TEXT: Ancient Trails
  Ancient Trails
  Witness to History
  Witness to History
  A Twilight Sector Adventure
  By Filamena Young and Michael J. Cross
  Traveller Guy (order #10464794)
  
  Ancient Trails 
  Witness to History
  A Twilight Sector Adventure
  Credits
  AUTHORS
  Filamena Young and Michael J. Cross
  EDITING & LAYOUT
  Rob Vaux
  CARTOGRAPHY
  Ashok Desai and John Lees
  INTERIOR ILLUSTRATIONS
  Emel Akiah, MuYoung Kim and Jeﬀ  Uryasz
  COVER
  Keith Fairclough
  SPECIAL THANKS
  To all the Terra/Sol Games insiders for their 
  help and support.
  CONTENTS
  PROLOGUE 
   
   
   
              2
  A MESSAGE FROM PROFESSOR ELSIE 
  ITCHER  
   
   
   
              2
  ON VANKILA KEIRTOTAHTI 
   
              5
  DEFINING THE TASK  
   
              7
  OUT IN THE WILDS 
   
   
              9
  AMBUSH! 
   
   
   
           11
  REACHING THE COMMUNICATIONS 
  FACILITY  
   
   
   
           14
  ANOTHER COUNTRY HEARD FROM          15
  GETTING MARTIN OFF PLANET 
           16
  SPEAKING WITH THE PROFESSOR 
           16
  THE PROMISE OFMARTIN LEBAY                  17
  ROBOTS! 
   
   
   
           17
  LOST PRECURSOR BASE 
   
           18
  EPILOGUE 
   
   
   
           20
  “Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used according to the terms of the Traveller Logo Licence version 
  1.0c. A copy of this licence can be obtained from Mongoose Publishing. The mention or reference to any company or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  Product Identity: The following items are hereby identiﬁ ed as Product Identity, as deﬁ ned in the Open Game License version 1.0a, Section 1(e) and are not open 
  content: All trademarks or registered trademarks, proper names (characters, organizations etc.), dialogue, plots, storylines, locations, characters, artwork and trade 
  dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as product identity (see above) any game mechanics are Open Game Content as deﬁ ned in the Open Gaming 
  License version 1.0a section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Ancient Trails: Witness to History is published by Terra/Sol Games LLC under the Open Game License version 1.0a, Copyright 2000 Wizards of the Coast Inc.
  Terra/Sol Games LLC, the Terra/Sol Games logo and the Twilight Sector logo are trademarks of Terra/Sol Games LLC © 2009 Terra/Sol Games.
  Traveller Guy (order #10464794)
  
  Witness To History 
  Prologue
  This installment in the Ancient Trails adventure arc entails a momentous discovery. 
  Successful players discover not one but two at least partially intact ancient sites which 
  should keep armies of scientists busy for years to come. It has the potential to turn the 
  players into celebrities and thus alter their lives forever. (Referees need to consider this 
  angle and how it ﬁ ts in with their particular campaign when planning this adventure.)
  This is not a combat-heavy adventure. It requires problem solving and the use of some 
  of those other skills on the players’ character sheets. That being said, if you have a 
  bunch of gun bunnies with itchy trigger ﬁ ngers in your group, feel free to throw in a 
  pirate encounter or a group of desperados trying to break their buddy out of VanKilla 
  Kiertotahti. The opportunity for a few very diﬀ erent combat scenes (and one tradition-
  al one) does exist. The adventure is now yours; we only hope that you have fun with it.
  A Message from Professor Elsie Itcher
  Elise Itcher, the renowned Professor of Engineering at the University of Saint Mary of 
  Mars, has not forgotten the crews’ help transporting delicate equipment for her in the 
  past. In fact, she intended the transportation run as a test of the characters’ mettle. 
  Now that she has a better idea of how they handle dangerous travel, she has a speciﬁ c 
  mission in mind for them. She has experienced another of her “visions” and needs a 
  capable team to run down the admittedly vague clues that it gave her. Elsie uses the 
  pretext of a civil “thank you” – a courtesy call of sorts – to make sure everyone is alive 
  and well. (This is especially important if the crew has engaged in other adventures 
  between this one and Ancient Trails: So It Begins.) If they’ve made any signiﬁ cant waves 
  in the Twilight Sector, she’ll congratulate them, oﬀ er them advice, or warn them of any 
  danger on their tail. 
  However, before she ends her courtesy call, she creates a moment of drama designed 
  to suck the characters into helping her. The doctor’s eyes roll up into the back of her 
  head. She starts to tremble and shake; the players may think the violence of her shiv-
  ers might pose a threat to her aging body. A few of her fellow doctors nearby rush up 
  to make sure she doesn’t swallow her own tongue. They congregate around, fussing 
  over her before she throws them aside with sudden strength and begins speaking in a 
  voice very diﬀ erent from her own. (If you have it, play the Elsie : Tendrils monologue from 
  the audio enhancements here.)
  “Three Basalt Towers rise from the ever desert 
  Where no volcano has ever spilled its deadly venom. 
  The towers reach with coal-black tendrils to the sky,
  Coal-black tendrils whispering blaspheme to the sky!
  Their whispers are the secrets of the originators. The ﬁ rst.”
  When the ﬁ t ends, she will shake oﬀ  its eﬀ ects: seemingly coming out of a dream. She 
  says that the words are part of a puzzle she’s been working out for a decade. Occasion-
  ally these ﬁ ts come to her and she speaks a new piece of the puzzle (refer the players 
  back to Elsie’s other strange ramblings in the ﬁ rst adventure in this arc, Ancient Trails: 
  So It Begins). In other dreams, she recalls mentioning the “ever desert” and believes 
  it refers to the planet VanKila Kiertotahti. She says if the characters head to VanKila 
  Kiertotahti and look for the towers, she will recognize them when she sees them. It’s 
  not much to go on, she concedes, but the discovery of this place could be worth a for-
  tune… a fortune she’s willing to share with the characters should they do the leg work 
  for her. Her interest lies only in the truth surrounding her visions. 
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  Traveller Guy (order #10464794)
  
  The characters may decide that the trip in general isn’t worth the chance of riches that 
  may or may not materialize. This won’t faze the professor; instead, she’ll contact the 
  ship’s captain in private and advise him that she has friends throughout the system. 
  If he doesn’t comply with her request, life could become very diﬃ  cult for him. But a 
  velvet glove covers her iron ﬁ st and she immediately oﬀ ers to help him secure some 
  long-desired ship upgrade (at the referee’s discretion). Optionally, referees could 
  simply have her oﬀ er him a large sum of money to take on the job. It’s not pretty, but 
  Itcher isn’t prepared to take “no” for an answer.
  Running Into the Authorities
  As the players make their way to VanKilla Kiertotahti, they may encounter a Warden 
  Service patrol vessel, The Barrier Reef, at the referee’s discretion. The 
  Barrier Reef, at the referee’s discretion. The 
  Barrier Reef
  Reef is captained 
  by Honus Berrywether a captain in the Warden Service. Referees should use a ship bris-
  tling with guns and big enough to intimidate the players. As it enters the characters’ 
  sensor range, it sends out the following message:
  “Non-military ship, stand down and consent to be searched for contraband. We have had 
  numerous reports of smugglers in this region. Your ship does not match any descriptions 
  we’ve had yet, but policy states that we search random unspeciﬁ ed ships. Congratulations, 
  you have been selected.”
  As soon as the message from the patrol ship fuzzes out, its weapons power up as a 
  display of strength. If the players’ ship attempts to run for whatever reason, the patrol 
  ship will disable them and then arrest the crew, which the referee can spin into its own 
  side adventure. 
  If the players consent to the search, the Warden Service oﬃ  cers quickly board their 
  ship, moving to check the manifest against the people actually on board. This is a 
  random search, but the captain seems totally focused on looking for something 
  speciﬁ c; minor contraband will be given only a warning at this time. The oﬃ  cers care-
  fully explore bunks and the cargo area with a keen eye for secret hiding holes used by 
  smuggler ships. If it’s hidden, they’ll likely ﬁ nd it. Regardless of what they ﬁ nd, it’s not 
  enough to halt the search; the Warden Service Captain grows more and more agitated 
  the longer it takes to turn up nothing. 
  If the characters can talk up either Captain Berrywether or a member of the search 
  team, they’ll discover that the contraband search is a cover story. The captain is actu-
  ally after a wanted fugitive who was reportedly somewhere the players recently visited 
  at the same time as their stay. The captain is following up with any ship that ﬁ ts that 
  proﬁ le to ensure that the criminal hasn’t smuggled himself aboard. So far he’s been out 
  of luck and it’s having a clear eﬀ ect on him. If they dig a little deeper, they’ll discover 
  that – along with a laundry list of other crimes – the criminal in question may have 
  strangled the captain’s sister. The captain won’t hesitate to bend the law to suit his 
  needs in these circumstances. 
  If the players appear sympathetic or at least act intimidated by the search, the captain 
  oﬀ ers them a future favor if they can help him ﬁ nd the criminal Jersey Simbolt. 
  “Simbolt…he’s violent, but also careless. He’ll kill a ship full of people if it makes it a little 
  bit easier for him to get what he wants. He seems charming at ﬁ rst; he’s always got a lot 
  of stupid, loyal people doing what he asks. He’ll play you, and then he’ll kill you, and he 
  won’t ever look back. A classic sociopath. He was on his way to VanKila on a scout ship. He 
  escaped somehow…killed the whole crew, then managed to disable the ship. He’s loose in 
  the system and I’m going to ﬁ nd him.” 
  The captain provides information about his quarry if the players agree to keep an eye 
  out for him. They receive a ﬁ le containing as much information as the oﬃ  cials have: 
  pictures, known hang outs, know associates, and aliases. 
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  On VanKila Keirtotahti
  Regardless of any sub-plots en route, the characters eventually make their way to 
  VanKila Keirtotahti, since that’s where Elsie’s dream visions are set. However they have 
  no idea where they should go after arriving on the planet, just Elsie’s assurance that 
  she would know it once she saw it. So on this slim premise and the promise of great re-
  ward, the players ﬁ nd themselves approaching the forbidding prison planet of VanKila 
  Keirtotahti.
  Jersey Simbolt
  Jersey Simbolt is the son of a rich Goliath Corp executive. He lived on Albrecht in the 
  Koning Sector, just a few parsecs from the Orion Capital. He attended all the right 
  schools, had all the right friends, and dated all the right girls… it’s just that those girls 
  often turned up dead. He usually hustled his way out of trouble, or used daddy’s law-
  yer to get him oﬀ  the ﬁ rst few times, but when he killed three of his “girlfriends” in the 
  space of a month, no amount of lawyering could save him. Despite that, he produced 
  a whole string of character witnesses at his trial – including a string of obviously smit-
  ten ex-girlfriends swearing that he wouldn’t hurt a ﬂ y. Jersey’s charisma can seem-
  ingly get people to do almost anything for him. How he managed to overpower the 
  entire crew of the scout ship Trantis bringing him to VanKilla Keirtotahti though is still 
  a mystery. 
  What neither the characters nor the authorities know is that Jersey possesses strong 
  psychic abilities, letting him inﬂ uence the emotions of those around him. This makes 
  him particularly dangerous, as the characters may learn to their distress.
  Traveller Guy (order #10464794)
  
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  As the ship enters into a low orbit, they must contact Admin Island and the Warden 
  Service to request permission to land. The view of the planet on approach is dismal. 
  A shanty city rises up out of a copper-colored background on the main land mass: 
  according to the map, it’s Hell’s Gate, the largest prisoner settlement on the planet. It 
  looks as if it might collapse in on itself at any moment. The soil is the same ﬁ lthy cop-
  per color: lighter or darker in patches, but otherwise without character. The plant life 
  appears as hard and colorless as the planet itself, and if any wild life exists, it must stay 
  well hidden. 
  On approaching the planet, recurring signals from the Warden Service warn that any 
  attempts to reach the surface of the planet without going through Admin Island will 
  result in the destruction of the ship in question and permanent resident status to any 
  survivors. The Warden Service leaves no room for doubt about the consequences of 
  illegal activity on VanKilla Keirtotahti. 
  Admin Island is separate from the rest of the planet not just because of the water 
  barrier that surrounds it but also by technology and status. The men and women who 
  live on the island have built a simple but elegant utopia with the best technology the 
  system has to oﬀ er. It takes a lot of manpower to run a prison world and not many 
  volunteer for such an assignment. So the Warden’s Service has invested a lot of money 
  into making the island comfortable, clean and as unlike the rest of this desolate world 
  as possible. 
  Once they land, the characters must submit to processing, which involves a great deal 
  of paperwork. They can avoid it if any of them are particularly savvy with bureaucratic 
  red tape, mention they’re on a mission from Professor Itcher, and/or have a general 
  idea where they’re going (or just a guess as long as they sell it). (Admin skill check, Task 
  level - Diﬃ  cult -2 DM.) 
  Traveller Guy (order #10464794)
  
  Defining the Task
  The question now becomes, “where do the characters start looking for Itcher’s mythi-
  cal three basalt towers?” The planet has a high quantity of volcanic activity, so given 
  Itcher’s strange monologue, seeking out a place without such activity might be a 
  good place to start. With the appropriate rolls, the characters may discover a number 
  of places that ﬁ t this criterion. If you wish to play this out, require the players to make 
  multiple skill rolls. 
  First they need to generate a map of the planet’s volcanic hotspots using Science/
  Planetology or Science/Physics. Absent those, the characters could write a computer 
  program that searches the system’s limited Internet for all the information on volcanol-
  ogy and create a map of possible cold spots on the planet. Science – Physical Science 
  – Physics, or Science – Space Science – Planetology rolls (Task Level Average, +0) will 
  locate three areas on the southern continent within the area known as the Outback, 
  and one area on each of the two northern continents named Van and Kila respectively. 
  (Note that travel to the northern continents is prohibited for civilians without special 
  clearance from the  Warden Service; see the sidebar “Up North” on page 9.) It will take 
  4d6 hours to accomplish this task. If some other method is employed – such as using a 
  computer database search to research and collate the necessary information – the Task 
  Level becomes Very Diﬃ  cult, -4 and the time frame becomes 1d6 x 10 hours. 
  Turning to the possible locations identiﬁ ed from their research, the player characters 
  learn that the Outback is left wild and mostly unsettled. No prisoners live there; the 
  occasional scientiﬁ c expedition visits the continent but little else. Only general maps 
  made from orbit are available. In the 30th Century, these types of maps are quite good, 
  but they still lack the detail that only comes with boots on the ground and careful 
  surveying techniques. 
  The continents of Van and Killa (a joke of  Warden Service personnel who had trouble 
  pronouncing the planet’s Finnish name) house all of the planet’s prisoners. The former 
  houses the better behaved criminals while the latter houses the recalcitrant thugs. 
  Searching for the three basalt towers there means dealing with the planet’s prisoner 
  population; the characters also need special permissions from the Warden Service just 
  to access those continents. (See the sidebar “Up North” on page 9.)
  Rumors persist of inmates who have escaped to the Outback and eke out an existence 
  there. Such inmates need to live without the beneﬁ t of Oxyre® (a drug provided to ev-
  eryone on the planet to help them breathe in the thin atmosphere and prevent carbon 
  monoxide poisoning). The wardens mince no words with the PCs: should they come 
  across any “locals” in the Outback, they should run…and immediately notify the  War-
  den Service. “We’ll be down to pick them up shortly.” Anyone desperate enough to live 
  down there – and clever enough to survive – is capable of anything. Even well-armed 
  characters should be on their guard. 
  The players will hopefully realize that they were supposed to check in with Professor 
  Itcher before setting out on their search for the mythical Three Basalt Towers. If they 
  do, the Professor will advise them to go south, the direction indicated by her dreams. 
  (She says she analyzed her vision and – based on physical cues such as the angle of the 
  light – she believes that the players will ﬁ nd the towers on the southern continent.) If 
  they do not remember to contact her, kind referees could have her send the players an 
  e-mail with the information.
  Whether they’re using their own ship or a shuttle better suited for atmospheric travel, 
  the characters presumably start out towards the southern continent on a hunt for the 
  Professor’s spires. If they instead choose one of the two other sites on the northern half 
  of the planet (having ﬁ rst secured clearance from the  Warden Service) then see the 
  sidebar titled “Up North” on page 9. 
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  Out in the Wilds
  The lifeless plain stretches out endlessly around the curve of the planet as it zooms past. 
  The soil here is ruddier than on the northern landmasses. Water seeps up through the 
  soil occasionally, looking more like thick old blood than the stuﬀ  of life. Most of the soil 
  cracks like ancient leather. It makes the skin itch and the throat dry just to look at it. Here 
  and there, violent winds have pushed huge half-ton boulders of pumice stone across the 
  earth in odd west-to-northeast zig-zag patterns with no human or animal intervention. 
  The boulders’ grooves in the ground show their path for up to three or four years after 
  they move, leaving the weathered earth criss-crossed with narrow “rock roads” whose feel 
  suggests supernatural or alien origins. The reality is more likely a combination of the high 
  slippery silt content in the clay and the relatively hollow nature of the pumice stone. Still, it 
  grants the landscape a striking quality and conveys a feeling of tiny ants moving stealthily 
  across a kingdom of giants.
  The characters have presumably identiﬁ ed three areas in the Outback, The actual loca-
  tions on the map are of little consequence, so referees are free to place them where 
  they like; anywhere that makes for an exciting and intriguing journey will do. If how-
  ever we ever need to identify the location of the Three Towers in any future Twilight 
  Sector products it will be located in the Outback in the same hex as the westernmost 
  “5” on the world map. If the players need a few extra challenges before reaching the 
  locale, several encounters are detailed below. 
  Encounters in the Wild
  A Ship
  Through visual observation, one of the players notices an improbably straight line knif-
  ing across the desert plain. Closer inspection reveals it as a furrow gouged out of the 
  ground. Several breaks appear in it as if something skipped across the planet’s surface: 
  like a ﬂ at stone skipping across a pond. The characters must follow this pattern for at 
  least 5 miles before ﬁ nally coming to the end of the line. (If the players don’t tell you 
  they are examining the furrow you could have it mark the beginning of the line and 
  make the players backtrack to ﬁ nd what caused it.) A crashed Scout ship, broken apart, 
  lies half-buried in the planet’s red soil.
  The name on the side of the ship – the Trantis – vaguely rings a bell. An easy (+4) Edu-
  cation Characteristic roll jogs the memory, as does a simple (+6) computer search of 
  the ship’s library. The Trantis was the name of the ship transporting Jersey Simbolt. 
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  Up North
  Scientiﬁ c expeditions to the northern continents are occasionally allowed; however, 
  securing the proper authorizations takes months.  Security for a northern continent 
  expedition is also required and must be a detail of Warden Service personnel, paid at 
  the expedition’s expense.  This can get pretty pricey.  Players will likely think they can 
  just sneak in. But possibly the number one thing that should give the players pause 
  is the Warden Service’s, “If it ﬂ ies, it dies” policy. So any northern continent expedition 
  needs to be a ground one: no grav vehicles. Referees should use all these facts to dis-
  suade the players from embarking on a northern continent search.
  If the players choose to do the unthinkable (which they often do) and conduct their 
  own ad hoc expedition, then the enterprising referee should have them dodging 
  Warden Service patrols as well as bands of roving inmates. An unsanctioned northern 
  expedition should not end well for the characters.
  Traveller Guy (order #10464794)
  
  Use the Scout, Type S deck plans from the Traveller Core Rulebook (pg. 116) for the 
  Trantis. She is unhinged at the hallway – separating engineering from the common 
  area – and sliced through as far as the fuel processor which still attaches the rest of 
  the ship to engineering. If the characters enter the ship (braving the strong winds on 
  the surface to do so), they ﬁ nd that they are overwhelmed by the stench of the place. 
  Two dead bodies lie on the bridge (#2), almost decapitated. The bridge sits awash in 
  dried blood and the bodies are ripe enough to indicate the time of death: at least six 
  or seven days ago. The nature of their injuries (straight cuts with a bladed weapon) 
  suggests they died by human hands, not in the crash. Another dead body lies in the 
  common area (#5) in even worse shape than the other two (having suﬀ ered a lot of 
  posthumous damage in the crash). 
  The ship carries a lot of salvageable material including a model 1 bis ship’s computer, 
  avionics parts equal to about 25% of the value of a basic military system, and jump 
  drive and maneuver drive parts equal to 10% of the value of a Drive Code A unit. The 
  power plant suﬀ ered an explosion in the crash, rendering it so much junk. All of this 
  takes time to harvest from the ship, however. The computer will be the easiest. Anyone 
  with computer 0 or better skill can detach the unit for removal in a couple of hours. Re-
  moving the avionics will be a 1d6 hour operation and require an Engineer/Electronics 
  (average, +0) skill check or an Astrogation (very diﬃ  cult, -4) skill check to accomplish. 
  Removing the drives takes 4d6 hours and requires the appropriate Engineer/Jump 
  or Maneuver Drive (diﬃ  cult, -2) skill checks. The problem will be the serial numbers 
  on the units. The ship is clearly a Warden Service vehicle and they won’t take the loss 
  of their property kindly if it shows up on the salvage market. Registering the salvage 
  makes it legal; the Warden Service will receive the bulk of the value for the items (90%) 
  but at least the characters won’t need to keep looking over their shoulders. 
  In addition to the salvageable equipment, the PCs ﬁ nd a mostly intact ship’s locker. 
  Referees should feel free to insert several weapons the players have been pining for in 
  the locker. Any other survival equipment like rations or medical supplies could also be 
  in the locker at the referee’s discretion. The ship also contains a robotic autodoc in the 
  corner of the common area (#5); it’s not salvageable unless the players want to spend 
  up to a week trying to disengage it from its current location without damaging it.
  The crash suggests that the service’s planetary monitoring system isn’t as foolproof as 
  the  Warden Service believes: there had to be a blind spot for this ship to crash land 
  here without being noticed. Also, if the characters look up the crew manifest, they 
  see that the Trantis had a crew of four when it left Terra/Sol. Since the three bodies are 
  male, the missing crewmember must be Arianda Ruiz, the ship’s navigator. 
  The players ﬁ nd two sets of tracks leading away from the wreck heading south, though 
  they are only visible for a few meters before the wind has wiped away all traces. 
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  Referee’s Note
  Jersey Simbolt and Arianda Ruiz did indeed ﬂ ee the ship heading south. Additional 
  information on this angle is left to the referee to develop  as needed. Jersey and Ari-
  anda do reappear later in the adventure at the Three Basalt Towers. If the players re-
  turn to the Trantis for any reason during this adventure (for example, to use the auto 
  doc), they will ﬁ nd a party of escaped convicts there, seeking to scavenge it. If the 
  players did not clear the ship’s locker of weapons, the criminals could be well armed.
  On the Move
  As the players make their way through the Outback, they will overﬂ y a single individu-
  al on foot: an escaped convict named Arley Moore, serving a life sentence for murder. 
  He will be spotted in an area similar in appearance to the badlands of South Dakota: 
  steep cliﬀ s, sharp rocks and long falls. Upon spotting the ship, Arley attempts to lose 
  himself in this inhospitable landscape. He is skilled in Survival (Survival 2) and carries a 
  bow (Archery 1) and will defend himself with his bow (TL 2) if necessary.
  Traveller Guy (order #10464794)
  
  Arley can explain how chewing the leaves of a local plant creates an eﬀ ect similar to 
  using Oxyre®. He can show the characters how to dig up tubers and hunt for rock rats 
  to help them survive. Perhaps most importantly, he can relay information on Martin 
  LeBay, a fellow prisoner whom the characters may run into when they reach their 
  destination. He’ll probably let slip a statement like “I thought you were some of LeBay’s 
  crazies. Finally got an air raft and was hunting us down.” If asked about LeBay, he will 
  respond that he’s some kind of genius who was sent here and promptly escaped to 
  the Outback. He’s good at making tech from scrounged junk. That’s about all he really 
  knows about the man except he has quite a large following of other Outback escapees.
  Arley
  Convict/Outback Escapee
  S: 8 D: 9(+1) EN: 10(+1) I: 7 ED: 7 Soc: 2 (-2)
  Skills: Archery 1, Carouse 1, Deception 1, Melee/Unarmed Combat 1, Persuade 1, 
  Stealth 2, Streetwise 1
  Equipment: Bow (Short Bow 2d6+1 Recoil: 1), Canteen, Improvised knife, 20 feet of 
  twine, Flint & Steel, Knapsack, Two freshly killed Rock Rats
  Ambush!
  Approaching their next target area, the players’ radio scanning equipment picks up some 
  strange static that seems to interfere with their reception and broadcast abilities. Consider-
  ing the absolute ban of radios and internet on the planet outside the limits of Admin Island, 
  it is odd to pick up any type of radio static out here in the wilds. At any rate, if the characters 
  continue on to the target area, they will see the basalt towers appearing to rise up out of 
  the horizon, looming unnaturally tall and thin. There is something strange – nearly profane 
  – in the way the towers break the horizon with no other structures or mountains nearby. It 
  is as if they are alien kings, ruling the landscape around them.   
  Once the characters land their ship to take a closer look, assailants rise up out of the 
  sand where they have been lying in wait and open ﬁ re. Martin LeBay and his gang are 
  waiting with jerry-rigged guns and other more unique weapons built speciﬁ cally for 
  desert life. Martin has reﬁ tted a soil sample drill he stole from a scientiﬁ c site. Remov-
  ing the sample tray and leaving the end of the sample tube wide open, he has created 
  a tool that creates small sandstorms. The charged force allows him to direct the sand-
  storm and infuse it with an electrical charge. The men are dressed for desert combat, 
  including goggles that will prevent blindness in the face of these man-made storms.
  Martin LeBay: A Desperate Man
  Martin LeBay has no good reason for being marooned on this desert planet. He’s a 
  victim of corporate politics gone very bad about two years back. In fact, before this 
  hellish existence, Martin was a weapons engineer of some repute working for the black 
  ops division of a huge corporation. He was very good at paying attention to company 
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  Oxyre
  The fatal ﬂ aw of VanKila Kiertotahti is its thin, tainted atmosphere and torrid aver-
  age temperature. Volcanic activity produces a high percentage of carbon monoxide 
  in the atmosphere, which tends to build up in the bloodstream: leading to carbon 
  monoxide poisoning and eventually death. There have been some attempts to lower 
  the CO2 levels but the gas is very intransigent. To overcome the atmospheric prob-
  lem, the  Warden Service uses a drug called Oxyre® developed by TransGen Corp. It 
  only allows the blood’s hemoglobin to bind with pure oxygen. This eliminated the 
  problem of carbon monoxide poisoning and allowed much more eﬃ  cient use of the 
  available oxygen. If one were to attempt to survive on the planet without the use of 
  Oxyre® or supplemental oxygen, it would be like breathing at an altitude of approxi-
  mately 3500 meters (10,500 feet) on Terra; the average individual would succumb to 
  carbon monoxide poisoning in 14 to 16 Earth Standard Days.
  Traveller Guy (order #10464794)
  
  politics and had the morals not to look the other way. When he learned more than he 
  should have, he came home to ﬁ nd his wife and child murdered and the authorities 
  arresting him for the crime. The frame was perfect in every way. 
  Now, Martin has every reason in the universe to escape: revenge, justice, and a vast 
  wealth of knowledge about what’s going on in the world of black ops (only some of 
  which he wants to expose). He has no interest in killing the characters, no matter what 
  the rest of his gang may think. He’s actually more likely to kill his gang if it came down 
  to it. He just wants oﬀ  the planet and for that, he needs a ship and a doctor. He’s will-
  ing to take the ship now and wait for a doctor; if the ship happens to have a doctor, 
  even better. As it is, he can’t leave without setting oﬀ  the ID chip implanted in every 
  convict’s skull. In theory, a doctor could remove it and enable him to leave the planet, 
  and “in theory” is more than good enough for him at the moment. 
  Of course, Martin gets most of the criminals in the badlands weapons, food, and water. 
  That has made him very valuable, and the rest of his gang or any other prisoners in 
  the area won’t let him go without a ﬁ ght. The players need to devise a clever plan to 
  escape and when they do, Martin plans on being with them. To that end, if he can get 
  access to the players’ ship, he claims to have planted an explosive device that will go 
  oﬀ  if the ship moves more than a kilometer from him.
  Martin LeBay
  Inmate Leader/Weapons Designer
  S: 6 D: 9(+1) EN: 7 I: 12(+2) ED: 12(+2) Soc: 3 (-1) [9 before incarceration] PSI: 3
  Skills: Computer 2, Engineer (Electronics) 1, Engineer (Weapons) 3, Gun Combat, 
  Energy Riﬂ e 1, Leadership 2, Jack of All Trades 1, Mechanic 1, Persuade 1, Science 
  (Chemistry) 1, Science (Physics) 1, Science (Electronics) 1, Telepathy 0 (A latent ability, 
  he has never really been taught to use it he just gets occasional images in his head like 
  those he gets from the Three Spires. Referees should feel free to use this latent ability 
  however it best serves the needs of their adventure.)
  Equipment: Drill/Gun – This weapon is hard to aim (-1 accuracy) but has a large area of 
  eﬀ ect. It produces a powerful sandstorm in this environment. The eﬀ ect covers a swath 
  six meters long and two meters wide directly in front of the operator. Those caught in 
  the area of eﬀ ect must make an Endurance check if their eyes are not covered. They are 
  blinded for 1d6 rounds if they fail the check. In addition, the mini-storm is electrically 
  charged and those in the area of eﬀ ect suﬀ er 2d6 electrical damage.
  Outback Inmates
  S: 9(+1) D: 9(+1) EN: 8 I: 6 ED: 5(-1) Soc: 2 (-2)
  Skills: Gun Combat (Riﬂ e) 0, Melee (Unarmed Combat) 1, Melee (Blade) 1, Persuade 1
  Equipment: Improvised knife, net gun – basically a spring-loaded spear gun trailing 
  a net behind it. On a successful hit, the victim needs to make a dexterity check or be 
  tangled in the net, requiring a Signiﬁ cant Action to free themselves. The spear itself 
  does 2d6 damage.
  Ambush Results
  There are a number of ways this ambush could go. Martin himself is not looking to kill 
  or injure the players; he simply wants a way oﬀ  this rock. To that end he will attempt 
  to subdue the players with his drill gun and the net guns his compatriots use. Don’t 
  forget you have audio dialogue from Martin explaining his situation you can play here.
  Things could get deadly, though: the inmates’ guns are potentially deadly weapons. If 
  the players show any willingness to talk and Martin can retain the tactical advantage, 
  he will attempt to negotiate for their cooperation. He uses his knowledge of the Spires 
  and a tidbit he says he’ll only reveal when they get him oﬀ  planet but which he prom-
  ises is equally compelling.
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  Reaching the Communications Facility 
  After the dust settles from the ambush, and assuming the characters are still in control 
  of their actions, they ﬁ nd themselves standing in the shadow of the looming towers. 
  The profane spires are not simply some geographical oddity; they actually belong to 
  a massive communications outlet sending signals deep into space. The signals resem-
  ble telepathic communication more than artiﬁ cial signals. That’s one of the reasons 
  they’ve never been detected. Martin knew that this was not a natural formation; his 
  latent telepathy sensed something diﬀ erent about these towers. It also gave him a 
  lingering sense of foreboding, but he did his best to ignore that. He would regularly lay 
  in wait here, believing that someone with psionic ability would eventually detect this 
  place and investigate it. He has also noted that the signals have recently become more 
  frequent, though he doesn’t know why. 
  He knows more, and if he’s still alive then he’s willing to share it, but not until after the 
  characters get him safely oﬀ  of the planet. Martin is willing to provide one bit of help-
  ful information now, however. He knows how to enter the facility, though he’s not will-
  ing to go in himself: the signals actually triggered a fear response in him when he tried. 
  If Martin is no longer available, getting into the tower could pose a serious problem. 
  The entrance lies around the base of the spires but extremely well hidden (searches 
  are formidable -6). Without Martin, the characters could rig up their ship’s radar to do 
  the job. (This should be a diﬃ  cult (-2) task chain. The chain would consist of creat-
  ing some sort of remote device they can cart around to scan the various parts of 
  the area around the spires, then creating a program to interpret the data, since they 
  aren’t detecting a ship in space anymore.) Even if the players ﬁ nd the entrance to the 
  spires, getting inside can only be accomplished by someone with psionic ability in 
  close proximity (about 3 meters) to the entrance. At that point the facility will drain 1 
  psionic strength point from the person to open the door, and another one to power 
  the interior as detailed below. Without a psionic player to drain, the only other way in 
  is through the liberal application of explosives or the use of ship-grade weapons like a 
  laser or particle beam.  
  The facility is empty, of course. There is no evidence of any living creature inside. There 
  is no dust or debris in the interior and so no footprints or other evidence of habitation 
  exists. 
  However they enter the facility, the following eﬀ ects take place when they do: any 
  characters with psionic abilities who enter the interior ﬁ nd themselves drained of 
  psionic strength points at the rate of 1 point an hour. If no psionic individuals are in the 
  group then roll randomly, and the lucky winner ﬁ nds himself drained of 2 Endurance 
  points per hour. The facility operates oﬀ  this drained power (the original occupants 
  had designated workers serving as “batteries,” whom they swapped out regularly). 
  As they step in, read the following description: 
  The walls themselves light up with a warm glow emanating from the stone itself. The glow 
  runs from chest height to about a foot above the head level of an average human. The light 
  is soft and gives oﬀ  no heat, seemingly coming from the very stone itself. No device or ma-
  chine is in evidence. The hallway slopes downward into the earth under the sand’s surface. 
  It’s cool, and grows more so as you go deeper underground. The doorways are all high, a 
  little too high for what a normal-sized human would need. It appears as if the whole sta-
  tion was built for a much taller-than-average staﬀ . There are odd protrusions and what 
  appear to be stools carved from the rock itself scattered about the complex. The rock wall 
  in front of them invariably consists of smooth ﬂ at stone. There are no computer interfaces 
  or machinery as such, but whenever anyone gets within about a meter of one of the ﬂ at 
  surfaces, it triggers a holographic projection displaying what appear to be knobs and dials. 
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  The displays also contain a number of alien runes. Close inspection (Computer, Archeology 
  any Physical Science) reveals that only ten symbols are used throughout the holographic 
  displays, suggesting that they represent the numbers 0 through 9. They have no idea what 
  symbol represents what number. They need to dream up some experiments to deduce this 
  information, which will probably take weeks if not months. They can notice, however, that 
  there are rows and rows of numbers on everything. Some appear to be framed in the same 
  way sentences and paragraphs are. The builders of this site may have used numbers as 
  their entire written language. 
  Another Country Heard From
  When the players emerge from the interior of the spires complex, they again fall under 
  attack. Any remaining inmates are now under the control of Jersey Simbolt who has 
  used his tremendous Telempathy skill to dominate them. (Martin LeBay was able to 
  resist and is hiding nearby. He’s not willing to give up hope that the players will prevail 
  and he may yet ﬁ nd his way oﬀ  this planet. He can serve as additional support for the 
  player characters if they need it.) 
  Referees should use enough inmates to provide a challenge to the players. Jersey and 
  his concubine du jour Arianda Ruiz are both well-armed, having taken weapons from 
  the Trantis’s weapons locker. Jersey intends to steal the players’ transportation and ﬁ nd 
  his way oﬀ  this planet. Although she is actively ﬁ ghting against the players, Arianda is 
  not entirely herself and should represent a moral quandary to any players who have 
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  deducted Jersey’s psychic abilities. If things start going badly for Jersey, he and Ari-
  anda will make a run for it… and Jersey will throw Arianda under the bus in a minute if 
  it will help him escape. This can increase the dilemma for the players, as they may have 
  to decide whether to save Arianda (who may have been shooting at them just a few 
  minutes earlier) or continuing their pursuit of Jersey (thus ensuring that no one else 
  suﬀ ers under his mental control).
  Jersey Simbolt 
  Psionic Wildling
  S: 9(+1) D: 6 EN: 12 (+2) I: 10(+1) ED: 5(-1) Soc: 12 (+2) Psi: 15(+3)
  Skills: Athletics/Endurance 1, Advocate 1, Art/Acting 2, Carouse 2, Deception 3, Dip-
  lomat 1, Gun Combat/Energy Pistol 0, Persuade 1, Stealth 1, Streetwise 2, Telepathy/
  Telempathy 3
  Equipment: TL11 Laser Pistol, TL10 Cloth (5 Armor Protection)
  Arianda Ruiz
  Warden Service Navigator
  S: 9(+1) D: 9(+1) EN: 8 I: 6 ED: 5(-1) Soc: 2 (-2)
  Skills: Astrogation 1, Flyer/Grav 1, Gun Combat/Energy Riﬂ e 1, Melee/Unarmed Com-
  bat 1, Pilot 0, Recon 1, Vacc Suit 1, Zero-G 1
  Equipment: TL11 Laser Pistol, Vacc Suit (TL12, 6 Armor Protection), Wafer Jack
  Getting Martin Off Planet
  If the players have agreed to get Martin oﬀ  planet, they still need to return to Admin Is-
  land and hide him from the authorities. Their discovery might serve as leverage in this 
  situation. If they announce what they have found, what little media exists on VanKilla 
  Kiertotahti will swarm the players asking for details and interviews. The Warden Service 
  staﬀ  will be abuzz and fawning over the players as well. All this hubbub can help con-
  ceal Martin. 
  Referees should ask the players for their plan to smuggle Martin oﬀ  the planet, then 
  sit back and enjoy the show. Reward any reasonable plans they come up with as long 
  as they make use of the discovery as a distraction. If they instead choose to keep this a 
  secret, subject their plan to the matter-of-fact but professional inspection the Warden 
  Service will perform on their ship before allowing it oﬀ  planet. 
  If the player characters are caught smuggling Martin oﬀ  planet then the chips should 
  fall where they will. They will likely join Martin as prisoners on planet, giving you a 
  whole new campaign angle, though that probably isn’t the result that you as the ref-
  eree should strive for.
  Speaking With the Professor 
  Once the characters ﬁ nd the base and make their way back to Admin Island, they can 
  either contact the Professor or she’ll contact them. When they speak to her, she can 
  barely contain her enthusiasm. 
  “I can’t prove it yet, but I suspect that we are dealing with some of the original inhabitants 
  of VanKila Keirtotahti: part of a vast ancient civilization. There’s just so much about this sys-
  tem we can’t yet explain, and I know in my bones that you’ve discovered the clues to help us 
  ﬁ ll in the gaps. The value of these discoveries is literally beyond measure.”
  Despite the priceless nature of what she’s discussing, the professor forwards them a 
  new advance immediately. (The amount of this payment is left to the referee’s discre-
  tion, though we suggest something in the vicinity of a million credits. This is a huge dis-
  covery and unless the players take measures to avoid it, they will become celebrities.)
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  The Promise of Martin LeBay
  Martin promised additional information once he clears VanKila Keirtotahti. True to his 
  word, he provides them with a set of coordinates, put in his head by the spires with a 
  strange suggestive emphasis on their importance. The players need to work a little bit 
  to ﬁ gure out the coordinates (Astrogation, Physics or any Space Science skills would be 
  applicable, with a Diﬃ  cult -2 skill check). They lead to an asteroid in the seldom-visited 
  VanKila Keirtotahti inner belt. If the characters follow it there, run the encounter below.
  Robots!
  The early approach of your ship sets oﬀ  an ancient, but active security system and causes 
  the still-distant asteroid to spit strange defensive measures into space. A wave of small, 
  segmented worm-like metal objects about one to two meters long spreads out; they move 
  like robots rather than missiles or shrapnel, with speciﬁ c and seemingly intelligent actions. 
  You cannot quickly ascertain what sort of propulsion they use; they simply glide through 
  the vacuum as easily as a snake across the desert ﬂ oor. 
  These small metal objects swarm any potential attacker and overwhelm their defenses 
  through sheer numbers. They attach themselves to the attacking ship and drain it of 
  power. It works more to disable than destroy, which may say something about the 
  nature of whoever created it. 
  The diﬃ  culty of the encounter depends on the number of robots coming at the 
  players’ ship. Use 2d6 robots per turret on the players’ ship as the base. One fewer die 
  worth of robots makes the encounter rather easy in most cases and one additional die 
  could make it very diﬃ  cult. Referees should also send in a second wave of robots if the 
  initial wave proves too easy. 
  The objects launch at the players’ ship from long range. The players should be able to 
  ﬁ re on the objects at each range band (initially long, then medium, short, close and 
  adjacent) before the objects impact their ship. Any hit destroys one of the objects, but 
  they are very small targets… making attacks against them a diﬃ  cult (-2) skill check. 
  Missiles are totally ineﬀ ective against the objects given their size, though any energy 
  weapon (laser, particle beam) works just ﬁ ne. 
  Player gunners, pilots, navigators and engineers will have a lot to do during this 
  encounter. Through skillful ﬂ ying, a pilot can keep the swarm at bay (i.e, by maintain-
  ing the current range band between the swarm and the ship). The swarm is quick and 
  maneuverable, making any attempt to evade them a diﬃ  cult (-2) skill check. In addi-
  tion, the swarm’s movements constitute a moving math problem and any navigator 
  (or player with gunner skill and no weapon to operate) can provide their gunners with 
  improved ﬁ ring solutions by using their math skills. Navigators can provide a +1 to hit 
  to their gunners with a successful skill check or +2 with an exceptional check. Engi-
  neers can aid their pilots by providing more energy to the maneuver drives, providing 
  a +1 to their pilots on a successful skill check or +2 with an exceptional one. 
  Once the robots close with the players’ ship, they will attach to its hull and begin drain-
  ing the ship’s energy. For each robot attached to the hull, roll 2d6: this represents the 
  percentage of the ship’s energy it will drain each round (if you want to make this more 
  random, have each robot roll each round). Once the robots’ total reaches 100, the ship 
  will not have power for any of its systems, including life support. Any players left on 
  the ship at this point must either suit up or freeze to death while gasping for the ship’s 
  last scraps of oxygen. 
  The robots are rather simple minded and will initially ignore player characters outside 
  the ship. Any hit from any projectile or energy weapon will disable a robot latched 
  onto the ship. After 2 to 3 rounds of this, however, the remaining robots detach 
  themselves from the ship and move to attach themselves to the player’s suit (roll 8+, 
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  and the robot has attached). Any shots taken at a robot moving in this manner are 
  very diﬃ  cult, -4. Once connected to a suit, they will begin draining 10d6 percentage 
  of the suit’s power per round. When that number hits 100, the suit is out of power and 
  the player character quickly begins to freeze to death (4d6 damage per turn; when 
  Strength, Dexterity and Endurance all reach zero the character is dead).
  Lost Precursor Base
  Once the robots are destroyed, the players are free to approach the asteroid and possi-
  bly discover a second alien base. It appears as if the asteroid suﬀ ered under very heavy 
  assault at some point. Huge sections of it have been blown away, as evidenced by the 
  heavy laser scarring and signs of concussive blasts throughout the structure. A huge 
  bay dominates one side of the asteroid. It has rubble strewn across its landing pad but 
  skillful piloting lands the ship. (This is a 3-step task chain: the ﬁ rst allows safe entry 
  into the landing bay, the second one positions the ship, and the third lands it with a 
  diﬃ  cult skill check [-2].)
  The bay is powered, and springs to life as soon as someone or something enters it. 
  An airlock sits on one side of the rubble-strewn bay. The inside of the bay shows evidence of 
  combat just as the outside did, with carbon scorings and melted ﬁ re lines indicating weap-
  ons usage. It appears that the invaders stormed this bay seeking a way into the asteroid. 
  The bay itself is built on the same slightly larger-than-human scale as the facility at the 
  Three Spires. Some scaﬀ olding and bits of twisted metal appear here, as well as a few inert 
  examples of individual robot segments like those that attacked your ship.  
  To access the rest of this facility, the characters need to get past that airlock. Opening 
  it constitutes a task chain. First they must locate the control panel; it is not beside the 
  airlock but on the wall directly opposite it and relatively well hidden, requiring a dif-
  ﬁ cult -2 skill check. 
  The applicable skills are Notice, Recon, or Investigate; a through radar scan of the bay 
  will also reveal the control panel. Next the characters need to either work the panel 
  or bypass it. It takes a very diﬃ  cult -4 skill check to ﬁ gure out how to work the panel. 
  Applicable skills are Research, Computers, or Engineering/Electronics skills. Bypassing 
  the panel requires a diﬃ  cult -2 skill check; Engineer/Electronics or Computer are the 
  applicable skills. Finally the door hasn’t been opened in thousands of years. Coaxing it 
  open requires a diﬃ  cult -2 skill check; the Applicable skills are Engineering/Power or 
  Mechanic.
  Once inside, the characters ﬁ nd technology similar to the kind at the Three Spires 
  facility; this one, however, seems a little more advanced. Stools spring from the ﬂ oor 
  when anyone approaches a work station, and light emanates from a particular area 
  as someone enters it. Whatever race inhabited this place must have left when the 
  shooting started. A large open area that might have been an auditorium or command 
  area holds the most interest. When anyone enters here, the room springs to life and a 
  holographic display begins to cycle through images of a solar system and ﬂ ybys of the 
  various planets within it. The strange number/runes label particular images as they are 
  displayed. 
  Perhaps the most important image is a scene from a planet showing a night sky and 
  the various constellations… giving characters a clue as to its location. It won’t be easy, 
  but from the placement of those constellations, an AI or suﬃ  ciently skilled character 
  with enough time could determine the coordinates for the planet. (Give the players 
  some skill rolls to ﬁ gure this out if they haven’t on their own.) Any Physical or Space 
  Science skills should give the players a chance to ﬁ gure out the image’s importance. 
  In addition, the Investigate skill might cause a player to ask the question: is it possible 
  to tell where this solar system might be based on the information in this display? Of 
  course, the answer is yes. 
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  Epilogue
  Like The Three Spires, this represents a major discovery, one potentially worth a lot of 
  money. The players can deal with this information in a number of diﬀ erent ways.
  1) They could keep it to themselves. Obviously, they would receive no monetary or ce-
  lebrity acclaim for handling it like this, but it would give them all the time in the world 
  to ﬁ gure out the location of the new planet the holographic display revealed. 
  2) They could share the information with Professor Itcher. In that case they would re-
  ceive a reward similar to (though likely greater than) they received for the Three Spires 
  discovery. The University would share this information with the Orion government at 
  some point, and the government would soon sweep in and demand conﬁ dentiality 
  agreements from all concerned parties. In addition, the university and/or the govern-
  ment would begin researching the location of the alien planet. If the players want to 
  get there ﬁ rst, they better hurry.
  3) They could share the information with the Orion government, which creates a sce-
  nario similar to #2. The government would immediately require a conﬁ dentiality agree-
  ment but would likely oﬀ er a far better ﬁ nancial reward than the university. Of course, 
  they would also immediately begin looking into the location of the alien planet, and 
  the players would need to hurry if they wanted to be the ﬁ rst to discover it. 
  4) They could reveal their discovery through the media. They would receive large sums 
  of money for the documentary rights, the movie rights etc. and in the process become 
  celebrity explorers in the Twilight Sector. The characters could then trade on their fame 
  for quite a comfortable living for the rest of their lives. However even in this scenario, 
  the Orion government would eventually sweep in and interdict the site. The players 
  might even become the targets of OSS disinformation campaigns should they talk 
  about things the Orion government doesn’t want revealed. 
  This is the second part of a three-part Ancient Trails adventure arc. The last installment 
  involves the ﬁ rst visit to/discovery of the alien planet revealed in this adventure.
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Campaigns & Settings/Twilight Sector/Ancient Trails/Ancient_Trails_Witness_to_History.pdf