TEXT: TRIPWIRE
  TRIPWIRE
  TRAVELLER
  
  1
  Tripwire
  Tripwire ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All 
  significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game 
  License, please go to www.mongoosepublishing.com.
   
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, 
  places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. 
  Printed in the USA.
   CREDITS
  Mongoose Traveller 
  AUTHOR
  Simon Beal
  EDITOR
  Charlotte Law
  LAYOUT
  Joseph McCance
  PROOFREADER
  Nick Robinson
  INTERIOR ILLUSTRATIONS
  Lonny Chant, Furman, Phil Renne & Nick Robinson
  SPECIAL THANKS
  Marc Miller, Tom O’Neill, Brian Caball, Aidan Rafferty, Robert 
  Eaglestone, Loren Wiseman, James Maliszewski, Donald McKinney, 
  William Hostman, Martin Costa, Mike West
  PLAYTESTERS
  Jim Kundert, Stuart Machin, Andrew James Alan Welty, Gregory Wolfe
  CONTENTS
  INTRODUCTION 
  2
  JEWELL  
  3
  PASSENGER 
  8
  DATA  
   
  16
  CONSPIRACIES 
  30
  KEYSTONE  
  49
  TRIPWIRE  
  63
  CODA 
  76
  APPENDIX 
  73
  INDEX 
  93
  
  2
  INTRODUCTION
  INTRODUCTION
  Tripwire is a Traveller campaign set in the Jewell subsector of the 
  Spinward Marches. The story takes the players to all of the worlds 
  in Jewell as they attempt to uncover a conspiracy. Every system 
  that they visit has at least one scenario or encounter. Additional 
  encounters can also be found in the Appendix, which can be used 
  throughout the campaign. The Appendix also contains a number of 
  generic NPCs that you can use as required and equipment from the 
  new races detailed in this book.
  To run the Tripwire campaign, you will need the Traveller Core 
  Rulebook. The Spinward Marches is also recommended for 
  additional background material and is referenced several times 
  during this book.
  THE PLAYERS
  The players should be part of an established group, such as free 
  traders or mercenaries, with some loyalty to the Imperium. The 
  party will need a variety of skills including combat, negotiation 
  and stealth. A pilot will also be required and an engineer is also 
  recommended. There are no restrictions on race, as long as most 
  of the players are Imperial citizens and they have a good reason for 
  being together. 
  The party must also have their own Jump 2 capable ship with a 
  fuel scoop. This is important as it restricts where they can travel, 
  forcing them to take specific routes. As the campaign progresses 
  the players will acquire a new ship that can travel further distances, 
  giving them access to more worlds in the Jewell subsector.
  The campaign starts with the party located on the Zhodani world 
  of Farreach. They will most likely have visited there to trade but 
  you can use any reason that fits in with their backgrounds or 
  group activities. 
  Most of the party should already know each other but some can 
  join the group on Farreach if required, which can make for some 
  interesting roleplaying if their loyalties are called into question. 
  Additional party members can either be recruited or start out as 
  passengers who get caught up in the events of the story.
  PROLOGUE
  The Jewell subsector is in a state of political change and unrest. 
  The Federation of Arden has become a power in its own right, albeit 
  a minor one, and are increasing their sphere of influence in the 
  Rimward region of the subsector. Coreward of the Jewell Cluster, 
  the Zhodani maintain a strong military presence and continue to 
  sponsor an anti-Imperial sentiment that has now evolved into a 
  separatist movement. 
  With the Imperial region of Jewell being threatened from both sides 
  as well as within, a duke is to be appointed to oversee Imperial 
  interests and maintain control of their territories. The duke will be 
  stationed on Jewell but no date has been given and the new duke 
  has yet to be chosen.
  This move has caused political friction with the Zhodani who have 
  since embargoed all Imperial Megacorporations. With rumours that 
  an archduke will be also be selected to govern the Deneb system, 
  the Zhodani fear the Imperium’s motives and now threaten to cut 
  diplomatic relations altogether.
  Imperial agents suspect that the Zhodani now plan to deploy a 
  new super weapon, forcing the Imperium to strengthen their 
  borders and military outposts. With tensions running high, only 
  the bravest travellers remain in business and demand higher fees 
  for their services.
  CAMPAIGN OVERVIEW
  Making the most of the current trade opportunities, the players take 
  on a passenger who pays them a handsome fee for their services. 
  After being stopped by a Zhodani patrol the passenger reveals himself 
  to be an Imperial agent. As he disembarks at his destination, he is 
  shot by unknown assailants and the players must get him to safety. 
  A second attempt on the agent’s life is successful and to the players’ 
  dismay they are framed for the murder. Now fugitives, the players 
  are plunged into a Universe of conspiracy and danger. Following the 
  trail from one world to the next, the players unravel the mystery of 
  their dead passenger as a deeper plot begins to reveal itself.
  
  3
  JEWELL
  JEWELL
  The Jewell subsector is divided into three areas. The coreward region 
  is ruled by the Zhodani, the central region is under Imperial control 
  and the rimward region is neutral territory. 
  The Zhodani have a strong military presence in the six systems that 
  they occupy in Jewell. Although access for Imperial Megacorps is 
  currently restricted, independent traders and travellers are free to 
  visit as usual. The Zhodani like to maintain their influence over the 
  neutral worlds in their territory and Imperial access to these has 
  always been limited. However, trade is the lifeblood of so many 
  worlds that most traders are granted access.
  The Imperial region consists of eight systems, five of which are 
  known as the Jewell Cluster (Jewell, Emerald, Ruby, Mongo and 
  Lysen). The region is currently under the control of the Duke of 
  Regina but the Imperium is in the process of appointing a duke to 
  the Jewell subsector. The 212th Fleet maintains strong border patrols, 
  especially around the Jewell Cluster.
  The rimward region consists mainly of neutral systems, many of 
  which are becoming of strong interest to the Federation of Arden 
  (see page 33). Utoland and Zircon have already fallen under the 
  Federation’s influence.
  All of the information listed in this chapter (except the timeline) 
  is known to most travellers so the players should have full access 
  to the descriptions listed here. Further details of each system and 
  world are presented later in the book at the appropriate point in the 
  campaign.
  THE WORLDS OF  JEWELL
  For your convenience and reference, all of the worlds in the Jewell 
  subsector are listed with the Universal World Profile and a brief 
  description. Further information on each system is detailed later in 
  the campaign and page references are included. 
  Details of the Universal World Profile (UWP) can be found on page 
  170 of the Traveller Core Rulebook, with additional information on 
  page 57 of The Spinward Marches.
  871–438  
  0710 E700000–0  
  Ba NI G
  871–438  
  0710 E700000–0  
  Ba NI G
  This barren world has little of interest but its location and presence 
  of a gas giant has made it popular with pirates and smugglers. 
  The Imperium is reluctant to dedicate resources to patrolling this 
  backwater world because the pirates simply go elsewhere. Full 
  details can be found on page 34 (Conspiracies).
  Aqua 
   
  0210 D389324–7 
   
  Po Na NI Wa G
  Aqua 
   
  0210 D389324–7 
   
  Po Na NI Wa G
  Aqua is a water world in the Zenopit system. Its small population 
  exists solely to provide purified water to the parent colony on 
  the desert world of Zenopit. Full details can be found on page 43 
  (Conspiracies).
  Ao–dai 
   
  0401 E410644–6  
  Z NA NI G
  Ao–dai 
   
  0401 E410644–6  
  Z NA NI G
  Ao-dai is a world very similar to Mars. It was ignored for centuries 
  until the Zhodani discovered several rich deposits of lanthanum. It 
  was not long after this that the Consulate established a small colony 
  here and built several mining facilities. Full details can be found on 
  page 9 (Passenger).
  Clan 
   
  0303 B672899 
   
  A Z Z G
  Clan 
   
  0303 B672899 
   
  A Z Z G
  Clan was the first world in Jewell to be colonised by the Zhodani, 
  who wanted to establish their borders within the Jewell subsector. 
  Although the planet is not abundant with exportable goods, the land 
  and wildlife is sufficient to sustain its population of nearly half a 
  billion people. Clan serves as a hub to the other Zhodani outposts in 
  this subsector. Full details can be found on page 11 (Passenger).
  Chwistyoch 
  0104 B766766–A Z 
  Z Ri Ag Ga G
  Chwistyoch 
  0104 B766766–A Z 
  Z Ri Ag Ga G
  This verdant world was colonised by the Zhodani shortly after they 
  settled on Clan. Chwistyoch has become a rich world from both its 
  agricultural and mineral exports. Most offworlders prefer to visit the 
  Vexx settlement even though the Zhodani discourage this activity. 
  Full details can be found on page 63 (Tripwire).
  Condyole 
  0101 E7A1522–8 
  Fl NI G
  Condyole 
  0101 E7A1522–8 
  Fl NI G
  Condyole is an independent world located in Zhodani territory. The 
  planet is inhabited by an indigenous species known as the Vexx; one 
  of the many human cultures seeded by the Ancients. Full details can 
  be found on page 57 (Keystone).
  Emerald  
  0206 B766555–B S 
  I Ag Ga NI G
  Emerald  
  0206 B766555–B S 
  I Ag Ga NI G
  Emerald forms part of the Jewell Cluster. The fertile lands produce 
  abundant crops much of which is shipped to Jewell to support the 
  population there. Emerald is vital to the success of lanthanum on 
  Jewell and is also an important trade hub in its own right. Full details 
  can be found on page 55 (Keystone).
  Esalin 
   
  0204 C565673–8 
  Z Ag Ga G
  Esalin 
   
  0204 C565673–8 
  Z Ag Ga G
  Located between the Imperial and Zhodani borders, Esalin was 
  originally an Imperial world but at the beginning of the Fourth 
  Frontier War it was occupied by the Zhodani. Although Esalin has a 
  Zhodani government, it is now officially neutral territory and enjoys 
  good relations between the two cultures. Full details can be found 
  on page 13 (Passenger).
  
  4
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  Spurl
  Vilis
  Regina
  Cronor
  Condyole
  Condyole
  Puparkin
  Puparkin
  B
  Chwistyoch
  Chwistyoch
  C
  E
  Gougeste
  Gougeste
  C
  C
  Esalin
  Esalin
  B
  Ruby
  Ruby
  B
  Emerald
  Emerald
  Zenopit
  Zenopit
  D
  Zircon
  Zircon
  C
  Utoland
  Utoland
  Pequan
  Pequan
  Jewell
  Jewell
  Lysen
  Lysen
  871–438
  871–438
  Grant
  Grant
  Louzy
  Louzy
  Nakege
  Nakege
  D
  Mongo
  Mongo
  C
  Riverland
  Riverland
  B
  Clan
  Clan
  E
  Ao–dai
  Ao–dai
  B
  Foelen
  Foelen
  A
  Farreach
  Farreach
  D
  A
  B
  X
  E
  C
  E
  �
  A
  �
  
  5
  Farreach 
  0602 A200400–B Z 
  Z NI G
  Farreach 
  0602 A200400–B Z 
  Z NI G
  Farreach is named for being the furthest Zhodani base from their 
  homeworld of Zhdant. The base has one of the most extensive 
  starports in the sector but access for Imperial citizens is not always 
  granted. Full details can be found on page 8 (Passenger).
  Foelen  
  0601 B638665–8 
  Z NI
  Foelen  
  0601 B638665–8 
  Z NI
  The indigenous population of this ocean world are an aquatic race, 
  resulting from the genetic manipulation of dolphins by the Ancients. 
  The Zhodani occupied Foelen when they discovered that this 
  species, the Chokari (literally meaning ‘water people’), had strong 
  Psionic abilities that warranted further study. Full details can be 
  found on page 69 (Tripwire).
  Gougeste 
  0109 C372510–A 
  NA
  Gougeste 
  0109 C372510–A 
  NA
  This small, dry, world is home to a minor outpost of the Arkesh 
  Spacers. Reports of pirate activity have led the Imperium to classify 
  the system as an amber zone. Full details can be found on page 35 
  (Conspiracies).
  Grant 
   
  0807 X664100–0 
  I Lo NI G
  Grant 
   
  0807 X664100–0 
  I Lo NI G
  The Imperium has designated Grant a red zone world and a small 
  naval fleet prevents any unauthorised access to the planet. Rumours 
  as to why it is a red zone world range from protecting a developing 
  civilisation to secret military installations. Full details can be found 
  on page 71 (Tripwire).
  Jewell
  Jewell 
   
  0306 A777999–C 2  
  I Hi Ht In G
   
  0306 A777999–C 2  
  I Hi Ht In G
  Discoveries of lanthanum deposits lead to rapid industrialisation and 
  with rising tensions against the Zhodani, military bases were also 
  built to defend against any possible incursion. Jewell is the primary 
  planet in the Jewell Cluster and is both heavily industrialised and 
  militarised. Full details can be found on page 51 (Keystone).
  Louzy 
   
  0804 D322A88–8 
  I Hi Po NA NI
  Louzy 
   
  0804 D322A88–8 
  I Hi Po NA NI
  Louzy lives up to its name due to the tainted, thin, atmosphere 
  and lack of water but due to the rich mineral deposits it enjoyed 
  rapid colonisation and industrialisation. Less than 100 years later, 
  the demand for the resources had dropped and many mineral 
  deposits were mined out. Louzy is now an overpopulated world with 
  a continuing decline in money and resources. Full details can be 
  found on page 30 (Conspiracies).
  Louzy II  
  0804 E493551–6 
  Fl Po NA NI
  Louzy II  
  0804 E493551–6 
  Fl Po NA NI
  Often referred to as ‘Louzy Too’, this world was colonised during 
  the Third Frontier War by refugees who were refused entry to Louzy 
  due to overpopulation. The population live in five separate domed 
  settlements, each specialising in particular crops and produce to 
  ensure the colony’s survival. Full details can be found on page 30 
  (Conspiracies).
  Lysen 
   
  0507 B592655–A S 
  I NI G
  Lysen 
   
  0507 B592655–A S 
  I NI G
  Lysen is the outermost system of the Jewell Cluster. Its location along 
  the communication route has made it the trade and economical hub 
  between the Jewell and the Regina subsectors. The planet is divided 
  into regions, each specialising in areas of farming or mining and 
  ruled by a noble. Full details can be found on page 25 (Data).
  Mongo  
  0404 A368685–A 2 
  I Ri NI G
  Mongo  
  0404 A368685–A 2 
  I Ri NI G
  Mongo is the smallest planet in the Jewell Cluster. The 
  MagnetoDynamics corporation have a strong presence here, 
  providing the technology to extract rare minerals from the vast 
  oceans that cover much of the world. The importance of the produce, 
  coupled with the strategic location of Mongo, made it necessary for 
  the Imperium to build a number of naval and scout bases in the 
  system. Full details can be found on page 19 (Data).
  Nakege  
  0505 D591314–2 
  I Lo NI Lt
  Nakege  
  0505 D591314–2 
  I Lo NI Lt
  Nakege is populated by an indigenous race of xenophobes and 
  under the protection of Spinward Salvage LIC, who have salvage 
  rights to the wreckages left behind after the Third Frontier War. Full 
  details can be found on page 24 (Data).
  Nakege II 
  0505 C333313–A 
  Lo NI
  Nakege II 
  0505 C333313–A 
  Lo NI
  Spinward Salvage LIC claimed Nakege II when they obtained salvage 
  rights to Nakege. A small colony was settled here with a modest 
  starport and a sizable salvage yard where wreckages are transported 
  from Nakege. Full details can be found on page 25 (Data).
  Pequan  
  0410 E5656B9–4 
  Ag Ga NI Lt
  Pequan  
  0410 E5656B9–4 
  Ag Ga NI Lt
  Pequan is a lush and fertile world where the people live an agrarian 
  lifestyle. Despite interest from the Imperium and the Federation of 
  Arden, Pequan has remained an independent world. Full details can 
  be found on page 49 (Keystone).
  Puparkin 
  0102 C7B3386–9 
  Fl Lo NI G
  Puparkin 
  0102 C7B3386–9 
  Fl Lo NI G
  Puparkin has oceans of molten lava, which emit poisonous gasses 
  into the atmosphere. It is an unpleasant world with very little going 
  for it. During the Third Frontier War a number of Vargr refugees 
  settled here but due to the hostile conditions their colony has not 
  expanded. Why they remain at all is something of a mystery. Full 
  details can be found on page 73 (Tripwire).
  Riverland 
  0302 C566A99–9 
  Z Hi G
  Riverland 
  0302 C566A99–9 
  Z Hi G
  So called for the extensive river network that weaves through the 
  main continent, Riverland is an overpopulated world of bureaucrats 
  who administer Zhodani interests in Jewell. Riverland also has a large 
  number of re-education centres to service the needs of its people in 
  this subsector. Full details can be found on page 74 (Tripwire).
  Ruby 
   
  0205 B400445–B S 
  I NI G
  Ruby 
   
  0205 B400445–B S 
  I NI G
  Part of the Jewell Cluster, Ruby is a small desert world without an 
  atmosphere. The small colony lives in a single city consisting of four 
  
  6
  pressure domes. Ruby is a friendly colony that thrives on visitors 
  and trade. Full details can be found on page 16 (Data).
  Utoland  
  0409 C473464–7 
  NI
  Utoland  
  0409 C473464–7 
  NI
  The world of Utoland became independent world from the 
  Imperium shortly after the Third Frontier War but has recently been 
  taken over by the Federation of Arden. Although the Imperium has 
  classed the world as non-industrial, the Federation has increased 
  production by a staggering rate by bringing in their own people and 
  technology to increase efficiency. Full details can be found on page 
  40 (Conspiracies).
  Zenopit  
  0210 D130546–7 
  Po NI G
  Zenopit  
  0210 D130546–7 
  Po NI G
  Zenopit is a small planet on the rimward edge of the subsector. What 
  used to be a thriving mining colony has been reduced to only two mining 
  facilities that trade with neighbouring systems for food and other essential 
  supplies. Full details can be found on page  42 (Conspiracies).
  Zircon  
  0310 C791668–9 M 
  I NI G
  Zircon  
  0310 C791668–9 M 
  I NI G
  Zircon is governed by House Mallor, who have their own private 
  army operating out of the military base. However, the Federation of 
  Arden have begun to invest in mining facilities to raise their influence 
  on this world. Full details can be found on page 46 (Conspiracies).
   TIMELINE
  The chronology of events that have taken place or had influence on Jewell subsector are listed below.
  DATE
  EVENT
  c-300,000
  The Ancients seed a group of terrans on Condyole who will later become known as the Vexx.
  The Ancients create a race called the Chokari, genetically engineered from dolphins and seeded on Foelen.
  A faction within the Ancients build the Tripwire network, installing a Tripwire device on seven of their border 
  worlds.
  101
  Etienne Rasa leads a group of colonists who settle on Pequan.
  134
  The Zhodani travel to Condyole and meet the Vexx.
  189
  The Zhodani discover the Chokari and assume them to be a primitive race of little interest to the Zhodani 
  Consulate.
  207
  Condyole suffers a cataclysm as a result of nuclear meltdown in several of the Vexx facilities.
  Vexx refugees settle on Chwistyoch.
  308
  The Ecannis family settle on Emerald.
  318
  The Imperium colonise Jewell.
  320
  The Zhodani colonise Clan.
  333
  Zhodani colonists settle on Chwistyoch and impose their rule over the Vexx.
  339
  The Imperium establishes a mining colony on Ruby.
  362
  Rich lanthanum deposits are found on Jewell.
  Colonists abandon Ruby.
  347
  Zhodani colonists settle on Riverland.
  503
  Lysen is colonised by the Imperium.
  589
  First Frontier War begins.
  The Imperium declares martial law on Emerald and many Ecannis nobles are incarcerated on Jewell.
  592
  The Zhodani occupy Jewell.
  Zhodani forces occupy Emerald.
  Zhodani forces occupy Ruby.
  603
  The Imperium regains control of Jewell.
  Zhodani forces leave Emerald.
  604
  First Frontier War ends.
  Zhodani forces leave Ruby.
  Civil War begins.
  606
  The Ecannis family are allowed to return to Emerald.
  615
  Second Frontier War begins.
  617
  Smugglers build a starport on 871–438.
  Zhodani forces occupy Ruby.
  618
  Vargr refugees settle on Mongo.
  
  7
  620
  Second Frontier War ends.
  Zhodani forces leave Ruby.
  The Imperium claims ownership of Mongo.
  The Imperium establish a refugee colony on Utoland.
  622
  Civil War ends.
  624
  Xboat system established.
  Louzy is colonised by the Imperium.
  634
  Papaieie Sawaiu establishes a small colony on Ruby.
  660
  The Zhodani discover lanthanum deposits on Ao-dai and colonise the planet.
  705
  Mineral prices begin to drop.
  707
  Economical decline begins on Louzy due to strip mining and declining ore markets.
  719
  Xboat system completed.
  739
  The people of Louzy form a new government.
  782
  Zenopit is colonised.
  783
  The Zenopians create a small colony on Aqua.
  811
  The Imperium discovers the Tripwire device on Grant and declare the system a red zone.
  833
  The Zhodani discover the Tripwire device on Farreach and colonise the planet.
  835
  Imperial colonists settle on Esalin.
  852
  The Zhodani discover that the Chokari are not only intelligent but also have strong psionic abilities.
  853
  The Zhodani colonise Foelen to facilitate the study of the Chokari.
  892
  The Arkesh Spacers colonise Gougeste.
  893
  Zenopit mines are depleted forcing many people to leave the world.
  900
  Emerald becomes a major grain supplier to Jewell.
  979
  Third Frontier War begins.
  The Zhodani upgrade the starport on Farreach to class A and expand the military base.
  980
  The Zhodani occupy Mongo.
  Refugees from Mongo settle on Nakege.
  The Zhodani occupy Emerald.
  981
  Refugees settle on Louzy II.
  982
  Imperial forces occupy Nakege.
  The Imperium regains control of Emerald.
  983
  Vargr refugees settle on Puparkin.
  984
  The Imperium regains control of Mongo.
  986
  Third Frontier War ends.
  987
  Utoland declares itself an independent world.
  988
  Nakege agree to give Spinward Salvage LIC salvage rights in return for their protection.
  Spinward Salvage LIC occupy Nakege II.
  989
  Magneto Dynamics and other corporations rebuild mining facilities on Mongo.
  1006
  Settlers from Arden colonise Zircon.
  1082
  Fourth Frontier War begins.
  The Zhodani occupy Esalin.
  1083
  Admiral Vincent Mallor distinguishes himself by defending Emerald against a superior Zhodani fleet.
  House Mallor establishes a military base on Zircon and the Imperium claims ownership of the system.
  1084
  Fourth Frontier War ends.
  1090
  The Zhodani discover the Tripwire keystone and begin their search for other devices.
  1097
  The Tripwire device on Esalin is moved to Chwistyoch.
  The Tripwire device on Foelen is relocated to Riverland.
  1098
  Esalin is declared neutral territory.
  1099
  Unkah discovers Tripwire device on Condyole.
  1100
  The Imperium declares Gougeste an amber zone world.
  1104
  The Federation of Arden takes control of Utoland.
  The Federation of Arden embargo Zenopit.
  1105
  Agent Forbes discovers Tripwire device on Farreach and flees by booking passage on an independent ship.
  
  8
  PASSENGER
  PASSENGER
   FARREACH SYSTEM
  The Farreach system has five planets, three of which are gas giants. 
  The fourth planet, Farreach, is the only inhabited planet. The 
  outermost planet is much smaller and no attempt to colonise it has 
  been made.
  Farreach 
  0602 A200400–B Z Z NI G
  The planet is named for being the furthest Zhodani base from 
  their homeworld of Zhdant. This inhospitable planet has a small 
  population, all of whom live and work in the base. 
  The colony was established in 833 and functioned as a simple 
  outpost until 979 when the Zhodani upgraded the starport to class 
  A and expanded the military base. A small colony was settled here to 
  run and maintain the facility but the colony did not grow beyond the 
  needs of the starport. There is no industry here and little in the way 
  of farming, most food and supplies are shipped in from Clan.
  Although the base is a moderate military installation, Farreach has 
  one of the most extensive starports in the sector. Civilian access is 
  very limited on Farreach and the starport comprises of a number of 
  security zones, with Zone 0 being the only region access is granted 
  to travellers and traders. Zone 1 provides facilities for the starport 
  employees. Zone 2 encloses the military base and is restricted to 
  military personnel only.
  Farreach is something of a mystery, not just to the Imperium but to 
  many Zhodani citizens as well. Why have the Consulate built such a 
  starport on their furthest outpost, which has no facilities other than 
  the base? It is this question that has motivated numerous Imperial 
  agents to infiltrate Farreach but none have ever returned. 
  ATTITUDES
  The people of Farreach are well known throughout the subsector for 
  being unfriendly and rude to anyone not of their race. The Zhodani 
  are wary of anyone visiting the starport, especially those that ask too 
  many questions. To most people, this attitude seems strange even 
  for Zhodani as Farreach is so dependant on trade for its survival.
  LAWS
  All travellers are permitted to land on the planet but are subject 
  to cargo searches. Although Farreach has been designated as 
  law level 0, the Zhodani have recently declared that all weapons 
  and explosives are considered contraband on Farreach, except for 
  personal arms, visitors must keep on their ships. 
  PLACES OF INTEREST
  As far as most people know, Farreach consists only of the starport 
  and military base. However, a secret known to only a few Zhodani is 
  the existence of an underground research laboratory. The laboratory 
  was built several hundred years ago when the Zhodani discovered 
  some ancient technology buried underground. The base was 
  originally built to hide and protect the site whilst the ancient device 
  was excavated. 
  During the Third Frontier War, the base was upgraded to its current 
  military status. The underground laboratory has slowly expanded 
  as the scientists continue their work on the ancient device. The 
  work was painstakingly slow. Due to the hard rock surface, it took 
  decades just to expose the huge device in its entirety before it could 
  be studied. The Zhodani were persistent with their studies but a 
  breakthrough was only made 60 years ago when they discovered 
  the keystone (see page 55) to activate it. 
  The device is a black tetrahedron (three sided pyramid) standing 
  300ft high. When activated with the correct keystone the device 
  emits a low humming sound audible to anyone within 30ft. 
  Prolonged exposure to the activated device results in a severe brain 
  haemorrhage. It is these effects that have made it so hard to study 
  and several Zhodani have been killed trying to discover its secrets. 
  Further details on this device are given later in the campaign on 
  page 52.
  Since the discovery of the device, others have been found on 
  neighbouring planets in the Jewell subsector. The Zhodani have also 
  found keystones for each device and have now begun to understand 
  the full potential of the technology as a defensive weapon.
  A New Job
  The players are currently at the Farreach starport making
  preparations to leave. If any new characters are joining the group then 
  this should be concluded before Forbes approaches them. You can 
  also add any random encounters from the Appendix as required.
  At a suitable time, Forbes will approach the players as they have 
  the only ship run by Imperial citizens. He will introduce himself as 
  James Forbes, leaving out any mention that he is an agent in the 
  service of the Imperium. He will offer Cr. 50,000 for immediate 
  passage to Esalin. This will most likely be a much higher rate than 
  the players would expect for passage on their ship but if the players 
  decline Forbes will raise the price up to Cr. 100,000.
  If asked, Forbes will say that he has a business meeting to attend 
  and if he is late it could cost him the deal. This is actually true, from 
  a certain perspective, so despite not revealing all of the facts no 
  deception can be detected. If the players question him further, he 
  will simply explain that the nature of the business is confidential, 
  which is also true.
  
  9
  Agent Forbes
  James Forbes is an Imperial agent whose mandate is to investigate any potential threat from the Zhodani Consulate. Forbes’ 
  investigations took him to Farreach where he surpassed his predecessors. He found out about the secret laboratory and confirmed 
  that the Zhodani are working on a super weapon, codenamed ‘Tripwire’.
  Forbes has not seen the ancient device but he knows enough to report back to his superiors. Concerned that his ship is being 
  observed by Zhodani agents, Forbes must secure passage on a ship to take him to Esalin where he can report his findings. He has 
  also heard rumours that the separatists, under direction from Zhodani agents, are planning some sort of terrorist attack to destabilise 
  the Jewell subsector. Both of these threats are related in some way but he is not sure how.
  Forbes is a serious man, dedicated to his career and the Imperium. He is not known for his conversation and when he does speak, 
  he gets straight to point. He has no distinguishing features and blends well in a crowd.
  Like many Imperial agents, Forces spends most of his time in the field and is usually under cover. For this reason he rarely makes 
  direct contact with his superiors but leaves encrypted messages with trusted contacts who pass them on to Imperial couriers.
  JAMES FORBES
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 37
  Agent (4)
  7 (0)
  11 (+1)
  9 (+1)
  10 (+1)
  7 (0)
  8 (0)
  Carouse 0, Comms 0, Computers 1, Deception 2, Gun Combat (Energy Pistol) 1, Investigate 2, Persuade 2, Recon 1, 
  Stealth 1, Streetwise 0
  Laser Pistol (3d6+3), Flak Jacket (4), Reflec armour (0/10)
  To get to Esalin in their Jump 2 ship, the players must go via Ao-dai 
  and Clan. Once the party are ready, they will be given permission by 
  the port authority to leave and the ship can make the first jump.
   AO-DAI SYSTEM
  The Ao-dai system has a planetoid belt, a gas giant and the planet of 
  Ao-dai which is the furthest from the sun.
  Ao-dai 
  0401 E410644–6 Z NA NI G
  Ao-dai is very similar to Mars in its size and surface conditions. 
  It was of little importance to the Zhodani for centuries until they 
  discovered deposits of lanthanum in 660. With this discovery, the 
  Consulate established a small colony and built a number of mining 
  facilities to extract and process the ore.
  Most of the ore has since been mined out but many of the colonists 
  remain. The few mining facilities that are still operational bring in 
  enough credits to help support the dwindling population. Ao-dai is 
  now of little strategic or economic value, so Zhodani patrols in this 
  region are few and infrequent.
  The habitat domes have all been built in craters that are the result 
  of an orbital bombardment. Many people speculate that the craters 
  were created by the Ancients, either the results of a failed experiment 
  or the remnants of a terrible war.
  ATTITUDES
  As one would expect with the Zhodani, most of the population are 
  content with their lives on Ao-dai. They are indifferent to the few 
  visitors that travel here; neither welcoming or hostile.
  LAWS
  Anyone is permitted to land but travellers must notify the port 
  authorities upon entering the Ao-dai system and must land at the 
  starport. Personal weapons are allowed but automatic and heavier 
  weapons are illegal, as are all narcotics.
  PLACES OF INTEREST
  Ao-dai is an uninspiring world. Apart from the craters, which provide 
  a topic of conversation, there is nothing else to bring travellers here 
  other than a place to rest and refuel.
  There are typical establishments as found in most Zhodani 
  settlements but none are particularly memorable or noteworthy. To 
  most travellers, Ao-dai is a boring backwater world where only the 
  Zhodani would be content to live.
  Random Encounters
  The players will have no need to land on the planet as it has no 
  refuelling capabilities and Forbes will insist that they waste as little 
  time as possible. However, if the party does land here (perhaps at the 
  
  10
  request of another passenger) then you can use the encounters 
  listed in the Appendix.
  Zhodani Patrol
  Whilst the ship is refuelling at the gas giant, a Zhodani ship will 
  approach demanding to board and inspect the players’ ship. The 
  players are not in a position to fight or run, so they must allow 
  the Zhodani ship to dock.
  Before the Zhodani dock, Forbes will speak to whichever player 
  is in charge. He will request that they speak in private and will 
  reveal the following:
  ‘I find I am in a situation where I must place my trust in you. I am 
  an Imperial agent and those Zhodani are most likely looking for 
  me. It is vital I complete my mission and I can not let the Zhodani 
  capture me, for there is much at stake.
  I do not think they know what I look like, so they will want to 
  question everyone on board to find out who is part of the crew and 
  who are passengers.’
  The player may want to bring the rest of the crew in on this 
  but it is their choice. They must then discuss how to handle the 
  situation with Forbes. He will only use force as a last resort but 
  will kill the Zhodani if no other choices remain. The players will 
  not have long to discuss their options as the Zhodani Scout ship 
  closes in (see page 91 for ship statistics).
  If all of the crew are in on the plan, they can attempt to lie to the 
  Zhodani and hope they do not have any psionic abilities that will 
  see through the deception. If the players suggest hiding Forbes 
  they could still be vulnerable to the same abilities.
  If any other passengers boarded the ship at Farreach then the 
  situation will be even more interesting as trust issues will arise. 
  Other passengers might not wish to deceive and potentially fight 
  the Zhodani or they could even be a Zhodani agent. 
  BOARDED
  The party will not have long to prepare before the Zhodani 
  ship docks and three Zhodani will board the players’ ship. The 
  Zhodani are indeed looking for Forbes but they do not know 
  his identity, only that an Imperial agent has left Farreach with 
  classified information. 
  The Zhodani leader is an agent. He is accompanied by a pilot 
  and a psion. The psion will use Lie Detection and Probe to see 
  what the players know and if the Imperial agent is onboard the 
  ship. Unless the players have been particularly clever, it will not 
  take the Zhodani long to discover the truth. 
  The players can either let Forbes be taken captive (which could bring 
  a rather abrupt end to the campaign) or a fight will ensue. If the 
  players are reluctant to get involved then Forbes will force the issue 
  by firing at the Zhodani when he has the best opportunity.
  If the Zhodani are losing the fight, they will attempt to return to 
  their ship where they can disable the players’ ship and call for 
  reinforcements. If the Zhodani are unable to get to their own ship, 
  they will attempt to take control of the players’ ship instead.
  VICTORY
  If the Zhodani are defeated, the players will need to leave the area as 
  quickly as possible. If any of the Zhodani are alive, the players must 
  decide what to do with them. If questioned, the Zhodani will remain 
  silent but if stronger measures are used they will state that Forbes 
  is a spy and an enemy of the Zhodani Consulate.
  The players may also be tempted to take the Zhodani ship but 
  they still have to pass through Zhodani space. If they are caught in 
  possession of the ship they will immediately be taken prisoner and 
  interrogated by Zhodani officials. If the players search the ship, they 
  will find some small arms but little else of interest.
  
  11
  ZHODANI AGENT
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 31
  Agent (3)
  8 (0)
  10 (+1)
  10 (+1)
  9 (+1)
  8 (0)
  7 (0)
  Comms 0, Computers 0, Deception 1, Gun Combat (Energy Pistol) 1, Investigate 1, Persuade 0, Recon 0, Stealth 1
  Laser Pistol (3d6+3), Cloth armour (5)
  ZHODANI PILOT
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 33
  Pilot (3)
  7 (0)
  10 (+1)
  8 (0)
  10 (+1)
  7 (0)
  7 (0)
  Astrogation 1, Comms 1, Computers 0, Drive 0, Gun Combat 0, Gunner 0, Pilot (Spacecraft) 1, Recon 0, Sensors 1, Zero-G 
  0
  Laser Carbine (4d6+3), Flak Jacket (6)
  ZHODANI PSION
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30
  Psion (3)
  7 (0)
  7 (0)
  8 (0)
  8 (0)
  7 (0)
  10 (+1)
  Psi 10, Telekinesis 2, Telepathy 2, Computers 0, Gun Combat 0, Persuade 1
  There is a good chance that other Zhodani vessels will come here 
  to investigate so the players must finish refuelling and jump to the 
  Clan system to continue their journey.
  FAILURE
  If the players were not successful then Forbes will be taken 
  prisoner (if he has not been killed). If the party tried to help him in 
  any way, the Zhodani will arrest everyone on the ship who is still 
  alive. If the Zhodani made it to their ship then they will fire on the 
  players’ ship to disable it and then call for reinforcements to help 
  capture the prisoners.
  If the players manage to escape then the Zhodani will pursue and 
  send out fugitive alerts. However, once they jump, the players 
  should be safe for a short while until the Zhodani and fugitive 
  alerts catch up with them.
  If the players have failed to protect agent Forbes and things have 
  gone badly, Forbes will try to tell the players about the data wafer 
  that he has and that it must get to his contact at the Redway Hotel 
  on Esalin (detailed later in this chapter).
  If the players are captured you can use the Arrested scenario detailed 
  in the Appendix on page 88.
   CLAN SYSTEM
  The Clan system comprises of five planets, one of which is a gas 
  giant. Clan is the fourth planet from the sun. The three remaining 
  planets are small, lifeless and have no available resources.
  Clan  
  0303 B672899–A Z 
  Z G
  Clan was the first world in the Jewell subsector to be colonised by 
  the Zhodani in 320. Witnessing the expansion of the Imperium, the 
  Consulate saw the benefit in establishing their borders before the 
  Imperium dominated the subsector. 
  Many colonists settled on Clan to help establish the Zhodani presence 
  in Jewell. Clan is not a world abundant with water, so agricultural 
  areas are limited. There is also little in the way of minerals and other 
  resources but the population of half a billion people have always 
  managed to sustain themselves. Once the Zhodani had established 
  additional colonies in neighbouring systems, the economy on 
  Clan began to thrive as it became the centre for Zhodani trade and 
  commerce in Jewell.
  Using Clan as a staging point, the Zhodani spread out to neighbouring 
  systems to control the coreward region of the subsector. Being both 
  a border world and central to Zhodani systems in Jewell, Clan has 
  become a hub world for trade and military deployment. Clan has the 
  largest Zhodani base in Jewell, which was built to serve as a nexus 
  to the other Zhodani outposts in this subsector. 
  ATTITUDES
  Clan is the Zhodani centre of trade in the Jewell subsector, so 
  the people here are more tolerant of other races than is typical 
  of their race. Imperial citizens are sometimes viewed with some 
  suspicion but the economy of Clan thrives on commerce so any 
  trade is welcomed.
  LAWS
  Zhodani travellers are permitted to land anywhere on Clan. Access 
  to all other races is restricted but traders can request permission 
  from the port authorities. Ships granted access are only permitted 
  to land at the starport and are subject to cargo searches.
  All weapons and explosives are considered contraband on Clan and 
  any personal arms must be kept on the ship. All non-medical drugs 
  and offworld data are also illegal on Clan.
  
  12
  PLACES OF INTEREST
  Clandra: The capital city of Clan is situated near the starport. Clandra 
  is a bustling city offering a wide variety of goods and services. Most 
  non-Zhodani conduct their business here so there is always a good 
  mix of races bartering and dealing with the locals. Few visitors have 
  reason to leave the capital, which is most suited to providing for the 
  needs of travellers and traders.
  Refuelling
  As before, the players will need to make their stop here as brief as 
  possible. Refuelling at the starport is the quickest method but they 
  details. Refer to the next encounter for details of who is following 
  the players.
  FOLLOWED
  The players are being followed by one or more people. Roll on the 
  table to determine who they are and which encounter this leads to 
  (if any).
  CONTACT
  A freelance agent called Gant will attempt to contact the players in 
  secret. Agent Gant knows that Forbes is a passenger on the players’ 
  ship. He will explain that Zhodani agents have been pursuing Forbes 
  from Farreach and now suspect the players’ ship is involved. If the 
  players ask why Gant is helping them, he will simply say he is loyal 
  to the Imperium.
  Gant was on Ao-dai when the players encountered the Zhodani patrol. 
  More agents turned up shortly after the players left to investigate 
  the situation. Gant avoided any suspicion and travelled here (it is 
  the only logical place that they could have jumped to) hoping to find 
  the players and warn them to leave as soon as possible.
  Once the players leave Clan agent Gant will also leave, making it 
  unlikely that the players will see him again. However, if the players 
  are in trouble, maybe Gant will make another appearance?
  ROBBED
  One or more of the players are robbed by a thief who will attempt to 
  steal something without the players realising. He might even try to 
  sneak aboard their ship while the players are exploring the city but 
  there is a chance Forbes or anyone else onboard might catch the 
  thief in the act.
  MUGGED
  One or more of the players are confronted by a group of 1d6 
  muggers. Assuming they are not outnumbered, the muggers will 
  demand any valuables from the players. If the players refuse to 
  comply, the muggers will attempt to beat them down and then take 
  what they want.
  If this encounter results in a fight then there is also a chance that 
  the police might get involved, which is something that the players 
  will want to avoid.
  D66
  ENCOUNTER
  11–16
  No event
  21–23
  Ally
  24–34
  Followed
  35–36
  Contact
  41–46
  Robbed
  51–56
  Mugged
  61–63
  Questioned
  64–66
  Framed
  can also refuel at the gas giant if preferred. If the players decide to 
  explore Clan, Forbes will remain on the ship.
  Clan will have an obvious military presence and regular patrols. 
  However, news of the players’ previous activities has not reached 
  here yet, so they should be safe as long as they do not violate any 
  local laws.
  Random Encounters
  Whilst the players are visiting this world, a number of optional 
  encounters can happen. These will most likely take place in the 
  capital city of Clandra. Pick or roll on the table below. Use NPC 
  statistics from the Appendix found on page 89. 
  ALLY
  A human who frequents the region will approach the players saying 
  that he has information for them but it has a price of Cr. 200. The 
  man will not negotiate but if the players pay he will tell them that 
  they are being followed. He is not sure why but he can point out the 
  person or group.
  With knowledge that they are now being followed, the players 
  can either elude their stalkers or ambush them to find out more 
  1D6
  STALKERS
  ENCOUNTER
  1
  False alarm
  None
  2
  Agent
  Contact
  3
  Thief
  Robbed
  4
  Muggers
  Mugged
  5
  Zhodani Agent
  Questioned
  6
  Criminals
  Framed
  1D6
  CRIMINALS
  CRIME
  1–2
  Smugglers
  Contraband
  3–4
  Separatists
  Inciting riot
  5
  Pirates
  Piracy
  6
  Terrorists
  Terrorism
  
  13
  QUESTIONED
  A Zhodani agent, accompanied by 1d6 bodyguards, has been following 
  the players. The agent is simply checking out new arrivals and he has 
  no knowledge of Forbes or the players’ previous activities. 
  However, if the players are acting suspiciously, the Zhodani might 
  confront them to ask some questions. Why are they on Clan? Where 
  have they come from? Where are they going? Unless the players 
  say something revealing there will be no consequences but the 
  encounter should serve to increase their paranoia.
  FRAMED
  A group of 1d6 criminals who are under suspicion by local law 
  enforcement frame the players for the crime. Details of the criminals 
  and their crime can be determined by rolling on the table below:
  The method of framing the players will depend on the crime but can 
  include any of the following:
  • 
  Planting evidence.
  • 
  Bribing witnesses.
  • 
  Falsifying documents.
  Once the players have been framed, they will be arrested as detailed 
  on page 88 of the Appendix. There may be evidence against the 
  players but they do have truth on their side so convincing the 
  authorities of their innocence should be within their capabilities.
  If the party has been split up, then some players might have eluded 
  capture. Any party members free to do so can investigate the 
  situation and expose the real criminals.
   ESALIN SYSTEM
  Of the eight planets in this solar system, four are gas giants. Esalin 
  is the seventh planet from the sun and is the only colonised world 
  in the system.
  Esalin       0204 C565673–8 
    Z Ag Ga G
  Esalin was first settled by Imperial colonists in 835 and was occupied 
  by the Zhodani at the beginning of the Fourth Frontier War in 1082. 
  Its location between the Imperial and Zhodani borders has made it 
  a key factor in many diplomatic negotiations. 
  Esalin has always been known for its fertile lands and rich 
  harvests. The planetary conditions and varied climates have also 
  allowed for a wide variety of crops to be grown, from tropical 
  fruits to exotic vegetables.
  Even during the Zhodani occupation, the Imperial farmers were 
  allowed to continue their work unhindered. The rich harvests of this 
  world have been a benefit to both Zhodani and Imperials alike. In 
  1098, a treaty was signed declaring Esalin as neutral territory but the 
  Zhodani government remained to administer its inhabitants.
  ATTITUDES
  The last few years have seen an increasing cooperation and 
  understanding between the Imperial and Zhodani citizens. Although 
  both cultures remain amicable, recent events in the Jewell subsector 
  have damaged the good relations fostered by the situation here on 
  Esalin.
  LAWS
  All travellers are permitted to land at the Esalin starport or other 
  authorised landing sites. Heavy weapons, high-level technology, 
  addictive narcotics and combat drugs are all illegal on Esalin.
  PLACES OF INTEREST
  Due to the variety and abundance of food grown on Esalin, most 
  towns and cities will have a range of fine quality restaurants and 
  affordable eating establishments. As the saying goes, ‘No-one ever 
  goes hungry on Esalin’.
  Assassination
  Two Zhodani agents from Farreach had already suspected Forbes as 
  being a spy but Forbes eluded them. These two agents dispatched 
  the Zhodani Scout ship that the players encountered at Ao-dai, 
  whilst the agents continued their investigations on Farreach. 
  Hearing reports of the incident at Ao-dai, the two agents guessed 
  that Esalin would be a logical place to stop or refuel. The agents 
  were able to get here and wait for the players’ ship, which was seen 
  leaving Farreach.
  Once the players land at the starport, Forbes will thank them 
  and disembark. As he walks down the ramp he is hit by several 
  shots fired from laser pistols. The shots hit him squarely in the 
  chest and he staggers back into the ship and collapses. If any of 
  the players watched this happen, they will see two unidentifiable 
  figures run into the shadows. There is no local law enforcement in 
  the immediate vicinity and anyone who witnessed the event has 
  left the area. Apart from the bleeding body in the ship, it is as if the 
  incident never happened.
  Forbes is bleeding badly. He can barely speak and beckons one of 
  the players over. He whispers in their ear ‘Redway. Get me to… 
  Redway’, before falling unconscious. A successful Medic check will 
  stabilise Forbes but his chances are not good. For the next hour he 
  will drift in and out of consciousness. 
  If the players search Forbes’ unconscious body, they will find a 
  hand computer, a data wafer and his weapon. There is nothing 
  
  14
  on the computer and the data wafer has been double encrypted, 
  requiring two Computers checks DM –6 to access the data. In the 
  unlikely event that the players access the data, proceed to Data 
  Wafer Contents on page 29.
  With the information they already know and with their encounter 
  at Ao-dai, the party will hopefully decide to avoid any medical or 
  official facilities. If the players ask around or check public computer 
  systems they will discover a hotel called ‘The Redway Hotel’ in a 
  town located a short distance from the starport. 
  The players must now work out how to get a bleeding and 
  unconscious body to the town without drawing attention. If they 
  have their own vehicle then the task will be easy. If they do not 
  they will have to hire one or figure out another way of getting to 
  their destination.
  The  Redway Hotel
  The Redway Hotel is a legitimate business owned by Martha Redway 
  who took over the family business from her father when he died 
  20 years ago. However, the family business is much more than a 
  simple hotel. The Redway family and their establishment have been 
  part of the Imperial intelligence network for over 50 years. 
  To avoid drawing too much attention, only a handful of agents use 
  the facility at any time. The hotel is a safe house when agents need 
  somewhere to stay and keep a low profile. The Redways also pass on 
  messages and information to a courier (travelling under the guise of 
  a free trader) who visits several times a year to gather intelligence 
  from agents out in the field.
  Agent Forbes was using the Redway Hotel as one of his contact 
  points and is the reason he wanted passage to Esalin. Agents like 
  Forbes who spend their time undercover will always make contact 
  at places like this; they never make direct contact with anyone in 
  authority to prevent their position from being compromised.
  Once the players arrive here, they will have to figure out what to 
  do. They were only given the name Redway and obviously do not 
  know for certain who Forbes’ contact is, although they might take 
  an educated guess that it is Martha. 
  Booking in at the hotel is a good place to start and they will meet 
  Martha. She will flirt with at least one of the players so talking to 
  her will be easy in one respect but potentially awkward in another. If 
  they try to get any information out of her they will get her full name. 
  If asked she will also reveal that there are currently no other guests 
  staying at the hotel.
  If the players ask Martha if she knows Forbes, her behaviour will 
  change ever so slightly. She obviously does not want to reveal 
  herself but at the same time she has a responsibility to the agents 
  who know her. She will admit that she knows Forbes but only as 
  a previous patron who stayed here a while back. Once she knows 
  Forbes is seriously injured, she will tell the players to bring him to a 
  bedroom on the first floor.
  Martha will tend to Forbes’ wounds whilst talking to the players. If 
  the players tell Martha enough of what has happened and earn her 
  trust, she will reveal her true role. She will search Forbes for his data 
  wafer, knowing that he usually has one containing his reports for 
  the courier. If the players have already taken it, she will ask them for 
  it back. Martha will explain that any reports will be on there and she 
  must have it to give to the courier.
  Martha will thank the players for bringing Forbes here and he should 
  recover as long as he stays here, where she can nurse him back to 
  MARTHA REDWAY
  Martha is a friendly woman with a motherly demeanour. Although she is showing the signs of a hardworking person in her fifties, she 
  was obviously a very attractive woman in her prime and her eyes still sparkle with the zest of life.
  Martha is also well known for being somewhat flirtatious, especially with young handsome men. She has cheeky charm that wins 
  over many people but she can get a little lewd at times. Her advances are usually harmless fun but occasionally she takes a special 
  liking to some of the travellers that pass through.
  MARTHA REDWAY
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 56
  Citizen (4)
  6 (0)
  6 (0)
  7 (0)
  8 (0)
  7 (0)
  11 (+1)
  Broker 1, Carouse 1, Gun Combat 0, Medic 1, Persuade 1, Steward 0, Streetwise 0
  Snub Pistol (3d6–3)
  
  15
  health. She will suggest that the players stay here for the night and 
  will prepare a meal for them while they settle in.
  Assassination Attempt #2
  As the players are enjoying their meal cooked by Martha, the two 
  Zhodani agents have tracked the party here and want to make 
  sure that Forbes is dead. The agents will kill Forbes in his sleep 
  but Martha will discover them as they are leaving and fire a shot 
  at them.
  The players will hear the gunshot. If they go to investigate Martha 
  will run past them saying that Forbes has been killed. The players 
  should have time to intercept the agents before they can escape. 
  The agents are on the first floor deciding their best way out now that 
  the party has been alerted to the agents’ presence.
  If the entire party follows them to the first floor, the agents will 
  attempt to climb out of a window or hide in the building. The most 
  effective way of preventing the agents from escaping is to split up, 
  so some players go outside whilst the rest progressively search the 
  hotel. If the Zhodani are cornered or there are only a few players on 
  their own, the agents will fight. 
  The players should be able to find and kill the two Zhodani agents 
  with minimal casualties. However, they should now realise that they 
  have got themselves involved in something pretty big. If either of 
  the agents survived, the players will get no more information out of 
  them than from the previous agents at Ao-dai.
  Any corpses will need to be disposed of and all traces of the incident 
  must be cleaned in case any authorities come to investigate. Once 
  that has been done, Martha will suggest that the players leave in 
  case anyone comes to investigate. Martha is not sure if her position 
  is compromised so she will stay and see what she can find out. She 
  will not give up her hotel easily, nor will she want to risk the data 
  falling into the wrong hands.
  If the players ask Martha to contact another agent, she will 
  explain that she has no way to contact them. There are several 
  agents that use the hotel as a safe house and a courier comes 
  to collect any new information. It will be a long time before the 
  courier next visits and more Zhodani could attempt to acquire it 
  from her during that time.
  Martha will ask the players to take the data wafer, just in case any 
  Zhodani do come back. She will also explain that it must get to the 
  right people who can decipher the data. Martha knows that Forbes 
  had a contact on Ruby who should be able to help the party. 
  The contact’s name is Daniel and he frequents an establishment 
  called The Factory in the commercial district in Ruby’s capital city. 
  He is cautious about meeting new people so the players must pass 
  his ‘test’ before he will even meet them. Martha can not say any 
  more than this, the players must work out what to do when they 
  get to Ruby.
  Fugitives
  Before the Zhodani agents killed Forbes, they left instructions that a 
  fugitive alert should be issued, stating that the players killed James 
  Forbes. This will obviously divert any Imperial pressure away from 
  the agents.
  It will be a while before the players discover that they are fugitives 
  but once they do, they must stay ahead of the alert as it ripples 
  throughout the Xboat network. 
  ZHODANI AGENTS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 31
  Agent (3)
  9 (+1)
  10 (+1)
  10 (+1)
  9 (+1)
  8 (0)
  8 (0)
  Athletics (Co-ordination) 1, Comms 0, Computers 0, Deception 1, Gun Combat (Energy Pistol) 2, Recon 1, Stealth 2
  Laser Carbine (4d6+3), Flak Jacket (6), Reflec armour (0/10)
  
  16
  DATA
  DATA
   RUBY SYSTEM
  Ruby is one of two planets in the system and is the nearest to the 
  sun. The second planet is a gas giant.
  Ruby  
  0205 B400445–B S 
  I NI G
  Ruby is a small desert world without an atmosphere. The colony 
  has a population of around 40,000, all of whom live in a single 
  city consisting of four pressure domes built on top of a network of 
  underground tunnels. 
  Ruby was originally settled in 339 as a mining colony but once 
  richer deposits were found on Jewell, the world was abandoned as 
  the colonists were enticed to join the expanding industry on Jewell. 
  The next 300 years saw forces of Zhodani occupy the planet during 
  the first two Frontier Wars but there were never any permanent 
  settlements.
  The settlement was re-established in 634 by a small group of 
  colonists lead by Papaieie Sawaiu. With a small amount of funding 
  from the Jewell government, the colony reopened the lanthanum 
  mines and traded their mineral ore for food with neighbouring 
  systems. Falls in metal prices caused problems for the expanding 
  colony but the Imperium’s decision to establish a scout base nearby 
  brought jobs and money to the planets failing economy.
  This event marked the beginning of a new era on Ruby. The new 
  scout facilities and B class starport helped establish trade routes 
  and Ruby began to prosper. Several new domes were built to 
  accommodate the growing population and expansion eventually 
  halted at its current capacity.
  ATTITUDES
  For the most part, the people of Ruby are friendly and welcoming. 
  However, due to Ruby’s position as a ‘front line’ world it has endured 
  the brunt of the Frontier Wars and the people here have evolved a 
  strong distrust of the Zhodani and, to a lesser degree, the Vargr.
  Unlike many people who have lived through wars and survived 
  occupations, the people of Ruby are pacifists. They are also very 
  democratic and the concept of privilege and status is distasteful to 
  them. Everyone has equal rights, so there is no class structure or 
  discrimination. This social structure is the legacy of Papaieie Sawaiu 
  and his colonists.
  LAWS
  All Imperial citizens are permitted to land on Ruby; other travellers 
  must register with the port authorities. Use of psionics is banned 
  unless authorised by the government. Non-medicinal drugs, 
  weapons and software programs are all illegal. 
  There is also a strict anti-violence law on Ruby that is largely 
  enforced by offworlders and mercenaries who do not share the 
  local ethics. The laws are clearly explained to all new arrivals and 
  any violation is met with swift deportation to Jewell and often 
  results in confiscation of weapons.
  PLACES OF INTEREST
  Sawaiu: Sawaiu is the only settlement on Ruby, consisting of the 
  ‘upper city’ and the ‘underside’.
  The upper city is comprised of four themed pressure domes. 
  Sawaiu Dome has a tropical climate, Isgiidu is a snowy wilderness, 
  Summondamus is a desert region and Taenu Diran consists of 
  grasslands and meadows. 
  The starport is located near Sawaiu Dome and a transport tunnel 
  provides easy access to and from the starport. The domes are 
  interconnected with transport tunnels and each one also provides 
  access to the underside, a vast underground tunnel network where 
  the residential and commercial districts are situated.
  Ruby’s Startown Bar: Known for its cheap drinks, good times and 
  uncompromising bouncers, Ruby’s is the first port of call for many 
  people who arrive at Ruby. This popular drinking establishment is 
  located close to the starport.
  The Factory: Located in the commercial district, The Factory has a 
  quiet atmosphere and caters for merchants and traders needing a 
  comfortable but friendly place to conduct their business. A number 
  of booths provide some privacy for those that require it, whilst 
  open tables provide convenient meeting places for those selling 
  their services. Food and drink prices are quite high but the quality 
  is second to none.
  The Backpackers: A modest hotel that is popular with travellers. 
  The rooms are of a good standard and reasonably priced. It also has 
  a small restaurant that serves hearty meals and a good selection 
  of beverages.
  Making Contact
  When the players arrive at Ruby, they must find their contact, 
  Daniel. They have been informed by Martha that he frequents a 
  bar called The Factory (detailed previously) and that they must first 
  pass some sort of test before he will deal with them. The Factory is 
  
  17
  well known and the players can find it quite easily by asking around 
  or consulting public computer records.
  DANIEL
  Daniel is a large man with thinning hair and a thick moustache. 
  He has an affable demeanour but is a hard negotiator and shrewd 
  businessman who makes his living as a broker. Daniel is a regular 
  feature in The Factory bar, which he uses as his office. Clients 
  come to him seeking particular services or goods (both legal and 
  illegal) and Daniel can put them in touch with the right people for a 
  reasonable commission.
  Although Daniel is not directly in the service of the Imperium, he is 
  a loyal citizen (in his own way) who often works for a select group of 
  Imperial agents. He has spent many years building up a network of 
  contacts in a variety of fields. Many of his contacts operate outside 
  of the law but for many agents working undercover the skills of 
  these contacts can be vital to the completion of their missions. 
  DANIEL
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 32
  Agent (3)
  8 (0)
  10 (+1)
  10 (+1)
  9 (+1)
  8 (0)
  11 (+1)
  Broker 2, Carouse 0, Comms 0, Computers 0, Deception 1, Gun Combat 0, Investigate 1, Persuade 1, Recon 0
  Snub Pistol (3d6–3)
  
  18
  Conducting the business that he does, Daniel must be careful when 
  dealing with new clients. For this reason, he runs a simple merchant 
  business as a front under his real name of Stephen Muller. His 
  underground name, Daniel, is only used by his most trusted clients 
  and contacts.
  THE TEST
  Although Daniel is a regular customer at The Factory, his first 
  rule when dealing with any client is that they are not to reveal his 
  alternate identity. To the casual onlooker, Daniel is just a normal 
  businessman (Stephen Muller) who uses this establishment to 
  conduct his business. If the players ask around, nobody will not 
  know who Daniel is but they might notice that they are being 
  observed on a successful Recon check DM –4.
  The test is actually quite simple. The players simply have to wait for 
  Daniel to contact them. He will know that people have been asking 
  around for him and the players may even have asked him without 
  knowing who he was. 
  Once the players start to get bored of waiting, Daniel will approach 
  the party under his real name of Stephen Muller. Stephen will ask 
  the players if they are here to do business and he will attempt to 
  negotiate a sale of goods (you can use the Cargo Type table to 
  determine what he has for sale). 
  The players will need to ask about Daniel again and say enough 
  for Stephen to trust them. Once a little trust has been established, 
  Stephen will say that he does know Daniel and can put the players 
  in touch but he must first have more information. The players will 
  need to explain their meeting with Forbes and his assassination at 
  Redway Hotel. As long as the players are honest and explain their 
  circumstances, Stephen will arrange a meeting for the players.
  THE MEETING
  At the appointed time and place, Stephen will arrive to meet the 
  players. If they ask where Daniel is, Stephen will reveal that he is 
  Daniel. If the players have not already explained their needs, Daniel 
  will ask them what they want.
  If the players ask Daniel if he knows any other agents, he will reply 
  that he does but has no way to contact them. The few agents he 
  does know always come to Daniel when his services are required.
  Daniel knows who can help the players, an expert cryptologist who 
  agent Forbes used to create the encryption program (Daniel originally 
  
  19
  introduced them). This contact will charge at least Cr.2,000 for her 
  services and Daniel charges a 25% commission. If the players want 
  this information, they will have to pay Daniel Cr. 500. If the players 
  pay up, Daniel will explain the following:
  ‘The person you need is a Vargr cryptologist called Gakha. Gakha lives 
  on Mongo and works as a computer technician for MagnetoDynamics 
  but sells her services during her free time. 
  Gakha is the best person for the job as she designed the encryption 
  program for Forbes. She can be trusted with the information and she 
  will not sell it on or attempt to deceive you in any way. However, you 
  must inform her that I sent you.’
  Fugitive Alert
  Once the meeting is concluded, Daniel will inform the players that a 
  fugitive alert has just reached Ruby. The alert is for suspects wanted 
  for the murder of Imperial citizen James Forbes. The details include 
  descriptions of the party and their ship. Depending on the players’ 
  actions at Ao-dai, they may also be wanted for the murder of the 
  Zhodani agents and the theft of the Zhodani Scout ship.
  The players will have to leave immediately if they are to avoid a run 
  in with the law. If they do delay for any reason then there is a chance 
  that their ship will be inspected before it departs and they will be 
  discovered. If this happens they will have to fight their way off the 
  planet or they will be arrested and tried for the murder(s) as detailed 
  in the Arrested encounter on page 88.
   MONGO SYSTEM
  The Mongo system has three gas giants occupying the inner orbits. 
  The planet Mongo is the fourth planet from the sun and an ice world 
  occupies the outer orbit.
  Mongo 
  0404 A368685 
  A 2 I Ri NI G
  Mongo is the smallest planet in the Jewell Cluster. The 
  MagnetoDynamics Corporation have a strong presence here, 
  providing the technology to extract rare minerals from the vast 
  oceans that cover much of the world. 
  Mongo was originally settled in 618 by a number of Vargr refugees 
  from the Second Frontier War. After the war, the Imperium claimed 
  ownership of Mongo in 620 but allowed the Vargr to remain. A few 
  small human settlements were established but the population was 
  dominated by the Vargr for several centuries.
  Shortly before the Third Frontier War, the Imperium started using 
  new technology to extract minerals from the vast oceans that 
  covered much of the planet. More humans settled here to build and 
  maintain the new facilities. Unfortunately, before production could 
  reach its peak, the Third Frontier War began and in 980 the Zhodani 
  occupied Mongo to use it as a staging point for their attacks into on 
  the Jewell system.
  The Imperium re-established control of Mongo in 984, two 
  years before the end of the war. To fortify their position, the 
  Imperium began the construction of several naval and scout 
  bases. However, much of the previous infrastructure of Mongo 
  had been destroyed and the mineral extraction facilities were 
  either destroyed or badly damaged.
  In 989 several corporations, backed with funding from Jewell, 
  rebuilt the mineral processing facilities. The most prominent 
  corporation is MagnetoDynamics who have perfected an 
  efficient water filtration system to extract the mineral deposits 
  from the oceans. The population soon grew and within a few 
  years, Mongo had a rich economy and established itself as a 
  key world in the Jewell Cluster.
  ATTITUDES
  Mongo has a population of five million, consisting mainly of 
  Human and Vargr. The colonists’ ancestors had to endure 
  much before Mongo became the prosperous world that it is 
  today and this heritage is important to them. The people of 
  Mongo are friendly and amenable to most but tend be hostile 
  toward the Zhodani. 
  LAWS
  All offworld traders must register their business and cargo 
  with the port authorities before they are given permission to 
  land. The government on Mongo has banned all non-medical 
  drugs and all weapons except for personal fire arms and 
  melee weapons.
  PLACES OF INTEREST 
  MagnetoDynamics HQ: This is the only land based facility 
  operated by MagnetoDynamics. It has a prime location close to 
  the starport and serves as their headquarters and warehouse, 
  dealing with all administration, sales and logistics.
  MagnetoDynamics Platforms: Referred to as MDP 1, MDP 2, 
  and MDP 3 (short for ‘MagnetoDynamics Platform’), these 
  three platforms travel the oceans to extract the mineral 
  deposits. Refer to the MDP 1 encounter for details.
  Locating Gakha
  The players do not have the exact location of their new contact. 
  To find Gakha, they can either enquire at the MagnetoDynamics 
  HQ or attempt to hack the MagnetoDynamics computers. 
  Whatever method the players choose to obtain the information, 
  if successful they will discover that Gakha is currently working 
  at the MDP 1 facility.
  VISITING MAGNETODYNAMICS
  The MagnetoDynamics HQ is a plush suite of offices and 
  warehouses. The facilities are high-tech and well maintained 
  
  20
  to give a good first impression for clients who visit. Public access is 
  allowed into the main building, which serves as their administration 
  and sales reception. The building is clearly marked as the entrance 
  to the MagnetoDynamics site. 
  The players must pass through the main security gate where they are 
  given guest passes that allow access to the sales building. Access 
  to other buildings requires a higher security clearance. Security 
  guards are situated throughout the site and ensure anyone entering 
  a building has the correct clearance.
  Once at the reception desk, the players will need to speak to a human 
  resources manager and they will have to approach the situation with 
  care. They cannot simply ask the whereabouts of an employee, as all 
  personnel data is confidential (except to law enforcement or other 
  figures of authority). 
  The most common reason for meeting a human resources 
  manager is to discuss employment opportunities, so the players 
   MAGNETODYNAMICS
  This medium sized corporation specialises in mineral 
  extraction from gases and water. They have three facilities on 
  Mongo, which extract the mineral deposits from the oceans, 
  process the ore and transport it to their HQ where it is sold 
  and shipped offworld.
  Each facility is an independent floating platform that can be 
  moved to areas that are rich in minerals. The platforms have 
  several buildings that house the technology needed to filter 
  and process the ore. There is also a landing pad for small 
  craft used to ship the processed ore and carry personnel to 
  and from the facility. Underneath the platform, water is piped 
  through a filtration system that extracts the ore and disposes 
  of the filtered water a short distance away.
  Further details on MagnetoDynamics can be found on page 52 
  of the Traveller Core Rulebook.
  
  21
  can either arrange a meeting under this pretence or they could 
  actually try to get a job and hope they can make contact once 
  they are on the inside.
  Assuming they successfully arrange a meeting, they will be served 
  drinks while they wait for the manager to meet them. After a short 
  time, a smartly dressed man will introduce himself as Mark, one 
  of the human resource managers. He will lead the party to a small 
  conference room and ask what he can do to help them. 
  Convincing Mark to disobey company policy and give them details 
  on Gakha will require a Deception or Persuade check DM –4. He 
  could lose his job for doing this so the players will have to have a 
  good reason for him to do so. However, if a bribe is involved the DM 
  can be raised accordingly.
  Attempting to get a job at MagnetoDynamics will require a Deception 
  or Persuade check by each player depending on what skills they have 
  or pretend to have. They will also be asked the following questions 
  as appropriate:
  • 
  Why do you want to work for MagnetoDynamics?
  • 
  What role do you wish to take?
  • 
  What skills do you have?
  • 
  Do you have a reference?
  • 
  Why have you all come as a group?
  If the players are convincing enough, Mark will offer some of them 
  a job on a probationary basis but there will only be a few positions 
  available. Details of working for MagnetoDynamics follow. 
  HACKING THE NETWORK
  Hacking the MagnetoDynamics computer network externally 
  requires a Computers check DM –6. However, if the hacker can 
  gain access to a terminal on site, the task only has DM –2. The 
  SECURITY
  MagnetoDynamics prefer to handle any security matters themselves and the local law enforcement only get involved if a serious crime 
  has been committed but even then the security force will investigate to the best of their ability before getting the police involved. This 
  approach allows them to keep a handle on security breaches, reducing potential scandals and bad publicity.
  Security guards will check the clearance level of anyone boarding a shuttle. Random spot checks are also carried out on the platform 
  but the risk of these can be reduced by avoiding security patrols where possible.
  In addition to a dedicated security force, each facility also has a number of detainment cells and ‘interview rooms’ for anyone caught 
  committing a crime or breaking the corporate rules.
  SECURITY GUARDS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–32
  Agent (3)
  9 (+1)
  10 (+1)
  10 (+1)
  8 (0)
  8 (0)
  7 (0)
  Advocate 0, Computers 0, Gun Combat (Energy Rifle) 2, Investigate 1, Melee 0, Recon 1, Stealth 0
  Laser Carbine (4d6+3), Flak Jacket (6)
  
  22
  easiest way to gain access to one of their terminals is in the main 
  administration building (described above) but they will still need 
  stealth and caution to access a terminal without being caught by 
  security patrols.
  WORKING FOR MAGNETODYNAMICS
  If any of the players managed to get employment with 
  MagnetoDynamics, they will be stationed at one of the three 
  platforms or the main HQ site, depending on their skills and the 
  role they accepted. The party can be split up at your discretion.
  Because the players are new employees, their access will be limited 
  and they will be watched closely until they are trusted and have 
  proven themselves. Although the party have an agenda, they will 
  still be expected to work and any deviation from their allotted tasks 
  will have to be done carefully to avoid arousing suspicion.
  The players have several options to find Gakha:
  • 
  Now they have legitimate access to the areas they work in, the 
  players can look for Gakha by asking other employees or even 
  their supervisors. Persuade rolls may be required depending on 
  how the players go about this.
  • 
  The players will have easier access to computer terminals so 
  they can attempt to hack the network as described above.
  MDP 1
  Eventually, the players should discover that Gakha is on MDP 
  1 (MagnetoDynamics Platform 1).  The only way on to the 
  platforms is by authorised passenger and cargo craft. There 
  are regular flights from the headquarters to each platform for 
  MagnetoDynamics employees. 
  CLEARANCE GRANTED
  If the players have security access to the platform, their task will be 
  much easier. They can simply get on a shuttle and be flown to the 
  platform. Once on the facility, they will have reasonable freedom 
  to search for Gakha. However, the players are still new so they will 
  not be given free access to all areas and will be supervised much of 
  the time.
  ACCESS DENIED
  If the players do not have clearance to be here, they must find a 
  way to get on to the platform undetected. There are several ways of 
  doing this:
  • 
  Steal a pass card from another employee. However, once the 
  employee realises that it is missing he will report it and the card 
  will no longer be valid.
  • 
  Create a fake pass card with an Engineering (Electronics) check. 
  This is extremely difficult (DM –6) unless the players have an 
  existing card to copy (DM –2).
   GAKHA
  Gakha is a skilled computer technician but her speciality is cryptography. She was introduced to James Forbes several years ago by 
  Daniel. Gakha devised an encryption program for Forbes so that he could protect his data. She has always been loyal to Forbes and 
  the Imperium.
  She has been a computer technician at MagnetoDynamics for almost a year and has recently become quite friendly with two other 
  technicians, Amy Lockheart and a Vargr called Ruskad. Gakha thought she was helping them to fix a network problem but they used 
  her to gain access to some confidential files. The nature of her job means that she does access restricted systems but she has never 
  copied or read the files.
  In retrospect, it has become clear to Gakha that her new ‘friends’ were just using her to gain access to the files that they needed. Amy 
  and Ruskad obviously work for a rival company or are independents who sell such information to the highest bidder. MagnetoDynamics 
  is one of the leading specialists in mineral extraction and their technology is much sought after by rival corporations.
  Being a Vargr, Gakha also has strong loyalties to MagnetoDynamics so she is understandably insulted that she has been arrested 
  and interrogated. However, with this current situation Gakha believes her loyalties have been misplaced and even if her name is 
  cleared she will not be working for this corporation again.
  GAKHA
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 36
  Agent (4)
  7 (0)
  9 (+1)
  8 (0)
  12 (+2)
  10 (+1)
  9 (+1)
  Broker 0, Comms 1, Computers 2, Deception 1, Gun Combat 0, Investigate 1, Persuade 1
  
  23
  • 
  Sneak onboard a passenger or cargo shuttle. Security checks are 
  carried out on all passengers boarding the shuttles. However, 
  a small distraction could provide one or two players with an 
  opportunity to sneak onboard.
  ARRIVING AT THE PLATFORM
  As the shuttle approaches the platform, the players can see it come 
  into view. The vast, floating, structure looks much like a mining 
  platform. Surrounding the landing pad are six buildings connected 
  via a network of pipes, which filter the water. The processed water is 
  ejected some distance away. The platform is a buzz of activity with 
  workers and loading vehicles.
  Once the shuttle lands, the players can begin their search for 
  Gakha. If they ask around, the players will soon discover that 
  Gakha and several other employees are being questioned by 
  MagnetoDynamics security and it is rumoured that they have been 
  accused of industrial espionage.
  Gakha and her suspected co-conspirators are in the detainment 
  cells whilst the guards question them and investigate the situation. 
  When their investigation is complete, MagnetoDynamics will 
  contact the authorities and have Gakha and her associates arrested. 
  Since Gakha is the only person who can help the players, they will 
  have to either break her out or somehow prove her innocence. 
  PROVING GAKHA’S INNOCENCE
  If the players wish to help Gakha, they will need to find out what 
  happened from all parties involved. With a successful Deception 
  or Persuade check DM–2, the players will be allowed to talk to 
  the prisoners.
  When the players meet Gakha, she will be suspicious as to why a 
  group of strangers want to help her. However, if the players explain 
  why they are here, she will tell them her story as detailed opposite 
  If the players talk with Amy and Ruskad, they will both say that 
  Gakha is lying and that neither of them had anything to do with 
  the crime. After all, it was Gakha’s security codes that were used to 
  access the files.
  The security guards have already found out some information and 
  with a successful Persuade check, they will share their findings. The 
  players can also make any background checks as required. 
  Evidence against Gakha (discovered by MagnetoDynamics 
  security):
  • 
  Gakha’s computer has software that could be used to hack and 
  decrypt data files.
  • 
  Gakha has been spending a lot of time with Amy and Ruskad.
  • 
  Gakha’s security clearance was used to gain access to the 
  files.
  Evidence in favour of Gakha:
  • 
  Gakha is the supervisor for Amy and Ruskad so it stands to 
  reason that they would have spent time together.
  • 
  Gakha’s security clearance is required for her job and there is 
  no way to prove who actually copied the files.
  • 
  Amy and Ruskad only started working for MagnetoDynamics 
  eight weeks ago; Gakha has been working here for nearly a 
  year.
  • 
  Background checks on Amy and Ruskad show that they have 
  both worked for several rival companies over the last year.
  • 
  Further checks will reveal that Amy and Ruskad were fired from 
  their previous jobs for suspected tampering and hacking.
  • 
  The evidence against Gakha is circumstantial.
  If the players have enough proof that Gakha is innocent or they have 
  enough evidence that Amy and Ruskad committed the crimes, the 
  security officer will agree to release Gakha. However, Gakha will 
  be suspended and must remain available to answer any further 
  questions that may need to be answered.
  If the players are not convincing enough or they do not get enough 
  evidence, they will have to break Gakha out of the cell as described.
  BREAKOUT
  To get an idea of the layout in the security building, the players 
  can ask to speak with Gakha as detailed above. The players will 
  supervised at all times when in the security building but they will be 
  able to see what security measures are in place. 
  There are usually two to three security guards present in the building 
  at any time. The cells do a good job of securing suspects but they 
  can be easily opened from the outside with the correct pass card or 
  an Engineering (Electronics) check DM –2.
  So, to break Gakha out of the detention cell, the players will need to 
  overpower the security guards, open the cell and then find a way off 
  the platform. The latter part of the plan will be the most difficult as 
  they will either need to sneak onboard or steal one of the shuttles.
  If the players are detected, the security forces will attempt to stop 
  them and they will also sound an alarm. Once the alarm is sounded, 
  all shuttles are grounded and non-security personnel must remain 
  where they are.
  Once the party get off the platform, they will need to get to their 
  ship and leave Mongo as quickly as possible before the security 
  team catch them. Police will also be notified and if the players’ 
  identities are known, they will have a new crime added to their 
  fugitive status.
  How smoothly the breakout went will determine if the players meet 
  any resistance after they leave the platform. The quicker the security 
  
  24
  team can notify the authorities, the more likely it is that the players 
  will have a run in with the law.
  GETTING CAUGHT
  If the players are caught snooping in places they should not be 
  or hacking computers, the MagnetoDynamics security forces will 
  detain the players in their own private detention block as described 
  in the Security side panel. This will play out much like the Arrested 
  encounter detailed on page 88.
  Tools of the Trade
  Once Gakha has been freed she will thank the players and, in return 
  for rescuing her, she will agree to help the party for free. However, 
  her home has been searched and her equipment  taken and kept as 
  evidence whilst the investigation continues. 
  Nakege 
  0505 D591314–2 I Lo NI Lt
  Nakege is a dry world with an indigenous population of around 
  60,000 people. The inhabitants are a  human offshoot that are still 
  in their infancy where technological advancement is concerned. The 
  planet was of little interest to the Imperium and the people here 
  preferred to develop on their own, so it was left alone for centuries.
  During the Third Frontier War, refugees from Mongo settled on 
  Nakege. These settlers were followed by detachments of Imperial 
  forces in 982, who used Nakege as a staging point in their first 
  attempt to retake Mongo.
  However, before the Imperium could launch their offensive, Zhodani 
  forces attacked Nakege with both sides suffering considerable losses. 
  With such a failure, the Imperium did not repeat that tactic and 
  Nakege was abandoned by the Imperium, leaving the indigenous 
  population to rebuild their civilisation.
  Suffering catastrophic casualties and damage, the people of 
  Nakege became both xenophobic and technophobic after seeing 
  the hostility and destruction caused by the advanced races that 
  savaged their world. They became increasingly hostile to anyone 
  who visited Nakege and the Imperium eventually declared it an 
  Amber world, once more allowing the inhabitants to live without 
  interference from others. 
  They remained in isolation for several years until 988 when Spinward 
  Salvage LIC expressed their interest in the planet. The battle here 
  had left many ship and vehicle wreckages, salvage that had great 
  value to the corporation. Spinward Salvage were initially met with 
  hostility until they came to an agreement, whereby they agreed to 
  enforce the isolation of the people in return for salvage rights to any 
  technology left behind from the war. 
  Spinward Salvage took ownership of the planet and moved the bulk 
  of their resources to Nakege II. A small security force remained at 
  the starport on Nakege to prevent any travellers from interfering 
  with the indigenous population as agreed. 
  It has been over 100 years since the war and most of the salvage 
  has been transported to Nakege II but Spinward Salvage still send 
  out the occasional survey team to find more wrecks. Guards are still 
  stationed at the starport but with little salvage left, it is unlikely that 
  the corporation will continue to uphold their end of the arrangement 
  for much longer when there is no profit to be made from it.
  ATTITUDES
  The corporate security guards are usually quite unfriendly to anyone 
  who lands at the starport. They will explain that Nakege is under 
  the protection of Spinward Salvage LIC and that the facilities here 
  are not for public use. Anyone needing starport facilities should go 
  to Nakege II. 
  SPINWARD SALVAGE LIC
  Since the corporation’s inception after the Third Frontier War, 
  Spinward Salvage soon realised that there were a lot of wrecked 
  spacecrafts and vehicles in Jewell subsector left behind after the 
  conflict. Most notably, the battle that had taken place and around 
  Nakege had left behind so much salvage Spinward Salvage 
  decided it would be easier to establish a base of operations there 
  rather than move all of the wreckage to more distant facilities.
  Spinward Salvage LIC took ownership of Nakege and Nakege 
  II in 988, after negotiating salvage rights with the indigenous 
  population who had survived on Nakege. Although not ideal, 
  establishing salvage yards on Nakege II kept their transport costs 
  down and the corporation soon prospered, making good profits 
  from their sales of scrap, spare parts and refurbished ships.
  Gakha needs her software if she is to decode the data wafer 
  and getting it back from the MagnetoDynamics security will be 
  extremely difficult (especially if the players broke Gakha out of 
  the detainment cells). In addition to this, the exact location of her 
  equipment is unknown.
  Fortunately, Gakha rents a small workshop on Lysen where she has 
  equipment and copies of all her software. She has always had a safe 
  house in case she ever runs afoul of the law, something that has 
  happened more than once in her line of work. With the fugitive alert 
  out on the party, the players will have to head to Lysen via Nakege. 
   NAKEGE SYSTEM
  The Nakege system has seven planets, two of which are gas giants. 
  Nakege is the fifth planet from the sun.
  
  25
  Should anyone get past the security, the indigenous people will 
  be even more hostile. If travellers do not respect the wishes 
  of the people here, they will use force to rid themselves of any 
  unwanted travellers.
  LAWS
  Access to offworlders is denied as detailed above. Weapons, drugs 
  and travellers are all banned on Nakege.
  PLACES OF INTEREST
  There is nothing here for travellers since they are not allowed access 
  past the starport.
  Nakege II 
  0505 C333313    
        ALo NI
  Nakege II is a small world that remained unpopulated until 988 
  when Spinward Salvage LIC claimed it along with Nakege. The 
  corporation settled a small colony and built a modest starport. A 
  number of sizable salvage yards were also built to store the wrecks 
  transported from Nakege.
  Although most people on Nakege II work for the corporation, there 
  are also those who provide the infrastructure to support the small 
  population. These people include merchants, farmers and other 
  tradesmen. The population of 4,000 people consists of a number 
  of races. Approximately 60% human, 25% Vargr and the remaining 
  15% is made up of Aslan and minor races.
  ATTITUDES
  Since the majority of the population work for Spinward Salvage, 
  Nakege II is more like a place of work than a typical planet. During 
  business hours, most people tend to be focussed on their job and 
  can seem a little unfriendly. 
  However, once the workforce has finished for the day they head to 
  the bars to unwind and enjoy their free time. When encountered in 
  this environment they are a friendly and tolerant society.
  LAWS
  Visitors must land at the starport or other designated landing sites. 
  Personal arms are allowed but all other weapons are banned. Highly 
  addictive drugs, combat drugs, agent programs and intrusion 
  programs are also illegal on Nakege II.
  PLACES OF INTEREST
  Locus City: By most standards Locus would be a small town but 
  here on Nakege it is the capital, housing the entire population 
  of 4,000. The city has a number of bars in both the residential 
  and commercial districts, with the latter area also including 
  government buildings and a variety of shops. Locus is situated 
  just east of the starport.
  Salvage Yards: There are three salvage yards situated to the north, 
  south and west of the starport. These tend to be reasonably well 
  organised, with each one specialising in a particular type of salvage 
  such as ground based vehicles, small craft or spacecraft. Each yard 
  has a small reception building where customers can pay or request 
  the use of cranes and transport vehicles (for a small fee, of course).
  Headquarters: The headquarters is situated in Locus City and is used 
  to run and administer the corporation here on Nakege. Although 
  the governmental aspect of the corporation is run separately, there 
  is a strong relation between the two and frequent communication 
  ensures that both the corporation and the planet are run smoothly.
  Construction Yard: There is only one construction yard on the planet 
  and it is located between the starport and the western salvage yard. 
  It has basic facilities to construct and modify vehicles and small 
  craft. Spinward Salvage charge standard fees for the use of their 
  facilities and they are available to anyone with the credits.
  The construction yard also has several spacecraft for sale that have 
  been salvaged and reconditioned. Some of these can be seen around 
  the yard, whilst the larger or non-atmospheric vessels are in orbit 
  around the planet near the HighPort.
  A New Ship
  The party are wanted criminals and the fugitive alert is spreading 
  across Jewell subsector, slowly catching them up. Luckily for the 
  players, their names are not known and the main distinguishing 
  feature is their ship. 
  Since they have to stop off at the planetary junkyard on Nakege II, 
  the players now have an opportunity to get a new ship. Additionally, 
  if Gakha is informed why the party are getting a new ship she will 
  tell the players that she knows a few people here who could make 
  the trade off the books, so it would be very difficult for someone to 
  determine they had changed ships here.
  Not only will a new ship reduce the party’s chances of being caught 
  but they can also get a ship with a greater range. Alternatively, the 
  players can modify their existing ship from parts salvaged from 
  the yards to visibly alter the look (within reason) and make any 
  improvements as required. Since they do not know where they will 
  need to go and if none of the players think about improving their 
  Jump Drive, one of the NPCs will suggest this to make sure that they 
  can visit any system in Jewell.
  The cost of parts will be very cheap compared to buying the 
  equivalent parts new. The price will also vary depending on the 
  condition. Likewise, the ships for sale are considerably cheaper 
  than buying them new and the conditions of these vary. The players’ 
  existing ship will be of a much better quality than the ones for sale, 
  so assuming that they want a ship of similar size and capabilities 
  they can negotiate a straight swap.
  The ships and parts available are completely at your discretion. 
  However, it is advisable not to give the players too much power. 
  
  26
  They must still feel as if the odds are stacked against them but the 
  new ship should also give them a glimmer of hope.
  Once they have their new ship or have made the necessary 
  modifications, they can depart for Lysen.
   LYSEN SYSTEM
  Lysen is the outermost system of the Jewell Cluster. There are three 
  gas giants in the Lysen system the planet Lysen occupies the third 
  orbit. A small planetoid belt is spread along the outermost orbit but 
  few minerals have been detected there.
  Lysen  
  0507 B592655–A S 
  I NI G
  Although Lysen is the furthest system from the Jewell Cluster, its 
  location along the communication route makes it the trade and 
  economical hub between the Jewell and the Regina subsectors. 
  The first colonists came to Lysen in 503 but conditions made it 
  difficult to survive. Trade routes were still being established in the 
  subsector making growth very slow, especially considering that 
  Lysen had very few exports.
  There was little in the way of government or rulership, until several 
  low ranking nobles adopted a feudal system. The planet was divided 
  into regions, each ruled by one of the nobles and each specialising in 
  a particular area such as farming or mining. Each region has one or 
  two pressure domes where most people live, with smaller structures 
  built near the farming areas.
  With a new structured leadership directly related to their industry 
  and economy, Lysen began to flourish. The specialised nature of 
  their industry resulted in increased productivity, with the excess 
  being available to trade with neighbouring regions, merchants 
  and offworlders. 
  BARON EDWARD HADWAY
  Baron Hadway is a middle aged man with short hair greying at the sides. He wears a finely tailored suit and is rarely seen without a 
  fat cigar (although he rarely lights it). In his day, the baron used to be a proficient fencer but his blade has been hung on the wall for 
  many years now.
  The baron has the look of a man with the weight of the world on his shoulders and from his own perspective that is exactly how he 
  feels. Baron Hadway’s failure weighs heavy on his mind, making him miserable and stressed. He is close to having his title stripped 
  and his status removed, leaving him at a loss as to what to do.
  BARON HADWAY
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 43
  Nobility (5)
  7 (0)
  8 (0)
  7 (0)
  9 (+1)
  11 (+1)
  10 (+1)
  Admin 0, Advocate 1, Carouse 2, Diplomat 2, Investigate 0, Melee (Blade) 1, Persuade 1
  Rapier 1d6+4, Cloth armour (5)
  ATTITUDES
  The people of Lysen are hard working and tolerant. Being a hub 
  world, not only are the people here used to travellers and traders, 
  their economy thrives on them. In the starport and major cities, 
  
  27
  there are always people hawking their wares or offering their 
  services. Barter is a way of life in the cities as much as farming is 
  in the rural areas.
  LAWS
  Anyone is permitted to land on Lysen. All weapons and drugs are 
  illegal, as are any computer programs that could potentially be 
  used for hacking and compromising security.
  PLACES OF INTEREST
  Heartland City: The capital city of Lysen is a sprawling metropolis 
  located near to the starport. The entire city is given over to 
  commercial use, with residential areas located in a number 
  of satellite towns. As one would expect, the city caters to most 
  peoples needs offering a variety of shops, markets, bars, hotels, 
  restaurants and other business services. 
  Hadway Region: Ruled by Baron Edward Hadway, this region was 
  once a prospering industrial province that specialised in computer 
  manufacture and programming. However, it has recently been the 
  target of continued terrorist attacks that have destabilised the 
  region. Crime is rife here and the industry and economy are now 
  in decline.
  Hadway Ghetto: The most notorious district in the Hadway region 
  has been named the ‘Hadway Ghetto’ where gangs rule the streets 
  and the area has degenerated into lawlessness. 
  Trouble on Lysen
  The last year has seen increasing amounts of terrorist activity on 
  Lysen. A group calling themselves the PFJ (People’s Front of Jewell) 
  have claimed responsibility but some fear that they are affiliated 
  with the Ine Givar (see The Spinward Marches page 129 for details). 
  The PFJ have focussed all of their efforts on the Hadway region 
  resulting in many deaths and injures. 
  The Hadway region is ruled by Baron Edward Hadway and his 
  security force has been unable to catch the terrorists. With the 
  fear of continued attacks, many people have fled the region. 
  As innocent citizens have left it has opened up room for other 
  criminal elements to move in. As a result, crime rates have 
  soared and some districts within the Hadway region have fallen 
  into disrepair. One area in particular has become known as the 
  ‘Hadway Ghetto’ where only the criminal, brave or stupid dare 
  to enter.
  Baron Hadway’s failure to control the situation is something of 
  concern to the people and the other nobles on Lysen. Many are 
  calling for him to be stripped of his status and replaced by someone 
  who is capable of protecting the citizens. The nobles on Lysen are 
  discussing ways to deal with the situation in the Hadway region but 
  they are a long way from a solution.
  Unfortunately for the players, Gakha’s workshop is located 
  in what is now the Hadway Ghetto. If the party ask around for 
  information on the ghetto, they will be advised not to go there. 
  A number of gangs have taken residence there, each vying for 
  control of the ghetto. The exact number of people in the ghetto is 
  unknown since anyone who goes there does not return.
  RECONNAISSANCE
  Some of the players may attempt to sneak into the ghetto to get 
  a better idea of the numbers and capabilities of the gangs. It 
  should be stressed that this will be difficult and very dangerous. 
  The bigger the group entering the ghetto, the more likely that they 
  will be seen but the better the chance they will have of defending 
  themselves. Gakha can give directions to her workshop if 
  the players wish to investigate and maybe even get Gakha’s 
  equipment if the situation allows.
  Stealth checks will be required as the players progress into the 
  ghetto area. There are plenty of burnt out vehicles to duck behind 
  and abandoned buildings to hide in but there are also a lot of gang 
  MERCENARIES
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–33
  Army (3)
  10 (+1)
  10 (+1)
  10 (+1)
  8 (0)
  7 (0)
  7 (0)
  Athletics (Co-ordination) 1, Gun Combat (Slug Rifle) 1or Melee (Blade) 1, Recon 1, Stealth 1
  Assault Rifle (3d6) or Cutlass (2d6+4), Flak Jacket (4)
  SECURITY GUARDS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–31
  Agent (3)
  9 (+1)
  10 (+1)
  10 (+1)
  8 (0)
  8 (0)
  7 (0)
  Computers 0, Gun Combat (Energy Pistol) 2, Melee (Bludgeon) 1, Recon 2, Stealth 0
  Laser Pistol (3d6+3), Stunstick (1d6), Flak Jacket (6)
  THUGS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–34
  Rogue (3)
  9 (+1)
  10 (+1)
  11 (+1)
  8 (0)
  7 (0)
  7 (0)
  Athletics (Co-ordination) 0, Deception 1, Gun Combat (Energy Pistol or Slug Rifle) 1 or Melee 1, Recon 1, Stealth 0, 
  Streetwise 0
  
  28
  members roaming the streets. Please refer to The Ghetto section on 
  page 28 for further details.
  MEETING THE BARON
  Entering the ghetto on their own would not be wise so the players 
  will need some help. The person who is most able to help the party 
  is Baron Hadway, so the players will need to arrange a meeting 
  with him.
  As one would expect the baron lives in a luxurious house with his 
  own private security force. Upon arrival, the players will be escorted 
  to a finely decorated room by one of the baron’s aides. After a short 
  wait, the baron will come in and greet the players.
  The players will need to explain to the baron why they want to 
  enter the ghetto. How much of the true story they tell him is up to 
  them. Although the less said the better, the baron is an honourable 
  man and will not cause any problems for the party now that he 
  understands what trouble is like on the receiving end. 
  The baron will listen intently to the players. He will then explain 
  that his security force has been depleted. Some have been killed 
  in terrorist attacks, others have presumably died in the ghetto and 
  the majority of the rest have left his service. Only his best and most 
  trusted men remain, most of which are needed to guard here.
  The players must persuade the baron to help out, not only for the 
  benefit of the party but also to prove to his people that he is capable 
  of controlling the criminals in his region. Hadway currently feels that 
  there is nothing that he can do but with the combined forces of his 
  security and the players, there is a reasonable chance of success. 
  Deception or Persuade checks will be required as appropriate but 
  you can give bonuses for how well the players roleplay the situation. 
  Depending on the players’ success and motivational speech, the 
  baron will spare up to five of his security guards. If the players were 
  particularly successful, the baron will even join them in the fight to 
  prove that he is still worthy of his position and restore the peoples’ 
  faith in him.
  Whether the players succeed or fail, the baron will see that the party 
  has a chance of dealing with the situation in the ghetto. To improve 
  their chances of success, the baron will draw up some papers that 
  authorises the party to use weapons on Lysen.
  HIRED HELP
  The players, with or without the help of the baron, can also try to hire 
  some mercenary muscle. Talking the locals into helping is difficult 
  and requires a Persuade check DM –2. The greater the success of 
  the roll, the more people that will agree to help but no more than 
  four people will join the players. 
  Although fewer in number, there are some offworlders at the 
  starport who can also be recruited. No Persuade check is required 
  as long as the money is good. However, there will only be one or two 
  mercenaries willing to do the job.
  Anyone recruited in this way will want to be paid. The locals will ask 
  for a small amount 300 credits, since they have a vested interest in 
  cleaning up their home. Offworlders will want considerably more in 
  the region of 3,000 credits, but will settle for 1,000 with a successful 
  Persuade check. If the players have already approached the baron, 
  he will pay half of the costs of any hired help and could be persuaded 
  to pay for all of it on a successful Persuade check.
  THE GHETTO
  Regardless of how much help the players get, they will have to enter 
  the ghetto if they are to retrieve Gakha’s equipment to decode the 
  data wafer. As they enter the area they will see that the buildings 
  have been left to ruin with smashed windows and broken doors. 
  Abandoned vehicles litter the streets amongst a carpet of rubble 
  and wreckage.
  There are four gangs that have occupied the ghetto. Each has between 
  20 and 25 members but the number changes constantly. Some are 
  killed in skirmishes with opposing gangs and new members join 
  up in the hope of proving themselves worthy. Each gang controls a 
  small territory within the district, with the area in between being a 
  no-mans land where most of the fights take place.
  If the players managed to get the security guards and additional 
  hired help, they will still be outnumbered but will rival each of the 
  gangs in force of arms. The party will get glares from gang members 
  wandering the streets but any large party will be left alone whilst in 
  no-mans land. However, once they enter one of the gang territories 
  the violence will begin.
  Entering a gang’s territory is seen as an attack and the gang will 
  respond in kind. The gang will all group together at a suitable place 
  to confront the attacking party. The gang will shout insults, bang 
  blades and fire their weapons in an attempt to scare the party but 
  the gang will not attack until the players get close. There will also 
  be several gang members hidden in buildings ready to take shots. 
  Once the fight begins, use the following statistics for the various 
  NPCs involved. 
  You do not need to roll for every NPC. Both sides will take casualties, 
  so just use your best judgement depending on how many are on 
  each side and how experienced they are. 
  Unless the players use good tactics such as finding cover or using 
  grenades and heavy weapons, the gang will start to gain the upper 
  hand. If the situation does not look good or you want to make things 
  more interesting, another gang will join the fight. The new gang are 
  not here to help the players but are seizing the opportunity to take 
  out a rival gang.
  
  29
  DATA WAFER CONTENTS
  Date: 026–1105
  Agent: Forbes 212–13
  Tripwire weapon confirmed but capabilities unknown. Secret research facility located under Farreach starport.
  Believe my position was compromised. Potential leak in intelligence network. Advise caution.
  Separatist involvement remains unconfirmed. Ordered agent Cryer (212–24) to investigate unrest on Louzy in Durty city.
  Report ends.
  When only a few gang members remain and they are outnumbered, 
  they will run away knowing they are defeated. If the rival gang joined 
  in the fight they will cheer their victory at defeating the other gang. 
  For the players help in the fight, the gang will not attack them. The 
  gang leader will even ask if any of the players want to join him.
  GAKHA’S WORKSHOP
  The workshop is in one of the buildings adjacent to the area where 
  the ghetto fight takes place. The building used to be rented out as 
  a number of large open plan offices. Gakha’s workshop is on the 
  second floor. Luckily, the gang use Gakha’s computers from time to 
  time so most of her equipment is still here. There are three situations 
  where the players will likely enter Gakha’s workshop:
  • 
  The fight is over (as detailed above).
  • 
  The players are using the fight as a distraction so one of the 
  players can get Gakha’s equipment.
  • 
  The players try to sneak in and obtain the equipment and avoid 
  a fight altogether.
  If the fight is over then the party can simply go into the workshop 
  and get what they need. If anyone sneaks in during the fight there 
  will be one or two gang members inside who are shooting out of 
  the window into the fight. If anyone enters the building before the 
  fight takes place there will be 1d6 gang members inside. Any Stealth 
  checks have a cumulative DM –1 for each gang member nearby.
  Decoding the Data
  Once Gakha has her computers and software, the party should leave 
  the ghetto while they still can. Once they are in a safe place, Gakha 
  can get to work. Since she devised the original encryption software, 
  it will not take Gakha long to decode the data wafer. Once her task is 
  complete, she will give the players a hard copy of the contents.
  Now that they have the data, the players will probably have more 
  questions than answers. However, they will now have the name and 
  location of an agent who was trusted by Forbes and possibly under 
  his command. With no other leads, the players need to set course 
  for Louzy before the fugitive alert reaches Lysen.
  Before they leave, the players may want to ask Gakha to join them. She is 
  not essential to the rest of the campaign so her decision to join is up to the 
  Referee. However, since she has nowhere to go she will most likely take 
  them up on the offer. 
  Gakha can also be of further assistance to the players as she was 
  fortunate enough to have been introduced to agent Cryer by Forbes. 
  If she is invited to join the players she will be able to recognise Cryer 
  and vouch for the players. If she does not travel with them, she will 
  give the party a description of agent Cryer before the players leave.
  
  30
  CONSPIRACIES
  CONSPIRACIES
   LOUZY SYSTEM
  There are two colonised planets in the Louzy system. Two additional 
  planets occupy the inner orbits but are far too hot to be colonised. 
  Louzy         0804 D322A888      I Hi Po NA NI
  Louzy gets its name from the unpleasant nature of its atmosphere 
  and the lack of water on the planet. It is also overpopulated with a 
  poor economy and the only reason that it was colonised in 624 was 
  for its rich mineral deposits. 
  With so many high paid jobs on offer, as well as education and 
  training, people flocked to Louzy. The rapid expansion, aided by 
  Imperial funding, drew in more corporations and soon minerals and 
  money were flowing through Louzy. 
  However, the ‘gold rush’ came to and end in 707 when demand for 
  the resources dropped and many of the mineral deposits had been 
  mined out. Over time most of the corporations pulled out, leaving 
  an overpopulated world with a failing economy and a dwindling 
  supply of raw materials. Representatives from the mining towns 
  and remaining corporations formed a new government in 739. Some 
  settlements were consolidated and with careful management, the 
  situation improved.
  Most of the cities on Louzy are underground and are usually huge 
  sprawling constructions. The high population and poor economy 
  have resulted in rising levels of crime and numerous slum areas. 
  Further details on Louzy can be found on page 63 of The Spinward 
  Marches.
  ATTITUDES
  The poor conditions on Louzy mean that few people are happy 
  or satisfied with their lot. Many seek ways to improve their lives, 
  hopefully by leaving Louzy for greener pastures. Since most people 
  do not have the money to buy passage to other systems, many 
  people that leave are recruited to join mercenary groups or offworld 
  mining corporations.
  LAWS
  Anyone is permitted to land on Louzy but will be subjected to cargo 
  searches. All weapons and drugs are considered contraband.
  PLACES OF INTEREST
  Durty City: In-keeping with the naming tradition of the Louzy 
  system, the capital city certainly lives up to its name. The southern 
  part of the city is given over to ore processing plants and other 
  industrial functions. Although the pollutants created from these 
  processes are piped out to the planet’s surface, the dirt and grime is 
  carried through to the rest of the city. Since Durty is one of the few 
  productive cities on Louzy, it has simply become an accepted part 
  of life here.
  Lifts from the starport take travellers directly to the city centre below. 
  From the centre, vast tunnels lead off to separate zones including 
  habitat, commercial, agricultural and industrial zones.
  Louzy II 
  0804 E493551–6 Fl Po NA NI
  Often referred to as ‘Louzy Too’, this world was colonised during 
  the Third Frontier War by refugees who were refused entry to Louzy 
  due to overpopulation. The water and air is tainted by sulphur from 
  the high amount of volcanic activity on the planet. The atmosphere 
  is not fatal in small doses but prolonged exposure requires filter 
  masks. The water must also be filtered before it can be used.
  Life on Louzy II is hard but the population have learnt to adapt. 
  The population is split over five domed settlements that are each 
  governed separately. Each has air and water filtration systems and 
  a dedicated hydroponics area. Trade between the settlements is 
  common as they each specialise in particular crops and produce.
  ATTITUDES
  Louzy II is essentially a ‘spill over’ colony for Louzy. With similar 
  conditions and lifestyles, people’s attitudes here are much the same 
  as they are on Louzy.
  LIBERATION FRONT
  The Liberation Front are part of the growing separatist 
  movement. They have around 20 cells operating on six 
  different worlds. Liberation Front are fighting for the right to 
  be independent from the Imperium and other political powers. 
  For the most part, the group’s motives are peaceful but they 
  do not shy away from sabotage. They only use violence when 
  necessary and always avoid civilian casualties. 
  The Liberation Front has a growing support on many worlds. 
  The group has been known to carry out acts of terrorism 
  against Imperial targets so for this reason the members keep 
  their identities secret but they are adept at motivating and 
  manipulating local citizens to speak out on their behalf.
  A number of Zhodani agents have infiltrated the Front (as well 
  as other groups) and are encouraging dissent in the Imperium. 
  The more internal problems the Imperium has to deal with, the 
  less they see the problems outside.
  
  31
  LAWS
  Travellers are welcome on Louzy II. Explosives and similar weapons 
  are banned, as are dangerous and addictive narcotics.
  PLACES OF INTEREST
  With so little going for the colony here on Louzy II, there is little of 
  interest. There are several small colonies which, for the most part, 
  are slum towns.
  Riot
  The players will land on Louzy in the middle of a demonstration. The 
  majority of the protestors are civilians who have been motivated 
  (some say manipulated) by the Liberation Front. The starport is in 
  chaos and most of the roads are blocked with demonstrators and 
  police. What started out as a peaceful protest for independence is 
  now escalating as the police try in vain to remove the gathering 
  crowds from the starport.
  Once the players disembark from the ship, law enforcement officers 
  will escort the party to a safe area with other traders and travellers 
  who are waiting to enter Durty city. The demonstrators are growing 
  in number and start to fill the starport, blocking any access to the 
  landing pads. More police are called in to attempt to control the 
  crowds but this just makes things worse. Pushing and shoving soon 
  turns to violence, which in turn evolves into a full scale riot.
  
  32
  The party are now caught in the middle between the rioters and 
  the police as the fight spills out of control. The police do not have 
  the luxury of being selective in their targets and are using force on 
  anyone who is fighting but since innocent civilians are trying to 
  defend themselves anyone has become fair game.
  The players will be attacked by rioters who deem anyone who is not 
  with them to be against them. Once the players defend themselves 
  they will of course become targets for the police as well. The police will 
  use their stunsticks where possible but will not hesitate to use lethal 
  force when necessary.
  Although the police on the front lines are fighting, those unable to 
  help their comrades are making arrests and preventing more people 
  from joining the riot. The police are clearly overwhelmed and the 
  fight eventually spills out of the starport and into the city below. 
  Once this happens the military will be called in, at which point the 
  battle will get even more deadly and the players will need to fight 
  through the crowds to safety.
  Depending how the players deal with the situation, they could end 
  up being arrested for being involved with the separatists, especially 
  if they seriously injure or kill any police or military personnel. If this 
  happens, you can use the Arrested encounter on page 88.
  Looking for Agent Cryer
  Although the riot is causing many problems, it is actually a blessing 
  in disguise for the players. All that they know about agent Cryer is 
  that he was investigating the separatist movement here on Louzy, 
  in particular the Liberation Front. Since the party are surrounded by 
  separatists and their supporters, there is a good chance that agent 
  Cryer is here too.
  Finding agent Cryer amongst the throngs of rioters is not easy. Each 
  player can make an Investigate check DM  –2 every 10 minutes. 
  There is no limit to the amount of times they can attempt this but 
  the longer the players take, the more rioters and police they will 
  have to defend against. If Gakha is with the players, she can also 
  make an Investigate check with no penalty.
  SAVING AGENT CRYER
  Agent Cryer will be seen surrounded by a number of rioters. who are 
  attacking him. He is suspected of being a government agent by one 
  of the more paranoid leaders of the seperatists, who had received a 
  tip off someone was trying to infiltrate the group.
  He is clearly outnumbered and the players must be quick to his aide 
  if Cryer is to survive. However, with the players help agent Cryer can 
  be saved but he will be badly injured. The party will need to get him 
  out of the riot zone and tend to his wounds.
  Once the party is in a safe area and Cryer’s injuries have been 
  treated, the players can explain their situation. If Gakha is with the 
  party, Cryer will remember her and she will vouch for the players 
  loyalty and expertise. 
  After the players have made contact with agent Cryer, you can 
  decide whether to keep Gakha in the party or not. Her skills may be 
  useful but if you feel that your party is too big at any time then she 
  can leave either in response to a situation or simply by saying that 
  travelling with the players is too dangerous. 
  Cryer will be sad to hear that agent Forbes has been killed but will 
  thank the players for their help. After reading the contents of Forbe’s 
  data wafer he will look concerned, explaining that he and Forbes 
  had suspected a leak for some time and these recent events would 
  seem to confirm this. 
  Having lost his friend, mentor and superior, Cryer has nowhere to 
  turn. He does not know who to trust within the Imperial intelligence 
  and much is at stake. Since the players are clearly capable individuals, 
  who are loyal to the Imperium, Cryer will ask for their help. 
  Cryer will need help if he is to uncover these conspiracies that 
  threaten the Imperium. He has few funds with which to pay them but 
  once the leak is found and the threats dealt with, he is certain that 
  the Imperium will compensate the party well for their assistance.
  Assuming the players agree, Cryer will reveal that there is a 
  connection between the separatists and the Zhodani’s new Tripwire 
  weapon. He is unsure of the details but he has a number of leads 
  to pursue. 
  RIOTERS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 26–29
  Rogue (2)
  8 (0)
  10 (+1)
  8 (0)
  8 (0)
  7 (0)
  7 (0)
  Athletics (Co-ordination) 0, Deception 0, Gun Combat 0, Melee 1, Recon 1, Stealth 0, Streetwise 0
  Improvised weapon (2d6–2) or Laser Pistol (3d6) taken from fallen police
  POLICE
  CAREERPATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–33
  Agent (3)
  8 (0)
  10 (+1)
  10 (+1)
  9 (+1)
  8 (0)
  8 (0)
  Advocate 0, Computers 0, Gun Combat (Energy Pistol) 2, Investigate 1, Melee 1, Recon 1, Stealth 0
  Laser Pistol (3d6), Stunstick (2d6), Flak Jacket (4)
  
  33
  MARK  CRYER
  Mark Cryer has been in the service of the Imperium since the age of 18. He started out in law enforcement but his natural aptitude 
  soon got him tranfered to the intelligence services where he mentored under agent Forbes.
  Cryer has an easy-going attitude and is an expert at making small talk, a useful skill in his line of work. He is a young man of average 
  build and has no distinguishing features other than his ever present smile.
  MARK CRYER
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 28
  Agent (2)
  9 (+1)
  11 (+1)
  8 (0)
  10 (+1)
  8 (0)
  10 (+1)
  Comms 0, Computers 1, Deception 1, Gun Combat (Energy Pistol) 1, Investigate 1, Persuade 1, Recon 1, Stealth 1, 
  Streetwise 1
  Laser Pistol (3d6), Cloth armour (3)
  The players may also wish to confess their current fugitive status 
  if they have not already done so and Cryer will most likely find out 
  anyway. Agent Cryer will simply say that with the intelligence leak, 
  he is operating on his own and could well be listed with them once 
  the enemy finds out that he is also involved.
  CRYER’S LEADS
  Agent Cryer has confirmed that the Liberation Front, the group 
  responsible for the riot here on Louzy, have some connection to the 
  Zhodani. Cryer also suspects that the Federation of Arden may also 
  be involved. He has a number of leads on the planets located in the 
  rimward region of Jewell. Each one needs to be investigated:
  • 
  871-438: This planet is a known haven for pirates, smugglers 
  and anyone wishing to avoid Imperial contact. There is a good 
  chance that the Liberation Front buys weapons and other 
  contraband from people working out of this world.
  • 
  Gougeste: Cryer has suspected this world of separatist 
  involvement due to the Arkesh Spacers (see page 35) outpost 
  that exists here. The party must infiltrate the organisation to 
  see what connection, if any, exists between the two groups. 
  • 
  Utoland: This world has recently been taken over by the 
  Federation of Arden. Cryer has learnt that a member of the 
  Liberation Front, called Miranda, is located here so there could 
  be a link here too.
  • 
  Zenopit: Even though this is an independent world, there have 
  been several reports of Liberation Front activity here.
  • 
  Zircon: The Liberation Front has been quite active here and 
  House Mallor, who govern the planet, have done little to quell 
  the revolt. The Federation of Arden also have some influence on 
  this world.
  Agent Cryer will tell the party that he will attempt to infiltrate the 
  Federation of Arden on Utoland whilst the players investigate the 
  other leads. Agent Cryer has a safe house on Pequan in the town of 
  Neguda. He will give directions and suggest that they all meet there 
  in approximately 12 weeks time, as detailed in the next chapter.
  The players can investigate these leads in any order they wish but 
  since agent Cryer needs to establish himself independently on 
  Utoland, the players should ensure that they arrive separately.
  FEDERATION OF  ARDEN
  The Federation of Arden are based on the world of Arden in the Vilis 
  subsector. Arden is controlled by the Arden Society who created the 
  Federation by networking a number of businesses and shipping lines. 
  Individuals in the Arden Society have made substantial financial and 
  labour contributions to make the Federation a growing success.
  The Federation works by investing in existing industrial operations, 
  usually small facilities on independent worlds. By bringing new 
  technology and the expertise of their people, the Federation can 
  increase productivity and therefore boost the local economy. This 
  allows them to drive competitors out of business, slowly making the 
  planetary economy reliant on facilities run by the Federation of Arden. 
  This business strategy is proving very successful. The Federation of 
  Arden already controls Utoland and is also having a great influence 
  on Zircon, giving them a strong foothold in the Jewell subsector. 
  Although both the Imperium and the Zhodani Consulate 
  tolerate the Federation, the Imperium has become increasingly 
  concerned as the Federation seems to be exerting more 
  influence over the neutral worlds in the Jewell subsector.
  The players should hopefully assume that there is a connection 
  between the separatist movement and the Federation. However, 
  there is no direct link other than the fact that both parties are a 
  potential threat to the Imperium’s control over Jewell subsector. 
  Allow the players to pursue this line of enquiry and do nothing 
  to discourage their paranoia and conspiracy theories.
  Details on Arden can be found in The Spinward Marches, page 
  79 and 130.
  
  34
  871–438 SYSTEM
  This system has two asteroid belts but they have too few minerals 
  to be of interest to belters. The planet 871–438 is the third planet 
  from the sun. There are also two gas giants and an Oort cloud in 
  the system.
  871–438 
  0710 E700000–0        Ba NI G
  This barren world has nothing of interest and is one of the few 
  places that have never even been considered for colonisation. For 
  administrational purposes, it has simply been given the numerical 
  identifier, 871–438. 
  However, its location and presence of gas giants in the system has 
  made it popular with various criminal elements. During the Second 
  Frontier War, whilst the Imperium was busy fighting the Zhodani, 
  871–438 became a haven for pirates and smugglers. A rudimentary 
  starport was built to facilitate illicit meetings and illegal trades. 
  Its distance from any civilised worlds meant that it fell under the 
  Imperial radar for quite some time but eventually the lawless world 
  caught the attention of several nearby systems. There have been 
  several attempts to patrol the area by both Imperial and local system 
  forces but the smugglers simply moved their operations elsewhere. 
  The costs in maintaining a permanent patrol were too high with no 
  resulting arrests so eventually the idea was abandoned.
  There are no permanent residents on 871–438 but there is usually a 
  gathering of people and ships engaged in various unlawful activities. 
  Some ships stay just to conclude a deal whilst others stay for several 
  days, either to lay low, rest or wait for their customers.
  ATTITUDES
  The people here are criminals of varying degrees and tend to be 
  hostile to newcomers. Introductions are usually made at the barrel 
  of a gun, especially for those without a reputation in the criminal 
  underground. There is also rivalry between some groups and fights 
  here are not uncommon. When they are not fighting, most regulars 
  drink and gamble together to pass the time. 
  LAWS
  Anyone can land on 871–438 and there are no legal restrictions.
  PLACES OF INTEREST
  Starport: The only place of interest is the starport, which is nothing 
  more than a landing beacon on a flat area of land.
  Liars, Guns and Money
  There will be four ships here when the players arrive, three in the 
  starport and one in orbit. As the party disembark they will be met by 
  two smuggler crews and a mercenary group, all of whom will greet 
  the players with suspicion and guns. There are several approaches 
  to dealing with the people here:
  • 
  If the players planned ahead, they could have some contraband 
  that they can attempt to sell to the right buyer, thus giving them 
  a believable reason for being here.
  • 
  A similar strategy is to come here under the pretence of wanting 
  to purchase illegal goods.
  • 
  The players could say that they are looking for mercenaries or 
  another service offered by the people who frequent here.
  • 
  The party could try a more honest approach and state that they 
  are looking for someone but explaining why will probably be 
  followed by gunfire.
  For any NPCs encountered here, you can use the appropriate 
  statistics as listed on page 89 of the Appendix.
  Assuming the players have been accepted into the criminal 
  fraternity, the initial hostilities will lessen but many people will 
  still be suspicious of the party. Drinking and gambling with the 
  people here will help gain some trust (as much as these people 
  trust anyone).
  Once the party has established themselves, they can ask about 
  involvement with the separatist groups. The subject will have to 
  be approached in the right way to avoid drawing suspicion. Simply 
  asking if anyone deals with the Liberation Front will make the people 
  here think that the party are Imperial agents. 
  However, asking about joining or helping rebel groups will be viewed 
  more favourably as most criminals agree with dissident principles, 
  even if they do not support them directly. Many smugglers will say 
  that they do business with these groups as they tend to buy in bulk, 
  making it quite profitable. No real information can be gained since 
  most smugglers simply make the trade and avoid getting involved 
  in political situations.
  After a few late nights of drinking and gambling, a Vilani smuggler 
  by the name of Meshaka will arrive. If the players share a few drinks 
  with him, he will reveal that he often sells to the Liberation Front. 
  He seems to know more but will not give any further details. The 
  players could offer him some money for the information but his 
  price will be high.
  Alternatively, the players can interrogate him. To do this they 
  will need to apprehend Meshaka, hopefully without drawing the 
  attention of his crew or other outlaws.Meshaka will soon break and 
  tell the party anything they wish to know.
  GUNNING FOR THE CAUSE
  Meshaka has some vital information about the Liberation Front. He 
  is selling a small consignment of weapons to them in approximately 
  24 weeks. However, the deal is not just the sale of the weapons, the 
  Front also want Meshaka to smuggle the goods onto Jewell for them. 
  If the players ask what weapons are to be smuggled, Meshaka will 
  say that the job is for two laser rifles with mounted laser sights.
  
  35
  OPTIONAL ENCOUNTERS
  There is always the opportunity for brawls and gunfights on 
  871–438. The players can be accused of cheating, lying, stealing 
  or simply offending an unruly pirate. You can also have a fight 
  between rival groups and the players get caught in the middle. 
  The fight could even involve Meshaka, forcing the players to 
  protect him so that they can get the information they require.
   GOUGESTE SYSTEM
  Gougeste is the only planet in the system and occupies the 
  second orbit. There are also three planetoid belts. Many have 
  speculated that the planetoid belts are the remains of planets 
  destroyed by the Ancients, which poses the question, how and 
  why did Gougeste survive?
  Gougeste 
  0109 C372510A 
         NA
  This small, dry, world was uninhabited until 892 when it was 
  colonised by the expanding Arkesh Spacers corporation. The 
  population of 125,000 all live in a single city consisting of three 
  pressure domes that were built to provide a comfortable living 
  environment for the Arkesh employees. Many inhabitants 
  who are not directly employed by the Arkesh Spacers are still 
  important to the corporation by providing services and facilities 
  to the small population.
  In recent years, some member companies that operate in 
  the Jewell subsector have established offices and workshops 
  on Gougeste to further benefit from their membership. As a 
  consequence, this has brought more trade to this backwater 
  world and has helped to cement the Arkesh Spacers commercial 
  standing in Jewell.
  Gougeste is not a self-sufficient world, relying on trade from 
  neighbouring systems for most food and essential supplies. 
  Unfortunately, recent reports of pirate activity have led the 
  Imperium to classify the system as an Amber Zone, which has 
  lead to a small drop in trade.
  ATTITUDES
  The people of Gougeste are hard working. The corporate 
  atmosphere, coupled with their reliance on trade makes 
  most people here friendly. However this welcoming attitude 
  is largely superficial, for behind every smile is the promise of 
  trade and profit.
  LAWS
  Anyone is permitted to land on Gougeste and there are no 
  cargo or trade restrictions.
  PLACES OF INTEREST
  Norkash City: This is the only settlement on Gougeste. The city 
  has three interconnected pressure domes, allowing access by small 
  vehicles or the public transport tubes. The Habitat Dome contains 
  the majority of the housing and domestic facilities. The Garden 
  Dome is largely given over to hydroponics but it also has a number 
  of parks and recreation areas. The Commercial Dome caters to the 
  commercial and security aspects of the corporation and is also 
  home to a number of member companies. 
  Starport: The starport is a modest facility that serves the needs of 
  the Arkesh Spacers. It is situated between the three domes and is 
  connected to all three via transport tunnels.
  ARKESH SPACERS
  This alliance of free traders offers many benefits to independent 
  merchants, including increased buying power, client 
  networking, increased sales and a wider customer base. The 
  more members that join, the greater the benefits. Members 
  pay an annual fee to be in the Arkesh Spacers and they have to 
  follow the traders’ code of conduct. This means that anyone 
  dealing with the member company can be confident that they 
  are dealing with a legitimate and trusted business. 
  The code of conduct that all members must adhere to is in 
  place to ensure that all members remain politically neutral and 
  operate in accordance with both Imperial High Law and the 
  local laws of the worlds on which they trade. The code also 
  states that members should log their planned travel routes 
  where possible at Arkesh Spacer facilities. This allows the 
  Arkesh Spacers to analyse trade routes and ultimately provide 
  better services and facilities where trade is most common.
  Random checks are made on members to verify that they 
  are adhering to the code but as the Spacers grow in size, 
  it becomes more difficult to authenticate and monitor its 
  members. This resulted in several illicit operations slipping 
  through the cracks. Although the culprits are usually caught 
  and prosecuted, their affiliation to the Arkesh Spacers has 
  tarred the organisation with the same brush. 
  In an effort to improve their reputation, the Arkesh Spacers 
  have built several new outposts to administer areas that that 
  are too distant from their headquarters in Lunion sector. One 
  of these outposts has been built on Gougeste to administer, 
  supervise and facilitate their members in Jewell.
  Further information can be found on page 52 of The Spinward 
  Marches.
  
  36
  ASOC: The Arkesh Spacers Operations Centre is the main corporate 
  office on Gougeste. From here they administer member services 
  and oversee the running of the city.
  SHQ: There may be no official law on Gougeste but the Arkesh 
  Spacers do have their own security force to deal with any trouble 
  that gets out of hand. The Security Headquarters is located in the 
  Commercial Dome and always has a number of guards on standby.
  The Spacers Retreat: One of the most popular bars for employees 
  of the Arkesh Spacers, this large establishment is always packed 
  during the evenings. Although it caters to employees, locals and 
  member companies are also welcome here.
  Oasis: This drinking establishment can be found in the Commercial 
  Dome near the access tunnels to the starport and is popular with 
  travellers and traders. It is often the first stop for people who have 
  recently arrived but it does have a fair amount of regulars too. The 
  atmosphere inside ‘The Spacers’ is usually loud and a little rough 
  but the place does have a certain charm. Due to the free traders 
  and merchants who can always be found here, it is a good place to 
  make contacts.
  Individuals of Note
  During their investigations, the players might encounter any of the 
  following people. You can use appropriate statistics from page 86 
  of the Appendix.
  
  37
  TINA HENDRICKSON (BROKER)
  Tina runs the Arkesh Spacers outpost here on Gougeste and is 
  based in ASOC. She is a well dressed, middle-aged woman with a 
  good business acumen but abrupt manor.
  MORGAN FAIRFAX (CITIZEN)
  Morgan has the unofficial title of city mayor, running the day to day 
  operations of the city. He is a young man with a chip on his shoulder 
  but he does ensure that the city is run efficiently and therefore plays 
  an important role in the affairs of the organisation too.
  JESSICA NASH (SMUGGLER)
  Jessica is a free trader and a regular patron at the Oasis. She is 
  known for her lack of subtlety and often speaks out against the 
  Imperium. Her actions have provoked several bar fights and she 
  has had several warnings about her breech of conduct. 
  Jessica is secretly a member of the Liberation Front but she is not 
  part of any particular cell. She frequently smuggles goods for their 
  cause but does not get directly involved in demonstrations to avoid 
  drawing attention to her position.
  THE FACTS
  The Arkesh Spacers do not have any direct involvement 
  with any separatist or terrorist group. However, there are 
  individual members that do support such groups or are 
  actively involved with them but this is done without the 
  knowledge or consent of the Arkesh Spacers and is in fact 
  prohibited in the code of conduct.
  Consequently, the players will not find any evidence to support 
  Cryer’s suspicions but they might discover the activities of 
  some individuals (as mentioned previously). This can be 
  achieved by cross-referencing the travel plans (where known) 
  of Arkesh Spacers members with known separatist or piracy 
  events and also by finding any outspoken individuals or 
  member companies.
  NANGU (ROGUE)
  Nangu is a Vargr pirate and one of the Arkesh members responsible 
  for their declining reputation. He operates as a free trader and 
  engages in piracy when the opportunity arises.
  
  38
  Investigating the Spacers
  Finding out what involvement the Arkesh Spacers have with the 
  separatist movement can be done in several ways including hacking 
  computer systems, infiltrating their organisation, interrogating 
  employees and observing their activities.
  HACKING
  The Arkesh Spacers computer network can only be accessed from 
  inside their facilities in the Commercial Dome and the best candidate 
  for this would be the ASOC building. Although the building security 
  is good, there are several computer terminals that can be accessed 
  without being spotted by the security cameras.
  The computers have standard security measures, which can be 
  bypassed with a Computers check DM –2. Once in the system, there 
  will be no evidence linking the Arkesh Spacers to illegal activities or 
  to the separatist movement. 
  If the players get information on known travel plans of member 
  companies, they can compare this data with known piracy attacks 
  and separatist events. Cross-referencing the data in this way requires 
  an additional Computers check but there will be no conclusive 
  evidence as there are too many names. 
  They need to narrow down the list which can be done by accessing 
  the reports and survivor logs filed on acts of piracy. A separate 
  Computers check DM + 2 is required to access this information and 
  will reveal that the majority of attacks were carried out by a Vargr 
  crew. If Vargr crews are cross-checked against the travel plans (with 
  an additional Computers check), the only Vargr that was near all of 
  the reported cases is Nangu (detailed previously).
  INFILTRATION
  Infiltrating the organisation is time consuming but will give 
  the players easy access to the computers and employees of the 
  Arkesh Spacers. To infiltrate the corporation, the players will need 
  to successfully apply for jobs. The job interview process will be 
  similar to the players’ experience in the previous chapter with the 
  interviewer asking about their skills, experience and their reason 
  for wanting the job. The Arkesh Spacers outpost here on Gougeste 
  is a big organisation so there are always job vacancies for a variety 
  of roles.
  Once they are employed by the company, the players will be able 
  to access most non-essential systems and facilities, depending on 
  their actual job description. Of course, there will be supervisors 
  and other employees so the players must be careful if they go 
  snooping around.
  The players can also get to know some of the employees both at work 
  and in more sociable environments. There are always workers who 
  have a drink or two once they clock off for the day. It will become 
   ASOC SECURITY
  There are two security guards who patrol the building and another two inside the security room who monitor the security cameras. 
  For every attempt made to bypass the locks or security systems there is a one in six chance of the guards patrolling that area. If the 
  guards are injured, it will reduce the players’ chance of getting any cooperation from the Arkesh Spacers later on.
  SECURITY GUARDS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 35
  Agent (4)
  9 (+1)
  11 (+1)
  10 (+1)
  9 (+1)
  8 (0)
  8 (0)
  Advocate 0, Computers 0, Gun Combat (Energy Rifle) 2, Investigate 0, Melee 1, Recon 2, Stealth 1
  Laser Carbine (4d6+3), Stunstick (1d6), Flak Jacket (6), Reflec armour (0/10), Comm and Commdot
  With a successful Computers check DM –4, the blueprints to the building can be obtained from the construction company. Other 
  security procedures can be found out by subtle observation and talking to employees. With enough information the players should 
  be able to determine a security flaw and gain access without being detected.
  The main door can only be unlocked with an Engineering (Electronics) check DM –4 and the emergency exit can only be opened from 
  the inside. All of the internal office doors have low security locks and no DM is applied to the Engineering (Electronics) check. The 
  only way inside the building without being seen is through one of the windows but these are linked to the security system and must 
  be deactivated with an Engineering (Electronics) check DM –2. 
  There are computers in all of the office rooms but they are remotely powered down during the night and can only be turned on from 
  the main computer centre. However, the computers in offices 1 and 2 are not powered down as they are for the use of anyone who 
  is working after hours.
  If an intruder is detected, the security guards will immediately inform each other and the main security headquarters (SHQ) who will 
  send reinforcements. The guards in the security room will use the cameras to inform their comrades of where the intruders are.
  
  39
  evident after a while that there is no obvious evidence that suggests 
  the Arkesh Spacers are involved in anything suspicious or illegal. 
  OBSERVATION
  The players can observe employees of the Arkesh Spacers by 
  hanging out in the venues where the workers spend their spare 
  time. The Spacers Retreat will not allow the players in unless they 
  are a member or employee of the Arkesh Spacers but the players will 
  have no problem getting into Oasis.
  If the players are allowed into The Spacers Retreat (or they bluff 
  their way in) then they can talk to various employees of the Arkesh 
  Spacers. The players will not get any information about illegal 
  activities or connections to the separatist movement but they can 
  get small details about the security in the ASOC building with some 
  subtle Deception or Persuade checks.
  If the players spend a few days in Oasis they will hear lots of 
  gossip and news but nothing of real interest to them. That is 
  until Jessica Nash (detailed previously) arrives a few days later. 
  After a few drinks she will get into a heated debate with one 
  of the locals about independence and the conversation can be 
  heard by anyone nearby.
  If the players listen more carefully they will discover that she 
  supports free speech and the people’s right to make their own 
  decisions and to be in charge of their own destiny. The players can 
  also speak to the locals here who will explain that Jessica is well 
  known for outbursts like this.
  INTERROGATION
  If the players spend some time questioning the locals and 
  employees, there will be nothing to suggest that anything illegal is 
  going on here. The players can easily discover the names of Tina 
  Hendrickson and Morgan Fairfax as key individuals at the outpost 
  but nothing untoward will be said about them.
  The players might want to question Tina and Morgan. This could 
  be done in a civilised fashion by arranging a meeting, visiting them 
  at home or talking to them in a bar. There is also the option of 
  kidnapping and interrogation but this is rather unnecessary and 
  will seriously harm any future relationships. Whatever method is 
  used, the party will not glean any incriminating evidence but Tina 
  will reveal that there are some unknown individuals who have been 
  giving the organisation a bad reputation.
  If the players question Jessica Nash, she will repeat her speech 
  about independence and free speech. However, if she is 
  VARGR PIRATES
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 31
  Rogue (3)
  8 (0)
  10 (+1)
  8 (0)
  9 (+1)
  8 (0)
  8 (0)
  Athletics (Co-ordination) 1, Deception 1, Gun Combat (Energy Pistols) 1, Melee (Blades) 1, Recon 0, Stealth 0, Streetwise 0
  Cutlass (2d6+4) or Laser Pistol (3d6), Flak Jacket (4)
  interrogated, Jessica will eventually reveal that she is a Zhodani 
  agent. She does not know the details of any Zhodani operations, 
  her mission is simply to encourage dissidents to destabilise the 
  Imperium in the Jewell subsector. 
  Wrapping up
  If all has gone well, the players have interrogated Jessica Nash 
  and discovered that Nangu is a pirate. The party must now decide 
  what to do with Jessica and whether to pass on their findings to 
  the Arkesh Spacers.
  The best way to deal with Jessica is to hand her over to the Arkesh 
  Spacers security force. The players may also explain their other 
  findings to them. Either way, before the players leave Gougeste, Tina 
  Hendrickson will request that the players meet her in the ASOC. 
  Tina will then thank the players for their help. She will tell them that 
  they have made an ally today and she would like to offer the party 
  free membership to the Arkesh Spacers. If the players have recently 
  joined the organisation (most likely to aid their investigations), Tina 
  will refund their fee but their membership will still be valid.
  Finding Nangu
  This is an optional scenario where Tina asks the players to track down 
  Nangu and bring him back here so the Arkesh Spacers can prosecute 
  him under Imperial high Law and help rebuild the organisation’s 
  reputation. If you do not wish to run this side quest, Tina will assign 
  her own men to the task.
  If the players agree Tina will pay them Cr. 50,000 now, plus Cr. 5,000 
  for each pirate that they apprehend and Cr. 25,000 for catching Nangu 
  alive. If any of the pirates are killed, the players will only get half of 
  the fee. 
  Tina will also give the players details of Nangu’s ship (use any spacecraft 
  that is of a similar size to the players’ ship) and his planned route, which 
  he filed two weeks ago. It indicates that he will not be back on Gougeste 
  for some time so the quicker he can be caught, the more potential 
  victims can be saved. Nangu’s planned route is as follows; Zenopit, 
  Zircon, Pequan, Utoland, Lysen, Emerald, Gougeste.
  INTERCEPTION AT ZIRCON
  If the players leave today, they should be able to catch Nangu at Zircon. 
  Once in the Zircon system, the players will have to pilot their ship in 
  a search pattern until they find Nangu’s ship. They will detect several 
  ships during their search and you can even have a false alarm where 
  the players detect a matching ship but it is not Nangu’s.
  
  40
  also be found in the surrounding area. To the north and the 
  west are two vast mountain ranges that are home to a wide 
  variety of wildlife. 
  The Imperium has classed Utoland as non-industrial but the 
  technology and resources supplied by the Federation of Arden 
  are greatly improving productivity. 
  ATTITUDES
  Due to the current social and political climate on Utoland, 
  attitudes vary greatly. Whilst many people oppose the Federation 
  of Arden’s takeover of Utoland, others have welcomed it. The 
  economy is certainly improving but many feel this has come at 
  the cost of personal freedoms. 
  LAWS
  Landing is only permitted at the starport. All assault and heavier 
  weapons are illegal as is trading in high technology items. Trade 
  permits are required for anyone wishing to enter the city.
  Due to the unrest and several outbreaks of violence, legal 
  weapons also require a permit. These permits are given out 
  sparingly and only with good reason. Anyone found breaking 
  this law is arrested, fined and has their weapons confiscated. 
  Anyone caught using a weapon faces imprisonment. There is a 
  continuing weapons amnesty where anyone can anonymously 
  deposit their weapons without suffering any consequences. 
  Travellers are permitted to leave personal weapons on their ships 
  but large quantities of weapons will be assumed to be cargo for 
  sale and subject to the aforementioned punishments.
  PLACES OF INTEREST
  Utane: The capital city is home to the majority of the planet’s 
  population. The city is split into two levels. The upper level 
  is located within a large dome on the planets surface and is 
  primarily a commercial area. The lower level is underground 
  where most of the houses have been built.
  Starport: The starport is accessible to any traveller for refuelling 
  but access to the city requires a trade permit. The only way into 
  the city is through one of the security checkpoints. Anyone 
  without a permit will not be allowed through and directed to 
  the administration office.
  Mining Facility: The facility consists of a number of mines 
  located 100 km south of Utane. Upgrades and maintenance 
  work is still being carried out but the majority of the mines are 
  now in full production. Access to these facilities is restricted to 
  authorised personnel only.
  The Blue Room: This bar is located on the lower city level and is 
  frequented by individuals who make it quite clear that they are 
  not happy with the federation’s rule. The federation are aware 
  of the activities here but have not gotten involved, partly to 
  Nangu will not board a ship near a populated world and after 4d6 
  hours of searching the players will detect a ship that matches the 
  description they have. There is another ship nearby and once they are 
  close enough, the players will detect that both ships are docked. 
  When they are in visual range, the players will clearly see several 
  distinguishing marks that will confirm that the ship belongs to 
  Nangu. At close range, a sensor check will also detect high energy 
  signatures indicating gunfire onboard the second ship.
  The players must now board the ship and fight off Nangu’s crew. 
  The party can dock with either ship depending on the strategy they 
  use but docking with Nangu’s ship will allow them to secure the 
  area and prevent the pirates from escaping. 
  Nangu and six of his team are on board the second ship and will 
  not expect to be attacked. Two of the pirates are guarding the crew 
  of the second ship whilst Nangu and his other men are stealing 
  the cargo. There is also a Vargr pilot who remains on Nangu’s ship 
  so the players will need to search both ships to apprehend all of 
  the pirates.
  There is a good chance that some of the pirates will be killed in the 
  fight but the players should try to take as many alive as possible. 
  Remember, Tina will pay extra for each one captured alive as she 
  wants them to stand trial to prove that they were acting independently 
  of the Arkesh Spacers.
   UTOLAND SYSTEM
  There are five planetary bodies in this system but only the outer 
  planet, Utoland, has been colonised.
  Utoland 
  0409 C473464–7               NI
  Utoland was first colonised at the end of the Second Frontier 
  War. Having ceded several worlds to the Zhodani, the Imperium 
  established a refugee colony on Utoland in 620. However, being so 
  far from the Jewell Cluster and having little in the way of resources, 
  the population of Utoland never grew beyond 40,000.
  Shortly after the Third Frontier War, Utoland became an 
  independent world but has recently been taken over by the 
  Federation of Arden. Utoland is now in a state of unrest and 
  although the Federation allows ships to use the starport facilities, 
  access beyond that is limited.
  The Federation of Arden maintain that they are here at the request 
  of the previous administration and work for the benefit of Utoland 
  but the majority of the population opposed the decision to be ruled 
  by a corporation. It is these conflicting attitudes that are the cause 
  of the unrest and the need to restrict access to the city.
  Most of the population live in the capital city of Utane situated near 
  the mining facility south of the city. A number of satellite towns can 
  
  41
  avoid unnecessary conflict but it also allows them to monitor and 
  identify potential trouble makers.
  Access to  Utane
  Before the players are allowed access to the city, they will need to get 
  a trade permit. They can find out how to do this by speaking to one 
  of the clerks in the administration office. The clerk will explain that 
  although the Federation of Arden does not wish to prevent trade in 
  Utane, permits are necessary for security reasons. Not only does it 
  help prevent unwanted or illegal traders from doing business here 
  but all trade can be monitored and regulated.
  Upon application for a trade permit, the players’ ship will be 
  inspected to make sure that they are not carrying any contraband. 
  Whilst the ship is being searched, all crew members are interviewed 
  and a local background check is carried out. Luckily for the players, 
  the fugitive alert has not reached Utoland. Interviews are short and 
  include the following questions:
  • 
  What is your reason for coming to Utoland?
  • 
  What type of goods or services do you usually trade?
  • 
  Have you got a criminal record?
  If any of the replies do not match or the interviewer suspects the 
  person is lying then the permit will be denied. If the interviewer is 
  happy with the answers and they all seem to check out, the party 
  will each be given a trade permit. 
  Once approved, the party’s details are then submitted for a more 
  thorough background check, which will take at least four weeks. If 
  any problems come to light then the next time the party visits Utoland 
  they will be arrested, charged and their trade permits revoked.
  If the players fail to get valid permits, they will either have to move 
  on to the next world or attempt to gain access to the city without 
  a permit. However, since the only way in is through the security 
  checkpoint, it is highly unlikely that they will be able to get inside.
   Miranda
  Once the players have gained access to the city of Utane, they can 
  begin their search for the separatist known as Miranda. With nothing 
  else to go on, the players will have to make some discreet enquiries 
  to see if they can find anything that will lead them to her. 
  It may occur to the players that the actions of the Federation of Arden 
  seem diametrically opposed to the ideals of the Liberation Front, so 
  perhaps Miranda is trying to form a new cell here to fight against 
  the federation. This will give the players a new avenue of enquiry 
  and they can focus on subtle questions about resisting or fighting 
  the federation. Although most people will not be forthcoming with 
  such information, some will suggest that the players check out the 
  Blue Room bar.
  
  42
   ZENOPIT SYSTEM
  Two gas giants occupy the inner obits of this system with four 
  planets in the outer orbits. Aqua is the fourth planet from the 
  sun and Zenopit is the sixth.
  Zenopit 
  0210 D130546–7 Po NI G
  Zenopit is a small planet on the rimward edge of the subsector. 
  This desert world was never considered for colonisation until 
  a group of prospectors found traces of lanthanum. Further 
  investigation revealed several rich deposits and in 782 the 
  planet was colonised.
  Like many other worlds, Zenopit thrived for many years until 
  the lanthanum deposits ran dry and the economy collapsed, 
  unable to support itself. This lead to a mass exodus in 893 
  where most people with the means to leave Zenopit did so 
  while the opportunity was there. Those who were unable or 
  unwilling to leave combined their resources and continued to 
  mine the few remaining mineral deposits.
  The population of 180,000 are spread out over three 
  settlements, two of which are located close to mining facilities 
  and the third operates the only working ore processing plant. 
  The refined ore is then traded with neighbouring systems for 
  food and other essential supplies.
  Until recently, Zenopit had regular trade routes with the 
  Federation of Arden who began to show an interest in investing 
  on Zenopit. However, with the sudden occupation of Utoland, 
  the Zenopians pulled out from the negotiations. The Federation 
  of Arden responded with a trade embargo, stating that it would 
  only be lifted if Zenopit agreed to join the federation. This has 
  made things difficult for the Zenopians but they still enjoy 
  good trade relations with other nearby worlds.
  ATTITUDES
  The inhabitants of Zenopit are a proud people. They work hard 
  to survive and through the greatest adversary, their colony still 
  struggles on. Many Zenopians are not afraid to speak their 
  mind and more than anything else, they value their freedom 
  and independence.
  It is also important to note that the Zenopians’ belief in 
  independence is not an isolationist or xenophobic reaction but 
  a resistance to being subjugated or dictated to. Relationships 
  with other worlds are important to the Zenopians and they 
  fully understand that trade is essential to the survival of many 
  colonies, including their own.
  The Imperium is not held in high esteem on Zenopit, for not 
  only has the Imperium ignored requests for aid but some 
  THE BLUE ROOM
  If the players do not know about the Blue Room, agent Cryer can 
  find the party and subtly point them in the right direction. However, 
  his contact with the party will be subtle and brief as he does not 
  want to compromise his position as he infiltrates the corporation.
  Some of the regulars here will be suspicious of the party when they 
  first enter and the players will often feel as though they are being 
  watched. After spending a short time here, it will become clear to the 
  players that this is a common venue for people to complain about 
  the Federation of Arden and their imposed rulership on Utoland. 
  In the evening, the players will notice a woman having discreet 
  conversations with some of the regulars. Unlike most people here 
  she does not openly criticise the federation or speak out against 
  them. Instead, she speaks subtly and quietly. There is a good 
  chance that this is the person that they have been searching for. If 
  the players ask anyone who she is or if they approach her directly, 
  they will discover that this is Miranda.
  INTERROGATING MIRANDA
  The players must now decide how to go about questioning Miranda. 
  Given their circumstances, they could try talking to her as people 
  wanting to join the revolution. She will of course be suspicious so 
  Deception or Persuade checks will be necessary to convince her. 
  Even if the players are successful, the information that they get will 
  be limited and you can choose what to reveal at your discretion.
  Alternatively the party can attempt to ambush and interrogate 
  Miranda. She will be outnumbered and will favour flight over fight 
  but with some careful planning she should soon be in the players’ 
  custody. Once the party have taken her to a private and secure 
  location they can begin the interrogation and it will not take much 
  coercion to make her talk. 
  Miranda will not know anything about the conspiracies that the 
  players are investigating. When asked about the Federation of 
  Arden she will spit, saying that the federation is no better than the 
  Imperium, that the situation here on Utoland is a prime example 
  of their willingness to reduce personal freedom and independence. 
  She will also confirm that she was recruiting potential candidates 
  for a new cell here on Utoland.
  If pressed for further information, Miranda will also reveal that the 
  cell she belongs to is based on Zenopit in the city of Orelia. Her 
  contact within the cell is a Vilani by the name of Rimik.
  The information obtained from Miranda will clearly prove that there 
  is no connection between the Federation of Arden and the Liberation 
  Front. The players also have a good lead for when they visit Zenopit. 
  The players must also decide the fate of Miranda.
  
  43
  Zenopians blame the Imperium for strip-mining their world due to 
  the demand for lanthanum at the time. 
  This anti-Imperial sentiment has been growing on Zenopit for 
  some time and ultimately led to the formation of the Liberation 
  Front. With the recent events concerning the Federation of Arden, 
  life has become difficult on Zenopit but it has only strengthened the 
  resolve of the people here. Although many Zenopians empathise 
  with the Liberation Front, there are those who feel that the group 
  has gone too far and their actions will ultimately harm the people 
  of Zenopit.
  LAWS
  Anyone is permitted to land on Zenopit. All weapons, except for 
  shotguns, stunners and melee weapons are illegal. Most drugs 
  are also considered contraband, except medicinal drugs and non-
  addictive narcotics.
  PLACES OF INTEREST
  Xenoport: Situated close to the starport, Xenoport has become 
  the trade hub of Zenopit. Many consider it to be the capital but 
  there is no official status in this regard. The southern region of 
  the city is dominated by the ore processing plant. Lanthanum 
  ore is shipped here from Orelia and Lacuna. Once processed, the 
  ore is ready to be exported by Xenoport’s small fleet of ships and 
  other merchants.
  Orelia: Orelia is located near the largest mine on Zenopit and 
  produces nearly three quarters of the lanthanum exports. The city 
  is a vast underground network of tunnels and caverns but since 
  the exodus, only half of the city is used. The rest has fallen into 
  disrepair and several tunnels have already collapsed.
  Lacuna: Lacuna is the smallest and newest settlement on Zenopit. 
  The dome was taken from an abandoned settlement to be rebuilt 
  near a refurbished mining facility. However, part of the dome was 
  damaged in transit so nearly a quarter of it has been sectioned off 
  and is uninhabitable.
   Aqua 0210 D389324–7 Po Na NI Wa G
  In contrast to the desert world of Zenopit, Aqua is an ocean planet 
  with virtually no land. The settlement here is the sister colony to 
  Zenopit and was built for a specific purpose; to collect and purify 
  water for delivery to Zenopit. 
  There is only one town located on a small island. The people here 
  consider it a place of work rather than their home and many of 
  them work for six weeks before being rotated with other workers 
  from Zenopit.
  ATTITUDES
  The people here are Zenopians and as such they share the same 
  outlook and beliefs.
  PLACES OF INTEREST
  Aqua: The only place on the planet is the town of Aqua, which shares 
  its name with the planet. Although the town is quite small, it occupies 
  the entire island so space is always at a premium. In addition to the 
  water processing plant, the town provides small but comfortable 
  accommodation and a number of recreational facilities.
  Loyalties
  It will not take long for the party to realise that the attitudes of the 
  Zenopians are not only compatible with the Liberation Front but 
  most people agree with separatist agenda, at least in principle. 
  Most Zenopians do not actually know the identities or locations 
  of the Liberation Front members but even if they do, they will not 
  knowingly reveal anything that could compromise the group.
  If the players have interrogated Miranda on Utoland, they will know 
  to focus their efforts on Orelia. If they devise a story whereby they 
  want to join the movement, mentioning Rimik will open a few doors. 
  If the party does not have this information they will find it much 
  harder as they do not have the name of a contact within a cell. There 
  are a total of three Liberation Front cells, one based in each city.
  The players will have to use cunning and guile before they can even 
  get close to members of the Liberation Front. The fact that the 
  party are offworlders will make it difficult for anyone close to the 
  separatists to trust the players. If the players manage to befriend 
  one of the sympathisers and mention that they want to join up, a 
  meeting can be arranged but first the party will have to prove their 
  motivations and loyalty to the cause.
  ship is being searched, all crew members are interviewed and a local 
  background check is carried out. Luckily for the players, the fugitive 
  alert has not reached Utoland. Interviews are short and include the 
  following questions:
  SABOTAGE
  For their test, the players will be tasked with sabotaging the next 
  Imperial ship that lands in the starport. The goal is to disable the 
  ship to delay its departure and it must be clear that it was an attack 
  by the Liberation Front. 
  The players will have total freedom to do this in any way they want 
  but they must do it on their own without any help. This is not just 
  a test of loyalty but one of resourcefulness and nerve. The players 
  will hopefully not be thrilled by the task and will most likely plan it 
  to avoid any casualties. The party will be informed that an Imperial 
  ship is in the system and is due to land in approximately 4d6 hours 
  so the players do not have long to plan and execute their strategy. 
  
  44
  but on its own it is not much use as they do not know the where, 
  when or how.
   ZIRCON SYSTEM
  The Zircon system has three gas giants and two planets. Zircon 
  occupies the outer orbit and is the only colonised world in the system.
  Zircon 
  0310 C791668–9 M 
  I NI G
  Zircon was originally colonised in 1006 by settlers from Arden, 
  hoping to expand their sphere of influence. The population quickly 
  grew to just over one million people and Zircon enjoyed good trade 
  relationships with neighbouring systems.
  In 1083, during the Fourth Frontier War, House Mallor established 
  a military base on Zircon and imposed Imperial rule. The base was 
  constructed to provide supplies and facilities for Imperial forces 
  travelling through Jewell from neighbouring subsectors. With the 
  presence of the Imperium, many of the original colonists relocated back 
  to Arden but those who remained reluctantly accepted Imperial rule.
  THE MEETING
  If the players were successful in sabotaging the Imperial ship, they 
  will receive a message several hours after completing their task. The 
  message will request that the party leader go to a specific place at 
  a specific time. The meeting will be at night and at a venue that is 
  private and remote, such as an abandoned tunnel or building.
  Assuming that the players are in Orelia, they will be met by Rimik. 
  He will be at the meeting place long before the player shows up. 
  Rimik will make sure that the person is alone, so if anyone else is 
  hiding nearby they must make a successful Stealth check or Rimik 
  will simply sneak off and no further contact will be made.
  If Rimik is satisfied that the player is alone, he will speak from the 
  darkness. Rimik will first congratulate the player on completing the 
  task. He will then ask why the party wishes to join the movement 
  and what the players’ motives are. If he is satisfied, Rimik will then 
  explain how the cell works. 
  Until the party can be fully trusted, Rimik will be their only contact 
  and he will give the player his name if not already known. The party 
  must either stay on Zenopit or visit regularly to be of use to the 
  Liberation Front. When a job needs doing, he will contact the player 
  to give instructions.
  CAPTURING RIMIK
  Unless the players have planned to ambush Rimik at the meeting, 
  they will have to wait until they are contacted again before they can 
  attempt to capture him. If the players wait on Zenopit, they will be 
  contacted several days later. As before, they will be given a message 
  to meet Rimik where they can set an ambush to capture him.
  Once they capture Rimik, he will not easily give up information on 
  the Liberation Front and the players will have to get heavy handed 
  before he will talk. If they are successful, Rimik will explain that he 
  does not know the identities of anyone in his cell as his contact 
  was recently killed. They purposely limit contact between members 
  to avoid the cell being compromised should anyone get captured 
  (such as now).
  It will take further persuading and he must be asked the right 
  questions but eventually he will finally reveal that there was talk of 
  assassinating the new duke once he has been appointed to office. 
  However, this was not being done by his cell and he does not know 
  any more details about it.
  On that bombshell, the players must decide what to do with Rimik 
  and where to go next. They have found a key piece of information 
  
  45
  Since the war, House Mallor has amassed their own private army, 
  which operates out of the military base to protect their interests and 
  that of the Imperium. The last 10 years has seen a steady rise in the 
  population, which now numbers over two million. 
  More recently, the Federation of Arden has begun to invest in 
  mining facilities here to raise their influence on this world, which 
  is now becoming a threat to House Mallor’s control of Zircon. This 
  has led to House Mallor banning the trading of all technology in an 
  effort to curtail the Federation’s expansion on Zircon.
  ATTITUDES
  Zircon has a mix of citizens; those who are happy with Imperial 
  rule and those that are not. Such differing opinions have created an 
  undercurrent of tension amongst the populace. This division has 
  resulted in most imperialists gravitating towards the major cities, 
  whilst others have settled in smaller towns where Count Mallor’s 
  presence is not so strong.
  LAWS
  Travellers must request permission to land at the Zircon starport and 
  must declare their cargo. All visiting ships are subject to inspections 
  before passengers and crew are permitted to leave the starport. All 
  weapons and technology are considered contraband here.
  PLACES OF INTEREST
  Landaro: The capital city was built when House Mallor settled 
  on Zircon and originally consisted of one large dome close to the 
  starport. As the population grew, three smaller domes were built that 
  connected to the central dome. Each dome has its own residential, 
  commercial and industrial areas. Landaro is one of the few cities on 
  Zircon that has a noticeable presence of people who support or are 
  descended from the original settlers from Arden.
  Mallor Estate: The luxurious home of the Mallor family is a stunning 
  building that makes a clear statement as to the Count’s position and 
  wealth. Security on the estate is high, comprising of security guards 
  and a sophisticated security system.
  Independence
  After spending some time in Landaro, the players will soon gain an 
  understanding of the people here and their attitudes. If they talk to 
  any of the locals, the players will discover that the Liberation Front 
  is not only popular here but they used to be quite active, causing 
  problems for House Mallor and the Imperium. 
  However, the Liberation Front have not made any attacks since 
  they broke into the Mallor estate and defaced the building about 20 
  weeks ago. Since then, the Liberation Front have freely voiced their 
  opinions without interference from Mallor’s law enforcement.
  It is unusual for any group like the Liberation Front to suddenly cease 
  activity or work so openly, so it is a fair conclusion that something 
  must have happened. There are two main avenues of investigation:
  • 
  Infiltrating the Liberation Front.
  • 
  Speak to Count Mallor.
  INFILTRATING LIBERATION FRONT
  Unlike most Liberation Front cells, the members here do not have 
  strict security measures since they are now free to operate on Zircon 
  (within reason). By speaking to people in the smaller towns, the 
  players will easily be able to make contact with the group.
  The players will meet one of the Liberation Front members, a female 
  Vargr called Inga. Inga will explain that House Mallor has recognised 
  the group’s right to free speech as long as they do not cause harm to 
  anyone or anything. If the players ask why the count agreed to this 
  Inga will not know but she will say that public opinion of the Count 
  Mallor has improved slightly.
  HOUSE  MALLOR
  House Mallor is currently ruled by Count Vincent Mallor who 
  rose to fame at the beginning of the Fourth Frontier War for 
  successfully defending Emerald against a superior Zhodani 
  fleet in 1083. Shortly after this victory he was give the title of 
  Count Mallor and the governorship of Zircon.
  House Mallor has had a distinguished service in the Imperium 
  but since ruling Zircon, Count Mallor has recently started 
  to see the Imperium in a different light. The activities of the 
  Liberation Front and other separatists have led him to believe 
  that no matter what the intentions of the Imperium and the 
  good that it has done, there are those who value their freedom 
  above this. 
  Imposing their rule over weaker civilisations is nothing short of 
  dictatorship and the count has personally seen the effect with 
  varying degrees of hostility aimed at him since he took control 
  of Zircon. Although Count Mallor does not agree with all of the 
  actions of the Liberation Front, he does empathise with them 
  and plans to use the separatist movement to gain the support 
  of his people.
  The count’s political ambitions are now focussed on seceding 
  from the Imperium and becoming an independent world. 
  However, before he can move against the Imperium, he must 
  first deal with the Federation of Arden who are more of an 
  immediate threat to his power base and ambition.
  
  46
  If the players ask Inga about her connection to other Liberation 
  Front cells and their plans, she will say that the work her cell does 
  here is the true path for the separatist movement and that other 
  groups seem to adopt more violent methods. She is not aware of 
  any larger plans for the Liberation Front.
  AN AUDIENCE WITH COUNT MALLOR
  To speak with the count, the players will have to make arrangements 
  through his aide. With his current objective of winning the trust of 
  the people, Count Mallor is quite approachable and his aide will 
  arrange a meeting.
  At the appointed time, the players will be allowed access to the 
  Mallor estate and ushered to a conference room. After a short wait, 
  the count will enter and greet the party. Count Mallor is an intelligent 
  man so if the players attempt to deceive or be subtle in any way, the 
  Count will simply state that the players can get to the point without 
  risk of insult or rebuke.
  Once the players ask about his recent decisions concerning the 
  Liberation Front, the Count will explain the situation on Zircon and 
  the tensions between the people here. Although he does not condone 
  the previous actions of the Liberation Front, he understands their 
  philosophy and reasoning. 
  CONCLUSIONS
  The players should eventually realise that although the situation 
  here is unusual, there is nothing that directly links the people here 
  with the conspiracies known to the players. The Liberation Front 
  cells that operate here seem to do so independently to cells on other 
  worlds and take a different approach to voicing their opinions. If 
  the players are particularly loyal to the Imperium, they might be 
  concerned with the amount of freedom that Count Mallor allows 
  the separatists but there is little they can do about it at this time.
  
  47
  KEYSTONE
  KEYSTONE
   PEQUAN SYSTEM
  The Pequan system has nine planets with Pequan occupying the 
  third orbit. There is also a planetoid belt in the fifth orbit
  Pequan 
  0410 E5656B9–4 Ag Ga NI Lt
  In 101, Etienne Rasa led a group of colonists here to make their 
  home on this a lush and fertile world. Rasa and his people wanted 
  to live an agrarian lifestyle without the use of advanced technology 
  and without getting involved in the politics and bureaucracy of the 
  civilised universe.
  The self-sufficient colony grew at a steady rate as the people turned 
  their hands to farming the fertile lands. Travellers and traders are 
  permitted to visit but there are few facilities to encourage ships to 
  land here and the people rarely trade as there is little they require 
  that cannot be obtained locally. The locals barter goods with each 
  other so the little currency that exists here has come from selling 
  to offworlders. Some people have still got coins that were passed 
  down through generations of their family because they have simply 
  not had a use for them.
  Many offworlders find it unusual here for there is no hustle and 
  bustle like most cities and there are no signs of overcrowding or 
  rundown areas. Life here seems to happen in slow motion and 
  after a short time here, most people find it difficult to rush or do 
  anything quickly.
  Pequan has been of interest to the Imperium, the Zhodani and 
  more recently the Federation of Arden. However, Pequan has 
  refused to become a part of any government or political faction, 
  including groups from the separatist movement. Pequan is ruled 
  by descendents of Rasa and to this day the colony has remained 
  completely independent and neutral.
  ATTITUDES
  The inhabitants of Pequan are an agrarian people who are content 
  with the lifestyle that they maintain on this paradise world. Although 
  determined to preserve their way of life, the people here are not 
  isolationists and welcome travellers, not so much to trade with them 
  but to encourage them to stay here and share their way of life. 
  Pequan has a stable and peaceful society. This is not just a result 
  of their way of life but their strict legal system that imposes harsh 
  penalties for any crime that would upset the status quo. 
  LAWS
  Travellers are permitted to land here but there is a strict ban on 
  all weapons and technology TL 4, except within the confines of 
  the starport. Anyone found breaking these laws will be exiled from 
  Pequan. Anyone caught using a weapon will be imprisoned and 
  murder carries the death penalty.
  PLACES OF INTEREST
  Rasa: The capital city was named after its founder, Etienne 
  Rasa. Like all settlements on Pequan, the buildings are modest 
  structures constructed from wood and stone. There are very few 
  shops here as most trade is done at the daily market in the city 
  centre. There are several inns spread around the city, many of 
  which provide accommodation.
  Neguda: The small town of Neguda is situated roughly 10 km 
  north of Rasa. It is much like Rasa but only has a population 
  of several thousand. Agent Cryer has a safe house here that he 
  uses occasionally.
  Rendezvous with Cryer
  When the players land at the primitive starport on Pequan, local 
  officials will greet them and explain that all weapons and technology 
  must not leave the starport. The players will notice that agent Cryer’s 
  ship is here so he must be in the safe house he spoke of.
  Following agent Cryer’s directions the party head for Rasa, which 
  is less than a kilometre east of the starport. Since technology is not 
  allowed, the party will have to walk there. Once at Rasa they must 
  head north out of the city and walk for roughly two hours until they 
  arrive at Neguda. Cryer’s safe house is the outermost building on 
  the east side of the town.
  SAFE HOUSE
  As the party approach the house, they will see that it is located a 
  good distance from the rest of the community. It is a small single 
  storey building that shows some signs of neglect. If they approach 
  with caution they can each make a Recon check DM –4 and if 
  successful they will hear a voice from inside that does not sound 
  like agent Cryer.
  Stealth rolls are required to successfully sneak up to a window and 
  look inside the house. Peering through the window the players will 
  see that agent Cryer is tied to a chair and being tortured by someone. 
  The man is holding a blade and if the players look carefully they will 
  see that he also has a laser pistol strapped to his leg.
  If the players do not spot the torturer and just blunder in, they will 
  be met by laser fire. Since the players will not have any weapons on 
  them, they must find cover and devise a way to subdue the man. 
  The players could get the local law enforcement involved but by the 
  time they get here Cryer could be dead and the authorities could 
  also cause problems for the party.
  
  48
  If the torturer is not aware of the party they will have the element 
  of surprise but will still have the disadvantage of being outgunned. 
  The torturer is actually an Imperial agent who is secretly working for 
  the Zhodani.
  The players will eventually be able to subdue the agent but there 
  could well be some casualties. Agent Cryer will be in bad shape but 
  with food and medical treatment he will make a full recovery, with 
  a few scars to remind him of the ordeal. Cryer will explain that he 
  must have been followed by the torturer. 
  INTERROGATION
  The man is obviously an agent but who does he work for and why 
  was he following Cryer? The party can interrogate the agent to get 
  some answers but he has been trained to endure torture and will 
  reveal very little. Depending on the success of the interrogation and 
  the agent’s resistance, he can reveal any of the following facts:
  • 
  He is actually half Zhodani.
  • 
  His job was to track down agent Cryer who was suspected of 
  working with agent Forbes.
  • 
  He was to find out what Cryer knew and then terminate him 
  and any associates.
  • 
  He does not know the details of the Zhodani plans, only that 
  someone in a position close to the new duke is a traitor.
  • 
  The duke has something that the Zhodani want but the agent 
  does not know what it is.
  If the players ask about the new duke, Cryer will explain that a new 
  duke for Jewell subsector has been chosen and the inauguration 
  ceremony is planned to take place on Jewell in six weeks time.
  Once they realise that no other information is forthcoming, the 
  players must decide what to do with the agent who now knows the 
  identity of everyone in the party. Cryer will be very blunt and say the 
  agent must be killed to maximise their chances of successl. 
  Putting the Pieces Together
  Once the situation with the agent has been dealt with, agent Cryer 
  and the party can exchange information and discuss the way 
  forward. If he has not already done so, agent Cryer will pass on the 
  news about the new duke.
  Cryer will explain that his investigation turned up no evidence that 
  the Liberation Front are involved with the Federation of Arden and 
  are in fact opposed to them. No other evidence was found linking the 
  federation to the conspiracies. The players can explain their findings 
  and assuming they have been successful on all of the worlds, they 
  should now know the following facts:
  • 
  The Liberation Front is paying for weapons (two laser rifles) to 
  be smuggled on to Jewell. The specific timing of this coincides 
  with the inauguration of the new duke.
  • 
  The Arkesh Spacers are not involved with the separatist 
  movement.
  • 
  The Zhodani have agents in the Liberation Front and possibly 
  other groups. Their job is to manipulate the separatists to cause 
  dissention and unrest within the Imperium.
  • 
  The Federation of Arden is not involved with any political 
  groups and the separatists are actually opposed to them.
  AGENT
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–33
  Agent (3)
  9 (+1)
  10 (+1)
  10 (+1)
  9 (+1)
  8 (0)
  8 (0)
  Athletics (Endurance) 1, Comms 0, Computers 0, Gun Combat (Energy Pistol) 1, Investigate 2, Melee 1, Recon 1, Stealth 0
  Laser Pistol (3d6+3), Blade (2d6), Cloth Armour (5)
  
  49
  • 
  The Liberation Front are based on Zenopit and want total 
  independence from the Imperium and any other political 
  faction.
  • 
  The Liberation Front are planning to assassinate the new duke 
  of Jewell subsector.
  • 
  House Mallor are using the separatists for their own agenda 
  but House Mallor are not involved in the conspiracies.
  • 
  Someone in a position close to the new duke is a traitor. A good 
  assumption would be that this person will somehow aid in the 
  assassination.
  • 
  The duke has something the Zhodani want, which is most likely 
  the reason he is being assassinated.
  The key fact they should now know is that the Liberation Front, 
  under the influence of the Zhodani, plan to assassinate the new 
  duke at his inauguration ceremony. The players must discuss how 
  they can prevent this but given the time scale they must leave 
  now and work out the details en route to Jewell. Agent Cryer will 
  take his own ship and they cann discuss any plans during their 
  refuelling stops.
  The main problem that the party has is they are wanted fugitives 
  and there is a good chance agent Cryer might also be wanted now if 
  the enemy suspects that he may know too much. Cryer will say that 
  since they do not know who can be trusted, he will have to work 
  in an unofficial capacity and stay off the radar. However, on the 
  plus side, Jewell is overcrowded so it is unlikely they will be noticed 
  unless someone is specifically looking for them.
  JEWELL SYSTEM
  The Jewell system has two gas giants and two planetoid belts. Jewell 
  occupies the third orbit in the system. There are four additional 
  planets, all of which are uninhabited.
  Jewell        0306 A777999      C 2 I Hi Ht In G
  Jewell is the core planet in the Jewell Cluster and is a far cry from 
  the world that its name suggests. Discoloured clouds fill the skies 
  and the drab buildings are covered in grime. The pollution created 
  by the vast industries is now worse than the natural taint in the 
  atmosphere. Short-term exposure is not fatal but long-term exposure 
  can lead to respiratory diseases and various types of cancer. Masks 
  are provided free of charge to any visitors who need them.
  The first colonists arrived on Jewell in 318 and established a few 
  small, independent, settlements. Years later, discoveries of 
  lanthanum deposits lead to rapid industrialisation and technological 
  improvements. With rising tensions against the Zhodani, military 
  bases were built to defend against any possible attack. 
  Jewell was on the front line during the First Frontier War and the 
  Imperial Navy forces failed to repel the Zhodani attack in 592, resulting 
  in their occupation of the planet. A campaign was launched to retake 
  the world and in 603 Jewell was once again under Imperial control.
  Improved defences successfully fought off several attacks during the 
  Second Frontier War but additional forces and facilities were added 
  to ensure that it would hold against further attacks. The Imperium’s 
  foresight paid off and Jewell became a staging point for Imperial 
  forces during the Third and Fourth Frontier Wars.
  ATTITUDES
  Fashion is not something that exists for the six billion inhabitants 
  of Jewell as most people wear drab but practical clothing. Combined 
  with the filter masks they wear, the locals can seem to be 
  unwelcoming and even intimidating to offworlders. However, once 
  the masks are removed the people of Jewell are actually very friendly 
  to offworlders, except with Zhodani and in some cases, Vargr.
  LAWS
  All Imperial travellers must register their business and cargo before 
  landing at the starport, anyone else is denied access to Jewell. The 
  authorities on Jewell have banned all weapons, drugs, psionics, 
  andf information..
  PLACES OF INTEREST
  Facet: The capital is a vast sprawling city, home to 12 million people 
  and some of the largest industrial complexes on the planet. Some 
  sections of the city, mainly the commercial districts, are domed to 
  protect against the polluted and tainted atmosphere. The majority 
  of buildings lie outside these zones and are sealed against the 
  noxious air.
  Imperial Dome: This small dome is located in the centre of Facet 
  and protects the government buildings and facilities. It also contains 
  one of the few parks on the entire planet.
  Further details on Jewell can be found on page 62 of The Spinward 
  Marches.
  Inauguration
  The inauguration of Duke Benoit Zahn is scheduled to take place 
  in two days at midday. The ceremony will take place at the park in 
  the Imperial Dome. Security around the park will be high but public 
  access will be allowed. Live holographic feeds will be projected 
  around the planet so the general population can watch the ceremony 
  as it happens.
  Agent Cryer and the players have several objectives. They must 
  attempt to save the duke’s life, reveal the traitor and expose the 
  assassins from Liberation Front. The party does not know exactly 
  when the assassination attempt will take place but it is a safe 
  assumption that it will be done at some point during the ceremony 
  when the duke is most vulnerable. 
  As Cryer has already pointed out, they are not able to go to the 
  authorities in case the party unwittingly reveal what they know to 
  the enemy. If this happened, the assassins might be tipped off and 
  
  50
  the players would be silenced, permanently. The players are also 
  fugitives and would be imprisoned and charged for the crimes of 
  which they have been accused. This means that the players are on 
  their own.
  The second problem that the players have is that weapons are illegal 
  on Jewell so any attempt to stop the assassins will have to be done 
  with improvised weapons. The players could attempt to smuggle in 
  BENOIT  ZAHN
  Benoit Zahn is an accomplished diplomat and is currently the aide to the governor of Jewell, Lucien Gray. Governor Gray is now in 
  his sixties and wishes to retire, so not only will Benoit assume Lucien’s role but Benoit Zahn will also be given the title and position 
  of Duke of Jewell subsector.
  Benoit is a slim man who stands roughly six feet in height. He has short dark hair and a closely cropped goatee beard and moustache. 
  Benoit is not one for pomp and circumstance but sees it as a necessary part of his job. He is a clever man but also knows how to head 
  the wisdom of others, which makes him an ideal candidate for the position of duke.
  BENOIT ZAHN
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 36
  Noble (4)
  7 (0)
  7 (0)
  8 (0)
  9 (+1)
  11 (+1)
  11 (+1)
  Admin 0, Advocate 1, Carouse 2, Diplomat 2, Investigate 0, Persuade 1
  some weapons but the additional security will make it very difficult 
  and if the players were caught it would not look good considering 
  their existing crimes.
  The players must plan their strategy very carefully as they will only 
  get one attempt to save the duke’s life. The players should have 
  enough information to determine that there will be two assassins, 
  each with a laser rifle but this might not be apparent to them. Allow 
  THE  KEYSTONE
  The keystone is a small hexagonal prism made from a diamond like 
  substance and edged in pure lanthanum. It is exactly 10cm long by 
  4cm wide. It is believed to be some sort of key left behind by the 
  Ancients but its origin or purpose has never been confirmed.
  The keystone was found at the site of Facet when it was first 
  being constructed. It has become a symbol for the prosperity of 
  Jewell and is always given to the highest ranking governor as 
  a mark of office. The people of Jewell place great value on the 
  keystone so it is always safely locked away until it is needed for 
  public ceremonies.
  Keystones are in fact used to activate the Tripwire devices 
  (see page 56) that have been discovered by the Zhodani. The 
  Zhodani have their own keys but the Jewell keystone represents 
  a potential threat to their new weapon, should the Imperium 
  discover its secret. The Zhodani have therefore planned the 
  assassination of the duke (which has benefits of its own) so 
  that one of their agents can swap the keystone for a fake.
  If a keystone is on the same planet as a Tripwire device the 
  keystone will glow, getting brighter the closer it is to the device. 
  If the correct keystone is inserted into a Tripwire device it will 
  activate. The keystones found by the Zhodani only work on 
  specific devices but the Jewell keystone is the master key that 
  can be used on any device. 
  
  51
  the players to discuss their options but if they get stuck, agent Cryer 
  can suggest any of the following:
  • 
  The duke will be most vulnerable when he makes his speech on 
  the park dais. Part way through the speech Governor Gray will 
  relinquish his position to Benoit, symbolised by handing over 
  the Jewell keystone. When Benoit accepts the keystone he will 
  be pronounced Duke of Jewell subsector.
  • 
  The players should investigate the park and look for potential 
  areas where an assassin might shoot from, taking into account 
  access and trajectories.
  • 
  The best long ranged weapon would be a laser rifle but that 
  would be difficult to smuggle past security.
  • 
  Short ranged weapons would be easier to smuggle in but will 
  drastically reduce the options of where to shoot from and 
  increase the chance of being caught.
  • 
  The Liberation Front are extremists so it could be a suicide 
  shooter or bomber.
  • 
  There could be multiple assassins.
  • 
  The party need to look out for the traitor to see what his part is 
  in all of this.
  • 
  The traitor might be involved in the assassination or he might 
  have another role to play.
  • 
  A risky option is to somehow have a secret meeting with the 
  duke to warn him about the assassins and the traitor.
  SECRET MEETING
  This is a risky and difficult move but the players can attempt to 
  sneak past the duke’s personal security detail and speak with him. 
  The duke will be visiting various places before the inauguration so 
  the players can pick the most opportune moment to do this, perhaps 
  even arranging a distraction.
  
  52
  It is up to the players to decide how much to tell the duke but the 
  more they say the more believable and shocking it will be. Persuade 
  checks will be necessary and if agent Cryer is present, the players 
  will get a +2 DM. If the players are successful, the duke will listen to 
  any suggestions that they have but he will not cancel the ceremony 
  as it is too important. 
  The players must advise the duke not to share this information 
  with anyone until they know who can be trusted. The players 
  will hopefully find the assassins before they shoot but the duke 
  should wear hidden armour just in case. The players may also 
  want to fake the duke’s assassination in the hope that the traitor 
  will reveal himself.
  CEREMONY
  When the day of the ceremony arrives, the players must ensure that 
  they are prepared and in position for whatever plans they have in 
  place. If they plan to find the assassins they will need to be watching 
  the correct areas, preferably searching the buildings. 
  The assassins are in the Visitors Centre and Ministry of Trade 
  where the security is weakest. However, the players might need to 
  hide from approaching security guards in case they are detained 
  as fugitives. If the players find the assassins before they shoot the 
  duke, the perpetrator’s can be questioned. The players may also 
  wish to take the shot if they are planning to fake the assassination 
  and draw out the traitor.
  To spot the assassins from the outside requires a Recon check 
  DM –4. If searching the buildings then the players must make an 
  Investigate check DM –1. Both assassins will shoot as the duke is 
  being presented with the keystone.
  The traitor is the duke’s aide and he will wait until the duke has been 
  shot before he makes his move. In the chaos and confusion that will 
  follow the shooting, he will swap the keystone with a fake.
  The dome will be busy and the park is crowded with people from all 
  walks of life here to see the inauguration of the new duke. Security 
  guards and police are everywhere and it is difficult to move through 
  the throng.
  This is a major situation for the players so try to draw out the 
  suspense as much as possible. Frequent Recon checks should 
  be made to build the paranoia. The players will catch the eye of 
  security guards and police, forcing the players to move further 
  into the crowds. Some people will look suspicious but upon closer 
  examination they will not appear to be concealing any weapons.
  When the ceremony starts, there will be a series of speeches from 
  a number of nobles. The players will have their attention focussed 
  elsewhere so will not hear the details. With the huge crowds and 
  police presence, it will be a slow process for the players. Eventually, 
  the duke will make a speech and be presented with the keystone.
  TAKING THE SHOTS
  What happens from this point will depend on what the players 
  have done. If the assassins get the opportunity to fire, they will 
  both hit their target directly in the heart. If the duke was not 
  wearing armour then he will be killed instantly. If the players were 
  able to warn the duke and he is armoured, the he will be seriously 
  injured but will survive.
  When the duke is hit, he will fall to the floor and drop the keystone. 
  His security guards will surround him as the aide rushes to his side 
  to make the switch. If any of the players were watching they will see 
  all of this happen, as will the duke if he is still alive. While this is 
  going on, the police will seal off the area and do their best to keep 
  the crowds under control.
  When the shots are fired, anyone looking in the right area for the 
  assassins can make a Recon check DM +2 to determine where the 
  shots were fired from. The players can then attempt to find and 
  apprehend the assassins. 
  THE DUKE LIVES
  If the players have previously met with the duke and he survived 
  then he will vouch for the players. The duke will want to make heroes 
  out of the party but agent Cryer will insist that their involvement 
  remains secret until the larger threat has been dealt with. 
  If the players apprehended the assassins, the police will not know 
  who is guilty and arrest the assassins and any players with them. If 
  the players have already met the duke then he will vouch for them. If 
  the duke does not know the players then they must prove that they 
  are the good guys. Agent Cryer will come forward at this point in an 
  official capacity to help the players, hoping that none of the police 
  have been compromised and are working against the Imperium.
  ASSASSIN
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 32
  Agent (3)
  8 (0)
  12 (+2)
  8 (0)
  9 (+1)
  8 (0)
  7 (0)
  Athletics (Co-ordination) 1, Gun Combat (Energy Rifle) 2, Recon 1, Stealth 2
  Laser Rifle (5d6+3)
  
  53
  THE DUKE IS DEAD
  If the players were unable to save the duke then things will be a lot 
  more difficult for them. However, agent Cryer will still risk coming 
  forward to help resolve the matter and hope that there are no enemy 
  agents amongst the police and security officers.
  VINDICATION
  The situation will most likely demand that the party prove that they 
  are not responsible for the crimes that they have been accused of. 
  If they have saved the duke, then that will certainly help their cause 
  and agent Cryer will also speak on the players behalf. 
  Unless things went badly wrong, the party will be absolved of all 
  crimes. However, this may not apply in Zhodani territory where 
  there are agents still out to get the party.
  The  Keystone
  When the initial chaos is over and the players have been exonerated, 
  they must turn their attention to the keystone. If the players have the 
  duke’s ear and saw his aide making the switch, the duke will have 
  the aide arrested and the real keystone will be retrieved. Likewise, if 
  the duke saw this happen the outcome will be the same.
  The keystone is essential to the next part of the story so if nobody 
  spotted the switch being made or the aide did not get the opportunity 
  to make the switch, you will need to engineer a situation whereby 
  the players know that the keystone is important. Ideas for this can 
  be as simple as someone else seeing the switch or the aide being 
  caught later on trying to take the keystone.
  Assuming the aide is caught he will be questioned and will reveal 
  that he has betrayed his people to work for the Zhodani. When he 
  was given the position of the duke’s aide, the Zhodani made him 
  an offer that he could not refuse, to swap the keystone for the fake. 
  The aide does not know why they want it, only that it is important 
  to them in some way.
  Agent Cryer will ask about other traitors. The aide will know that 
  there is a spy in the Imperial intelligence network but he does not 
  know who it is. Cryer will suggest that the information they have 
  discovered should remain a secret until the spy’s identity is known 
  and he has been captured.
  If either of the assassins were captured, they will also be questioned 
  but will only say that they were acting on behalf of the Liberation 
  Front to strike a blow against Imperial oppression. The assassins 
  are unaware that they were actually servicing the Zhodani agenda. 
  IN THE SERVICE OF THE DUKE
  Once it is known that the keystone is more than it seems. the duke 
  (or other noble if the duke was killed) will ask Cryer and the party 
  to work for him. He would like them to uncover the truth behind 
  the conspiracies and plots, as well as discover the secret of the 
  keystone.  He will also pay each member of the party Cr. 50,000 
  for their help so far and will pay the same amount again if the party 
  agrees to his proposal.
  Although many believe that the keystone was left behind by the 
  Ancients, it has not been studied for centuries and has simply 
  become a trapping of office. Perhaps some new light can be shed on 
  it with the correct facilities and expertise. The duke will hand over 
  the keystone and wish the party good luck.
  With a bit of investigation, the party will discover that there is an 
  expert on Ancient technology called Unkah who lives on Emerald. 
   EMERALD SYSTEM
  There are four gas giants in the Emerald system and two planetoid 
  belts. The inner and outer orbits are occupied by Emerald and an 
  uninhabited planet respectively.
  Emerald 
  0206 B766555–B S 
  I 
  Ag 
  Ga NI G
  Emerald is a magnificent world of verdant lands and green tinted 
  oceans. It was colonised in 308 by the Ecannis family. The isolationist 
  attitude of the family restricted the colony’s growth as offworlders 
  were restricted to the starport and colonists were denied permission 
  to settle here.
  At the start of the First Frontier War in 589, the Imperium 
  declared martial law on Emerald and many of the Ecannis nobles, 
  suspected of being Zhodani sympathisers,  were incarcerated on 
  Jewell. Emerald fell to the Zhodani in 592 around the time that the 
  Imperium lost control of Jewell. When Jewell was recaptured in 
  603, the Zhodani evacuated Emerald and the Ecannis family were 
  allowed to return in 606.
  In later years, the restrictions on offworlders became harder to 
  enforce and new settlements were being founded around the planet. 
  Turning this to their advantage, the Ecannis family used the new 
  workforce to increase their agricultural exports. The fertile lands 
  produced abundant crops and by 900 Emerald was a major grain 
  supplier to Jewell. 
  Emerald fell to the Zhodani once more during the Third Frontier 
  War, to be retaken several years later in 982. Once Emerald was 
  back under Imperial control and reinforced with military bases and 
  a naval fleet, there was in influx of refugees and the population grew 
  rapidly. Since many refugees were from worlds that were ceded to 
  the Zhodani after the war, they had little choice but to remain and 
  build a home on Emerald.
  Emerald has remained an Imperial controlled world but it is still ruled 
  by the Ecannis family who have segregated into smaller families, 
  each in charge of different industries and services. Marriage into 
  
  54
  one of these families is much sought after and it is not uncommon 
  for people to be adopted into the m.
  ATTITUDES
  Although there is a distinct social segregation between the Ecannis 
  nobles and the working class, there is never a shortage of jobs and 
  only a few unskilled workers are dissatisfied with their standard of 
  life. The working class are polite but the nobles tend to be unfriendly 
  to offworlders.
  LAWS
  All travellers are permitted to land on Emerald. Personal weapons 
  are permitted but all other weapons are illegal. Contraband includes 
  all computers, software and similar technology.
  PLACES OF INTEREST
  Eritrea: The capital city is the largest settlement on Emerald and 
  home to the ruling family. The noble district is situated on the 
  eastern edge of the city with many of the estates walled inside 
  private compounds.
  Starport: The starport is located 50km southeast of Eritrea and a 
  variety of transportation is provided to the capital and other nearby 
  settlements.
  Agrellia: This remote settlement is located roughly 100km north of 
  the starport. Although it is home to a small number of scientists, 
  Agrellia is essentially a large research facility and nature reserve. 
  Most of the research is focussed on studying the indigenous 
  creatures in their natural habitats but it also sponsors research in 
  other fields. 
  This region is also known for its high levels of electromagnetic 
  energy that has been known to cause problems with advanced 
  technology. This is the reason that the facility (which is shielded) 
  was built here so that they could study the phenomenon. 
  Random Encounters
  When travelling between settlements on Emerald you can use any of 
  the wilderness encounters below as required:
  DIFFICULT TERRAIN
  The party encounter some difficult terrain that slows their progress. 
  Everyone must make an Athletics (Co-ordination) check to avoid 
  tripping or snagging themselves. A fumbled check will result in a 
  minor injury such as a sprained ankle.
  WEATHER STORM
  A violent weather storm engulfs the region. The players must find 
  shelter to wait out the storm.
  CRASHED VEHICLE
  The players discover a crashed vehicle, most likely the result of the 
  electromagnetic energy in the area. If they search it they might find 
  a few items of interest but nothing of great value. This can lead on 
  to the Survivor encounter.
  CORPSE
  The players come across a corpse that is the result of a crashed 
  vehicle or an animal attack. If it is the latter, it can then lead on to 
  the appropriate creature encounter (Borekin Attack or Gorta Pack).
  SURVIVOR
  The players meet an NPC (randomly determine using NPC table on 
  page 88) who has been injured and unable to walk. This can be the 
  result of a crashed vehicle or an animal attack. If it is the latter, it can 
  then lead on to the appropriate creature encounter (Borekin Attack 
  or Gorta Pack).
  BOREKIN ATTACK
  The borekin is an indigenous creature much like a bear but instead 
  of fur they have a tough hide. They are territorial creatures known 
  D66
  ENCOUNTER
  11–16
  Uneventful
  21–26
  Difficult Terrain
  31–33
  Weather Storm
  34–36
  Crashed Vehicle
  41–43
  Corpse
  44–46
  Survivor
  51–56
  Borekin Attack
  61–66
  Gorta Pack
  GORTA
  STR
  DEX
  END
  INT
  INS
  PAC
  —
  9 (+1)
  11 (+1)
  8 (0)
  4 (–1)
  10 (+1)
  10 (+1)
  Athletics (Co-ordination) 1, Melee (Natural Weapons) 1, Survival 2
  Horns (1d6+3)
  BOREKIN
  STR
  DEX
  END
  INT
  INS
  PAC
  —
  13 (+2)
  8 (0)
  12 (+2)
  6 (0)
  10 (+1)
  3 (–1)
  Athletics (Strength) 2, Melee (Natural Weapons) 2, Recon 1, Survival 3, Stealth 2
  Claws (2d6+3), Tough Hide (3)
  
  55
  to be aggressive and cunning. They are usually found in pairs, one 
  of them will hide whilst the other lures out its prey. Whilst the 
  prey has their attention focussed on the lure, the other borekin will 
  make a surprise attack.
  GORTA PACK
  The gorta are pack animals that resemble deer with a pair of short 
  horns on their head. If the players make a successful Recon check 
  they will spot the gorta and can walk around the pack. However, if 
  the players get too close, the pack will attack them.
  Studying the  Keystone
  Upon arrival at Emerald, the players will need to make their way 
  to Agrellia. Since most vehicles are prone to electrical problems 
  in the area, acquiring transport to Agrellia is virtually impossible. 
  Some locals will take passengers within 10km of the facility but 
  from there visitors must walk the final distance on their own.
  TRAVELLING
  Due to the danger of travelling, the cost of hiring a transport will be 
  in the region of Cr. 500. This will include a driver or pilot who will 
  ensure that the vehicle is not taken too close to the hazardous area. 
  Any vehicle that travels within 10km of the facility must roll 1d6. 
  On a roll of 4–6 the vehicle is caught in an electromagnetic eddy 
  and the vehicle’s electrics will fail causing the vehicle to crash. 
  Damage should be determined as appropriate for the speed and 
  type of vehicle.
  THE LONG WALK
  Once the vehicle gets to the 10km boundary or has crashed, 
  the players will have to walk the rest of the way. If they hired a 
  transport, the driver will either wait for them or arrange a time 
  to pick them up.
  The walk will take the party through woodlands and across the 
  plains. The journey will not be uneventful and is potentially 
  dangerous due to some of the indigenous creatures here. Use a 
  few of the random encounters listed earlier as the party makes 
  their way to Agrellia.
   AGRELLIA RESEARCH FACILITY
  The research facility consists of three buildings, one is the living 
  area for the resident scientists and the other two have a number 
  of laboratories and study areas. The entrances to the buildings 
  are secured and comm pads provide a means of communication 
  with the people inside.
  Visitors to the facility are not a common occurrence so the 
  players will be left waiting for a while before receiving a reply to 
  their communication. Eventually someone will meet them and 
  lead them through the facility to Unkah’s lab. 
  Unkah will greet the players in her shy manner but as soon as 
  she is shown the keystone her eyes will light up. Smiling at the 
  players, Unkah will tell the players that she is certain that the 
  keystone is something left by the Ancients. The players will no 
  doubt wonder how she knows just by looking. She will be vague 
  in her reply, saying that she is not able to explain right now but if 
  they could take her to Condyole she might be able to shed some 
  light on the situation and give the players some answers. 
  If she is questioned further, she will be quite stubborn and 
  repeat that she is unable to tell them anything until they get to 
  Condyole. If the players refuse on the basis that she is holding 
  back, Unkah will explain that she is forbidden by the Vexx (the 
  native race on Condyole) to speak of it but if she could speak 
  with them, they might be convinced to let Unkah share her 
  knowledge with the party.
  ELECTROMAGNETIC FIELD
  If any of the players ask about the electromagnetic field in the 
  region, they will be told that several studies have been made. It 
  seems to be a non-focalised naturally occurring phenomenon 
  but scientists have been unable to determine the exact cause.
  
  56
  UNKAH
  Unkah is an Aslan scientist who has devoted most of her adult life to researching what little is known about the Ancients and their 
  technology. She is a quiet and contemplative person but once engaged in conversation about the Ancients her demeanour changes and 
  she becomes talkative and often quite excitable.
  UNKAH
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 38
  Agent (4)
  9 (+1)
  7 (0)
  7 (0)
  11 (+1)
  9 (+1)
  8 (0)
  Computers 1, Gun Combat 0, Investigate 1, Science (Archeology) 2, Science (Chemistry) 0, Science (Physics) 1, 
  Science (Xenology) 0
   CONDYOLE SYSTEM
  Condyole occupies the second orbit and is the only habitable planet 
  in the system. The other four planetary bodies are all gas giants.
  Condyole 
  0101 E7A1522–8 Fl NI G
  Condyole is an independent world located in Zhodani territory 
  but their attempts to influence the people here has met with 
  minimal success. Since there is little of value to the Zhodani 
  on Condyole they have not pursued the matter. The indigenous 
  population are known as the Vexx, a humanoid race who were 
  seeded here by the Ancients.
  Condyole used to be a world of vast oceans and beautiful horizons 
  but at some point in its history a cataclysmic event turned it into the 
  dry wasteland it is now. The air is poisonous and the water is foul. 
  The Vexx do not openly speak of what happened but many believe 
  that the Vexx did this to themselves, whilst others think it is the 
  result of a Zhodani experiment. 
  The conditions on Condyole are harsh, the water is tainted and there 
  are few useful resourses. In order to survive on this planet, the Vexx 
  built a number of underground cities to protect themselves from 
  the hostile conditions. Over the centuries they have slowly rebuilt 
  their civilisation and they now number just over 600,000. Some 
  offworlders have made their home here and joined the Vexx society 
  but such people are rare.
  The Vexx have had to be resourceful in order to survive on Condyole. 
  Each city has a number of wells that draw  untainted water from deep 
  underground. The wells are usually located in the larger caverns that 
  serve as market places and public concourses. Each city also has a 
  dedicated hydroponics garden to create a sustainable and natural 
  environment in which to grow food for its population.
  ATTITUDES
  The Vexx are a hard working race who, against all odds, have 
  survived and are gradually rebuilding their civilisation. The Vexx 
  are a patient people who never act without careful consideration 
  and planning. 
  The Vexx have little interest in space travel and make no effort to 
  monitor or maintain their rundown starport. Visitors to Condyole 
  are few and the Vexx are cautious but friendly to anyone they meet. 
  LAWS
  Random Zhodani patrols will deter travellers from landing on 
  Condyole but the Vexx will not prevent travellers from landing here. 
  All dangerous and addictive narcotics are banned but there are no 
  other restrictions on trade and cargo.
  THE  VEXX
  The Vexx are humans who were seeded on Condyole by the 
  Ancients. Most Vexx are quite short and have a pale complexion. 
  Vexx society is community based and everyone who has come of 
  age is expected to work for the betterment of their people. Many 
  follow in the footsteps of their parents but it is not uncommon 
  for younger people to seek a mentor in a different vocation.
  Around 1,000 years ago, they first became aware of other races 
  when the Zhodani came to Condyole. There was little here of 
  interest to the Zhodani and they soon left but their visit was the 
  catalyst for technological advancement and the desire to reach 
  the stars.
  The technological revolution rapidly changed the Vexx society 
  and the world they lived on. Heavy industry and nuclear power 
  soon became commonplace and little thought was given to the 
  potential consequences of their actions. During the year 207, 
  a number of nuclear reactors failed due to poor maintenance 
  and lack of foresight. The cumulative effect of the devastating 
  explosions eventually resulted in an ecological disaster that 
  transformed Condyole to the dry wasteland it is today.
  Many Vexx were killed in the initial explosions and many more 
  died from the radiation. Those who lived in distant settlements 
  survived and it was not long before the first underground 
  complexes were built. The cataclysm changed the Vexx into the 
  people they are today but the lessons had a heavy price.
  
  57
  PLACES OF INTEREST
  Korondia: Korondia is the capital city located approximately 
  20km from the starport. Like all of the cities here, it was built 
  underground to protect against the poisonous atmosphere. In 
  many respects it is quite primitive but it is functional and has a 
  homely feel. Technology has its place here but it is used sparingly 
  and only where needed.
         
   Unkah’s Discovery
  Six years ago, Unkah was given permission by the Vexx to excavate 
  a site that she believed was used by the Ancients. With help from 
  the locals she discovered a device buried under the ground. The 
  Vexx knew this was something of importance and urged Unkah to 
  keep its discovery secret. In return, the Vexx let her spend the next 
  two years studying the device.
  Neither Unkah or the Vexx discovered what the device was for but 
  Unkah was able to determine that it was built by the Ancients. The 
  only feature she found on the device was a small hexagonal slot at 
  the base, which she assumed was for a key of some sort. Without 
  a key her research came to a dead end. She left Condyole and the 
  device was secured, hidden and forgotten.
  MEETING THE VEXX
  When the players land on Condyole, the keystone will be glowing 
  faintly. Unkah will introduce the players to the Vexx and the party 
  will be welcomed into Korondia. The Vexx only speak their native 
  language of Vexxian, so Unkah will translate when required.
  Once the players are comfortable, Unkah will have a private 
  meeting with Damo who was her contact concerning the Tripwire 
  device. Whilst Unkah explains why the party are here, the players 
  are free to explore Korondia and purchase any equipment or 
  supplies as detailed on page 89 of the Appendix.
  A short time later when the players have finished investigating the 
  city, Unkah will return and inform the players that she has been 
  given permission to show them the discovery made on Condyole 
  six years ago.
  Unkah, accompanied by Damo, will take the players to the 
  excavation site. It is located a few hundred kilometres to the south 
  west and Damo can acquire the use of a few cars (vehicles are not 
  common on Condyole but they do exist) if the players do not have 
  their own means of transportation. 
  THE SECRET
  After a few hours the party will arrive at their destination. Whoever 
  has the keystone will notice that the glow has been getting 
  brighter. Unkah will be very excited to see this and Damo will 
  seem intrigued.
  A short distance from where the party have stopped is a large 
  sturdy hatch on the ground. Damo will tell the party that what they 
  are about to see is known to only a few of his people and they must 
  now swear not to reveal what he is about to show them. Once 
  everyone agrees, he will unlock the hatch and open it. Damo will 
  then activate the lights and climb down to a lift platform. When 
  everyone is on the platform, the lift will begin its descent 100 
  meters beneath the surface.
  When they reach the bottom, Damo will lead the party down a tunnel 
  into a huge chamber that is roughly 100 meteres in diameter where 
  the players will see the Tripwire device, which is currently inactive.
  ACTIVATING THE DEVICE
  Once the players have taken in the sight of the enormous black 
  pyramid, Unkah will show the players the hexagonal slot in the 
  base that is identical in size to the keystone. No doubt the players 
  will insert the keystone, at which point the device will emit the 
  low humming sound and a holographic display is projected from 
  the keystone.
  
  58
  The display is in an unknown language but Unkah will reveal 
  that it is the language of the Ancients. She will spend some time 
  studying the device before pressing some of the controls, at which 
  point a subsector map will appear with some systems showing in 
  different colours.
  THE TRIPWIRE DEVICE
  The device is a black tetrahedron (three sided pyramid) standing 
  90 metres high. When activated with the correct keystone the 
  device emits a low humming sound audible to anyone within 
  10 meters. Anyone standing this close to the device will get a 
  splitting headache after roughly one hour. After two hours the 
  nose bleeds start and an hour after that anyone still in proximity 
  will suffer a severe brain haemorrhage.
  THE TRIPWIRE NETWORK
  Most of the planets in the coreward region of Jewell had a 
  Tripwire device placed there by the Ancients. Together, these 
  devices form the Tripwire network, which is able to disrupt 
  Jump Space. 
  If two devices are active and they are no more than two parsecs 
  apart, a ‘tripwire’ is formed between those two devices. Any 
  ship attempting to jump into or through the tripwire will be 
  forced out of Jump Space at a random location (treat this as 
  a misjump as described on page 141 of the Traveller Core 
  Rulebook). Additionally, the Tripwire devices will also show 
  where the tripwire was triggered.
  The only reason that the Zhodani have not yet activated the 
  network is because they have been developing technology to 
  render their ships immune to the effects. They are now close 
  to realising their goal and once the Tripwire network goes 
  online the Zhodani will have complete and total control of ships 
  passing through their territories as well as a warning system 
  against any potential invaders.
  The map is a direct match to the system within Jewell subsector. 
  Although the players do not know it, the fact that they have the 
  master key is the only reason that they are able to see the map of 
  the Tripwire network. If the Zhodani had possession of this key, they 
  would have mastered the Tripwire network centuries ago. 
  The players must work out what the different colours mean but 
  Unkah can help out if they get stuck but she will incorrectly assume 
  any active devices on other planets show up as yellow and there are 
  currently no orange systems.
  Once the players have activated additional devices (detailed in the 
  next chapter) they will soon realise the true meaning of the colour 
  codes and that some devices have obviously been moved from their 
  original designated locations. 
  By this point, everyone close to the device will be suffering from 
  a throbbing headache. Hopefully someone will have the common 
  sense to either deactivate the device or move far enough away from 
  it, at which point the humming will stop and their headaches will 
  slowly dissipate. If they do not deactivate the device then further 
  symptoms will occur as detailed in the text box. 
  Unkah and Damo will want to continue with their research but it 
  should soon become clear that they must have frequent breaks. The 
  longer the device is off during their breaks, the longer they can work 
  on the device before the side effects kick in again. After several days 
  of studying the device, Unkah will explain her findings. Read out the 
  following explanation to the players:
  ‘This keystone is a master key that has given us greater access to the 
  device and its databanks. There are a number of these devices on several 
  worlds as indicated on the subsector map, although Chwistyoch is now 
  orange and not yellow.
  From what we can tell, when any two devices are active and within 
  range they can disrupt Jump Space, effectively preventing anyone from 
  crossing the line between the two devices. We think that any ship affected 
  in this way will also be indicated on the display.’
  If anyone asks if there is anyway a ship could negate the effects 
  of this, Unkah will say that she is not sure. Agent Cryer will point 
  out that the Zhodani have at least two of these devices, the one 
  shown as active on Chwistyoch and the one discovered by agent 
  Forbes on Farreach. 
  Although they seem to be defensive weapons, if the Zhodani 
  attacked and relocated one of the devices, they could prevent the 
  Imperium from taking back any captured worlds. There is also 
  the effect this would have on trade as the Zhodani would control 
  many of the communication and trade routes. These devices could 
  completely change the balance of power in Jewell and are clearly 
  COLOUR
  MEANING
  White
  No known Tripwire device.
  Red
  Designated system but device not currently 
  active. Any device that is moved will remain 
  coloured in red.
  Orange
  Inactive Tripwire device in undesignated 
  system.
  Yellow
  Active Tripwire device in undesignated 
  system.
  Green
  Active Tripwire device in designated system.
  
  59
  
  60
  TRIPWIRE HISTORY
  The Tripwire devices were built by a faction of the Ancients during their war. How the devices affected the outcome is unknown but 
  before the Ancients destroyed themselves the devices were deactivated and buried. There were seven devices in total, located on 
  Condyole, Clan, Esalin, Farreach, Foelen, Louzy and Grant.
  The Imperium discovered the Grant device in 811. They knew such technology could potentially be very powerful and kept its discovery 
  secret, declaring Grant a red zone system and preventing anyone from even getting close to the planet. Researchers have been 
  attempting to unlock its secrets for centuries but without a key they have made little progress. Unfortunately, the Jewell keystone is 
  not common knowledge and the isolated researchers on Grant continued in vain without knowing that the key they needed was only 
  five parsecs away.
  The Zhodani discovered their first Tripwire device on Farreach in 833 and immediately began researching the technology. However, 
  they did not have much success until the key was discovered in 1090. Soon after, they began searching other worlds for similar devices 
  using the key to locate them. 
  The Zhodani found all of the devices except for those on Condyole (possibly due to radioactive interference) and Grant (due to restricted 
  access). With the Louzy device buried under an industrial complex, they were content to leave it buried but they assigned agents to 
  monitor the area in case the Imperium ever discover it. To establish a defensive border, the Zhodani moved the Esalin to Chwistyoch 
  and the Foelen device was relocated to Riverland.
  important to the Zhodani’s plans; important enough to justify the 
  assassination of the duke.
  Disabling the Network
  Once the players realise the power of the Tripwire network and the 
  consequences its use would have, they must devise a way to disable 
  or destroy the network. If the players do not suggest this then agent 
  Cryer will say that the Zhodani must be planning something where 
  these devices play an important part and therefore the party must 
  find a way to destroy them.
  The party can discuss their options with Unkah, who will have to 
  do some additional research. Eventually she will discover that if at 
  least five Tripwire devices were activated and networked, the master 
  keystone could create a feedback loop that should destroy all active 
  devices in the network. This would mean finding each device and 
  activating it.
  Unkah is confident that the devices can be set to activate on a time 
  delay. The master key can also be used to lock the devices so that 
  once they activate at the designated time, only the master key can 
  deactivate them.
  At this point, Damo will make it clear that although the Vexx 
  understand the danger of these devices, they would like to keep this 
  one intact. Not only would they like to study it further but if they 
  could obtain a keystone then their world could potentially have a 
  powerful defense if required.
  The party now have a job to do and Cryer will ask Unkah to join 
  them in case her knowledge and skills are needed. The players may 
  have reason to believe that the Zhodani have moved some devices, 
  so worlds within their borders will need to be searched to make sure 
  that all of the Tripwire devices are found. 
  If the players have not determined that the keystone can detect the 
  presence of a Tripwire device then Unkah will point this out to them. 
  She is unsure of the range but it would appear to be planet wide. 
  However, it is unlikely that the keystone can detect a device on the 
  opposite side of a planet so the players will have to be on the same 
  hemisphere to be certain. 
  If the players suggest that they could search by flying a low planetary 
  orbit, Unkah will agree that the approach might work but some 
  systems will restrict ships to the starport only.
  
  61
  TRIPWIRE
  TRIPWIRE
  The systems listed in this chapter are all the known locations of 
  the Tripwire devices. However, since some have been moved, the 
  players will need to check every system in the Zhodani region. Once 
  the players land on a planet, they will know if a device is present 
  (whether active or inactive) by seeing if the keystone is glowing. The 
  keystone will glow brighter the closer they are to the device so they 
  can use this to pinpoint the location of a device on the planet.
  The party can visit the systems in any order they wish but they will 
  need to plan their route so they know when to set the timed delayed 
  activation for. Remember, if any of the Tripwire devices activate too 
  early, Jump Space could be disrupted in all systems between the 
  connecting devices that are active.
  It is up to the players whether they attempt to destroy all of the 
  devices or just those on Zhodani worlds. Once the players have set 
  the activation of each device and are ready to overload the Tripwire 
  network, proceed to the next chapter.
  Visiting the Duke
  Before the players begin their search, they may decide to explain 
  their findings to the duke (or high ranking noble if the duke was 
  killed). Since the players know there is most likely a device on Louzy 
  and Grant, those devices may need to be destroyed if the party are 
  to be successful in shutting down the Tripwire network.
  Duke Zahn will be genuinely surprised when he hears what the 
  players have to say. Like the Vexx, the duke will see the importance 
  of the Tripwire devices and would want to keep any that are currently 
  in the possession of the Imperium. However, if the players make it 
  clear that the Zhodani have a network of these that are related to 
  something they are planning, the duke can be persuaded that it is 
  better to destroy them all rather than risk the Zhodani activating 
  their network.
  If the players inform the duke as to which Imperial controlled 
  systems might have one of these devices, he will tell them that he 
  knows of nothing like that on Louzy but he does know that there is 
  something on Grant, which could well be a Tripwire device. If the 
  duke has been convinced to destroy the devices then he will give 
  the players an Imperial seal that will give them access to Grant and 
  anywhere else that they will need to go to complete their mission.
  AO-DAI SYSTEM
  Details on the Ao-dai system can be found on page 9. 
  Tripwire Search
  If the players land on Ao-dai, the keystone will not glow. Since Ao-
  dai is a small planet they would be within range if a device was 
  present but they might want to travel around the planet to be sure. 
  Eventually the players will conclude that there is no device here.
   CHWISTYOCH SYSTEM
  The Chwistyoch system has five planets, two of which are gas giants. 
  Chwistyoch is in the second orbit.
  Chwistyoch  104 B766766–A Z  
  Z 
  Ri 
  Ag Ga G
  Chwistyoch was first colonised in 207 by Vexx (see page 58) refugees 
  who fled Condyole after the cataclysm. The idyllic conditions on 
  Chwistyoch and the fertile lands drew the Zhodani here shortly after 
  they colonised Clan. In 333, colonists arrived and claimed ownership 
  of Chwistyoch, imposing Zhodani rule over the Vexx. The Zhodani 
  also upgraded the starport from class E to class B.
  SETTING THE DEVICES
  For each device the players find, they must insert the master 
  key and set a time delayed activation command. Unkah is the 
  best qualified person to do this but she will also show the 
  players what to do in case something happens to her.
  Once the key has been inserted, a Computers check DM –2 is 
  required to set the timer correctly and lock the device in the 
  active status (to prevent anyone from deactivating it again). 
  The process is time consuming and takes 1d6+5 minutes to 
  complete so repeat attempts can be made if the players have 
  the time to do so. If anyone fumbles the Computers check, 
  then they will believe they were successful but roll on the 
  table below to find out what happens:
  1D6
  FUMBLE RESULT
  1
  The timer was not set.
  2
  The device will activate two weeks later than 
  intended.
  3
  The device will activate one week later than 
  intended.
  4
  The device will activate one week earlier 
  than intended.
  5
  The device will activate two weeks earlier 
  than intended.
  6
  The device will activate three weeks earlier 
  than intended.
  
  62
  Much of the land on Chwistyoch is devoted to mining and farming. 
  This has lead Chwistyoch to become a rich world from both its 
  agricultural and mineral exports. There is also a re-education centre 
  here, built exclusively for the noble class. A high speed monorail 
  connects the major cities and the starport, so both visitors and 
  locals can easily travel around the planet at no expense.
  ATTITUDES
  The people here are happy and proud of life here on Chwistyoch. 
  They know it shows the very best of what Zhodani society has to 
  offer and few people who live on Chwistyoch ever need re-education. 
  However, most offworlders view the Zhodani here as arrogant and 
  condescending.
  There is some hostility between the Vexx and Zhodani due to the 
  imposed rule that was forced upon the Vexx. This was a long time 
  ago and for the most part, the Vexx have actually prospered as a 
  result of Zhodani rule. 
  However, there is a resistance movement being led by a charismatic 
  leader named Onak who is slowly gaining support. The group is 
  becoming a concern to the Zhodani and plans are underway to find 
  the cause of the dissention and re-educate those responsible.
  Vexx culture on Chwistyoch is very different to their homeworld. 
  Although the Zhodani try to discourage travellers from visiting the 
  Vexx, many offworlders prefer their company. The Vexx culture has 
  adapted by learning a variety of languages and providing facilities for 
  visitors to their settlement. The Vexx here are also more impulsive 
  and adventurous, heeding few lessons of their past.
  LAWS
  Travellers are permitted to land at the starport but are discouraged 
  from visiting Vexxtown. Carrying weapons is discouraged on 
  Chwistyoch and most weapons are illegal except for stunners, melee 
  weapons and small firearms.
  PLACES OF INTEREST
  Haven: The capital city on Chwistyoch certainly lives up to its name. 
  It is a beautiful city with landscaped parks and elegant buildings. 
  Haven is located 10km north of the starport.
  
  63
  Chwistyoch Retreat: The paradise setting on Chwistyoch made it 
  a perfect choice to build this special re-education centre on the 
  outskirts of Haven. Since most people on Chwistyoch are happy 
  with their lives, the centre has become an exclusive retreat for 
  nobles in neighbouring systems. 
  Military Base: The military base on Chwistyoch is situated between 
  Haven and the starport. A new section was added to the base in 1097 
  to hide and guard the Tripwire device brought here from Esalin.
  Vexxtown: The existing Vexx settlement was named by the Zhodani 
  when they arrived on Chwistyoch. It is situated 25km south of the 
  starport. Vexxtown is not as elegant as the Zhodani settlements but 
  it has a pleasant atmosphere and has enough facilities to meet the 
  needs of the travellers that are permitted to land. 
  Vexxtown is becoming of an embarrassment to the Zhodani. Many 
  offworlders make it their first port of call after landing, preferring 
  the second rate town to the extravagant Zhodani cities. As a result, 
  the Zhodani are beginning to tighten their restrictions on visitors, 
  especially with growing support for the Vexx resistance movement.
  The Chwistyoch Device
  The device on Chwistyoch was relocated here from Esalin in 1097 
  and situated inside the military base. Using the keystone, the players 
  will be able to determine the location of the device but they will not 
  be able to get too close to the base without drawing the attention 
  of the security.
  As one would expect, security is extremely high and breaking in will 
  not be easy. There are three security towers strategically placed with 
  turret mounted weapons and a unit of guards. Cameras are situated 
  around the surrounding walls that stand 5 meters high. At night 
  time, spotlights light up most of the base and surrounding area.
  There are two entrances to the base. The main entrance is for most 
  traffic coming in and out of the base and security check anyone 
  entering the base for valid ID pass cards. The second entrance 
  is located by the hangar and is only used when large vehicles are 
  required to enter or leave the premises.
  The party will not know which building the Tripwire device is in 
  until the can get inside the base, so they will need to figure out a 
  way to get inside. There are several options available to the players 
  as follows:
  • 
  The players can make contact with the dissidents and seek their 
  help.
  • 
  The party can create a diversion or distraction to help them gain 
  entry.
  • 
  The players can try to obtain or forge some pass cards to give 
  them access to the base.
  • 
  The players can attempt to smuggle themselves inside cargo 
  containers being delivered to the base.
  • 
  The party can try the stealthy approach and sneak in 
  undetected.
  • 
  Once inside the base, the players will also need a way to 
  gain access to the building and get out again without being 
  detected.
  DISSIDENTS
  Once the players get a feeling for the situation here on Chwistyoch, 
  gaining the support of Onak and his followers could prove beneficial. 
  Making contact and proving that they are trustworthy will be the 
  players’ biggest challenge but this should be something they are 
  used to by now. 
  The same process and principles apply here as with other groups 
  that the players have tried to infiltrate and join. Onak and his group 
  will of course be suspicious but since Unkah knows so much about 
  the Vexx and also speaks their native tongue, she will be invaluable 
  in gaining the trust of the dissidents.
  Once the players are trusted they will be introduced to Onak and 
  will soon understand why he has gained such a following. He will 
  immediately come across as intelligent and very charismatic. 
  It is up to the players to decide how much to tell Onak but they will 
  feel as though they can trust him. The more they explain, the more 
  likely it is that Onak will agree to help them. If Onak is told the full 
  extent of the Zhodani’s plans he will be eager to help the players 
   ONAK
  Onak is a handsome and charismatic individual who was born and raised on Condyole but his adventurous nature drew him to 
  Chwistyoch to meet more like-minded Vexx. He is young, idealistic and strongly disagrees with the imposed Zhodani rule here on 
  Chwistyoch. He is aware that his people have benefited from the Zhodani’s presence but he dislikes the way the Vexx are treated as 
  second class citizens.
  DUKE ZAHN
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 29
  Citizen (2)
  7 (0)
  7 (0)
  9 (+1)
  9 (+1)
  8 (0)
  12 (+2)
  Advocate 1, Diplomat 1, Jack of all Trades 0, Melee 0, Persuade 1, Streetwise 1, Trade 0
  
  64
  to stop the Tripwire network from being used as it could seriously 
  affect the people in Vexxtown.
  The players must make a Persuade check to convince Onak to aid 
  them in their task. You can give a DM bonus depending on how 
  much they tell Onak. Once the party have Onak’s support, they 
  must discuss strategies of how they will gain access to the base as 
  listed above but with Onak’s help their task should be easier.
  DISTRACTION
  Creating a distraction to divert the attention of the bases’ security 
  guards might be necessary or at the very least aid the players in 
  their plans. The nature of the distraction will vary depending on 
  their specific plans but the support of Onak and the dissidents 
  could be vital here.
  PASS CARDS
  In order to obtain a pass card the players will have to steal one 
  from someone who has access to the base. Anyone serving on 
  the base will have a full access pass card and some merchants 
  (such as Kuno) have limited access cards that allow them to make 
  prearranged deliveries.
  Anyone who has their card stolen will notice within 2d6 hours and 
  will inform security their card is missing. At which point the card 
  will no longer grant access to the base and anyone using it will 
  be detained and questioned (you can use the Arrested encounter 
  detailed on page 88). If the players obtain a card they can attempt to 
  make a forgery with an Engineer (Electronics) check DM –4. If the 
  check is fumbled then the player will not know they have failed until 
  they try to use the card.
  If the players use pass cards to gain entry to the base, they must 
  also disguise themselves appropriately. For example, if they are 
  using a merchant’s card the players must deliver some goods and 
  unless the delivery is prearranged they must bluff their way past the 
  security guards. Using a card for military personnel would not be 
  wise unless any of the players look like Zhodani.
  SMUGGLING
  The party can attempt to smuggle themselves inside cargo 
  containers destined for the military base. To do this, the players 
  must investigate what sort of cargo is regularly delivered to the base 
  and determine where it is sourced from. They must then find a way 
  to get themselves inside the containers.
  The easiest way to accomplish this is to gain the support of the 
  dissidents as detailed previously but subtle investigations and 
  observations can also reveal the information they need. There is a 
  Vexx merchant called Kuna who makes regular shipments of food to 
  the base, so this would be their best option.
  Kuna has a small warehouse with minimal security. It has standard 
  electronic security locks and two security guards monitor and patrol 
  the facility. Kuna is a trusted businessman who has been supplying 
  the military for several years so the Zhodani only perform random 
  checks on his cargo.
  If the players have gained the support of Onak, he will be able to 
  make an arrangement with Kuna to smuggle the players inside and 
  give them a greater chance of success.
  Assuming the players successfully hide themselves inside the cargo 
  containers, they will be delivered to the military base. Roll 1d6 and if 
  the result is a six, the Zhodani security will perform a cargo search 
  (see page 86 of the Appendix for statistics). The Zhodani will make 
  a quick Investigate check DM –2. If successful the players will be 
  found and arrested (as detailed on page 88). 
  STEALTH
  CIRCUMSTANCE
  DM
  Suitable camouflage
  +1
  Night time
  +1
  Distraction
  +2
  Vislight Chameleon
  +4
  The stealthy approach is best done by a small number of people and 
  only those with sufficient skills. Although the base is well lit, there 
  are some areas that remain in darkness so a night time approach 
  will stand the best chance of success. The main problem will be 
  avoiding the cameras and to a lesser extent, the security guards 
  in the towers. Anyone attempting to sneak in must make a Stealth 
  check DM –4 with addition DMs as follows:
  Once the players get to the wall they must climb over. Climbing the 
  wall requires a grapple, grav belt or similar climbing aid. 
  SEARCHING THE BASE
  If the players successfully get inside the base, they must locate 
  the Tripwire device, gain access to it and set the activation timer. 
  Although security inside the base is not as high as outside, there 
  are frequent security patrols and there are also military personnel 
  who will be roaming the facility. Stealth checks will be required 
  periodically with a –2 DM during the daytime.
  The building that houses the Tripwire device looks like a warehouse 
  and the front section has a number of crates and containers to 
  support the masquerade. Most of the military personal here are 
  unaware of its presence. The device here is simply waiting to be 
  activated; all research pertaining to the Tripwire devices has been 
  done at other sites.
  
  65
  SECURITY GUARDS
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 30–32
  Agent (3)
  9 (+1)
  11 (+1)
  11 (+1)
  8 (0)
  8 (0)
  7 (0)
  Computers 0, Gun Combat (Energy Rifle) 2, Investigate 1, Melee 0, Recon 2, Stealth 1
  Laser Carbine (4d6+3), Flak Jacket (6), Reflec Armour (0/10)
  Once inside the warehouse the players will need to bypass the inner 
  security door to gain access to the device itself. The inner room has 
  been dug several hundred feet below ground level to help conceal 
  the Tripwire device inside. There is a small platform with a ladder 
  that leads down to the base of the device where the keystone can 
  be inserted.
  Assuming that the players have made it this far without being 
  detected they will be able to set the activation sequence without 
  interruption. However, if they used a distraction to gain entry to the 
  base, an elite security force will eventually check to make sure that 
  the device has not been discovered.
   CLAN SYSTEM
  The Clan system is detailed on page 11 and random encounters 
  specific to Clan can be found on page 12
  The Clan Device
  The Tripwire device on Clan was discovered in 1090. Rather than 
  the security overkill used on other worlds, the Zhodani decided 
  subtlety would be the best approach on Clan to avoid drawing too 
  much attention.
  The device was discovered on the opposite side of the planet to the 
  starport near a small settlement. To prevent anyone from seeing the 
  excavation of the Tripwire device, a research facility was built on top 
  of the site before the device was unearthed. The keystone for this 
  device was found during the excavation.
  The research facility is actually a fully operational biological research 
  centre that specialises in medical research. The research facility 
  has little in the way of security, using standard electronic locks. 
  Scientists work here around the clock and there are always at least 
  three security guards stationed in the building, enough to protect 
  against opportunists but not too much to attract attention. 
  The Tripwire device is hidden in a secure part of the facility that 
  is marked as a hazardous area containing dangerous biological 
  substances. Access to this room is restricted and guarded by an 
  additional security guard. 
  There are two main approaches to accessing the research facility, 
  brute force or stealth. Once the players are inside the building, 
  locating the Tripwire device will be a simple matter of using the 
  keystone.
  BRUTE FORCE
  The Zhodani never thought that anyone would discover the Tripwire 
  device as very few people know of its existence, so a simple hit and 
  run tactic is entirely feasible here. Since the facility is in a remote 
  area with minimal security, the players can assault the facility, take 
  down the guards and break into the secured area. 
  As long as the operation is quick the party should be able to activate 
  the device and make their escape before the police can get to the 
  scene. The plan does have some risk but the party will most likely 
  outnumber the security guards so there will be very little opposition 
  to stop them. Most of the scientists will avoid conflict with the party 
  but a few of them will put up a fight using whatever improvised 
  weapons they have to hand.
  STEALTH
  If the players decide to go for a more subtle approach, sneaking 
  inside the building is relatively easy. The party have broken into 
  places a lot more secure than this before so this will be child’s 
  play in comparison. All security and stealth related skill checks are 
  standard with no DMs.
  The only place where they cannot use stealth is in the secured room 
  where a security guard is stationed by the door. He will have to be 
  dealt with by more conventional methods.
   ESALIN SYSTEM
  The Esalin system is detailed on page 13. 
  Tripwire Search
  The party will be able to search by flying their ship in a low orbit 
  around the planet. However, their search of Esalin will reveal that 
  there is no Tripwire device on the planet.
  Visiting Martha
  While the players are here they may want to pay a quick visit to 
  the Redway Hotel and check on Martha. She will be happy to see 
  the players and will offer to put them up for the night. If she had 
  any particular interest in one of the players then she will continue 
  her advances.
  Martha will report that no Zhodani agents came after the players 
  left but she has not been visited by the courier either. Further 
  investigation by Cryer will reveal that the courier is missing and 
  presumed dead (he was killed elsewhere and no connection to 
  
  66
  Martha was established). This is no doubt a result of the spy within 
  the Imperial intelligence whose identity remains unknown.
   FARREACH SYSTEM
  The Farreach system is detailed on page 8.
  The Farreach Device
  The device on Farreach was discovered in 833 and was the 
  only device known to the Zhodani for over 250 years until they 
  found the keystone. After their discovery, the Zhodani built the 
  laboratory, military base and starport to facilitate their research of 
  the ancient technology. Even after the Zhodani unearthed other 
  Tripwire devices, Farreach remained their primary research facility 
  for these devices.
  The keystone will glow brightly as the players land on Farreach, 
  confirming that the Tripwire device is beneath the starport. It is 
  essential for the players to set the time delay on this device, without 
  it there is no way of networking five other devices together to initiate 
  the overload.
  Farreach has a number of security zones. The starport is in Zone 
  0 and is the only region accessible by visitors. Zone 1 is for the 
  employees of the facility. Zone 2 is a restricted area for military 
  personnel and leads to the military base. Within Zone 2 is a sub-
  zone designated Zone 2b where the research laboratory is located, 
  concealing the Tripwire device.
  Each zone has a different type of pass card to gain access to that 
  area. With the experience the players have in breaking into secure 
  facilities they should have no problem getting into Zone 1 using the 
  same techniques they have before. However, getting into Zone 2 
  and 2b will prove much more difficult as the military personnel are 
  all Zhodani and the party will stand out.
  The players will need to devise a new tactic to gain entry to the 
  restricted zones but once they are in Zone 1 they can do some 
  investigation by hacking the computer network (Computers check 
  DM –4) and discreetly asking employs of the starport (Deception 
  or Persuade DM –2). If successful, they will discover that due to 
  the lack of atmosphere on the planet, the starport and military 
  base have an emergency procedure in case there is a breach in the 
  pressure dome. 
  The procedure states that all non-essential personnel must make 
  their way to rescue bubbles or sealed buildings that are situated 
  throughout the facility. Once safe they must wait for the emergency 
  to be dealt with, at which point they will be notified that it is safe to 
  emerge. If such a breach does occur, the Zhodani will assume that 
  it is a fault in the dome, enemy forces attacking the facility, a meteor 
  strike or other natural phenomenon. 
  As a precaution against an attacking force causing the breach, 
  all spacecraft will be launched and placed on high alert. Military 
  personnel that remain planet-side will don combat suits and vacc 
  suits as appropriate. Some will continue to make sure the dome 
  remains secure whilst the rest take defensive positions against a 
  potential ground assault from outside the dome.
  With the emergency procedure in progress, party will be able to wear 
  combat suits or vacc suits to disguise themselves without drawing 
  attention. Additionally, with the chaos that will result from the 
  emergency, it will be easier to avoid security checks and patrols as 
  base personnel will primarily deploy themselves to defend against 
  an outside attack.
  In order to initiate a breach alert, the players will have to physically 
  damage the dome (not easy as it is self sealing) or hack the 
  computer network to reprogram the safety systems to trigger the 
  alert. Alternatively, they could try to overload the fission reactor that 
  powers the facility but this has obvious risks. If the party is caught at 
  any time you can use the Arrested encounter detailed on page 88.
  BREACHING THE DOME
  As one would expect, the pressure dome surrounding the starport 
  and military base is extremely tough and designed to withstand 
  a lot of damage before it is in danger of breaching. However, the 
  structural integrity of the dome is engineered to protect damage 
  striking from the outside, not the inside.
  The best chance of causing enough damage would be to set a high 
  explosive charge on the inside of the dome. Once damaged, the 
  dome will vent atmosphere causing loss of pressure, breathable air 
  and gravity. Depending on the severity of the damage this could 
  take minutes or hours. Repair crews will immediately be sent to find 
  and repair the breach.
  The difficulties with this plan are getting the explosives, ensuring 
  the explosives are not found by customs and planting them by the 
  dome without being noticed. The players must also consider that 
  they will still need to accomplish their mission once the breach 
  occurs so causing too much damage might hinder their progress. 
  Additional equipment might also be needed such as grav belts.
  HACKING THE NETWORK
  Hacking the computer network to initiate the emergency breach 
  procedure can only be done from a secure terminal inside one of 
  the security zones. This can be done from one of the engineering 
  buildings inside Zone 1 (such as the power grid control, engineering 
  systems or computer control centre).
  The usual stealth procedures will be needed to gain access to the 
  appropriate building. Once inside a Computers check DM –4 is 
  
  67
  required to hack into the system and an additional Computers check 
  DM –2 to reprogram the safety protocols.
  REACTOR OVERLOAD
  This can be done in much the same way as causing a breach, 
  either physically causing an overload (which could result in a large 
  explosion and many casualties) or by alerting the computer safety 
  systems to act as if an overload is in progress.
  Causing an overload requires accessing the power core, which has a 
  high level of security (pass cards and security guards) and making an 
  Engineering (Power) check DM –4. Hacking the computer network 
  is done as described above.
  ZONE 2
  Whichever method the players use to initiate the emergency 
  procedure, once it starts the players must be prepared and act 
  quickly. With their vacc suits on they can move around the facility 
  relatively unhindered. There will be people rushing to safety areas 
  and military personnel trying to control the situation once they are 
  protected by armoured combat suits or vacc suits.
  Anyone in a vacc suit will have a one in six chance of being stopped 
  by military personnel but amidst the chaos the players can avoid such 
  attention with successful Stealth checks. If the players can obtain 
  Zhodani issue combat suits then they will not be challenged.
  Once the party gets to the Zone 2 perimeter they will have to be 
  cautious but with so many people rushing about during the initial 
  phases of the emergency, successful Stealth checks will allow them 
  to avoid the security guards. An Engineering (Electronics) check DM 
  –2 is then required to bypass the security system and into the base.
  Once inside the military base, the players will have to repeat this 
  process to gain access to Zone 2b. However, there will be security 
  guards monitoring the entrance and checking pass cards. It would 
  be prudent for the players to observe the security measures before 
  attempting to gain access.
  set the activation sequence quickly and get out before activity on the 
  base returns to normal as indicated in the table below:
   FOELEN SYSTEM
  EMERGENCY TYPE
  TIME (MINUTES)
  Dome breach (actual)
  2d6+15
  Dome breach (hack)
  2d6+10
  Reactor overload (actual)
  1d6+10
  Reactor overload (hack)
  1d6+5
  If the players do not have a pass card they can either try to obtain 
  one from someone leaving Zone 2b or try to bluff their way past the 
  security guards with a Deception check DM –4. Failing that, the 
  players can use force to overwhelm the guards but they will have to 
  be quick to avoid being detected, and some of the players will need 
  to take the place of the guards or their absence will be noticed.
  If the players mange to get this far then finding the Tripwire device 
  and setting the time delay sequence will be easy in comparison but 
  they must still be on the lookout for security patrols. They must also 
  This system has a planetoid belt and five planets, with Foelen 
  occupying the third orbit.
  Foelen 
  0601 B638665–8  
  Z NI
  The indigenous population of this ocean world are an aquatic race 
  called the Chokari who resulted from the genetic manipulation of 
  dolphins by the Ancients. The Chokari developed their own society 
  and although intelligent they had no need to progress beyond TL 2.
  When the Zhodani first encountered the Chokari in 189 they were 
  thought to be nothing more than a primitive species. It was only 
  in 852 that scientists discovered they were intelligent, and more 
  importantly, had strong psionic abilities. The Zhodani occupied 
  Foelen in 853 to study the Chokari further. 
  Although the Zhodani imposed their rule on the Chokari, it has 
  had little effect on the running of their society. However, Chokari 
  individuals are frequently taken to be experimented upon by the 
  Zhodani, which causes great distress to the individual and his tribe. 
  The Chokari are rarely injured during the experiments but the ordeal 
  takes its toll.
  The population of Foelen consists of roughly three million Chokari 
  spread over many tribes and almost one million Zhodani who 
  occupy nine settlements. Some tribes have successfully integrated 
  with the Zhodani but the majority of settlements are predominently 
  Zhodani or predominently Chokari. 
  ATTITUDES
  The Chokari are a peaceful people but most tribes have a strong 
  dislike for the Zhodani. Many of these tribes make life difficult for 
  the Zhodani, often resulting in Zhodani citizens being sent offworld 
  for re-education. The Zhodani actually have a great respect for the 
  Chokari and their psionic abilities but the difficulties they cause has 
  resulted in increased hostility from the Zhodani.
  
  68
  Travellers do not receive a particularly warm welcome from the 
  Zhodani who question the motives of anyone visiting here. Likewise, 
  the Chokari are wary of offworlders but non-Zhodani have been 
  known to earn the trust of the indigenous people.
  LAWS
  All incoming and outbound travel must be registered with the port 
  authorities and offworld travel for Chokari citizens is not permitted. 
  Carrying personal weapons is discouraged and all other weapons 
  are banned. Trading high technology items is also illegal.
  THE  CHOKARI
  The indigenous population of this ocean world are an aquatic 
  race, resulting from the genetic manipulation of dolphins by 
  the Ancients. Although the Chokari (literally meaning ‘water 
  people’) are not confined to the oceans, they are happiest when 
  they are in or near water. They are humanoid in appearance and 
  size with several notable features:
  • 
  Their skin is darker than most humans and is mottled with 
  hues of greens and blues.
  • 
  They have webbed hands and feet.
  • 
  Chokari find it easy to learn new languages but they speak 
  with a distinct clicking sound.
  • 
  Chokari do not have a nose and therefore have no sense of 
  smell.
  • 
  The Chokari have acute hearing giving them +2 DM to any 
  related skill check (such as Recon).
  • 
  Chokari have the following traits: Aquatic, Fast Metabolism, 
  Notable Intelligence (+2), Psionic, Weak Dexterity (–2).
  The Chokari are a peaceful race and despite the hostilities with 
  the Zhodani, they rarely fight their oppressors. When defending 
  themselves, most Chokari will try to use their psionic abilities in 
  a non-lethal way but some will be more aggressive. 
  Chokari society is tribal and there are thousands of different 
  tribes living on Foelen. Due to the peaceful nature of the Chokari 
  there is no hostility between tribes, just different customs and 
  outlooks. Some tribes are more amenable to the Zhodani but 
  it is simply to make life easier for their tribe. Many of these 
  tribes also seek to secretly undermine the Zhodani. Most tribes 
  continue to live a traditional Chokari lifestyle but some have 
  accepted technology into enhance their lives.
  It is also important to note here that the Chokari are different to 
  the minor race called Dolphin who were uplifted by the Solomani. 
  Although both races originated from the Earth dolphin they have 
  evolved into very different and separate species.
  PLACES OF INTEREST
  Bizentia: The Zhodani capital of Foelen is a sizable city with 
  a population of nearly one million people. It is typical of many 
  Zhodani cities but has few facilities for travellers as Foelen is 
  dedicated to more scientific research rather than trade. There is 
  also a heavy military presence here to quell any potential uprising 
  from the Chokari.
  Bizentia is also one of the few Zhodani settlements where Chokari 
  live and work with the Zhodani. The Chokari here are the Selona 
  tribe who believe more is gained by working with the Zhodani than 
  against them.
  Starport: The starport is situated a short distance from Bizentia and 
  within 100km of the other Zhodani settlements.
  Kalesh: Kalesh is the largest Chokari cityand is located on the coast, 
  like all their settlements. The buildings are made from a white 
  marble-like substance and are expertly constructed to sleek designs. 
  Running through the city and into the sea is a river that has channels 
  veering off into pools and water features.
  Tripwire Search
  As the players approach the planet, the keystone will not glow. If 
  they attempt to orbit the planet to search for the device a Zhodani 
  patrol ship will instruct them to land at the starport. Once the players 
  land, they will immediately be met by clerks from the port authority. 
  The clerks will be Chokari, probably the first time the players have 
  
  69
  encountered this species. The Chokari clerks will inspect their ship 
  and ask why the party is visiting here.
  Whilst two Chokari inspect the ship, a third will do a background 
  check using a hand computer. He will then motion for the players 
  to go inside the ship and follow them in. Read out the following to 
  the players:
  ‘I am Uren. Do not be alarmed but our records show you are wanted 
  for the murder of several Zhodani. We do not like violence but we do 
  not like Zhodani either. You tell us why you are really here and perhaps 
  we will help.’
  If the players ask why the Chokari would help the party, Uren will 
  explain the situation here on Foelen. Uren is clever and he will know 
  there must be a good reason why the players risked coming here 
  and will ask them to explain their purpose here. If the players tell 
  Uren they are looking for the Tripwire device or at least say they are 
  working against the Zhodani, Urel will reply as follows:
  ‘We can help you but you must help us too. There are some of our kind 
  that need passage away from here to start new life. We can help each 
  other, do you agree?’
  Assuming the players agree, Uren will nod to his companions and 
  lead the players to a safe house situated a short distance from 
  the starport. Uren will explain that he will return when his shift 
  finishes and the party should remain here in case any Zhodani 
  recognise them.
  Several hours later, Uren will return. The players must explain that 
  they need to travel to the far side of Foelen and Uren will say that 
  he can arrange transport for them. A short time later, the Uren will 
  drive the party out of Bizentia and head to Kalesh, which is located 
  on the other side of Foelen.
  By the time the party arrive at Kalesh it will be night time and 
  there is no indication that there is a Tripwire device on this world. 
  Uren will suggest that they spend the night here and will arrange 
  accommodation for the players.
  The following day, the players will have a few hours to spend 
  in Kalesh before Uren takes them back to the capital. While 
  they are here they can visit the market and local shops to buy 
  anything they might need (see page 91 for details of new Chokari 
  equipment). When the players are ready to leave, Uren will take 
  them back to Bizentia.
  Cargo
  Uren will explain that the Chokari are forbidden to leave Foelen, 
  which is why he needs the players’ help to get some of them 
  offworld. Uren will ask the players to smuggle 1d6 Chokari refugees 
  from Foelen and take them to any habitable world that does not 
  have a Zhodani influence. 
  The refugees are at the safe house in Bizentia and Uren will 
  explain that although some of his people work at the starport, 
  they only deal with inbound spacecraft. All ships requesting to 
  depart are administered by the Zhodani who perform random 
  cargo inspections.
  The players must plan a way to smuggle the refugees onboard the 
  ship without the Zhodani noticing. If the players get stuck, agent 
  Cryer and Uren can suggest any of the following:
  • 
  The refugees can be smuggled onboard inside cargo 
  containers.
  • 
  The refugees could be disguised by wearing concealing clothes 
  or armour.
  • 
  Uren could get some of his tribesmen to cause a distraction, 
  which might prevent the Zhodani from inspecting the cargo as 
  they deal with the disturbance.
  • 
  The players might have hidden compartments in their ship 
  where the refugees could hide.
  Whatever the players decide, it is entirely up to you as to what the 
  Zhodani do and how it plays out. If things go badly then the players 
  could simply take off but they will have to deal with the Zhodani 
  patrols which will either be a Scout or System Defense Boat ship 
  (see page 78 of the Appendix for details).
   GRANT SYSTEM
  The Grant system has eight planets and the planet Grant occupies 
  the sixth orbit. The outer two planets are both gas giants.
  Grant  
  0807 X664100–0      I Lo NI G
  Although Grant has little in the way of minerals the planetary 
  conditions made it a viable world for colonisation but with valuable 
  resources being found elsewhere Grant was left untouched for a 
  long time. 
  When a small group of colonists eventually explored the planet they 
  found the Tripwire device. The Imperium were swift to respond and 
  within months a research facility was being built. The Imperium 
  also designated Grant a red zone world and a small naval fleet was 
  deployed to prevent any unauthorised access to the planet. 
  Grant has a population of around 30 people. Ten of these are 
  scientists, 10 are security guards and the rest attend to the day to day 
  running of the facility. Apart from those involved with the project, 
  nobody knows why Grant is a Red world. This has led to a number 
  of rumours, ranging from protecting a developing civilisation to a 
  secret military installation. 
  
  70
  ATTITUDES
  The naval officers of the fleet patrolling Grant are suspicious of all 
  vessels entering the system. Any ship that comes within range will 
  be hailed and asked what their business is here. Most travellers 
  simply stop here to refuel at the gas giants but whatever the reason, 
  the Imperial officers will make it clear that ships are not welcome 
  here and it is best to be on their way as soon as possible.
  LAWS
  Legal restrictions do not apply since access to Grant is denied.
  PLACES OF INTEREST
  Research Facility: The research facility was built on top of the 
  Tripwire device and is the only man-made feature on Grant. In 
  addition to providing laboratories, the facility has a habitat area for 
  the people who live and work here. 
  The Grant Device
  Since the Zhodani only have four devices, the device on Grant 
  will potentially be needed as the final device to overload the 
  Tripwire network. 
  Upon arriving in the Grant system, the players will be challenged by 
  the patrolling fleet. They will have to do some impressive persuading 
  to convince the fleet to let them land on Grant and then access the 
  device. Agent Cryer will assist here but all Deception and Persuade 
  checks have a –6 DM and can only be attempted if the players make 
  it clear that they know an Ancient device is located here.
  However, if the players have obtained an Imperial seal giving them 
  authority to access Grant and destroy the device, their task will be 
  much easier. Once confronted by the fleet, the party must dock with 
  the flagship so they can show the commanding officer the duke’s 
  orders. The officer will not be happy but the seal is authentic so he 
  must comply with the party’s wishes.
  Assuming the players have convinced the fleet commander to allow 
  the party access to Grant and to destroy the Tripwire device, the 
  party must make sure the research facility is evacuated before the 
  network overload is triggered. However, if the party do not have 
  authorisation from the duke they will find it virtually impossible to 
  talk anyone into letting the party destroy the device.
  One other point to consider is that once the party produce the 
  keystone, the scientists will immediately know it fits in the device 
  and will want it to further their research. If the players are not here 
  on the authority of the duke, the party could find themselves in a 
  situation where ownership of the keystone becomes an issue. With 
  the Imperial fleet in orbit the players might have to relinquish the 
  keystone until they can get the authorisation that they need from the 
  duke or other noble.
   LOUZY SYSTEM
  The Louzy system is detailed on page 30.
  The Louzy Device
  As the players approach the starport the keystone will glow faintly. 
  Once on the planet, the players will need to take a vehicle to track 
  down the exact position of the Tripwire device. 
  It is located roughly 500km south east of the starport and as players 
  get closer, they will discover that the device is buried beneath an ore 
  processing plant. The device would have to be excavated in order 
  for the keystone to activate it but in order to do that the processing 
  plant would have to be dismantled.
  The players must now decide whether to leave the device buried 
  or try to convince the Louzy government to shut down the facility. 
  However, since the processing plant is situated next to one of 
  the few remaining mining facilities, shutting it down would be 
  catastrophic for the local economy and the government will not 
  allow this to happen. 
  The players may try to enforce their decision if they have authorisation 
  from the duke but the government will challenge this as it would 
  have a serious impact on the livelihood of both the neighbouring 
  settlement and the planetary economy. 
  Another approach is to explain that leaving the device could 
  potentially endanger the lives of the people here. If the Zhodani ever 
  found out that the device is here (which they do already) they might 
  attempt to take it by force. This argument will carry some weight 
  with the governor but it will still need a successful Persuade check 
  DM –4 before they agree to demolish the processing plant.
  Even if the players manage to convince the governor to excavate 
  the Tripwire device, it will take many months and the Louzy 
  government would demand that the Imperium not only pay for the 
  work to be done but also to compensate the Louzy government for 
  the loss of trade.
  Assuming that all this can be done and the players do not mind 
  upsetting the local economy, they will need to figure out a way of 
  excavating the device in secret or risk exposing their operation to 
  Zhodani spies. If the Zhodani knew the Imperium were excavating 
  this device it could lead to a number of unwelcome consequences.
   PUPARKIN SYSTEM
  There are six planets in this system. A gas giant occupies the outer 
  orbit and Puparkin occupies the fifth orbit. 
  
  71
  Puparkin 
  0102 C7B3386–9 Fl Lo NI G
  Puparkin has oceans of molten lava, which emit poisonous gasses 
  into the atmosphere. It is an unpleasant world with very little going 
  for it, so it was surprising that in 983 a number of Vargr refugees 
  from the Third Frontier War settled here. 
  There is only one settlement on Puparkin is contained within 
  a pressure dome to protect the inhabitants from the hostile 
  atmosphere. Due to the unpleasant planetary conditions on 
  Puparkin, the population has never exceeded 8,000 people.
  The inhabitants of Puparkin are mainly Vargr but a few other 
  offworlders have made their home here, most of whom are scientists 
  who come to study the unusual environment. The Vargr community 
  thrive on manufacturing computers and other electronic devices, 
  which they trade for food and other essential supplies that are not 
  native to Puparkin.
  ATTITUDES
  There is a strong sense of community on Puparkin. The citizens take 
  on roles as required for their society to survive, from maintaining 
  the city to labouring in the factories to maximise their exports.
  The Vargr are hospitable to visitors, especially traders and merchants 
  who are vital to the ongoing survival of the society here.
  LAWS
  Travellers are permitted to land on Puparkin. Carrying personal 
  weapons is discouraged and heavier weapons are illegal, as are all 
  non-medical drugs.
  PLACES OF INTEREST
  Garok: The only settlement on Puparkin is connected to the nearby 
  starport by a transport tube. Garok may not produce much in the way 
  of food but the factories produce quality goods that have become 
  popular with merchants. Energy is harnessed from the planet’s lava 
  flows and used to power the dome.
  Tripwire Search
  Searching Puparkin for the device is straight forward as the players 
  will be able to fly their ship in a low orbit around the planet. 
  However, the keystone will not glow signifying that there is no 
  Tripwire device here.
  Quarantine
  This is a stand-alone and optional encounter that can be used if 
  the players land here. A ship carrying bio-hazardous material has 
  crashed onto the surface of Puparkin. Contaminants from the cargo 
  have leaked into the lava flows and made their way into one of the 
  energy plants that provide power to Garok.
  The contaminants have been superheated by the lava and mutated 
  by the energy harnessing process. This has resulted in a deadly 
  virus being released into the city. During the time the players’ sped 
  here, several people have fallen victim to the virus and a quarantine 
  has been declared. The city and starport have been locked down, no 
  one is allowed to leave or enter Garok until the virus can be studied 
  and an antidote found. Not only will the players be delayed but they 
  are also at risk of being infected by the virus.
  You can also make the situation more difficult and have some 
  Zhodani agents appear. They have tracked the players here and are 
  closing in.The players must end the quarantine or break it in order 
  to escape before being caught by the agents.
  VIRUS
  The virus is airborne but does not infect everyone. Anyone who comes 
  into contact with the virus must make a successful Endurance check 
  or be infected. Repeated exposure requires an additional Endurance 
  check to be made every 24 hours. Once infected, the victim will 
  begin to feel tired after 1d6 hours. 1d6 hours later the victim will feel 
  nauseous and death will occur roughly 12 hours after this.
  The virus is being spread through the life support system so there 
  is no way to stop it spreading without killing everyone inside the 
  city. However, wearing a vacc suit or similar protective clothing 
  will prevent infection. Access to the starport and ships has been 
  restricted to prevent people from breaking the quarantine.
  If the players have protective clothing they can choose to wait out 
  the crisis but they will need to replenish their air supply as it runs 
  out. The quarantine will last 1d6 days before a cure is found (or 
  sooner if the players help out as described below). If the Zhodani 
  agents are after the party then there is a good chance that they will 
  be found during this time. 
  Alternatively, some of the players might have the necessary skills to 
  help find a cure for the virus and want to help the Vargr scientists. 
  To do this, the source of the virus must be found. An Investigation 
  will reveal that the contaminants came in through the energy 
  processing plant and from there the players should be able to trace 
  it back to the ship. With the original bio-material, a Science (Biology) 
  check DM –2 will eventually find a cure.
  If the players did help to find a cure (they would not have done this 
  single handed but been part of a team) or they helped out in some 
  other way then they will have made some new allies on Puparkin. 
   RIVERLAND SYSTEM
  This system has seven planets including one gas giant. Riverland is 
  the second planet from the sun.
  
  72
  Riverland 
  0302 C566A99–9           Z Hi G
  The planet was named for the extensive river network that weaves 
  through the main continent. It was colonised in 347 when the 
  Zhodani were establishing themselves in the Jewell subsector.
  During the Frontier Wars, many civilians relocated here from 
  the border worlds of Chwistyoch and Clan for fear of Imperial 
  attacks on those systems. With each influx of refugees, additional 
  administration and facilities were required to meet the needs of the 
  population and also to ensure their happiness.
  Real estate became such a premium during the Third Frontier War 
  that a number of experimental underwater cities were built. These 
  proved successful and helped to ease the overcrowding problem 
  on the mainland. A natural progression from these cities, was the 
  construction of underwater processing facilities used to extract 
  minerals from the oceans. Mineral ore is fast becoming one of the 
  leading exports on Riverland.
  As one would expect on a world with underwater cities and 
  mining facilities, marine transport is very common on Riverland. 
  There are a variety of boats and submarines for transporting 
  people and goods to between locations. An underwater monorail 
  has also been constructed in pressure tubes that connect the 
  major underwater settlements.
  Riverland is now an overpopulated world of bureaucrats who 
  administer Zhodani interests in the Jewell subsector. It is also home 
  to a large number of re-education centres to service the needs of the 
  Zhodani people in Jewell. 
  ATTITUDES
  Riverland has the highest re-education rate of all Zhodani worlds 
  in Jewell, which is hardly surprising considering the population 
  now numbers nearly 30 billion. The authorities have to carefully 
  monitor all settlements to prevent overcrowding, which is the 
  cause of most unhappiness. 
  This world is already overcrowded so anyone who comes here 
  is usually making the situation worse. As a result, most if the 
  inhabitants of Riverland are unfriendly and often rude to offworlders 
  but some people are a little more tolerant with visiting traders. 
  LAWS
  All travellers wishing to land on Riverland must request permission 
  to do so and permission is often denied, especially to non-Zhodani 
  visitors unless they have goods that can be traded. All weapons, 
  drugs, and information are illegal here.
  PLACES OF INTEREST
  Kashev: The capital of Riverland is a vast metropolis that is home to 
  nearly 50 million people. Overcrowding is rife here and most people 
  live in high rise apartments. The Riverland starport is situated on 
  the western side where a thriving commercial district as grown.
  Undertown: To help ease the overcrowding in Kashev, parts of the 
  city were developed underground, which has become known as 
  Undertown. Undertown is inhabited exclusively by proles.
  Netzba: Netzba is the largest underwater city and water processing 
  plant on Riverland. It is located 60km west of Kashev and is 
  becoming a popular destination for offworld merchants. The 
  water processing plant is a high security area and although it is a 
  legitimate facility, it is also the cover for a research facility built on 
  top of the Tripwire device.
  The Riverland  Device
  The Tripwire device on Riverland was brought here from Foelen 
  in 1097. At the time the device was moved, the underwater city of 
  Netzba was being built so the device was hidden inside the city’s 
  water processing plant in a secured area. 
  The processing plant is used to extract minerals from the water 
  and is situated above the city. Due to its location within the city 
  there are always people in the area, including workers, civilians and 
  security. Security access to the facility requires pass cards and an 
  access code, which is frequently changed. Guards are stationed at 
  the entrance and the area is monitored by cameras.
  The processing plant consists exclusively of Zhodani workers and 
  with the security measures it has, gaining access is extremely difficult. 
  However, anyone with an appropriate scientific or engineering skill 
  will know that there must be inlet and outlet pipes for the mineral 
  extraction process. These pipes could provide means of entering the 
  facility without being detected and is the best way for the players to 
  get inside.
  If the players do not think of this or they want to try alternate 
  methods of entry, agent Cryer will advise accordingly. Trying to gain 
  access by any other method will be too risky given the layout and 
  security measures in place here.
  DIVING
  The pipes connected to the water processing plant are roughly 25m 
  below the surface. In order to dive down to this depth, the players 
  will need to get the appropriate diving gear (listed on page 90 of the 
  Appendix). Diving equipment is commonly used on Riverland and 
  can be obtained from most towns and cities. 
  The dive itself is quite simple, requiring an Athletics (Co-ordination) 
  check. As the players approach the processing plant they will see a 
  number of large pipes protruding from the facility. Some of these 
  pipes take water into the processing system to extract the minerals 
  and other pipes release the processed water back into the ocean.
  
  73
  Since the players do not know exactly how the water is processed 
  they will not know what is inside the inlet pipes, it will therefore be 
  safer to enter via an outlet pipe. However, they will not be strong 
  enough to swim against the water flow so they must observe how 
  often the water is released and swim into the pipe between each 
  outflow. A successful Investigation check will reveal that four of the 
  pipes sequentially release water every four minutes in one minute 
  intervals, so anyone swimming through one of the pipes has three 
  minutes to reach the end.
  A second Athletics (Co-ordination) check is required to swim along 
  the pipe. The pipes are 1.5m in diameter so the party must swim 
  down one at a time. It will be dark inside the pipes and light sources 
  will be needed. It takes roughly two and a half minutes to swim the 
  length of the pipe.
  As the players swim through the pipe, they will eventually come to a 
  large impeller, which is used to force the water out through the pipe. 
  It is currently stationary and is large enough for most people to fit 
  through the gaps between the blades. Once past the impeller, the 
  players will emerge in a small pool of warm processed water.
  The pool is situated in a large room that has a variety of equipment, 
  consoles and pipe networks. There are three other pools here that 
  sequentially expel water through separate outlet pipes. 
  A successful Recon check will reveal a technician working at one 
  of the consoles. Anyone in the pools can make a Stealth check to 
  climb out and hide or wait d66 seconds for the technician to move 
  on to another console. The players can also attempt to subdue the 
  technician but if he sees or hears them approaching he will run and 
  alert security as detailed below.
  If the players wait too long in the pool, the impeller will start up and 
  they must make an Athletics (Strength) check to avoid being sucked 
  back down and killed by the impeller blades.
  SEARCHING THE FACILITY
  Once the players are inside the processing plant they can use the 
  keystone to locate the Tripwire device. Security guards regularly 
  patrol the facility and there are always technicians overseeing and 
  maintaining the equipment. Regular Recon and Stealth check are 
  required to spot personnel and avoid being detected by them. Any 
  worker who spots the players will attempt to run and notify security. 
  Security guards will immediately report an intruder if the players fail 
  to stay out of sight.
  The Tripwire device is inside a purpose build containment room with 
  an advanced security lock. There are no permanent security guards 
  posted here but there are regular patrols that pass by every 1d6 
  minutes. Bypassing the lock requires an Engineering (Electronics) 
  check DM –4 and takes three minutes.
  Once the activation sequence has been set on the Tripwire device, 
  the players will need to make their way back out through the pipes. 
  They can easily see when each pool is pumping out water and swim 
  out as soon as the pumps stop. Assuming that everyone will quickly 
  swim past the impeller blades, anyone caught in the pipes when the 
  pumps start will be flushed out into the sea, taking 1d6 damage.
  
  74
  CODA
  CODA
  OVERLOAD
  Once the players have found as many Tripwire devices as they 
  can, they must wait for the network to activate at the preset time. 
  Hopefully they have timed it well and do not have to wait long. Once 
  the time delay expires and the network activates, the players must act 
  fast to set the overload sequence – the longer the network is active 
  the more ships will be affected by the Jump Space distortions.
  For every 10 minutes that the network is active, 1d6 ships will be 
  forced out of Jump Space. If the network is active for a long period 
  of time then news will eventually spread that Jump Space travel 
  has become hazardous in the affected systems but this could take 
  many weeks.
  Before the overload command can be initiated, Unkah will explain 
  that the subsector map needs to be updated. She would have 
  mentioned this before but it can only be updated now that they 
  have confirmed all of the locations. The master key can be used to 
  update the map with the new designated locations of each device 
  and update any locations where the devices have been moved. To 
  update the map requires a Computers check DM –2.
  When the network is active and the map has been updated, another 
  Computers check DM –4 must be made to start the overload 
  procedure. Setting the overload takes 1d6 minutes and can be 
  attempted as many times as required but the longer it takes the 
  more ships will be affected. Once the overload procedure has begun, 
  the party will have 1d6+10 minutes to get to a safe distance. Unkah 
  will not know the exact effect that the destruction will have so the 
  party will need to gain as much distance as possible.
  Boom
  When the overload reaches critical mass, any active devices in the 
  Tripwire network will explode. The severity of the explosion can be 
  randomly determined or selected from the table below. Please bear 
  in mind that the greater the explosion, the greater the casualties and 
  the more it will affect the surrounding area. You can make separate 
  rolls for each device or use the same result for all of them
  AFTERMATH
  News of these explosions will spread throughout Jewell subsector 
  relatively quickly and the players will eventually discover the damage 
  and casualties caused by their actions. The consequences will largely 
  depend on the severity of the explosions but if any Zhodani bases 
  were destroyed they might see this as a prelude to invasion. 
  The Zhodani will most likely strengthen their borders and there 
  will be some serious political tensions and debates between the 
  1D6
  SEVERITY
  1
  The device is destroyed with no collateral 
  damage.
  2
  The device explodes, destroying everything 
  with 1d6 metres.
  3–4
  The explosion destroys everything within d66 
  metres.
  5
  The device explodes destroying everything 
  within 1d6 kilometres.
  6
  The explosion destroys everything within 2d6 
  kilometres and destabilises Jump Space in that 
  system for 1d6 hours.
  Imperium and the Zhodani. The duke will be thrust into the middle 
  of this and have his work cut out to reduce any political fallout. The 
  situation could easily get out of control, especially considering the 
  political issues of the last few years. 
  The exact results and consequences of the Tripwire overload is up to 
  you. Do you want this to have a significant effect on Your Traveller 
  Universe or will it all blow over and the situation return to normal?
  In addition to the political effects that this has on your universe, you 
  must also consider the physical, economical and social effects. Some 
  worlds might be permanently changed by the Tripwire explosions so 
  you need to consider how this affects your game. The worlds and 
  possible changes are listed in the table opposite
  SPECIAL OPS
  With the devices destroyed, the players’ task is complete. They 
  can now report to Duke Zahn who promised to pay them for their 
  services. The duke will be extremely busy dealing with the political 
  ramifications and only when the players show their authorisation 
  (if they have any) will the duke’s aides take notice and arrange a 
  meeting. Alternatively, agent Cryer can use his influence to achieve 
  the same result.
  Once the duke knows that the party have requested a meeting he 
  will make it a priority to see them. The players will be ushered 
  into the duke’s private study and he will enter soon after. Read 
  out the following:
  ‘Well, you have certainly caused me some problems but I believe we 
  made the right choice. I’m sure I don’t have to tell you that what you 
  know must stay within these walls.
  
  75
  WORLD
  POSSIBLE OUTCOME
  Chwistyoch
  If the military base was damaged then the Zhodani will repair or rebuild as required.
  Clan
  The destruction of the Clan device will have little effect on the world.
  Condyole
  The destruction of this device will have no effect to the Vexx society here but Damo will be less than 
  happy and may even forbid the players to return.
  Farreach
  If the explosion was big enough then the base and starport would have been destroyed leaving nothing 
  behind. Even if there was little collateral damage, without the device the base and starport serves little 
  purpose.
  Grant
  Without the device (and most likely the research facility) Grant will no longer need to be a Red Zone 
  planet and the patrol fleet will not be required. This will open it up for potential colonisation.
  Louzy
  If the processing plant was dismantled to excavate the device it will have a serious impact on the ore 
  exports and therefore the planetary economy. If the Tripwire device remains intact, the Zhodani will 
  have a strong interest in recovering it as it will be the only surviving device that they know about.
  As promised, here is another 50,000 credits. I also have another, more 
  permanent, offer for you. It is clear to me that a team is needed for 
  dealing with matters such these, matters that must be dealt with outside 
  the normal Imperial channels. 
  You have proven yourselves to be both capable and loyal and I would 
  like you all to be part of a new special operations unit. You would work 
  for me, under the command of agent Cryer. You will be well equipped 
  and well paid for your services. You can have some time to think it over 
  and discuss it but I’m hoping that you will accept.’
  Assuming that the players accept the duke’s offer, you now have a 
  great setting in which to play additional scenarios and campaigns. 
  A whole universe of adventures is now available to you and your 
  players as they carry out secret missions for the duke and serve 
  the Imperium. 
  Duke Zahn will want the players to start work immediately as 
  there are several matters that need looking into. Given the party’s 
  knowledge and activity over the last year they are perfect for the 
  job. The players’ first mission will be to expose the spy that still 
  exists in the intelligence network and the Imperium must also 
  discover the Zhodani’s motives for using the Tripwire network. 
  Finding and questioning the spy might also help the Imperium 
  discover why the Zhodani are employing the use of technology like 
  the Tripwire devices.
  Under Cover
  Since the players are working as undercover operatives, the duke will 
  suggest that they keep their current ship and maintain their current 
  status as free traders. This gives the party a believable cover story 
  whilst giving them the freedom to go anywhere they need to without 
  arousing suspicion. Duke Zahn will pay for any upgrades needed to 
  the ship as long as the players’ can justify the expenditure.
  Duke Zahn will also pay any expenses incurred by the party, covering 
  ship maintenance, fuel, accommodation, food, ammunition and 
  other supplies. The duke may look after the needs of his new 
  operatives but do not allow the players to abuse this privilege; any 
  requests that are excessive must be justified and should not reveal 
  the party’s true nature, so military grade hardware, illegal and other 
  exotic items will not be permitted. 
  The duke will impress upon the party their need to remain deep 
  undercover and stay ‘under the radar’ to minimise their exposure 
  and keep their connection to the duke and intelligence network a 
  secret. To this end there will be no records of the players working 
  for the duke or the intelligence network. If they were to be given full 
  access to Imperial outposts and facilities it could alert the enemy 
  and expose their operation.
  If the players get into trouble then they must resolve the situation 
  themselves, they cannot use their new connections to bail them 
  out when things go wrong. Duke Zahn should only be used to pay 
  the party’s wages and brief them on mission details; he is not a 
  crutch for the players to lean on in times of need. The players have 
  already proven their resourcefulness and this is why the duke has 
  employed them. 
  No-one said this would be an easy job but if at any time the players 
  do find themselves in a desperate situation you can have the duke 
  intervene as a last resort but he should be used sparingly in this role 
  so the players do not become dependent on him for support.
  You may wish to keep agent Cryer as an NPC, depending on the 
  current skills and size of the party. He might serve as their leader, 
  or perhaps as a liaison between the players and the duke but it is 
  entirely up to you what role he continues to play, if any. If agent 
  Cryer does join the party full time then his official records will show 
  he is no longer in the service of the Imperium to help maintain the 
  party’s cover.
  
  76
  Known Facts
  There are a number of points during the players’ travels where 
  the situation resulted from the spy’s involvement. The players 
  have also met a number of contacts who are known associates of 
  Imperial agents. Since the party is tasked with rooting out the spy 
  they must consider everyone who was known to agents Forbes 
  and Cryer. Unless the story unfolded differently than detailed 
  throughout the campaign, the players’ should know the following 
  facts and potential suspects:
  • 
  Agent Forbes was aware of a potential leak before he was 
  assassinated, as noted on his data wafer.
  • 
  Two Zhodani agents assassinated agent Forbes on Esalin. It is a 
  reasonable assumption to conclude that they knew something 
  about him and tracked him from Farreach, which would explain 
  why Forbes bought passage on the players’ ship to begin with.
  • 
  No Zhodani agents returned to the Redway Hotel after the 
  assassination, meaning their whereabouts was unknown or 
  perhaps Martha Redway was somehow involved.
  • 
  Martha Redway is a trusted contact but the fact she was not 
  injured during the assassination and was determined to remain 
  could implicate her. However, she did give the data wafer to the 
  players, an act that surely proves her innocence?
  • 
  If agent Cryer is present he will know that the courier was 
  killed on Esalin but does not know the details. This does not 
  necessarily exclude Martha Redway as a suspect.
  • 
  On Ruby, Daniel is a trusted contact for several agents but he 
  works in an unofficial capacity and has many contacts involved 
  in illegal activities. Could he be an informant, or is one of 
  Daniel’s contacts using the relationship to gain intelligence on 
  Imperial agents?
  • 
  Gakha, who the players met on Mongo, is another potential 
  suspect who has already been implicated for industrial 
  THE SPY
  The spy is a cunning individual who works for the Zhodani. She is a human psion who was taken in by the Zhodani as a child and was 
  trained in the use of her powers. Her true identity is unknown but she usually goes by the name ‘Alice’ and has a number of different 
  identities she can use when needed. With her psionic capabilities and Zhodani upbringing, Alice soon learnt to distrust humans and 
  other races, making her a prime candidate as an operative.
  Alice’s job is to investigate any potential threat to the Zhodani, primarily from the Imperium, and pass any information to other agents 
  who then deal with the problem. She never deals with any threats herself unless absolutely necessary. For the most part, Alice is simply 
  an information gatherer and limiting her involvement and exposure is the reason she has been so successful.
  If anything Alice discovers is a serious threat, Zhodani agents will usually respond by removing that threat. Other times, Alice will be 
  ordered to monitor a particular situation or person to find out more about the Imperial intelligence network and its activities.
  Alice’s travels in tracking agent Forbes is detailed in the relevant sections in this chapter. By following her trail, they players will 
  eventually obtain enough information to track her down.
  ALICE
  CAREER PATH
  STR
  DEX
  END
  INT
  EDU
  SOC
  Age 33
  Psion (4)
  6 (0)
  8 (0)
  7 (0)
  9 (+1)
  8 (0)
  10 (+1)
  Psi 11, Awareness 2, Clairvoyance 0, Telepathy 3, Computers 0, Deception 1, Persuade 1, Stealth 1
  Cloth armour (5)
  The party will also have a number of other contacts they have met 
  through the course of this campaign. They can continue to use 
  these contacts and should be encouraged to do so. Building up a 
  good network of contacts can be essential in this line of work but the 
  player’s should be mindful of who they trust. 
  MAKING CONTACT
  Duke Zahn will also explain to the players how they will stay in 
  contact with each other. When on Jewell, the players may contact 
  the duke using an encoded signal that is known only to the duke 
  and the party. 
  A few of the duke’s most trusted couriers are also available to deliver 
  encoded data wafers, again only the duke and the party will have the 
  means to decode the data. Duke Zahn will also arrange for the party 
  to have some permanent accommodation on Jewell so the couriers 
  can better contact the players between missions.
  TO CATCH A SPY
  Before the players embark on their first mission as operatives, 
  they will most likely want to stock up with supplies and make sure 
  their ship is in full working order. Once they are fully kitted out and 
  ready to start, the duke will send the party an encoded data wafer 
  containing their mission briefing.
  ‘Our first priority is to find and capture the spy that we know exists 
  within the Imperial intelligence network. I’m sure that other spies 
  and informants exist but whoever was behind the murder of Agent 
  Forbes is a known fact and I think there are enough pieces of the 
  puzzle to expose them. This spy is very good and has caused us 
  many problems, so I am relying on you to find this person and if 
  possible bring them to me alive for questioning.’
  
  77
  espionage. Could she have fooled the players from the 
  beginning?
  • 
  The Zhodani agent encountered on Pequan must have been 
  give his orders by someone else and that person knew that 
  Forbes and Cryer knew each other. There is a good chance that 
  whoever gave the orders to the agent was in contact with the 
  spy.
  • 
  If the players enquire about duke’s aide who was the traitor at 
  the inauguration ceremony, the duke will explain that the man 
  was interrogated but he knew nothing about the spy.
  • 
  The spy obviously travels a lot and may not be based at any 
  single location so tracking them down will be difficult.
  The players should begin by discussing these known facts and decide 
  which leads they can investigate. With all the Contacts the players 
  have made during their travels, they will now have to question the 
  loyalties of these people. Each potential lead is detailed later in this 
  chapter and the players are free to visit them in any order they wish 
  but starting on Esalin is recommended. 
  Once the players have enough clues, you can proceed to encounter 
  ‘The Elusive Alice’ at the end of the chapter.
  Emerald: Alice Chamberlain 
  and Morgan Drake
  The players will only travel here if they discover the lead from 
  the Redway Hotel. Once they arrive at Emerald, the players must 
  attempt to confirm the identity of Alice Chamberlain. As the duke 
  would have already explained to the players, they are undercover so 
  they cannot simply walk in and demand the information as Imperial 
  operatives; they have no such identification or authority and doing 
  so could potentially expose them to the spy.
  The players will need to obtain the information by other means, 
  which they can do by speaking with the right people or by hacking 
  computer systems to find any records. Whichever method the 
  players decide to use, they must make sure they are dealing with the 
  area of the Ecannis family who are responsible for food production.
  ASKING FOR INFORMATION
  The players will only be able to speak to a clerk or salesperson. 
  They will obviously not give out employee information without 
  good reason so the players must convince the person to release 
  the information on Alice. The less information the party asks for, 
  the more likely they are to get it. For example, only asking for 
  confirmation that Alice worked here will be much easier that asking 
  for her personal details. 
  COMPUTER HACK
  Hacking the computer system requires a Computers check DM –4. 
  An exceptional failure will alert the computer administrator to the 
  attempted hack and could potentially trace it back to the players. If 
  the players can gain access to a computer terminal it will lower the 
  penalty to DM –1 but getting inside one of the buildings is not an 
  easy task. 
  The computer terminals are located in offices connected to the grain 
  warehouses. During the day these buildings are very busy. Any 
  previous tactics the party might have used will not work here since 
  everyone in the offices know each other and the players’ presence 
  would be noticed.
  The players’ only other option then is to sneak in at night. Night-
  time security is fully automated using security robots to patrol the 
  building perimeter. Warning signs are clearly visible stating that 
  the robots are programmed to respond with deadly force to any 
  trespassers or intruders.
  There can be as many robots as you deem necessary to make it 
  difficult for the players to succeed. Once the players have got past 
  the robots, breaking into the building requires an Engineering 
  ALICE’S TRAVELS
  Alice has never visited Emerald under the name of Alice Chamberlain 
  but when using this identity she always leaves her details as a 
  salesperson for the Ecannis family. This avoids suspicion and also 
  serves as a decoy should anyone attempt track her down.
  (Electronics) check DM –2. Once inside the building, the players 
  can attempt to hack the computers with only DM –1.
  WHO IS ALICE?
  However the players go about finding out the information, they will 
  discover that there are no records of her working for the Ecannis 
  family. Since the Ecannis family run all food production on Emerald, 
  anyone working here would be on the records so Alice Chamberlain 
  must have left false information at the Redway Hotel. 
  The players might conclude that Alice Chamberlain is not even her 
  real name and she could well be the same person as Alice Gibson, 
  in which case they will have a new suspect as both identities were 
  present at the hotel when agents were visiting. This is of course 
  correct but the players will have no way to confirm this until they 
  obtain further information by following other leads.
  MORGAN  DRAKE
  If the players are also here to investigate Morgan Drake’s story 
  that he negotiated a shipment deal with the Ecannis family, the 
  players will find records that confirm his story. Morgan Drake was 
  here from 046-1105 to 070-1105 and attending six meetings with 
  the representatives of the Ecannis family that resulted in a deal for 
  the Jewell Cluster Freight Co. to transport several shipments every 
  month to neighbouring systems.
  
  78
  Esalin: Courier Murder
  Fully investigating the murder will not be easy. Not only did it happen 
  almost a year ago but some records will be in the possession of the 
  local law enforcement. Some information can be gleaned from the 
  media but for any detailed information such as autopsy reports the 
  players must hack the computer records or find some other way to 
  covertly obtain the information.
  If the players have already spoken to Martha (see page XX) they 
  know that the courier’s name is Robert Lewis and they should have 
  also discovered that Morgan Drake is a potential suspect as his 
  visits to the hotel corresponds to two of the visits by the courier. 
  MEDIA RECORDS
  A simple search of media records will reveal that Robert Lewis was 
  found stabbed to death at the Esalin spaceport on 064–1105. No 
  suspects were found but it is assumed he was a traveller who was 
  just an unfortunate victim of a mugging gone wrong. The case 
  remains unsolved.
  POLICE RECORDS
  Hacking the police records requires a Computers check DM –4. 
  The case report will include the information that was released to 
  the media and will also state that prior to the crime the victim 
  had recently arrived at the spaceport and had travelled here from 
  Ruby. The autopsy will reveal that one of the wounds severed the 
  aorta and the other wounds were superficial. The victim bled out 
  and died within minutes. The reports concludes that it was either 
  a professional hit made to look like a mugging, or that the attacker 
  simply got lucky with the fatal strike.
  FURTHER INVESTIGATIONS
  Knowing that Robert came to Esalin from Ruby, it is a reasonable 
  assumption to conclude that he might have been visiting Daniel, a 
  known contact for Imperial operatives. The party can follow the trail 
  to Ruby as detailed on page 16.
  Esalin:  Redway Hotel
  Esalin is a good place for the players to start their investigations and 
  there first stop will most likely be the Redway Hotel. Not only can 
  they question Martha but they also know that the hotel is a place 
  they can stay whilst pursuing other leads here.
  The players should be on friendly terms with Martha given their 
  previous encounters with her and any player who formed a special 
  relationship will be eager to either prove her innocence or discover the 
  truth. This will probably make questioning Martha a little awkward. 
  Her replies will be honest and forthright but she will understandably 
  be upset and angered that she is being accused of treason. However, 
  the players should be able to appeal to her better nature that they 
  are simply following all leads and ruling out all suspects. Possible 
  questions and Martha’s responses are as follows:
  • 
  Why did you remain here after the assassination, knowing 
  how risky it would be?
  ‘I did not want to compromise the operation here or tip off any 
  enemy agents. My family has been serving the Imperium for 
  nearly 40 years and our loyalty has never been questioned.’
  • 
  How well did you know the courier?
  ‘I did not know Robert that well. To avoid exposing himself as an 
  operative he acted like an average traveller and only spoke to me 
  like most other patrons would.’
  • 
  When was the last time you saw the courier before he was 
  murdered?
  ‘He last came by here about a month before I met you all.’
  • 
  When did Forbes last visit here before we arrived with him?
  ‘It was the same time as the courier, quite by chance I think.’
  • 
  What other agents frequent your hotel?
  ‘We try to minimise the number of agents coming here to avoid 
  drawing attention. In the last five years, only Adam Dunn, Joss 
  Webb and Rachel Logan have come here.’
  • 
  When was the last time these agents stayed here?
  ‘Agent Dunn was here about a month ago. Webb would have 
  been a short time after I met you and Logan hasn’t been here for 
  about two years.’
  • 
  Are there any customers whose stay coincided with any of the 
  agents or couriers?
  ‘I will have to check the records. It will take some time but I will 
  get the information for you.’
  If the players are with agent Cryer, he can confirm the identities of 
  the agents mentioned by Martha and further checks will confirm 
  ALICE’S TRAVELS
  Alice had discovered that Robert Lewis was a courier for the 
  intelligence network when she first followed agent Forbes to the 
  Redway Hotel. By pure chance Robert was already at the hotel 
  and by reading his surface thoughts, Alice was able to determine 
  his secret and expose the operation at the hotel. 
  With the knowledge that the Redway Hotel was a hub for Imperial 
  intelligence, the Zhodani decided to use it to gain valuable 
  information about the Imperium. However, to avoid revealing 
  their knowledge of this place, agents would only monitor the 
  situation periodically.
  When Robert made his last journey here from visiting Daniel, 
  Alice knew that Robert was carrying some important information 
  and reported to her superiors. Knowing that the Robert was 
  heading to the Redway Hotel, an agent was able to arrive at 
  Esalin in time to kill Robert and prevent the information from 
  being delivered.
  
  79
  SECURITY  ROBOTS
  Security robots are essentially flying guns mounted on a grav floater and equipped with a variety of sensors. These robots are 
  programmed to patrol a specific area and will fire a warning shot near any unauthorised person entering the predefined security zone. 
  If the intruder does not leave the security zone or if the robot is fired upon, it will then attack its target and other nearby robots will also 
  join the fight.
  SECURITY ROBOT (TL 10)
  STR
  DEX
  INT
  EDU
  SOC
  HULL
  STRUCTURE
  10 (+1)
  10 (+1)
  9 (+1)
  6 (0)
  0 (–3)
  4
  4
  Traits: Armour 8, Integral System (grav floater), Integral System (every sensor available at TL10 and below), 
  Computer/2 (running Expert Gun Combat (Energy Rifle)/2, Expert Recon/2)
  Weapons: Laser Rifle (5d6 damage)
  
  80
  that the recorded dates they stayed at the hotel match the known 
  activities of the agents and couriers.
  Examination of the records should reveal the following 
  conclusions:
  • 
  Morgan Drake is a potential suspect as his name coincides 
  twice with visits of Robert Lewis, implicating Drake in the 
  murder.
  • 
  There are two Alice’s – could they be the same person? If asked, 
  Martha will not recall if they are the same person or not as it 
  was over a year ago.
  ALICE CHAMBERLAIN
  Alice Chamberlain is recorded as being a business woman but is in 
  fact the spy. Her details indicate that she works as a salesperson for 
  the Ecannis family on Emerald and sells grain with other systems in 
  the Jewell Cluster. See page 55 for details of following this lead.
  MORGAN DRAKE
  Morgan is a businessman who travels to Esalin regularly. Further 
  checks in the customer records will reveal that he has stayed at the 
  Redway hotel a number of other times over the last few years. His 
  business address on Ruby is included and is detailed on page 16.
  ALICE GIBSON
  Alice Gibson is another alias for the spy. Her details indicate that 
  she is a free trader with no known address.
  Farreach: Investigation
  Depending on the result of the Tripwire explosions, there might 
  not be anything left on Farreach to investigate. If the base was 
  completely destroyed then there will be nothing left but rubble. 
  Searching the rubble will reveal nothing of interest.
  If something of the base does remain, then the Zhodani will either 
  be repairing the damage or evacuating the facility depending on how 
  your universe has changed as a result of the Tripwire effect. There 
  ALICE’S TRAVELS
  Alice followed agent Forbes here from Ruby (as detailed on page 
  16) before he travelled to Farreach to investigate the Tripwire 
  lead where this campaign began. Once at the hotel, it did not 
  take Alice long to uncover the secret of the Redway Hotel and 
  Martha’s role here. 
  Martha and her hotel were not seen as a threat but another 
  resource that the Zhodani could use to infiltrate the Imperial 
  intelligence network and so Martha was left alone allowing 
  Alice to periodically monitor agents and couriers who passed 
  through the hotel.
  CUSTOMER RECORDS
  ARRIVAL DATE
  DEPARTURE DATE
  CUSTOMER
  310-1104
  311-1104
  Robert Lewis
  310–1104
  312–1104
  Morgan Drake
  007-1105
  012-1105
  Robert Lewis
  008–1105
  011–1105
  Morgan Drake
  008–1105
  010–1105
  James Forbes
  009–1105
  010–1105
  Alice 
  Chamberlain
  066–1105
  069–1105
  Joss Webb
  066–1105
  068–1105
  Alice Gibson
  160–1106
  167–1106
  Jenny Stewart
  164–1106
  165–1106
  Adam Dunn
  164–1106
  166–1106
  Don Charlton
  is a good chance that visitors will not be allowed here so the players 
  might need to find a way to sneak onto the base undetected.
  FINDINGS
  Although the players have a good idea that the spy was here, there 
  is no actual evidence or leads to be gained by searching whatever 
  remains of Farreach. If the players manage to gain access to any 
  computer terminals here (as detailed in the previous chapter on 
  page XX), they can attempt to hack the systems for any reference to 
  suspects they might have but no records will be found to implicate 
  any of their suspects.
   Gakha
  If Gakha remained with the party then it is unlikely she will be a 
  suspect but if she left the group at any point the players might 
  want to question her. However, from their previous experience with 
  Gakha the players should be aware that questioning her loyalty is 
  not something that she will respond well to.  
  Gakha’s current location will depend on where the players last 
  encountered her as she will either be in the same place or in a 
  neighbouring Imperial system. If the players visit her last known 
  location they can ask the locals there for Gakha’s whereabouts. 
  Gakha is a friendly and memorable person so most people should 
  be able to help the players and point them in the right direction.
  Once the players have found Gakha, she will be pleasantly 
  surprised to see them. However, once her loyalties are questioned 
  her attitude will soon change and she will be difficult to placate. 
  Until the players can pacify her and justify their attitude she will 
  not cooperate with them. If the players to manage to calm the 
  situation, they will be able to question her and can find out any of 
  the following as appropriate to their questions:
  
  81
  ALICE’S TRAVELS
  When agent Forbes was investigating Farreach Alice had followed 
  him here from Esalin, knowing he was an agent but not yet sure 
  what he was up to. Alice informed two Zhodani agents of Forbes’ 
  presence but he escaped on the players’ ship. The agents then 
  tracked Forbes back to Esalin where they assassinated him. 
  • 
  Gakha would have been on Mongo at the time the courier was 
  murdered.
  • 
  The party rescued Gakha approximately one week after the 
  courier was killed.
  • 
  She has no loyalties to the Zhodani.
  • 
  Gakha has always lived and worked on Imperial or neutral 
  worlds.
  • 
  She does not travel much, which can be confirmed by checking 
  records of places she has worked such as MagnetoDynamics, 
  which the players should recall that she worked there for several 
  years.
  Gakha may reveal other information depending on where and when 
  she parted company with the players but there will be nothing that 
  links her to any spy activities. She will also add that she was the 
  person who created the encryption program used by agent Forbes 
  and she also helped the players decode that information, risking her 
  life in the process. Why would she do all that if she were working 
  against the interest of the Imperium?
  Once the players have finished with their questions, Gakha will ask 
  them to leave and will request that they never return here as she 
  remains insulted by their accusations. However well the players did 
  to calm her down, this is not something she will easily forgive or 
  forget. The players have now lost a good friend and a useful Ally.
  Ruby: Daniel
  There are several clues that might lead the players to Ruby so they 
  can question Daniel, the contact they met whilst trying to decode 
  the data wafer. Daniel can be found The Factory bar (see page 
  XX) where he is known to conduct most of his business. He will 
  remember the players and gesture for them to sit at his table.
  Daniel deals with all types and is used to being questioned about his 
  associates, so he will not take offense at the players when they begin 
  their questioning. Daniel will provide the following information as 
  appropriate to the questions he is asked:
  • 
  Daniel never leaves Ruby and rarely travels far from The Factory 
  because that is where his contacts know to find him. This can 
  easily be confirmed by asking any local people.
  • 
  He does not know Alice Chamberlain or Alice Gibson but he 
  does know an Alice Long. She is one of his many contacts who 
  works as a private investigator. 
  • 
  Daniel does not know where Alice lives but she visits The 
  Factory every few months to see if he has any work for her.
  • 
  He can describe Alice and provide a sketch so the players have 
  a reasonable idea of what she looks like and he could easily 
  point her out if she were to visit here.
  • 
  Daniel does not know anyone called Morgan Drake.
  • 
  He does know Robert Lewis and suspected he was some sort of 
  operative but Daniel knew better than to ask Robert about his 
  work.
  • 
  Daniel last saw Robert just over a year ago. Daniel does not 
  keep records so does not know the exact date but if the players 
  ask if it was just prior to 064-1105 Daniel will confirm that it 
  would have been around that time.
  • 
  A few months prior to when Daniel last saw Robert, Rachel 
  Logan had left a data wafer for Robert to pick up. Robert 
  collected the data wafer and that was the last time Daniel saw 
  Robert. 
  • 
  He has not seen agent Logan since that time either.
  Some of the information here is vital for the players to catch Alice but 
  these clues will only be revealed if the players ask the right questions 
  that they will only know from their investigations on Esalin.
  Ruby: Morgan Drake
  Morgan Drake is a legitimate businessman and can easily be tracked 
  down with the information he left at the Redway Hotel. Morgan 
  works for a small but reputable freight company called the Jewell 
  Cluster Freight Co. His job is to negotiate transport contacts with 
  other companies.
  The Jewell Cluster Freight Co. is a modest building in the upper city 
  situated near the starport where they have a small fleet of ships. 
  After speaking with the receptionist the players will be permitted to 
  meet with Morgan in a small conference room.
  After questioning Morgan, it should become clear that he is not 
  involved with the Zhodani or any other covert activities. He is a 
  simple businessman who just happened to visit the Redway Hotel 
  at the same time as Robert Lewis. For the entire month prior to 
  Robert’s death, Morgan was staying on Emerald negotiating an 
  important deal with the Ecannis family to transport grain from 
  Emerald to several worlds in the Jewell Cluster. This can be 
  followed up and confirmed if the players visit Emerald (as detailed 
  on page 55).
  THE ELUSIVE  ALICE
  Once the players know enough about Alice and her activities, they 
  must devise a way to track her down. They could wait for her in The 
  Factory on Ruby or at the Redway Hotel on Esalin but if she spots 
  them she might go into hiding. There is also a good chance that 
  during the players’ investigations, Alice has already deduced that 
  they are on to her or at least suspects the party are getting too close 
  
  82
  to the truth. However, if the players can think of a way to entice Alice 
  the familiarity of these locations could work to their advantage.
  Setting the Trap
  The best way to capture Alice is to set a trap to ensure that they can 
  capture her alive. The players do not know that Alice is a psion so 
  their surface thoughts could give them away unless there is another 
  psion in the party who could counter her attempts. For any ruse to 
  work, the players will probably have to involve one of their contacts 
  such as Daniel, Martha or another agent known to Alice. In the latter 
  case, agent Cryer can arrange this.
  The players will then need to get the decoy to collect a data wafer 
  or similar item and take it to another location. For example, the 
  players might have an agent collect a data wafer from Daniel and 
  take it to the Redway Hotel. During this time, subtle clues must 
  be left as to the data content to make sure that Alice hears about 
  it and is interested.
  Unless the decoy waits for Alice to make an appearance, there will be 
  an element of luck as to whether Alice is in the area. If unsuccessful, 
  the process might have to be repeated several times until Alice takes 
  the bait. The less the decoy knows about the real plan, the less likely 
  Alice will detect the trap.
  Remember that Alice might get other Zhodani agents involved if she 
  thinks the data is a high enough risk to warrant killing the courier. 
  With only a little information Alice will have no choice but to follow 
  the decoy and play right into the players’ hand.
  ALICE’S TRAVELS
  Having discovered that Daniel had worked for several Imperial 
  agents, Alice set herself up as one of his contacts so she could 
  better monitor the activity of the agents who came to Daniel. 
  Daniel was never seen as threat but an asset; an entry point into 
  the Imperial intelligence network. 
  Alice’s relationship with Daniel meant that she could frequent 
  The Factory (where Daniel spends much of his time) and 
  see many of the people that Daniel met with.  It was here 
  that Alice first saw agent Forbes and discovered he was an 
  Imperial agent and from here she followed Forbes to Esalin 
  (detailed on page 13). 
  Agent Logan had collected some information on Alice and left a 
  data wafer detailing her findings with Daniel. After Robert Lewis 
  collected the data wafer, Alice sent a Zhodani agent to intercept 
  him on Esalin where he was killed. Another Zhodani agent 
  killed agent Logan but her body was disposed of, so nobody 
  knows she is dead.
  There are many variables to consider for both you and the players 
  but do not make this easy for them, Alice is not stupid and is always 
  aware of her surroundings. The players would also be advised to 
  have a contingency plan in case things go wrong, which is most 
  likely to be the case.
  The players can choose any location to wait for Alice but there 
  is a good chance it will be somewhere familiar to them. Some 
  suggestions are detailed here but if the players choose a different 
  location simply modify as required. These locations work equally 
  well if the players simply wish to hide out and wait for Alice to make 
  an appearance.
  REDWAY HOTEL
  The hotel has the advantage of allowing the players to better 
  control their surroundings. Martha can get rid of any other guests if 
  necessary so no innocents get involved and the players would then 
  have full run of the building.
  
  83
  Once Alice or any other Zhodani agent is in the building, it can be 
  locked down to prevent their escape. The players should then have 
  no problem apprehending the intruders.
  THE FACTORY
  The Factory is known to the players and with Daniel’s help it is a 
  good location to set the trap. However, the fact that many other 
  people frequent the establishment could make things difficult, 
  especially if the local police get involved once a fight or kidnapping 
  is reported.
  The players would be advised to deal with Alice in a private booth if 
  possible. Alternatively the party could apprehend Alice as she enters 
  or leaves the building but again the players must be careful of any 
  other onlookers. Following Alice as she leaves the building provides 
  a better opportunity to catch her at a convenient moment but this 
  plan runs the risk that she could elude the players. 
  ZHODANI AGENTS
  If Alice calls in any other agents then the players will have to either 
  apprehend or kill them. Interrogating a Zhodani agent will reveal 
  Alice’s last known location. Further questioning will reveal that she 
  usually heads to the planned target location a day later to make sure 
  the situation has been dealt with.
  The agents will not know any of the larger Zhodani plans and will 
  not reveal any other information that the players are after.
  FAILURE
  If the players’ plan to capture Alice fails, she will make her escape 
  and the players will have to try a different tactic but she will now 
  be aware that the party is on to her making further attempts more 
  difficult. 
  Alice will also inform other Zhodani agents who will attempt to track 
  down the party and kill them. These agents will begin by checking 
  all known havens for the players and their associates, which could 
  include places such as the Redway Hotel and The Factory. What they 
  know will depend on what Alice has discovered about the players.
  SUCCESS
  If the players are successful then they will have Alice in their custody. 
  Assuming she is still alive the party can deliver her to duke Zahn or 
  agent Cryer (whoever they report to) as detailed on page 76.
  Escape
  Alice will not be an easy prisoner to transport and she will use every 
  means available to escape. Using her psionic abilities Alice can 
  render any player unconscious with a telepathic assault, so the party 
  will need to ensure she is safely secured on the ship.
  If Alice does escape, she will employ guerrilla tactics and take out 
  members of the party one by one. She will head towards the bridge 
  in an attempt to make contact with any Zhodani agents in the 
  area, giving them her status and position. This could cause serious 
  problems for the party so they will need to quickly take control of 
  the situation or they could end up fighting several Zhodani ships 
  and be boarded.
  Zhodani Secrets
  During the journey to deliver Alice to the Jewell, the players may 
  wish to interrogate her to find out exactly what she was up to and 
  what other Zhodani secrets she might have. This is not mandatory 
  and the players might prefer to let the duke’s people handle this 
  matter. If agent Cryer is with the players he will want to interrogate 
  Alice as soon as possible.
  During the interrogation, Alice’s dislike of the imperium will become 
  clear and she will eventually confess that it was her investigations 
  that led to the murder of agent Forbes, Robert Lewis and Rachel 
  Logan. The latter might come as a surprise as nobody knew that 
  agent Logan was dead. 
  Alice will also know that the Zhodani see the Imperium as a threat, 
  largely because the last few years has seen the Imperium tightening 
  their control over Jewell subsector. Knowing a duke was to be 
  appointed, the Zhodani had no option but move up their timetable 
  for the deployment of the Tripwire devices. If the Tripwire network 
  had been activated, the Zhodani would have had total control of their 
  borders in Jewell, preventing any possible attack from the Imperium. 
  COMPROMISED
  Alice might also reveal that she discovered the secret of the Redway 
  Hotel and Daniels involvement with Imperial agents. Once this is 
  known, it will become clear that the Imperial intelligence network 
  has been compromised at several levels. The operation at the 
  Redway Hotel will have to be shut down but the players may still go 
  there if they need a place to stay. Daniel will also have to be used 
  carefully and sparingly from now on, if at all. 
  Reporting to Duke  Zahn
  Once on Jewell, the players must contact the duke using the 
  prearranged encoded signal. Once the players have made their 
  report, the duke will thank the players for a job well done and arrange 
  to have someone escort the prisoner from the players’ ship.
  If the players did not interrogate Alice duke Zahn will set his own 
  people to the task. Once the information has been obtained, the 
  duke will send an encoded data wafer to the players with the details 
  so they are aware of the situation.
  CONTINUING THE STORY
  Where you go from here is up to you. The stage has been set and 
  any number of missions await the players. Many of the party’s 
  contacts have been compromised so the players might want to start 
  by making new contacts or setting up safe houses and intelligence 
  hubs. With the current political climate and the aftermath of the 
  Tripwire effect, it will not be long before the duke sends the party on 
  beforetheir next mission...
  
  84
  APPENDIX
  APPENDIX
  This appendix has a number of random encounters, NPCs, new 
  equipment and spacecraft that can be used as required. There 
  is also an ‘Arrested’ scenario, which can be used anytime the 
  players find themselves in trouble with the local law enforcement 
  or other authorities.
   ENCOUNTERS
  Starport Encounters
  The players will need to earn some money to pay for the running 
  costs of their ship and the best place to find work is at a starport. 
  Most of the time they will find a passenger or some cargo but other 
  events can happen also.
  A number of encounters are presented here as alternatives to 
  those in the Traveller Core Rulebook and are more appropriate to 
  this campaign. If you roll an encounter that is not suitable for the 
  situation, simply roll again. For any encounter where the players 
  meet an NPC you can use the NPC tables detailed later on.
  D66
  ENCOUNTER
  11–13
  Uneventful
  14–16
  Event: Customs Inspection
  21–23
  Event: Repairs
  24–26
  Event: Unrest
  31–36
  Cargo: Merchant
  41–46
  Cargo: Trader
  51
  Passenger: Diplomat
  52
  Passenger: Family
  53
  Passenger: Group
  54–55
  Passenger: Citizen
  56–61
  Passenger: Mercenary
  62
  Passenger: Prisoner
  63
  Passenger: Refugees
  64
  Passenger: Stowaway
  65–66
  Make two additional rolls
  EVENT: CUSTOMS INSPECTION
  Officials conduct a routine inspection to search the ship for 
  contraband. If the players are law abiding citizens and are aware 
  of local laws they will not have a problem. However, if they 
  have any contraband or illegal passengers then things could get 
  interesting. If they are found to be in possession of illegal goods 
  or are wanted for another crime, use the Arrested encounter 
  described on page 88.
  EVENT: REPAIRS
  The ship’s engineer or a dock worker will notice a problem on 
  the ship. This could be from wear and tear, poor maintenance or 
  damage sustained from a battle or bad piloting. Minor problems 
  do not necessarily need to fixed straight away but could get worse 
  with use. More severe issues will need to be fixed as soon as possible 
  to prevent a failure of that system. 
  The players must get the ship repaired and may also require 
  D66
  LOCATION
  11–12
  Hull: staterooms/births
  13–14
  Hull: cargo hold
  15
  Hull: engineering
  16
  Hull: bridge
  21–22
  Hull: fuel storage
  23–24
  Hull: other (passageways and living space)
  25–26
  Fuel scoop
  31–33
  Jump drive
  34–36
  Manoeuvre drive
  41–46
  Weapons
  51–53
  Power plant
  54–56
  Luxuries
  61
  Computer
  62
  Communications
  63
  Sensors
  64
  Other electronics
  65–66
  Life support
  1D6
  SEVERITY (REPAIR TIME)
  1
  Minor (2 hours)
  2–3
  Moderate (1d6+2 hours)
  4
  Major (2d6+2 hours)
  5
  Severe (1 day)
  6
  Catastrophic (1d6+1 days)
  additional tools or parts to complete the work. Roll on the tables 
  below to determine the location and severity of the problem.
  EVENT: UNREST
  This encounter should only be available on Imperial worlds so roll 
  again if it is not suitable for the situation.
  The separatist group, Liberation Front (see page ), has stirred 
  up trouble in the starport by staging a demonstration about 
  independence. Some of them have chained themselves to ships 
  and cargo to get attention. Local law enforcement are on the scene 
  trying to control the situation but the chaos has meant that they 
  have had to close down the starport until the demonstrators can 
  be removed.
  The separatists will not resort to violence at this time but any 
  situation like this can easily spin out of control. With the disruption 
  caused to the starport, many protestors are being arrested and the 
  law enforcers are not being particularly selective.
  
  85
  It will take the law enforcement several hours to regain control of 
  the starport and if the players get involved in any way, there is a 
  chance that they will be arrested (see encounter for details). If the 
  players are in a rush to get to their next location, they will now 
  have to persuade or bribe officials at the starport to allow their 
  ship to depart.
  CARGO: MERCHANT
  The players are approached by a merchant to deliver some cargo 
  to a specific destination. The destination should be a world that 
  is either on their intended route or a minor diversion from it. To 
  increase the chances of an encounter related to the cargo (such as 
  a customs inspection or patrol) pick a destination that is at least 
  several jumps away.
  The merchant will be travelling with the goods and he will pay the 
  party a standard commission on the sale value. Roll on the Trade 
  Goods table on page 165 of the Traveller Core Rulebook to determine 
  the type of goods that the party will be transporting.
  CARGO: TRADER
  A trader approaches the players to sell them some goods for a reasonable 
  price. Roll on the Trade Goods table on page 165 of the Traveller Core 
  PASSENGERS
  Passengers are a good way of getting a new player or NPC to 
  join the party. Once the story begins, there is a good chance 
  that any passengers onboard the ship will get caught up in 
  the events of the campaign. However, if you do not wish to 
  add a new permanent party member, the passenger will not 
  get involved or be unaware of the events as they transpire (for 
  example, they stay in their cabin) and will simply disembark at 
  their desired destination. 
  Any passengers will make certainly make things more interesting 
  at certain points in the story (such as when the Zhodani board 
  the player’s ship at Ao-dai). This is also a good encounter if you 
  want your players to land in other systems and can potentially 
  lead to additional encounters at the destination.
  The passenger’s race will largely be determined by the world 
  but you can use the Race table  if required. If you need to 
  determine the reason for travel, roll on the following table.
  D66
  REASON FOR TRAVEL
  11–16
  Experience/Exploration
  21–26
  Business
  31–36
  Vacation
  41–46
  Visiting friend or family
  51–56
  Relocation
  61–62
  Asylum seeker
  63–64
  Fugitive (roll again for given reason)
  65–66
  Medical needs
  Rulebook to determine what goods are for sale. The players can negotiate 
  the cost and once the deal is concluded, it is entirely up to the party as 
  to where there sell the goods and for how much.
  PASSENGER: DIPLOMAT
  A diplomat, most likely accompanied by at least one aide and one 
  bodyguard, requires urgent passage. He is on Imperial business and his 
  own ship is being repaired. The diplomat will pay well but will insist that he 
  is left alone for the duration of the journey. If you want to make things more 
  interesting, the players’ ship could be attacked or boarded on the way by an 
  opposing faction (perhaps somebody who is after the diplomat).
  PASSENGER: FAMILY
  A family requires passage offworld. The couple will have two 
  children who spend most of the journey chasing each other around 
  the ship, shouting and generally making a nuisance of themselves. 
  The parents do not really see a problem with this but it will drive the 
  players crazy and could interfere with ship operations. 
  One of the children could also go missing, trapped in some part of 
  the ship and possibly injured. The family will ask the party to help 
  find the lost child.
  PASSENGER: GROUP
  A group of 1d6 people are travelling together and want some 
  cheap transport. They will negotiate for the best price possible but 
  once onboard they will not cause any problems unless the ship is 
  boarded or another event befalls the players, then the passengers 
  will complain and make the situation much worse.
  PASSENGER: INDIVIDUAL
  A lone traveller books passage on the ship. He will be friendly and 
  try to strike up a friendship with some of the players. He may even 
  help the players if they are boarded or get into trouble.
  PASSENGER: MERCENARY
  An out of work mercenary is looking for new employment. If the 
  players do not require his services then he will simply pay for transport 
  to another world where he has a better chance of finding some work. 
  PASSENGER: PRISONER
  An agent or bounty hunter is escorting a prisoner. They will pay double 
  the standard rate and assure the players that the prisoner is either not 
  dangerous or securely restrained as appropriate. Roll on the Crime table 
  in the side panel to determine what the prisoner has been accused of.
  This provides several opportunities for additional encounters whilst 
  they are onboard the ship. The prisoner might ask players to free 
  him or he could escape and the players must help to capture and 
  restrain him.
  PASSENGER: REFUGEES
  A group of 1d6 refugees who have escaped some local trouble seek free 
  passage offworld. They will offer to earn their keep during the 
  
  86
  journey but they do not have any money. Alternatively, it could be 
  someone who has lost his job and is down on his luck. 
  PASSENGER: STOWAWAY
  A stowaway has managed to sneak onboard the ship. The players 
  will discover him during the journey and must decide what to do 
  with him.
  Arrested
  There are several situations in this campaign where the players 
  might end up being captured by either the Zhodani or the Imperium. 
  If this happens they will be interrogated and will most likely want to 
  escape. This scenario can be used for most circumstances where 
  the players find themselves in such a situation but you may need to 
  modify it slightly to fit their current predicament.
  If the players are arrested by the Zhodani then the situation will be 
  much more difficult for them, especially if it is related to the main 
  plot of the campaign and Zhodani agents are involved.
  MINOR INFRACTION
  If the players have been caught smuggling contraband, get caught 
  up in local trouble or there is only circumstantial evidence against 
  them, then proceed with this part of the encounter. For more serious 
  crimes, refer the Major Crime section.
  Each party member will be briefly questioned about their criminal 
  activities. Deception or Persuade rolls are required here to either 
  CRIMINALS
  There is always a chance that one or more of the passengers 
  are criminals. Roll d66 to determine if a passenger is actually a 
  criminal. On a roll of 63–66 they are a fugitive. Roll on the table 
  below to determine their crime.
  D66
  CRIME
  11–14
  Falsely accused (roll again)
  15–22
  Hacker
  23–26
  Murderer
  31–34
  Pirate
  35–42
  Separatist
  43–46
  Smuggler
  51–54
  Spy
  55–62
  Terrorist
  63–66
  Thief
  As with the Prisoner encounter, this can provide similar 
  opportunities onboard the ship. A patrol or inspection could 
  reveal the identity of their passenger, or the fugitive may even 
  continue to commit the crimes he is accused of whilst onboard 
  the ship.
  lie their way out of the situation or prove their innocence. If they 
  attempt to deceive and fail then they will make the situation worse.
  If the players can prove their innocence, make a convincing bluff or 
  the evidence against them is not strong enough, the authorities will 
  have no option but to allow the players to go free. However, there is 
  a good chance (depending on circumstances) that the incident will 
  be put on record, naming all parties and their ship. 
  If the players are found guilty, they will be punished accordingly. 
  Use the guidelines on page 174 of the Traveller Core Rulebook but 
  they will most likely have to pay a fine.
  MAJOR CRIME
  If the players are accused of a major crime such as murder or spying, 
  they will be in some serious trouble. Each party member will have all 
  personal effects removed and they will be locked in holding cells whilst 
  they are each questioned in turn. The players’ identities, documents 
  and backgrounds will each be checked and their ship will be searched.
  Proving their innocence or deceiving their captors will be difficult 
  for the players unless they have some conclusive evidence or 
  independent witnesses. Depending on the legal system where they 
  are imprisoned, there might also be a trial.
  If the players are found guilty, they will be punished accordingly 
  using the guidelines on page 174 of the Traveller Core Rulebook. The 
  most likely punishment will be imprisonment or exile.
  FRAMED
  If the players have been arrested for the murder of James Forbes and/
  or Zhodani agents, then other Zhodani agents will frame the players 
  by planting evidence and bribing locals to testify as witnesses.
  BREAKOUT
  If the party are found guilty and are imprisoned or continued 
  investigation into their backgrounds gets them into further trouble 
  (such as knowledge or involvement in the various conspiracies), 
  they will need to plan a breakout if they are to uncover the secrets 
  and complete the adventure.
  The chances and method of escape will largely depend on the 
  government, security and technology level of the world the players 
  are on. However, the players’ best chance will be to escape before 
  they are transferred to a penal facility. The players will most likely 
  have to escape by themselves, but any party members or contacts 
  on the outside could prove critical to their success.
  If the situation makes it impossible for the players to escape their 
  captors, you could have an undercover agent or sympathiser aid 
  their escape. Any agent that helps the players’ might know of their 
  activities through one of the other agents or contacts the players 
  have already met.
  
  87
  NPCS
  For a quick use NPC, pick or roll on the career and race tables below. 
  The career table below includes the character statistics which should 
  be modified as appropriate by the race. The character can be serving 
  a term in their career or left it in favour of travelling.
   EQUIPMENT
  As the players travel Jewell subsector, they will encounter several 
  new races and cultures that have unusual goods and exotic items. 
  This appendix lists some of the new equipment that is available 
  to them as well as a number of new spacecraft the players will 
  encounter on their travels.
  Chokari Equipment
  FISH
  As one would expect, fish is the staple diet of the Chokari and 
  they eat it in large quantities. Although all Chokari are capable of 
  catching their own fish, those who have other jobs prefer to buy 
  their supplies from the markets or local merchants. All tribes have 
  their own fish farms to prevent overfishing.
  D66
  CAREER
  11
  Corporate Citizen: 777998 Advocate 0, Admin 1, Broker 1, Computers 0, Steward 0
  12
  Blue Collar Worker: 888888 Drive 0, Engineer 0, Jack of All Trades 1, Mechanic 1, Melee 0, Streetwise 0
  13
  Colonist: 777999 Drive 0, Flyer 0, Jack of All Trades 1, Melee 0, Recon 0, Survival 1
  14–16
  Trader: 787878 Broker 1, Drive 0, Pilot (Spacecraft) 1, Sensors 1, Vacc Suit 0, Zero-G 0
  21–22
  Broker: 777989 Advocate 0, Admin 1, Broker 1, Computers 0, Deception 1, Persuade 1
  23–24
  Rogue: 8A9878 Athletics (Co-ordination) 1, Deception 1, Gun Combat 0, Recon 1, Stealth 1, Streetwise 0
  25–26
  Smuggler: 898979 Astrogation 1, Athletics (Co-ordination) 0, Deception 1, Gun Combat (Energy Pistol) 1, Pilot 1, 
  Recon 0, Stealth 0, Streetwise 0
  31–32
  Scout: 7A8A77 Astrogation 1, Comms 1, Computers 0, Drive 0, Gunner 0, Pilot (Spacecraft) 1, Recon 0, Sensors 
  1, Zero-G 0
  33–34
  Engineer: 888987 Drive 0, Engineer (pick two) 1, Jack of All Trades 1, Mechanic 1, Melee 0
  35–36
  Scientist: 676997 Admin 0, Computers 1, Investigate 1, Science (pick two) 1
  41–42
  Clerk: 677997 Advocate 1, Admin 1, Computers 1, Persuade 0, Steward 0
  43–46
  Mercenary/Military: 9AA878 Athletics (Co-ordination) 1, Gun Combat (Slug Rifle) 1or Melee (Blade) 1, Recon 1, 
  Stealth 1
  51–56
  Law Enforcement/Security: 9AA887 Advocate 0, Computers 0, Gun Combat (select as appropriate) 2, Investigate 
  1, Melee 0, Recon 1, Stealth 0
  61–63
  Agent: 8AA987 Comms 0, Computers 0, Deception 1, Gun Combat (select as appropriate) 1, Investigate 1, 
  Persuade 0, Recon 0, Stealth 1
  64–66
  Diplomat/Noble: 7879BA Admin 0, Advocate 1, Carouse 2, Diplomat 2, Investigate 0, Persuade 1
  1D6
  RACE
  1-2
  Zhodani: Roll 1d3 to determine status (Noble, Intendant, Prole)
  3
  Aslan: Str +2, Dex –2, Natural Weapon (Claw)
  4
  Vargr: Dex +1, Str –1 End –1, Natural Weapon (bite), Uplifted
  5-6
  Human
  ITEM
  TL
  RANGE
  DAMAGE
  HEFT
  MASS (KG)
  COST (CR.)
  Fish
  0
  -
  -
  -
  1
  1
  Harpoon
  2
  Ranged (thrown)
  3d6
  1
  2.5
  25
  Light Jar
  2
  -
  -
  -
  -
  5
  Net
  1
  Ranged (unarmed)
  -
  1
  1
  10
  Seaweed
  0
  -
  -
  -
  0.5
  1
  Twine (10ft)
  1
  -
  -
  -
  5
  
  88
   HARPOON
  Harpoons are typically 4–6 ft long with a barbed tip and are 
  primarily used to spear fish. A rope can also be attached to the butt 
  if required.
   LIGHT JAR
  A reusable light source made from a bioluminescence algae stored 
  in a glass jar. Light jars can last up to two years with regular light 
  exposure.
   NET
  Nets are primarily used by the Chokari for fishing but they can also be 
  used as a weapon to entangle an opponent. If the net is successfully 
  thrown, the target is grappled and must make an Athletics (Co-
  ordination) check or cut through with an edged weapon.
   SEAWEED
  Another common food for the Chokari is seaweed. The underwater 
  plants found on Foelen are full of nutrients and can be dried to give 
  a shelf life of up to three months. Most tribes have several seaweed 
  farms to feed the population.
   TWINE
  The Chokari make twine from a type of seaweed that grows in the 
  sea’s on Foelen. It is strong, thin and flexible, making it ideal for 
  use with their harpoons. Twine is bought in 10ft lengths up to a 
  maximum of 100ft.
   Diving Equipment
  During the course of the campaign, the players might need 
  underwater equipment to achieve their plans. Although vacc suits 
  can be used underwater, most are unwieldy and not ideal for 
  underwater activities (–2 DM to all skill checks in addition to any 
  other vacc suit penalties). 
  Water conducts heat away from the body 25 times more than air 
  (when in a standard atmosphere), which can result in hypothermia 
  even in warm water. Unless the players have access to TL 14 vacc 
  suits they will need to get proper underwater diving gear.
   DRY SUIT
  A dry suit is a sealed garment offering greater warmth than a wet suit. 
  Clothing can also be worn underneath, which can further insulate 
  the wearer. Although dry suits allow the wearer to survive in colder 
  conditions than a wet suit, the dry suit is more cumbersome (–1 
  DM to all skill checks). If a dry suit is punctured, it will act as a low 
  quality wet suit as it fills with water.
   HEATED DRY SUIT
  A heated version of the dry suit protects against even colder 
  conditions but gives off a much greater infrared signature making it 
  easy to detect the wearer. The suit has an integrated heater that is 
  powered by batteries that provide six hours of heat.
   SCUBA
  Self-Contained Underwater Breathing Apparatus. This life support 
  system is designed for underwater use. It uses one or two tanks of 
  compressed gasses that are passed through a breathing regulator. 
  A Scuba tank will provide breathable air for roughly one hour. Scuba 
  gear must be used with a dry suit or wet suit.
   WET SUIT
  A wet suit is made from neoprene and retains body heat by trapping 
  a layer of water against the skin. This water is warmed by the 
  wearer’s body heat and acts as insulation.
   Vexx Equipment
   EXCAVATION TOOLS
  The Vexx society is contained underground and their settlements 
  are continually expanding and changing. They have developed 
  their own tools for excavating through the rock and earth, which 
  include hand tools (picks and spades) for small jobs and larger 
  mechanical equipment for large scale excavations. The larger 
  equipment is expensive to make and the Vexx do not sell these 
  machines to offworlders.
   HYDROPONICS 
  Hydroponics is the science of growing plants and crops without the 
  use of soil, something that is essential to the Vexx as there is no 
  fertile soil on Condyole. A small hydroponics set will last for over 
  a year and consists of containers, chemicals and light bulbs that 
  simulate sunlight. 
  Growing food with hydroponics equipment is relatively easy and 
  requires a basic Science check to be made once per week for three 
  weeks. A failed check means that the crop fails but exceptional 
  successes can reduce the cultivation time by several days.
   SEEDS
  The Vexx have spent centuries cultivating their crops and breeding 
  plants to create seeds that grow quickly and produce nutrient rich 
  foods. When grown correctly, one container of seeds can grow 
  enough food to feed a person for about one month and take three to 
  four weeks cultivate.
  ITEM
  TL
  MASS (KG)
  COST (CR.)
  Dry Suit
  5
  2
  500
  Heated Dry Suit
  7
  5
  900
  Scuba Set
  6
  10
  600
  Wet Suit
  5
  1
  250
  
  89
  WATER PURIFIER
  Even water obtained from underground is tainted on Condyole and the Vexx have to filter it before it is safe to drink or use for their 
  hydroponics. Water purifiers come in portable varieties or larger systems.
  ITEM
  TL
  MASS (KG)
  COST (CR.)
  Excavation Tools
  1
  2
  20
  Hydroponics
  6
  1
  100
  Seeds
  6
  –
  5
  Water Purifier (small)
  4
  1
  10
  Water Purifier (large)
  4
  10
  50
  Zhodani  Spacecraft
  Zhodani spacecraft are very similar to those used by other races. However, the main difference is that Zhodani ships use psionic switches 
  for a variety of simple functions such as doors, light switches, environmental controls and communication devices. Anyone trained in 
  Telepathy can activate a psionic switch with a successful Telepathy check (no Psi points are expended).
  ZHODANI SCOUT (TYPE ZS)
  TONS
  PRICE (CR.)
  Hull
  100
  Streamlined
  Hull 2
  Structure 2
  2,200,000
  Armour
  Crystaliron
  4 points
  5
  400,000
  Jump Drive A
  Jump 2
  10
  10,000,000
  Manoeuvre Drive A
  Thrust 2
  2
  4,000,000
  Power Plant A
  4
  8,000,000
  Bridge
  10
  500,000
  Computer
  Model 1/bis
  Rating 5 (10 for Jump Control)
  45,000
  Electronics
  Military Sensors
  +0 DM
  2
  1,000,000
  Weapons
  Hardpoint #1
  Double Turret (double beam 
  laser)
  1
  2,500,000
  Fuel
  40 tons
  One Jump-2 and 20 weeks of 
  operation
  40
  Cargo
  7 tons
  7
  4 Staterooms
  16
  2,000,000
  Extras
  5 Probe Drones
  Fuel Scoop
  2 Fuel Processors
  Ships Locker
  1
  2
  500,000
  –
  100,000
  Software
  Jump Control/2
  Manoeuvre/0
  Library/0
  200,000
  Maintenance Cost (monthly)
  2622
  Life Support Cost (monthly)
  8,000
  Total Tonnage and Cost
  100
  31,453,000
  
  90
  Key
  1. Bridge
  2. Manoeouvre Drive
  3. Power Plant
  4. Jump Drive
  5. Electronics
  6. Cargo
  7. Staterooms
  8. Double Turrent
  9. Probe Drones
  10. Fuel Processors
  
  91
  ZHODANI SYSTEM DEFENSE BOAT (TYPE ZD)
  TONS
  PRICE (CR.)
  Hull
  200
  Streamlined
  Hull 4
  Structure 4
  8,800,000
  Armour
  Crystaliron
  12 points
  30
  4,800,000
  No Jump Drive 
  Manoeuvre Drive F
  Thrust 6
  11
  24,000,000
  Power Plant F
  19
  48,000,000
  Bridge
  10
  1,000,000
  Computer
  Model 5
  Rating 25
  10,000
  Electronics
  Very Advanced
  +2 DM
  5
  4,000,000
  Weapons
  Hardpoint #1
  Double Turret (Sandcaster/
  Particle Beam)
  1
  4,750,000
  Hardpoint #2
  Double Turret (Sandcaster/
  Particle Beam)
  1
  4,750,000
  Fuel
  72 tons
  12 weeks of operation
  72
  Cargo
  10
  10
  6 Staterooms
  24
  2,000,000
  Extras
  Escape Pods
  Fuel Scoop
  2 Fuel Processors
  Ships Locker
  One for each stateroom
  3
  2
  600,000
  100,000
  Software
  Manoeuvre/0
  Library/0
  Evade/2
  Fire Control/3
  2,000,000
  6,000,000
  Maintenance Cost (monthly)
  9235
  Life Support Cost (monthly)
  12,000
  Total Tonnage and Cost
  188
  110,810,000
  
  92
  Key
  1. Bridge
  2. Electronics
  3. Staterooms
  4. Escape Pods
  5. Turrents
  6. Cargo
  7. Power Plant
  8. Fuel Processors
  9. Manoeuvre Drive
  
  93
  INDEX
  INDEX
  Agrellia  55
  Alice  81
  Ao-dai  9
  Aqua  43
  Arden  33
  ASOC  38
  Chokari  68
  Chwistyoch  61
  Clan  11, 65
  Condyole  56
  Credits  1
  Cryer  33
  Diving Equipment  88
  Drake  77
  Dry Suit  88
  Emerald  53
  Encounters  84
  Equipment  87
  Esalin  13, 65
  Excavation Tools  88
  Farreach  8, 66
  Foelen  67
  Gakha  22, 80
  Gougeste  35
  Grant  69
  Harpoon  88
  Heated Dry Suit  88
  Hydroponics  88
  Jewell  3
  Keystone  50, 53, 55
  Light Jar  88
  Louzy  30, 70
  Lysen  26
  MagnetoDynamics  20
  Mallor  45
  Miranda  41
  Mongo  19
  Nakege  24
  Net  88
  Onak  63
  Pequan  47
  Puparkin  70
  Redway  14, 78
  Riverland  71
  Robots  79
  Ruby  16
  Scuba  88
  Seaweed  88
  Seeds  88
  Spacecraft  89
  Timeline  6
  Twine  88
  Unkah  57
  Utane  41
  Utoland  40
  Vexx  56
  Vexx Equipment  88
  Wet Suit  88
  Zahn  50, 83
  Zenopit  42
  Zircon  44
  
  US$ 24.95
  US$ 24.95
  In an effort to increase their control over Jewell subsector, the Imperium has announced 
  In an effort to increase their control over Jewell subsector, the Imperium has announced 
  that a new duke will be appointed to oversee Imperial interests there. This move has caused 
  that a new duke will be appointed to oversee Imperial interests there. This move has caused 
  political friction with the Zhodani who have since restricted trade to their worlds.
  political friction with the Zhodani who have since restricted trade to their worlds.
  Imperial agents’ suspect the Zhodani are now planning to deploy a new super weapon, forcing 
  Imperial agents’ suspect the Zhodani are now planning to deploy a new super weapon, forcing 
  the Imperium to strengthen their borders and military outposts. With tensions running high 
  the Imperium to strengthen their borders and military outposts. With tensions running high 
  only the bravest travellers remain in business, demanding higher fees for their services.
  only the bravest travellers remain in business, demanding higher fees for their services.
  Making the most of the current trade opportunities, the players take on a passenger who 
  Making the most of the current trade opportunities, the players take on a passenger who 
  pays them a handsome fee for their services. However, the passenger is more than he 
  pays them a handsome fee for their services. However, the passenger is more than he 
  appears to be and the players are soon plunged into a world of conspiracy and danger.
  appears to be and the players are soon plunged into a world of conspiracy and danger.
  Tripwire is set in the Jewell subsector of Spinward Marches. The story takes the players to 
  Tripwire is set in the Jewell subsector of Spinward Marches. The story takes the players to 
  every system in Jewell where an adventure awaits them at every turn. This book is more 
  every system in Jewell where an adventure awaits them at every turn. This book is more 
  than just a campaign; it serves as a useful guide to the Jewell subsector, detailing each 
  than just a campaign; it serves as a useful guide to the Jewell subsector, detailing each 
  world with a brief history, local laws and places of interest. Tripwire also includes a timeline 
  world with a brief history, local laws and places of interest. Tripwire also includes a timeline 
  of Jewell subsector, random encounters, new equipment and spacecraft.
  of Jewell subsector, random encounters, new equipment and spacecraft.
  To use this supplement, a Referee will require the
  To use this supplement, a Referee will require the 
  Traveller 
  Traveller core rulebook. 
  core rulebook. 
  TRIPWIRE
  TRIPWIRE
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/MGP3820 Tripwire.pdf