TEXT:  
  Through the Veil Part 5 
   
  Written by Martin J. Dougherty 
  Traveller Guy (order #10464697)
  
   
   
  THROUGH THE VEIL 5 
  SP 0202 (5) 
  © Spica Publishing.
  First edition.
  September 2013.
  Published in the United Kingdom.
  1 2
  3
  4
  5
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  THROUGH THE VEIL 5 
  CREDITS 
  AUTHOR 
  Martin J. Dougherty
  ADVENTURE CONCEPT 
  Dave Chase
  EDITOR, INTERIOR DESIGN & LAYOUT 
  John Griffiths
  SET IN THE OUTER VEIL SETTING 
  CREATED AND WRITTEN BY 
  Omer Golan Joel
  Richard Hazlewood
  CONTENTS
  REFEREE’S INFORMATION 
  2 
  EPISODE 5: BEYOND THE OUTER VEIL
  3 
  Traveller Guy (order #10464697)
  
   
  REFEREE’S INFORMATION 
  AVANIM SUBSECTOR 
  Avanim subsector is well beyond the ‘civilised’ regions and
  even its most important worlds have a fairly low population;
  even Avanim, the subsector capital, has less than 250,000
  residents. This has implications for industry and economics in
  the region: what industry there is tends to be small scale and
  needs to be generalised in order to meet the various demands
  placed upon it.
  A highly specialised industrial base is viable in a high-
  population region where there is a great deal of trade and it can
  be highly lucrative to specialise in a critical area. However, this
  is simply not possible the on frontiers. Local industry is
  somewhat inefficient where it exists at all but the alternative to
  home-building is to order in necessary items from the Core
  worlds near Terra, which is enormously expensive and time-
  consuming.
  About half the sector is considered to lie in the Outer Veil.
  Beyond this area, many systems have received only a cursory
  official survey. A number of small, unlicensed colonies are said
  to exist; some of them outright pirate havens and others merely
  off the official map. Consequently the region can be lawless and
  dangerous; naval patrols are far less common in the outer
  systems and are fairly infrequent in the licensed colonies.
  Avanim is an important military and government centre by the
  standards of the region, with a shipyard, repair facilities and
  military assets. The world acts as a staging area for colony
  missions and the population is sometimes swelled by large
  numbers of colonists undergoing final training for a well-
  organised mission or those who are stuck due to a logistical
  breakdown in a less well-prepared one. Avanim is a good place
  for experts to seek employment and for those looking to hire
  guides, surveyors, freelance scientists or mercenaries.
  NSSC 2115 X300000-0 
  NSSC 2115 is a typical ‘rockball’ planet. With no atmosphere
  and
  no surface
  water,
  it
  is
  an
  unattractive
  prospect for
  colonisation, though in the future a surveying mission might find
  mineral deposits that make the planet economically attractive.
  At present, the surface has been cursorily mapped from orbit
  and a few samples of the surface rock and dust taken but little
  more than that.
  NSSC 2115 lies beyond the Outer Veil, in a region that has
  been explored but sees very little traffic. This system is more
  well-travelled than many, since it provides a refuelling link for
  Jump 2 vessels capable of gas giant skimming.
  Traffic density is still well below one ship a month on average
  but for this region that is still quite high. Ironically perhaps, the
  low traffic density makes systems like this relatively safe, since
  no pirate in their right mind will sit around for months waiting for
  a single ship to pass through within attack range. Conversely a
  vessel that gets into trouble has no chance of rescue.
  NSSC 2314 X412000-0 
  NSSC 2314 is distinctly a borderline planet: its atmosphere is
  too thin to support human life without a pressure suit but the thin
  gas envelope of mainly carbon dioxide provides some protection
  from micrometeorites and helps regulate surface temperature.
  The planet does have some water mainly found in ice fields at
  the poles and in deep valleys.
  These two factors make NSSC 2314 a more attractive
  prospect for colonisation than an airless rockball like NSSC
  2115. Locally available water and the ability to extract some
  useful gases from the otherwise un-breathable atmosphere
  greatly reduce the burden on life support equipment and the
  cost of setting up a colony, though sealed structures remain a
  necessity.
  The most striking feature of NSSC 2314 is the Dewenton Ice
  Ocean, a region near the South Pole surrounded by sheltering
  mountains. A vast plain of ice with scattered islands of rock fills
  the depression between the mountains. The depth of the ice
  varies considerably from one point to another; in places the ice
  ocean is just one or two metres thick, while in others the rocky
  bottom is several kilometres down. Deep crevasses exist at
  various points in the ice ocean, like trenches in a water ocean
  and so far these have defied the best instruments available;
  there is probably nothing at the bottom but ice but nobody can
  say for sure.
  At certain times of the year, the planetary axis is aligned so
  that parts of the ice ocean receive increased sunlight, causing
  the ice to sublime in spectacular clouds of steam. More
  commonly, there is a slushy half-melted layer at the surface,
  which makes travelling over the ice in a vehicle hazardous due
  to it being highly slippery. The location of these regions is not
  always
  predictable,
  which
  can
  make
  a
  vehicular
  transit
  unpredictable and risky.
  NSSC 2314 is not tectonically very active but there are a few
  volcanoes. There are vents under the ice ocean in places that
  can cause sudden melting in deep areas and the occasional
  explosion as a bubble of steam forces its way up through a
  weak point in the ice and bursts out, scattering fragments of ice
  as it breaks free. This is often followed by a plume of black
  smoke which is quickly extinguished by water running into the
  hole left by the steam eruption. Pockets of liquid water can be
  created over a vent, making the surface above treacherous to
  drive on.
  2
  Traveller Guy (order #10464697)
  
   
  EPISODE 5: BEYOND THE OUTER VEIL 
  After leaving Epsilon Cygnii, the characters’ entry into jump is
  in some ways routine and in others very significant. They are
  leaving the Outer Veil and heading into the scarcely-explored
  reaches beyond. Others have passed this way before but not
  many. The chances of meeting another ship other than for a
  prearranged rendezvous are slim; if something goes wrong then
  the player characters are on their own. Ships occasionally go
  missing out here; even more rarely, they are found, but never
  with the crew alive. There are many ways to die in deep space
  and yet there is a degree of freedom not found anywhere else.
  Refuelling at NSSC 2115 
  Jump
  emergence
  at
  NSSC
  2115
  is
  routine,
  but
  the
  emergence position is not close to the system’s so-called
  mainworld. NSSC 2115 is an uninhabited (and, according to
  John, “uninteresting”) rockball useful mainly as a navigational
  reference point. Naddod and her crew have no reason or desire
  to visit such a place. Instead the plan is to skim fuel from one of
  the system’s gas giants.
  Skimming is a moderately hazardous undertaking, inasmuch
  as there are always risks when operating in a gas giant
  atmosphere. This one is fairly placid as gas giants go, with few
  of the mighty storms that can endanger the most robust
  starship. According to sensor readings there are a few storms
  ongoing but it would be a simple matter to stay away from them.
  Refuelling should be as routine as it ever is.
  Naddod dives into the gas giant atmosphere, causing sensor
  range to be enormously degraded. The ship vibrates and
  occasionally shudders and there are heart-stopping lurches
  from time to time. This is all normal, as is the roaring sound all
  around the ship. It is hard to sleep during the refuelling and
  most people are on edge, but there is no reason to suppose that
  anything is going to go wrong.
  Indeed, nothing does; at least, nothing out of the ordinary. It
  is always wise to check for damage after a ‘wilderness
  refuelling’ of this sort, but other than a few things falling off
  shelves there seems to be no damage. That does not mean that
  the Referee cannot play to the characters’ paranoia and let
  them worry about a non-existent problem.
  In due course, Naddod climbs clear of the gas giant and
  enters jump, headed for NSSC 2314.
  PLANETFALL AT NSSC 2314 
  At NSSC 2314, Naddod does emerge close to the mainworld,
  which is only a little more inviting than the previous one. At least
  this world has bright patches to break the monotony of dull rock.
  The ice fields are light gray except when direct sunlight hits
  them, when they glitter silver-white.
  A routine sensor sweep indicates a few active volcanoes and
  a power source in the southern hemisphere. That’s fine
  according to John; he hoped to meet someone here. And so
  Naddod begins to descend towards the ice ocean of the
  southern hemisphere. Ahead is a small archipelago of rocky
  islands poking up through the ice and on one of them is a
  starship.
  As soon as they are picked up on sensors, the characters’
  ship receives an automated transponder challenge, followed by
  a verbal greeting from someone named ‘Andersen’ on-planet.
  John tells his crew to land, but seems strangely out of sorts. If
  asked, he says he doesn’t feel too great; maybe lunch
  disagreed with him or the jump emergence has upset his
  stomach. That happens sometimes, but not normally to John.
  Naddod approaches the island, flying over the ice ocean.
  Here and there small puffs of steam can be spotted escaping
  from the surface, but for the most part it is smooth and glassy,
  except where direct sunlight causes a fog to form above the
  surface.
  Without
  definite
  data
  on
  the
  ice
  thickness
  and
  composition, it would be highly risky to set down anywhere but
  one of the islands.
  John directs the pilot to land on a particular island, which is
  now broadcasting a beacon. On the surface is a Morgana class
  vessel, or some variant of it, surrounded by a jumble of what
  looks like prospecting or mining equipment. There are two ATVs
  parked by the ship, with a handful of suited-up personnel
  working nearby. They stop and watch the ship land – probably
  in case of a dangerous error rather than curiosity.
  The Prospecting Camp 
  The characters are greeted by Miles Andersen, leader of the
  group and, judging by the hugs and handshakes, living proof
  that John actually does have some friends. Andersen is
  welcomed aboard Naddod along with his wife Sandra and their
  12 year-old daughter, Diane. John introduces the newcomers as
  ‘his most troublesome and persistent clients’ and breaks out the
  best booze.
  John acted as a guide for Miles’ earlier expeditions and was
  more or less responsible for the couple’s meeting. Thereby
  hangs a long and complex tale to which both men allude without
  explaining much. Sandra and Diane are left at a bit of a loose
  end and will end up chatting with the crew for lack of anything
  better to do.
  The Andersens and their team are on-planet doing ‘really not
  very exciting research’ as part of a long-term planetological
  research project. This involves a great deal of driving ATVs
  around on the ice and using radar to map the ice ocean bed and
  taking core samples of the ice and the rock beneath. Then
  there’s the thrilling work of analysing the samples.
  3
  Traveller Guy (order #10464697)
  
   
  Not surprisingly, Diane is quite bored but she is clocking up a
  lot of credits towards university when she is old enough. In the
  meantime she has become something of an expert on mining
  equipment and the composition of ice cores and has pretty
  much played every videogame known to humanity to death.
  This will not stop her offering to own the sorry ass of anyone
  foolish enough to take her on at a game.
  The reunion goes on through dinner and into the evening,
  taking John and Miles out of the equation as far as getting
  anything done goes. Sandra takes a comm call and okays her
  team to head out to collect some core samples, then suggests
  that maybe everyone aboard Naddod could work together to
  produce some dinner or something. Or at least, everyone but
  John and her husband…
  At some point, John gets around to asking where someone
  called ‘Morey’ is, to which Miles replies that his ship came
  through a few weeks ago with a resupply shipment and left a
  couple of cargo containers for Naddod… along with an apology.
  His schedule was too tight to make the meet, which John seems
  to be quite upset about.
  If the characters think to ask, Amber can inform them that
  ‘Morey’, that is Alexander Morey, is an old colleague of John’s.
  They worked together for a few years before a dispute that
  she’s never really understood caused them to fall out. John has
  been trying to make peace with Morey for years and he’d finally
  agreed to meet up and talk out their differences. They were to
  meet here, but the schedule seems to have changed.
  Although John is upset that Morey is not here, he does enjoy
  Miles’ company, which results in them both sitting up late and
  getting blind drunk while everyone else tries to find something to
  do. The next morning, Miles and John are both in no state to get
  anything done and the crates left by Morey’s ship need to be
  brought aboard and stowed. Amber urges the characters to get
  on with that and to sort out refuelling.
  Obtaining fuel is a matter of running hoses to the edge of the
  ice sheet, placing heater units and waiting for a pool to form,
  then drawing up water to be cracked for hydrogen by the ship’s
  processors. Lacking anything better to do, Diane offers to help.
  She is actually very knowledgeable about this sort of process
  and if the characters are willing to take advice from a 12-year-
  old they will find their work goes more easily. However, before
  the characters are far into the process, Sandra radios them.
  Sandra says that her team has a problem. Their ATV has
  developed a fault and normally she or Miles would go out in the
  other one to assist. But Miles is really quite unwell this morning
  and should not drive or be left in charge of machinery and both
  Sandra and Diane have work to do here. Sandra asks if the
  characters would mind driving out to the other ATV and
  rendering assistance. It seems to be a drive train fault; not the
  first one they’ve had here. The ATV might be fixable on-site or
  could need towing back.
  Driving On the Ice Ocean 
  The other ATV is about four hours’ drive away across the ice
  sheet. It is crewed by three personnel who have worked for the
  Andersens for some time:
  
  Pete Lyndley, age 38 (team leader/hostile-environment
  specialist)
  
  Dawn Garner, age 31 (planetary scientist)
  
  Miklos Heron, age 24 (equipment operator)
  Miklos is a fairly new recruit, who hired on six months ago for
  this mission. The others have been with the Andersens for three
  years or more. They generally work well as a team, with Pete
  acting as field mission controller and advisor on operations in a
  hazardous environment and Miklos supporting the others as a
  sort of multi-skilled technician. Dawn is the heart of the team,
  who does most of the expert work and analyses the samples as
  well.
  Early in the drive, the characters can talk to any of the field
  team, who explain that their ATV has slid into a depression in
  the ice and ‘done something’ to its drive train while Miklos was
  trying to lead-foot his way out. There is no immediate danger
  and the team are going to continue with their work while the
  characters come out to help them – they are a bit surprised to
  find newcomers assisting instead of Miles, but no matter so long
  as the problem is solved.
  Later on, the characters find that they can only talk to Dawn,
  since both Pete and Miklos are busy. The players may assume
  that they are working on the ATV and Dawn will not think to
  explain further, but in fact they are setting up a hoist to send one
  of the team into a crevasse they have uncovered. This is a
  unique opportunity and the field team have reasoned that since
  assistance is on its way they might as well finish their job while
  they are here.
  About 20 minutes before the characters arrive, the character
  of their radio conversation with the field team changes abruptly.
  Miklos comes on the air, sounding breathless and rather
  strange. This is because he is wearing his vacc suit and is
  outside the ATV, using its radio for a relay. Miklos is agitated
  and obviously scared, but from his babble the characters will be
  able to discern a couple of key facts:
  
  Dawn has ‘got stuck in the hole’;
  
  Pete ‘went to sort it out’ and is now ‘stuck as well’;
  
  The winch is jammed.
  It may take a while to get Miklos to calm down and explain
  properly, at which point the characters will be almost at their
  destination and can see for themselves what Miklos is babbling
  about. The situation is actually much, much worse than they
  might have thought – Miklos has not noticed what has been
  happening around him; he has been too busy trying to rescue
  his companions.
  4
  Traveller Guy (order #10464697)
  
   
  The Field Team’s Predicament 
  As the characters approach, they can see the field team’s
  ATV parked at a slightly odd angle, tilted to the side and down
  at the back. It is in a small depression in the ice, a collection of
  tools and equipment around it. Miklos waves frantically from
  close by, making ‘come-no-closer’ gestures.
  Miklos quickly explains that the team found a deep crack in
  the ice and used the portable winch to lower Dawn into it, to
  collect samples. She reported going down about three hundred
  metres and finding a cavern in the ice, which she entered. When
  she went off the air, Pete went down to assist and was able to
  locate her. She had fallen in a pool of meltwater and damaged
  her suit, which Pete was able to fix. However, the winch jammed
  when Miklos tried to bring Dawn back up, stranding both of them
  down there with limited air. Pete’s radio is working, but range is
  very limited to he is relying on the fibre-optic communications
  backup built into the winch apparatus.
  Inspection shows that the winch is thoroughly jammed and
  needs dismantling to repair it, but that is a workshop job.
  Fortunately, the second ATV carries a field kit of its own which
  includes a backup winch. It should be simple enough to send
  someone down with spare air tanks for Dawn and Pete, then to
  bring everyone up one at a time. However, there is another
  problem.
  Astute observers will have noted that the ATV at an odd
  angle and may have wondered why. Closer inspection results in
  an alarming conclusion: the ATV is sinking.
  The characters may figure out (and Dawn will, sooner or
  later) that the melting and subsiding ice under the ATV is
  connected
  with
  the
  crack
  and
  the
  cavern
  underneath.
  Something is causing the ice to melt and a clue to what might
  be offered by temperature readings in the cavern. It is getting
  warmer in there and wisps of smoky gas can be seen drifting
  out. Once the penny drops the team will probably realise that
  there is a volcanic vent in the area, which makes it a distinctly
  unhealthy place to be stuck.
  A Rescue 
  Getting Dawn and Pete out of the cavern is not especially
  difficult once the second winch is available. Dawn has some
  minor damage to her suit (and no working radio, forcing her to
  communicate by frantic gestures once she realises that the
  team is sitting on top of a volcano) and a badly sprained ankle,
  so will need some assistance. The characters should be able to
  get someone down there easily enough, hook up whoever is
  coming up first and send them on their way.
  There is, however, a fair amount of meltwater in the cavern,
  some of which runs out of the mouth and drops deeper into the
  crack. Investigating the bottom would tie up the one working
  winch and reveal little more than a deepening pool of meltwater
  at the bottom of a crack in the ice ocean that is also very slowly
  getting wider. The real problem is not in the crack, it is at the
  back of the ice cavern.
  The cavern and the crack above it were created by hot
  volcanic gas escaping from a chimney below the cavern,
  creating a bubble under the ice ocean which is now beginning to
  collapse. It will shortly break through into the crack, causing the
  surrounding ice to collapse and the formation of a basin in the
  ice filled with meltwater through which volcanic gas is bubbling,
  heating it a little.
  The discovery of what is happening should add a certain
  urgency to the task of getting Dawn and Pete out of the crack,
  which will be intensified when the ground suddenly lurches and
  ice falls from the cavern walls and roof. Anyone looking into the
  crack can see a jet of water spurting out from the crack wall a
  few dozen meters below the cavern mouth, falling into the
  darkness of the crack. It should be obvious by now that the
  whole area is unstable and may be about to collapse.
  Having managed to get the field team out of the cavern, the
  characters will now need to clear the area. Ideally, it would be
  good to save the stranded ATV, perhaps by towing it; or maybe
  someone has already fixed its drive train damage, in which case
  it can scramble out of the deepening basin in which it stands
  with some help from the other ATV’s winch.
  The whole area around the stranded ATV is slowly melting
  and is sinking into the bubble below the ice. As the characters
  make ready to leave the area, they will have to slog through
  knee-deep meltwater. Space suits are not really designed for
  this and the water leaches heat out of the suit in a way that
  space does not. The suits should survive a brief immersion but
  will fail within moments if forced underwater.
  The climax of the rescue should be an attempt to reach one
  or both ATVs as the cavern below collapses, dropping the
  characters and their vehicle a metre or so instantly, into a sea of
  slush where some areas offer reasonable footing and others are
  almost completely liquid. The warm bubble of water under the
  ice breaks through into the crack in a few places and begins to
  flow out, which makes the basin deeper and – more importantly
  – suggests that sooner or later the whole side of the crack will
  collapse, washing the ATVs, characters and everything else
  nearby into the crack.
  The ATVs will float and can propel themselves through water,
  though
  semi-frozen
  slush
  is
  a
  more
  difficult
  proposition.
  Ironically, although the damaged ATV cannot drive on firm ice it
  can travel through water, albeit slowly. It will thus be a useful
  lifeboat, though it cannot climb out of the melted basin unaided.
  The Referee should play the final moments of the rescue for
  tension, with everyone struggling to reach the ATVs through
  melting slush, then trying to forge free of the melted basin as the
  crack wall finally gives way and a sea of warm water plunges
  into the depths of the chasm. The plume of steam and volcanic
  gas that results would be impressive if it were not quite so close.
  Hopefully, the characters will manage to reach firmer ice
  before the final collapse. Otherwise they will have to find a way
  to prevent the ATV from being washed into the crevasse.
  5
  Traveller Guy (order #10464697)
  
   
  Once the initial collapse is over, what remains is a shallow
  but deepening basin in the ice ocean, with a pool of slushy
  water at the bottom. Bubbles of volcanic gas emerge through
  the slush from time to time. Smart characters might wonder if
  there are other warm bubbles under the ice and if so, could they
  harbour previously unknown life?
  But that is a question for another time…
  Leaving NSSC 2314 
  Naddod still has a mission to fulfil, though John would prefer
  to remain for a while. This is partly to ensure that his friends are
  safe and partly because he wants to see the ice basin for
  himself. Eventually, though, Naddod will need to press on.
  As the ship climbs to orbit, ready to jump out on the next leg
  of its journey, John suddenly chuckles and points at the image
  of the world below.
  “You know, when Iceland was discovered back on 
  Terra, they told the folks back home that every blade of 
  grass dripped with butter. I wonder what they’ll say about 
  this place in the colonisation brochure? Or what they’ll call 
  it? What do you call a frozen volcanic wasteland? Oh 
  yeah, that’s right. Iceland. We went to the stars seeking 
  new lands to settle and we still ended up discovering 
  Iceland.” 
  6
  Traveller Guy (order #10464697)
  
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  7. Use of Product Identity  You agree not to Use any Product Identity, including as an
  indication as to compatibility, except as expressly Licenced in another, independent Agreement
  with the owner of each element of that Product Identity. You agree not to indicate compatibility
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a work
  containing Open Game Content except as expressly Licenced in another, independent
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights,
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  8. Identification  If you distribute Open Game Content You must clearly indicate which
  portions of the work that you are distributing are Open Game Content.
  The following are classified as Open Content:
  
  The Universal World Profiles (UWPs) on pages 2 and 3, excluding the world name.
  
  The creature statistics and skills on page 7, excluding the creature’s name.
  The following are not Open Content and are © 2013 Spica Publishing unless otherwise
  stated:
  
  Artwork/Images: The artwork/images on the front cover.
  
  Text: All other content contained in this product that has not been specifically
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  Open Content:”, above; all non-player character names, ranks or titles and
  descriptions, company/corporation names, starship names and unit/platoon names;
  the world name on page 2.
  
  The text of the Open Game Licence © 2000 Wizards of the Coast, Inc. 
  9. Updating the Licence  Wizards or its designated Agents may publish updated versions
  of this Licence. You may use any authorised version of this Licence to copy, modify and
  distribute any Open Game Content originally distributed under any version of this Licence.
  10. Copy of this Licence  You MUST include a copy of this Licence with every copy of the
  Open Game Content You Distribute.
  11. Use of Contributor Credits  You may not market or advertise the Open Game Content
  using the name of any Contributor unless You have written permission from the Contributor to
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  12. Inability to Comply  If it is impossible for You to comply with any of the terms of this
  Licence with respect to some or all of the Open Game Content due to statute, judicial order, or
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  13. Termination  This Licence will terminate automatically if You fail to comply with all
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  14. Reformation  If any provision of this Licence is held to be unenforceable, such provision
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game Licence v 1.0a © 2000, Wizards of the Coast, Inc.
  Traveller System Reference Document. Copyright © 2008, Mongoose Publishing.
  Traveller is © 2008-2013 Mongoose Publishing. Traveller and related logos, character,
  names, and distinctive likenesses thereof are trademarks of Far Future Enterprises, Inc. unless
  otherwise noted. All rights reserved. Mongoose Publishing Limited, authorised user.
  Career Book 1 (CB1) is © 2008-2013, Spica Publishing. All rights reserved.
  Career Book 2 (CB2) is © 2009-2013, Spica Publishing. All rights reserved.
  Nemesis Class Pursuit Ship (NCPS) is © 2009-2013, Spica Publishing. All rights reserved.
  Allies, Contacts, Enemies and Rivals (ACER) is © 2010-2013 Spica Publishing. All rights
  reserved.
  System Book 1: Katringa (SB1) is © 2010-2013, Spica Publishing. All rights reserved.
  Field Manual (FM) is © 2011-2013, Spica Publishing. All rights reserved.
  Outer Veil (OV) is © 2011-2013, Spica Publishing.
  Outer Veil Sector Map is © 2011-2013, Spica Publishing. All rights reserved.
  Outer Veil and related logos, character, names, and distinctive likenesses thereof are
  trademarks of Spica Publishing unless otherwise noted. All rights reserved. Spica Publishing,
  sole authorised user, 2012.
  Career Book 3 (CB3) is © 2012-2013, Spica Publishing. All rights reserved.
  The Astral Splendour (AS) is © 2013, Spica Publishing. All rights reserved.
  System Book 2: Xibalba (SB2) is © 2013, Spica Publishing. All rights reserved.
  Through the Veil Parts 1, 2, 3, 4 and 5 (TTV1-5) are © 2013, Spica Publishing. All rights
  reserved.
  Traveller Guy (order #10464697)
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/Through the Veil/Through_the_Veil_Part_5.pdf