TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  
  Welcome to Indra 
   
   
   
  -or- 
   
  Minor Miner Trouble  
   
   
  Twenty-six light years from Earth lies the star known as Indra, around which orbits five 
  worlds and many moons, asteroids and other bodies.    This adventure is intended as an intro-
  duction to this system, and a starting off point for adventures there.   
   
  A 2-hour adventure for 1st-3rd level characters 
   
  by Capn Charlie 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventur-
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  Welcome to Indra 
  THE ONE WITHOUT WHOM PEOPLE DO NOT CONQUER; 
  the one to whom, when fighting, they call for help; the 
  one who is a match for everyone; the one who shakes 
  the unshakable, he, O people, is Indra. 
  —Rig Veda, Traditional 
   
  Twenty-six light years from Earth lies the star known as 
  Indra, around which orbits five worlds and many moons, 
  asteroids and other bodies.    This adventure is intended as an 
  introduction to this system, and a starting off point for 
  adventures there.   
  Background 
  During the glory days of the great expansion out from Sol, the 
  planet Shakti was found in the system that came to be known 
  as Indra.  With a nearly breathable atmosphere and biomes 
  not overly toxic to man, this world was pushed to the head of 
  the list to be terraformed and colonized.  In these early days, 
  no expense was spared, and the system served as a vital 
  stopover point to all ships bound to the frontier.  Massive 
  stations were constructed, orbital industry put in place, and 
  the terraforming of Shakti was in full gear.   
   
  However, not all things last.  Barely two centuries later, 
  advances in hyperdrive technology had left Indra unnecessary 
  as a stopover point, and as the frontier expanded, more and 
  better worlds were found.  Funding dwindled and was finally 
  cut for the terraforming efforts, trade slowed, and finally the 
  system was mostly forgotten and even the xenobiologists 
  moved on, a plethora of worlds to catalog.   
   
  Today, the Indra system is dilapidated, old, and rough.  A 
  tepid in-system economy keeps its million or so inhabitants 
  fed, employed and existing, but where once there was 
  boundless potential, now there is desperation, want and 
  deterioration.  The terraforming on Shakti is slowing to a halt 
  without the funds and equipment from Sol, few traders visit 
  the system and technologic growth has stalled, and the 
  corporations that do have a presence are only there to be well 
  away from the prying eyes of League of Stellar nations, to 
  conduct whatever business they have well away from the 
  reach of interstellar law.   
  The League has left a nominal garrison here, consisting of one 
  old model cruiser and three in-system patrol ships, not nearly 
  enough to cover a system as widely and sparsely settled as 
  Indra.  As such, there is much lawlessness and crime, and the 
  locals have had to learn to handle their problems themselves.   
   
  This is a hard place, filled with hard people, from those that 
  refuse to give up the dream of a green Shakti to the hard 
  bitten raiders and pirates that haunt the outer belts, to 
  criminals and outlaws on the run from other more reputable 
  places.  This is a place filled with adventures to be had, and 
  stories to be told.   
   
  Adventure Synopsis 
  The party is contracted to pilot a ship carrying cloned workers 
  to a refining station in order to break a local strike.  Due to 
  interlocking unions, nobody in system will touch the transport 
  job, which is where the party comes in.   
   
  They must make a run down ship spaceworthy, successfully 
  navigate the system to the destination, and deal with an angry 
  crowd and a number of instigators sent to insure the strike 
  continues.    
   
  Beginning the Adventure 
  Establish that the characters are on Shakti station not 
  entirely of their own choosing.  Through whatever 
  reason each player decides and works out with the DM, 
  determine how each is in trouble with the law, stranded 
  in port, in debt with unsavory types, etc.  However, 
  despite their troubles, the characters are selected by a 
  newly formed company that owns a single well-worn 
  space ship, the Pride of Kohl, and is contracted with 
  delivering the newborn strikebreakers on behalf of a 
  local mining concern.   
   
  Once play is ready to proceed, you may read the 
  following:  
   
  You arrive at the specified address for the North Star 
  Investments and find a nondescript door with a hand 
  written sign that marks it as the business in question. The 
  door opens to a mostly empty room that seems to have 
  been freshly painted, and you see a pile of boxes in front 
  of another closed door.   
   
  Suddenly you hear a crash, and hear a woman's voice 
  shout 'Stop!' from behind the door. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Development: If the door is opened, read the following:  
   
  In this room you see a man tangled up on the floor amidst 
  the pieces of a desk, he attempts to extricate himself while 
  a woman in smart business attire stands nearby shaking 
  her head amusedly.  Upon noticing you, she states simply  
   
  "Mr. Robinson, your 1:30 appointment is here, I'm on 
  lunch."  She steps around you to leave, looks back at you 
  and the man just now making his way up from the floor and 
  mouths silently "Good luck" before walking out the door.   
   
  NPC: Marco Robinson 
  Marco is perhaps twenty or twenty two standard years old, 
  nearly six feet tall, and of average build, with light brown 
  hair and blue eyes.   
   
   
  Roleplaying tips: Marco is unsure of himself, and 
  halting in his speech.  He attempts to exude an air of 
  authority, but has difficulty making eye contact and 
  occasionally stutters or misspeaks.   
  Sudden movements towards him, or unexpected physical 
  contact cause him to flinch visibly.   
   
  Marco attempts to play off his difficulties with the desk, 
  complaining about 'pre-fabricated crap' as he 
  halfheartedly kicks one of the panels.   
   
  He gladly accepts the help of any characters who offer 
  to help with finishing its assembly, which requires a 
  DC11 Intelligence (Repair Kit) check.   
   
  • 
  If the check is failed by more than 5, the desk is irrepara-
  bly damaged and Marco mumbles something about pay-
  ing extra for assembly next time, and seems unhappy 
  with that character. 
   
  • 
  On a failed check, the character making it fails to offer 
  any meaningful assistance, and Marco gives up on the 
  project in frustration. 
   
  • 
  On a successful check, the desk comes together, and 
  Marco happily sits behind it, smiling contentedly at the 
  characters and offers them an additional 100 credits of 
  startup cash when appropriate.   
   
  • 
  On a check that succeeds by 5 or more, the character dis-
  covers that the desk has variable height, making it a bet-
  ter fit for the fairly tall Marco.  Quite pleased, Marco of-
  fers an additional 150 credits of startup cash when appro-
  priate.   
   
  After the desk is dealt with or ignored, Marco introduces 
  himself to the characters and shows off his knowledge 
  of their dossiers, knowing quite a bit about each 
  character.   
   
  Marco then briefs the characters on the basics of why 
  he has gathered them together, explaining that there is 
  a strike on Bhaga refinery, that the company that owns it 
  has hired him to provide transport to strikebreakers 
  because no other transport company in system wants to 
  side against the miners.   
   
  If asked about the condition of his office, he will only say 
  that it is a new company interested in investments, of 
  which the ship, Pride of Kohl is one.  He notes that it 
  has a nuclear drive, which most of the ships in system 
  lack, and is capable of much faster transit times than 
  sail ships, or lesser rockets.   
   
  Once the characters are ready, or it seems prudent to 
  push things along, Marco produces contracts for the 
  characters to sign, making them official employees of 
  North Star Credit Union, and crew of the Pride of Kohl.  
  Marco makes it clear that standard rates of pay will 
  apply after this job, and that their pay and signing bonus 
  is dealing with their debts and troubles.   
   
  Savvy characters can examine the contracts with an DC 
  11 Wisdom (Law) check to find out the following:  
   
  • 
  If the check is failed by more than 5, the character mak-
  ing the check believes the contracts to be invalid, and 
  that they are legally unenforceable.  (incorrect) 
   
  • 
  On a failed check, the character making the check be-
  lieves the contracts to be normal. 
   
  • 
  On a successful check, it is noted that the contracts are 
  not just standard, but glaringly so, they might just be de-
  fault templates copied off of the net with a few blanks 
  filled in. 
   
  • 
  On a check that succeeds by 5 or more, you find that the 
  contracts have one interesting quirk, referring to the 
  company only once in passing, but thereafter referring 
  specifically to "The owners of the Pride of Kohl specifi-
  cally.  This is unusual, because the contracts would apply 
  past the dissolution of the company, and extend to who-
  ever happened to own the Pride for up to the one year 
  duration of the contracts.   
   
   
   
   
   
   
   
   
  
  Once the contracts are signed, you may read the 
  following: 
   
  Marco fishes around in one of the boxes and removes a 
  pouch containing 20 Decas (decacred, 10 credit chips) 
  then pushes it across the desk towards the characters 
  along with the captain's key to the ship.  
    
  "This should be plenty for operating expenses, and to get it 
  up and flying, whichever one of you wants to be captain, 
  take this, and get to going, you have 24 hours to get out of 
  port." 
   
  Experienced spacers might be shocked at allowing a 
  crew to select their own captain, but Marco seems to 
  think this is natural, and it is now up to the characters to 
  determine which of them will be the captain, in whatever 
  manner they deem fit.   
   
  Act I: All Aboard 
  The characters can easily make their way to the 
  station's docks and find the bay (13) with the Pride of 
  Kohl docked.  Upon arriving, you may read the 
  following:  
   
  From the large window overlooking the docking slip, you 
  can see your new ship lying before you, a gimballed 
  habitation ring behind enormous fore and aft radiation 
  shields stretching back to the engine assembly down a 
  long spine.  Its cargo pods are conspicuously absent, 
  probably to accommodate transport modules for your 
  passengers.  The clock above the airlock pips, and you 
  see 23:59 beginning to flash, noting the departure time in 
  less than a day.   
   
  The characters now have a chance to examine the ship, 
  and makes a good chance for the characters to figure 
  out their place aboard it.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pride of Kohl 
  Light Transport 
  Class 1 (Fine)  
  Quality 2 (Refit)  
  Manufactured by Atomic Rockets  
   WEAP 
  ENGI 
  HULL 
  COMP 
  SENS 
  COMM 
   1 (-1) 
  8 (+0) 
  8 (+0) 
  1 (-1) 
  1 (-1)        1 (-1)                           
  2 HP 
  16 HP 
  16 HP 
  2 HP 
  2 HP 
  2 HP 
  Defense Bonus:  +0          Cargo Capacity: 
  90  
  Initiative: -1 
               Fuel Capacity: 
  16 
  Acceleration: 1.0 G           Crew Capacity: 
  8 
  Weapon Systems:  Repurposed Comm. Laser 
  Engine Systems:  Enhanced Thrusters (2) 
  Weapon Systems:  Repurposed Comm. Laser 
  Ship Specifics 
  Duty Stations: The Pride has the following duty stations 
  available: 
  • 
  Pilot: Space Vehicles (Pilots the ship) 
  o 
  Navigator: Navigation (Only required 
  when laying in course) 
  • 
  Engineman: Engineering Systems, Engineering 
  (Maintains the engines, can overload the enhanced 
  thrusters) 
  • 
  Gunner: Weapons Systems (Operates the repurposed 
  comm laser as a weapon) 
  • 
  Multipurpose (3): Stations for Computer, Sensors and 
  Communications system operations. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  On the Clock 
  Assesing the condition of the Pride requires a DC13 
  Intelligence (Repair Kit) check or DC11 Intelligence 
  (Engineering).   
   
  • 
  If the check is failed by more than 5, the ship passes in-
  spection with no faults found. 
   
  • 
  On a failed check, the diagnosing character creates a 
  work list of 70 hours of repairs and maintenance, but 
  does not find the faults requiring replacement parts. 
   
  • 
  On a successful check, approximately 30 hours of neces-
  sary maintenance are found, requiring a replacement part 
  (a CO² Scrubber for the life support systems).     
   
  • 
  On a check that succeeds by 5 or more, there is a fault 
  found within the propellant regulation system that could 
  cause dangerous issues with the engines in space, the 
  problem requires a spare part (an Exhaust Nozzle) and 
  10 hours of repairs, as well as the above results (For a to-
  tal of 40 hours of repairs and maintenance).   
   
  Contributing to repairs requires a DC11 Ability check 
  (Repair Kit) check with the following results: 
   
  • 
  If the check is failed by more than 5, the character in-
  creases the amount of repair hours needed in total by 5, 
  due to making mistakes and breaking more things than 
  they fixed.   
   
  • 
  On a failed check, the character does not meaningfully 
  contribute to the repairs.   
   
  • 
  On a successful check, the character contributes to the 
  repairs normally, contributing 10 hours to the total repair 
  time required.  At the end of this period of 10 hours, the 
  character must make a DC10 Constitution save or gain 
  a level of exhaustion.  The character may make an addi-
  tional ability check to continue repairs. 
   
  • 
  On a check that succeeds by 5 or more, the character 
  contributes 15 hours to the total repair time required over 
  a span of just 10 hours. At the end of this period of 10 
  hours, the character must make a DC10 Constitution 
  save or gain a level of exhaustion.  The character may 
  make an additional ability check to continue repairs. 
   
  • 
  On a check that succeeds by 10 or more, the character 
  contributes 20 hours to the total repair time required over 
  a span of just 10 hours. At the end of this period of 10 
  hours, the character must make a DC10 Constitution 
  save or gain a level of exhaustion.  The character may 
  make an additional ability check to continue repairs. 
  Shopping 
  Characters may attempt to find the special parts 
  required for more advanced repairs.  Since it is fairly 
  common knowledge that the Pride is being used to 
  transport the strikebreakers the dockworkers and 
  shipyard unions refuse to participate in normal repair 
  services.  This will require unorthodox methods.   
   
  Characters must make a DC13 Intelligence 
  (Investigation) check to make local connections to find 
  the parts they require.  Characters with appropriate 
  backgrounds can make use of their contacts (Criminal, 
  Missionary, Spacer, or Stationer) to forego the previous 
  check.   
   
  Either way, once contacts are found with A DC11 
  Charisma (Persuasion, Deception or Intimidation) 
  check is required to acquire the spare parts at a cost of 
  50 credits each.  If this check is failed, they may still be 
  acquired, but at a cost of 100 credits each.    
   
   
  Recruiting 
  The characters may not have the required skills to 
  operate the Pride, or to effect repairs.  In this case, they 
  might need to find additional hands.  With a DC13 
  Intelligence (Investigation) check the following hands 
  may be found and are willing to sign on for the trip to 
  Bhaga station and back again.   
   
  • 
  Encio Reyes, Pilot (+2 Space Vehicle Checks), washed 
  out LSN transport pilot now relegated to pick up work 
  out of the local spacer's guild.  Encio is competent 
  enough, but tries not to form any attachments to his ship-
  mates and keeps to himself.  30 credits plus expenses. 
   
  • 
  Ronald Douglas, Mechanic (+3 Repair Kit and +1 
  Engneering Checks), An old man, Ronald (Ronnie) is 
  cheerful and what he lacks for in agility or spryness, he 
  makes up for with experience.  40 Credits plus expenses. 
   
  • 
  Adli Rostovich, Systems Tech (+1 Navigation, Com-
  puter Use, Computer Systems and Communications), 
  A young woman, Adli is willing to work for far less than 
  other qualified personnel because she is attempting to ac-
  quire the hours for her spacer's license.  20 Credits plus 
  expenses. 
   
  • 
  Don Lee Hu, Muscle (+3 Attack Rolls, 3d6+1 Dam-
  age, AC 13, 12 HP, +2 Intimidation), Don says little 
  about himself, but seems quite capable, he seems to have 
  no compunctions with solving problems through vio-
  lence, and refuses to talk about his many intricate tattoos.  
  30 Credits plus expenses. 
  
   
  With a DC 13 Intelligence (Investigation) check, 
  characters are able to find a few repair hands willing to 
  work on station, but not sign off.  1d6+1 applicants are 
  found, and they charge 2 credits per hour, offering a +1 
  Bonus to use their repair kits.    
   
  5…4…3…2…1… 
  As the deadline approaches, the characters should have 
  been able to find a way to get the Pride repaired enough 
  to fly.  It has enough supplies for its maximum crew of 8 
  (though the rations are quite old and terrible), and with 
  repairs should be more than adequate for this journey.  
  Two hours before departure time, read the following:  
   
  The doors to the bay opens and a tram enters.  It is driven 
  by a nondescript man in a station services jumpsuit and 
  carrying a single passenger, a slick looking man in an 
  expensive suit.  As the tram pulls to a stop, the suited man 
  calmly steps off, dusting off his slacks casually and picks 
  up a hand comp.  He looks about the activity in the bay, 
  and clears his throat before stating: 
  "Who here is in charge, I need someone to sign for this." 
   
  This man is Mr. Samten Bose, representative of the 
  Exotas mining company.  He has little to say to the 
  characters, preferring to simply discharge his duties and 
  leave.  With a bit of persuading he will elaborate on the 
  cargo.  Apparently it is 60 Tankborn humans that were 
  just recently cleared for work, having been 'born', as it 
  were, just six months ago.   
   
  They are arriving to on the ship now, inside of a 
  standard 60 ton cargo container which has been refitted 
  as a transport pod. He assures the characters that it is 
  certified safe, but with a DC13 Wisdom (Insight) check, 
  a character can note he is not telling the entire truth, or 
  is not sure of this himself.    
   
  A DC13 Intelligence (Law) check lets a character 
  known that the bill of lading absolves Exotas of any 
  liability for the safety of the passengers once the 
  characters take possession of the cargo container, a 
  point that Mr. Bose notes is 'standard' and 'non-
  negotiable'.   
   
  If characters are reluctant to sign, Mr. Bose notes that 
  there are hefty fees associated with missing the 
  deadline, and with a DC15 Charisma (Persuasion) 
  check will offer to transfer the characters 100 credits in 
  order to 'smooth over any safety issues'.   
   
  As soon as the characters have signed their acceptance 
  of the passengers, Mr. Bose leaves and the clock 
  should be getting close to departure time, and the 
  characters will need to stow the container.   
  Doing this requires a character with Hull Systems 
  proficiency, or paying a 25 credit fee to the loading 
  vessel.   
   
  After this is done, the Pride can depart, and it is time to 
  move on.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Act II: Outbound 
  As the Pride leaves station, you may read the following: 
   
  The deck shudders beneath you and for a few minutes you 
  experience the sensation of freefall.  As the station tugs 
  get free of the Prides aft, the seconds count down until the 
  primary engines engage.  A jolt goes through the ship as 
  the sensation of 'down' once again floods Into you, that 
  weight increases until the Indicator says that the 
  compartment is under the effects of nearly a whole gravity.  
  The engine lit up without a problem, which you know 
  mostly because you are still alive, and the indicator turns 
  green to show that acceleration is steady and it is safe to 
  move around the compartment. 
   
  The current task before the characters is to set a course 
  to Bhaga station, and get there safely. Determining a 
  course is a fairly simple affair, since the Indra system is 
  fairly well surveyed and has a network of navigation 
  beacons.  The safety margins on approved courses are 
  rather wide, so a skilled navigator on a ship with 
  powerful engines can sometimes shave off some time 
  by playing it loose with the regulations.   
   
  The rules and tables for randomly determining these variables 
  of travel appear in an appendix in the back, but for ease and 
  simplicity of play, you can simply use the following numbers:  
   
  Navigation 
   
  Navigation 
  Result 
  AU  
  Travelled 
  Time Elapsed 
  (Hours) 
  Less than 5 
  12 
  238 
  5 to 9 
  11 
  227 
  10 to 14 
  10 
  217 
  15 to 19 
  9 
  206 
  20 to 24 
  8 
  194 
  25+ 
  7 
  181 
   
  Once the ship is under way there is rather little excitement to 
  be had.  This is a good time to reinforce life on a starship, 
  regular duty rotations, downtime, fighting boredom, and 
  assuming there were still hours of maintenance left over from 
  in port, continuing repair checks to work on the ship.   
   
  This is also a good time for characters to get to know one 
  another, and can provide ample interpersonal roleplay 
  opportunities.  A good aside can be to play a few hands of 
  poker for credits, in character.  Regardless, feel free to read 
  the table and skip over this interlude as is appropriate to the 
  tastes of all present.   
   
  At an appropriate time, such as during a lull in conversation, 
  or if anyone ever makes the unpardonable mistake of 
  complaining about being bored, you can read the following 
  text:  
   
  Suddenly an alarm klaxon begins blaring, and every visible 
  display reads in bright red lettering 'Collision Imminent'.   
   
  A cursory examination of the helm shows a wide band of 
  debris is scattered across the ships current course, and 
  immediate corrections are required to avoid catastrophic 
  damage.   
   
  This is a complex skill check in which several characters may 
  participate.   
   
  Making the course corrections is a DC15 Engines 
  (Space Vehicles) check, (Adding the Pilot's Proficiency 
  Bonus and the Pride's engines bonus of +1), however 
  increase the DC by 5 if the Exhaust Nozzle was not 
  replaced.  A character proficient with Sensor Systems 
  may provide the pilot advantage with a DC15 Sensors 
  (Sensor Systems) check, (Adding the character's 
  Proficiency Bonus and the Pride's sensors bonus of -1).  
  The check has the following results: 
   
  • 
  If the check is failed by 10 or more, there is a breach in 
  the transport module causing killing 2d6 passengers out-
  right.  This is in addition to the following effects of a 
  failure.  
   
  • 
  On a failed check by more than 5, the Life Support sys-
  tems take substantial damage from debris, venting a 
  large amount of atmosphere.  For every point by which 
  the check failed, 5 hours of repair work are required to 
  get life support back online.  If the CO2 Scrubber was 
  not replaced, double this amount of time.  Passengers 
  must begin making DC10 Constitution Saves every 5 
  hours to avoid death from CO2 poisoning.  This is in ad-
  dition to the following results of a failed check.   
   
  • 
  On a failed check, the ship takes heavy damage to its en-
  gines.  For every point the check is failed by, 5 hours of 
  repair time is required before the engines can be brought 
  online.  During this time, there is no gravity onboard, 
  and all repair checks must be made with disadvantage 
  unless the character succeeds at a DC11 Dexterity (Ac-
  robatics) check. 
   
  • 
  On a Successful check, the ship sustains only superficial 
  damage from the debris, resulting in 10 hours of repair 
  work to patch the various minor hull breaches.   
   
  
  • 
  On a check that succeeds by 5 or more, the ship avoids 
  any meaningful damage, escaping free and clear of dan-
  ger.  There are a few bumps and bruises among the pas-
  sengers, but no fatalities. 
  Contributing to repairs requires a DC11 Ability check 
  (Repair Kit) check with the following results: 
   
  • 
  If the check is failed by more than 5, the character in-
  creases the amount of repair hours needed in total by 5, 
  due to making mistakes and breaking more things than 
  they fixed.   
   
  • 
  On a failed check, the character does not meaningfully 
  contribute to the repairs.   
   
  • 
  On a successful check, the character contributes to the 
  repairs normally, contributing 10 hours to the total repair 
  time required.  At the end of this period of 10 hours, the 
  character must make a DC10 Constitution save or gain 
  a level of exhaustion.  The character may make an addi-
  tional ability check to continue repairs. 
   
  • 
  On a check that succeeds by 5 or more, the character 
  contributes 15 hours to the total repair time required over 
  a span of just 10 hours. At the end of this period of 10 
  hours, the character must make a DC10 Constitution 
  save or gain a level of exhaustion.  The character may 
  make an additional ability check to continue repairs. 
   
  • 
  On a check that succeeds by 10 or more, the character 
  contributes 20 hours to the total repair time required over 
  a span of just 10 hours. At the end of this period of 10 
  hours, the character must make a DC10 Constitution 
  save or gain a level of exhaustion.  The character may 
  make an additional ability check to continue repairs. 
   
  Aftermath 
  After repairs are made and casualties assessed, if any, the ship 
  can continue on its way, noting the increased travel times 
  during engine repairs.   
   
  The Tubeborn miners are confused by any deaths amongst 
  their numbers, and can have many difficult and confusing 
  questions for the characters.  Feel free to use any of the 
  following or make up your own.   
   
  "What is dead?" 
   
  "And then what happens?" 
   
  "Why did this happen?"   
   
  After this interlude, the next act likely begins with the ship's 
  arrival at Bhaga station.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Act III: Arrival 
  As the Pride arrives at Bhaga station, you may read the 
  following: 
   
  The ship has flipped and been burning to decelerate 
  towards Bhaga station for some time, and as the thrust is 
  slowing, you notice the effects of artificial gravity lowering 
  noticeably.  Over the radio, you hear contact from the 
  station.   
  "Pride of Kohl, this is Bhaga station, please submit controls 
  to station central and prepare for docking approach." 
   
  The long trip is almost over, and you are very nearly at 
  your destination.   
   
  Docking with the station is a perfunctory process requiring no 
  skill checks so long as the characters submit to station control 
  (which all civilized stations require of civilian vessels) and 
  docking proceeds with no complications.   
   
  This ends when the characters disembark and go to see to the 
  passenger module.  A group of protestors have formed, and 
  are shouting anti-corp slogans at the characters, the dock 
  handlers, and at the passengers.  After initial impressions, you 
  can read the following:  
   
  With a harsh crack, a dock worker goes down clutching his 
  head, apparently only saved by his hard hat, as one of the 
  protestors has hurled a stem bolt and hit them spot on.  The 
  hapless crew chief just looks towards the ship and 
  pantomimes a shrug.  He mouths 'You're on your own, buddy, 
  good luck!' and ushers the rest of the docking crew away from 
  the angry crowd, ship, and all of you.   
   
  Emboldened by this, the crowd is turning definitely mob like, 
  and you hear a variety of chants coming from the back, as 
  well as the ominous pounding of heavy metal tools against the 
  deck plate to keep time.  The first of the passengers sticks his 
  head out of the passenger module and a sharp 'boo' goes up 
  from the mob.  This is definitely ugly.   
   
  This is primarily a social encounter with the chance to go bad 
  in a hurry.  Savvy characters can notice things about the 
  crowd with some of the following ability checks, skills and 
  backgrounds:  
   
  • 
  With a DC 14 Wisdom (Insight) check that there are in-
  stigators in the crowd whipping them up into frenzy. 
   
  • 
  Politicians might note that it is not uncommon to trou-
  blemakers into a protest to fulfill an agenda.   
   
  • 
  Police can tell that this mob is at the boiling point and 
  something is going to happen very soon.   
   
  Give characters a few moments to talk amongst themselves 
  about the situation before the next event occurs.   
   
  The shouting of the mob reaches a crescendo as a man steps 
  up onto a crate and brandishes a length of pipe towards the 
  docking ramp of the Pride, before saying: 
   
  "They sent a bunch of tubies to take our jobs, because they 
  aren't human, and don't think we are either!  I ain't gonna let 
  no clone-drone take what's mine, and none of these corpie 
  scumbags are gonna do it!" 
   
  The man screams something unintelligible and the crowd 
  seems to respond, officially becoming a mob.   
   
   
  Things dissolve pretty fast from this point, and it is unlikely 
  that the characters can talk their way out of this one. 
  Alternatively, the leader may be shouted down or interacted 
  with if a character makes a sufficiently high DC Interaction 
  check.   
   
  DC 20 Charisma (Intimidation) to back off the rioters.   
   
  DC 20 Charisma (Persuasion) to shake the resolve of the 
  rioters and convince them violence is not the best answer.   
   
  DC 20 Charisma (Deception) to convince the rioters of a 
  likely sounding lie (such as the corporation expanding 
  operations, and planning on giving into demands).   
   
  If the rioters attack, you can use the following Statistics:  
   
  Rioter (2 per character), plus one Jarvis Coleman.   
   
  Tactics: The rioters will attempt to overwhelm characters on 
  the crew double teaming them when possible.  Jarvis attempts 
  to engage the most threatening member of the party in 
  combat, seeking to use his strength to disarm that character 
  (with opposed athletics checks) before beating them senseless 
  with a length of chain.   
   
  If the characters kill or incapacitate Jarvis, the rest of the 
  rioters will lose their morale and disperse.  Likewise, after 
  half of their numbers are killed or incapacitated, each rioter 
  makes a DC 11 Wisdom Save each round or flees.  As long 
  as Jarvis stands, he can use a reaction to force a rioter to 
  succeed at one of these saving throws.   
   
   
  
  Rioter 
  Medium Humanoid (Human) 
  Armor Class 11 (vacc suit) 
  Hit Points 6 (1d8 + 1) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  10 (+0) 10 (+0) 
  10 (+0) 
  Skills Perception +0  
  Senses passive Perception 10  
  Languages English 
  Challenge 1/8 (25 xp) 
  Mob rules: A rioter gains advantage on attack rolls against 
  a creature that is threatened by at least one of its allies.   
  Actions 
  Improvised Weapon Melee weapon attack: +3 to hit, reach 
  5 ft., one target.  Hit: 5 (1d6 + 1) bludgeoning damage.   
  Hurled Object Ranged weapon attack: +2 to hit, range 
  20/40 ft., one target.  Hit: 5 (1d6 + 1) bludgeoning damage.   
   
  Jarvis Coleman 
  Medium Humanoid (Human) 
  Armor Class 12 (vacc suit) 
  Hit Points 28 (4d8 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  14 (+2) 
  10 (+0) 10 (+0) 
  13 (+1) 
  Skills Perception +0  
  Senses passive Perception 10  
  Languages English 
  Challenge 1/2 (50 xp) 
   
  Actions 
  Improvised Weapon Melee weapon attack: +4 to hit, reach 
  5 ft., one target.  Hit: 7 (1d8 + 2) bludgeoning damage.   
  Hurled Object Ranged weapon attack: +4 to hit, range 
  20/40 ft., one target.  Hit: 6 (1d6 + 2) bludgeoning damage.   
  Reactions 
  Rally: force an allied creature to succeed on a morale 
  saving throw. 
   
   
   
   
   
   
   
   
   
   
   
   
  A character rifling through the pockets of the rioters might 
  find:  
  Rioter Loot 
   
  D% 
  Result 
  01-10 
  Personal comm containing pictures of a spouse 
  and children back on Shakti Station (Little Rose 
  just took her first steps, and misses her mommy 
  or daddy very much, and can't wait for them to 
  come home!) 
  11-20 
  Nothing of value, just protein bar wrappers and 
  overdue rent stubs from station quarters. 
  21-40 
  1d6 credit chips 
  41-60 
  A holographic locket with pictures of family in 
  another system, worth 10 credits.   
  61-80 
  A single dose of Painkillers 
  81-90 
  A first aid kit containing 2 uses worth of supplies 
  91+ 
  A hacked communicator set to unscramble local 
  police channels.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Cheese it, it’s the fuzz… 
  In the aftermath of the riot, it should be noted that station 
  security is probably on the way.  The easiest way to do this is 
  to have a character with the appropriate background just know 
  and understand procedure.  Police, Criminal and Stationer 
  backgrounds will let this knowledge be had with no skill 
  check, otherwise, prompt characters to make a DC11 
  Intelligence (Law) or DC13 Intelligence (Culture) check to 
  know what procedure might be, and that even for defending 
  themselves, the characters might not be let free immediately, 
  leaving the strikebreakers unprotected and surrounded by 
  hostiles.   
   
  If none of these checks are made and the characters dawdle 
  for more than a few short minutes, have an early responder 
  appear (one Security Officer for 1-3 characters, two for 4-6 
  characters). 
   
  Security Officer 
  Medium Humanoid (Human) 
  Armor Class 14 (armored skinsuit) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  13 (+1) 
  10 (+0) 10 (+0) 
  10 (+0) 
  Skills Perception +2  
  Senses passive Perception 12 
  Languages English 
  Challenge 1/4 (50 xp) 
    
  Actions 
  Baton Melee weapon attack: +3 to hit, reach 5 ft., one 
  target.  Hit: 6 (1d8 + 1) bludgeoning damage.   
  Stun Pistol Ranged weapon attack: +3 to hit, range 30/90 
  ft., one target.  Hit: 8 (2d6 + 1) electric damage.   
   
   
   
  Tactics: Characters can attempt to talk their way out of 
  trouble either with a DC 14 Charisma (Persuasion) or DC 
  12 Charisma (Deception) check.  Either of these checks may 
  be granted advantage with a DC 13 Intelligence (Law) check.   
   
  If these checks fail, the security officers attempt to restrain the 
  characters, politely yet firmly requesting they surrender any 
  weapons and requesting back up as they attempt to keep the 
  situation calm.  If attacked or threatened, the officers will 
  attempt to take cover and use stunner fire to incapacitate the 
  characters while requesting emergency backup over their 
  comms.  If either officer is reduced to half HP or less, they 
  retreat from the area if it is safe, or hold their ground if it is 
  not expedient to attempt escape.   
   
   
  Wise guys, huh? 
  After the two responders are dealt with, the characters have to 
  know that trouble is coming, and they need to get the 
  passengers to the Exotas office if the characters are going to 
  complete their job, since the contract is only fulfilled upon 
  delivery to the office.   
   
  Finding a good route to the Exotas office requires having the 
  Police or Stationer background, or making a DC 14 
  Intelligence (Computer Use) check.  On a successful check, 
  or with the appropriate backgrounds, the characters make 
  their way to the Exotas office without incident, beginning the 
  next section.  On a failed check, or if the characters lack 
  appropriate backgrounds, they are ambushed by agitators 
  (one for each of the characters).   
   
  Upon encountering them, the Agitators are noticeably more 
  competent and aggressive than the rioters.   
   
  (Note that if the characters were subdued by the security 
  officers earlier, or allowed themselves to be taken into 
  custody, the ambush occurs before reinforcements arrive, and 
  the agitators attack the security officers as well, attempting to 
  kill all present, in which case the security officers fight back 
  alongside the characters and might let them loose or re-arm 
  them, depending on how cooperative they had been) 
   
  Agitator 
  Medium Humanoid (Human) 
  Armor Class 12 (skinsuit) 
  Hit Points 11 (2d8 +2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  13 (+1) 
  12 (+1) 
  10 (+0) 10 (+0) 
  10 (+0) 
  Skills Perception +0  
  Senses passive Perception 10  
  Languages English 
  Challenge 1/4 (50 xp) 
   
  Actions 
  Blaster Pistol Ranged weapon attack: +3 to hit, range 
  20/60 ft., one target.  Hit: 10 (2d8 + 1) laser damage.   
   Baton Melee weapon attack: +2 to hit, reach 5 ft., one 
  target.  Hit: 4 (1d8 ) bludgeoning damage.   
   
  Tactics: The agitators attempt to catch the characters in a 
  crossfire, on either side of a corridor, but failing that will just 
  charge them directly, trying to get close enough to use their 
  blasters effectively.  After the first round of combat, they will 
  attempt to take cover if possible.  If at least half of their 
  number are killed or incapacitated, the rest must each make a 
  DC 11 Wisdom Save to avoid become Frightened of the 
  characters who have killed or incapacitated their allies.  If half 
  of the agitators become frightened, they attempt to retreat. 
  
   
  Loot: Each agitator carries 2d6 credit chips, and one carries a 
  key to a locker on the docks which contains another 40 credits 
  and a Sprayskin all in a dufflebag bearing the logo of 
  Promethean Invitrionics (which a Company Man will 
  immediately recognize as the corporation that created the 
  tube-born strikebreakers, or another character can recognize 
  with a DC 13 Intelligence (Culture) check.   
   
  Aftermath: If one of the agitators is questioned, they are 
  tightlipped about who is paying them, but a DC 15 Charisma 
  (Persuasion) or DC 13 Charisma (Intimidate) check can 
  convince them to tell the party they were hired by Promethean 
  Invitrionics (a biotech company in-system) to encourage the 
  strike, so Exotas would start using tube-born miners, 
  hopefully leading to more contracts between the two entities.   
   
  News of this type of corporate espionage is not particularly 
  surprising, but if it is leaked to the press it could be 
  scandalous for Promethean, and earn the characters powerful 
  new enemies.  Conversely, Exotas would be quite interested 
  in knowing exactly who is sabotaging their interests, and why.   
   
  After dealing with the agitators, one way or another, the 
  characters can proceed with their charges to the Exotas office, 
  leading to the conclusion of this adventure.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Act IV:                           
  Accounts Receivable 
   
  Exotas accepts the receipt of all of the surviving passengers, 
  and signs the receipt form authorizing payment.  As per the 
  terms, the characters can expect to receive the following: 
   
  • 
  35 Credits per surviving passenger (Max. of 2,100) 
  • 
  Speedy delivery bonus of 20 credits for every hour un-
  der 220 that the flight took.  (Max. of 500) 
  • 
  Special Bonus of 250 Credits if the characters discover 
  that the labor strikes were caused by outside agitators 
  and report this to the company.   
   
  The characters can expect to have to pay the following costs:  
   
  • 
  80 Credits per AU travelled (to replenish fool, consuma-
  bles, spare parts, etc) 
  • 
  50 Credit fine for assaulting an officer if the characters 
  resist arrest with violence during Cheese it, it’s the fuzz! 
  (Per character) 
  • 
  The Wages of any crew they hired for the journey.   
   
  After costs are paid, the remaining credits are profits, and are 
  split (According to the character's contracts) as such:  
  20% goes to North Star Investments as the owner of the ship.   
  10% goes to the captain as a bonus. 
  The remaining 70% is split evenly among the characters.   
   
  Additional Opportunities:  
  Downtime: It takes 10 hours per point of fuel being 
  replenished for the ship to be able to travel again, offering the 
  characters chances for Downtime Activities.  The lifestyles 
  available are: Shiftless (0 cr/day), Scrounging (.25 cr/day), 
  Hand to Mouth (.5cr/day), Modest (1cr/day) and Living 
  Well (2cr/day).   
   
  Investment: Now that production is ready to return to 
  normal, local speculators are desperately trying to dump their 
  hoarded mineral reserves.  As such, minerals are available on 
  the market in any quantity for 50 credits per ton, offering 
  characters a chance to attempt to make a profit transporting 
  them back to Shakti station.   
   
  Freight Availability: Due to their connections with Exotas, 
  the characters can secure a contract transporting refined 
  minerals back to Shakti at a rate of 12 Credits per ton.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Appendix I: Pride of Kohl Navigation Tables 
   
  Estimated Travel times at 1.0g continuous Acceleration: 
   
  AUs Hours  AUs   Hours 
  1 
  68 
   16 
  274 
  2 
  97 
   17 
  283 
  3 
  119 
   18 
  291 
  4 
  137 
   19 
  299 
  5 
  153 
   20 
  307 
  6 
  168 
   21 
  314 
  7 
  181 
   22 
  322 
  8 
  194 
   23 
  329 
  9 
  206 
   24 
  336 
  10 
  217 
   25 
  343 
  11 
  227 
   26 
  350 
  12 
  238 
   27 
  357 
  13 
  247 
   28 
  363 
  14 
  257 
   29 
  370 
  15 
  266 
   30 
  376 
   
  Indra System 
   
  Body 
  Orbital 
  Variance 
  Orbital 
  Position 
  Details 
   
  Agni 
  2d4 
  1 
  Small, Rocky, Tidally 
  locked 
  Shakti 
  2d6 
  2 
  Rocky, Stormy, Settled 
  Varuna 
  2d8 
  3 
  Cold, Watery world 
  with dense core. 
  Bhaga 
  2d10 
  4 
  Gas giant with many 
  rich moons 
  The 
  Maruts 
  2d10 
  5 
  Major asteroid belt 
  Vayu 
  2d12 
  6 
  Immense multi-ringed 
  gas giant 
   
   
  Determine the current position of the various major 
  bodies in the system, and the relative distance between 
  them using the chart below.  You can repeat this 
  process every month or so to have a dynamic 
  navigation system.  (Note that this system is not 
  designed to realistically model orbital trajectories, but to 
  abstractly provide interesting navigation complications).    
   
  When navigating a course from one body to another, roll the 
  dice for both locations, and note the difference between the 
  two, that is the relative amount of AU between the current 
  positions of the two bodies.  Take this number and add it to 
  the number in parenthesis.  After this, a character with the 
  Navigation skill can attempt to maximize the efficiency of the 
  flight plan with a DC 5 Wisdom (Navigation) check.  For 
  every 5 points the check succeeds by, reduce the AU distance 
  by 1, to a minimum of the orbital position of the destination 
  body.   
   
  The Pride consumes one of its maximum of 16 units of fuel 
  for every AU travelled at 1g of acceleration.  As an option, 
  the ship can fly at only .5g acceleration, using half as much 
  fuel, but increasing travel time by 40%.  While empty, it can 
  also overwork the engines and use twice as much fuel to 
  reduce travel times by 20%.  In low-fuel scenarios it can 
  accelerate at only 0.1g to Increase travel time by 220% while 
  using a tenth as much fuel as usual.   
  Example 
   
  As an example, a ship travelling from Agni to a habitat 
  in the Maruts would roll, getting results of 3 (2+1) for 
  Agni, and 14 (11+3) for the Maruts.  The difference Is 
  11, plus the Maruts orbital position of 5 for a total of 16.   
   
   
  The ship's navigator makes a check with a result of 14, 
  reducing that distance to 15 (oh, if only they had rolled 
  1 higher!). 
   
   
  According to the chart we find that a 15 AU trip will take 
  266 hours, or 11 days and 2 hours while consuming 15 
  units of fuel (almost the entire 16 units the Pride  can 
  carry, at a cost of 90 credits per unit.   
   
    
  If the characters are shorter on cash than time, they 
  could 'gear down' and make the trip using only 8 units 
  of fuel (round up), but extending the flight time to 372 
  hours, or even down to just 2 units of fuel, but with a 
  flight time of 856 hours at just 1/10 of a normal gravity.  
  Whichh is a transit time of more than a month.   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Fifth Age - FA01 Welcome to Indra.pdf