whoever finds it. Van Deussen explains that he is a belter by trade and 
  
  Borderlands Adventure 1: Wreck in the Ring 
  7 
   
  usually works alone, and is inexperienced at derelict recovery 
  operations. Thus, he needs some assistance. Once he files the 
  claim he can sell anything of value that he can find aboard. The 
  PCs will receive 20% of sale value as payment if he provides the 
  ship or 50% of sale value if the PCs have a ship. PCs can 
  negotiate with him for a higher percentage. 
  Referee's Information: 
  Aboard Van Deussen’s ship the PCs will meet the rest of the 
  crew: Hogan, a hired handyman, Eleanor Trask, a descendant of a crash victim, and Brother 
  Antony, a monk who recovers the bodies of space crash victims to bury them.  
  The PCs will travel to the gas giant and enter its' ring system, searching for the ship. The trip will 
  take less than 24 hours. Once they locate the ship they must go aboard and assess it for 
  recoverable objects, with the goal of selling the scrap. The ship is damaged beyond repair, but the 
  hull is broken open in several places Inside there will be dangers and obstacles to overcome, as 
  well as hard vacuum. The ship may collide with orbiting ice and rock chunks. What no one suspects 
  is that something aboard the ship is still alive. A creature was being shipped in a mobile lab to a 
  laboratory on Parvati. It is a genetically modified version of a domesticated mammal, which 
  unexpectedly developed telepathic ability. 
   
   
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  8 
   
  TOWARDS SPLENDOR 
  Locating the Splendor 
  Van Deussen has worked in the ring & moon system of the 
  gas giant. He knows approximately where the Splendor is.  
  To locate the Splendor with the ship's sensors: Navigation, 
  EDU, 1 hour, Average (DM+0). For Van Deussen the task is 
  Routine. 
  GX4825 is a cold tiny lump of rock and dirty methane ice. 
  UWP is 000000-0.  The rock is 0.3 km by 0.9 km by 0.4 km. 
  Its surface gravity is below 0.01G. The ship is lying half-
  buried on the surface of GX4825, its spine broken 
  amidships. The drive section is exposed, while the forward 
  half with the bridge is buried under a few meters of ice 
  accretion. 
  To land safely on the rock: Pilot, Navigation, INT, 1 minute, Difficult (DM-2). Failure means the ship 
  takes 1 Hull hit. See the Starship combat section for details on Hull hits and explosive 
  decompression. 
  GX4825 is subject to occasional collisions. Once per hour aboard the Splendor, the referee should 
  throw 9+ for a rock or ice chunk to collide with the rock. If one occurs, throw 2D6. 2-6: it is a mild 
  tremor (from the other side of the rock), 7-10: it is a hard shock, all PCs make a throw to avoid 1D6 
  falling damage, 11-12: a rock strikes the ship and all PCs are attacked by flying debris as if by a 
  Shotgun. 
  To avoid a fall after a hard impact: Zero-G, DEX, 1 second, Routine (DM+2). 
  Entering the Splendor 
  Characters can enter the ship from the airlocks or through the gap created where the ship's spine 
  broke. 
  To force entry into the ship through normal entry points (airlocks): Mechanical, STR, 1 kilosecond, 
  Routine (DM-2). 
   
   
  Characters in low-gravity environments suffer DM-1 to all skill checks until they acclimatize (CE 
  Chapter 12), which will not be possible in the short time the PCs will be here. Characters with 
  Zero-G skill at 0 or better acclimatize instantly. 
   
  
  Borderlands Adventure 1: Wreck in the Ring 
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  INSIDE THE WRECK 
  The interior of the ship is dark and silent. Areas in 
  vacuum do not have the diffusion of light normal in an 
  atmosphere, so shadows will be all black and sharply 
  defined. PCs will need to bring light sources with them. 
  Some areas are heavily damaged, other areas are nearly 
  intact. Some compartments of the ship have remained 
  sealed but most are in vacuum. The ship's interior decor 
  was in red and yellow. A layer of fine gray dust covers 
  most surfaces now; and contact with it will stir the dust 
  up. This dust will hang there in clouds, and not settle 
  back down. 
  Everywhere the deck plates are loose, buckled and bent. The deck plates of the cargo deck (Deck 
  C) are bent but intact. Walls and ceilings alike are broken, exposing kilometers of cables, wires, 
  and conduits. The Referee can randomly determine that the PCs actions have caused something 
  unstable to shift. Many areas show signs of fire damage, but it is not extensive. Whatever fires 
  were active at the time of the crash were extinguished when the hull broke open. Interior doors 
  may be fully open (or missing), partially open. or closed. All doors are stuck in their current 
  position. 
  To move a stuck door: Mechanical, STR, 1 minute, Routine (DM+2). Locations marked on the map 
  with an X are somehow obstructed. 
  Any physical task in low gravity may require a Zero-G skill throw to avoid a mishap. Base throw is 
  Easy (DM+4). Any mishap that results in a vacc suit breach should be handled according to the 
  vacuum exposure rule, per CE Chapter 11. 
  To detect weak structural members before they collapse: Mechanical, EDU, 1 minute, Routine. 
  To avoid falling or shifting debris: DEX, 1 second, Routine. 
  Remember that sound needs a medium, so even large object can move silently in vacuum. If a 
  character does not avoid moving debris they become trapped. Multiple characters can assist in 
  freeing a trapped character. 
  To free someone trapped by debris: STR, 1 kilosecond, Very Difficult (DM-4). Debris and fallen 
  structural beams clog many passageways on the ship. 
  Make a Zero-G, DEX, 1d6 minutes, Routine (DM+2) throw to successfully pass through any area the 
  referee determines is blocked. A failed throw means the character is trapped, as above. An Effect 
  of -3 or worse means the character's vacc suit has been breached. Freeing a trapped character is 
  as above. 
  Collecting Scrap Parts 
  Van Deussen's ship has tools in its locker used for salvaging purposes; there are enough 
  mechanical tools and metalworking tools for each skilled character. 
  If the players don’t know what scrap to take, the referee can have Van Deussen suggest the 
  following types of material for the PCs to collect: 
  • 
  electronic components 
  • 
  mechanical parts andpiping/plumbing/conduits 
  • 
  bulk metal (walls, deck plates, etc.) 
  • 
  personal effects (Brother Antony will protest this) 
  
  Borderlands Adventure 1: Wreck in the Ring 
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  For any character pursuing scrap: to find and collect one ton's worth of salvageable material, 
  throw an INT, Routine (DM+2) task for each half hour spent searching. 
  To remove one ton's worth of scrap back to Van Deussen's ship: Zero-G, Mechanical, or 
  Electronics, 1 hour, Average (DM+0). Failure on the throw means a loss of two hours of work for 
  no scrap collected. Failure by 3 or more indicates a vacc suit breach as well. See CE Chapter 11 for 
  effect of vacuum exposure. 
  The ship's cargo, located in its cargo bay (Deck C, area 6), is still in its containers which were 
  strapped down and so fared better in the crash. The ship was carrying, in standard 1dton cargo 
  containers: 
  • 
  3 tons of 28-year-old business records, in hardcopy and data tapes. Cr65 per ton. 
  • 
  3 ground cars, TL10. Two are smashed but the third still works. Cr8000 for the whole one. 
  • 
  16 tons of miscellaneous heavy machinery components. Cr3000 per ton 
  • 
  11 tons of 28-year-old government records in hard copy. Cr150 per ton. 
  • 
  4 tons of TL10 consumer electronics, intact.  Cr1500 per ton 
  • 
  11 ton crates of foodstuffs, now ruined by exposure to vacuum. Cr0 
  • 
  6 tons of kitchenware (spoons, bowls, etc). Cr200 per ton. 
  • 
  4 tons of mass produced children's toys.  Cr250 per ton 
  • 
  16 tons of dirt, for use in orbital station gardens. Cr300 per ton 
  As the recovery work continues, Hogan will pilfer scrap from one of the PC's collection; anything 
  that looks valuable. He will take small but intact components or personal possessions from 
  passengers like electronics or jewelry. He will limit himself to keep from being obvious, but the 
  targeted PC gets a throw to notice that some of their scrap has gone missing. Brother Antony is 
  suspicious of him, but will not speak up until someone catches him in the act. 
  To spot Hogan’s pilfering: Investigate or Perception, INT, 1 hour, Average (DM+0). 
  PCs will encounter dead crew and passengers in staterooms, at workstations and in passageways. 
  There were 11 crewmen and 13 passengers at the time of the crash. All are frozen & mummified. 
  Some of the crash victims died of vacuum exposure, others died from the collision, or from things 
  falling on them, or crashing into them. Bodies are marked on the deck plans with an A. 
  At location D, (A deck) there are two bodies next to each other. One died from a gunshot, not the 
  crash. The other body holds the non-functional pistol. 
  Is it spooky in here or is it just me? 
  Any members of the crew without psionic shields will suffer from a vague but persistent fear from 
  the moment they step aboard. As time passes, the sensation of fear will grow.  The resulting 
  emotional turmoil for the PCs will cause them to make all task rolls with DM-1, and eventually -2. 
  The referee should not reveal the DM, only telling the players that their characters feel unease 
  and have a hard time focusing on their tasks. 
  Characters might naturally feel uneasy while they explore the dead ship. The referee may intimate 
  to the players that the unease everyone feels is a reaction to the mass casualty situation they are 
  encountering. The real reason is explained in the section “Something Down Here is Alive!” below. 
  It is important for the referee to keep track of how much time the PCs spend aboard the Splendor. 
  Their vacc suits have limited air supplies and characters can only work so long in difficult 
  conditions without a break. Van Deussen will recommend four-hour shifts, four on then four off. 
  
  Borderlands Adventure 1: Wreck in the Ring 
  11 
   
  Restoring Power 
  The Splendor is without power, however, the PCs could provide power from Van Deussens' ship. 
  These areas of the ship can be re-powered: the bridge, the computer, the galley, the common 
  areas, hallways, staterooms, low berths, vehicle berths, internal and external doors, and the cargo 
  area. Not all light fixtures will operate; many were smashed in the crash. Referee can throw 
  [1D6+1*10%] for the percentage of light restored to a room or compartment. The drive section is 
  a total wreck and cannot be repowered or repaired, but PCs can gather scrap parts. 
  To supply the Splendor with power: Engineering, INT, 1 kilosecond, Average (DM+0). 
  Restoring power brings the danger of exposed electrical wires. Any character that touches a hot 
  wire gets a shock of 1D6-6D6 damage. The vacc suit's AR (6) will reduce the damage. Wires may 
  not 'spark' as this is a combustion process – and combustion needs oxygen. 
  To detect 'hot' wires: Mechanical, Electronics, or Engineering, INT, 1 minute, Routine (DM+2).  
  To isolate a 'hot' spot: same DMs, Easy. 
  Once the characters restore shipboard power, characters can access the ship’s computer. If a PC 
  wants to recover the computer's core memory, it can be studied aboard Van Deussen's or the PC's 
  ship. The computer may provide clues as to the cause of the crash. If it was mechanical or human 
  error, that information may be of value. A search at the starport will find port officials willing to 
  pay Cr500-1000 for the data. If there was sabotage, the PCs could be hired by the ship's former 
  owners to investigate the mystery. 
  To gain access to the computer records: Computer, EDU, 1 hour, Routine 
  (DM+2). 
  To find a buyer for the ship’s logs: Administration, SOC, 1 day, Average 
  (DM+0). 
  If the Splendor's bridge receives power, the ships' three general 
  purpose/repair robots re-activate (CE Chapter 4). The robots will follow 
  the PCs around, trying to pick up anything they can carry, seemingly at 
  random. A PC with Computer skill can reprogram them to help with 
  recovery or debris-clearing. The robots have an effective strength of 15 
  (DM +3). 
  To reprogram the robots: Computer, INT, 1 hour, Difficult (DM-2). 
  Before the end of the operation, Brother Antony will come to the characters with a mystery. There 
  is one body aboard the ship which is not accounted for by the ship's logs. He was in the common 
  area of Deck B. Antony asks the PCs if they are heading to Bathala, the Splendor’s last stop. If they 
  are, would they please accompany the body (The Brothers of St. Cuthbert will pay for shipment) 
  and attempt to identify the man when they arrive. The referee must determine the subsequent 
  flow of events. 
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  12 
   
  SOMETHING DOWN HERE IS ALIVE! 
  Also in the cargo hold (Deck C area 6) is a 10-ton mobile laboratory with its own power supply. The 
  lab module held together through the crash, and is still functional. It is fully pressurized, and 
  operating at low power levels. It is warmer than anything else aboard the ship, so it will show up 
  instantly if any PC does a thermal scan. The lab had its own small airlock entrance, but the seals on 
  it have long since failed; opening the module will evacuate all the air from within. PCs who think to 
  employ a portable airlock should be rewarded, if they survive the encounter below. 
  The module originally contained an embryonic specimen of a genetically modified mammal, 
  contained in a custom low-berth type life support cradle. The low berth slowed its growth, but it 
  has now reached its adult size. The animal, though still 'asleep' is telepathic, capable of life 
  detection and telempathy. This was not part of its genetic modification, and so none of the 
  computer records in the lab will note that fact. The background radiation from the gas giant 
  affected the creature's development and activated its psionic ability. 
  The animal will detect the presence of the crew once they enter the ship. This will cause it to 
  'wake up' out of suspended animation. It is scared when it awakens, because it does not know 
  where or what it is. It projects its fear psionically. Psionic characters can attempt to communicate 
  with it once they know it is there. See CE Chapter 3. A telepath who attempts contact with it will 
  not get a response in concrete thought, but telempathy will detect fear, and the telepath can 
  project calm. 
  To communicate with the creature psionically: Telepathy, 1 round, Routine (DM+2) (Telempathy) or 
  Difficult (DM-2) (Send Thoughts). 
  The creature is bilaterally symmetrical, warm-blooded, and has gray skin and some fur. Its form is 
  common enough, but none of the PCs will recognize it, as it is the only one of its kind, as it has 
  been extensively genetically modified. The creature does not think in concrete terms, but rather in 
  imagery and sensory stimuli – what little it knows. It is hungry but does not know what food it 
  needs, until it attacks someone and does damage. The taste of blood will confirm its 
  understanding of how to deal with hunger; it will continue to attack whichever character it bit. 
  The animal cannot open the life support cradle, but it may be able to break out.  For each minute, 
  a PC or NPC is in the lab module, the Referee should roll 2D6. On a 9+ the creature breaks out. If it 
  does, it will quickly die (within three minutes), unable to breathe. Before it does, it will attack 
  anything near it in a panic-induced frenzy. If the PCs open the cradle what little air the creature 
  had will escape, sending it into a panic. 
  Fighting in zero-G is difficult. A character's skill levels are limited to the lower of Zero-G skill and 
  relevant combat skills. Characters with Zero-G skill at 0 use weapons as if untrained, representing 
  disorientation. Weapons with recoil suffer a DM of -2 in Zero-G. (CE Chapter 5) 
  If the creature dies, the fear it projected towards the intruders will cease abruptly. This should be 
  a clue as to the cause of their emotional state. 
  If a telepath establishes contact before it breaks out of its cradle, the PCs will be able to move the 
  cradle to safety aboard their ship. 
  To move the mobile lab: Mechanical, Zero-G, INT, Difficult (DM-2). If fewer than 4 people 
  coordinate on the task it will be Very Difficult. 
   
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  13 
   
  Experiment 358G/6 
  Size: 
   100 kg 
  Type: 
  Omnivore 
  Eater 
  Terrain: 
  Special 
  Locomotion: 
  4 legs 
  UPP: 
  AB9111 
  # App: 
  1 (unique) 
  Speed: 
  2 
  Skills: 
  Athletics-0, Natural weapon (teeth)-0, Survival-0, Telepathy (Life Detection, Telempathy) 
  Weapons: 
  Teeth 1D6 
  Armor: 
  Hide (1) 
  Description: 
  It is a bilaterally symmetrical warm-blooded creature with gray skin and some fur. Its form is 
  common, but none of the PCs will recognize it, as it is the only one of its kind. Its telepathic abilities 
  are always ‘on’ at no cost. 
   
  The creature is now derelict along with the ship, but the company that was shipping it is still in 
  operation on Chiron, three J-2 jumps from Parvati. They will pay for the intact return of the 
  creature. The laboratory equipment and the cradle are all clearly identified as the property of 
  Devanter Genetics, Ltd. 
  If Devanter learns of the creature's existence (identified as 'Experiment 358G/6') they will demand 
  its return. As it is derelict property the PCs can return it or sell it to the company. Van Duessen 
  knows local salvage law well enough to assure the PCs that they have the right to claim 358G and 
  negotiate a price. The creature is worth Cr300000 alive and unharmed, Cr150000 alive but harmed 
  and Cr50000 dead. The laboratory equipment, two tons, in any condition, will be worth at most 
  Cr10000 as it is now a generation old. Devanter is connected to the Reticulan Technate, although 
  this fact is not public knowledge. 
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  14 
   
  BACK FROM THE RING 
  Selling other goods from the wreck 
  When the PCs return with whatever they have collected, they can sell it to the scrap market for 
  market prices. 
  The ship's owner must disclose to the Port Authority the location and identity of the derelict, if 
  they want to go back for more. Publishing the claim is part of the process, but it will be up to the 
  claimants to enforce the claim. Claim jumpers may try to recover scrap from the ship while the PCs 
  are planet-side. The local navy can send the occasional patrol ship by, but cannot protect the 
  claim. 
  The ship can be worked several times. The referee should throw 5D6x5 for the number of ton lots 
  of scrap available before the ship is nothing but bare bones. 
  Conclusion 
  At the end of the adventure, the PCs have learned the basics of derelict recovery, so they can 
  pursue Rumors of other derelict vessels. They will have some cash to spend and contacts with 
  Devanter Genetics and the Brothers of St Cuthbert. 
   
   
  The Brothers of St Cuthbert 
  The Brothers are a Christian monastic order. Most monks, like Br. Antony, are not priests. The 
  Brothers’ purpose is to tend to the mortal remains of those who have perished in space. 
  Starship crashes and battle deaths leave many floating in space or lost on unpopulated worlds. 
  The Brothers work with salvage operators, Navy rescue craft and any private missions to 
  recover lost starships or spaceships. 
  Brothers of the order all have the Zero-G skill of at least 1, and many bring other space or 
  technical skills from their pre-monastic careers. The Church and other sponsors support the 
  Order. They do not work for pay. When a body is recovered, the Brothers work to identify the 
  person and return him to his family or at least to his home planet. If a body cannot be 
  identified, the Brothers will perform the funeral and burial rites on Church grounds. 
  
  Borderlands Adventure 1: Wreck in the Ring 
  15 
   
  APPENDIX A: GLOSSARY 
  Recovery is the correct term for this job, rather than salvage. Recovery is the acquisition of 
  salable material from a vessel that is no longer legally the property of any party. 
  Salvage is the act of recovering a vessel still legally claimed by another party; the salvager can 
  claim compensation from the owner for the service of salvaging. Salvage law also applies to a 
  rescuer that saves a vessel or cargo from peril. 
  Salvage must be accomplished within a period of time specified by the polity which controls the 
  space the derelict is in. Once that time is expired, any party may claim a derelict. That party can 
  take from it what they will, with no expectation of payment other than by sale of the property. In 
  the United Terran Republic, this time limit is one decade, though this is subject to abandonment 
  and insurance claim, as described below.  
  Abandonment is the legal act of an owner/insured party surrendering all rights to damaged or 
  lost property before the legal salvage limit. Abandoned property is considered a total loss and 
  allows an insurance claim. This is subject to the specific insurance policy covering the starship, but 
  Terran law considers a ship automatically abandoned and lost after a decade since its initial loss, 
  guaranteeing an insurance payment  
  A derelict vessel is a vessel abandoned in open space, or on the surface of a solid celestial body, 
  to which its crew/owners have no hope or intention of returning, according to the laws cited 
  above. Vessels 'lost with all hands' are derelict. Such vessels may be boarded and claimed by any 
  party which discovers it, provided that the locally decreed time has passed or that the owner has 
  legally abandoned the ship. 
  There are standard definitions of peril that must be acknowledged before salvage may be 
  attempted. Most court cases involve disputes over the existence of a state of peril for any vessel. 
  A ship which is threatened with, or in immediate danger of, damage or destruction can be said to 
  be in peril. Situations of peril include loss of control in a gravity well, massive hull breach, under 
  attack (not just threat) from hostile ships, or fire aboard ship. Salvage operations are a recognized 
  and regular business in many star nations, such as the United Terran Republic and the Reticulan 
  Technate. Salvage operators are not obliged to secure a contract or agreement from the vessel 
  salvaged prior to the salvage operation. 
   
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  16 
   
  APPENDIX B: NON-PLAYER CHARACTERS 
  Each NPC has a purpose or goal once aboard the Splendor. Van Deussen has deck plans of the ship 
  but no cargo manifest. He wants to find salvageable components from the ship. The ship itself 
  cannot be moved with the equipment he has. Eleanor knows where the ship's computers are and 
  wants to go to them first. Hogan wants to go right to the cargo area and start opening crates. 
  Brother Antony wants to go to the staterooms and begin locating bodies. The stats below only 
  show skills relevant to this adventure; Referees can add any skill deemed necessary, according to 
  the NPCs prior career, at their own discretion. 
  Name 
  Hiram Van Duessen 
  UPP 
  777777 
  Age 
  50 
  Sex 
  Male 
  Career 
  Belter (7 terms) 
  Cash 
  5000 
  Cr 
  20000 
  Pension 
  No 
  Species 
  Human 
  Traits 
   
  Skills 
  Prospecting-3, Zero-G-2 
  Equipment 
  Metalworking tools, vacc suit 
  Description 
  Van Deussen is an old spacer, a gruff middle-aged man wearing worn coveralls twenty years out of 
  style. He's spent most of his life in zero-g and lacks people skills; he enjoys rambling on about 
  mining, as it's the only subject he really knows well. He is practical and hard-headed, drives a hard 
  bargain and won't be easily fooled about money.  He will avoid talking about himself if possible. 
   
  Name 
  Eleanor Trask 
  UPP 
  777977 
  Age 
  38 
  Sex 
  Female 
  Career 
  Bureaucrat (5 terms) 
  Cash 
  500 
  Cr 
  20000 
  Pension 
  Yes 
  Species 
  Human 
  Traits 
   
  Skills 
  Admin-2, Computer-2, Drive (wheeled) -1 
  Equipment 
  Hand computer (Model/1, TL9) 
  Description 
  Ms. Trask believes that her father was aboard the Splendor and she wants to get at the ship's 
  computers and logs to find out for sure. Her family suffered a financial misfortune with his 
  disappearance, and the truth will help restore their family name, at least. The truth is that her 
  father had nothing to do with the crash, but her father's body is on Deck B, area 3. She is not there 
  to collect scrap. She paid Van Deussen for transport out so she can access the ship's computer. 
  Trask will argue for sparing the creature in the lab, on ethical grounds. She will help Brother Antony 
  with the recovery and preparing of bodies. 
   
  Name 
  Hogan 
  UPP 
  777676 
  Age 
  30 
  Sex 
  Male 
  Career 
  Drifter (3 terms)  
  Cash 
  25 
  Cr 
  200 
  Pension 
  No 
  Species 
  Human 
  Traits 
   
  Skills 
  Jack of all Trades-1, Mechanical-1, Zero-G-1 
  Equipment 
  Mechanical tools, Vacc suit 
  Description 
  Hogan is non-descript in appearance. He cultivates this anonymity so that he will be overlooked. 
  This makes it easier for him to steal things and get away with it. He is only interested in the cargo, 
  and whatever he can sell. He is greedy and will not put himself in danger for anyone who can't 
  make it worth his effort. His business acumen is slight. He is limited in his imagination and he will 
  have no interest in protecting or saving the creature in the lab. If it attacks, Hogan will try to kill it. 
   
  Name 
  Brother Antony 
  UPP 
  8798A9 
  Age 
  34 
  Sex 
  Male 
  Career 
  Technician (2 terms)  
  Monastic (2 terms)  
  Cash 
  100 
  Cr 
  0 
  Pension 
  No 
  Species 
  Human 
  Traits 
   
  Skills 
  Engineering-1, Mechanical-1, Social Science (Theology)-1, Zero-G-1 
  Equipment 
  Mechanical tools, Vacc suit 
  Description 
  Brother Antony is a Christian monk, and a member of the Brothers of St Cuthbert. (See boxed text).  
  Br. Antony will assist with recovery, but only after all the crash victims are accounted for. He is calm, 
  fit, quietly friendly, and willing to help, but his chief concern is his mission. He wears only black, 
  usually a cassock, with a simple cross on a necklace under his huge beard.  
  Van Deussen has allotted Br. Anthony a one-ton cargo pallet to store the bodies. He has a quota of 
  five tons of scrap to pay for his passage to the wreck. If the PCs want to help Antony they can, but 
  this will take away from collecting for themselves. 
  
  Borderlands Adventure 1: Wreck in the Ring 
  17 
   
  APPENDIX C: 300-TON TERRAN SHAKA-CLASS LIGHT MILITARY TRANSPORT 
  Interstellar military operations often require small, nimble ships to carry out supply missions and 
  "plug the holes" in the larger logistics plan. This is where the Shaka-class Light Military Transport 
  comes in. Names after famed historical African warriors and generals, the Shaka-class ships carry 
  cargo and troops between systems. While not heavily armed, it can still use its missile racks to 
  provide fire support for disembarking troops. A common modification is to install 50 Low Berths at 
  the expense of the cargo hold, allowing the ship to carry over a whole platoon of combat ready 
  soldiers alongside its equipment. 
  Using a 300-ton hull (6 Hull, 6 Structure), the Shaka-class light military transport mounts jump 
  drive C, maneuver drive C, and power plant C, giving a performance of Jump-2 and 2-G 
  acceleration. Fuel tankage of 72 tons supports the power plant for 4 weeks and 1 jump-2. Adjacent 
  to the bridge is a computer Model 3. Standard software load includes: Evade/1, Fire Control/1, and 
  Jump Control/2. The ship is equipped with Very Advanced sensors (+2 DM). There are 10 
  staterooms and 20 low berths. The ship has 3 hardpoints and 3 tons allocated for fire control. 
  Installed on the hardpoints are Triple Pulse Lasers, Triple Particle Beams, and Triple Sand Caster-
  weapons. Cargo capacity is 84 tons. The hull is Streamlined, and is armored with Crystaliron (4 
  points) with Self-Sealing options. Special features include a Ship’s Locker, Fuel Scoops, Fuel 
  Processors (80 tons per day), and 18 Escape Pilots. The ship requires a crew of 7: Pilot/Captain, 
  Navigator/1st Officer, Engineer, Medic and 3 Gunners. The ship can carry up to 6x additional 
  passengers at double occupancy and 20 low passengers. The ship costs MCr99.550 and takes 52 
  weeks to build. 
   
   
   
  Shaka Reliability 
  The Shaka-class Transport is famous for its reliability and ruggedness. While Spartan in its 
  fittings, its engines and other systems can take much of a beating and still work well. 
  Therefore, when a Shaka misses its maintenance due date, it does not suffer a penalty or make 
  a system degradation roll in the first month following the missed date. Also, any roll made to 
  jury-rig a damaged system on a Shaka enjoys DM +1. 
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  18 
   
  APPENDIX D: DECK PLAN OF TALLMADGE'S SPLENDOR 
   
   
  
  Borderlands Adventure 1: Wreck in the Ring 
  19 
   
  OPEN GAME LICENCE VERSION 1.0A 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
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