TEXT:  
  Through the Veil Part 2 
   
  Written by Martin J. Dougherty 
  1
  Traveller Guy (order #10464697)
  
   
   
   
   
  THROUGH THE VEIL 2 
  SP 0202 (2) 
  © Spica Publishing. 
  First edition. 
  August 2013. 
  Published in the United Kingdom. 
  1 2 3 4 5  
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  THROUGH THE VEIL 2 
  CREDITS 
  AUTHOR 
  Martin J. Dougherty 
  ADVENTURE CONCEPT 
  Dave Chase 
  EDITOR 
  Colin Dunn 
  ADDITIONAL EDITING & INTERIOR LAYOUT 
  John Griffiths 
  SET IN THE OUTER VEIL SETTING 
  CREATED AND WRITTEN BY 
  Omer Golan Joel 
  Richard Hazlewood 
  CONTENTS 
   
  REFEREE’S INFORMATION 
  2 
   
   
  EPISODE 2: GAMMA PAVONIS V 
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  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. 
  Gamma Pavonis V (Avanim 2020) C668321-7 
  Gamma Pavonis V is a ‘garden world’, ripe for colonisation; 
  given time, it will almost certainly expand into a major economic 
  and industrial centre. Its current independent colony status 
  means that it receives less investment than a government or 
  charter colony. Growth is slow and more or less entirely self-
  funded, with the occasional boost as small entrepreneurial 
  businesses set up on-planet. 
  Gamma Pavonis V is a cold world but not intolerably so. 
  Large areas are either inhospitable or mountainous and there is 
  little land to start with but that leaves enough usable land to 
  support hundreds of millions of people comfortably. Most of the 
  land masses are quite small, with only one region worthy of the 
  title ‘continent’. There are numerous island chains, many of 
  which lie far from the relatively large land masses. 
  Gamma Pavonis V was settled in a typical ‘colonial hub and 
  ring’ manner, with a central town and several outlying 
  settlements. Most of the 7,000 or so inhabitants live in the hub 
  region, which is located on one of the smaller land masses near 
  the equator. A few nearby islands are also settled but almost all 
  of the ‘official’ population dwell within a few hundred kilometres 
  of the hub. There are thought to be several small enclaves 
  elsewhere on the planet but little data is commonly available 
  about most of these. 
  A few of the small or unlicensed colonies are independent of 
  but remain in contact with the main settlement. These include a 
  private scientific/exploration base on the shore of the large 
  continent. This land mass is very rugged, with extensive 
  badlands and several mountain chains that include active 
  volcanoes. Parts of this continent are habitable but most of 
  these areas are boxed in by difficult terrain and have only been 
  mapped from orbit, if at all. 
  Other groups are isolationist or simply too remote to have 
  normal dealings with the main colony, though trading parties 
  sometimes come in by sea. A few surface vessels and one or 
  two cargo submarines operate between the main colony and the 
  nearby islands, with a few craft making a longer tour of the 
  unofficial-but-friendly outposts. 
  The main hub is a small town clustered around the 
  rudimentary but reasonably efficient spaceport. It is surrounded 
  by agricultural settlements and smaller steadings and a few 
  scientific outposts, such as a weather station high in the 
  mountains. A system of crude roads links these settlements and 
  convoys of tough, locally-made trucks endlessly run food 
  supplies in from the agricultural outposts and return with 
  industrial items as needed. 
  Gamma Pavonis V is governed by the Gamma Pavonis V 
  Colonists’ Collective, commonly referred to as ‘The Collective’. 
  Every adult is entitled to one vote on important issues and most 
  matters are settled by a straight majority. A system of proxy 
  votes is allowed for those living in remote areas and this is 
  gradually coalescing into a more representative system than the 
  present participatory democracy. 
  Issues to be voted upon are proposed by anyone who 
  wishes. The issues are debated at the local level, which can 
  literally mean in a bar-room or over the dinner table in a single 
  stead and put forward by an informal word-of-mouth system. 
  Matters that garner enough attention are voted upon at the 
  monthly ‘Collective Business Meet’, which is essentially an end-
  of-month two-day holiday. 
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  Matters that require immediate attention are the responsibility 
  of appointed individuals who hold various semi-formal positions, 
  from which they can be voted out of by the rest of the 
  population. Security, emergency response and similar matters 
  are dealt with by part-time personnel who follow local leaders of 
  proven competence. The system is very informal but in such a 
  small community it works well enough, especially since major 
  incidents will see potentially hundreds of friends, neighbours, 
  co-workers and passers-by turning helping. The people of 
  Gamma Pavonis V know that what affects one part of their small 
  community affects everyone, so as a rule they show a strong 
  community spirit. 
  There is little formal law on Gamma Pavonis V and a dispute 
  that goes no further than a reasonably fair fistfight will attract 
  little attention. A number of more or less self-appointed 
  arbitrators exist, whose simple wisdom can resolve most 
  matters if the parties involved are willing to listen. Those that are 
  not willing to accept arbitration or who continue to cause 
  problems are likely to be run out of town. This can mean being 
  put on a passing starship if it is willing to take the individual but 
  the locals are content to take a troublemaker to the edge of 
  town and give him a date when he can return. 
  Being run out of town is potentially a death sentence for 
  those that cannot find a place in one of the outlying settlements, 
  most of which are unwilling to shelter someone who has proven 
  too much trouble to be allowed to stay in the main hub. Most 
  first time offenders are banished for a short duration. It is not 
  uncommon to banish someone for a week and it is customary to 
  give the person a sack containing five days’ food and a few 
  survival items. This sort of broad hint works for most people but 
  a mechanism exists for dealing with inveterate troublemakers. 
  The system is fairly simple. The colonists are fairly well 
  armed with hunting weapons such as rifles and shotguns and a 
  few military firearms. If a banished person sets foot within the 
  cleared area around any settlement from which they have been 
  banished they are considered fair game. This usually means 
  being run off at gunpoint but it is acceptable to shoot the person 
  on sight. Anyone who is banished for more than a couple of 
  weeks is effectively doomed to a slow death by starvation or 
  perhaps a lonely existence as a wild hunter. 
  However, there is an alternative. Located about 50 kilometres 
  from the main hub, the settlement of High Bruar serves as a sort 
  of voluntary prison. Any banished person makes their way there 
  will be given a place to sleep, one meal a day and the chance to 
  work for additional items, such as more food and clothing. The 
  banished person is required to surrender any weapons they 
  have but can reclaim them and leave at any time to take their 
  chances in the wilderness. 
  High Bruar is a mining town run by a small number of well-
  armed colonists who feed and house those with nowhere else to 
  go. Those who are willing to work as miners, experts, 
  administrators or in various support positions can live a 
  comfortable life and some stay on long after their banishment 
  period is over. 
  Banishment from High Bruar is effectively a death sentence 
  unless the banished person can find a den of fellow criminals to 
  join or support themselves by hunting. Occasionally an 
  individual is considered too dangerous even to banish and is 
  usually shot summarily by one of the self-appointed security 
  experts. 
  As long as a majority of people either vote that the action 
  was necessary or are not interested enough to vote such 
  actions are considered lawful. This essentially means that 
  sometimes a security operative will shoot someone down in the 
  street and get away with it because not enough people care 
  about it to censure the security operative. However, the system 
  generally works in a ramshackle, rough and ready way. 
  Garfand’s Pseudo-Rodent  
  Garfand’s Pseudo-Rodent (or ‘Geeper’ from the initials of its 
  name: GPR) is a marsupial that can grow to the size of a large 
  cat or small dog. Geepers are social animals that live in packs 
  of five to 30 individuals. They exhibit many of the characteristics 
  of rats, including a penchant for stealing food and gnawing 
  through pretty much anything. 
  Individual Geepers are not directly a threat to humans 
  although a starving pack can bring down an animal the size of a 
  large deer if they cooperate. Geepers commonly scavenge and 
  take small prey. They will eat just about anything and breed 
  quickly which can make them a threat to any ecosystem they 
  enter. More importantly for humans, they can devastate crops 
  and kill small food animals like chickens. In a sealed 
  environment such as a rockball colony or starship they can 
  cause immeasurable damage to wiring and other essential 
  services. 
  The transportation of Geepers without a proper licence is 
  highly illegal in most regions. Even where it is not, anyone who 
  introduces Geepers into the local environment will find 
  experience a lot of ill-feeling from the locals. However, Geepers 
  are sufficiently intelligent to be trained to hunt other intrusive 
  creatures. All licensed Geepers are sterilised except for the 
  rigidly controlled breeding populations. Those allowed out in the 
  field are fitted with a tracker collar that delivers a sharp electric 
  shock when triggered. The Geeper is trained to run back to its 
  carrying cage upon receiving a shock. 
  Geepers are thus useful in eliminating other pests but have 
  to be carefully controlled. Many colonial administrations refuse 
  to permit their use, preferring robotic pest control units instead. 
  Those are not without their problems, of course, so Geepers 
  remain in use in some areas. 
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  EPISODE 2: GAMMA PAVONIS V 
  After cargo loading is completed, Naddod departs New 
  Chryse Spaceport and enters jump bound for Gamma Pavonis 
  V. The Naddod will travel from Beta Hydri subsector into Avanim 
  subsector, taking 191 hours, 2 minutes and 24 seconds. 
  There is plenty to do during that period of nearly eight days. 
  Routine 
  ship 
  operations, 
  cleaning 
  and 
  maintenance, 
  simulations, training and the occasional drill and also some care 
  and maintenance on planetside equipment such as weapons 
  and rough-terrain kits. Routine business takes the characters all 
  over the ship but mainly around the main working and living 
  spaces. The galley, lounge, bridge, equipment lockers and 
  engineering spaces see frequent visits; areas like the airlocks, 
  capture tanks and the cargo hold less so. 
  Which is why the smell is not noticed immediately. 
  SOMETHING ROTTING IN THE STATE OF DENMARK? 
  By the third day in jump, some of the crew might occasionally 
  get a whiff of something unpleasant. John in particular wrinkles 
  his nose occasionally, frowns in a puzzled manner and is seen 
  looking or sniffing inside inspection hatches. 
  By day five, there is a distinct stench in some parts of the 
  ship, a mix of rancid urine and something rotting, which could 
  possibly be some exotic plastic melting or something similar. 
  John is increasingly sure that there is something loose in his 
  ship but since the last port of call had no wildlife, it seems highly 
  unlikely that something has managed to get in. All the same, he 
  urges everyone to be on the lookout for… whatever is making 
  that smell. 
  During the next few hours, the characters will be exposed to 
  an intermittent but increasingly bad smell, plus other evidence 
  that there is something amiss. Objects may be knocked over, or 
  simply missing. Shiny or edible items may mysteriously 
  disappear or be found half-eaten. There is a skittering sound in 
  the walls… or maybe that’s just imagination. 
  The Referee is encouraged to play this scene for a mix of 
  tension and mild comedy. Some characters may insist on 
  scouring the corridors with elephant guns at the ready, while 
  others are absolutely convinced that their sandwich was stolen 
  by a greedy colleague who just left the wrapper in a stupid 
  place. Gradually, as the characters get the odd fleeting glance 
  of… something moving fast… out of the corner of their eye they 
  should become convinced that there really is something loose in 
  the ship. 
  Players being players, the characters will probably assume 
  that there is a dangerous creature running around and will 
  organise an armed-for-bear search that includes the air ducts 
  and other confined and dark spaces. 
  They will find chewed wiring, stolen and stashed food, 
  puddles of urine and droppings here and there and, at some 
  point, some of the characters will be suddenly plunged into 
  darkness as a hideous screech rings out. 
  In the seconds of confusion that follow, the characters will 
  smell burning flesh, see something housecat sized scrabbling 
  away into the darkness and then be drenched by fire-
  suppression equipment as alarms ring out. 
  What has happened, of course, is that there really are 
  creatures loose in the ship. They are mostly harmless but have 
  a penchant for nibbling wiring. One has bitten through a cable 
  and electrocuted itself, frightening its companion which is fleeing 
  desperately. The fire is out in seconds and the emergency lights 
  come on, revealing a smouldering carcass and a lot of tripped 
  safety cut-outs. 
  Inspection shows that the carcass is a specimen of Garfand’s 
  Pseudo-Rodent, better known as a Geeper. It has chewed 
  through a conduit and is very definitely dead. Its companion is 
  not, however and there may be others loose in the ship. That 
  might be bad; Geepers can gnaw through almost anything if 
  motivated by hunger and fear. 
  Scientifically minded characters might decide to carry out an 
  autopsy on the dead Geeper. If they do so, they will discover 
  that it has no tracking/shock collar and has not been sterilised. 
  The presence of a dead newborn Geeper in its pouch may also 
  tip the characters off that they not only have a pseudo-rodent 
  infestation but that they have illegal breeding stock aboard their 
  ship. 
  The second Geeper also received a shock but not a very 
  serious one. It responded as trained and fled back to its cage 
  located in the cargo bay. This behaviour should convince the 
  characters that the Geepers are being transported deliberately. 
  Ttrained and uncollared but not neutered, Geepers suggests 
  that someone wants to set up a breeding colony for commercial 
  purposes. 
  Tracking the rogue Geeper back to its hideaway leads the 
  characters to the cargo bay, where the stench of decaying flesh 
  is now becoming very strong. The Geeper is found cowering in 
  a hollow space in one of the cargo containers. It will make a 
  break for it when the characters approach and will bite and 
  scratch anyone attempting to stop it. Two or three others will 
  also emerge and attempt to flee, creating chaos in the cargo 
  bay. 
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  The characters will need to hunt down and kill or capture the 
  escaped Geepers and can investigate the cargo container. It 
  was picked up at New Chryse and supposedly contains 
  machinery spares bound for Gamma Pavonis V. About half the 
  container does indeed have spares in it but there is a space 
  created by internal walls, within which is a crude low berth that 
  held about 35 Geepers. 
  Almost all of the Geepers are now dead and have been 
  partially eaten by their surviving fellow travellers. Those that 
  survived what appears to be a malfunction of the low berth unit 
  have managed to tunnel their way out of the container through a 
  weak area created by the conversion and at least some are 
  loose on the ship. 
  John knows nothing about this and would never knowingly 
  have a Geeper aboard his ship; the characters have already 
  seen why. He insists on an immediate search for the remaining 
  survivors, which need to be caught and/or killed before they 
  disable life support or cause a jump drive malfunction and kill 
  everyone aboard. 
  The characters will have to come up with a way to find and 
  deal with the infestation, which could be comic or disastrous 
  depending on their actions. It is possible that they will not find all 
  of them, or only think they have and at some later time in the 
  voyage a missing sandwich or skittering in the walls may 
  provoke another maintenance-conduit safari. 
  Gamma Pavonis V 
  Assuming the characters do not somehow disable the ship or 
  themselves dealing with the Geeper infestation, Naddod 
  emerges at Gamma Pavonis V and receives permission to land 
  from the orbital beacon. Despite having too much sea full of 
  icebergs and distinctly rugged land, Gamma Pavonis V is a 
  more welcoming world than the others visited so far. It has 
  breathable air and the characters can go outside in just a thick 
  sweater. To people who have been crawling around rodent-
  urine polluted maintenance ducts for three days, that seems 
  pretty attractive. 
  As Naddod settles onto the landing pad, John gestures 
  through the viewports at the distant ice-covered mountains and 
  exclaims “and we discovered Iceland!” in a loud voice. He has 
  been to Gamma Pavonis V a few times and likes it here. He has 
  a few friends he wants to look up, so leaves Amber to deal with 
  paperwork and heads into town as soon as he can. He does say 
  that he intends to find out more about the doctored cargo 
  container. 
  The local custom for weapons is a fairly typical frontier setup: 
  you can own almost anything but what you carry is an issue. 
  Out of town, in your home or on guard duty, it is acceptable to 
  carry rifles and shotguns but on normal business a handgun is 
  the most that would be expected. Anyone armed for a serious 
  gunfight will attract attention, though it is likely that nobody will 
  actually say anything unless the characters act suspiciously. 
  Longarms are not permitted inside bars, shops and most other 
  places of residence and business. 
  Amber and the characters will need to decide what to say 
  about the Geeper container and who to. In theory they could 
  end up in trouble for transporting the creatures, even 
  inadvertently and it may seem easier to fix the container and 
  pretend innocence than to explain that they had no part in what 
  happened. 
  The freight bound for Gamma Pavonis V is listed on the 
  manifest to be unloaded and transferred to a warehouse where 
  it will be picked up by the recipient or shipped onward. This is 
  normal; often the crew of a transport ship will have no contact 
  with the cargo’s recipient and may not even know who it is. This 
  is the case here; they were contracted to deliver the cargo here 
  and the recipient will arrive with the right paperwork to secure its 
  release from the warehouse. 
  If the characters want to keep the suspect container aboard 
  ship, they will have to engage in some bureaucratic 
  skulduggery: the container is not theirs and there is a manifest 
  saying it is to be unloaded here. Similarly, finding the end 
  recipient will require either staking out the warehouse or finding 
  out from the port authority (such as it is) who the cargo 
  container belongs to. The characters might also simply fix the 
  damage, offload it (with or without its deceased contents) and 
  forget about the problem. 
  The recipient of the crate is a local businessman named 
  Davis Essen, who has a small heavy fabrication works on the 
  coast about 10 kilometres from the colony hub. His company 
  makes seagoing vessels, trucks, machinery and spares for 
  spacecraft and can hand-build small craft such as a ship’s 
  launch if they can get the technical components shipped in. 
  Essen often buys and ships in salvaged components and has 
  quite a selection of spares available at inflated prices. 
  Most of Essen’s business is entirely legitimate and employs a 
  couple of dozen loyal and hardworking staff. Recently he has 
  begun diversifying into more questionable areas, including the 
  illegal breeding of Greepers. He intends to use them to 
  eliminate a number of pests that cause problems for local 
  farmers, as well as dealing with various creatures that interfere 
  with his own business. He is not a crime lord trying to destroy 
  the local ecosystem for his own ends; he is merely a 
  businessman who has made a rather bad choice. 
  Unfortunately, Davis Essen has a mean and arrogant streak 
  and he is unlikely to forgive those that impede his plans. 
  Although it is hardly the fault of the crew of Naddod that his 
  Greeper-smuggling plan failed, Essen will blame them anyway. 
  Exactly what happens with Essen’s cargo container depends 
  on the characters’ actions. Procedures are somewhat loose on 
  Gamma Pavonis V but a container that leaves a trail of dead 
  Greepers as it is moved to the warehouse will provoke a 
  reaction, as will one that has obviously been tampered with. 
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  If the container looks normal and/or the characters manage 
  to fast-talk it past the very casual inspection by the cargo 
  handlers, then Essen will take delivery of a container that turns 
  out not to contain his animals (or not alive, anyway). If the 
  characters withhold the container or it is impounded as suspect 
  then he still will not get it. 
  Essen’s response will not be immediate in either case. The 
  characters may well decide that they have avoided any 
  repercussions and be caught unprepared. 
  Repercussions and… More Repercussions 
  Once the characters have delivered their cargo, they are free 
  to head into town and get some time away from the ship. 
  Fresh food is always a big draw, especially on a planet where 
  there is a breathable atmosphere and proper farming; just 
  seeing some different people is a bonus, too. Even if the 
  characters are somehow not keen on recreation, they will have 
  some business to attend to in town. The ship needs fresh 
  supplies, there are cargoes to be sought and so forth. It seems 
  likely that at some point the characters will head into town. 
  At a suitable moment, they are confronted by a group of local 
  men and women who have taken a dislike to them. Davis Essen 
  is smart enough not to just send his workers to pick a fight with 
  the characters, so he has bribed some individuals who are not 
  connected with his business. Their orders are to basically make 
  a scene, try to provoke a fight and to make the off-worlders look 
  like the bad guys. Essen does not really care whether his thugs 
  win or lose; what matters is that the crew are seen assaulting 
  some locals. 
  Consequently the characters will be taunted and shoved by 
  locals who keep shouting things like ‘what did you just call me?’ 
  and ‘give it back!’ as if the characters are thieves. 
  The situation will escalate as much as the characters allow it 
  to. They may be able to retreat but they will more likely find 
  themselves attracting attention from passers-by as they fend off 
  aggressive and seemingly violent locals. A brawl will probably 
  ensue and, if not, the thugs will keep trying to outrage the 
  characters, for example by shoving a female character around 
  or trying to drag her away from her companions. Of course, this 
  will be covered by shouts that imply a domestic disturbance 
  caused by the woman, so any intervention will look back on the 
  characters’ part. 
  Once a fight starts, it is only a matter of time before a group 
  of armed locals arrives and demands surrender. They do not 
  look like police, so there may be a standoff or worse. If the 
  characters are forced to surrender or stop fighting to try to 
  explain themselves, they are subject to snap judgement on the 
  part of the local security people – courtesy of a bribe from Davis 
  Essen. 
  Any characters who struck a blow or are implicated in some 
  other way are summarily exiled from the town for a week. They 
  are escorted to the edge of town at gunpoint, given a sack with 
  food and supplies in it and bluntly informed that if they cross the 
  line in the next week they’re fair game for the riflemen who 
  watch the edge of town for animal incursions. The characters 
  are left their weapons and whatever tools they have on them but 
  will be deprived of their communications equipment. 
  If the characters used weapons in the brawl or killed 
  someone, they are permanently exiled and in extremely serious 
  cases may simply be shot. It is best not to kill player-characters 
  in this manner but then players should know better than to start 
  murdering locals wherever they go. 
  The characters will find themselves at the edge of town, 
  forbidden to re-enter for at least the time being and unable to 
  contact the ship. Then they find that their traditional five-day 
  ration of food has been swapped out for some empty wrappers 
  and other rubbish; they have only one day’s food. 
  Resolutions 
  John cannot simply come and pick up the characters in 
  Naddod. The port is defended by a missile launcher and once 
  he finds out what has happened it will be made clear to him that 
  his ship will be fired upon if he tries to hop out and get his crew, 
  assuming anyone aboard can fly the ship. Even if Naddod won 
  that fight, exchanging fire with the spaceport is a good way to 
  ensure that Naddod can never visit any civilised port again and 
  may get the ship and crew on the ‘known raider’ lists. That’s not 
  a good place to be. 
  If the characters can get a fair distance from the town – say, 
  about 150 kilometres into the mountains – then Naddod could 
  take off as if leaving the planet and return in the mountains’ 
  radar shadow. Alternatively, the characters might be able to 
  sneak back through the town to the port. That would be risky but 
  it is possible for a clever group. 
  The third option is to wait out the banishment period. The 
  characters are banished from the hub, not the other settlements, 
  so it might be possible to hitch a ride on a truck or hike to an 
  outlying settlement to spend a week there and then come back. 
  Paying for passage, food and lodging depends on what the 
  characters have on them, what work they can do, the bargains 
  they can strike and so on. 
  The alternative is to try to survive in the rough by hunting. 
  That is probably harder than the characters expect but if John 
  finds out what is going on he may suddenly turn up to join them, 
  angrily educating them how to fend for themselves in the wild. 
  That will not be a pleasant week to live through but the 
  characters could potentially learn a lot from John in this time. 
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  By the time the banishment period ends, John or Amber 
  should have sourced and very closely inspected a new cargo, 
  refuelled and resupplied the ship and made ready to leave. The 
  characters will be able to return to the port unless they have 
  been banished for a long time, in which case a different plan will 
  be necessary to get them back aboard the ship. 
  In the meantime, Davis Essen hatches the second part of his 
  plan to take revenge on the characters. Having sent them into 
  the outback where they are vulnerable, he sends a team of four 
  of his more ruthless personnel to hunt the characters whilst they 
  struggle to survive in the outback. Nobody would be surprised if 
  a bunch of no-good off-worlders were stupid enough to get 
  themselves lost or killed in the wilderness whilst banished for 
  attacking locals. Any investigation would likely be short, if it 
  happened at all, and there is nothing much to tie Essen to the 
  attack. 
  These are not hardened killers and may be half-hearted at 
  first about their hunt. That will change rapidly if the characters 
  succeed in injuring or killing any of the hunters. The characters 
  will have to elude, bribe, outfight, outsmart or hide from the 
  hunters until they give up or the banishment period ends. Killing 
  or injuring hunters outside the area around the town with no 
  witnesses is unlikely to have repercussions but the characters 
  may not work that out. 
  It is possible that the characters might have all manner of 
  other adventures in the wilds of Gamma Pavonis V but at some 
  point they will be ready to leave the planet. Whether they are 
  picked up by Naddod or return to the spaceport, they will 
  eventually return aboard and prepare to leave Gamma Pavonis 
  V. 
  John may be hard to live with for a while and then there’s that 
  strange noise behind the bulkhead to consider… 
  OPPOSITION 
  Geeper 
  Str 
  2 (+0) Dex 4 (+0) End 2 (+0) 
  3 kg omnivore/hunter 
  Skills: Athletics 1, Survival 1, Recon 0, 
  Melee (Natural Weapons) 0. 
  Weapons: Teeth (1d6 damage) Armour 0. 
  Essen’s Thugs 
  Str 
  8 (+0) Dex 7 (+0) End 7 (+0) 
  Int 
  6 (+0) Edu 6 (+0) Soc 5 (–1) 
  Skills: Melee Combat (unarmed) 1, 
  Melee Combat (Bludgeon) 1. 
  Weapons: Unarmed (1d6), improvised blunt weapon (2d6-2). 
  Security Volunteers 
  Str 
  8 (+0) Dex 8 (+0) End 7 (+0) 
  Int 
  7 (+0) Edu 7 (+0) Soc 8 (+0) 
  Skills: Gun Combat (Slug Pistol, SMG or Shotgun) 2, Melee 
  (Bludgeon) 1. 
  Weapons: Baton (2d6 damage), Auto Pistol (3d6-3 damage) 
  plus Shotgun (4d6) or Submachine Gun (3d6-3). 
  Essen’s Hunters 
  Str 
  7 (+0) Dex 9 (+1) End 8 (+0) 
  Int 
  8 (+0) Edu 7 (+0) Soc 5 (–1) 
  Skills: Recon 2, Gun Combat (Rifle or Shotgun) 1, Stealth 1. 
  Weapons: Knife (1d6+2), Rifle (3d6) or shotgun (4d6). 
  7
  Traveller Guy (order #10464697)
  
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  Traveller Guy (order #10464697)
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/Through the Veil/Through_the_Veil_Part_2.pdf