TEXT: last voyage of the ghazali
  
  writers
  Mattias Lilja, Christian Granath
  editors
  Nils Karlén, Tomas Härenstam, Kosta Kostulas
  graphic design
  Christian Granath, Cristoffer Wiker
  cover art
  Gustaf Ekelund
  interior art
  Magnus Fallgren, Gustaf Ekelund
  maps
  Christian Granath
  translation
  Tim Persson
  proofreading
  John Marron, Kosta Kostulas
  special thanks to
  Rickard Antroia
  print
  Spindulys, Lithuania 2018
  isbn
  978-1-912743-06-3
  CORIOLIS™ Copyright© 2018 Paradox Interactive AB. All rights reserved. www.paradoxplaza.com 
  
  INTRODUCTION
  ”Alarm code 1A, alarm co… ...requesting immediate assis-
  tance... ...unknown signature, reminiscent of Tacharuk’s 
  lesions but definitely atypical… … evacuation has commenced, 
  supplementary stasis, we have to… ...sensor artifact in sector 
  4, declination 4–2–1… … almost a perfect black… … vessel… 
  …by the grace of the Icons, they are here.” 
  welcome to the Last Voyage of the Ghazali, a 
  scenario in three acts that will plunge the PCs 
  into the heart of the dangerous intrigues of the 
  Third Horizon. The scenario is a standalone 
  prologue to the Mercy of the Icons campaign, 
  and will introduce characters that return later 
  on, but playing through it before starting the 
  campaign is not required. The scenario is linked 
  to several important events in the history of the 
  Third Horizon (page 180 of the Coriolis core rule-
  book), and the PCs may become a vital part of 
  the cluster’s future if they play their cards right. 
  The three acts below describe a chain of events 
  starting with the catastrophic engine failure of 
  the Ghazali, plus a description of the Hamura 
  system and the Hamurabi portal station, the 
  place they will most likely head for after making 
  it off the doomed liner.
  BACKGROUND
  A desperate and fragmentary distress call reaches 
  Coriolis, coming from a colony on the gas giant 
  Taoan. The Tsurabi gas mine, partly submerged 
  in the planet’s thick atmosphere, is in desperate 
  need of assistance, but for unknown reasons. 
  The Colonial Agency is the primary owner of 
  the colony and quickly scrambles a rescue fleet 
  to try and evacuate the colonists and salvage 
  the precious mining equipment. The fleet is 
  focused on a decommissioned luxury liner called 
  the Ghazali, which is rapidly upgraded to hold 
  five hundred stasis units – enough for both 
  the two hundred rescue workers and the staff 
  of the Tsurabi, should they need extraction. 
  Many smaller ships accompany the Ghazali, as 
  the Agency has promised handsome rewards to 
  all skippers who sign up for the mission. The 
  smaller vessels dock with the mothership and 
  their crews are put on ice aboard the Ghazali. 
  The Legion supplies an escort in the form of 
  a destroyer, the Zafirah. The rescue mission’s 
  first jump is successful, but the second ends 
  in disaster.
  The Zafirah enters the portal field to Taoan, 
  but something happens shortly thereafter. 
  Enormous amounts of energy are released 
  from the portal and the Ghazali is bathed in 
  hard radiation, which immediately kills the jump 
  crew performing the final checks before going 
  back on ice for the jump. The liner’s engines are 
  destroyed and the ship computer is damaged. 
  The blast from the portal knocks the ship off 
  course and it begins to accelerate toward the 
  strongest gravitational pull in the system – the 
  Hamura star. Most of the smaller vessels docked 
  on the hull of the ship are blown away by the 
  detonation, and the majority of the ships waiting 
  to jump after the Ghazali are also destroyed. The 
  options for escaping the dying titan are suddenly 
  very limited. Shortly after the detonation, the 
  backup systems for the central computer kick 
  in, and all remaining crew are brought out of 
  stasis. The scenario begins as the PCs wake 
  from their dreamless hyper sleep and realize 
  that something has gone terribly, terribly wrong.
  y TIMELINE
  If you want to use The Last Voyage of the Ghazali 
  as a prologue to the Mercy of the Icons campaign, 
  you might find the following timeline useful. You 
  are of course free to alter it however you like.
   
  ◆ The Ghosts from Xene: In CC 60, in the segment 
  of the Traveler, the Emissaries arrive in the Kua 
  system.
  LAST VOYAGE OF THE GHAZALI
  2
  
   
  ◆ The Judge: During the Cyclade celebrations, the Bulletin transmits 
  a special broadcast from the Foundation’s research station at 
  Xene, where one of the five mysterious Emissaries has declared 
  itself the Judge incarnate.
   
  ◆ The Messenger: The following day – the first day of the new 
  year – another Emissary arrives at Coriolis in a Foundation cruiser 
  escorted by two Legion battleships. The Governor of Coriolis 
  makes a statement welcoming the Emissary to the Council of 
  Factions, and it soon becomes known as the Messenger Emissary.
   
  ◆ The Mystics' Disease: Soon after the arrival of the Emissaries, 
  individuals all across the Third Horizon begin manifesting 
  supernatural powers leading to persecution and religious 
  hatred. Many of these so-called “new mystics” travel to Coriolis 
  for protection, and to be closer to the Messenger Emissary, or 
  to the Foundation’s Xene station to meet the Judge Emissary.
   
  ◆ The Taoan Incident: After a mining colony transmits a distress 
  call to Coriolis in the segment of the Gambler in CC 61, a rescue 
  fleet focused on the Ghazali passenger liner and the Legion’s 
  Zafirah destroyer departs the station for the Taoan system. The 
  first suite of scenarios in the Mercy campaign begins in the fall 
  of CC 61, for example, around the Cyclade celebrations and the 
  segment of the Faceless One.
  OVERVIEW
  When the scenario begins, the PCs wake up onboard the Ghazali 
  liner as it is slowly but steadily falling into the nearby Hamura 
  star. The theme of the scenario is survival, and the PCs’ goal is 
  to find a way off the doomed ship. First, they must figure out 
  what is going on (Act I) and what they need to do before they 
  can escape (Act II). The turning point comes when the ship’s 
  computer suddenly informs the PCs that the Ghazali’s reactor 
  is about to suffer a meltdown, and their timetable becomes 
  dangerously short. Act III deals with the tumultuous escape from 
  the Ghazali and the subsequent search for other passengers that 
  have made it off the cruiser in escape pods. Over the course 
  of the scenario, the PCs must deal with panicking passengers, 
  high levels of radiation, and escaped, bloodthirsty nekatra, as 
  the consuming flames of the Hamura star draw ever closer 
  outside the windows.
  Surrounded by danger, the PCs must find a way to reach 
  surviving rescue workers that have been trapped in other parts 
  of the ship, organize the evacuation, and salvage the emerald 
  disc from the main computer that contains the answers to what 
  actually happened before the jump to Taoan. The likely destina-
  tion for the escapees is the Hamurabi portal station, and this 
  3
  INTRODUCTION
  
  is where the aftermath of the scenario takes place. Ideally, the 
  PCs can drop off the rest of the survivors there, share their story 
  with the Bulletin, sell the emerald disc, and reap the rewards of 
  their heroic handling of the situation. The scenario ends when 
  the PCs prepare for the jump back to Kua. They have likely 
  established themselves as trustworthy and resourceful – traits 
  highly sought-after in the Horizon – and things appear to be 
  looking up for them. However, powerful events have been set 
  in motion behind the scenes, and the Third Horizon’s darkest 
  hour is fast approaching – the trials and tribulations of your PCs 
  have only just begun.
  y THE GHAZALI
  The Ghazali cruise liner was once a beautiful ship, tastefully 
  furnished with mosaic walls and floors, draperies on the walls, 
  and colorful embroidery on the furniture. Despite its huge size, 
  it was only designed to carry three hundred passengers – the 
  wealthiest of the wealthy, traveling the void in luxurious splendor. 
  Today, everything is worn – tears and burns cover the furniture, 
  profane graffiti the mosaics. On the lower decks, everything is 
  simple and crude, made from metal and rubber, and dark, dirty, 
  and decrepit. Despite years of neglect, the Ghazali is more or 
  less functional – a testament to the quality of the work of the 
  Alkarra docks that constructed the ship some thirty cycles ago. 
  The liner had been taken out of service and was rusting in a 
  dockyard when the distress call reached Coriolis. The owners, 
  Exeter, were leaning toward scrapping the ship and selling it for 
  parts rather than spending the fortune required to repair and 
  modernize it. The Ghazali was already singing its swan song 
  when its fate was sealed by the Colonial Agency, who swiftly 
  purchased it for their rescue mission to Taoan. The worn-out 
  furniture was cleared out and replaced by stasis beds stacked 
  on top of each other, covering the mosaics and the hand-woven 
  draperies. Starlight shining through the rose tinted windows 
  now falls on crates of stasis fluid rather than on silk sheets. To 
  the ship’s original three hundred beds were added another two 
  hundred, to make room for the Tsurabi crew if they had to be 
  evacuated. Vehicles, exos, and a huge amount of other gear was 
  brought along in the hopes that whatever had happened to the 
  colony could be repaired on site, at least temporarily. The Colonial 
  Agency doesn’t abandon their colonies unless all other options 
  have failed, as it makes future recruitment that much harder.
  The Ghazali is a huge vessel, and much of it is left up to you 
  as the GM to describe to the PCs, depending on which areas 
  they pass through (although you could, for example, describe 
  the less important parts only briefly as the group passes through 
  on their way to more interesting areas). The PCs will mainly use 
  corridors or elevators when getting around. The elevator cars 
  themselves are unreliable, and the PCs may have to climb the 
  shafts in some areas. As a general rule, the higher decks are in 
  better condition, and packed full of supplies and spare parts for 
  the mining machinery. The air is dry, and more or less free from 
  unpleasant smells. The lower decks lack any kind of decorations, 
  and have been crammed full of stasis beds. The different areas 
  of the liner can be seen on page 6. In the center of this booklet, 
  you will find a floor plan of the ship that can be shown to the 
  players to help them find their way.
  y THE HAMURA SYSTEM
  The scenario takes place in the Hamura system, a system 
  between Kua – where the expedition sets out from – and Taoan, 
  its destination. The Hamura system is described on page 52.
  MAIN CHARACTERS
  Most of the survivors onboard the Ghazali are frightened 
  rescue workers, suffering the effects of varying degrees of 
  TABLE 1 CHARACTERS AND MOTIVATIONS
  NAME
  DESCRIPTION
  MOTIVATION
  KHOMINA
  Mystic with a vision
  Getting the rest of the survivors to give up and accept their fate
  BROTHER RAMAS
  Samaritan Fanatic
  Helping the righteous among the survivors in any way he can
  KOMORO VAI
  Selfish Leader
  Leading the evacuation to ensure his own safety
  SABETHA POUR
  Smuggler
  Saving her contraband and herself
  KORIA YOHARES
  Informal Leader
  Helping the PCs with the evacuation (if they rescue him from the chapel)
  ZHASAI
  Nekatra Alpha
  Saving her pack from death onboard the Ghazali
  LAST VOYAGE OF THE GHAZALI
  4
  
  radiation poisoning. There are, however, a few individuals that 
  are strong enough to step up and challenge decisions made 
  by the PCs that they find immoral or questionable. These are 
  described briefly in Table 1, and in their respective scenes.
  FACTIONS AND GROUPS
  The Last Voyage of the Ghazali is a high octane race against 
  time, with little room for political intrigue. Some of the NPCs in 
  the scenario are affiliated with the factions of the Third Horizon, 
  but the desperate situation means everyone prioritizes survival 
  over ideology. The exception here is Samaritan Brother Ramas, 
  from the Order of the Pariah. He is zealously devoted to the 
  Zalosian way, and will act accordingly, no matter the cost.
  The rescue mission is organized and funded by the Colonial 
  Agency, which, by extension, means the Consortium. Saving 
  lives and valuable data from the Ghazali will be rewarded by 
  the faction, and actions to the contrary will be punished.
  BEFORE YOU BEGIN
  This section contains tips and ideas that might come in handy 
  regardless of whether you use the doomed ship as a setting 
  for a tweaked version of the scenario or play it strictly by 
  the book. The floor plan at the back will help you guide the 
  group through the dangers ahead. 
  y ACT 1
  The PCs wake up in their stasis chamber and work their way 
  through the ship, trying to find out what has happened. The 
  scenes in Act I are open-ended, and can be played in any 
  order between the starting scene and the encounter with 
  the ship’s confused central computer, Suleiman. Darkness 
  Points can be used to put obstacles and dangers in the path 
  of the group. 
  y ACT 2
  The hub of Act II is the medlab (page 19) where several key 
  scenes take place. From there, the PCs can head out to explore 
  other important areas – the escape ship, the bridge, the 
  chapel, and possibly the cargo hold. 
  y ACT 3
  The Ghazali’s reactor eventually fails and heads for a meltdown. 
  It is time to say goodbye to the doomed liner and escape as 
  quickly as possible.
  MAPS AND TIME
  The picture of the Ghazali in the back should be carefully 
  removed from the book when you begin play and shown to 
  the players. Keep it face up so the players can’t see the floor 
  plan on the back. When they find the functional terminal at 
  the end of Act I (see the Status Report event), flip it over to 
  show them the map. Place the EP tokens on the timeline on 
  the map, and consult the Keeping Track of Time section.
  THE PCS’ SHIP
  Before the jump from Kua, the captain of the 
  Ghazali, Ia Kaschares, ordered all smaller vessels 
  in the fleet to dock with the liner and shut off their 
  reactors to keep traffic around the Ghazali to a 
  minimum. The crews of the vessels were assigned 
  stasis beds on the Ghazali for the journey. When the 
  detonation in the portal to Taoan occurred, many of 
  the docked ships were destroyed, but the PCs’ ship 
  has likely survived with only minimal damage. A 
  description of the free trader vessel Fatima’s Bounty 
  in included on page 50. It might come in handy as an 
  escape ship if the PCs are without a ship of their own 
  for some reason.
  5
  INTRODUCTION
  
  GHAZALI, CRUISE LINER
  GRAVITON 
  PROJECTOR
  CONTAMINATED AREA 
  (STRONG RADIATION)
  50X50 METERS
  ESCAPE POD, FUNCTIONAL
  FUNCTIONAL
  AIRLOCK
  MEDLAB
  BRIDGE
  UPPER 
  STASIS MODULE
  LOWER 
  STASIS MODULE
  ESCAPE PODS
  HANGAR
  CABINS 
  (COFFIN)
  REACTOR
  THE GHAZALI
  CLASS: V, MODIFIED CRUISE LINER
  DOCKS: ALKARRA, CC 28. UNTIL RECENTLY OWNED BY EXETER 
  ON KUA, DOCKED AT THE NET TO BE SOLD FOR PARTS.
  CREW: 6 (14) 
  LENGTH/HEIGHT/WIDTH (M): 1152/348/224 
  COST: 14,500,000 BIRR (NEW). SOLD FOR 6,400,000 TO THE 
  COLONIAL AGENCY.
  OWNERS: THE COLONIAL AGENCY (THE CONSORTIUM)
  ESCAPE POD, BROKEN
  LAST VOYAGE OF THE GHAZALI
  6
  
  CABINS 
  (STANDARD)
  CHAPEL
  ESCAPE PODS
  RECREATION 
  AND SERVICE
  CABINS 
  (SUITE)
  DOCKING 
  MODULE
  MAIN DOCK
  SERVICE: PRIMITIVE SPACEPORT: 29,000 
  BIRR (1/500) STANDARD SPACE STATION: 
  14,500 BIRR (1/1000) LARGE SPACEPORT: 
  7,250 BIRR (1/2000) 
  MANEUVERABILITY: –2 (CURRENTLY –5 DUE 
  TO DAMAGE) 
  SPEED: 1 
  SIGNATURE: +3 
  ARMOR: 9 
  HPS: 12 
  EPS: 7 
  EXTRA MODULES: 40 (OF WHICH 23 ARE 
  USED) 
  PROBLEM: ECCENTRIC SHIP INTELLI-
  GENCE (SULEIMAN), FAULTY THRUSTERS 
  (MANEUVERABILITY –1)
  FEATURES: ED FIELDS, ARBORETUM, 
  TRAUMA LAB
  MODULES:
   
  ◆ Bridge
   
  ◆ Reactor 
   
  ◆ Graviton Projector 
   
  ◆ Docking Module x4 
   
  ◆ Hangar x2 
   
  ◆ Cabins x2 (standard, 128 beds) 
   
  ◆ Cabins x3 (suite, 48 beds) 
   
  ◆ Cabins (coffin, 256 beds) 
   
  ◆ Chapel 
   
  ◆ Stasis Module (256 beds) 
   
  ◆ Medlab (upgraded to trauma lab) 
   
  ◆ Escape Pods x5 (80 four-person pods, only four remain 
  intact) 
   
  ◆ Cargo Module (1,000 tons)
  ADDED MODULES: 
   
  ◆ Stasis Module x2 (in the suites, 256 beds per module)
   
  ◆ Workshop (in the standard cabins)
   
  ◆ Cargo Module (1,000 tons, heavy machinery, replacing suite 
  module)
   
  ◆ Cargo Module (1,000 tons, supplies, replacing standard 
  cabins module)
  7
  INTRODUCTION
  
  y MAPS
  The maps that accompany the different scene descriptions 
  can be useful to give your group a better sense of what their 
  surroundings look like. You are of course free to change the 
  location of a scene, and use a different map.
  y KEEPING TRACK OF TIME
  The main themes of the scenario are urgency and desperation. 
  When the PCs interact with Suleiman – the ship’s computer – 
  they realize that they have only eighteen hours to plan and carry 
  out their escape. This estimate is, however, false; the reactor 
  is quickly failing and when its impending meltdown becomes 
  unavoidable, Suleiman updates the timeframe, giving the PCs 
  only 57 minutes to escape! After the scene when the group is first 
  informed of the eighteen hours, you have two alternate ways of 
  keeping track of time as the GM: you can either make a rough 
  estimate of how much time passes and play the Panic! event 
  after ten hours – or whenever it feels dramatically appropriate – 
  regardless of how far along in their escape plan the PCs are, or 
  you can use a slightly more detailed method, measuring time 
  by the number of scenes played.
  Each scene should take about one hour to complete, includ-
  ing all the relevant skill checks. When the PCs are informed 
  about the remaining eighteen hours, take the Energy Point 
  tokens (18 pcs) from the game box and find the map of the 
  Ghazali in the back of this book. Place the EP tokens on the 
  circles along the upper and lower edges of the map and remove 
  one for each hour/scene that passes. This should help you 
  establish a sense of urgency and stress as the group becomes 
  painfully aware of how little time they have left. You can let 
  the outcome of certain skill checks shorten or lengthen the 
  time necessary to complete a scene. A critical success can, for 
  example, cut the time necessary for the scene in half, while 
  a failure still gets the job done, but takes double the time. 
  After the Panic! scene, each EP token represents ten minutes. 
  Remove all but six tokens from the timeline when the Panic! 
  scene begins – the PCs must now escape the Ghazali as quickly 
  as possible!
  y RADIATION
  Just as the Ghazali was preparing to jump to Taoan, it was 
  flooded with a massive burst of hard radiation that immediately 
  killed the jump crew and wounded many of the passengers 
  in stasis. When the PCs wake up, many areas are still heavily 
  irradiated – see the map on page 6 – but the radiation levels 
  in a damaged area can vary as you see fit. The rules for radi-
  ation poisoning can be found on page 99 in the Coriolis core 
  rulebook. As radiation is invisible to the naked eye, spotting a 
  dangerous area can be hard. Have the group test survival. 
  If they succeed, they figure out the radiation level of the area 
  ahead before entering it. The proper equipment will give them 
  bonus dice to roll – an environmental scanner gives a +2 for 
  example. When exposed to radiation, their gear can also help 
  – a protective mask or a survival mask gives them an armor 
  rating of 1 or 2, respectively, against radiation. Armor or suits 
  with the ‘Vacuum suit’ feature protect against all radiation.
  y THE GROUP
  Why are the PCs aboard the Ghazali? They have signed up 
  for the rescue mission to Tsurabi, and have been promised 
  a substantial amount of money on return, but it may not 
  be their only motivation. Their patron and a wide range of 
  ulterior motives dressed up as heroism could help explain 
  why they are here. Another important question regards their 
  willingness to remain onboard the liner after an escape route 
  has been identified. Will they save themselves as quickly as 
  possible, or risk death to help out their fellow passengers? An 
  important factor to consider is that their own ship’s computer 
  is undergoing a lengthy reconfiguration (exactly how lengthy 
  is up to the GM to decide). This may force them to explore 
  other escape routes rather than just running to their ship 
  as soon as they wake. Fatima’s Bounty is an alternative way 
  to safety, but the competition for space aboard the ship will 
  quickly become fierce.
  As the GM, you can use DP to challenge the PCs and force 
  them to remain on the Ghazali – for example, deciding that 
  Fatima’s Bounty has to undergo reconfiguration just like the 
  PCs’ ship. If the group figures out some incredibly clever way 
  to escape immediately, however – let them. They will live to 
  fight another day but will have to carry the burden of having 
  left the rest of the survivors to die. Such a choice could have 
  interesting consequences in the future. Maybe the group 
  become wanted by the law for their cowardice, hounded by 
  Bulletin correspondents, or tracked by shady faction investi-
  gators examining the fate of the rescue mission. A GM with a 
  mean streak could even decide that the official blame for the 
  incident is put on the PCs. Regardless, if they escape without 
  trying to save the rest of the survivors, it should generate a 
  LAST VOYAGE OF THE GHAZALI
  8
  
  substantial amount of DP. Below is a list of suggested reasons 
  for different groups to have joined the rescue mission:
  Free traders: Many companies have invested heavily in the 
  operation for their reputations’ sake, and will want to send 
  representatives along to monitor their investments. The 
  group might also have been hired by their patron to protect 
  or salvage an important investment on the Tsurabi colony.
  Mercenaries: The fact that the Legion supplies an escort 
  confirms that the Agency suspects danger on arrival in Taoan. 
  Besides being trained in combat, mercenaries are also used 
  to following orders, and that quality will likely come in handy 
  at the destination, even if there is no one to fight.
  Explorers: Explorers are always welcome on operations such 
  as this one. Their motivations for participating can vary – birr, 
  fame, or previous connections to Taoan. If a PC has Taoan 
  origins, it is not unlikely that fear for the safety of friends or 
  relatives plays a part in their decision to participate in the 
  mission. The fate of the Tsurabi colony is also breaking news 
  for the Bulletin. Both official correspondents and freelancers 
  flock to the Ghazali to be close to the action. Traveling with 
  the rescue workers will provide a poignant portrait of modern 
  heroism, but many of the journalists would probably prefer 
  to dine with the captain and observe the operation from the 
  bridge. You can’t always get what you want, however.
  Agents: Many groups and factions are interested in find-
  ing out what actually happened in Taoan. Since the Portal 
  Wars, losing contact with colonies of this size has been rare. 
  Consortium agents onboard are more or less open about their 
  affiliation, but other factions have reasons to remain more 
  discreet. The Hegemony are always keen on keeping up with 
  the Consortium, and several of the Firstcome factions may 
  find it useful to send spies along to gather data. The Colonial 
  Agency might also have hired infiltrators to pose as rescue 
  workers to keep an eye on the involvement of other parties.
  Pilgrims: Both the crew of the Ghazali and the Tsurabians will 
  undoubtedly have need of Iconic guidance, so what better to 
  bring along than good old guardians of the faith? The group 
  could have been ordered to take part in the mission by their 
  spiritual leader or guide.
  9
  INTRODUCTION
  
  EMERGENCY
  The PCs wake from stasis and find that the rescue mission 
  has turned into a catastrophic failure. The Ghazali has lost 
  propulsion and is drifting toward the Hamura star. They 
  are forced to make their way through the silent ship and 
  will face the dangers posed by desperate survivors, radia-
  tion, and escaped nekatra. Use Act I to establish an atmo-
  sphere of desperation and mortal danger.
  OVERVIEW
  Begin with the starting scene below. The first 
  act ends when the PCs find a working terminal 
  and manage to contact the ship’s computer. 
   
  ◆ Starting scene – Dawn: The PCs wake up in a stasis 
  chamber in the lower parts of the ship. 
   
  ◆ Through Darkness: A scene containing a number 
  of events pertaining to their movements through 
  the ship. For dramatic effect, wait a while before 
  letting them encounter other survivors. 
   
  ◆ Status Report: The closing scene of the act, in 
  which the group finds a working terminal and 
  contacts Suleiman, the ship’s intelligence, to find 
  out what has happened to the Ghazali.
  IMPORTANT FACTS
  In the final scene of Act I, the PCs contact 
  Suleiman and receive information about the 
  situation. The following pieces of key information 
  are given to them without skill checks: 
  ◆ A floor plan of the Ghazali. 
  ◆ A timeframe of eighteen hours to evacuate 
  the ship 
  ◆ A list of docked ships on the hull that are 
  still intact. 
  ◆ A warning about high levels of radiation in 
  some areas of the ship. 
  ◆ A route to the nearest safe port, the Hamurabi 
  portal station. 
  ◆ Directions to the medlab, which has avoided 
  damage. 
  DARKNESS POINTS
  As the GM, you get as many DP as there are 
  PCs at the start of the scenario. The rules for 
  DP use can be found on page 344 of the Coriolis 
  core rulebook. It’s a good idea to save some DP 
  for events in the "Through Darkness" scene.
  STARTING SCENE: DAWN
  The scenario begins just as the PCs wake from 
  stasis. Read or act out the following: 
  Echoes from the past, voices speaking about the 
  important task ahead. Captain Ia Kaschares: “The 
  Tsurabi colony has sent us a distress call and we are 
  part of the response team. What we expect to find 
  after the jump to Taoan is not clear – well, you’ve 
  all heard the message. We are being escorted by a 
  Legion destroyer, the Zafirah, and we make the jump 
  immediately after her.” 
  Colonial agent Nakifa continues: “The Tsurabi colony 
  is a gas mine orbiting the system’s largest planet, 
  the gas giant Taoan. About three hundred colonists, 
  mainly miners plus a few scientists. Since we’re going 
  in blind, no orders have been issued. Sensor sweeps 
  will tell us more when we get there.” 
  The captain again: “All non-essential personnel are to 
  go on ice immediately and sleep their way to Hamura. 
  The Icons are with us – the Deckhand smiles in the 
  bed next to you and the Traveler keeps watch from 
  the bridge as we jump. See you in Taoan. Sleep tight.”
  ACT
  1
  LAST VOYAGE OF THE GHAZALI
  10
  
  The urgency of the present: Flashing red and white lights, blar-
  ing sirens, heavy heads and unresponsive limbs. You must have 
  come out of stasis too soon, and this is the infamous thawing 
  nausea. Infamous for good reason. 
  No orders, no updates – just the cold floor underneath your 
  feet and bodies reluctant to move. Your fingers remember the 
  code to the locker with your personal effects and you clumsily 
  put your gear on – no weapons, of course, those are kept up on 
  the bridge. 
  You look around at each other – all frozen and stiff, squinting 
  in the faint light. Still no orders, no updates – nothing. Stasis 
  beds stacked in rows around you. About thirty team members 
  went to sleep here – why are you the only ones awake? One of 
  you asks for more light in a hoarse voice, but nothing happens. 
  You call out to the central computer, but get no answer. You 
  look at each other, at the spiral staircase climbing upward into 
  the dark, and at the flashing white pulses in the red light strips 
  along the floor. 
  Emergency lighting. 
  Emergency.
  The PCs wake up surrounded by humming stasis pods, with 
  heavy heads from the cryo sleep.
  THE SITUATION
  The PCs and two dozen other rescue workers went on ice in a 
  section containing sixty beds divided between four chambers. 
  The PCs are in the deepest chamber, which has saved their 
  lives – the sleepers in the chambers above are all dead (from 
  the radiation). Many of the deceased clutch Icon talismans – 
  a deckhand tradition when going on ice. Show the PCs the 
  picture of the Ghazali, and show them which section of the 
  ship they are in. Apart from a vague memory of where their 
  ship is docked, they know nothing else of the ship. They will 
  have to start exploring the ship to find their bearings. 
  THE STASIS CHAMBER
  The chamber is faintly illuminated by the red emergency 
  lighting, but brighter light shines in from above where a 
  spiral staircase leads up to more chambers. The room is a 
  simple construction of metal and rubber, without any of 
  the upper decks’ luxurious fittings. At the top of the stairs, 
  after passing four identical chambers, an automatic door 
  opens and closes on a dark corridor. The PCs’ personal 
  FINDING WEAPONS
  If the PC didn’t smuggle weapons onboard (see above), they 
  might want to get hold of something to defend themselves 
  with as they leave the stasis chamber. A successful FORCE 
  test allows them to rip a steel pipe from the wall to use as a 
  club (Gear Bonus +1, INIT 0, weapon damage 1, CRIT 3, Close 
  range). Clever PCs might try to find a power tool instead, 
  by searching the crates of mining gear (dura drill, thermal 
  lance or equivalent – Gear Bonus 0, INIT 0, weapon damage 
  2, CRIT 2, Close range).
  WEAPONS
  The PCs were not supposed to bring weapons 
  onboard, and any they brought along anyway were 
  locked away on the bridge. They might have been 
  able to hide a weapon on their person, however. If 
  they pass an INFILTRATION test, they have managed 
  to stash a weapon, so long as it has the weapon fea-
  tures Light or Small. 
  11
  ACT 1
  
  effects can be found in the lockers at the foot of the stasis 
  beds. All weapons they brought aboard are kept on the 
  bridge, however.
  IMPORTANT FACTS
  Passing a medicurgy test can reveal that the other rescue 
  workers in this section have been killed by radiation 
  poisoning. The PCs must exit the stasis chambers to 
  find out more about what has happened. Attempts to 
  contact the ship’s computer via the intercom system 
  fail. A successful data djinn test can tell them that 
  they must find a working terminal to contact the ship’s 
  intelligence. All the terminals they pass seem to be 
  broken, however.
  THROUGH DARKNESS
  The PCs make their way through the ship searching for more 
  information and other survivors.
  OVERVIEW
  The ship was badly damaged when the portal field collapsed. 
  The PCs must find a working terminal and contact the ship’s 
  computer for a damage report. While moving through the 
  ship, the PCs encounter other survivors, and find evidence 
  that a pack of nekatra in the cargo hold have escaped their 
  cages – perhaps they are even attacked.
  IMPORTANT FACTS
  During this scene, the PCs begin to grasp the severity 
  of the damage to the Ghazali, and eventually find a ter-
  minal that allows them to contact the ship’s computer, 
  Suleiman. If the PCs find nekatra tracks, they can test 
  culture to understand what dangerous creatures they 
  are dealing with. 
  THE LOWER DECKS
  The lower decks are designed with little regard for 
  aesthetics. The corridors and chambers are all dimly 
  lit by the red emergency lights. Stasis pods and crates 
  of equipment are stacked high everywhere. The stasis 
  beds are either unoccupied, or contain dead rescue 
  workers. Small doors and hatches connect to mainte-
  nance ducts where the air is humid, and condensation 
  drips from the ceiling. Foul smells circulate through the 
  barely working ventilation systems. Some of the larger 
  rooms contain vehicles in varying states of disassembly 
  – mainly crawlers and loaders, together with few light 
  scout vehicles. The smell of the exhaust fumes still 
  lingers. The rubber floors and metal walls are painted 
  in a matte, grayish green. Ductwork and cables hang 
  from the ceiling. Everything is relatively worn-down, the 
  rubber floors are scratched and the wall paint chipped. 
  There are plenty of dark corners and crevasses to hide 
  in, should the PCs feel so inclined.
  NPCS
  Below is a description of the NPCs the PCs might encounter 
  in the scene.
  LAHOR IADES, IRRADIATED STEVEDORE
  Lahor is a stevedore who previously worked the Net outside 
  Coriolis. He chose to sign up for the rescue mission to earn some 
  extra money for his wife and four children. Lahor is the self-ap-
  pointed leader of a small group of survivors suffering from varying 
  degrees of radiation poisoning. His only goal is to stay alive, and he 
  is prepared to do whatever it takes to find medicine and a way off 
  the Ghazali. The radiation he has been exposed to, combined with 
  watching his worse-off friends succumb to the poisoning, has made 
  him paranoid, and he will likely be suspicious of the PCs. If they 
  aren’t obviously irradiated, they must know where the medicine is 
  kept, and if they appear calm, they must know a way to escape!
  APPEARANCE: Lahor is a large man in coveralls. He has a scar 
  across his face from an old work accident, and a pale face and 
  bloodshot eyes from the radiation. 
  CHARACTERISTICS: Desperate and on the verge of breaking. Quick 
  to raise his voice and become aggressive. Justifies his actions by 
  referring to the wellbeing of his family.
  LAST VOYAGE OF THE GHAZALI
  12
  
  ATTRIBUTES:
  STRENGTH 5, AGILITY 4, WITS 2, EMPATHY 3
  HIT POINTS (CURRENT): 9 (8)
  MIND POINTS: 5
  REPUTATION: 3
  SKILLS: Force 3, Melee Combat 2, Manipulation 1
  ARMOR: None
  WEAPONS: Steel rod (see page 11)
  GEAR: None
  DESPERATE, SICK, RESCUE WORKERS
  Gemenas, Ylaria, Tabrak, Karel, Shanaz – five obviously irradiated, 
  desperate survivors. They follow Lohar and pray that he will lead 
  them to medicine and an escape ship. Shanaz has seen two bodies 
  “that were all torn up”, and is convinced there is a monster onboard. 
  The mangled bodies are the work of nekatra, but Shanaz doesn’t 
  know this.
  APPEARANCE: Men and women in worn stevedore uniforms. Red, 
  swollen eyes. Coughing and covered in blisters. Some vomit and 
  bleed from the nose and mouth.
  CHARACTERISTICS: Desperate and without hope. Broken from the 
  radiation.
  ATTRIBUTES:
  STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 3
  HIT POINTS (CURRENT): 8 (6)
  MIND POINTS: 6
  REPUTATION: 3
  SKILLS: Force 3, Dexterity 2, Melee Combat 1
  ARMOR: None
  WEAPONS: Ylaria and Karel have steel rods (see page 11)
  GEAR: None
  EVENTS
  Below is a list of events for you to use during the PCs’ search 
  for a working terminal. Some of them require DP to activate. 
  y BROKEN TERMINAL
  The PCs pass a broken terminal. It is either just dark and 
  dead, or the display is so distorted that nothing can be read 
  off it. The speakers hiss with static. 
  Cost: 0 DP
  y FIRE
  A corridor or module has caught fire. If the PCs try to pass 
  through the fire, they suffer a Fire 3 attack (weapon damage 
  1, CRIT 1. See Fire on page 97 of the Coriolis core rulebook). 
  Alternatively, they can turn around and look for another way. 
  Unless the fire is put out, there is a risk of it spreading to 
  nearby sections.
  Cost: 1 DP
  y RADIATION
  The PCs enter an area with higher levels of lingering radia-
  tion. Parts of the ceiling have collapsed ahead of them and 
  block their way. White fumes leak out of ruptured tubes. If 
  they remain here, they suffer 1 point of radiation per minute. 
  Let the PC with the highest survival score test to spot the 
  danger. Success means being alerted to the radiation. Failure 
  means immediately suffering 1 RP. They can either try to 
  push their way through the debris or turn around. Quickly 
  pushing through the dangerous area requires either a force 
  or a dexterity test. Failure means suffering 2 RPs, success 
  means only 1 RP.
  Cost: 1 DP
  y EXPLOSIVE DECOMPRESSION
  The PCs suddenly hear the hull creaking and sighing 
  nearby. A successful observation or science test can 
  tell them what is about to happen – the wall is about to 
  give way and expose them to the vacuum of space! The 
  automated security systems quickly lock all bulkhead doors 
  around them. See the adjacent box for rules on explosive 
  decompression. Those who passed the observation or 
  science test get a +2 to their subsequent force or dex-
  terity rolls. See page 99 of the Coriolis core rulebook for 
  the rules on vacuum exposure. Fortunately, this section 
  contains an exo locker.
  Cost: 1 DP
  13
  ACT 1
  
  THE GHAZALI
  A circular room, lit red by the emergency lights. A spiral 
  staircase leads upward through more stasis chambers. 
  This is where the PCs wake up.
  The Ghazali’s medlab quickly becomes a hub 
  for the survivors’ evacuation efforts. They 
  gather here in the hopes that someone will 
  help them escape.
  STASIS CHAMBER
  MEDLAB
  LAST VOYAGE OF THE GHAZALI
  14
  
  A large room containing the ship’s navigation and control systems. Three 
  bodies can be found here. There should be more, but the rest have been 
  sucked out into space through a breach in the hull.
  The docks are located amidships on both sides of the Ghaza-
  li, and the PCs can reach their docked vessel via an airlock 
  from either of the two central corridors that run almost the 
  length of the ship.
  BRIDGE
  DOCKS
  15
  ACT 1
  
  y VICTIMS OF THE NEKATRA
  The sickening smell of blood and death is heavy in the corridor 
  ahead. At an intersection further ahead, the PCs find four 
  horribly mutilated bodies. Paw prints in the blood trail lead 
  off in several directions. If the PCs loot the bodies, they find 
  a personal communicator, a transactor with 840 birr, and a 
  tool belt containing a set of ordinary tools as well as a hydro 
  spanner (blunt instrument). A group of nekatra have escaped 
  their cages and roam the Ghazali. They are part of the Legion 
  escort, but were placed on the Ghazali as the Zafirah was full. 
  After waking up without their handlers to take care of them, 
  the pack let their primal instincts take over – to hunt, maim, 
  and kill. Read more about nekatra on page 316 of the Coriolis 
  core rulebook.
  The encounter with the nekatra has been divided into 
  several parts to increase the suspense. The first encounter is 
  the PCs finding the dead bodies described above. They can 
  also hear faint growling nearby. Encountering the nekatra 
  themselves comes later, and will likely end in violence – but 
  depending on the PCs’ actions, things might turn out dif-
  ferently. When finding the mangled corpses, a survival 
  test can reveal what has happened here, and tell the group 
  where the creatures went after the attack. The tracks and 
  the teeth marks on the bodies seem to come from some 
  sort of predator. The attacking group appears to consist of 
  six individuals. They have killed their prey and begun eating, 
  but then been interrupted and left (either because they heard 
  someone approaching or because they are too stressed out 
  to eat). They might return to finish their meal later. The PCs 
  have three options:
  1. Continue on their way, which – thankfully – is in the 
  opposite direction from where the nekatra went; 
  2. Try to track the beasts by successfully rolling observa-
  tion to eliminate the threat of them (in which case they 
  should probably arm themselves at the bridge first); or 
  3. Stage an ambush by the dead bodies and attack the 
  nekatra when they return to finish their meal. If the PCs 
  successfully track or stage an ambush of the nekatra, you 
  could have them face a single creature first (see the scene 
  below) instead of the whole pack (page 39).
  Cost: 0 DP
  y DESPERATE RESCUE WORKERS
  Have the PCs test observation. If they pass, they hear whis-
  pering voices in the corridor ahead. Unless they turn around, 
  they soon meet a group consisting of six other survivors led 
  by the aggressive Lahor Iades. The encounter might lead to 
  violence, or at least to high tensions. Unless the PCs have fig-
  ured out what has killed the majority of the other passengers 
  (radiation) – and that they are likely affected themselves – they 
  probably will now. Have them test manipulation. If they roll 
  well, Lahor’s group will follow their instructions, but failure might 
  lead to hostilities. The other group want to: 1) Find medicine 
  and other useful gear; 2) Find a place sheltered from radiation 
  and nekatra (they have heard the beasts in the distance and 
  lost a comrade); and 3) Find a way off the doomed ship. They 
  know nothing of what has happened to the Ghazali and have 
  encountered no other survivors, but know that the ship is heavily 
  irradiated and that terrible monsters are on the prowl nearby.
  Cost: 0 DP
  STATUS REPORT
  When the PCs finally find a working terminal, they encounter 
  the eccentric ship intelligence Suleiman, and finally get some 
  answers. The gravity of their situation becomes apparent, and 
  they realize that the mission has failed – all that remains is 
  to try and make it off the Ghazali alive.
  THE SITUATION
  Next to the bulkhead doors separating the different sections of 
  the ship are terminals for interfacing with the ship’s computer, 
  but most are now broken. Senior crew members would have 
  carried tablets for direct contact with Suleiman, but these 
  haven’t survived either. The PCs will have to search for a ter-
  minal that still works, and it is up to you as the GM to decide 
  when they find one. Have them sneak around the ship for a 
  while, and sweat a little before they do. The terminal itself is 
  a smooth surface on the wall onto which a PC puts her hand 
  and states her name. The computer comes alive and greets 
  them. Its name is Suleiman and it speaks in a low, thoughtful, 
  LAST VOYAGE OF THE GHAZALI
  16
  
  male voice. Getting classified information – for example the 
  location of the gun lockers – out of Suleiman isn’t easy, but he 
  is more than willing to assist with evacuating the ship. 
  Many of the PCs’ questions will likely remain unanswered, 
  either because Suleiman is too damaged to know the answer 
  (“Unknown”) or because the PCs lack the necessary security 
  clearance (“I am not authorized to share this information”). A 
  powerful EM pulse from the portal detonation has destroyed 
  much of Suleiman’s data banks, and he is not quite himself. 
  Skilled computer operators will know how to work around 
  some of the damage, and might get more out of him. How 
  much information they get from the conversation depends 
  on how well they do on a data djinn test. If they return to 
  speak more with Suleiman later, they don’t have to roll again, 
  but if they are dissatisfied with their level of success, acquiring 
  the captain’s or first officer’s code keys can get them higher 
  security clearance.
  IMPORTANT FACTS 
  Have the PCs test data djinn to obtain information from 
  Suleiman.
  Regardless of how they fare, he gives them the following 
  information:
   
  ◆ A map of the Ghazali. See the back of the book.
   
  ◆ The Ghazali’s propulsion systems are offline, and there are no 
  life signs on the bridge. The ship is currently in the Hamura 
  system, one jump from Taoan. The ship is drifting toward the 
  Hamura star, and will reach the D zone (the disintegration 
  zone) in eighteen hours. Large sections of the ship are already 
  destroyed or badly damaged. 
   
  ◆ The Ghazali is unmaneuverable, but escape pods can be found in 
  several locations throughout the ship. Some of the ships docked 
  on the port side still appear functional.
   
  ◆ The ship was flooded with radiation when the portal exploded, 
  and much of the sensor and control systems were destroyed. 
  Suleiman has rebooted the remaining systems and is compiling 
  a damage report. This explains why no evacuation order has 
  been given – the jump crew was killed instantaneously, and the 
  automated failsafes were burned out. Large parts of the crew 
  on ice are badly irradiated or deceased.
   
  ◆ The nearest safe port is the Hamurabi portal station, in orbit around 
  Hamura, between the portals. The distance from the Ghazali to 
  the station is currently about 1 AD. Sparsely populated systems like 
  EXPLOSIVE DECOMPRESSION
  When the hull is breached in a section, all nearby loose 
  objects are violently sucked toward the hole. If you wish to 
  move as the section is decompressing, test DEXTERITY at 
  –2. Just grabbing onto something steady requires a FORCE 
  test at –1. Both tests are slow actions. If you are wearing 
  an exo, the tests are without penalties. A critical success 
  can be used to rescue a comrade that failed her roll, or to 
  catch an object within Close range (FORCE) or Short range 
  (DEXTERITY). These rules can also be used during space 
  combat and in firefights near weak points in the hull. 
  SULEIMAN LIVES
  If you play the eccentric Suleiman as a living charac-
  ter, the meeting with him will be more dramatic. You 
  could for example equip the terminal with modula-
  tion capabilities and have an avatar slowly materi-
  alize before the PCs. Suleiman looks like a wise old 
  man, with a ceremonial headdress and shining eyes. 
  The modulation is patchy, with ghostly holes here 
  and there where data is missing. He speaks in a low 
  voice, and looks straight ahead without making eye 
  contact with the PCs. The avatar resembles a spirit 
  from another dimension, which perhaps is what he 
  is. 
  17
  ACT 1
  
  Hamura often have only one portal station, instead of the normal 
  two. A slow ship makes the 1 AD journey in about twenty-four 
  hours, while a fast one could make it there considerably faster.
   
  ◆ The ship’s medlab was spared from damage. Suleiman can light 
  a yellow strip in the floor to guide the way. 
  Limited success
   
  ◆ The escape pods aren’t powerful enough to achieve escape velocity 
  this close to the Hamura star and make it to the Hamurabi station, 
  but ships strong enough to escape the gravitational pull that 
  survived the blast are docked on the port side (one or two, the 
  GM decides). Suleiman can light red strips in the floor guiding 
  the way to the escape pods and the docked ships. 
   
  ◆ Information about what actually happened to the liner can be 
  found on the bridge computer’s emerald disk. Suleiman has no 
  contact with any of the systems on the bridge.
   
  ◆ The jump crew was on the bridge at the time of the detonation. 
  It is highly unlikely that any of them are still alive.
   
  ◆ Internal sensors detect forty-seven additional lifeforms onboard, 
  although there might be more, as the data is contradictory and 
  unreliable. About two hundred rescue workers were onboard 
  when the ship left Coriolis.
   
  ◆ The chapel has been cut off from the rest of the ship. The sensors 
  there are badly damaged but indicate that a group of survivors 
  may have gathered there.
  Critical success
   
  ◆ There are about thirty nekatra on the ship, in stasis in 
  groups of between four and six individuals. They belong 
  to the Legion, and are trained for reconnaissance and 
  light skirmishes. They are controlled by their handlers 
  via their collars, but the remote controls are all located 
  on the Zafirah.
   
  ◆ Classified information can be accessed by the captain or 
  the first officer from the bridge. The crew and passengers’ 
  weapons are kept on the bridge. Only the captain and the 
  first officer have the code keys that open the arms locker. 
  This is where the PCs will find their own weapons. 
  THE TERMINAL
  A screen on the wall with a keyboard, a microphone, and a 
  camera. It comes alive when the PCs approach it. A red light 
  stares at the group from the camera lens. They can use the 
  terminal to contact Suleiman.
  LAST VOYAGE OF THE GHAZALI
  18
  
  SURVIVORS 
  The PCs aren’t the only survivors. When they find that they 
  aren’t alone, they are faced with the dilemma of whether 
  or not they can (or want to) help save the others as well. A 
  few of the other survivors also appear to have shady agen-
  das of their own...
  in the second act, the PCs will likely step up 
  as leaders of the evacuation efforts. The medlab 
  becomes their base of operations when orga-
  nizing the escape.
  OVERVIEW
  After their conversation with Suleiman, the PCs 
  have a better idea of what has happened, what 
  threats they face, and what they must do to 
  escape. They may also have become aware of 
  other survivors in need of their help. Somewhere 
  on the ship, a pack of nekatra is on the hunt, 
  which could pose a serious threat to poorly 
  armed PCs. If they are skilled in close combat, 
  you could have them encounter the nekatra early 
  in Act II, but it is otherwise recommended to wait 
  until they have found firearms on the bridge. 
   
  ◆ The Medlab: The medlab quickly becomes the 
  hub for the survivors’ evacuation efforts. Anyone 
  who can move and who isn’t trapped makes their 
  way here. 
   
  ◆ The Escape Vessel: The PCs go out to search 
  for a spaceworthy ship to escape in (their own 
  or another).
   
  ◆ A Sensitive Proposal: The PCs are offered a deal 
  that might make the evacuation harder, but that 
  could earn them some extra birr.
   
  ◆ To the Rescue: A group of survivors are trapped 
  in the chapel. Will the PCs spend some of their 
  precious time to try and rescue them?
   
  ◆ The Bridge: The PCs will most likely try to find 
  out what has happened to the Ghazali. They might 
  also be looking for guns to defend themselves 
  against the nekatra (or other survivors).
   
  ◆ Hunter and Prey: Sooner or later, the nekatra 
  attack the survivors.
  IMPORTANT FACTS
  On the bridge, the PCs can find clues to help 
  them piece together what happened as the 
  Ghazali was preparing to jump. They find out 
  that the incident was not an accident but rather 
  a carefully orchestrated attack. They might also 
  be able to salvage the bridge computer’s emer-
  ald disk – a device that stores all onboard data 
  logs – containing the truth of what happened.
  DARKNESS POINTS
  When Act II begins, you get as many DP as 
  there are PCs in your group. The extra DP might 
  come in handy when the PCs face off against 
  the nekatra at the end of the act.
  THE MEDLAB
  The survivors gather at the Ghazali’s medlab, 
  looking for someone to save them.
  THE SITUATION
  The liner’s medlab was hastily upgraded to a 
  trauma lab before departure (+4 to medicurgy, 
  +5 when treating critical and lethal injuries, 
  see page 95 of the Coriolis core rulebook). A 
  medically trained PC can offer her comrades 
  professional help here. If Suleiman lit the yellow 
  lightstrips in the floor to guide the PCs to the 
  lab, similar strips were lit all across the ship, 
  and many survivors are now converging on the 
  lab. Apart from the PCs themselves, there are 
  ACT
  2
  19
  ACT 2
  
  soon a number of survivors to treat (see below). If the PCs 
  manage to settle things peacefully with the nekatra, they too 
  are in need of medical care for radiation poisoning. If the 
  PCs prioritize helping others at the medlab, they are awarded 
  with only the gratefulness of their patients, but it will pay off 
  later in the scenario. Keep the timeframe in mind when the 
  PCs are in the medlab.
  IMPORTANT FACTS
  This scene doesn’t provide much in the way of clues as 
  to the fate of the ship, but other survivors might have 
  gotten more out of Suleiman, and can fill in the PCs’ 
  blanks if you’d like.
  MEDLAB
  This section of the ship would have been beautiful back in its 
  day – expensive carpets on the floors and colorful mosaics 
  on the walls – but now, everything is dirty, chipped, and 
  faded. The walls of the medlab are made from a soundproof 
  type of ceramic designed to look like sandstone. The smell 
  of disinfectant is masked by the soothing aroma of cedar 
  wood incense. Statues of the Lady of Tears keep watch over 
  the patient rooms, accompanied by the Judge in the oper-
  ating room.
  y WAITING ROOM
  A large open room with patterned carpets and some of its 
  original furniture still intact. A spiral staircase and an (offline) 
  elevator lead from the room to the rest of the ship. The waiting 
  room, with its faded draperies on the walls, becomes a safe 
  place to rest for Ghazali’s weary survivors.
  y STORAGE ROOM/EXTRA PATIENT ROOM
  A sterile storage room for medical equipment, to restock 
  the patient rooms or the operating room if necessary. 
  There are also three extra beds here, and some basic 
  monitoring equipment, which enables the PCs to turn 
  the room into another patient room with space for six 
  people. A medkit plus ten extra m-doses can also be 
  found here.
  LAST VOYAGE OF THE GHAZALI
  20
  
  1x1 meters
  THE MEDLAB
  1.	 Waiting Room 
  2.	 Storage/Extra Patient Room 
  3.	 Patient Room Blue 
  4.	 Admission 
  5.	 Patient Room Purple 
  6.	 Operating Room 
  7.	 Stairs 
  8.	 Elevator
  01
  07
  08
  02
  05
  03
  04
  06
  21
  ACT 2
  
  y PATIENT ROOM BLUE 
  A patient room equipped to hold seven patients. The walls 
  are modestly decorated with scrolling blue vines on a white 
  background. A medkit plus ten extra m-doses can be found 
  here.
  y ADMISSION
  The walls of the room are covered in large screens for patient 
  monitoring. If needed, the room can be converted to fit five 
  additional patients on rugs collected from the waiting room.
  y PATIENT ROOM PURPLE
  A room for six patients, similar to the blue room but with 
  purple decorations on the walls. A biomonitor and a medkit, 
  plus ten extra m-doses can be found here.
  y OPERATING ROOM
  An advanced medlab equipped for most procedures. Two 
  patients can be operated on simultaneously. The room con-
  tains four cybernetic prostheses (GM decides what kinds 
  of implants) and one hundred trauma doses. The walls are 
  covered in red velvet draperies with silver, gold, and blue 
  embroidery, and the slabs are made from an expensive type 
  of rock from the Dakhara ridge on Kua – custom ordered to 
  comply with the head surgeon’s wishes.
  NPCS
  Below is a list of the NPCs the PCs might encounter during 
  the scene. Khomina and Sabetha Pour are in the medlab 
  when the PCs get there. Brother Ramas and Komoro Vai 
  arrive later.
  KHOMINA, MYSTIC WITH A VISION
  Khomina is a former charlatan from Mehrabi on Lubau who 
  has begun developing actual clairvoyance over the last few 
  segments. She has a flair for the dramatic, dusting off old pre-
  dictions and prophecies in the faint glow of her sugar globe, 
  delivering omens and portents to her clients with a low voice 
  and in archaic language. She chews arrash leaves and spits on 
  the globe to awaken it and help set the mood while the effects of 
  the drug inspire her. Her use of big words like destiny, faith, and 
  hope has made many of the desperate survivors gather around 
  her for guidance and comfort, although her own mental stability 
  LAST VOYAGE OF THE GHAZALI
  22
  
  is very much in question. As the situation grows more and more 
  dire, Khomina becomes increasingly eager to share her vision 
  for the road to salvation: give up, accept your fate, and follow the 
  Ghazali to the heart of Hamura, and the Icons will welcome you 
  into the promised land.
  APPEARANCE:	A middle-aged woman with sharp features and big, 
  dark eyes, marked by a hard life. Dressed in a large thwab and with 
  a dupatta wrapped around her head. Cheap costume jewelry com-
  pletes the look. 
  CHARACTERISTICS:	Mesmerized by her vision. Having accepted the 
  inevitable end, she is kind and caring toward the fainthearted.
  ATTRIBUTES:
  STRENGTH	2,	AGILITY	3,	WITS	3,	EMPATHY	5
  HIT	POINTS:	5
  MIND	POINTS:	8
  REPUTATION:	0
  SKILLS: Manipulation 4, Mystic Powers 2
  TALENTS: Prediction
  ARMOR:	None
  WEAPONS:	None
  GEAR: About a week’s worth of arrash, large sugar globe
  BROTHER RAMAS, SAMARITAN FANATIC
  Brother Ramas is a highly skilled doctor trained at the Order’s med-
  ical academy on Coriolis. His skills make him an important person 
  for the irradiated survivors. Ramas has a low position within the 
  Order, but is nonetheless blindly devoted to the cause, and will put 
  his faith above saving lives, especially when it comes to the hereti-
  cal Khomina and her fatalist preaching. To Brother Ramas, nothing 
  is more despicable than the false teachings of the “Judge” on the 
  Xene station. 
  APPEARANCE:	A man nearing his forties dressed in the Samaritans’ 
  traditional robes, with a matching guttrah. The years have not been 
  kind to him, and his face is worn from a harsh, ascetic life.
  CHARACTERISTICS:	True to his beliefs, almost fanatically so. 
  Arrogant and rude toward people with other worldviews. Speaks in 
  a loud bass voice.
  ATTRIBUTES:
  STRENGTH	2,	AGILITY	4,	WITS	5,	EMPATHY	3
  HIT	POINTS:	6
  MIND	POINTS:	8
  REPUTATION:	5
  SKILLS: Medicurgy 4, Manipulation 2, Culture 1
  TALENTS:	Faction standing: The Order of the Pariah
  ARMOR:	None
  WEAPONS:	None
  GEAR: Martyr talisman (the Judge)
  23
  ACT 2
  
  KOMORO VAI, SELFISH LEADER
  Komoro was born to a wealthy family in the Spire. After training at 
  the Legion’s Cadet School, he was posted as first officer onboard 
  the cruiser Lefata. His military career was just about to take off 
  when a political scandal forced him and his family out into the 
  cold. Today, he works as a free trader, taking all sorts of shady 
  assignments to support his sister and aging mother. His crew and 
  his freighter Kohinor were torn from the Ghazali in the detonation. 
  Alone and desperate, he thinks only of his own needs. He has put 
  himself in charge of a group of survivors in the hopes of being able 
  to exploit them to get off the ship. Komoro will likely be the PCs’ 
  main opponent when it comes to organizing the evacuation. He will 
  question all of their plans, and ally himself with whomever else 
  makes proposals. He views himself as the natural captain of the 
  escape ship, whether it is the PCs’ own ship or another. He won’t 
  back down from a fight if he thinks it will help him stay in charge. If 
  the PCs stay in the background of the intrigues onboard, the actions 
  of Komoro can be used to force them to take a stand during moral 
  dilemmas. 
  APPEARANCE:	A tall, stern man with a well-trimmed beard and 
  intense eyes. Dressed in a monochrome kameez with a matching 
  old Zenithian-style cape .
  CHARACTERISTICS:	Selfish and condescending. Interrupts others 
  and talks loudly and for long periods of time. Exaggerates his own 
  status and experience.
  ATTRIBUTES:
  STRENGTH	4,	AGILITY	5,	WITS	3,	EMPATHY	2
  HIT	POINTS:	9
  MIND	POINTS:	5
  REPUTATION:	3
  SKILLS: Pilot 3, Ranged Combat 3, Command 2, Melee Combat 2, 
  Technology 1
  TALENTS: Executioner
  ARMOR:	None
  WEAPONS:	None
  GEAR: Proximity sensor
  SURVIVORS
  Rescue workers trying to survive the disaster onboard. They could 
  choose to follow the PCs, Komoro Vai, or Brother Ramas. If the PCs 
  try to convince them to do something dangerous or morally ques-
  tionable, they must win an opposed MANIPULATION test.
  APPEARANCE:	Men and women in worn stevedore coveralls. Some 
  are armed with steel pipes and other blunt instruments. 
  CHARACTERISTICS:	Desperate and without hope, but trying to sur-
  vive no matter the odds. Will follow strong and reliable leaders.
  LAST VOYAGE OF THE GHAZALI
  24
  
  ATTRIBUTES:
  STRENGTH	4,	AGILITY	3,	WITS	3,	EMPATHY	3
  HIT	POINTS:	7
  MIND	POINTS:	6
  REPUTATION:	3
  SKILLS: Force 3, Dexterity 2, Melee Combat 1
  ARMOR:	None
  WEAPONS:	Some are armed with steel pipes and other blunt 
  instruments (see the boxed text on page 11)
  GEAR: None
  EVENTS 
  The medlab will likely become the focal point for most of the 
  drama in the scenario. Below is a list of events associated 
  with the medlab for the GM to use as you see fit. They can 
  be used in any order, but it is probably a good idea to have 
  both Brother Ramas and Komoro Vai arrive at the lab shortly 
  after the PCs do. The events have no specified time cost, 
  and some of them can be played in parallel. Discuss with 
  your players to determine how time consuming the events 
  you play should be. 
  y MORE SURVIVORS
  As the medlab becomes the base for the evacuation 
  plans, more and more survivors begin showing up there. 
  They trickle in, alone or in small groups, looking for 
  medicine, supplies, and a way off the ship. The looming 
  threat of certain death has made everyone desperate for 
  guidance, and unless the PCs step up to take charge, 
  others will – Khomina, Brother Ramas, and Komoro Vai 
  for example. They won’t be able to get along, and the 
  risk of arguments and even violence is great. Among the 
  survivors is only one with medical training, Samaritan 
  Brother Ramas. He will gladly help anyone who needs 
  care, except for nekatra, as he regards them as subhuman 
  forms of life. His openness toward others will change 
  when Khomina begins preaching her fatalist message 
  (see below). Free trader captain Komoro Vai will take 
  every chance he can get to undermine the PCs’ efforts 
  to organize the evacuation, and fancies himself a much 
  better leader.
  Cost: 0 DP 
  MOVING AROUND ON THE GHAZALI 
  Try to make the PCs’ expeditions out from the medlab excit-
  ing and dramatic. Describe the empty, dark ship, and pre-
  pare encounters along their way – other survivors for sure, 
  but perhaps also nekatra with a taste for human flesh? The 
  plan of the Ghazali on page 6 tells you of the radiation levels 
  of the different sections of the ship. Throw in some events 
  from the Through Darkness scene if you haven’t already 
  used them all.
  KHOMINA’S PREDICTIONS
  The PCs might want Khomina to read their fortunes. 
  She will do it exchange for a gift or some birr (about 
  100 birr). Khomina uses her sugar globe when 
  reading their futures, but you can use the Icon deck 
  if you want. Have the player whose destiny is being 
  read draw three cards from the deck. Prepare the 
  deck with the right cards on top, or tailor the story 
  depending on which cards they draw.
  25
  ACT 2
  
  y ORGANIZING THE EVACUATION
  The number of survivors at the medlab increases steadily up 
  until the nekatra scene (page 39), when it reaches its peak 
  at a hundred and twenty one people, many of whom are in 
  terrible condition. Evacuating all the survivors will be diffi-
  cult, but not impossible. The hardest part will be selling the 
  desperate and scared rescue workers on the plan – since the 
  escape ship (a class III freighter) can’t fit them all, and many 
  will have to use other means of transportation. The escape 
  ship can fit eighty people if optimally used (or about forty if 
  the PCs accept Sabetha Pour’s offer, see below) which forces 
  the rest to use the remaining escape pods (holding sixteen 
  people) and stasis containers from the cargo hold (twenty 
  people per container). The cargo container part of the plan 
  will cause much distress among the survivors – no one is 
  particularly keen on the idea of going into stasis and being 
  ejected into space with only the PCs’ promises of retrieval 
  standing between them and a lonely and terrible demise.
  The situation for the people in the escape pods isn’t really 
  any better, but they will at least be awake, and it is enough for 
  them not to argue too much about it. Some of the survivors 
  are so badly wounded that they will die before getting off 
  the Ghazali, and many more will likely perish afterwards. The 
  obviously dying aren’t many, but may become targets for all 
  sorts of morally detestable suggestions when it becomes 
  clear that the escape ship is too small. Komoro Vai will have 
  no qualms whatsoever about leaving them behind. If the PCs 
  play their cards right, the other survivors will accept their 
  proposed evacuation plans, but if they fail, the survivors will 
  split into opposing groups, each with a strong, loud leader. 
  At the cost 1 DP, the situation spirals out of hand and the two 
  groups might attack one another for a spot on the escape 
  ship. If the PCs are armed and willing to defend their claim 
  to the escape ship, the fight among the other survivors will 
  be about who gets to go in the escape pods. 
  Have the PCs present their plan to the group and test 
  manipulation. If they make a convincing case, they get a 
  +1 to their roll. Komoro Vai will question their suggestions 
  and try to convince the other survivors that he has a better 
  plan. The PCs must win an opposed manipulation test 
  against Komoro. If they failed their initial roll above, they are 
  treated as being outnumbered by Komoro. If they passed the 
  test, they instead outnumber Komoro and his followers. If 
  they achieve a comparative critical success on the roll, they 
  will benefit from this later in the scenario, at the Hamurabi 
  station. Unless the group has armed themselves at the bridge, 
  you can spend 2 DP to have one of the opposing survivor 
  groups have done so, and this group demands access to 
  the escape vessel at gunpoint. If Komoro wins the opposed 
  manipulation test, about half of the remaining rescue 
  workers start to follow him (one of whom is Brother Ramas). 
  Some of them will carry out his orders without question, and 
  may pose a threat to the PCs. 
  Cost: 0–2 DP
  y THE SEER
  Khomina the mystic is a prominent figure among the survi-
  vors. It is very possible that the PCs do as many of the others 
  onboard have – ask her for a blessing or a horoscope. The sick 
  and fading gather around her to find solace in her words, but 
  some of the better off also consult her. Khomina boarded the 
  Ghazali after having visited the Judge Emissary on the Xene 
  station. After meeting the Icon, it dawned on her that joining 
  the Ghazali mission would lead her to salvation – something 
  she has sought desperately since her powers began manifest-
  ing half a cycle ago. When the disaster hit, Khomina initially 
  despaired like many others, but then remembered the Judge 
  Emissary’s words and understood her purpose. The truth 
  revealed itself to her – salvation is within reach for everyone 
  onboard! All they have to do is stop resisting and accompany 
  the liner into the white-hot flames of the Hamura star. This 
  radical stance infuriates Brother Ramas when word starts 
  spreading that Khomina has met the Emissary purporting to 
  be the Judge. The Samaritans worship only the Judge, under 
  the name the Martyr, and the mere thought that the Martyr 
  would take on physical form to visit a Foundation research 
  station is blasphemy. Moreover, that the Highest One would 
  advocate suicide – passive martyrdom – is heresy bordering 
  on madness, the absolute antithesis of everything Brother 
  Ramas believes in. The conflict between Khomina and Ramas 
  is described in detail below.
  Cost: 0 DP
  y COME YE FAITHFUL
  Two among the survivors have personalities and desti-
  nies that will come to affect the PCs whether they like 
  it or not. Their respective beliefs spark intense debate 
  concerning the future and politics of the Horizon, and 
  LAST VOYAGE OF THE GHAZALI
  26
  
  may force the PCs to choose sides in conflicts they have 
  yet to learn about. Most importantly, the line in the sand 
  concerns the Emissaries – especially the one known as 
  the Judge Emissary, seen as a heretic by the Order of the 
  Pariah. The dispute also revolves around the so-called 
  “new mystics” that have begun turning up all around the 
  Horizon – people wielding actual supernatural powers, but 
  rarely without it costing them their sanity. The conflict 
  between Brother Ramas and Khomina begins as soon 
  as Ramas hears of the seer’s meeting with the Judge 
  Emissary. According to Ramas, such a deranged hea-
  then belongs in the Samaritan Sanatorium on Coriolis. 
  When Khomina adds insult to injury by starting to preach 
  submission and acceptance of the coming destruction 
  of the ship, Ramas can no longer contain his emotions. 
  His calm gives way to a more menacing tone – unless 
  Khomina shuts her mouth, she is a heretic that should 
  be dealt with accordingly.
  Brother Ramas will ask the PCs (or someone else, for 
  example Komor Vai) to lock Khomina up somewhere away 
  from the others so she can’t spread her dangerous delu-
  sions. If they refuse to help him, he will refuse to treat their 
  injuries. Eventually, some desperate survivor will attempt 
  to carry out Ramas’ task. Ramas himself will not lay a hand 
  on the seer, or defend himself if attacked – he is first and 
  foremost a pacifist and would rather die than break his 
  oath. The outcome of the conflict between Khomina and 
  Ramas depends on how the PCs act. If they do as Ramas 
  asks and detain Khomina, he will continue to treat their 
  injuries and remain loyal to them for the rest of the sce-
  nario (even if they lost the opposed manipulation roll 
  against Komoro Vai). If they refuse to help him, others 
  will take their place, potentially leading to a fight if the 
  PCs decide to protect Khomina. Reuse the Survivors stats 
  above for the fight.
  Khomina will follow the Ghazali into the Hamura star 
  unless she is forcibly removed from the ship. If she 
  is made to evacuate the ship, she becomes catatonic 
  (and a suitable candidate for a stay at the Sanatorium, 
  just as Ramas suggested). If the PCs save the mystic’s 
  life, Brother Ramas will show her mercy and arrange 
  for her to receive treatment back at Coriolis. If no one 
  tries to bring Khomina along, Brother Ramas will try 
  to do it himself. Both Brother Ramas and Khomina’s 
  fates are important, and as the GM, you should try to 
  keep them both alive (although they can be replaced in 
  coming scenarios).
  Cost: 0 DP
  THE ESCAPE VESSEL
  Several smaller ships are docked on the hull of the Ghazali, 
  but few of them are spaceworthy without major repairs. 
  The PCs’ ship may have been spared, but will require some 
  repairs and a reconfiguration of the ship computer before 
  they can take off.
  THE SITUATION
  Many of the other ships look to be in working order, but 
  hidden faults make traveling in them a deadly game of chance. 
  If you want to, introduce one other ship (besides the PCs’ 
  own) that can be made spaceworthy in a reasonable amount 
  of time – see the Fatima’s Bounty boxed text. The smaller 
  vessels are all docked amidships, around the “waist” of the 
  liner. Several other survivors will likely head that way to see 
  if any of the ships survived the detonation.
  IMPORTANT FACTS
  The PCs can make a quick analysis of the damage to the ships 
  by looking out through a window from the corridor leading 
  to the docks and testing technology. If they fail the test, 
  closer inspections are needed to determine the damage. It 
  will cost them time, and allow other survivors to show up to 
  have a look for themselves. Whether or not any of the others 
  find out which ships are repairable is up to the GM to decide. 
  In order for the PCs to repair their ship, they must pass a 
  technology test. Failure means more time is needed. To 
  reconfigure the ship computer, they must test data djinn. 
  The process takes about three hours, but the computer works 
  on its own and only needs the PCs to initiate the protocols 
  after which they can leave again. Failing the data djinn test 
  adds another three hours to the configuration.
  27
  ACT 2
  
  THE DOCKS
  The docks are located amidships on both sides of the ship and 
  the PCs are able to reach their ship through an airlock in one 
  of the two central corridors that run almost all the way from 
  stern to bow. In the space between the corridors is a larger dock 
  housing the Terrim, a now irreparable ship previously used for 
  sub-atmospheric trips. The larger dock can be reached from space 
  through a massive hangar door in the bow of the ship. One can 
  open the doors and activate an ED field to protect the hangar.
  NPCS
  Both Sabetha Pour (page 30) and Komoro Vai (page 24) will sooner 
  or later seek out the docks to evaluate potential escape vessels. 
  EVENTS
  Sabetha Pour will attempt to persuade or bribe her way onboard 
  the escape ship (opposed manipulation test). She also has 
  a sensitive proposal she wishes to discuss with the PCs (see 
  below). Komoro Vai will head for the docks with a group of 
  thugs as backup to check out potential escape vessels. He will 
  also challenge the PCs for the role of captain of the escape ship. 
  If you want to, you can introduce one additional spaceworthy 
  ship in this scene, Fatima’s Bounty (see box).
  5x5 meters
  THE DOCKS
  1.	 Corridors
  2.	 Main Dock
  3.	 The Terrim (Destroyed)
  4.	 Bow-Facing Hangar Door
  5.	 Airlocks
  01
  01
  01
  01
  02
  04
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  03
  FATIMA’S BOUNTY
  A new ship is described on page 50, which can be used as 
  a way off the Ghazali. It is a class III freighter docked on 
  the port side of the liner. Like the PCs’ ship, it is damaged 
  and requires repairs and a reconfiguration before it can 
  be used. The ship’s transponder contains its identifica-
  tion codes and is linked to the Bulletin’s skipper registry. 
  Should the PCs lay claim to the Bounty, their ownership of 
  the ship will sooner or later come into question as it is reg-
  istered to a Ninia Skados. Tampering with the transponder 
  is illegal.
  LAST VOYAGE OF THE GHAZALI
  28
  
  A SENSITIVE PROPOSAL
  Sabetha Pour is a fixer with a dilemma she hopes the PCs 
  can help her with. There is sensitive cargo in a storage unit 
  onboard that she desperately needs to bring back to Coriolis, 
  no matter the cost. The PCs stand to make a good profit if 
  they take her up on her offer. 
  THE SITUATION
  Sabetha offers the PCs 25,000 birr (on delivery) if they help 
  her transport the cargo to a secure location. If the PCs open 
  the cargo containers to peek inside, she offers another 15,000 
  for their silence (which can be raised using manipulation). 
  The cargo comprises twenty (suspiciously coffin-like) boxes 
  marked as containing medical supplies. Sabetha’s shipping 
  manifest looks legit, but it only vaguely specifies the contents 
  of the boxes as ‘therapeutic narcotics’. The boxes are located 
  in a cargo hangar (see the floor plan) on the other side of a 
  locked bulkhead door.
  IMPORTANT FACTS
  A successful technology test is required to open the bulk-
  head door. Without the security tablet provided by Sabetha, 
  the roll is at –2. A failed roll means having to force the door 
  open, costing them 1 EP worth of time (see page 8). The most 
  discreet and effective way to load the cargo is to fly a ship 
  down and dock with the hangar from the outside (pilot). A 
  failed roll subjects the ship to a strength 4 attack (weapon 
  damage 1, CRIT 3). Loading the cargo using the hangar’s 
  loader exo requires a dexterity test.
  Alternatively, the cargo can be loaded using a chain of 
  survivors, but this requires passing an insane (–3) manipu-
  lation test to make them prioritize this project. Involving 
  more people in dealing with Sabetha’s cargo will eventually 
  lead to word of it getting around, which could lead to trouble 
  when the PCs reach Hamurabi. There are three loader exos 
  in the hangar, enabling three people to load all of the cargo 
  in one hour if they pass their dexterity tests. For a single 
  29
  ACT 2
  
  person, the loading takes three hours. Failed dexterity tests 
  add time to the loading. Sabetha will protest any attempts 
  to open the boxes, as her payment depends on the cargo 
  arriving untampered with. Curious PCs can of course choose 
  to ignore this and open one of the boxes. A successful tech-
  nology test is required to open the box without damaging 
  the stasis mechanism that keeps the cargo – a human – alive. 
  If you as the GM don’t feel like letting the PCs explore this 
  sidepath right now, you could, for example, require them to 
  have a special codebreaker to open the boxes, one they can 
  only find on Coriolis.
  THE CARGO HANGAR
  Most of the Ghazali’s cargo hangars are located in the aft of 
  the ship. The one containing Sabetha’s cargo can be found 
  deep down on the starboard side. A dirty armaglass window 
  outside the door allows for a peek inside. A panel next to the 
  door can be used when trying to hack the door’s lock, and 
  gives access to the intercom system to communicate with 
  people inside the hangar. The hangar is large and about 
  three storys high to allow for unhindered use of large exos. 
  Ladders connect to a walkway that circles the room. A crane 
  system in the ceiling can be controlled from a panel at the 
  foot of one of the stairs. Large posters with bright yellow 
  safety notices in Zeni stress the use of proper equipment 
  when loading and unloading. Three worn loader exos can 
  be found next to the door. Sabetha’s cargo is stacked in the 
  middle of the room and covered with a black tarp. A large 
  hangar door allows spacecraft to dock directly with the hangar. 
  The panel that controls the hangar door can also seal the 
  inward-facing bulkhead door and depressurize the room. 
  When this function is activated, a loud alarm goes off and 
  warning lights begin to flash. 
  NPCS
  Sabetha Pour can be found in the medlab, quietly chewing 
  a cigarillo and keeping close watch of the unfolding events 
  from a dark corner.
  SABETHA POUR, SMUGGLER
  Sabetha Pour is a fixer from Merkate on Algol whose fortunes 
  recently took a turn for the worse. One of her employers, Emos 
  Korinth, hired her to smuggle a couple of large boxes to the Uharu 
  portal in the Taoan system. After a judicator picked up her scent, 
  Sabetha went underground to shake the heat, but Emos interpreted 
  this as Sabetha had tried to con him, and he tracked her down with 
  unnerving efficiency. To make matters worse, Emos turned out to 
  be a frontman for one of the Syndicate families on Coriolis. He gave 
  her a second chance, however, and she saw the rescue operation as 
  the perfect cover and her path to redemption. A free trader captain 
  named Komoro Vai was paid to make a quick detour to the Uharu 
  portal once the Ghazali reached Taoan, and the cargo was brought 
  onboard the liner. Sabetha is desperately worried about the cargo 
  LAST VOYAGE OF THE GHAZALI
  30
  
  falling into the wrong the hands or being destroyed along with the 
  liner. This would certainly extinguish all hope of making up for past 
  mistakes with the Syndicate, and she would be as good as dead.
  APPEARANCE:	A confident woman in her prime. She has dyed her 
  hair white with ash from the Tasuga pits and wears it in a long braid 
  down her back. Her left arm has been enhanced with cheap cyber-
  netics after a loading accident at the spaceport in Akhandar-O-
  Sharif. Usually chews on an arrash-flavored cigarillo, surrounded 
  by a cloud of sweet smoke. She managed to smuggle a weapon 
  onboard and keeps a Vulcan pistol at her hip, demanding respect 
  from the other survivors. 
  CHARACTERISTICS:	Almost obnoxiously confident, but suspicious 
  and alert. Appears to have a backup plan ready at all times.
  ATTRIBUTES:
  STRENGTH	3,	AGILITY	4,	WITS	3,	EMPATHY	4
  HIT	POINTS:	7
  MIND	POINTS:	7
  REPUTATION:	2
  SKILLS: Observation 3, Ranged Combat 3, Infiltration 2, 
  Manipulation 2, Pilot 1, Technology 1
  TALENTS: Nine Lives
  ARMOR:	Protective clothing 3
  WEAPONS:	Vulcan pistol
  GEAR: Tag with 600 birr, security tablet
  EVENTS
  The events of the scene are described below.
  y EAVESDROPPING
  A fellow survivor (the GM decides who) overhears Sabetha’s 
  conversation with the PCs. How will the PCs handle the 
  situation? Bribes or threats might work – but then again, 
  who knows?
  Cost: 0 DP
  y SPACE DEBRIS
  Debris from a damaged section of the Ghazali’s hull comes 
  loose, threatening to hit the PCs’ ship or the hangar. To avoid 
  debris that come flying into the hangar, all characters present 
  must pass a dexterity test or suffer a strength 4 attack 
  (weapon damage 1, CRIT 3). If the PCs’ ship is hit, it must be 
  realigned with the movements of the liner (onboard pilot 
  test) or suffer a strength 5 attack (weapon damage 1, CRIT 3).
  Cost: 1 DP
  y BLACKMAIL
  A fellow survivor has somehow found out about the PCs’ deal 
  with Sabetha, and shows up at the cargo hangar. It is most 
  likely Komoro Vai, but it could also be Brother Ramas. The 
  person questions the PCs’ priorities at such a critical time, 
  and could threaten to inform the authorities of their criminal 
  lack of moral fiber.
  Cost: 0 DP
  TO THE RESCUE
  A message from a group of passengers trapped in the liner’s 
  chapel suddenly comes through the intercom. The trapped 
  group have air for a few more hours, but have run out of 
  everything else, and find themselves without any way out 
  of their situation.
  THE SITUATION
  A coughing burst of static comes through the intercom. A 
  distorted voice breaks through, at first muffled, but sud-
  denly loud and clear: “This is Koria Yohares, can anybody 
  hear me? We are trapped in the chapel and we can’t get 
  out. We can’t reach the escape pods, we have no exos, we 
  are running out of air. Can anybody hear me?” The voice 
  is calm, tired. Crying and mumbled prayers can be heard 
  in the background. The message fades into static again. If 
  the PCs have stepped up as leaders during the evacuation 
  process, they will be expected to do something to help the 
  trapped group. Large sections of the outer hull around the 
  chapel have been ruptured or torn off, destroying all nearby 
  escape pods and docked ships. The only way to rescue the 
  trapped survivors is to undertake a hazardous spacewalk 
  to reach the chapel airlock.
  31
  ACT 2
  
  04
  03
  IMPORTANT FACTS
  The PCs can find out which of the Ghazali’s airlocks are still 
  functional by asking Suleiman (see the ship plan on page 6). 
  The trapped passengers have no exos, but the PCs find four 
  intact suits near the airlock on their side. There are fourteen 
  people trapped in the chapel, meaning that five spacewalks will 
  be required to get everyone out (one person going back with 
  the three empty exos each time to escort the others to safety). 
  The first trip must be performed by a PC, after which other 
  passengers can take over. Each walk back and forth equates to 
  one scene worth of time. The difficult part is the first crossing, 
  reaching the chapel airlock to attach a guide cable. The walk 
  is about a hundred meters across a section of the hull where 
  cracked pieces might come loose. Reaching the chapel airlock 
  requires a successful dexterity test. Failure adds one scene 
  worth of time to the fastening of the cable per failed attempt. 
  During the spacewalk, a number of things can go wrong (see 
  Events below). Should the PCs ignore the message from Koria 
  Yohares and word of this gets out, they suffer a –2 to all further 
  manipulation tests. Komoro Vai is automatically informed of 
  their cowardice and will try to use it to his advantage.
  REACHING THE CHAPEL AIRLOCK
  The chapel is located at the top of the ship and a wide pan-
  oramic window allows for a view of the void. The extensive 
  damage suffered by the Ghazali has isolated the chapel, 
  making it reachable only by a spacewalk. The nearest airlock 
  can be found in the residential area, putting the distance at 
  about a hundred meters.
  y AIRLOCK/EXO STORAGE
  An airlock at the top of the ship for access to maintenance 
  stations on the hull. The four exo suits found here enable 
  the PCs to spacewalk over to the chapel. A winch with a 
  hundred and fifty meters of cable is located next to the 
  outer airlock door. A spacefarer fastened to the cable 
  can be pulled back to safety should something go wrong 
  during the EVA.
  y AIRLOCK AND CORRIDOR
  An airlock high up on the liner near the bow. A short corridor 
  leads to the stairs that connect to the chapel. 
  1x1 meters
  01
  02
  AIRLOCK TO CHAPEL
  1.	 Airlock/Exo Storage
  2.	 Airlock and Corridor
  3.	 Collapsed Corridor
  4.	 Staircase to Chapel
  LAST VOYAGE OF THE GHAZALI
  32
  
  FACTS:
  ◆
  ◆ SHIPYARD: Halgria
  ◆
  ◆ CREW: 5
  ◆
  ◆ PASSENGERS: 0
  ◆
  ◆ LENGTH: 123◆meter
  ◆
  ◆ PROJECTOR:◆Belpheron◆Savra-3
  MEDIUM FREE TRADER, OMRIK
  Constructed in CC 54 by the Halgria Yards on the orders of the Sultan Arsalam of the water 
  moon Omrik. Originally planned to house the Sultan’s floating palace with an extra section 
  of modules added for servants and staff. At the same time, two of the larger modules were 
  modified to house floating areas to make the ship fully buoyant on the surface of the water 
  moon. Unfortunately the curse of the sultanate struck just after the ship was delivered and the 
  sultan himself died in fever just a few days later.
  
  CARGO BAY
  CARGO DOOR
  ESCAPE POD
  ESCAPE POD
  CABINS
  STA SIS 
  MODULE
  GALLEY
  BRIDGE
  SHOWER/ WC
  MEDL AB
  ELEVATORS
  ELEVATOR
  SUITE
  DOCK
  CHAPEL
  CABINS
  R AMP TO 
  LEVEL 2
  R AMP TO 
  LEVEL 3
  L ARGE 
  MODULE
  8 BEDS
  R AMP TO 
  LEVEL 3
  R AMP TO 
  LEVEL 4
  AIRLOCK
  4x4 meterS
  LEVEL 4
  LEVEL 5
  LEVEL 3
  
  CABINS 
  (STANDARD)
  CHAPEL
  ESCAPE PODS
  RECREATION 
  AND SERVICE
  CABINS 
  (SUITES)
  DOCKS
  MAIN DOCK
  CRUISE LINER GHAZALI
  CLASS: V, Modified Cruise Liner
  CONSTRUCTION: Alkarra, CC 28 (Recently owned by Exeter (Kua) and placed in 
  dry dock at The Net for decommission)
  CREW: 6 (14)
  LENGTH/HEIGHT/WIDTH (M): 1152/348/224
  VALUE: (Originally 14,500,000 birr) Sold for 6,400,000 to the Consortium.
  OWNER: The Colonial Agency - The Consortium. 
  GY
  T
  GY
  T
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  PLAYER MATERIAL
  
  LAST VOYAGE OF THE GHAZALI
  
  PLAYER MATERIAL
  
  GRAV PROJECTORS
  AIRLOCK
  ESCAPE POD
  MEDLAB
  BRIDGE
  UPPER 
  STASIS 
  CHAMBER
  LOWER STASIS 
  CHAMBER
  ESCAPE PODS
  CARGO HANGAR
  CABINS 
  (COFFIN)
  REACTOR
  ENE
  PO
  ENE
  PO
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  ENERGY
  POINT
  LAST VOYAGE OF THE GHAZALI
  
  ACC CANON
  CARGO BAY
  CARGO BAY
  CARGO DOOR
  R AMP TO 
  LEVEL 3
  R AMP TO 
  LEVEL 2
  R AMP TO 
  LEVEL 4
  R AMP TO
  LEVEL 3
  ELEVATORS
  CARGO BAY
  WORKSHOP
  HANGAR
  COUNTERMEA SURE
  DISPENSER
  LEVEL 2
  AIRLOCK
  SERVICE
  CORRIDOR
  SERVICE
  CORRIDOR
  GR AV 
  PROJECTORS
  GR AV 
  PROJECTORS
  
  AIRLOCK
  AIRLOCK
  AIRLOCK
  ELEVATORS
  GATE TO 
  HANGAR
  LOWER 
  HANGAR
  CONTROL 
  ROOM FOR 
  REACTOR
  REACTOR
  BALL A ST 
  TANK
  4x4 meters
  LEVEL 1
  BUOYANCY TANK
  BUOYANCY TANK
  
  y STAIRCASE
  A spiral staircase connecting the two floors.
  y ANTECHAMBER
  A small room reached before entering the chapel. Embroidered 
  tapestries on the walls depict important events from the his-
  tory of the Ghazali when the Icons interceded on the crew’s 
  behalf. There are benches along the right wall, and a silver 
  washbowl on a marble pillar to the left. A compartment in 
  the pillar contains an empty clay jug.
  y THE CHAPEL
  A circular chamber containing statues of the eight visible 
  Icons. A polished altar sits in the center of the room. An 
  empty alcove in the wall is located behind the altar, slightly 
  off-center. The trapped survivors huddle together in prayer 
  around the altar. The PCs can pray here for guidance, but it 
  will cost them an hour’s worth of time.
  NPCS
  The trapped survivors in the chapel. Some are worse off than others.
  KORIA YOHARES, INFORMAL LEADER
  Koria is a seasoned traveler from Errai who up until his recent mis-
  fortune worked as first officer aboard the salvage vessel Lebennin. 
  He will be eternally indebted to the PCs if they rescue him and the 
  others. He will follow their lead for the rest of the scenario (unless 
  they go off the rails completely). 
  APPEARANCE:	An elderly, graying gentleman in an old-fashioned 
  flight suit with scrolling patterns.
  CHARACTERISTICS:	Calm and collected despite the circumstances. 
  Disciplined and methodical. Resolute and determined.
  ATTRIBUTES:
  STRENGTH	3,	AGILITY	4,	WITS	3,	EMPATHY	4
  HIT	POINTS:	7
  MIND	POINTS:	7
  REPUTATION:	4
  SKILLS: Pilot 3, Ranged Weapons 3, Data Djinn 2, Technology 1
  1x1 meters
  01
  02
  03
  CHAPEL
  1.	 Staircase to Airlock
  2.	 Antechamber
  3.	 Chapel
  33
  ACT 2
  
  TALENTS: Zero-G Training
  ARMOR:	Flight suit 1
  WEAPONS:	None
  GEAR: None
  MERAD KARTAM, DECKHAND
  Merad is a young, recently orphaned man who signed on for the 
  Ghazali mission to earn some money. He grew up poor in the 
  Conglomerate and has never left Kua until now. The desperate 
  situation and the crushing presence of the dark between the stars 
  is eating away at Merad’s sanity. He will do almost anything to get 
  to safety. 
  APPEARANCE:	A young man in a worn flight suit. Scar tattoos cover 
  his face in a fashion common among the Conglomerate street 
  gangs (CULTURE). Merad’s manic stare reveals how close he is to 
  the edge. 
  CHARACTERISTICS:	Reckless. Problem with authority. Paranoid and 
  about to lose it.
  ATTRIBUTES:
  STRENGTH	4,	AGILITY	3,	WITS	2,	EMPATHY	2
  HIT	POINTS:	7
  MIND	POINTS:	4
  REPUTATION:	1
  SKILLS: Force 3, Melee Combat 3, Dexterity 2
  TALENTS: None
  ARMOR:	Flight suit 1
  WEAPONS:	None
  GEAR: None
  TRAPPED SURVIVORS
  Passengers deep in prayer, some of them already prepared to meet 
  the Icons when the PCs finally arrive. They praise the Icons loudly 
  and tearfully for their help.
  APPEARANCE:	Men and women in worn stevedore coveralls. 
  USING A SHIP TO REACH THE CHAPEL
  The PCs may wish to focus on repairing a ship to 
  evacuate the people from the chapel directly onto 
  their escape vessel. The reconfiguration of their 
  ship’s computer is too slow however, and the air in 
  the chapel will run out if they wait. If the PCs go for 
  this option, Koria manages to send a another mes-
  sage after a while, saying that they are running out 
  of time...
  LAST VOYAGE OF THE GHAZALI
  34
  
  CHARACTERISTICS:	Desperate. Grasping at straws to survive, look-
  ing for reliable leaders.
  ATTRIBUTES:
  STRENGTH	4,	AGILITY	3,	WITS	3,	EMPATHY	3
  HIT	POINTS:	7
  MIND	POINTS:	6
  REPUTATION:	3
  SKILLS: Force 3, Dexterity 2, Melee Combat 1
  TALENTS: None
  ARMOR:	None
  WEAPONS:	None
  GEAR: None
  EVENTS
  The PCs must undertake a dangerous spacewalk to reach 
  the chapel. 
  y SPACEWALK
  A PC must climb along the hull of the Ghazali to reach 
  the chapel airlock. A number of things might go wrong 
  during the crossing. As the GM, you may spend DP to 
  activate the events below, but you may wish to do so 
  only during the first walk, and save some of the events 
  for when they spacewalk to the bridge later (see below). 
  Roll a D6 on Table 2.
  y OVER THE EDGE
  Shortly after help arrives at the chapel, Merad the deck-
  hand suffers a mental breakdown. Panicking, believing 
  he is about to be left behind, he grabs one of the exo 
  suits and tries to open the airlock. If the PCs are fast 
  on their feet, they can talk him down by testing manip-
  ulation at –2. Otherwise, they must restrain him or 
  suffer explosive decompression when Merad accidently 
  vents the chapel. 
  Cost: 2 DP
  TABLE 2 SPACEWALK EVENTS
  D6
  EVENT
  COST
  1–2
  MUZHADJAR: A pack of muzhadjar have been attracted to the drifting Ghazali and quietly feed near the PC’s path. 
  They scare easily but D6 creatures attack the PC and anyone else nearby. See page 324 in the Coriolis core rule-
  book for more information.
  1
  3–4
  LOOSE	DEBRIS: Debris breaks off from a damaged part of the hull nearby and drifts toward the PC, who must pass 
  a DEXTERITY test or get hit by a strength 4 attack (weapon damage 1, CRIT 3).
  1
  5
  GAS	LEAK: Corrosive gas bursts forth from a ruptured pipe toward the PC who must pass a DEXTERITY test to avoid 
  getting hit. If this roll is failed, the PC is hit by a strength 3 attack (weapon damage 1, CRIT 1). If the damage sus-
  tained is higher than the armor rating of the exo (2 for a normal suit), the suit is compromised and the PC suffers 
  explosive decompression (page 99 of the Coriolis core rulebook). The leaking PC must try to make it to the near-
  est airlock on her own (DEXTERITY) or get pulled back inside by her comrades using the cable.
  2
  6
  RADIATION	BURST:	An explosion on the surface of the Hamura star floods the Ghazali in a burst of radiation. Exo 
  suits protect the wearer against normal radiation levels but this is too much. The affected PC suffers D6 points of 
  radiation.
  3
  35
  ACT 2
  
  BRIDGE AND WEAPONS LOCKER
  The bridge may become a high priority for the PCs as it is 
  where their weapons are kept, as well as those of the rest of 
  the crew. The captain and the first officer, both now dead, 
  have code keys giving access to the weapons. The keys also 
  give their users higher security clearance when interacting 
  with Suleiman, reducing the difficulty of the data djinn 
  test required to obtain information from the computer. 
  Another reason to visit the bridge could be to retrieve the 
  emerald disc containing the ship’s essential logs that can be 
  found there. The information on the disc could help piece 
  together what actually happened before the PCs woke up. 
  It is common salvage practice to try to retrieve the emerald 
  disc from derelict ships, something which is known to many 
  onboard, as well as by Suleiman.
  THE SITUATION
  Blasting through the bulkhead door from the inside is impos-
  sible with the tools found onboard. As much of the section 
  around the bridge is badly damaged, the only way inside is 
  across the hull. The ED technology has temporarily restored 
  the atmosphere inside the bridge, while still allowing for 
  passage in and out through the hole in the hull by a person 
  in an exo suit. Inside the ED field, one may act normally and 
  remove one’s exo. The bulkhead door can be opened from 
  the inside, and only one PC has to trek across the hull and 
  enter the bridge from the outside.
  IMPORTANT FACTS
  The bridge contains three dead bodies. There should be more, 
  but the others have likely been sucked out into space through 
  the breach in the hull. The bodies are in bad shape – first 
  officer Shanaz Po is strapped into her chair and the corpses 
  of captain Ia Kaschares and colonial agent Nakifa are tangled 
  up in a mess of cables near the breach. The ID cards of the 
  captain and first officer Po can be used as keys for the arms 
  locker. If the PCs can’t find the ID cards, they must hack the 
  lock (technology, –2 without a security tablet). Failure 
  means no guns. Critical success means accomplishing the task 
  faster than expected (see Keeping track of time on page 8).
  A communicator on one of the walls repeats a distorted 
  message:
  ”Warning! Anomaly on entry – unidentified sensor object. Hull 
  breach in section 12. Thrusters are offline. Stasis chamber is 
  offline. Unstable field pattern. Decompression in sections 3, 6, 
  8, 19. Reactor spike. Activating emergency protocols – firing 
  aft probes…” 
  The screen goes black for a few seconds, after which the 
  message begins again. The message comes from the Ghazali’s 
  Legion escort, the Zafirah, via a probe that was fired back 
  before the liner made its jump. The ominous warning is 
  repeated over and over, but contains no more data. More 
  data can be found on the Ghazali’s emerald disc, but it must 
  be retrieved and analyzed elsewhere (science). 
  Suleiman will point out that the emerald disc should be a 
  priority if the PCs head for the bridge. It is easy to get at, and 
  Suleiman can instruct them on how to remove it safely. It is 
  an oblong disc, twenty centimeters wide and one centimeter 
  thick. It is encrypted using the Colonial Agency’s decryption 
  technology, which is unbreakable to everyone onboard, 
  probably even to Suleiman (who will refuse to try if asked). 
  The secrets of the green disc will remain out of reach for the 
  rest of the scenario. From the bridge, the PCs can contact 
  Suleiman again. If they have acquired either the captain’s 
  or the first officer’s ID cards, their new security clearance 
  gives them a +2 to their data djinn test when interacting 
  with the computer.
  THE BRIDGE
  The Ghazali’s navigation and central computers can be found 
  on the bridge. 
  y STAIRWELL AND BULKHEAD DOOR
  Two spiral staircases lead to a locked bulkhead door. It can 
  only be opened from inside the bridge. The only way inside 
  is for (at least) one PC to spacewalk from the nearby airlock 
  into the bridge and open the door from there.
  y THE BRIDGE
  A large room housing the liner’s central command node. 
  Handwoven rugs cover the floors and the walls are tastefully 
  decorated with hand painted, religious motifs. A search of 
  LAST VOYAGE OF THE GHAZALI
  36
  
  the bridge reveals a tag with 780 birr, a transactor with 1,250 
  birr, and a personal holo communicator.
  y ARMS LOCKER
  Arms for the crew as well as any weapons taken off passengers 
  are kept in a large, grey metal cabinet on the bridge, with 
  floral engravings on the sides. Pistols and ammunition are 
  on the top shelf, carbines and batons hang below. Suleiman 
  cannot open the locker, but knows that the captain and the 
  first officer would have had key cards. Otherwise, the PCs 
  will have to hack the lock.
  The cabinet contains:
   
  ◆ The PCs’ weapons, if they relinquished any when the boarded 
  the liner
   
  ◆ Two Vulcan pistols with four reloads each
   
  ◆ Eleven shock sticks with two cells each
   
  ◆ Eleven Vulcan carbines with eight reloads each
  THE GHAZALI’S SYSTEM COMMUNICATOR
  The liner’s system communicator can be found on 
  the bridge. It has been damaged but can temporarily 
  be restored by successfully testing TECHNOLOGY. If 
  the PCs use it to transmit an emergency message, 
  they establish contact with the ice hauler Tsepo IV. 
  Both the PCs and captain Madjer of the hauler soon 
  realize that help is too far out, however, and won’t 
  arrive in time...
  37
  ACT 2
  
  BRIDGE
  1.	 Stairwell and Bulkhead Door
  2.	 Bridge
  3.	 Arms Locker
  01
  02
  03
  0.5x0.5 meters
  LAST VOYAGE OF THE GHAZALI
  38
  
  USING A SHIP TO REACH THE BRIDGE
  The PCs may wish to use their ship to reach the 
  bridge after their computer has been reconfigured. 
  There is a cloud of debris floating outside the bridge, 
  approaching safely requires a successful PILOT test. 
  Failure results in the ship suffering a strength 4 
  attack (weapon damage 1, CRIT 3). The last stretch 
  requires an exo suit as they will have to jump 
  from their ship in through the breach at the bridge 
  (DEXTERITY).
  HUNTER AND PREY
  Regardless of whether the PCs track the nekatra down, wait 
  for them to come back to the mangled corpses they’ve found, 
  or try to stay away, they will sooner or later have to encounter 
  them anyhow.
  THE SITUATION
  Depending on where the encounter takes place, the location 
  might be more or less suitable for a firefight (science). 
  Vulcan fire near weak spots in the outer hull may cause 
  explosive decompression. The nekatra have been trained 
  by the Legion to use this to their advantage and will try 
  to find places where the enemy must limit their use of 
  firearms. If the PCs manage to track the nekatra, they will 
  likely find them near the outer hull, and the same goes for 
  if they encounter them by chance. Only if the PCs actively 
  remain in the inner regions of the ship will the hungry and 
  desperate nekatra seek them out there. 
  As the GM, use the nekatra threat to put the players on 
  edge, but they should have a fighting chance to defeat the 
  beasts in combat. Depending on the combat prowess (espe-
  cially in terms of close combat) and weaponry of your group 
  (smuggled onboard, improvised, or taken from the bridge), 
  you should tailor the nekatra encounter to make it dramatic, 
  but not necessarily lethal – not for the whole group at least. 
  Alternatively, the nekatra might try to negotiate with the PCs, 
  or vice versa, but should this fail, they will begin attacking 
  lone survivors until it becomes obvious that the PCs must 
  see to the situation with force.
  IMPORTANT FACTS
  Depending on where the fight takes place, heavy weapons 
  fire may lead to unintentional and unwanted consequences. 
  By successfully testing science, the PCs can find a ‘safe’ 
  place away from weak spots in the hull where they may 
  use as much of their arsenal as they please. Another way 
  to deal with the situation is to get into exos and then 
  CLUES FOR THE MERCY OF THE ICONS CAMPAIGN
  The message from the Zafirah is a clue to the Mercy of 
  the Icons campaign indicating that the ship was attacked, 
  rather than damaged by the jump itself. Read more about 
  the emerald disc on page 3.
  39
  ACT 2
  
  seek out the nekatra, possibly intentionally breaching 
  the hull. There is a small chance that the encounter can 
  be resolved without violence, however. The creatures are 
  scared and, even under normal circumstances, less prone 
  to calculated foresight than humans, but they want a way 
  off the ship and know that this is beyond what they can 
  accomplish on their own. The PCs can try to negotiate 
  with the nekatra, but it will be difficult. To have a shot at 
  all, they must either pass a culture test or have access 
  to a language unit (page 108 of the Coriolis core rulebook). 
  They must then promise the nekatra a way off the ship and 
  pass a manipulation test at –2 (without bonus dice from 
  Reputation). If the test fails, the nekatra feel threatened 
  and attack. If they pass, the nekatra stay out of their way 
  but near the escape vessel until it is time to get out. If 
  the PCs try to trick the nekatra and are found out, their 
  retaliation will be merciless.
  NPCS
  Below are descriptions of the nekatra and their abilities.
  ZHASAI, ALPHA FEMALE
  Zhasai is the escaped pack’s leader, onboard the Ghazali because 
  the Zafirah was full. They were brought along on the rescue mission 
  ”just in case” by the Legion, to be used in case the enemy on site 
  was well hidden or fortified. The creatures are controlled by their 
  handler via their collars – if only someone could find the remote, 
  which unfortunately remained with the group leader on the Zafirah. 
  Zhasai is scared, irradiated, and not in the mood for talking, but the 
  PCs might be able to negotiate with her if they promise her a way off 
  the Ghazali. 
  APPEARANCE:	Zhasai is not a cub anymore, but what she lacks 
  in speed, she makes up for in strength. Her fur is greying and 
  a nasty scar runs across her nose after a fight in the Kuan 
  jungles.
  CHARACTERISTICS:	Dominant and fearsome. Growling, aggressive 
  tone. Alert and ready for anything.
  ATTRIBUTES:
  STRENGTH	6,	AGILITY	5,	WITS	3,	EMPATHY	2
  HIT	POINTS:	21
  MIND	POINTS:	5
  REPUTATION:	0
  SKILLS: Melee Combat 4, Infiltration 3, Observation 3
  ARMOR:	Thick fur 1
  WEAPONS:	Bite (weapon damage 4, CRIT 2), claws (weapon 
  damage 2, CRIT 4)
  GEAR: Remote controlled shock collar (the remote is on the 
  Zafirah)
   
  ◆ THROAT	ATTACK:	Nekatra often go for the throat of their ene-
  mies. A throat attack has a CRIT value of 1 but can only be 
  performed after the nekatra has spent a fast action to pre-
  pare. A successful throat attack pins the nekatra's opponent, 
  who must pass a FORCE test to break free. For each turn 
  pinned, the victim suffers 1 point of damage and 1 point of 
  stress.
   
  ◆ FERAL	HUNGER:	The nekatra enters a state of blind rage, attack-
  ing everything around it. It can perform one additional attack per 
  turn at –1, but it can no longer defend itself.
   
  ◆ LEGION	NEKATRA:	The nekatra has been bionically altered, giving 
  it 10 extra HP, stronger bite attacks (weapon damage 4), and 
  mediglands that can administer an m-dose-like substance every 
  two turns. If the nekatra is broken, it can get back up at 3 HP if it 
  passes a FORCE test at –1. The nekatra can also have one cyber-
  netics mod of the GM's choosing.
  NEKATRA
  The other nekatra in the group are younger than Zhasai and blindly 
  loyal. If Zhasai is killed, the rest will retreat to appoint a new pack 
  leader through lengthy and vicious ritual combat. If the PCs meet 
  the nekatra again, the pack is smaller and its new leader slightly 
  wounded. A CULTURE test can reveal this to the PCs.
  APPEARANCE:	The nekatra walks upright but runs on all fours, has 
  hard, sinewy muscles, and a thin covering of fur. Large fangs and 
  wild eyes give it a menacing look. A lone nekatra stays in the shad-
  ows, a dark silhouette with glowing, red eyes.
  CHARACTERISTICS:	Cunning and cold. Aggressive and vicious if gain-
  ing the upper hand. 
  LAST VOYAGE OF THE GHAZALI
  40
  
  ATTRIBUTES:
  STRENGTH	6,	AGILITY	5,	WITS	2,	EMPATHY	2
  HIT	POINTS:	21
  MIND	POINTS:	4
  REPUTATION:	0
  SKILLS: Melee Combat 3, Infiltration 2, Observation 2
  ARMOR:	Thick fur 1
  WEAPONS:	Bite (weapon damage 4, CRIT 2), claws (weapon 
  damage 2, CRIT 4)
  GEAR: Remote controlled shock collar (the remote is on the 
  Zafirah)
   
  ◆ THROAT	ATTACK:	Nekatra often go for the throat of their ene-
  mies. A throat attack has a CRIT value of 1 but can only be 
  performed after the nekatra has spent a fast action to pre-
  pare. A successful throat attack pins the nekatra's opponent, 
  who must pass a FORCE test to break free. For each turn 
  pinned, the victim suffers 1 point of damage and 1 point of 
  stress.
   
  ◆ FERAL	HUNGER:	The nekatra enters a state of blind rage, attack-
  ing everything around it. It can perform one additional attack per 
  turn at –1, but it can no longer defend itself.
   
  ◆ LEGION	NEKATRA:	The nekatra has been bionically altered, giving 
  it 10 extra HP, stronger bite attacks (weapon damage 4), and 
  mediglands that can administer an m-dose-like substance every 
  two turns. If the nekatra is broken, it can get back up at 3 HP if it 
  passes a FORCE test at –1. The nekatra can also have one cyber-
  netics mod of the GM's choosing.
  EVENTS
  Below is a list of nekatra related events, to be used whenever 
  you feel like it during Act II. The last two events take place 
  after Act II. Use the nekatra to make the PCs feel like there 
  are no safe places onboard the Ghazali.
  y LURKING FEAR
  The PCs hear a screeching noise, like claws across a metal 
  panel. The sound echoes and reverberates, making it hard 
  to determine where it came from, but it is drawing nearer. 
  The nekatra have caught the PCs’ scent and are on their 
  trail. They communicate using wailing, hissing sounds. 
  They stay out of sight until they see a good opportunity to 
  strike. Have the PCs test observation to spot a shadow 
  RISKING EXPLOSIVE DECOMPRESSION
  All shots fired near the outer hull that miss their targets 
  risk breaching the integrity of the hull, leading to explosive 
  decompression. Intentionally firing at a weak spot to vent 
  a section of the ship is very easy (RANGED COMBAT +3). 
  The hull has 3 HP and an armor rating of 6. The liner has 
  two security systems in place to limit the effects of hull 
  breaches – the breached section is immediately sealed off 
  by rapidly closing bulkhead doors (in the same turn as the 
  breach), and an ED field plugs the hole (two turns later). As 
  Suleiman has a lot on his mind and isn’t quite his normal 
  self, it may take longer for the security systems to activate 
  in some cases. See page 99 of the Coriolis core rulebook for 
  more information about explosive decompression.  
  41
  ACT 2
  
  LAST VOYAGE OF THE GHAZALI
  42
  
  in the corner of their eye or smell a strange odor. Give 
  them a good scare!
  Cost: 0 DP
  y DEATHSTRIKE
  As the PCs are interacting with a group of other survivors 
  (at the docks or while loading Sabetha Pour’s cargo for 
  example), they hear a scream coming from nearby. The 
  scream is suddenly cut off, and someone notices that a 
  (minor, unimportant) NPC is missing. They find bloody 
  tracks nearby and may test survival to track the nekatra 
  back to their pack. 
  Cost: 0 DP
  y SHOW OF FORCE
  A young male attacks the PCs to show off. It chooses a stra-
  tegically advantageous time and place, when the PCs are 
  divided or off guard. He lunges at them from the shadows, 
  attacking the largest individual in the group. If the beast is 
  seriously injured, it retreats. A survival test allows the PCs 
  to track it back to the pack.
  Cost: 1 DP
  y ASSAULTING THE MEDLAB
  The entire nekatra pack attacks the PCs at the medlab (or 
  wherever they have set up camp). They are desperate and try 
  to kill as many survivors as possible, but will spare a single 
  one whom they plan to threaten to help them escape the ship. 
  If they encounter a unified opposition, they retreat and bide 
  their time until the evacuation. Keep in mind that nekatra 
  are very formidable opponents and limit their numbers to 
  match the PCs’ combat skills.
  Cost: 2 DP 
  y A FINAL ATTEMPT
  The remaining nekatra attack the PCs’ ship and try to 
  make in onboard. They will spare a single person to pilot 
  the ship out.
  Cost: 2 DP
  y STOWAWAY
  A nekatra has managed to sneak onboard the PCs’ ship and 
  is hiding in the cargo hold. Sooner or later, someone on the 
  ship detects the unwanted guest, but it may not happen 
  until they reach Hamurabi and the ship is searched by port 
  inspector Asal Harub.
  Cost: 1 DP
  PANIC!
  The intercoms cough, wail, quiet, and then crackle back to 
  life with Suleiman’s calm voice:
  “Four minutes ago, the reactor experienced a coolant malfunc-
  tion and repeated attempts to shut off the reaction inside the 
  core have failed. The time until a catastrophic reactor failure is 
  estimated at T minus 57 minutes. I repeat: catastrophic reactor 
  failure in T minus 57 minutes.”
  THE SITUATION
  When about ten hours remain of the PCs’ initial time-
  frame, the situation changes again – the reactor is about 
  to collapse, and Suleiman can only guarantee its stability 
  for about another hour. This scene is designed to make 
  sure the PCs wrap up their unfinished business and get 
  out as fast as possible! As the GM, you are of course free 
  to alter the new timeframe – both in terms of Suleiman’s 
  estimate and at which point the reactor actually fails. To 
  add even more suspense, you could suggest to the players 
  than Suleiman is in bad shape and may have given them 
  an unreliable estimate. Feel free to flavor the evacuation 
  with panicking NPCs, nekatra attacks, and malfunction-
  ing docking clamps or airlocks. The more high-strung 
  the PCs are when they finally reach their ship, the more 
  dramatic the discovery of the hidden defect in their ship’s 
  computer (see below). Remove EP tokens from the map 
  of the Ghazali until 6 tokens remain. Proceed to remove 
  a token every ten minutes, or whenever it fits with the 
  tempo of the story.
  43
  ACT 2
  
  EVACUATING THE GHAZALI
  The PCs are truly put to the test when the reactor becomes 
  unstable and they suddenly have less than an hour to 
  escape! They should drop whatever they are currently 
  doing and head for their ship, or risk increasing levels of 
  radiation. The wisest course of action is to load and eject 
  the escape pods and cargo containers immediately and then 
  head for the docks.
  when act 3 begins, the PCs must leave whatever 
  loose ends they haven’t tied up yet and try to 
  escape. Use the diminishing EP tokens on the 
  map to create drama, but let the PCs finish up 
  some of the important business they might have 
  left before time runs out.
  OVERVIEW
  As the PCs are about to escape the doomed 
  liner, the fates have a final nasty surprise 
  in store for them. When the issue has been 
  dealt with and they speed away, the Ghazali 
  explodes in an enormous, silent flash of 
  blinding light. After that, the only thing 
  that remains is to gather up the survivors 
  stashed in pods and cargo containers and 
  head for the Hamurabi portal station.
   
  ◆ A Hidden Flaw: A final obstacle in the PCs’ way 
  before they can escape.
   
  ◆ Gathering the Flock: The PCs look for pods and 
  cargo containers drifting in space.
   
  ◆ A Long Day’s Journey into Night: Events and 
  encounters that may occur on the way to Hamurabi.
  IMPORTANT FACT
  When the PCs have gathered the survi-
  vors and crammed them into their ship, 
  the Ghazali’s escape pods, and a variety of 
  cargo containers, they also find that their 
  ship’s ignition sequence is malfunction-
  ing. If they contact Suleiman before they 
  reach their ship, he will inform them that 
  he has identified a defect in the sequence. 
  Otherwise, they find it out the hard way 
  when they attempt departure...
  DARKNESS POINTS
  When Act III begins, the GM receives 2 Darkness 
  Points.
  A HIDDEN FLAW
  The PCs have loaded their ship, ejected the 
  escape pods and cargo containers, and rushed 
  up to the bridge, but as they punch in the 
  launch command, nothing happens! The ship 
  hangs like a dead parasite on its host body, 
  content with its imminent disintegration. 
  Suleiman’s calm voice breaks the silence to 
  inform them that they have seven minutes 
  to reach the minimum safe distance from 
  the Ghazali.
  THE SITUATION
  If the PCs turn to Suleiman for help, he 
  informs them that there appears to be a 
  flaw in the ignition sequence softw they can 
  escape, temporary repairs to the main igni-
  tion computer must be made. It can be done 
  from the bridge and requires a successful 
  data djinn test at +1. The prayer re-roll will 
  probably come in handy here. If they pass 
  the roll, they have saved themselves and a 
  ship full of desperate rescue workers. As 
  ACT
  3
  LAST VOYAGE OF THE GHAZALI
  44
  
  soon as the ignition sequence has been restored, they 
  speed away from the Ghazali with just enough time to 
  spare to make it to a safe distance. The liner vanishes 
  in a flash of light behind them. Trembling and tasting 
  blood, they are finally safe, with nothing more to do 
  than to sit down, have a cup of steaming rose water, 
  and wait for the Hamurabi portal station to show up 
  on their sensors.
  IMPORTANT FACTS
  It could be an interesting twist to let sabotage be the 
  reason behind the faulty ignition sequence. If this is 
  the case, it should be easily recognizable to the PCs. An 
  NPC (Sabetha Pour, Komoro Vai, or perhaps even Koria 
  Yohares) might secretly have managed to repair another 
  ship and wants to make sure the PCs perish with the 
  Ghazali. The PCs spot another ship departing from a 
  dock nearby and disappearing into space. After repairing 
  the ignition sequence, the PCs may want to pursue the 
  saboteurs, which could lead to a grand finale for the 
  scenario involving space combat!
  NPCS
  The hidden malfunction is a story tool you can use to really 
  put pressure on the players. Should all of the PCs fail the 
  data djinn test, however, have an NPC (Sabetha Pour, Koria 
  Yohares, Komoro Vai, or someone else) repair the ignition 
  sequence for them. It wouldn’t feel right if the PCs all died 
  because of one failed roll after making it this far. A failed roll 
  should have consequences, however. The other passengers 
  might for example give credit for the entire evacuation to 
  the NPC who repaired the ignition, or they might turn on 
  one of the PCs, giving her the blame for almost getting 
  everybody killed.
  EVENTS
  If you haven’t gotten your players sweating enough already, 
  some final events can be thrown in to increase tension even 
  further. Perhaps some nekatra make it onboard the ship and 
  attack the PCs, or an NPC might panic at the sight of the 
  PCs’ clumsy attempts at repairing the ignition sequence, 
  demanding to take over. Hostile NPCs may try to use the 
  desperate situation to stage a mutiny and remove the PCs 
  as heads of the evacuation!
  GATHERING THE FLOCK
  The evacuees that didn’t fit onboard the PCs’ ship are now 
  floating around in space in escape pods and cargo containers. 
  Towing them to safety should be pretty easy – if they can 
  find them, that is.
  THE SITUATION
  Finding the cargo containers in empty space is easier said than 
  done. If the PCs attached radio beacons to them beforehand, 
  it will be easier, but they are otherwise hard to tell from the 
  debris from the Ghazali that litters the sector. Have the PCs 
  test data djinn to use the ship’s sensors to find their miss-
  ing sheep. If they planted beacons in the cargo containers, 
  they get a +2. The escape pods have built in communicators, 
  giving them a +3 to the test.
   
  ◆ If they fail the roll, they locate half of the escape pods (two pods 
  carrying a total of eight people).
   
  ◆ If they pass the roll, they find all of the escape pods (four pods 
  carrying a total of sixteen people) and one cargo container 
  (containing twenty people).
   
  ◆ If they achieve a critical success, they find all of their lost 
  comrades.
  NPCS
  Have some NPCs try to manipulate the PCs into focusing 
  on finding their friends above other survivors.
  EVENTS
  The situation onboard the PCs’ ship might erupt if the NPCs 
  onboard realize that not all of their friends have been located.   
  A desperate NPC might do something stupid to try to find 
  a specific pod or cargo container.
  45
  ACT 3
  
  LONG DAY’S JOURNEY INTO NIGHT
  After evacuating the Ghazali, the PCs are most likely heading 
  toward the nearest safe port, the Hamurabi portal station.
  THE SITUATION
  The portal station is located ½ AD from the Hamura star, a 
  distance the PCs should be able to cover in no more than a 
  day (depending on the speed of their ship). During the trip, the 
  survivors can begin to heal and recover from radiation exposure.
  NPCS
  If the PCs brought Sabetha Pour’s cargo onboard, she will discreetly 
  discuss with them what to do with it. Will they perhaps have to 
  make a detour to hide the contraband somewhere before reach-
  ing Hamurabi, such as on the Abui mining moon for example?
  EVENTS
  If you want to keep your players on edge a little longer, page 
  52 contains a list of space travel events for you to use. Before 
  reaching the station, one of the PCs also has a mysterious vision.
  THE VISION
  One of the PCs (most likely one with the mystic powers 
  skill, or the Preacher concept) experiences a powerful vision 
  of future events. It might seem like an odd twist at the end 
  of this scenario, but it ties in with the coming scenarios in 
  the Mercy of the Icons campaign. If you don’t plan on playing 
  the campaign or if you want a more immediate explanation, 
  the vision may instead concern an additional ship of survivors 
  from the Ghazali drifting in space, whom the PCs, thanks to 
  the vision, are able to locate and rescue.
  The stars above you fade into darkness, a suffocating, silent black 
  threatening all life, all hope. The flickering light that remains only 
  serves to emphasize the vastness of the void. The rock below you is 
  cold, scarred by thousands of quiet collisions in deep space, itself 
  a remnant from a larger collision aeons ago, lightyears away. 
  Stardust covers your body. Your breath, which the endless hunger 
  of space should be ripping from your chest, hangs in clouds in 
  front of you, crystallizing on the cold surface of the rock. The stone 
  rotates slowly, held captive in orbit around an alien planet. The 
  planet enters your view, greenish blue under heavy grey clouds. 
  Your rock keeps rotating and the planet disappears, darkness 
  enveloping you once again. When the world below returns, you 
  see raging, eternal storms plaguing the surface, and a single, black 
  monolith protruding through the clouds, reaching for the stars. 
  Lightning seems to be emanating from – or converging on – this 
  lonesome sentinel.
  Suddenly, the storms subside, only to explode in a single, violent 
  discharge seconds later, releasing a lightning bolt headed directly 
  at your rock. The stone shatters into dust, falling out of orbit, and 
  disintegrating as it enters the atmosphere. You hold on to one of 
  the larger fragments, clawing the frozen rock until your fingers 
  bleed frozen, black bubbles of blood onto the stone. You have 
  arrived at your journey’s end, to face the Icons’ judgement. But 
  you find that you aren’t alone. A small child floats next to you 
  in the burning cloud, boy or girl is hard to tell. It fixes a serious 
  gaze on you, and speaks, but you can’t make out the words. You 
  cry out that you can’t hear anything, but the child only smiles. Its 
  voice suddenly reverberates through your head without it moving 
  its lips: ”Everything will be all right”. The clouds below you part 
  and the planet’s greens and blues stun you with their beauty. The 
  stars have returned from the darkness above you, bright dots of 
  hope in the night. You suddenly know that the child is right and 
  let go of your rock. Instead of falling, you softly enter a low orbit 
  around the planet. Serenity fills your soul as you hear the stars 
  sing to you, a transcendent, primordial symphony.
  LAST VOYAGE OF THE GHAZALI
  46
  
  EPILOGUE
  When the PCs reach the Hamurabi station, they can finally 
  rest easier, having escaped the dangers of space. As the 
  inhabitants of the station find out more about their new 
  guests, however, they become the talk of the town.
  the pcs are approached by the colonial agent 
  and the local Bulletin correspondent, and are 
  invited to a meeting with the station Akbar. 
  Below is a list of events for the epilogue. As they 
  wait for clearance to jump back to Kua, a lot can 
  happen – read more on page 52.
  ARRIVAL AT HAMURABI
  The PCs’ ship arrives at the Hamurabi portal 
  station. Three smaller vessels are docked already, 
  but no ships appear to be in jump preparation. 
  The dock’s manager replies straight away to their 
  docking request and sends them a vector for 
  Dock 11. If the PCs radio ahead to tell the port 
  office about the fate of the Ghazali and about 
  carrying badly irradiated passengers, they are 
  promised that a medical team will be waiting 
  at the docks when they land.
  y THE WELCOMING COMMITTEE
  Port inspector Asal Harub – ever the bureau-
  crat – and two station guards are the first to 
  greet the PCs as they dock. Asal has not been 
  informed about the circumstances of their 
  arrival regardless of whether they alerted the 
  port office or not, and obnoxiously starts flick-
  ing through documents on his tabula to have 
  them fill out all the correct paperwork before 
  entering the station interior. The inspector’s 
  annoying adherence to protocol might land 
  him in trouble as the survivors are likely to be 
  desperate for medical attention, but a team 
  from the station’s medlab rushes in before 
  things get out of hand and starts helping the 
  wounded off the ship. Asal is shoved aside, 
  loudly complaining about the triumph of anar-
  chy over order – in his mind, the fact that no 
  one informed him of the medical needs of 
  the new arrivals trumps the fact that an enor-
  mous catastrophe has just occurred, practically 
  in his own backyard. He demands to inspect 
  every inch of the PCs’ ship to restore some of 
  his sullied professional honor. Should he find 
  Sabetha Pour’s cargo during his inspection, 
  the PCs are in big trouble...
  y THE MEDLAB
  Chief medicurg Lumara Akbion and her team 
  follows the Life-Limb-Function-Aesthetics rule, 
  initially focusing on saving as many lives as 
  possible. Replacing lost limbs with prosthetics 
  and other minor surgeries will have to wait. 
  y STATION MANAGEMENT AND THE 
  EMERALD DISC
  The PCs are called upon by station chief Rhavinn 
  Bokor. He is interested in anything they can tell 
  him about the Ghazali disaster, and will accept 
  the emerald disc if they offer it to him. He can’t 
  read it however, only the Colonial Agency can 
  do that. The dynamic decryption on the disc is 
  outside of his abilities to crack, even if he was 
  allowed to try. If the PCs wish to hold on to the 
  disc themselves, Rhavinn recommends that they 
  bring it to the Agency headquarters on Coriolis 
  as soon as possible, which is what he himself 
  will do if it is entrusted to him.
  y THE COLONIAL AGENCY
  Shortly after their arrival on the station, the 
  PCs are approached by Colonial Agent Yasintra 
  Hur. She is also interested in their statement 
  regarding the incident. She has a more direct, 
  demanding demeanor than Akbar Bokor, and 
  will insist that they hand over the emerald 
  disc if she finds out that they have it. She 
  intends to be the one to hand over the disc to 
  her superiors to score political favors, and is 
  47
  EPILOGUE
  
  willing to do a lot of things to see it through. If she finds 
  the PCs uncooperative, she threatens to slander their 
  involvement in the evacuation – which she could quite 
  easily do, as she is friends with Anata Garam and several 
  others at the Bulletin. 
  y THE BULLETIN
  The Bulletin is represented on the station by Anata Garam. 
  She is very keen on interviewing the PCs, and would love 
  to shoot a segment onboard the ship. Unless the PCs hide 
  from her, she makes sure their faces and names are on every 
  screen on Hamurabi and Coriolis over the next few days. 
  Anata will try to dig up as much as possible about the PCs 
  and their handling of the evacuation. If they acted foolishly 
  or immorally during some situations on the Ghazali, she will 
  most likely find out about it. If you want to put your players 
  on the spot even more, she might even be able to find dirt 
  on them from previous scenarios. The way they are portrayed 
  in the Bulletin could heavily affect their Reputation scores 
  (page 28 of the Coriolis core rulebook).
  THE RETURN TO CORIOLIS
  The most likely course of action for the PCs at the end of the 
  scenario is to jump back to Coriolis, which is an uneventful 
  affair. Rhavinn Bokor provides jump coordinates free of charge 
  if the PCs promise to deliver the news of Hamurabi’s dire 
  medical shortages to the owners on Coriolis. The free space 
  on the PCs’ ship will be hotly contested by the rest of the 
  survivors, as they too wish to return to Coriolis. Economically 
  minded PCs stand to make a quick fortune off of the compet-
  ing passengers. Rhavinn Bokor tries to persuade the group 
  to bring some of the worst cases with them as they have a 
  better chance of surviving if they receive proper medical 
  attention on Coriolis. 
  y IN THE SPOTLIGHT
  PCs who willingly submit to the massive media exposure 
  that follows the disaster are invited to Dawn Hostess Nana 
  Eliades’ talk show, recorded every morning at the Alkamaar 
  restaurant at the top of the Spire on Coriolis. The interviewees 
  are treated to all the luxuries of the famed establishment, 
  LAST VOYAGE OF THE GHAZALI
  48
  
  including courtesans and specially imported delicacies. The 
  show is seen by a fifth of the station’s population, and PCs 
  who appear on the show become instantly recognizable in 
  the streets, at least until the next big event comes along. If 
  they go on the show, the PCs’ Reputation scores are raised 
  or lowered by 1, depending on how their actions during the 
  evacuation are portrayed. Most other news circulating on 
  the station also concerns the Ghazali disaster.
  y THE EMERALD DISC
  If the PCs retrieved the emerald disc, the time has come to 
  pass it on to someone else. The group may have their reasons 
  for wanting to deliver it to a factionary hotshot, but it isn’t 
  important who ends up with the disc, at least not for this 
  scenario. The disc is encrypted with the Colonial Agency’s 
  dynamic cipher – a code constantly producing enormous 
  amounts of new information, making it incredibly difficult 
  and time-consuming to crack it without the key. If another 
  faction initially gets hold of the disc, they will eventually sell 
  it back to the Agency for promised support in future votes 
  on the Council. If the PCs attempt to sell it to the Agency 
  themselves, they will be offered the non-negotiable sum of 
  5,000 birr. If they hesitate, the agent they are meeting with 
  will firmly say that this is the faction’s only and final offer 
  – one they would be very wise to accept. If they refuse, the 
  faction will turn to Special Branch (see page 190 of the Coriolis 
  core rulebook), and highly trained agents will start stalking 
  the PCs, ready to do whatever it takes to get the disc back. 
  The emerald disc contains the following information, some 
  of which may come into play later during the Mercy of the 
  Icons campaign, and some that you as the GM can use to 
  create your own scenarios:
   
  ◆ The Portal Field: The Ghazali was hit by an energy pulse from 
  the portal field when the Zafirah jumped. Detailed logs show 
  that the blast occurred before the entire destroyer was through, 
  which may indicate that parts of the Zafirah may still be in the 
  Hamura system. A partially corrupted spectrum analysis of the 
  portal field shows that the blast significantly altered the fluc-
  tuation patterns of the portal, on a scale previously unheard of.
   
  ◆ The Probes: The warning from the Zafirah came from three 
  emergency probes fired from the aft of the ship before it was 
  all the way through the portal. The destroyer suffered such 
  catastrophic damage immediately upon entering the field that 
  the emergency protocols were activated. 
  OTHER NEWS
   
  ◆ The portal between the Hamura and Taoan systems 
  was damaged during the incident and the Foundation 
  have no prognosis about when (or even if) it will recover. 
  This means that Dabaran is currently only reachable via 
  Amedo and Melik. The Zafirah had completed the jump 
  to Taoan when the portal exploded, and its fate remains 
  unknown. Rumors about the Legion destroyer are not 
  optimistic, and Legionnaires and their families are gath-
  ering at the chapels on the station to pray.
   
  ◆ The Council of Factions have convened an emergency 
  meeting, but the resulting actions are surprisingly 
  weak. A small reconnaissance group is sent the long way 
  around to investigate but it will take long time before any 
  news is heard back from them.
   
  ◆ After another week or so, reports arrive indicating 
  that the portal between Uharu and Taoan fluctuates 
  in a strange new pattern, effectively isolating the 
  Taoan colony from the rest of the Horizon. The Legion 
  and the Consortium rapidly try to fortify their hold 
  on the Hamura portals, causing tension with both the 
  Hegemony and the Order. The Order’s temple cruisers 
  show up in Uharu and quickly disperse the small fleet of 
  mercenary gunboats hired by the Consortium. Political 
  tensions near a breaking point.
   
  ◆ In the absence of news about the Taoan colony, the 
  Bulletin returns to focusing its coverage on the second 
  hottest topic: the conflict between the Consortium and 
  the Order over passage through Zalos, closed by the 
  Order after the heretical claims to divinity made by the 
  Judge Emissary.
  49
  EPILOGUE
  
  STATS FOR FATIMA’S BOUNTY
  Fatima’s Bounty is a medium freighter of the Omrik model.
  Energy Points: 5
  Hull Points: 6 
  MANEUVERABILITY: –1 
  SIGNATURE: 0 
  ARMOR: 5 
  SPEED: 2 
  MODULES: Accelerator Cannon, Docking Module, 
  Hangar, Cabins (Standard), Cabins (Suite), Chapel, Cargo 
  Module X5, Cargo Module X2, Medlab, Countermeasure 
  Dispenser, Escape Pods, Unused Module Space X2, Stasis 
  Module, Workshop
  FEATURES: Atmospheric entry, Robust hull, Bonus mod-
  ules x2 (for a total of 23 modules)
  EXTRA GEAR: None
  PROBLEM: Curse
  COST: 1,652,500 birr
   
  ◆ The Zafirah’s Data Dump: A data dump of the Zafirah’s condition 
  was included with the message on the probes. It is the hardest 
  information to get out of the disc, and only available to the PCs 
  through contacts within the Agency or the Legion. The logs show 
  that the Zafirah suffered multiple hull breaches immediately 
  upon entering the portal field. This took the grav projectors 
  offline and damaged several critical systems, and the ensuing 
  collapse of the portal field tore the ship in half. This resulted 
  in a reactor overload only seconds later and decompression in 
  several sections. The most mysterious piece of information in 
  the logs is that the destroyer evidently suffered damage before 
  the portal field blast. If this is shared with the Agency, they will 
  begin investigating the incident as a terrorist attack, with the 
  Order of the Pariah as their prime suspects. 
  y FATIMA’S BOUNTY
  The owner of Fatima’s Bounty, aging skipper Ninia Skados, 
  perished along with the Ghazali. Her sickly widower, Radavan 
  Skados, thus inherited the ship but has no interest in becoming 
  a free trader – he is perfectly content with his life at a Legion 
  Veterans’ home where he spends his days playing shah and 
  bragging about his heroism on Uharu. To afford continuing his 
  lifestyle (previously paid for by his wife), he might be inclined 
  to let the PCs have the Bounty (“She would have wanted 
  youngsters like you to have it”) in exchange for a contractual 
  obligation to pay Radavan’s modest living expenses (To make 
  it simple, this sum has been included in the Bounty’s service 
  costs below). The contract is to be signed with Legion lawyers 
  present as witnesses, and the faction will make sure the PCs 
  hold up their end of the deal. If the PCs attempt to claim the 
  ship as theirs without contacting the authorities, they will soon 
  run into trouble. The ship is registered to Ninia Skados, which 
  will show as soon as someone scans their transponder signal. 
  y SABETHA POUR’S SENSITIVE CARGO
  You are free to let your players explore the mystery surrounding 
  Sabetha Pour’s contraband as you please. It might be wanted 
  criminals escaping the long arm of the law, or it could be a 
  case of slave trading or smuggling of advanced tech, hidden 
  inside human bodies. As the Taoan system is unreachable 
  for the moment, the PCs must contend with unravelling the 
  mystery on Coriolis. Sabetha Pour might seek their assistance 
  there once again – can they help her hide from the vicious 
  retaliation of the station’s organized crime syndicates?
  LAST VOYAGE OF THE GHAZALI
  50
  
  51
  EPILOGUE
  
  THE HAMURA SYSTEM
  Its location a jump away from Kua made the Hamura system 
  an important transit system up until the Ghazali incident. 
  After the collapse of the portal to Taoan, it becomes almost 
  forgotten. 
  the hamurabi station is still visited now and 
  then by traders, but the luxury cruises from 
  Coriolis to Dabaran stop, and so does the busi-
  ness they brought with them. The system instead 
  becomes a highly militarized no-man’s land, 
  where the fleets of the Order and the Legion 
  go to flex their muscles.
  PLANETS
  The system contains only three planets, one 
  of which – Nestero – is a massive gas giant. 
  Nestero has a strange, close orbit around the 
  Hamura star, with the smaller planets Hamura 
  and Yublai on longer orbits farther out. The 
  system is known for its violent ion storms and 
  for its infamous corsair captain, Samina. The 
  Hamurabi portal station orbits the star between 
  the two portals at about ½ AD from both the 
  star and the portals. 
  y NESTERO
  The Foundation have been studying Nestero for 
  many years to try to explain how the mysterious 
  gas giant can have such a close orbit around its 
  star – gas giants are otherwise found far from 
  the center of their home systems. It is believed 
  that some form of portal-related phenomenon 
  might explain its orbit, and research teams arrive 
  regularly on Hamurabi to undertake dangerous 
  survey expeditions. Nestero has thirteen moons, 
  of which the Abui ice moon is the most widely 
  known. The Colonial Agency runs a mine on 
  Abui where hired hands work long, dangerous 
  shifts mining ice.
  y HAMURA
  The planet with the same name as the system 
  is mostly covered in vast oceans. A string of 
  hundreds of thousands of tiny islands can be 
  found along the equator. The gravity effects 
  produced by the relationship between Hamura 
  and her three moons create gigantic tides every 
  four days, with ebb and flow differences of up 
  to a hundred meters. Terrifying storms are 
  common. Hamura is a popular cruise desti-
  nation thanks to its rich marine fauna and the 
  high concentration of minerals in its water. Its 
  oceans are marketed as “the Horizon’s most 
  natural spa experience,” and well-off people 
  from near and far come here to rest up or calm 
  down. The planet’s only large settlement, Dome 
  Isolda, owes much of its economy to tourism, 
  with underwater cruises departing weekly for 
  distant paradise islands and reefs inhabited by 
  extraordinarily beautiful marine life.
  y YUBLAI
  Yublai is a dark reflection of its sister planet 
  Hamura – covered in boiling lava. Peculiar activ-
  ity in the planet’s core constantly transports 
  lava to the surface. The volcanic activity also 
  produces a valuable gas, named Bwalya after 
  the discovering prospector. The Agency have 
  made repeated attempts to mine the gas, most 
  recently using ED technology to funnel the gas 
  through the atmosphere up to low-orbit space 
  stations. Technical difficulties have forced them 
  to shut down four of the project’s six stations, 
  and the remaining two are only used for data 
  gathering. The most remote installation, sta-
  tion Gupta, has been claimed as home base by 
  Samina’s dreaded corsairs.
  TRAVELING IN HAMURA
  Ion storms and corsairs make the Hamura 
  system more dangerous than one might think. 
  Pages 138–140 in the Coriolis core rulebook detail 
  space travel in the Third Horizon. To the right is 
  LAST VOYAGE OF THE GHAZALI
  52
  
  TABLE 3 EVENTS IN THE HAMURA SYSTEM
  D6
  EVENT
  1
  Ion Storm
  2
  Nomads
  3
  Distress Call (Fake)
  4
  Distress Call (Real)
  5
  Derelict Ship
  6
  The Lighthouse Keeper
  SAMINA’S CORSAIRS
  Samina’s corsairs are known across the entire 
  Horizon and the Council have promised a 10,000 birr 
  reward to anyone who can reveal their hideout to the 
  authorities and bring Samina to justice. The hunt for 
  Samina could easily be made into a thrilling mission 
  for the PCs. The Azandra space station plan from 
  the game box can be used as the corsair hideout. 
  Read more under Events on page 63.
  a list of events for travel in the Hamura system, but they can 
  quite easily be converted to work in other systems as well.
  y ION STORM
  The sensors suddenly go wild, red lights begin to flash, and 
  the bridge is filled with loud beeps and whines. The PCs have 
  entered one of the dreaded Hamura ion storms. They get no 
  indication of what is coming and may not attempt to avoid it. 
  Flashing, multichromatic lights flicker and dance across their 
  hull. The pilot may attempt to navigate through as quickly 
  and safely as possible by testing pilot at –2. Failure results 
  in the ship suffering a strength 4 attack (weapon damage 1, 
  CRIT 3) dealing EP damage. Each player must roll a D6. On 
  a roll of one, the person is electrocuted by a nearby overload 
  (strength 3 attack, weapon damage 2, CRIT (shock)).
  y NOMADS
  A group of nomads hail the PCs to see if they would be inter-
  ested in bartering or trading information. They are scavengers 
  from the Odacon system traveling in three class IV salvage 
  ships (equivalent of the Kamruk on page 159 of the Coriolis core 
  rulebook) and have their haul in a huge net in tow. The leader, 
  Keita, is very hospitable and invites the PCs over to share a 
  festive meal – dhol barbecue (spit-roast prairie dog) and fire 
  kohol. During the dinner, the following might happen:
  HAMURA
  PORTAL
  STATION
  HAMURABI
  PORTALS
  NESTERO
  HAMURA
  YUBLAI
  0.5 AD
  2.5 AD
  3 AD
  4.5 AD
  53
  THE HAMURA SYSTEM
  
   
  ◆ Andili Teko, the nomads’ Abba (seer), sits down next to one of 
  the PCs and offers to consult the deck about her future for the 
  modest sum of 200 birr. You can use the Icon deck to create 
  the prophecy.
   
  ◆ Keita offers to barter with the PCs. He would prefer payment in 
  advanced tech or luxuries, but will also accept birr. If the PCs win 
  an opposed manipulation test, they may reduce the prices. 
  The salvaged goods include:
  SHIP PART
  DEFECT
  COST
  Thermal 
  Cannon
  Broken coolant system. TECHNOLOGY 
  –1 to repair. Requires one advanced 
  spare part.
  55,000
  Salvage Module
  Responds slowly. Roll a D6 when 
  used. On a one, 1 point of HP damage 
  is inflicted on the ship being sal-
  vaged. Can only be repaired after the 
  flaw has been discovered. Requires 
  one advanced spare part and a suc-
  cessful TECHNOLOGY test. 
  110,000
  Turbo Projector
  Roll a D6 when used. On a one, it 
  refuses to work. Cannot be repaired.
  160,000
  Grav Bike
  Broken grav projector. TECHNOLOGY 
  –1 to repair. Requires one ordinary 
  spare part.
  2,000
  Space Scooter
  Broken thrusters. PILOT –2 until 
  repaired. TECHNOLOLGY –1 to repair. 
  One advanced spare part required.
  70,000
   
  ◆ A young girl travelling with the nomads has tired of life on the 
  move. She sneaks onto the PCs’ ship just as they say their goodbyes 
  to the nomads and hides in the cargo hold. It’s probably going 
  to take a while before the PCs find her. Her name is Mirva and 
  she has a knack for spaceship engines...
  y DISTRESS CALL (FAKE)
  The PCs are hailed by the courier vessel Khorint II requesting 
  emergency assistance. The Khorint’s captain Radebe says 
  that an explosion onboard has taken out their grav projector. 
  The ship is dead in space, and needs towing and medical 
  assistance. Radebe says that they are on their way to Dome 
  Isolda on Hamura, but they are actually one of Samina’s 
  corsair crews trying to trick the PCs. They wait until the 
  PCs come close, fire a well-aimed acc volley, and attempt to 
  board. They will pursue if the PCs try to run and won’t give 
  up easily. The corsairs number five plus captain Radebe. 
  The Khorint II is a standard courier model (page 142 of the 
  Coriolis core rulebook), owned by Ermes and registered on 
  Caph in the Caph sytem (a successful data djinn test can 
  inform the PCs of this). The corsairs have of course stolen 
  the ship from Ermes, as it looks inconspicuous enough to 
  fool careless travelers.
  y DISTRESS CALL (REAL)
  The PCs receive a chaotic distress call from the cruise ship 
  Afora – the captain is dead, the crew and the passengers are 
  in bad shape and there are people shooting at each other 
  onboard. The Afora had just departed Hamura when a fire-
  fight broke out. The stand-off is between Syndicate-affiliated 
  smugglers and Consortium agents from Special Branch. 
  The Rafa family have been running guns through the Taoan 
  system for years, but Special Branch caught their scent a few 
  segments back. The SB agents identified a smuggling ring 
  on Hamura and figured out that they were using the luxury 
  cruise ships to transport the weapons. When the smugglers 
  on the Afora by chance noticed the agents on the ship, they 
  panicked and opened fired. The Afora has been turned into 
  a warzone, with the eight smugglers trying to kill the five SB 
  agents, while the hundred-or-so passengers and crew risk 
  getting caught in the crossfire. The PCs can dock with the 
  Afora and board it without problem. The Afora looks much 
  like the Ghazali, and the passengers and crew are holed up 
  in the cantina. If the PCs help sort out the conflict (peacefully 
  or otherwise), they are handsomely compensated (20,000 
  birr) by the Nigira cruise company and end up on the news 
  across the Horizon.
  y DERELICT SHIP
  The PCs pick up a drifting spacecraft on their sensors, a 
  class IV freighter named the Erasmus. It has been ripped 
  open by a reactor explosion (weak radiation) and not even 
  basic life support is online. The cause of the reactor failure 
  is unclear from exterior scans. The horribly mangled bodies 
  of the crew float around inside. The PCs can board and loot 
  the ship should they want to, in which case they find a space 
  scooter, two loader exos, some birr, and assorted personal 
  items. The real treasure sits in the cargo hold, however: a 
  LAST VOYAGE OF THE GHAZALI
  54
  
  TABLE 4 NPCS
  Name
  Profession
  Strength
  Agility
  Wits
  Empathy
  Reputation
  Skills
  Gear
  Andili Teko
  Abba and Mystic
  2
  3
  5
  4
  5
  Mystic Powers 3, 
  Manipulation 2
  Icon deck
  Keita
  Nomad Captain
  3
  4
  4
  4
  5
  Pilot 4, Command 2
  Saladin grape gun, dura 
  sabre
  Mirva
  Nomad Deckhand
  2
  4
  4
  3
  1
  Technology 5, Data 
  Djinn 3, Force 1
  Advanced tools
  Radebe
  Corsair Captain
  3
  4
  4
  3
  3
  Pilot 3, Ranged 
  Combat 3, Command 1
  Accelerator pistol, dura 
  knife
  Corsair
  3
  3
  3
  3
  1
  Data Djinn, Pilot 
  or Technology 2, 
  Ranged Combat 2, 
  Observation 1
  Vulcan pistol
  Smuggler
  3
  3
  3
  3
  2
  Infiltration 3, 
  Observation 2, 
  Ranged Combat 2
  Accelerator carbine, 
  one of them has a frag 
  grenade
  SB agent
  3
  4
  4
  2
  5
  Observation 4, 
  Ranged Combat 4, 
  Infiltration 3
  Thermal pistol
  Majed Habsi
  Lighthouse 
  Keeper
  3
  2
  4
  4
  4
  Technology 3, Data 
  Djinn 2, Manipulation 
  2, Ranged Combat 2
  Vulcan cricket, 
  advanced tools
  large shipment of Magnena caviar worth almost 30,000 birr. 
  The Magnena is a fish native to Hamura whose eggs are 
  considered a delicacy in many places in the Horizon, espe-
  cially on Dabaran. But what has happened to the Erasmus? 
  A byara (page 325 of the Coriolis core rulebook) got onboard 
  the ship and killed the crew. In a final desperate act, cap-
  tain Masinga caused the reactor overload, hoping to kill 
  the creature even if it cost him his own life. Unfortunately, 
  the byara survived and is still lurking in the dark interior 
  of the ship...
  y THE LIGHTHOUSE KEEPER
  The PCs are hailed by the Serero space beacon, where ‘light-
  house keeper’ Majed Habsi leads a life of quiet solitude. 
  He is eager for company and news from the Horizon. He 
  invites the PCs to share a frugal meal with him and inquires 
  if they have anything more savory on their ship to trade. His 
  intentions for contacting them appear to be boredom and 
  loneliness, but the truth behind his calm exterior is that the 
  constant presence of the dark between the stars is getting 
  to him. He waits for a good opportunity to strike and then 
  makes a run for the PCs’ ship, wanting to escape his isolation. 
  If they are unsuccessful at stopping him, they are trapped 
  on the tiny station until another spacecraft comes their way. 
  Majed doesn’t really have a plan, and when the PCs eventually 
  escape the beacon, they can easily track him to Hamurabi 
  where he has ditched their ship in favor of other means of 
  transportation out into the Horizon...
  55
  THE HAMURA SYSTEM
  
  HAMURABI
  The Hamurabi portal station is located between the por-
  tals in the Hamura system. From the outside, it looks like 
  any other portal station, a lonely chunk of dark metal and 
  flashing lights, covered in docked ships of various shapes 
  and sizes. Inside, the rundown corridors and dim-lit halls 
  are rife with intrigue, adventures and danger. Onboard 
  the station, a power-hungry colonial agent, a paragon of 
  the people, and an infiltrator are fast approaching a crisis 
  and showdown. Welcome to Hamurabi, an outpost of civili-
  zation in the vast nothingness of space.
  hamurabi is the only station in the Hamura 
  system, and thus a natural stop for jumpers from 
  Kua headed for the Dabaran circle. Hamurabi 
  is located between the two portal fields and 
  is visited by ships going in both directions, a 
  common solution in systems with little traffic. 
  Portal station Hamurabi is an open sector and 
  an archetypal portal station in the Third Horizon.
  The station orbits the Hamura star and the 
  two portal fields are approximately 1 AU from the 
  station in opposite directions. The closest planet 
  to the station is the mining moon Abui, orbiting 
  the gas giant Nestero. Abui passes Hamurabi at 
  a distance of 3 AUs every three segments.
  OVERVIEW
  Like most portal stations of this model, 
  Hamurabi's aesthetics are simple and prac-
  tical, except in the core of the station, where 
  rose windows filter multi-colored light across 
  LAST VOYAGE OF THE GHAZALI
  56
  
  dark carpets, and the smell of food from the cantina creates 
  a homely atmosphere. Rooms and residential modules are 
  often decorated with colorful textiles and religious items such 
  as small altars, candles, prayer towers with burning incense 
  and exquisitely engraved reliquaries. The chapel onboard 
  is also an oasis of peace and beauty in a world otherwise 
  dominated by steel, glass and rubber. Outside of the core, 
  halls and corridors are often poorly lit, and whole sections 
  sometimes go dark altogether (a problem blamed on parasitic 
  organisms from Abui).
  The Hamurabi station is treated as an ordinary environment 
  in regards to tech availability and prices (see Chapter 6 of the 
  Coriolis core rulebook).
  y DOCKS AND LANDING PLATFORMS
  The station has twelve docks and two platforms for smaller 
  craft (classes I through III) as well as four docks for larger 
  vessels (class IV). Hamurabi is a standard space station, and 
  service costs here are normal (±0 modifier). The docking fee 
  is included in the service cost (see p 155 of the Rulebook).
  Overzealous port bureaucrat Asal Harub keeps his unclean 
  offices next to the landing platforms. He is very serious about 
  his job, and will not hesitate to demand access to ship logs 
  or even to be allowed onboard to search the PCs' ship if he 
  thinks something looks suspicious.
  y THE SOUK
  The circular plaza at the top of the station is its heart. It has 
  a diameter of about seventy meters and is filled with all sorts 
  of businesses, from junk shops and food stalls to workshops 
  and tech stores. The available merchandise is somewhat 
  limited, but most ordinary tech can be found here. Brahani's 
  and several other cantinas surround the souk, most of them 
  just holes in the wall. The Icon chapel and the offices of the 
  Bulletin can also be found here, and a short corridor connects 
  the plaza to the medlab. In a corner of the souk, Khabaran 
  Nazim is running a small contract agency for freelancers (see 
  p 215 of the Rulebook).
  y THE MEDLAB
  The portal station is equipped with a medlab, ruled firmly 
  by Chief Medicurg Lumara Akbion. She is mainly interested 
  in the most serious cases, and lets her two assistants tend 
  to the other patients. 
  FACTS ABOUT HAMURABI
   
  ◆ POPULATION: 131 permanent residents, plus between fifty 
  and one hundred hands working the ice mines, and some 
  free traders, prospectors and colonists. No semi-intelli-
  gences or slummers. 
   
  ◆ PHYSICAL DATA:  Roughly 600 meters wide and 280 
  meters long.
   
  ◆ LAW AND ORDER:  A company of twenty hired guards (see 
  the table in the Characters and Creatures section for 
  their game stats) keeps the peace under the leadership 
  of Commander Alsha Bashir, who in turn answers to 
  Station chief Rhavinn Bokor of the Foundation. Bashir 
  and Bokor handle petty crime and punishment, but 
  more serious criminal activity is delegated to the courts 
  on Coriolis. 
   
  ◆ GOVERNANCE: The station is run by the Consortium, 
  mainly through the Foundation's station chief, responsi-
  ble for the portal field analyses sold to passing ships. The 
  Colonial Agency is also present onboard to maintain con-
  tact with the scattered colonies in the system, as is the 
  Bulletin, running mail service and the news probes.
  57
  HAMURABI
  
  HAMURABI
  01
  02
  02
  02
  02
  01
  03
  07
  06
  08
  04
  05
  1. Landing Platform 1 and 2
  2. Large Docks 
  3. Asal Harub's Office
  4. The Souk and Cantina
  5. The Medlab
  6. The Coffin Hostel 
  7. The Akbar's Residence
  8. The Offices of the Colonial 
  Agency 
  LAST VOYAGE OF THE GHAZALI
  58
  THE SOUK
  THE COFFIN HOSTEL 
  THE CANTINA 
  LANDING PLATFORM 2
  
  y BRAHANI'S
  The largest cantina onboard the station. The clientele is any-
  thing but picky and holds the food and drink of Brahani's to 
  be of excellent quality. When station management or other 
  important guests visit the cantina, Nia Brahani and her three 
  employees bring out the special reserve to serve delicate food 
  and beverages, although the limited supply of raw materials 
  sometimes makes the combinations a bit interesting. The prices 
  of these specialty dishes are steep, deterring common folk 
  from ordering them, which helps to maintain their exclusivity. 
  Nia is always interested in new faces, and knows just about 
  everything about the station and its inhabitants. She can tell 
  the PCs how to approach the station akbar, the colonial agent, 
  the Bulletin journalist and the preacher. 
  Brahani's is open during the morning, day and evening 
  watches, but closes during the night. There are always at 
  least a few guests here: in the morning it is mostly stevedores 
  sharing a hookah, some kawah or a samovar of chai before 
  a long day of work begins; small groups of administrative 
  employees usually arrive during the day, and in the evening 
  it is not uncommon for station management or other prom-
  inent faces to show up, such as Medicurg Akbion or Talib 
  the preacher. The final hours before closing belong to the 
  younger members of the station's administration, centered 
  on colonial agent Yasitra Hur and the Bulletin's Anata Garam. 
  The occasional prospector or visiting colonist might show up 
  at any time of the day, but they usually don’t fit in too well 
  because clothing, behavior and level of intoxication.
  The cantina's main attraction is Emira the dancer and her 
  white, bionic snake, spellbinding her audience one night 
  a week. Mean rumors say that the fiery Emira is having a 
  secret affair with Yasitra Hur, the pompous colonial agent.
  When the hands of the Abui ice mines are on leave, Brahani's 
  is transformed from a tasteful watering hole to a rowdy and 
  violent place, disturbing the otherwise calm life of the station.
  y THE SLEEPING EKILIBRI'S COFFIN HOSTEL 
  A somewhat decent coffin hostel for visitors who desire 
  peace and quiet after a stressful voyage. Simple but cheap.
  y THE AKBAR'S RESIDENCE
  Station chief Rhavinn Bokor's residence bears a strong resem-
  blance to the Museum of History on Coriolis, and is located 
  in a cylindrical tower almost reaching to the ceiling of the 
  souk. The walls of Mister Bokor's relatively spacious home 
  are covered in relics and trinkets from all corners of the 
  Horizon. Most visitors granted a little of the Akbar’s time only 
  get to see the audience chamber, which is a large, circular 
  room with a low table in the middle. Prominent guests are 
  entertained at the table, but visitors of less importance are 
  shown to small sitting cushions along the walls. Two wide 
  panoramic windows show the darkness of space on one side 
  and the commotion of the souk on the other. Mister Bokor's 
  scribe and assistant, Naaji, is present during all audiences.
  y THE OFFICES OF THE BULLETIN
  Bulletin correspondent Anata Garam's combined post office 
  and newsroom. Deliveries bound for the fringes of the system 
  come through here, and captains stopping at the station 
  often check the info terminals at the docks to see if there 
  are any mail runs for their destinations available. Courier 
  work is often easy money in Hamura. Anata Garam and 
  colonial agent Yasintra Hur handle deliveries for the outer 
  colonies collaboratively. The two young careerists can often 
  be found together at Brahani's in their spare time. Anata's 
  offices are worth a visit for crews looking for courier work. 
  Hauling goods or information from here to Kua or elsewhere 
  provides decent pay.
  y THE CHAPEL OF THE ICONS
  Preacher Talib Ogor runs the station's simple but beautiful 
  chapel. Together with two apprentices – stevedore Nala and 
  administrator Bilal – Ogor runs the chapel and tends to most 
  of the station's spiritual needs. Most residents visit at least 
  once per segment. The outgoing preacher is always present 
  at social events around the station, and can often be found 
  at Brahani's, where he takes his dinner with Rhavinn Bokor.
  y THE OFFICES OF THE COLONIAL AGENCY 
  Colonial agent Yasintra Hur's offices are located just off 
  Landing Platform Two. From here, she and her two staff 
  members register new claims and colonies. Together with 
  Anata Garam of the Bulletin, Yasintra makes sure that the 
  colonists of the system get their mail and deliveries.  Hur 
  and Garam can often be seen together as they have much 
  in common – they are both young women with big dreams 
  for the future who have accepted the posting to Hamurabi 
  as a necessary step to ensure professional advancement.
  59
  HAMURABI
  
  THE SITUATION 
  Hamurabi is your average Third Horizon portal station. 
  It is mainly a place where bored crews can wait for bulk 
  haulers with which to jump to Kua, but it is also home to 
  a small group of permanent residents, either operating 
  the station or working on small-scale research projects. 
  To the colonists and prospectors in Hamura, the station is 
  their oasis, both socially and practically – it is where they 
  restock their supplies, catch up on the happenings of the 
  Horizon and purchase spare parts and new machinery. 
  The mail and courier services of the system are based 
  on Hamurabi.
  Under the sleepy exterior of daily life on the station, ten-
  sions are running high. The power games of the factions 
  influence the entire Horizon, causing bad blood between 
  the stationaries and the hands on Hamurabi. A few of these 
  conflicts are described below. 
  After the Taoan incident (see page 184 of the Coriolis core 
  rulebook), Hamurabi has rapidly become more and more 
  isolated. Only a handful of prospectors and ice haulers bound 
  for Abui pass the station these days. 
  y THE ABUI ICE MINES
  The closest world to Hamurabi is Abui, a moon orbiting the 
  gas giant Nestero. The moon is home to a community of 
  hired hands mining ice for the Colonial Agency. The ice from 
  Abui is very valuable if delivered to the right buyer, and the 
  Consortium have signed lucrative ice trading contracts with 
  the pasha of Dar Bouti on Dabaran, among others. Abui passes 
  relatively close to Hamurabi once every three segments, and 
  the miners usually take this opportunity to visit the station, 
  a veritable paradise in comparison to the dark mines. These 
  visits are the cause of much conflict onboard. The perma-
  nent residents of Hamurabi are tired of the loud, well-paid 
  miners wreaking havoc at Brahani's and their other bars. The 
  Free League's representative on the station, Didier Abédi, 
  is working tirelessly to improve the miners' abysmal labor 
  conditions, but this struggle is not buying him any favors 
  with the locals – the miners are well compensated for their 
  dangerous work, and the stationaries are envious of their 
  spending when on leave on the station. The Consortium's 
  people on the station have orders to make sure that the 
  mines operate smoothly, and spend considerable resources 
  to make sure that they do.
  WEAPONS ON THE STATION
  Anyone can carry weapons on the station, but if 
  the PCs should choose to walk around with visible 
  guns and armor they are sure to attract attention, 
  and eventually the gaze of Commander Bashir. He 
  has no problem with a holstered Vulcan pistol, but 
  would rather see heavier weapons and armor kept 
  onboard the PCs' ship. Defying the commander on 
  this issue will result in immediate expulsion from 
  the station.
  ABUI, THE MINING MOON
  On Abui, the Colonial Agency is mining ice for lucrative 
  export to other worlds. The mine itself is an intricate 
  system of tunnels running deep beneath the moon’s sur-
  face. The PCs might visit Abui because of some involve-
  ment in the intrigues on Hamurabi. On the surface of the 
  moon there is a small loading dock, a control room and 
  living quarters for the mining crew. The core of the moon 
  is reached by fast mine cars on rails running through the 
  tunnels. The ice is mined using massive crawlers equipped 
  with mercurium drills. Sometimes, whole groups of miners 
  disappear in the tunnels, and these incidents seem to be 
  increasing in frequency. Is there something more than ice 
  hiding in the dark heart of Abui?
  LAST VOYAGE OF THE GHAZALI
  60
  
  y SAMINA'S CORSAIRS
  Corsair captain Samina is infamous across the Third Horizon. 
  With absolute precision and bold audacity, she attacks cou-
  riers and spare parts transports all over Hamura. Lately, her 
  corsairs have also been targeting the popular cruise liners 
  bound for the water planet Hamura.
  The increasing boldness of the corsairs' raids could be the 
  beginning of their downfall, however – powerful factionaries 
  on Coriolis have begun questioning why nothing drastic is 
  done about the corsair problem in the Hamura system. Station 
  Akbar Bokor and colonial agent Hur are under increasing 
  pressure to produce results in their fight against Samina.
  CHARACTERS AND CREATURES
  Hamurabi's most important residents and generic NPCs 
  such as hands and station guards are described in the 
  table below.
  RHAVINN BOKOR, STATION AKBAR
  The aging Rhavinn Bokor has been appointed to the offices of 
  Station Akbar until his retirement. After many years of travelling the 
  Horizon, Bokor is enjoying the easy, uneventful life on Hamurabi. 
  A low stress level and good meals at Brahani's are everything he 
  desires to lead a good life.
  One should not be fooled by Bokor's phlegmatic exterior, how-
  ever. A long career with the Foundation and a razor sharp intellect 
  means that few things pass him by. Akbar Bokor is conservative and 
  a believer in the virtues of keeping to a strict, social set of etiquette 
  rules. He might lend a hand to the PCs should they need it as he 
  has no desire to further his position or increase his wealth, but the 
  key to piquing his interest is to share stories of exciting journeys or 
  dramatic adventures. He could warn the PCs of the colonial agent's 
  power hunger, and provide valuable tips about other simmering 
  conflicts on the station. As the GM, keep in mind that Bokor would 
  never act in a way that jeopardizes the safety of the station.
  APPEARANCE: An elderly gentleman with swirling tattoos across 
  his clean-shaven scalp. A neatly trimmed beard lends an air of 
  sophistication to a face marked by long periods of time spent in 
  unforgiving climates. He covers his aging body with a discreetly 
  embroidered djellaba. 
  CHARACTERISTICS: Phlegmatic, conservative, interested. 
  ATTRIBUTES:
  STRENGTH 2, AGILITY 3, WITS 5, EMPATHY 5
  HIT POINTS: 5
  MIND POINTS: 10
  REPUTATION: 8
  SKILLS: Manipulation 4, Culture 3, Survival 3, Command 2, 
  Science 2
  TALENT: Judge of Character, Rugged
  ARMOR: -
  WEAPONS: -
  GEAR: Personal communicator (usually set to reach Commander 
  Bashir), beautiful Miran pocket watch
  YASINTRA HUR, COLONIAL AGENT
  Yasintra Hur comes from a wealthy family in the Monolith, and her 
  career is looking excellent as she went straight from the Colonial 
  Agency's School of Higher Education to the position of colonial agent 
  in one of the Horizon's most important systems. She is used to get-
  ting her way, and this has made her both arrogant and naive. She is 
  responsible for the Abui ice trade and the prospecting expeditions in 
  the system. The Taoan catastrophe was her first major professional 
  setback, but not the last. The growing corsair problem and the ten-
  sions between the stationaries and the miners have cost her many 
  nights of sleep. As Emira's nightly visits are few and far between, 
  she has taken to Sadaalian plum wine for comfort. 
  APPEARANCE: A middle-aged woman usually dressed in a short, 
  practical kameez with matching trousers and boots. A life spent 
  on space stations has kept her skin smooth and white as milk. 
  Yasintra's eyes are biosculpted and can change colors. She usually 
  goes for an intense, somewhat unnerving, shade of green.
  CHARACTERISTICS: Forward, ambitious, unempathic.
  ATTRIBUTES:
  STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 3
  HIT POINTS: 7
  MIND POINTS: 7
  REPUTATION: 7
  SKILLS: Manipulation 4, Culture 2, Data Djinn 2, Ranged Combat 
  2, Science 2.
  61
  HAMURABI
  
  TALENT: Faction standing (Colonial Agency)
  ARMOR: -
  WEAPONS: Thermal cricket
  GEAR: Personal communicator
  EMIRA (SAMINA), DANCER AND CORSAIR CAPTAIN
  When she was young, Samina was a dancer in Border Space and 
  came into contact with the kind of shady individuals who tend to 
  seek out such remote places. She rose through the ranks and 
  eventually became the fearsome smuggler and corsair she is today. 
  Years of experience have taught her every trick in the book when 
  it comes to lightning strikes in the darkness of space, but this is 
  not the only card up her sleeve. Disguised as the seductive dancer 
  Emira, she moves freely through the system, employing all of her 
  cunning to acquire information about suitable targets to hit. Her 
  latest mark is Hamurabi's colonial agent herself. Emira is probably 
  the most talked about person on the station. The rumors about 
  where she spends her time between shows are many. She some-
  times leaves the station on one of the freighters bound for Abui but 
  has also been spotted boarding unknown free traders...
  APPEARANCE: The years have been kind to Samina. Despite her 
  forty cycles, she has the vigor and looks of a twenty-five-year-old. 
  In public, she always wears black and white face paint in a way that 
  makes people think of the Dancer's Beast incarnation. When per-
  forming, her clothing is always of the latest fashion, and she adorns 
  herself with beautiful jewelry and Kuan feathers. In private and 
  among her warriors, she dresses in a hooded, dark caftan.
  CHARACTERISTICS: Cunning, seductive.
  ATTRIBUTES:
  STRENGTH 2, AGILITY 5, WITS 4, EMPATHY 5
  HIT POINTS: 7
  MIND POINTS: 9
  REPUTATION: 3
  SKILLS: Manipulation 5, Dexterity 4, Observation 4, Melee Combat 
  3, Ranged Combat 3, Culture 2
  TALENT: Seductive, Third Eye
  ARMOR: -
  WEAPONS: A piece of jewelry that works as a shock whip
  GEAR: Well hidden at the coffin hostel, she keeps a system holo-
  graph, a thermal cricket and a tag with 2,000 birr.
  DIDIER ABÉDI, REPRESENTATIVE OF THE FREE LEAGUE
  Didier represents the Free League, and is currently on Hamurabi 
  to negotiate better labor conditions for the hands who work the 
  Abui ice mines. Abédi's involvement in the matter is not always 
  welcome here, and he has made enemies of both the colonial 
  agent and the colonial overseer. The miners themselves are not 
  overly invested in Abédi's crusade, either – they gladly carry out 
  the dangerous work, as the pay is very, very good. Abédi won't let 
  that stop him, however, and continues to investigate the mining 
  operation in the hopes of finding something incriminating to 
  report to Jesibel Niales on Coriolis. Abédi is asocial and chews 
  kambra (see p 108 of the Rulebook) so as to better interact with 
  others. His only acquaintance on the station is the overzealous 
  bureaucrat Asal Harub. 
  LAST VOYAGE OF THE GHAZALI
  62
  
  APPEARANCE: A pale forty-something man with watchful eyes and 
  a red mohawk. His ever-growing mission report is always in his 
  shoulder bag.
  CHARACTERISTICS: Zealous, asocial, watchful.
  ATTRIBUTES:
  STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 3
  HIT POINTS: 7
  MIND POINTS: 7
  REPUTATION: 4
  SKILLS: Observation 4, Data Djinn 3, Ranged Combat 2, 
  Manipulation 1
  ARMOR: -
  WEAPONS: Vulcan pistol
  GEAR: Tabula (with mission report), tag with 1,700 birr, embroi-
  dered pouch of kambra.
  LUPINO MBIA, COLONIAL OVERSEER 
  Lupino rules the miners of Abui with an iron fist. She is well 
  aware that she is surrounded by the scum of the universe, and 
  acts with absolute determination and strength because of it. 
  Lupino is held in high regard by the Colonial Agency because she 
  manages to get the job done – sometimes using questionable 
  methods – while still maintaining the respect of the miners. The 
  hands of Abui think twice before speaking up against the over-
  seer, and the stationary residents of Hamurabi scatter and turn 
  away at the sight of the enormous woman whenever she visits 
  the station.
  APPEARANCE: An enormous, almost box-shaped woman with short, 
  black hair and an intense stare. Lupino dresses in practical, some-
  what worn, overalls and dangles a power sledge from her belt.
  CHARACTERISTICS: Aggressive, impulsive, imposing.
  ATTRIBUTES:
  STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 2
  HIT POINTS: 9
  MIND POINTS: 5
  REPUTATION: 2
  SKILLS: Force 4, Dexterity 3, Melee Combat 3, Command 2
  TALENT: Exo specialist
  ARMOR: Protective clothing 3
  WEAPONS: Power sledge
  GEAR: Tag with 1,100 birr, Deckhand talisman
  EVENTS
  The Hamurabi station is an excellent place for the GM to 
  introduce new characters, plots and side stories. Crews 
  travelling the Horizon generally spend quite a lot of time 
  on portal stations waiting for jump coordinates or a bulk 
  hauler to jump with.
  Onboard the station, the PCs can rest, purchase new gear 
  and look for new contracts or missions. It is not unusual 
  for these micro-societies to teem with intrigue and con-
  flicts for the PCs to get dragged into. A few examples are 
  described below.
  63
  HAMURABI
  
  y THE WELCOMING COMMITTEE
  When the PCs dock at Hamurabi, Asal Harub the bureaucrat 
  approaches them accompanied by two guards. They demand 
  to be let onboard for an inspection, as they have received an 
  anonymous tip about the PCs being smugglers. Do they have 
  anything to hide? Maybe one of the group's enemies has bribed 
  a station guard to plant incriminating evidence onboard?
  y THE BULLETIN
  Bulletin correspondent Anata Garam receives a tip about the 
  PCs and takes an interest in them. She follows them around, 
  digs around in their backgrounds for a scoop and even goes 
  so far as to break into their ship to look for information. This 
  is a perfect opportunity for the GM to hold the PCs account-
  able for poor judgment or morally questionable choices in 
  previous adventures. Anata will not back down easily, but 
  threats, blackmail or violence could force her to lay off.
  y THE FREE LEAGUE
  The Colonial Agency and the mining overseer have had enough 
  of Didier Abédi's interference in their business, and decide that 
  the time has come for the League agent to suffer a little accident. 
  Abédi becomes stuck in an airlock that suffers decompression, 
  but manages to get into an exo and make it out alive. He suspects 
  that the whole affair was arranged by someone, and hires the 
  PCs to act as bodyguards and detectives. Overseer Lupino will 
  not give up without a fight, and will think up a series of spec-
  tacular and creative ways to get rid of the agent. Meanwhile, 
  Abédi asks the PCs to investigate the overseer and the colonial 
  agent and to look for evidence of illegal activities. Perhaps this 
  mission will lead the PCs to new adventures on Abui?
  y THE CORSAIR PROBLEM
  Colonial agent Yasintra Hur has grown tired of her transports 
  being raided by corsairs. She suspects that the corsairs receive 
  information about transport routes from someone on the sta-
  tion – how else can they strike with such precision? Hur hires 
  the PCs to poke around the station and try to find out who is 
  leaking information to the corsairs. Among the suspects are Asal 
  Harub, the bureaucrat, Commander Alsha Bashir and colonial 
  overseer Lupino Mbia. Ironically enough, it is Yasintra herself 
  who is the leak! Every now and then, she spends the night with 
  Emira the dancer, who is actually corsair extraordinaire Samina in 
  disguise, and has been working Hur for information for months!
  MINI ADVENTURE
  The event "The corsair problem"  is an excellent 
  opportunity for a GM who wishes to send the PCs 
  on a mini adventure. It will start with the PCs gath-
  ering evidence on Hamurabi to expose Samina and 
  Yasintra. Samina might manage to escape, and if she 
  does, Akbar Bokor will send the PCs after her, all 
  the way to a secret smuggler hideout on the Gupka 
  station orbiting the mysterious planet Yublai...
  LAST VOYAGE OF THE GHAZALI
  64
  
  9 781912 743063
  ISBN 978-1-912743-06-3
  ISBN 978-1-912743-06-3
  Echoes from the past, voices speaking about the important task ahead. 
  Captain Ia Kaschares: “The Tsurabi colony has sent us a distress call 
  and we are part of the response team. What we can expect to find after 
  the jump to Taoan is not clear. You’ve all heard the message. We are be-
  ing escorted by a Legion destroyer, the Zafirah, and we make the final 
  jump immediately after her.”
  The urgency of the present: Flashing red and white lights, blaring 
  alarms, a heavy head, unresponsive limbs. You must have come out of 
  stasis too soon. No orders, no updates – just the cold floor beneath your 
  feet and a body reluctant to move. Your fingers remember the code to 
  your footlocker, and you clumsily put on your gear. You ask for more 
  light, your voice hoarse. Nothing happens. You call out to the central 
  computer but get no answer. You look at the spiral staircase climbing 
  upward into the dark. Flashing white pulses in the red light strips along 
  the floor.
  Emergency lighting.
  Emergency.
  The colony in the Taoan system transmits a distress call and goes silent. On Coriolis 
  station, the factions scramble to put together a rescue mission focused on the 
  Ghazali, a decommissioned cruise liner. The PCs are members of the rescue team 
  and put on ice before the jump to Taoan, but something goes terribly wrong before 
  they reach their destination. They wake up to alarms in the darkness on a crippled 
  ship. What has happened? Can they survive the last voyage of the Ghazali? 
  Contents:
   
  ◆
  An intense race against time in three acts onboard an old luxury cruise liner.
   
  ◆
  Floor plans of the Ghazali. 
   
  ◆
  Floor plans of the Fatima’s Bounty freight ship.
   
  ◆
  A description of the Hamura system.
  freeleaguepublishing.com/coriolis 
  modiphius.com/coriolis
  CORIOLIS™ Copyright© 2018 
  Paradox Interactive AB. All rights 
  reserved. www.paradoxplaza.com 
  MUH051600
  
SOURCE: textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Last Voyage of the Ghazali.pdf