TEXT: 1
  An Aslan trading ship has lost an extremely valuable cargo of dust-spice. An assortment of 
  passing travellers are their best hope of recovering the shipment before it becomes a clan-
  level embarrassment. A one-round adventure set on Mora (3124/Mora/Spinward Marches).
  Resources for this adventure include The Spinward Marches [Martin Dougherty] and Alien 
  Module 1: Aslan [Gareth Hanrahan].
  Of Dust-Spice and Dewclaws
  A One-Round Mongoose Living Traveller Adventure
  by Andy Lilly
  Campaign Story Coordinator: Don McKinney
  
   
  2
  playing this adventure as part of a sanctioned event, reading 
  beyond this point makes you ineligible to do so.
  PreParing for Play
  As a minimum to run this adventure you need the Traveller 
  Core Rulebook. It is strongly recommended that you read 
  Alien Module 1: Aslan to fully understand the Aslan race. The 
  Spinward Marches may be useful for background material 
  regarding the area around Mora.
  Throughout this adventure, text in bold italics provides player 
  information for you to paraphrase or read aloud when appropriate. 
  Information on non-player characters (NPCs) and creatures 
  appear in abbreviated form in the adventure text. Refer to the 
  Appendix for full information on NPCs and creatures.
  At the end of the adventure, you will note what awards your 
  players’ characters received in this adventure and record it on 
  their Master Log Sheets (MLS). If you are playing this as part of 
  a sanctioned event, please turn those details into your Senior 
  Referee. Otherwise, please note what awards were given out 
  and report the results to the Campaign Coordinator.
  PaSSage
  This is a standard one-round adventure, set on Mora (3124/
  Mora) in the Spinward Marches. Participation in this adventure 
  requires one passage of any type as indicated in the Mongoose 
  Living Traveller Campaign Sourcebook.
  Most likely you ordered this adventure as part of an event 
  from the Mongoose Living Traveller website, or you received it 
  from your Senior Referee. To play this adventure as part of the 
  Mongoose Living Traveller Campaign (MLTC) – a worldwide, 
  ongoing Traveller campaign set in the Spinward Marches 
  setting – you must sanction it as part of a gaming event. This 
  event could be as elaborate as a big convention or as simple as 
  a group of friends meeting at the Referee’s house.
  The person who sanctions the event is called the Senior Referee 
  and is in charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then reported 
  back to Mongoose LIVIng TRAVeLLeR CAMpAIgns in a timely 
  manner. The person who runs the game is called the Session 
  Referee. Sometimes (and almost all the time in the cases of 
  home events) the Senior Referee is also the Session Referee.
  You should use the Mongoose Living Traveller Campaign 
  Master Log Sheet (MLS) to track your play and advance your 
  Mongoose Living Traveller Campaign character.
  To learn more about Mongoose LIVIng TRAVeLLeR character 
  creation and development, event sanctioning, and rewards, visit 
  the Mongoose website at www.mongoosepublishing.com.
  PlayerS read no further
  If you are planning on playing this adventure, stop reading now. 
  The rest of the information in this adventure is for the Referee 
  only. If you read farther than this section, you will know too 
  much about its challenges, which kills the fun. Also, if you are 
  Sanctioned Play
  
   
  3
  The scenario begins with an Aslan trading ship having ‘lost’ 
  an extremely valuable cargo of dust-spice. This is no accident 
  – one of the competitive young males on the trader fooled a 
  rival male into signing away the cargo to a transport company 
  without the knowledge of the ship’s senior crew. This was only 
  intended to cause embarrassment, but the situation quickly 
  escalates beyond the instigator’s expectations.
  The shipment goes to a local company, randomly selected 
  by the duplicitous male Aslan – clearly the recipients aren’t 
  expecting the dust-spice, but the potential value of the spice 
  leads them to accept the cargo. A disreputable member of the 
  company immediately passes on the shipment to some friends 
  of his... a local gang, who promptly spirit the spice away to their 
  hideout.
  The PCs are recruited in great haste by the astrogator of the 
  Aslan ship. She discovered the loss of the cargo and is trying to 
  recover it before the ship’s captain realises what has happened, 
  as the resulting dishonour would forever ruin all the ship’s crew, 
  in addition to the physically violent duels and retribution that 
  could occur between certain of the crew...
  dateS
  All dates correspond to the standard Imperial calendar. The 
  start date of this adventure is Tuday 024-1105 (the 24th day of 
  the 1105th year since the founding of the Third Imperium). Time 
  will flow normally once the adventure begins. If a different date 
  is required, for example to fit the adventure into an existing 
  campaign, then the start date can be altered with little or no 
  disruption to the adventure.
  loCation
  The adventure takes place on Mora (A-A99AC7-F), a rich, 
  strategically positioned trading gateway, the capital of Mora 
  subsector in the Spinward Marches. The action is focused 
  around Fenrock, one of the huge seabed arcologies located 
  near the equator of this waterworld. A more detailed description 
  of Mora is provided later.
  the adventure
  This adventure is divided into the following parts:
  1. FOR HONOUR
  The PCs are recruited by the astrogator of the Aslan trader Open 
  Path to recover a shipment of dust-spice that has mysteriously 
  gone missing from the ship. Finding out what happened is 
  problematic given the crew don’t want the ship’s captain to 
  know the dust-spice has gone.
  Adventure Summary
  2. FIRST QUESTIONS
  The astrogator will expect the PCs to gather their initial 
  information from those Aslan who interacted with the courier 
  who took the spice shipment away from the Open Path. Getting 
  information out of two aggravated male Aslan may be a little 
  challenging...
  3. THE COURIER
  The next logical step is to check out the courier company, but 
  they seem to have genuine paperwork requesting the cargo 
  transfer and one of the Aslan crew signed all the forms.
  4. SOMETHING FISHY
  Having traced the shipment to a restaurant in a nearby seabed 
  city (100 kilometres from the starport), the PCs find that the 
  alleged recipients claim never to have seen the cargo, until 
  someone mentions one of their staff has suddenly gone 
  missing…
  5. THE LONG HAND OF THE LAW
  The PCs turn up at the house of their chief suspect only to find 
  him overdosed on dust-spice… just in time for the cops to turn 
  up.
  6. RED TAPE
  Some or all of the PCs are in the clink having been caught in a 
  drugs-bust. They will have to be at their most diplomatic if they 
  want to regain their freedom and avoid involving the Aslan.
  7. SWIMMING WITH THE SHARKS
  Unfortunately, the dust-spice has ended up in the hands of the 
  local criminal fraternity…
  8. FINDERS KEEPERS
  The PCs have to decide what approach to take, legal or extra-
  legal, to resolve the matter and get the dust-spice back from the 
  thugs because asking nicely isn’t going to work.
  9. MAD CATS
  The young Aslan males involved in losing the dust-spice from 
  their ship decided to take matters into their own hands and deal 
  with the dishonourable thieves who are holding it. However, 
  their fiery tempers and lack of experience dealing with non-
  Aslan are guaranteed to lead them into trouble.
  10. CASTING OUT
  Hopefully the dust-spice has been recovered and the authorities 
  placated. The PCs should have gained sufficient evidence to 
  determine that one of the young Aslan males is behind this whole 
  incident. The question is who is brave enough to challenge him 
  with the facts?
  
   
  4
  Mora is known as the “Gateway to the Marches” as it sits at 
  a critical pinch-point for the Jump routes through which most 
  of the rimward half of the Spinward Marches is reached (from 
  Deneb sector and the rest of the Imperium to Trailing). As a 
  result, it became the seat of both the Duchy government and 
  the Sector administration and accumulated a disproportionate 
  amount of wealth and influence.
  It’s now more than a millennia since Ling Standard Products first 
  established itself on Mora to exploit the rich natural resources of 
  this water-dominated world. Over the centuries the population 
  has swelled to over ten billion, mostly dwelling in hundreds of 
  huge arcologies that dot the small areas of exposed land and 
  sprawl across the seabed (primarily in the equatorial regions).
  PhySiCal detailS
  Mora is a large, molten-core world with a diameter of 15,567 km 
  (9,673 miles) giving it a gravity of 1.19G. A day lasts 23 hours 
  and 51 minutes and it takes 1,162 (local) days to circle its sun.
  The dense oxygen-nitrogen atmosphere is tainted with industrial 
  pollutants from its past but over the last hundred years this 
  has been reduced to a minor irritant by various environmental 
  ‘clean up’ measures. As a result, almost all inhabitants and 
  most visitors suffer no ill effects, though those of a sensitive 
  constitution may prefer to wear some form of filter mask when 
  outside the sealed areas of the arcologies.
  Around 92% of the planet is covered with water, with only 
  one small continent (Batadis), a few large islands, a few 
  archipelagos, and a smattering of lesser islands rising above 
  the surface of the sea.
  A relatively high axial tilt of 33 degrees combined with an orbital 
  eccentricity of 0.02 means equatorial temperatures of up to 
  60°C in Summer but in the polar regions, ice sheets cover large 
  areas of the sea with temperatures as low as -65°C in winter.
  SoCial detailS
  Mora’s population of over ten billion mostly live in huge self-
  contained arcologies, about one-eleventh of which are built on 
  dry land on to the continent of Batadis and the various islands, 
  though most of the available arable land surface is dedicated to 
  intensive agriculture. The remainder are spread across the sea 
  floor, mainly in the equatorial regions and often have seabed 
  farms around them. Arcologies may be home to tens or even 
  hundreds of millions of inhabitants. Around 300 million people 
  live in space habitats spread out across the star system.
  The planetary government of Mora is split into three authorities 
  – the Judiciary (an elite council known as “The Eleven Brides”); 
  the Executive (another elite council, of 33 women called “The 
  Caucus”); and the Legislative authority which is theoretically 
  held by the Duchess of Mora in her capacity as Matriarch, but 
  in practice exercised by a large bureaucracy appointed by her.
  Over the last millennium, Mora has suffered various conflicts – 
  mostly between the merchant lords who sought to control it for 
  its strategic position and trade value. However, for the last 400 
  years the strong rule of a steady line of Matriarchs has provided 
  a relatively stable and tranquil environment. The current 
  Matriarch is Delphine Adorania Muudashir, 15th Duchess of 
  Mora, who has reached the remarkable age of 125 years, has 
  ruled Mora for more than 90 years, and is generally regarded 
  warmly by Mora’s population. As Mora also hosts the Imperial 
  Sector Administration, the political and economic power-play 
  of the whole of the Spinward Marches revolves around the 
  Duchess’ world.
  Components of each of the military services provide law 
  enforcement and first-response teams for the emergency 
  services, with close day-to-day liaison with the judiciary run by 
  The Eleven Brides. However, the Matriarch has overall control 
  of the planet’s military and can mobilise any and all of its units in 
  a crisis situation. The world’s laws are fairly strict and somewhat 
  intrusive.
  Mora’s matriarchal bias extends across many of its government 
  positions with males prevented (by law) from rising above 
  specified levels of responsibility.
  StarPort
  Mora Imperial Downport is located on an island in the Fakla 
  River estuary, adjacent to the capital Wavecrest City on the east 
  coast of Batadis. Two of the other arcologies have spaceports 
  and most have some form of airborne access, being built in 
  sufficiently shallow water for their uppermost levels to be above 
  the surface of the sea. Given Mora’s economic, astrographical 
  and political importance, its downport is huge (140 square 
  kilometres) and one of the busiest in the Marches. There is 
  an equivalently large highport, handling bigger, unstreamlined 
  starships as well as orbiting space habitats, space industry 
  complexes and megacorporation docks.
  Not only is the downport very large but in a fairly uncommon 
  arrangement the associated startown is inside the extrality 
  fence so the port’s boundaries are swelled by residential areas, 
  warehousing districts, and an extensive diplomatic district 
  housing hundreds of ambassadors and their staffs, as well as 
  the ducal palace. As a result, the extrality fence encloses an 
  area of roughly 140 square kilometres.
  The various names applied in connection with the urban 
  agglomeration at the Fakla River estuary are often confused 
  and mixed up. ‘Wavecrest City’ is strictly speaking only the 
  part that lies outside the extrality fence, but is often used to 
  include the part inside. The part inside the fence is officially the 
  Imperial Enclave, but is often referred to indiscriminately as ‘the 
  startown’ or ‘the starport’, since there is no real separation of 
  the two.
  Mora (A-A99AC7-F)
  
   
  5
  Star SySteM
  The Mora system has mining operations and high-technology 
  industrial research and manufacturing centres spread 
  throughout its star system. Close in to the planet are four 
  moons, the largest of which is a vast military complex which 
  is home to the Imperial 73rd Fleet, the Duchy Fleet, and the 
  System Defence Force.
  A Scout base and secondary naval base are located in the 
  planetoid belt, the former being the IISS regional headquarters 
  for the Spinward Marches. As a result, the system is full of every 
  kind of vessel, from heavy battle squadrons to high-performance 
  Scout Couriers.
  Key gaMe PointS
  •	
  It is assumed that the PCs have been on Mora for some 
  days, have researched it before arriving, or have visited it 
  in the past, such that any of the world data given in this 
  section is readily available to them without the need to refer 
  to a library data system.
  •	
  Mora’s atmospheric taint only affects PCs with a weak 
  constitution (i.e. Endurance of 5 or less). Enterprising 
  local outfitters will try to sell tourists filter masks anyway. 
  Characters with low Endurance may feel the need to 
  wear some form of breathing filter (cheap nasal plugs are 
  adequate) to remove the contaminants from past industrial 
  excesses. Should they not do so, any period of exertion 
  requires them to make an Endurance check (Easy, +4) 
  to avoid a fit of breathlessness and coughing (determine 
  the game effects as you feel appropriate, but this could be 
  awkward in the middle of a chase or gunfight). This is not a 
  problem inside the big arcologies, thanks to TL 15 filtering, 
  even though the massive quantities of air pumped around 
  within these mega-cities is drawn from the planetary.
  •	
  Mora’s law level requires all PCs to store personal firearms 
  in secure facilities inside the extrality fence before leaving 
  the Imperial Enclave. The only weaponry allowed outside 
  the extrality fence are: stunners; small blades (larger blades 
  if of appropriate social status or career background); and 
  clubs or similar.
  •	
  Mora’s law enforcement is fairly strict and intrusive. The 
  police (a part of the military on Mora) are armed, never 
  hesitate to point their weapons at potential criminals and 
  can call on military assault teams at very short notice. They 
  expect all civilians to be obedient and produce identity 
  documents whenever asked for, etc. There is also a high 
  degree of video surveillance around the arcologies. This 
  does not mean that all enforcers are thugs – most of them 
  are very approachable and helpful. However, they are 
  capable and ready to deal with those who break the law.
  Primary Name: Dimoph
  Type: F0 V
  Orbital zones
  Inner limit: 0.32
  Life zone: 2.4 - 3.3
  Snow line: 13
  Outer limit: 64
  List of Planets
  Orbit
  Distance
  Name
  Type
  0
  0.96
  Murugil
  Terrestrial
  1
  1.35
  Elicar
  Terrestrial
  2
  1.74
  Iyrne
  Terrestrial
  3
  2.52
  Mora
  Terrestrial
  4
  4.08
  Forigi
  Terrestrial
  5
  7.20
  The Guarek Belt Planetoid belt
  6
  13.44
  Gigig
  Gas giant
  7
  25.92
  Gogog
  Gas giant
  8
  50.88
  Erstine
  Terrestrial
  Mora is named after a harvest goddess of an old 
  Sylean pantheon. The continent, Batadis, is named 
  after her cornucopia-like Basket of Plenty, and 
  other prominent geographical features on Mora are 
  named after artefacts belonging to other gods. The 
  sun is named after the Sun God and the other inner 
  planets after other gods. The biggest planetoids in 
  the belt are named for members of the Guarek, a 
  race of small mischievous supernatural beings akin 
  to the elves, trolls, and dwarves of Old Terra and 
  the gishkan of Old Vland. The two gas giants are 
  named for two of the giants who hold up the sky, 
  and the major planetoids in Gigig’s trojan points 
  (Borranek (The Vanguards) and Surranek (The 
  Rearguards)) are named after heroes listed in the 
  Heavenly Muster chapter in an epic describing the 
  Dawn War between the gods and the primal forces 
  that opposed the creation of Sylea. Erstine, the tiny 
  outermost planet, is named after a dog-like animal 
  belonging to Forigi, the Goddess of the Hunt.
  
   
  6
  Located 100 km almost due east of Wavecrest, Fenrock is 
  a self-contained underwater city housing 33 million Moran 
  citizens. The city is in relatively shallow water (generally less 
  than 100 metres) and is on the main subsea highway system 
  which carries ground vehicles and mass-transport anti-grav 
  ‘rail’ systems between the major arcologies.
  A few of the upper levels of the city rise above the surface of the 
  sea, supporting a large airport capable of handling aircraft as 
  well as the ubiquitous grav and helicopter traffic. The waterline 
  also acts as a demarcation of class, with the more important 
  and wealthy inhabitants living above sea level.
  The city also extends down below the seabed, with large power 
  plants at the lowest levels, subsea farming and processing 
  around the edges and tens of levels of accommodation and 
  services for its inhabitants.
  Any given level within the city is generally about 8 metres in 
  height, subdivided into circular or hexagonal spaces (termed 
  “sectors”) of several hundred metres across, potentially able 
  to seal themselves off with water- and air-tight doors should 
  the need arise. Mora’s tech level and wealth has allowed it to 
  overcome any civilian’s concerns regarding feeling enclosed: 
  the quality and quantity of lighting and environmental control, 
  combined with huge display panels all around these “sectors” 
  showing false ‘windows’ on to surface and subsea vistas, means 
  that it is pretty easy to forget that on the lowest levels you may 
  be several hundred metres below the sea floor. Zen sector 
  covers all the levels above and below the main transport hub 
  (marked “T” on the city map) and Yin sector the levels below 
  the airport (marked “A”). These two sectors tend to house most 
  of the city’s authorities, bureaucracy and associated services 
  (such as the police).
  Of course, on the highest levels, the dome structures are fully 
  or semi transparent (with appropriate filtering for the sunlight) 
  and provide views across the surrounding sea (particularly 
  spectacular during the storms that are driven by Mora’s dense, 
  hot, equatorial atmospheric regions.
  Key gaMing PointS
  •	
  See the map of Fenrock given in Appendix 5.
  •	
  Transport to, and within, Fenrock is described in part 4 of 
  this adventure.
  Fenrock
  
   
  7
  The Aokholkhtyeilik (approximately meaning “Balance of 
  Trade”) clan are a relatively small sub-clan of the Wahtoi clan, 
  themselves vassals to the Aroaye’i clan. These huge clans own 
  multiple worlds and are in constant competition to become, or 
  retain, their position as one of the Tlaukhu (“The Twenty-Nine” 
  highest-ranking Aslan clans).
  The Wahtoi are renowned traders and explorers, with colonies 
  and commerce establishments throughout the Trojan Reaches. 
  The Aokholkhtyeilik are sufficiently important to own land on 
  Dallia (1435/District 268/Spinward Marches) and their most 
  senior females run Aokholkhtyeilik’al’soistsea (roughly “Balance 
  of Trade across Frontiers”), a merchant company with a fleet of 
  ten merchant ships, mostly Aoa’iw class Light Traders.
  This adventure concerns the crew of one of these Light Traders, 
  specifically the Yaeukhtai (“Open Path to Heroism” – hereafter 
  just “Open Path”), consisting of:
  •	
  Captain Hwekaiheast (“Hunter Of Meat”) – hereafter 
  “Hunter”
  •	
  Astrogator Ftoulreisktoal (“Star Cloud Climber”) – hereafter 
  “Star”
  •	
  Purser Yorleikhoi (“Seer Of The Evening”) – hereafter 
  “Seer”
  •	
  Engineer Ktaharastl (“Cliff Edge Walker”) – hereafter 
  “Edge”
  •	
  Spacehand Troirlaukah (“Power Of The Shaking Rock”) – 
  hereafter “Rock”
  •	
  Gunner Wiyl’steawtaul (“Travels Quietly to Catch Prey”) – 
  hereafter “Catch”
  •	
  Gunner Wiyl’htarlhwoakh (“Travels Far Across Wasteland”) 
  – hereafter “Wasteland”
  Hunter, Star, Seer and Edge have successfully crewed the 
  Open Path for some years, working together for the benefit of 
  their family. Wasteland and Catch are not Aokholkhtyeilik clan 
  themselves but come from the Ka’ahsu’ikhya’ui (“Defenders 
  against the Inner Void”), another vassal clan of the Wahtoi. A 
  couple of years ago, Hunter’s excellent ship tactics allowed the 
  Open Path to not only evade, but then fire upon and disable 
  a pirate ship run by outcast Aslan. These pirates had been 
  preying upon Ka’ahsu’ikhya’ui ships and in return for Hunter’s 
  brave action the Ka’ahsu’ikhya’ui clan nominated two of their 
  young males to crew the Open Path for two years. Wasteland 
  and Catch have been reasonably useful and cheap, but are 
  coming to the end of their commitment and expect Hunter to 
  free them to return to their own clan’s service when the Open 
  Path finally makes it back to Dallia.
  A few months ago, just before the Open Path set off on its 
  latest trading run into Lunion and Mora subsectors, there was 
  an assassination attempt against Troirloiykheyo the first-born 
  The YAEUKHTAI (“Open Path TO HEROISM”)
  son of the Aokholkhtyeilik clan leader Aokholkhtyeilikko. With 
  no idea who was behind the attempt, the clan leader decided 
  he must protect his precious male heirs while he and his 
  brothers sought out and dealt with the assassins. He put his 
  first-born Troirloiykheyo on one trader and his second-born son 
  Rock on the Open Path and despatched both ships off on long 
  trading trips. As both ships were captained by trusted cousins, 
  Aokholkhtyeilikko felt confident his sons were in good hands.
  Troirloiykheyo was an intelligent, fierce young chief, widely 
  expected to bring honour to his clan and take over its leadership 
  in the future. Rock was... not quite so bright and not quite 
  so useful, but had to be protected as a matter of principal. 
  Aokholkhtyeilikko entertained the vague hope that a few months 
  on a merchant ship would expose his less promising son to the 
  wonders of the stars and perhaps help him towards the role his 
  mother had always wished for him as a clan duellist.
  The Open Path crew had watched Rock grow up and knew that 
  looking after him would be a full-time job. Indeed, Rock initially 
  seemed to believe he was effectively being assigned as captain 
  of the ship – Hunter quickly put him straight on the matter and 
  Rock reluctantly settled down into a crew role, though he would still 
  assume a leader-like air whenever Hunter was not in the vicinity.
  Rock’s arrogance did not enamour him to Wasteland and Catch; 
  he would continually try to boss the other two young males 
  around, despite having no real idea of shipboard operations. 
  Over the coming months of trading through Lunion subsector 
  and into Mora subsector, the crew learned to work around Rock, 
  while trying to keep him sufficiently involved in day-to-day tasks 
  that he did not have enough spare time to get himself into 
  trouble. However, the animosity between Rock and Catch (in 
  particular) had festered over this period, threatening time-after-
  time to erupt into vicious duels. Hunter did not feel it appropriate 
  to constrain Rock’s competitive nature (given his intended 
  duellist career) but at the same time he respected the entreaties 
  of his purser Seer that if Rock got injured by Wasteland, not 
  only would it demoralise the clan leader’s son but it would also 
  be disrespectful of the Ka’ahsu’ikhya’ui clan’s contribution to 
  the Open Path crew. As a result, Hunter has repeatedly had to 
  step in to prevent open conflict between the young males.
  Frustrated at the way Rock treated him and yet avoided having 
  to answer his challenges, Catch finally decided on a more 
  cunning method of discrediting the egotistical second-son...
  Key gaMing PointS
  •	
  The “Open Path to Heroism” is described in Appendix 4. 
  It’s unlikely the PCs will need to go aboard the ship – its 
  deckplans are given in Alien Module 1: Aslan.
  •	
  Statistics and descriptions of all the Open Path crew are 
  given in Appendix 3.
  
   
  8
  The Open Path’s trade route ran along the trade route from 
  District 268 into Lunion subsector and then to trailing through 
  Mora subsector, with the world of Mora as the turn-around 
  point, working on the basis that as the trade hub of much of the 
  Spinward Marches, Mora would be bound to have some of the 
  most interesting and profitable opportunities for cargo to bring 
  back to Dallia.
  While visiting Carey (2726/Mora), the crew stumbled upon a 
  fantastic opportunity. A raggedy Scout/Courier called the “By 
  Jupiter!” was stuck at the starport with a major failure of its 
  Jump Drive, requiring costly repairs. Given the minimal amount 
  of trade through the port and their urgent need to get off world, 
  the By Jupiter’s captain was auctioning off his most valuable 
  cargo – four small containers of genuine, high quality Romar 
  dust-spice. (The means by which he had originally obtained the 
  spice was one of the many reasons why the captain did not wish 
  to stick around in this subsector any longer than he absolutely 
  had to...)
  Good Fortune
  The Open Path turned up at just the right time, with sufficient 
  ready cash, to out-bid the locals for the shipment, such that 
  the Aslan ended up with the dton of dust-spice at a massive 
  discount.
  On arrival at Mora, Seer intended to spend at least a week 
  getting the best possible prices for the goods already in the 
  Open Path’s hold, possibly including selling up to half of the 
  dust-spice, while keeping the remainder to take back to their 
  clan in Dallia. She would then invest in high tech electronics 
  and other high-profit goods that were difficult to obtain in District 
  268, leaving a little space in the hold for trading lesser goods on 
  the way back through Mora and Lunion subsectors.
  As usual, Seer began brokering deals even before landing, 
  though she knew she would get the best deals face-to-face 
  as her sister Star was particularly adept at overcoming the 
  instinctive fears and racial biases of many non-Aslan. Together, 
  they made an excellent negotiating team.
  
   
  9
  Catch had bided his time over the past weeks, gradually setting 
  up Rock for a fall. He had made subtle suggestions to Rock that 
  his father had given up on the idea of him becoming a duellist 
  and that he was destined to spend the rest of his life as a lowly 
  deckhand; he even managed to plant the seed in Rock’s mind 
  that perhaps the assassination attempt had just been a ruse to 
  get him away from the clan home so that his brother, the first-
  born, could develop relationships with certain young females in 
  whom Rock had shown some interest. As a result, over the past 
  weeks Rock had begun to demand more responsibilities and 
  Hunter, hoping that this was a genuine chance to educate his 
  nephew, agreed.
  On the third day in port, Catch found the opportunity to put his 
  plan into action. He knew that Seer and Star would be out most 
  of the day brokering deals and Edge was off-ship handling the 
  supply of some engine parts. Hunter typically spent most of the 
  afternoon asleep after his main meal, so for a four hour period 
  Catch, Wasteland and Rock were the only crew awake on the 
  ship.
  Catch ensured that on the first day on Mora he was allowed 
  off-ship briefly, allowing him to use his computer and streetwise 
  skills at a public computer terminal to send a fake shipping 
  request to BlinkOfAnEye, a courier franchise operating across 
  much of Mora (though selected at random by Catch from the 
  public directory). He selected as the destination a company 
  called Land Of Spices, which sounded to him sufficiently 
  relevant that no one should question the shipping paperwork.
  He arranged for BlinkOfAnEye to arrive at the Open Path 
  about an hour into the captain’s nap period, such that only 
  he, Wasteland and Rock were aboard and awake, to handle 
  the courier. When the van turned up, Catch stroked Rock’s 
  ego a little and encouraged him to “play captain” and handle 
  the courier. Just a single taunt about waking the captain “if he 
  wasn’t sure what he was doing” was quite sufficient to prompt 
  Rock into action.
  So far as the hulking Rock could tell the human courier had 
  authentic paperwork indicating that the dust-spice was to 
  be taken off the Open Path; he reassured himself with the 
  assumption that Seer and Star had made a worthwhile deal for 
  A Cunning Plan
  the spice today and their customer had wanted to make the 
  exchange promptly.
  Rock puffed out his chest, assumed Hunter’s manner for dealing 
  with non-Aslan and even announced himself to the courier as 
  the ship’s captain (feeling in some way that while Hunter was 
  asleep, logically Rock really was the effective captain). When 
  the courier asked for payment for the shipping, Rock was still 
  unsure but with a suitable flourish put his personal authorisation 
  into the courier’s handcomp.
  The courier left with the spice, Rock awaited his superiors’ return 
  (eager to tell them how well he had handled the transaction) and 
  Catch retired to his cabin, confident that through his deception 
  Rock would be thoroughly humiliated.
  Seer and Star returned to the ship two hours later, just prior to 
  Hunter awakening from his afternoon nap. On hearing Rock’s 
  story, the two females immediately concluded that fraudsters 
  had tricked Rock into releasing the dust-spice to them. 
  Realising that they had only a very short window in which to act 
  before Hunter awoke, Seer persuaded all three young males 
  of the wisdom of keeping their mouths shut, then she and Star 
  brainstormed a plan.
  A quick com call to the couriers indicated they were a legitimate 
  company, had fully authorised paperwork for the shipment, all 
  seemingly initiated from the Open Path, and had already made 
  the delivery, so (basically) it wasn’t their problem. A further call 
  to the destination got no response, but a quick computer search 
  identified it as a seafood restaurant.
  The two females needed to make a quick decision: Hunter could 
  awake any minute, and would probably rip Rock’s head off if he 
  realised the dust-spice had been lost. It would be nonsensical 
  to try entrust any form of investigation to the ship’s young 
  males, while involving Mora’s legal authorities could require 
  lengthy official entanglements which could not be concealed 
  from Hunter. Seer decided she would stay at the ship with Rock 
  and Catch and try to cover up the loss of the shipment for as 
  long as possible while Star headed into the port to see if she 
  could find ‘local’ investigators who could pursue the matter... the 
  first suitable candidates she finds are the PCs.
  
   
  10
  1. For Honor
  The PCs are recruited by the astrogator of the Aslan 
  trader Open Path to recover a shipment of dust-spice 
  that has mysteriously gone missing from the ship. 
  Finding out what happened is problematic given the 
  crew don’t want the ship’s captain to know the dust-
  spice has gone.
  daMSel in diStreSS
  It is assumed that the PCs are in a suitable location for hiring 
  (such as the Travellers’ Aide Society at Mora Downport) and are 
  looking for work. If one of the PCs is an investigator, trader or 
  similar, they are assumed to have already put up (or be about to 
  put up) an advert for their services at this establishment.
  The time is 4pm on a normal working day.
  You are slightly startled to see an Aslan burst in 
  through the door. A couple of traders nearby look 
  very taken-aback but the Aslan, seeing their distress, 
  does make a rushed placatory gesture indicating 
  some form of apology.
  She is clearly a female, lacking the thick mane of the 
  males but otherwise still the height of a tall human and 
  fairly well muscled. She wears a loose scarlet tunic 
  and kilt, both embroidered with shimmering golden 
  symbols, some of which look vaguely representative 
  of star systems while others are probably Aslan 
  calligraphy. A thick leather belt with golden metal 
  bands at her waist carries pouches, a comm unit and 
  tool pack as well as a small pistol holster [just a blade 
  if outside the starport]. She looks around quickly then 
  her piercing eyes settle on your group and she stalks 
  over.
  •	
  If any of the PCs happen to have Aslan as a language 
  skill then a Routine task roll will allow them to interpret the 
  calligraphy on the female’s tunic: part of it is a short poem 
  which roughly translates as “This one uses the clouds as 
  steps to reach her star”; the remainder indicates she is part 
  of the Aokholkhtyeilik clan and is an Astrogator from the 
  starship “Open Path to Heroism”.
  If any of the PCs are female, the Aslan will address them in 
  preference to the males:
   “Are you of the skills necessary to undertake an 
  urgent investigatory task?”
  Whether or not the PCs actually have the necessary skills, they 
  should be encouraged to at least get the Aslan to talk to them 
  (otherwise this adventure ends here...).
  The Aslan will draw the PCs into a quiet corner, showing 
  some concern not to be overheard (more due to potential 
  embarrassment regarding what she’s about to reveal, than 
  any real need for secrecy). In the following briefing, she will 
  subconsciously direct more of her attention to the female PCs 
  when discussing investigative or financial matters, while looking 
  to the males when there is mention of more physical activities.
   “I need your urgent help to resolve an extremely 
  embarrassing situation. I am the astrogator of the 
  honourable ship Open Path and humans call me Star. 
  My ship has suffered the loss of an extremely valuable 
  piece of cargo which may be due to fraud or theft – the 
  exact conditions are not clear to me. This loss is not 
  only financially painful but... also... dishonouring.” She 
  frowns deeply, her expression combining confusion, 
  discomfort and perhaps anger.
  “A local courier arrived at our ship just three hours 
  ago with forms indicating he was to take away one 
  displacement ton of valuable spice from our hold. I 
  and the senior ship’s officers were away from the ship, 
  securing other deals. In our absence, a junior member 
  of our crew – you may call him Rock – signed over the 
  spice to the courier. I think he believed that as the forms 
  were in order, perhaps our purser – you may call her 
  Seer – had organised the courier.” You notice her claws 
  flicker out before she clenches her fists and clears her 
  throat with a threatening growl, perhaps an instinctive 
  reaction to her concern at the loss of the cargo.
  “As soon as Seer and I returned to the Open Path 
  and discovered this error, we contacted the courier 
  – a human enterprise called Blink-of-an-Eye in your 
  language. They appeared to have forms filled in by our 
  purser Seer to transport this spice to a Land-of-Spice in 
  Fenrock which we determined to be a restaurant serving 
  local sea-derived foodstuffs. Unfortunately the Blink-
  of-an-Eye had already delivered the cargo nearly an 
  hour before we contacted them and have all the proper 
  forms signed... yet the restaurant owner whom we then 
  called denied all knowledge of the shipment and said his 
  business premise was closed until later this evening.” 
  She grimaces, showing a hint of sharp teeth.
  “We called the port authorities but they say if the forms 
  are valid and our own crew signed over the spice then 
  this is not a crime but rather a legal dispute and will 
  involve the Moran law system since our goods are now 
  outside the extrality zone. Yet we called the Wavecrest 
  law enforcement centre and they cannot see that a crime 
  has been committed either because they say there is no 
  proof that the courier has only acted on our apparent 
  
   
  11
  instruction.” She shifts restlessly and waves one fully 
  extended claw in the air as her voice rises in clear 
  frustration: “Both these great entities seem unwilling 
  to do more than consider opening an investigation, if 
  we fill in many forms and wait a great time and then I 
  still have no belief they would find anything of use.” 
  Her claw slices through the air in an angry gesture.
  “Understand that we feel they show us great disrespect. 
  To lose this cargo is great dishonour. It must be 
  recovered, by whatever means is necessary and as 
  quickly as possible. It is with this task in mind that I 
  have sought out investigators such as yourselves...”
  •	
  Perceptive PCs will note that – unlike so many of her 
  species – Star seems relatively comfortable dealing with 
  non-Aslan; presumably she has a lot of experience with 
  other races, which hopefully means she also has an even 
  temper...
  the taSK at hand
  The PCs now have the opportunity to ask any questions (for 
  your easy reference, a “Timeline” is presented below) and to 
  negotiate their reward should they be successful:
  •	
  It is possible the PCs may suspect some form of trick, but a 
  check of Diplomacy or some similar skill will determine that 
  Star is very genuine.
  •	
  If the PCs ask whether any of the crew could be ‘in’ on the 
  heist, Star will adamantly deny this (her initial view is that 
  not even Catch would do something this dishonourable, but 
  such questions will sow the first seeds of doubt in her mind).
  Regarding rewards for the PCs:
  •	
  Star is pretty desperate. She will initially offer each of them 
  Cr 100 of “expenses” up-front (this is as much cash as she 
  has on-hand) and Cr 1,000 on successful return of the 
  cargo. She hopes this will not take more than a day, so will 
  offer a retainer of Cr 200 per person per day after the first.
  •	
  Successful negotiators, i.e. PCs who ask for more money 
  and make some form of Leadership, Broker, Diplomacy or 
  similar task roll (not just players who shout loudly) will be 
  able to get Star to double her offer – potentially Cr 2,100 
  each for just a day’s work (if they’re lucky). Because of her 
  current stress levels she will respond more positively to 
  requests from a female PC than from males.
  If the PCs need any guidance, Star’s expectations are that they 
  should do the following:
  1. Talk to Rock and Catch to get as much information as 
  possible about the loss of the cargo. Star cannot afford to 
  let the PCs near the Open Path, as this would make Hunter 
  suspicious, so she sets a meeting point at a nearby bar she 
  is familiar with: The Terminal Pheasant. She will meet the 
  PCs there in 15 minutes (probably around 18:30 depending 
  upon how long she took recruiting them). See Part 2: First 
  Questions.
  2. Talk face-to-face with the courier firm and preferably 
  whichever courier actually dealt with their shipment, to 
  confirm his story and find out to whom he delivered the 
  cargo. (In her aggravated state, she will occasionally slip 
  back into Aslan mode and use terms such as “if these 
  people lie, you must Challenge them” – implying an Aslan 
  honour challenge). See Part 3: The Courier.
  3. If the courier really did leave the shipment at the Land-of-
  Spice restaurant, then the PCs will have to go there and 
  find out who received the cargo and what then happened 
  to it. See Part 4: Something Fishy.
  Of course, the PCs may have alternative ideas, but they must 
  end up at the restaurant to have any chance of tracking down 
  the dust-spice. Sensible PCs will realise that the ‘trail’ may be 
  ‘growing cold’ with every minute that they delay, so it is likely 
  they may decide to split up and address the interrogation of 
  the Aslan, the couriers and the restaurant simultaneously – to 
  ensure none of the players are left out of the game, you may 
  opt to allow them to suggest ideas to each other, even if their 
  characters are not physically present.
  tiMeline
  The PCs may wish to establish a detailed timeline as part of 
  their investigation; for your purposes, the key events were as 
  follows (items in parentheses are not known to the PCs at this 
  point):
  10:00 
  Seer and Star departed the Open Path to meet various 
  brokers around the Downport.
  (10:30 
  Catch wandered into the Downport to arrange the 
  courier.)
  11:00 
  Edge left the Open Path to visit two engineering firms 
  in the Downport.
  13:00 
  The remaining ship’s crew finished lunch aboard the 
  Open Path and Hunter settled down for a nap.
  14:00 
  The BlinkOfAnEye courier turns up and Rock signs 
  over the cargo.
  14:20 
  The courier leaves the Open Path with the spice.
  15:40 
  The courier arrives at the Land Of Spice restaurant 
  and delivers the cargo (who receives it is not clear at this point).
  16:20 
  Seer and Star return to the Open Path and learn of the 
  loss.
  16:25 
  Star contacts BlinkOfAnEye to ask where the spice is.
  16:40 
  BlinkOfAnEye confirms the shipment was received at 
  Land Of Spice.
  (16:50 
  Edge returns to the Open Path but Seer decides it 
  would be best not to tell her. She has already ordered Rock, 
  Catch and Wasteland not to mention a word of this to Hunter or 
  Edge.)
  17:00 
  Star manages to contact the manager of Land Of 
  Spice, who denies any knowledge of the shipment.
  (17:20 
  Hunter awakes. He detects some nervousness among 
  the crew but Seer reassures him there’s nothing wrong.)
  17:30 
  Star has quietly called both the port authorities and the 
  Wavecrest police, neither of whom can help.
  18:00 
  Having decided they cannot handle this themselves, 
  Seer agrees Star should go recruit some private investigators.
  
   
  12
  The astrogator will expect the PCs to gather their 
  initial information from those Aslan who interacted 
  with the courier who took the spice shipment away 
  from the Open Path. Getting information out of two 
  aggravated male Aslan may be a little challenging...
  While Star is fetching her two young male crewmates, the PCs 
  have a few minutes to think, plan, decide what questions to ask, 
  etc.
  The Terminal Pheasant is easy to find and looks like a 
  fairly reputable establishment with reasonable price 
  drinks and simple bar snacks available. A circular 
  bar in the centre has display screens hung above it, 
  showing incoming and outgoing starships and the 
  current prices and availability of various goods being 
  traded in the Downport. The seating is arranged in 
  discrete groupings, separated by low plastic walls 
  with vine-like growths flowing over them.
  The PCs can find a quiet table in a secluded corner where their 
  discussion can be discrete (if they do not do so, Star will take 
  them to such a table before she begins any discussion with 
  them). They may have time to get drinks or snacks before the 
  Aslan arrive:
  This time three Aslan walk through the door, the 
  leader being the female you know as Star. You felt 
  she was well-built but towering over her are two 
  much heavier, muscled males, the fluffed-out manes 
  and just slightly bared teeth adding to their dramatic 
  appearance. The first has shiny gold crescents 
  secured into long braids of mane which hang over 
  his shoulders almost like epaulettes. He wears a 
  similar red and gold tunic and kilt to Star’s but this 
  is supplemented by a metal chest plate, its surface 
  covered with intricate calligraphy. The second male 
  has similar clothing but somewhat less impressive, 
  using mostly silver rather than gold decoration.
  Star looks quickly around, spots you and signals 
  the two males to follow her over to you. Needless to 
  say given their appearance, the eyes of quite a few 
  of the clientele follow them as they swagger across 
  the room.
  •	
  A PC with Aslan language skill can make a Routine task 
  to interpret Rock’s calligraphy: it roughly translates as “His 
  roar is so powerful it makes the very rock shake beneath 
  his enemies”; like Star he is from the Aokholkhtyeilik clan 
  and is an Envoy from the starship Open Path.
  •	
  A similar task for the second male shows him to be “One 
  who moves quietly to catch his prey unawares”, Gunner of 
  the Open Path but, interestingly (to one who understands 
  Aslan clan loyalties) of the Ka’ahsu’ikhya’ui clan and 
  “serving honourably with” the Aokholkhtyeilik (not a “vassal” 
  in the normal sense).
  Star will introduce her two companions:
  “These are my two honourable crewmates who were 
  defrauded of our cargo a few hours ago. The first, 
  who dealt with the courier you may call Rock. The 
  second, who was also on duty at the time and helped 
  load the cargo may be called Catch. Please ask what 
  you will but be factual and do not hypothesise blame 
  or ignorance to the actions of either male... it would 
  not be taken well.” She quickly looks meaningfully at 
  each of you.
  Star hopes the PCs will understand that they should treat the 
  two males with due respect but she is not currently in the mood 
  to run through the niceties of Aslan interaction (as she might 
  have done when first introducing an important business contact 
  to one of her crew).
  •	
  If necessary, use the “Knowledge of the Aslan” principle to 
  indicate to one or more of the PCs the potential physical 
  hazards of insulting one of these two males. However, any 
  PC stupid enough to face off with one of the males should 
  end up with the male challenging him; in desperation, Star 
  will prevent the duel by fabricating some excuse (in Aslan) 
  that the PC, being an alien, is too far beneath the male’s 
  level to accept the challenge. The last thing she wants at this 
  point is for the PCs to be distracted from the task at hand. 
  However, you should keep note of any transgressions or 
  insults by the PCs, because the Aslan will remember these.
  it MuSt Be SoMeone elSe’S fault
  The two males are somewhat uncomfortable in this environment 
  and somewhat snappy with anyone who asks them impertinent 
  questions. Star translates where necessary to avoid confusion 
  (mostly on Rock’s behalf).
  Given his lack of experience of dealing with non-Aslan (i.e. 
  no Tolerance skill), Rock is particularly uncertain which of the 
  PCs to talk to; he would expect investigative / administrative 
  work such as this to be undertaken by females. Catch does 
  understand some of the oddities of aliens and will try to assist 
  Star in managing Rock’s interactions with them – in fact he will 
  be almost fawningly desperate to show how helpful he is being.
  Rock can repeat the key points of the story as explained in “A 
  2. First Questions
  
   
  13
  Cunning Plan” earlier. Catch will try to leave Rock to do the 
  talking, acting innocent and playing down his part in the incident: 
  all he did was notify the senior crew present – Rock – of the 
  courier’s arrival, then help load the spice into the courier’s truck.
  Catch will, where possible, slip in some careful flattery of Rock, 
  effectively encouraging him to cast aspersions on the courier’s 
  integrity. Rock’s simple pride means he is almost unable to 
  accept that he did anything wrong – so it must be someone 
  else’s fault. He may even suggest that Star or Seer must 
  have made a mistake – of course Star will politely point out 
  his error. When he mentions in an almost absent-minded way 
  that perhaps Catch should have noticed there was something 
  wrong with the courier, the second male will suddenly turn very 
  defensive – there will be a noticeably tense air between the 
  two for several seconds before Star cuts in and tries to placate 
  them. Thereafter, Catch will end every sentence he says to 
  Rock or Star with the term fiya (“I am your vassal”) to highlight 
  his lesser status (somewhat tongue-in-cheek).
  During the conversation, Star will contribute the following:
  •	
  She can confirm that – so far as they are aware – the original 
  shipping request from the Open Path was fraudulent. Seer 
  has had time to check their computer systems and she 
  cannot find any record of that request originating from the 
  ship or any of the hand computers and other equipment 
  used aboard.
  •	
  However, Rock’s authorisation of the shipment was 
  genuine and he doesn’t deny doing it. The couriers have 
  his paw print, retina scan and the ship account number 
  (because the courier required payment authorisation for 
  the transport costs).
  However, Star will also be noticeably wary about certain points:
  •	
  She will not confirm the exact type or value of the “spice” 
  that was in the shipment and will butt in (carefully, so as not 
  to offend) if either of the males start giving away too much 
  detail. She fears the PCs may decide to take off with the 
  spice themselves if they know just how valuable it is!
  •	
  If the PCs ask to talk to any other members of the Open 
  Path crew, Star will at first say that only she is really skilled 
  in dealing with non-Aslan so it is best if they communicate 
  solely through her. She will provide a comm code by which 
  they can contact her at any time of night or day.
  •	
  If really pressed she will refuse point-blank to allow the PCs 
  near the ship, creating vague excuses that she does not 
  want them associated with the ship for their own protection, 
  or claiming that the ship is currently being watched by the 
  authorities.
  Suspicious PCs might try:
  •	
  Following the Aslan – they will return to the ship and won’t 
  leave again until the PCs call them with some news.
  •	
  Spying on the ship – they won’t see anything of interest 
  except to confirm that: Star, Rock and Catch are all crew 
  members; there are several other Aslan crew as well; the 
  ship arrived in port a week ago just when Star said.
  •	
  Checking with the Port Authorities or local Law Enforcement 
  – because the PCs have no legal jurisdiction on this world, 
  neither group will confirm or deny whether any crew of the 
  Open Path have contacted them regarding any form of lost 
  cargo; they will be told to contact the ship’s crew directly.
  If the PCs waste too much time, Star will contact them by 
  personal comm to chase them up for a progress report and, if 
  necessary, spell out that with every minute they delay, the trail 
  may be growing cold.
  
   
  14
  The next logical step is to check out the courier 
  company, but they seem to have genuine paperwork 
  requesting the cargo transfer and one of the Aslan 
  crew signed all the forms.
  The central office for BlinkOfAnEye couriers is just outside the 
  Downport. The staff are honest, if a little uninterested: as far 
  as they are concerned, they did their job and they have the 
  paperwork to prove it (and customers are always moaning 
  about stuff going missing in order to fraudulently claim on the 
  insurance, etc.).
  The PCs will probably ask for the office manager; if not, once 
  the desk clerk understands the nature of their enquiries, he will 
  call out the duty manager Folim Jones:
  The manager appears to be an average, down-to-
  earth guy wearing the standard dark green, one-piece 
  jump suit typical of BlinkOfAnEye, with an animated 
  eye on his front that blinks and then shoots off to one 
  side. It repeats with annoying frequency – since it’s 
  out of his eyeline he doesn’t seem to notice initially 
  but then apologises, rubs a patch on the jump suit 
  and the thingy stabilises. “What can I do for you 
  folks?” he asks as genially as possible with a fixed 
  customer-facing grin.
  Folim will try to be helpful, as he is with all customers. The 
  courier who actually delivered the shipment is currently out on 
  his rounds but will be back in an hour or two “depending on the 
  traffic”. He has a personal comm on him, but Folim will refuse 
  to allow him to be distracted from his job unless the PCs offer 
  substantial financial compensation for the disruption this would 
  cause to their delivery schedule.
  Folim will be happy to provide all the electronic forms used in 
  the transaction, which consist of:
  •	
  The original shipping request;
  •	
  The sign-off and payment authorisation by Rock;
  •	
  The sign-off of receipt of goods at the restaurant.
  These forms clearly define the shipment as “four 0.25 dton 
  standard cargo units, hermetically sealed, containing class I-a 
  Romar dust-spice”. The PCs may quickly realise the potential 
  value of this cargo (see below for further details).
  Checking the shipping request shows only the information on 
  the form could have been created by any fraudster who knew 
  the basic details of the Open Path. However, any PC looking 
  over the electronic forms who makes a successful Admin, 
  Broker or similar task will note that the ‘user’ transaction code 
  (an identifier entered by the requester as their own ‘reference’ 
  code) is in an unusual format.
  •	
  The ‘user’ transaction code is invalid, but uses a non-
  standard code format which a Merchant (or someone with 
  a quick bit of computer searching) will identify as probably 
  being unique to Aslan traders.
  •	
  If the PCs check with Star, she can confirm the code is 
  Aslan and does include the Open Path’s valid ship identifier, 
  though the rest of the code appears random to her. She will 
  express concern that this may mean another Aslan ship is 
  messing them about, but will tell the PCs to ignore this for 
  the moment as it will be easier for her to make enquiries 
  about the two other Aslan ships she knows are in the port 
  (this is a red herring, and Star will confirm at some later 
  point that she doesn’t think either ship is involved).
  •	
  For the PCs, this is a clue that someone on the ship was 
  responsible for initiating the request (Catch has seen 
  shipping paperwork enough times to know what to put in as 
  a reference code on his fake shipping request; however, he 
  did not properly consider just how unique the code format 
  was to Aslan ships).
  Checking the sign-off for the shipment leaving the Open Path 
  shows nothing fraudulent. Rock signed the approval with his 
  retina scan and paw print and even put in the ship’s account 
  number for the shipping fee.
  •	
  However, a Merchant or someone with Admin or Broker 
  skill will notice the details on this form – part of it concerns 
  customs taxes, which are usually handled by the couriers 
  on behalf of their customers. This requires an accurate 
  valuation of the shipment – shown as Cr 1,600,000. The 
  observant PC will also notice that the sign-off that Rock 
  put on the form wasn’t just for the transport fees but also 
  accepts payment of the customs fees – a whopping Cr 
  160,000 in this case. Seer hasn’t yet realised this but will 
  be even more distraught when she hears about it.
  3. The Courier
  
   
  15
  Working on the same principal, the recipient sign-off has a 
  retina print and hand print for the person who signed for the 
  shipment. The name on the form is Taliesan Frump.
  •	
  The PCs ought to ask whether the name matches the 
  bio-ID provided (if they don’t think of this, get anyone with 
  Admin or Broker skill to roll a quick check to remember 
  this; alternatively, a PC could make a Difficult Intelligence 
  roll to realise that Taliesan Frump is the name of a minor 
  3D movie star. (Garth Frix – the real culprit – had to think 
  quickly when the spice turned up; he had to use his real 
  retina and hand print, but at least tried to think up a false 
  name on the spur of the moment.)
  •	
  If any doubt is raised over the recipient’s identity, the 
  couriers can easily check the name against the retina and 
  hand prints. On doing so, Folim will look a bit confused and 
  say he believes there might be an error in the database 
  (which is very unusual) as the retina and hand prints match 
  to someone called Garth Frix. Their computer access will 
  only confirm the person’s name and show an ID picture 
  (yes, the courier’s should have checked this on the spot, 
  but they process so many transactions a day all they’re 
  interested in is getting someone’s signature on the form so 
  they can get on to their next delivery). Their computers do 
  NOT have access to Frix’s personal details, address, etc.
  The PCs will want to find out who Frix is, but this information is 
  effectively protected by law and so only available through local 
  law enforcement agencies, who will not release that to the PCs 
  no matter what bluff they use.
  The only way to track down who Frix is, and where he’s taken 
  the shipment, is to go visit the restaurant...
  
   
  16
  Having traced the shipment to a restaurant in a 
  nearby seabed city (100 kilometres from the starport), 
  the PCs find that the alleged recipients claim never to 
  have seen the cargo, until someone mentions one of 
  their staff has suddenly gone missing…
  talK to Me!
  The PCs can phone the Land Of Spice restaurant, and (unlike 
  the earlier Aslan calls) will now get an answer from one of the 
  staff as it’s late enough in the evening for the restaurant to have 
  opened to customers.
  However, it’s a busy, noisy evening, the staff all have strong 
  local accents, and are mostly interested in whether the PCs 
  want to book a table, rather than wasting their time discussing 
  some ‘lost shipment of spice’.
  •	
  Diplomatic or persuasive PCs who specifically ask about 
  Garth Frix will get an admission that Frix works there, but 
  the staff on the phone won’t be sure if he’s around and 
  don’t have time to go look for him.
  •	
  If the PCs use a clever ploy, for example saying Frix has 
  won the lottery or similar, then the staff will be sufficiently 
  motivated to go search for him, though they will return 
  shortly and say he’s not in the kitchen and hasn’t phoned 
  in sick.
  •	
  If the PCs ask for the restaurant manager (Jules Torpen – 
  Star knows his name from having contacted him earlier), 
  they will be told he is too busy to come to the phone 
  (whatever the reason) but if they want to “pop in” to the 
  restaurant he may be able to spare them some time.
  getting around
  The PCs will need to visit the restaurant in person to get any 
  further information. This is fairly easy as Mora has an excellent 
  public transport system. To get from Wavecrest to Fenrock (or 
  vice-versa) the PCs may do one of the following:
  •	
  Ask Star to lend them the Open Path’s grav vehicle: she 
  will refuse – not only is it too valuable to simply hand over 
  to the PCs, she knows Hunter would get suspicious and it 
  is a very conspicuous vehicle!
  •	
  Hire a small ground car: these cost as little as Cr 100 per 
  day for a 6-person wheeled vehicle, including all applicable 
  taxes, though the “named driver” must have the appropriate 
  driving skill. Grav vehicles start at Cr 1,000 per day and will 
  require a lot of paperwork because of their much greater 
  value.
  •	
  Hire a taxi: a 6-person taxi will cost Cr 5, plus Cr 1 per km, 
  so about Cr 100 to get to Fenrock.
  4. Something Fishy
  •	
  Take the train: fast monorail systems will provide transport 
  to Fenrock’s central terminal for Cr 10 per person. There 
  are plenty of subsidiary railway systems and stations 
  dotted throughout Fenrock, so getting around within the 
  city is fairly easy, costing just Cr 1 per journey.
  The transport link between Wavecrest and Fenrock is effectively 
  a series of huge ‘pipes’ containing many subdivided tunnels 
  for road and rail traffic with separate links for the emergency 
  services.
  Fenrock is described in an earlier section and a map is given 
  in the Appendix. Emphasise the layered, sectored nature of the 
  city but otherwise it is effectively like a multi-layered city above 
  ground with two- or even three-storey buildings free-standing 
  along a fairly normal network of streets. Stacking a few tens of 
  layers like this gives the city the same overall population density 
  as (for example) a city such as London or New York.
  SPiCy Stuff
  The Land Of Spice is located in Spear sector level 7 (below 
  sea level), about 250 metres from, and one level above, the 
  Quandor docks (the D marked in the bottom left corner of the 
  Fenrock map).
  On their arrival, the PCs will find that none of the staff can add 
  much beyond what the PCs may already have obtained over 
  the phone. However, a diplomatic approach will get them a few 
  minutes with the manager Jules Torpen, provided the PCs take 
  a table and order some food (the more they spend, the friendlier 
  Torpen will be).
  •	
  Torpen will act confused, wondering why the PCs would 
  be asking about Frix. He mentions some mad Aslan called 
  him up earlier in the day accusing him of receiving some 
  huge shipment of spice at the restaurant. “What the Plinus 
  would I do with a displacement ton of spice?” he grumbles. 
  “And I’ve never heard of this Frump bloke that the silly alien 
  seemed to think worked here!”
  •	
  Assuming the PCs explain Frump may actually have been 
  Frix, Torpen will change his tone. “I always knew he was 
  a trouble maker”, he says. With a little thought, Torpen 
  admits that Frix could have been at the restaurant earlier 
  in the day – it was his turn to get into the restaurant early 
  in the afternoon, ready to receive the fresh afternoon catch 
  from fishermen at Quandor docks. Certainly the fish were 
  all stocked in the refrigerator units when the other staff 
  turned up this evening, but Frix had gone by that time.
  •	
  Now that he knows Frix could be mixed up in this business, 
  Torpen will declare that he’s firing him, so any loss of spice 
  is not the restaurant’s responsibility.
  
   
  17
  •	
  The PCs will no doubt want to know where they can 
  find Frix. Torpen can tell them that he hangs around the 
  Quandor docks with some ‘friends’ – he won’t elaborate. If 
  it will make the PCs go away, he will somewhat reluctantly 
  tell them Frix’s home address.
  Torpen will expect the PCs to finish their meal and leave, 
  without hassling the rest of his staff, but PCs may want to talk to 
  the staff anyway (particularly if they didn’t get far with Torpen).
  Hanging around out the back where the staff take their breaks, 
  or sitting down for a meal and then talking to the waiters/resses 
  as they come by, with some suitable “financial encouragement” 
  will gain the PCs some useful information:
  •	
  Frix only joined the restaurant a couple of months back;
  •	
  They think he might have been a member of a gang, 
  certainly he seems to hang out with some unsavoury 
  people around the Quandor docks;
  •	
  They think he might have “done time” recently (this is true 
  – see part 6).
  •	
  They can give his home address, though this may take 
  some persuasion;
  •	
  He’s a bit unreliable at turning up on time and doing what 
  he’s told;
  •	
  None of them would trust him with their wallet, etc.
  There’s nothing more to be learned here – the PCs need to 
  locate Frix, either at his home or down at Quandor docks.
  A quick look around the docks won’t locate Frix though the 
  PCs may have the opportunity to encounter the smells of a 
  lot of processed fish up-close-and-personal. See part 8 for a 
  description of the dock area. This should encourage them to 
  head for Frix’s home but if they haven’t managed to learn where 
  he lives, then allow them to encounter him near the docks (but 
  not near the Sharks’ hideout).
  
   
  18
  The PCs arrive at the house of their chief suspect 
  only to find him overdosed on dust-spice… just in 
  time for the cops to turn up.
  Note: If the PCs have tracked down Frix in the docks, adjust this 
  encounter accordingly, but the result should be the same, with 
  at least some of the PCs and Frix getting arrested.
  Dust-spice is, in theory, only a mild euphoric for humans. 
  However, having retained a little of the spice for himself when 
  he passed the rest over to his gangland friends, Frix decided he 
  should try it out to see why it’s so damnably expensive. Having 
  no idea how much to consume or how to take it, he decided 
  to try dissolving several spoonfuls in the low quality spirit 
  “Headharmer” that makes his life worth living. The combined 
  alcohol-dust-spice concoction has had quite an effect on Frix, 
  sufficient to make him mix up some further glassfuls. By the 
  point the PCs turn up, Frix believes he lives on a planet-sized 
  water melon and everyone else is just one of the pips in the 
  melon.
  Having also decided that since he’s a Shark he should now go 
  swimming like a real shark within the water-melon “sea” of flesh, 
  Frix has stripped naked and is wandering about his apartment 
  block trying to convince some ‘pips’ to come with him. A woman 
  in a nearby apartment decided she did not want “to create a 
  5. The Long Hand of the Law
  new melon” (the offer Frix made on her doorstep) and instead 
  called the cops.
  The PCs turn up just in time to find Frix leaving his apartment 
  stark naked, claiming he’s going to pop out to see the fishes for 
  a while to find out if they are melon pips too. Assuming the PCs 
  confront him, he is far too “gone” to give them any coherent 
  answers, however he will then suffer a bout of sudden paranoia, 
  at which point he will look thoughtful, say meaningfully “Ah, the 
  sharks took it!” and make a run for it. The PCs should easily 
  catch him again without significant injury!
  At some point during or just after this escapade, the police 
  turn up. As is natural for the military-oriented law enforcers on 
  Mora, they have a lot of guns and point them very meaningfully 
  at anyone whom they suspect of doing anything that could 
  be considered illegal. At least some of the PCs should be 
  sufficiently engaged with Frix that the police will arrest them 
  too, assuming that Frix is either a maniac or crazy on drugs, and 
  the PCs could be anything from helpful bystanders to his drugs 
  suppliers. The key thing is that they want everyone down the 
  local cop house to make their statements.
  Any PCs who avoid being captured (e.g. watched Frix from a 
  distance and did not get involved in confronting or chasing him) 
  will see those who were arrested bundled into a wheeled APC 
  with police markings and driven about half a kilometre into the 
  Zen sector where the local police station is situated.
  
   
  19
  Some or all of the PCs are in the clink having been 
  caught in a potential drugs-bust. They will have to be 
  at their most diplomatic if they want to regain their 
  freedom and avoid involving the Aslan.
  Any PCs taken to the police station in Zen sector will be 
  interrogated to determine their part in this evening’s charade. 
  The police will adjust their questioning according to how 
  suspiciously the PCs acted and whether any of them denied 
  arrest or lied about their identity.
  At this point the police have no reason to link the PCs or Frix to 
  the enquiries Star made earlier in the day regarding a “stolen” 
  shipment of dust-spice. However, if anyone mentions their 
  patron Aslan, the police will try to check their story. Assuming 
  Star is on the Open Path, she or Seer will intercept any such call 
  (to avoid Hunter getting wise to the situation).
  •	
  If the PCs have broken the law, then the Aslan will only 
  admit to having hired them to find some ‘lost property’ and 
  will deny any authorization to commit crime, carry weapons 
  or kidnap Frix (for example)! If the PCs have behaved 
  properly, then Star will vouch for them and confirm their 
  investigatory authority on behalf of her ship.
  In their time in the cop shop, the PCs should be able to learn 
  that:
  •	
  Frix is a nasty piece of lowland gang thug – a member of 
  the Fen Sharks;
  •	
  He’s only been out of prison (1 year for beating up some 
  people who didn’t pay protection) for a couple of months;
  •	
  For parole he had to demonstrate he was taking a 
  decent paying job. Here the law says you can’t hold past 
  convictions against someone, so he got the job at the 
  restaurant without the owner knowing (initially) he was an 
  ex-con.
  PCs who have committed crimes, however minor, will – as 
  offworlders – probably just be fined for their misbehaviour, 
  anything from Cr 50 up to Cr 500. If someone somehow 
  managed to seriously injure a police officer then they will only 
  be released if Star comes down and personally signs them 
  into her custody, on bail of Cr 5,000. Needless to say, that PC 
  can consider any fee from the Aslan to have been waived. You 
  should only confine a PC to jail if they have really screwed up, 
  because the rest of the game should happen sufficiently quickly 
  that they will effectively take no further part in it.
  •	
  PCs who can mention the names of past contacts or patrons 
  (for example from previous Living Traveller adventures) 
  or who have a very high Social Standing, will get more 
  positive and respectful treatment from the police.
  If the police somehow learn that the PCs are looking for a 
  missing shipment of dust-spice, they will confide in the PCs that 
  this is expensive stuff and if it’s in the hands of a local gang then 
  it could be hazardous to find, so they should leave it to the cops 
  to handle. Of course, this means Star sitting down with the cops 
  and filling in a lot of paperwork, so she will be adamant that the 
  PCs should keep looking.
  In addition, the police will do a quick check on the “missing dust-
  spice” story and, though there’s paperwork – from the couriers 
  – showing a ton of dust-spice exported from the Open Path just 
  a few hours earlier, they can’t trace the payment for it to the 
  Open Path, and its delivery to the restaurant is very suspicious, 
  so they will begin to wonder if it’s really dust-spice that has 
  gone missing, or perhaps this is a drug distribution deal with the 
  Aslan acting as the “mules”.
  Whatever the manner in which the PCs leave the police 
  station, a combination of factors (Frix’s strange state, his own 
  admission to having taken drugs (he’s non-specific about which 
  ones), the possible drug-running link noted above, and the 
  (extremely likely) suspicions that any PC raises whenever they 
  talk to an officer of the law) will lead to a couple of plain-clothes 
  officers being assigned to tail them, “Just in case they lead us 
  to something interesting.”
  Frix won’t have said anything useful during this whole scene, 
  but the PCs should conclude that the stuff is with his gang 
  friends. After all, who else would he get to take a dton of dust-
  spice, given it wasn’t at his house and the police may have been 
  a bit insistent about asking them all where the stuff had got to… 
  Time to find the Fen Sharks…
  6. Red Tape
  
   
  20
  Unfortunately, the dust-spice has ended up in the 
  hands of the local criminal fraternity…
  Frix’s Fen Shark friends hang around sub docking bay 42 in the 
  Quandor docks, within one level and a few hundred metres of 
  Frix’s house:
  It’s easy to get directions to the Quandor docks, 
  though once within the Quandor sector it is a 
  somewhat confusing tangle of huge water-lock 
  docks, repair yards, noisy processing plants, 
  warehouses and a few very dodgy looking drinking 
  establishments. The first thing that surprised you 
  was that the huge doorways linking the docks 
  with the rest surrounding sectors were closed – 
  everywhere else these doors stay open except in 
  times of emergency. Of course, once they opened the 
  door to let you through, you were hit by a solid wave 
  of fish-stink and weed-smell that explained why their 
  neighbours preferred the docks to keep their doors 
  sealed as much as possible.
  Naturally, cities such as Fenrock are totally 
  dependent on the bounty of the sea, deep fishing and 
  seabed farming to support themselves, but up to now 
  you hadn’t been exposed to the “dirty” end of the 
  business.
  Asking around for the Sharks will mostly get blank stares from 
  the dock workers, though the application of a bit of Streetwise 
  will quickly get them directions to bay 42.
  •	
  If you need to push things along, have one of the Fen 
  Sharks wander by with a very noticeable shark tattoo on 
  his exposed muscled shoulder. If the PCs need any further 
  clues, feel free to let them find a sign with “Sharks this way” 
  and a big arrow pointing towards bay 42.
  If the PCs are doing a bit too well at this point, then assume 
  that one or more of the Sharks heard about Frix’s capture by 
  the police… they will have watched the station, seen the PCs 
  released and wondered if they were perhaps a rival gang, out 
  to find or steal the dust-spice. An attempt by some Sharks to 
  beat up and interrogate the PCs in a back-alley can be used at 
  this point to add some action and/or delay getting to the finale 
  (if this is necessary).
  If threatened by the Sharks now, or in part 8, the PCs could 
  pretend to be dealers in the spice. No doubt the police covert 
  surveillance will be gradually increasing now that the PCs are in 
  the docks area and interacting with known gang members. The 
  police might subsequently step in and encourage the PCs to act 
  as dealers, in order to speed up the location of the dust-spice 
  and allow them to make a dramatic swoop and arrests.
  •	
  Though the planet’s law level is 7, all the Sharks are 
  muscled and/or know how to use knives, spearguns and 
  other nasty marine-oriented weaponry. If the PCs out-fight 
  the Sharks too easily in this part of the scenario then in part 
  8 a few of the gangsters should have access to real guns, 
  just to make it a bit more challenging.
  •	
  It’s unlikely the PCs can get hold of guns, though they 
  may get clever and go buy some fish-hunting equipment 
  themselves – anything from spearguns to one-shot 
  explosive “sticks” (used for scaring away aquatic predators), 
  electrified nets, etc. can be obtained at shopping malls 
  close to the docks.
  If the PCs aren’t working with the police at this point, they might 
  get the feeling they’re being watched, though they’ll have to roll 
  a good Streetwise or somesuch to actually spot an undercover 
  cop. Even then they should be unable to determine whether he 
  is a cop, or a Shark or another rival dock gang member.
  7. Swimming with the Sharks
  
   
  21
  The PCs have to decide what approach to take, legal 
  or extra-legal, to resolve the matter and get the dust-
  spice back from the thugs because asking nicely 
  isn’t going to work.
  It’s time for the PCs to go to dock 42 and try to get the dust-
  spice back.
  Simply watching the Sharks carefully will indicate a sudden 
  preponderance of them around sub dock 42 – they’re holding 
  the dust-spice there while they try to decide whether to fence it 
  themselves or find a proper “trader” to sell it to. Some of their 
  group have suggested trying to sell it to one of the Aslan ships 
  in port, because they know the Aslan really like dust-spice – this 
  will lead into scenario 9.
  The head of the sharks – Niko “the barb” Kinollo – is currently 
  inside the dock, while a number of his heavies (adjust as 
  appropriate to be a good match to the PCs) lounge around 
  outside on the crane system that runs between the dock and 
  the nearby repair yard.
  The dock is basically an 8 metre long and 5 metre wide 
  cylindrical water-lock, with large iris valves at either end (one 
  opening out into the sea). There is a very rusty old mini-sub in 
  there that the Sharks actually own and occasionally use to ship 
  contraband between cities. The four crates of dust-spice are 
  sitting idly by this old sub, awaiting Niko’s decision on whether 
  to sell them immediately or ship them out to somewhere safer.
  The PCs have a number of options:
  1. They can pretend to be spice dealers. The head of the 
  sharks – Niko “the barb” Kinollo will see they’re offworlders 
  and assume therefore that they are not undercover cops, 
  so will probably be fairly easily convinced that they can 
  either buy his spice or sell him some more (depending upon 
  the approach the PCs have used). He will proudly take the 
  PCs into the dock, show them the number of heavies he’s 
  got, claim worldwide distribution capability, etc. to impress 
  them. He has a rough idea of how much money he can 
  make from the dust-spice and if the PCs have any more 
  to sell he is determined that he’s going to get a cut of the 
  action.
  2. If they’re acting as buyers, Niko won’t show them where the 
  spice is, but will meet them somewhere in the same dome, 
  with plenty of his heavies around, and let them sample the 
  spice. He doesn’t know yet how to check its purity – his 
  brightest thug is looking this up on the web so he can work 
  out how to test it. The PCs won’t have to work hard to look 
  more knowledgeable than Niko! They could even bring 
  along one or more of the Aslan as potential buyers. If so, 
  then Star and Seer will turn up, with Rock and Catch left in 
  their grav vehicle somewhere nearby (they just don’t trust 
  the two males to be left on the ship where they might give 
  the game away to Hunter, if he hasn’t already realised the 
  dust-spice has gone). This is another way of triggering part 
  9 of this adventure.
  3. The kick-down the door approach. The PCs basically turn 
  up with improvised weaponry and try to sneak, or force, 
  their way past the Shark guards to see if the dust-spice is 
  in the sub bay.
  4. The PCs involve the Aslan in approach 1, 2 or 3 above – 
  see part 9 as well.
  5. The PCs involve the police in approach 1 or 2 above (the 
  police won’t sanction kicking down the doors of the dock 
  unless they have evidence the Sharks have stolen goods 
  there.)
  Whichever approach the PCs choose, modify the number 
  and armament of the Sharks to make this a fun fight, without 
  causing undue injury to any given PC. If the PCs out-fight them 
  initially, more Sharks can be called out from the local bar, etc., 
  potentially with more significant weaponry to extend the fight as 
  needed – see part 9.
  8. Finders Keepers
  
   
  22
  The young Aslan males involved in losing the dust-
  spice from their ship decided to take matters into their 
  own hands and deal with the dishonourable thieves 
  who are holding it. However, their fiery tempers 
  and lack of experience dealing with non-Aslan are 
  guaranteed to lead them into trouble.
  At some point Rock will get to hear about the Sharks, whether 
  it’s through him or Catch accidentally picking up the call when 
  one of the Sharks tries to sell a ton of dust-spice to them, or the 
  PCs giving them updates on their progress, or actively inviting 
  Star as part of a ‘deal’ in scenario 8.
  Whatever the reason, Rock and Catch turn up in Shark territory 
  and at the worst possible time decide it is their honour to get 
  back the dust-spice (Rock because he screwed up, Catch 
  because all this has gone much further than he intended and he 
  knows he needs to get the spice back so people stop looking for 
  the culprit who originated the whole incident).
  The Aslan won’t necessarily attack the Sharks outright without 
  warning the PCs or otherwise investigating the docks, but they 
  will be somewhat ham-fisted and the situation Is guaranteed 
  to result in Aslan issuing challenges, Sharks pulling weapons 
  (being no respecters of “honour”) and there being a fierce, 
  whirling-claw battle probably pulling in the Sharks, the PCs 
  (willingly or otherwise) and the police (having been warned by 
  their surveillance team that something serious is going down at 
  bay 42)!
  This should be the exciting finale to the adventure (BUT leave 
  time for part 10 too).
  There is the danger that Niko and his guys will try to escape in 
  the sub, perhaps managing to load one or more of the spice 
  crates in a rush, or in a panic they might open the sub bay doors 
  and flood the bay (the crates would get carried out into the sea 
  but would sink to the sea floor quickly and could therefore be 
  recovered).
  Normally the inner and outer dock doors cannot be opened 
  simultaneously. However, Niko’s crew once over-rode the 
  control system to allow them to get their sub out fast when the 
  police came to call… this means that in theory they could mess 
  up and lead to a mass flood of the sector, though this should 
  be a threat rather than an actual event, as all concerned would 
  probably drown.
  The presence of heavily armed local police can be used to add 
  excitement and to provide last-minute assistance to prevent 
  any PC getting unnecessarily killed by a Shark. Any PC who 
  is foolish enough to try attacking a police officer is likely to get 
  themselves killed or at least arrested.
  *F e n S h a r k
  *Human Rogue (Enforcer) 2
  Abilities Str 9 (+1), Dex 7 (+0), End 8 (+0), Int 6 (+0), Edu 5 
  (-1), Soc 5
  (-1)
  Languages Anglic
  Skills Drive 0, Gun Combat (slug pistol) 1, Melee 1, Recon 0, 
  Streetwise 0
  Possessions brass knuckles (1d6) OR stunner (2d6+3 stun) OR 
  autopistol
  (3d6-3), flak jacket (3) OR cloth
  armour (5), comm
  Note that armour and weaponry varies from shark to shark.
  *N i k o “T h e B a r b” K i n o l l o
  *Human Rogue (Pirate) 3
  Abilities Str 8 (+0), Dex 8 (+0), End 9 (+1), Int 9 (+1), Edu 7 
  (+0), Soc 6
  (+0)
  Languages Anglic
  Skills Comms 1, Computer 0, Deception 1, Drive (Sub) 1, Gun 
  Combat (slug
  pistol) 1, Leadership 2, Recon 1, Streetwise 1
  Possessions snub pistol (3d6-3), cloth armour (5), comm
  Optionally Niko and one or two of his closest sharks may have 
  access to
  assault rifles (3d6).
  9. Mad Cats
  
   
  23
  Hopefully the dust-spice has been recovered and the 
  authorities placated. The PCs should have gained 
  sufficient evidence to determine that one of the 
  young Aslan males is behind this whole incident. 
  The question is who is brave enough to challenge 
  him with the facts?
  When the fight is over, the PCs and the Aslan will have to come 
  clean about the dust-spice, because otherwise the police are 
  going to confiscate it as evidence against the Sharks. Star and 
  Seer can provide sufficient evidence of their ownership to get 
  the police to release the goods to them.
  •	
  Should any of the PCs decide that they would have preferred 
  to keep some spice for themselves (given its great value) it 
  is unlikely they will get away with this given the presence of 
  the police at the conclusion of the adventure (this is a key 
  plot reason for involving the police at the end).
  At this point there is still a potential “hole” in the story – who 
  initiated this whole thing? The PCs may have picked up a few 
  clues that point to Catch – if they suggest him as the culprit, he 
  10. Casting Out
  will challenge whoever does so to a duel. The legality here is a 
  bit of an issue, but it’s practically impossible for the PCs to have 
  obtained definitive proof, so they are effectively challenging his 
  honour here. The other Aslan may be horrified, Star or Seer 
  may intervene and be reluctant to dispute the challenge itself 
  but will point out it doesn’t have to be resolved by a fight – the 
  PCs could then suggest suitable alternative methods of duelling 
  that would satisfy everyone. If a PC accepts the challenge but 
  then gets mauled by Catch, or they simply chicken out of the 
  duel, Rock may step up to the challenge, substituting for the 
  PC. This is most likely to occur if someone alleges that Catch’s 
  plan may have been to deliberately embarrass Rock (they may 
  have worked out the animosity between them).
  Whatever, hopefully the PCs or Rock win. Hunter may step in 
  and give everyone a thick ear. He won’t be happy, however 
  things have turned out.
  The end result is that Catch ought to be declared to have 
  committed Ya’uiya – dishonour so great that the Aslan is 
  stricken from the rolls of his clan and becomes Outcast... and 
  potentially a life-long enemy of the PCs!
  
   
  24
  The consequences of the adventure are dependent on 1) if the 
  characters recover the dust-spice, and 2) how much trouble or 
  turmoil the recovery causes.
  If the characters recover the dust-spice but choose to steal 
  it for themselves, they receive two awards: “Hunted by Aslan 
  Merchants” and “Wanted by Mora Law Enforcement”. The first 
  award makes it very difficult to sell or profit from the stolen 
  dust-spice, and the second one results in the character being 
  arrested and taken out of game (not the campaign) during any 
  adventure when encountering Law Enforcement personnel and 
  failing a Advocate + Social Standing check (Average, +0).
  If the characters recover the dust-spice and return it to the Aslan 
  merchants, they receive two awards: “Honourable Reputation 
  with Aslan”, and “Favour of Aokholkhtyeilik’al’soistsea”. The 
  first award allows for a +1 DM on social interactions with Aslan 
  groups in the campaign, and the second extends free travel 
  Campaign Consequences
  (Middle Passage) on the clan’s merchant fleet, to campaign 
  adventures in the Lunion (K), Mora (L), District 268 (N), Glisten 
  (O) and Trin’s Veil (P) subsectors of the Marches. In addition, 
  the Aslan will give each character Cr6,000 immediately, and 
  all characters will also receive “Contact with Aslan Merchants 
  (Star)”.
  If the characters prove Catch is guilty of the series of events, 
  they will also gain “Contact with Aslan Clan (Rock)”, and 
  “Enemy – Catch, renegade Aslan”. While Rock isn’t the greatest 
  contact, he will remember they protected his honour. Catch, on 
  the other hand, will NOT forget they proved his dishonour, and 
  because he is forced to make his way in human society, may 
  be in a position to make things difficult for the characters later.
  The Referee should make sure to let the Story Coordinator 
  know what rewards above were granted in the adventure for 
  future campaign consideration.
  
   
  25
  This section provides sufficient information to roleplay the Aslan 
  in this adventure. The Referee is advised to read Alien Module 
  1: Aslan for additional background.
  introduCing the aSlan
  Aslan are typically two metres in height and 100 kg in weight, 
  having a distinctly leonine appearance, including manes on the 
  males and (sometimes) tails. Aslan have three fingers and an 
  opposable thumb, all with their own retractable claws, as well 
  as a vicious dewclaw (1d6+2) concealed in the palm beneath 
  the thumb.
  Aslan dress in loose tunics and kilts, usually with no footwear. 
  Their clothing tends to be shimmering with colourful embroidery, 
  both decorative and indicating their clan identity and allegiances. 
  The males tend to wear jewellery appropriate to their status, 
  from amulets and talismans to earrings and braids in their 
  manes.
  Aslan society is deeply rooted in extended family ekho groups 
  and conglomerations of such families into clans. Family and 
  clan hierarchy is based on ownership of territory and this is 
  embedded in the acquisitive mentality of almost all male Aslan. 
  Patrilineal descent drives the family structure, with the male 
  family head perhaps having several wives and a multitude of 
  cubs, as well as blood relatives such as unmarried brothers 
  and sisters and those older family who do not have their own 
  groups.
  In addition, Aslan are a proud warrior race and their society is 
  founded on the concepts of honour, tradition and ‘harmony’ with 
  the universe. Males in particular are very sensitive about their 
  honour, expecting appropriate respect and courtesy to be shown 
  to them according to their clan and rank. Accidental impoliteness 
  will result in a quick verbal correction with the expectation of 
  immediate submissive behaviour by the offender. Deliberate 
  discourtesy is viewed as a direct challenge to the individual and 
  is likely to result in a duel. Though duels are strongly controlled 
  by ritual, and may use some form of competitive (non-combat) 
  event to resolve, most involved personal combat.
  Aslan society has very strong gender-related traditions. Only 
  one quarter of Aslan are males, whose primary role is as 
  commanders, hunters, warriors and inter-clan negotiations. 
  Females fill all the remaining roles in their society, from military 
  support staff to scientists, brokers to managers.
  As a result, Aslan tend to place great emphasis (generally 
  unconsciously) on the gender of those they deal with, whether 
  Aslan or alien. In the case of non-Aslan, they are often biased 
  Appendix 1: The Aslan
  more by a person’s perceived gender (based upon the role or 
  skills of that person) than by their biological sex. So a human 
  female starship gunner would be treated, to some degree, as a 
  male, as this is perceived to be a male role.
  Due to their gender-specific bias, Aslan will accept discourteous 
  behaviour from the opposite sex but may challenge someone 
  who they perceive as being of the same sex (e.g. a non-
  Aslan whose job is associated with a particular Aslan gender). 
  Consequently they will tend to avoid hiring, or working with, 
  aliens whose gender is inappropriate to their skills.
  Aslan are almost exclusively carnivorous, with a strong 
  preference for freshly killed prey, with smaller creatures eaten 
  raw and larger ones lightly cooked but usually heavily spiced. 
  Aslan cannot digest proteins from some other worlds, particularly 
  Terran-derived cattle, but can overcome this problem by taking 
  pills containing genetically modified stomach bacteria.
  aSlan terMinology
  The Aslan language is called Trokh. Aslan words throughout this 
  adventure are given in italics. If you are feeling particularly brave, 
  you may try to vocalise some of these names and terms, but for 
  the ease of both yourself and your players, Anglic equivalents 
  are always given. In the case of Aslan NPCs, their true name 
  is even longer than is shown in this adventure, including details 
  of the clans of which they are part. The names given here can 
  be shortened to just one key Anglic word for simplicity – for 
  example Hwekaiheast, meaning “Hunter of Meat” is generally 
  referred to just as “Hunter”.
  Key gaMe PointS
  •	
  Importance of pride and honour, which may lead to 
  challenges or duels.
  Note: There are points in the adventure where the text 
  suggests that dealing with the Aslan in a disrespectful 
  manner may lead to a challenge / duel. In order to avoid 
  the characters spending all their time fighting the Aslan 
  (who are, after all, their patrons!) the Referee should (if 
  necessary) guide players by providing advice through 
  volunteering information to a suitably ‘knowledgeable’ 
  member of the party – see “Knowledge of the Aslan” below.
  •	
  Very strong gender bias, based more on perceived skill 
  set than actual gender for non-Aslan.
  •	
  Better night vision, hearing and smell than humans, 
  giving them a +1 DM to any Recon or Survival checks that 
  involve these senses.
  
   
  26
  KnoWledge of the 
  aSlan
  Aslan are not uncommon within the Spinward Marches and 
  so any character who has travelled the stars, lived near a 
  major starport, or who is reasonably well-educated concerning 
  offworld matters, will know of them and have some idea of 
  their society and behaviour. However, this view may also be 
  somewhat stereotyped, in the same way that many Imperials 
  view all Vargr as untrustworthy pirates or Zhodani as mind-
  sucking baby-eaters.
  Any character wishing to know details of the Aslan (from this 
  section, or from Alien Module 1: Aslan) should either justify 
  the reason they would know the information, or make an 8+ 
  Education check for each piece of data, +1 if from a starfaring 
  career, +2 if they were a scout.
  
   
  27
  Fteahrao (dust-spice) is a rare, euphoric spice used for 
  seasoning food, especially fruit. Harvested from the bark of 
  the geki – a desert scrub-plant originally found only on Romar 
  (2140/Glisten, Spinward Marches) – this seasoning is popular 
  with humans as a mild recreational spice with effects slighter 
  than, but similar to, alcohol.
  The Aslan (as well as a few other non-human races such as 
  the Vargr) find dust-spice a much more powerful euphoric, 
  and since it was first imported into the Aslan Hierate (by 
  Tyeyo Fteahrao Yolr Tyeyo dust-spice Importers), it has been 
  in constant demand by those higher ranking Aslan who could 
  afford its very high price.
  Quickly recognising its value, the Aslan and other races have 
  sought to grow geki on other worlds, but with only limited 
  success, and never to the same strength and exquisite flavour 
  as the Romar variety. Clever chemists have since determined 
  the key organic components of dust-spice and created synthetic 
  equivalents but these are still regarded as inferior to spice 
  from Romar. As a result, production and shipping of Romar 
  dust-spice is carefully controlled, with a complex system of 
  certification of purity and origin to ensure that this maintains 
  its value in a market swamped by synthetic spice. The Tyeyo 
  Fteahrao Yolr is now just one of many dust-spice shippers and 
  long ago changed its focus to other novel or valuable trade 
  goods that can be traded between Mora (3124/Mora, Spinward 
  Marches) and the Aslan capital of Kuzu.
  grading and PriCe
  Dust-spice is graded via laboratory measurement of several of 
  its chemical components, effectively determining the strength of 
  its intoxicating effects, its fragrance and taste (for cooking) and 
  even its colour. These factors are affected by the origins of the 
  spice (the environment in which the plants grew), the manner of 
  collection (for example, the degree to which the stripped bark 
  is contaminated with other parts of the plant during harvesting 
  Appendix 2: Dust-spice
  and subsequent preparation) and its processing (the control 
  of temperature and humidity during drying, the grinding and 
  filtering techniques used, etc.).
  Imperial Trade Standard 3632-101-B1 is dedicated solely to 
  specifying the grading standards for dust-spice, defining four 
  basic grades: IV (poorest), III, II, and I (finest quality). Officially, 
  only Romar dust-spice can ever be rated grade I, and within 
  this there are four sub-categories: I-d (poorest) through to I-a 
  (finest). The precise grading is obtained by spectrophotometric 
  analysis of a spice sample.
  The basic grades very roughly correspond to Romar (I), geki 
  plants transplanted off Romar (II), mixed synthetic and geki-
  derived (III) and pure synthetic (IV) though of course every 
  trader of dust-spice has their own view of how precious their 
  particular spice mix may be! Typical trading prices range from 
  Cr 500 per kg for grade IV, up to Cr 11,000 per kg for grade I-a 
  (though like fine wines, the price paid for the highest prices may 
  reflect ‘snobbery’ value rather than the purest flavour).
  Key gaMe PointS
  •	
  Dust-spice is well-known across most of the Spinward 
  Marches (and beyond), so all the characters will know the 
  information given above unless they fail an Easy Education 
  roll. The only exception to this is the detail of the grading 
  and prices, which will only be known to Merchant PCs who 
  succeed at a Broker task.
  •	
  The dust-spice in this adventure is graded I-a and is 
  carried in four 0.25 dton containers. Each container’s gross 
  volume is a 1.5 x 1.5 x 1.5 m cube. Allowing for vacuum-
  safe walls, carrying handles, securing points, and internal 
  packaging, each container holds about 2,500 litres of 
  dust-spice, which weighs just over 36 kg (dust-spice has a 
  relatively low density) and is worth about Cr 400,000. The 
  total value of this shipment is therefore up to Cr 1,600,000.
  
   
  28
  HwekaiHeast (“Hunter of Meat”)
  Ship’s Captain/Pilot
  Male Aslan Captain – Space Officer (Commander) 4
  Abilities Str 13 (+2), Dex 6 (+0), End 7 (+0), Int 5 (-1), Edu 5 
  (-1), Soc 8 (+0)
  Languages Aslan
  Skills Comms 1, Computer 1, Gun Combat (Rifle) 1, Gunnery 
  (Turrets) 1, Leader 3, Melee (Dewclaw) 2, Pilot 2, Tactics 
  (Naval) 1
  Possessions Carbine Uealikhe (3d6), Hardened Dewclaw 
  (2d6), Combat Flex Su’koir’yerl (5), Cr 1,000
  Hunter is an impressive sight – towering over two metres tall, 
  covered in shining, brightly coloured armour which barely 
  contains his bulging muscles. His bushy mane surrounds a 
  broad face with a seeming perpetual frown, his heavy brows 
  shadowing piercing eyes that burn with fierce intensity.
  He is famous within his family for resolving issues through simple 
  intimidation, though when required to “show his claws” he is 
  a genuinely good fighter. Though not the fastest or brightest 
  of males, he does have an innate ability to foresee starship 
  actions and has avoided pirates from rival clans several times 
  through this keen insight, including one instance where the use 
  of a gas giant for cover allowed him to counter-attack a pirate 
  ship and take it out – this was considered a great blow for his 
  family and the clan as a whole.
  He has strong respect for his cousin who runs the Aokholkhtyeilik 
  clan and is using the Open Path as a means of surveying 
  various worlds to determine somewhere that he might strike 
  out and grab some land of his own in the near future. He is 
  protective of his crew though somewhat perplexed at what to do 
  with Rock as the young male doesn’t seem to show much talent 
  for anything useful.
  Ftoulreisktoal (“Star Cloud CliMber”)
  Ship’s Astrogator
  Female Aslan Astrogator – Space Officer (Astrogator) 4
  Abilities Str 10 (+1), Dex 9 (+1), End 10 (+1), Int 9 (+1), Edu 7 
  (+0), Soc 9 (+1)
  Languages Anglic, Aslan
  Skills Astrogation 2, Computer 1, Engineer (Jump Drive) 1, 
  Engineer (Power Plant) 1, Robotics 1, Tolerance 2, Vac Suit 
  1
  Possessions Body Pistol Khaihte (3d6-3), Gold Flak Jacket 
  (4), Cr 11,000
  Star is an experienced astrogator and also helps Edge (see 
  below) with ship maintenance. She is also unusually tolerant 
  and understanding of other species, which means she often 
  accompanies her sister Seer on her business about the starport 
  when cargo negotiations with non-Aslan are required. She 
  understands the need to have Rock as part of the crew but finds 
  him frustratingly “male”.
  YorleikHoi (“Seer of tHe evening”)
  Ship’s Purser
  Female Aslan Senior Lieutenant – Space Officer (Shipmaster) 
  4
  Abilities Str 5 (-1), Dex 3 (-1), End 7 (+0), Int 9 (+1), Edu 8 
  (+0), Soc 9 (+1)
  Languages Anglic, Aslan.
  Skills Admin 2, Advocate 1, Broker 3, Computer 2, Deception 
  1, Diplomat 1, Gun Combat (Slug Pistol) 2, Leadership 1, 
  Persuade 1, Stealth 1, Streetwise 2 
  Possessions Long Pistol Takhestah (3d6-3), Cr 65,000
  Seer is relatively short and thin and, with her thin mane is barely 
  distinguishable from a human at a distance – totally unlike her 
  sister Star. Her small stature tends to make her seem far less 
  threatening, both to Aslan and to other species. However, her 
  humble demeanour hides a sharp, business-oriented mind and 
  she is a subtle but very persuasive negotiator who rarely fails to 
  secure an advantageous deal for the ship.
  She has many years’ experience of dealing with non-Aslan 
  and is confident of her capabilities in a business environment. 
  However, she feels distinctly uncomfortable as soon as non-
  business matters arise, which is why she often asks her 
  colleague Star to accompany her when meeting non-Aslan, 
  particularly for the first time.
  ktaHarastl (“Cliff edge Walker”)
  Ship’s Engineer
  Female Aslan Intendant – Space Officer (Commander) 1, 
  Space Hand (Engineer) 2
  Abilities Str 8 (+0), Dex 4 (-1), End 9 (+1), Int 6 (+0), Edu 6 
  (+0), Soc 7 (+0)
  Languages Anglic, Aslan
  Skills Computer 2, Engineer (Manoeuvre Drive) 1, Engineer 
  (Power Plant) 2, Jack-of-all-Trades 1, Mechanic 1, Vac Suit 
  1
  Possessions Long Pistol Takhestah (3d6-3), Cr 31,000
  Edge is an average size Aslan whose primary value is in her 
  dedication and thoroughness. Outside of the engine room, she 
  may appear dull and lumbering; thankfully once she is working 
  on the innards of the power plant, her very methodical attitude 
  seems to overcome her lack of manual dexterity and she always 
  thoroughly studies the manual for anything she needs to use, 
  rather than believing in the intuition that most engineers seem 
  to rely on.
  Edge began her spacer career as a simple spacehand but after 
  two terms of service she transferred to Hunter’s ship; it was just 
  a month later that her expert management of the ship’s drives 
  helped Hunter in his counter-attack on a feuding clan’s pirate 
  ship. He rewarded her dedication with a promotion to the officer 
  path.Troirlaukah (“Power of the Shaking Rock”)
  Annoying Family Second-born
  Appendix 3: The Crew of the Yaeukhtai
  
   
  29
  Male Aslan – Envoy (Duellist) 1
  Abilities Str 13 (+2), Dex 6 (+0), End 11 (+1), Int 3 (-1), Edu 5 
  (-1), Soc 9 (+1)
  Languages Aslan, Anglic (very limited)
  Skills Melee (Dewclaw) 2
  Possessions None
  Rock believes he is the “god-king of the universe”, the pride and 
  joy of his parents. In fact he is the second-born son of his family 
  and it is his older brother Troirloiykheyo who has been spoilt and 
  wanted for nothing throughout his young life. However, some of 
  this did ‘rub off’ on Rock and given his very simple mind and 
  correspondingly very simple view on life, he effectively believes 
  himself to be just as important as his brother.
  He is still a little confused as to his role on Hunter’s ship and 
  originally believed himself to be the effective captain, given 
  Hunter is merely his uncle and has the relatively unimportant 
  task of running a starship. In Rock’s eyes, if Hunter were 
  important in the clan he would be a land-owner, not wasting 
  his time here in space, albeit all the boring day-to-day running 
  of the ship at first appeared to be handled by his subordinate 
  females. Hunter quickly demonstrated how 20 years of duelling 
  experience could overcome a naive young male – no matter 
  how strong – so Rock, somewhat humiliated, realised that he 
  wasn’t the boss and he would have to do as he was told... at 
  least for the moment...
  wiYl’steawtaul (“travelS Quietly to CatCH 
  Prey”)
  Gunner
  Male Aslan Spacehand – Spacer (Gunner) 2
  Abilities Str 13 (+2), Dex 5 (-1), End 8 (+0), Int 10 (+1), Edu 7 
  (+0), Soc 6 (+0)
  Languages Aslan, Anglic
  Skills Computer 1, Gunnery (Turret) 1, Sensors 1, Steward 1, 
  Streetwise 1, Tolerance 1, Vac Suit 1
  Possessions Cr 2,500
  Catch is a third son who already had experience in space on 
  his own clan’s traders before being assigned to the Open Path 
  as a token of his clan’s appreciation for Hunter’s anti-piracy 
  success. Although as heftily built as Rock, Catch has not trained 
  for fighting and is not truly sure whether he could take on the 
  arrogant whipper-snapper nephew of the ship’s captain who 
  has been making Catch’s life a misery for the past few months. 
  Unfortunately Catch’s cousin, Wasteland, is about as bright as 
  Rock and so not very helpful.
  wiYl’HtarlHwoakH (“travelS far aCroSS 
  WaSteland”)
  Gunner
  Male Aslan Spacehand – Spacer (Gunner) 2
  Abilities Str 8 (+0), Dex 6 (+0), End 10 (+1), Int 4 (-1), Edu 6 
  (+0), Soc 6 (+0)
  Languages Aslan, Anglic (limited)
  Skills Gunnery (Turret) 2, Vac Suit 1
  Possessions Cr 1,500
  Wasteland is a third son in much the same position as Catch 
  though his smaller size means he is much more easily 
  intimidated by Rock and so has learned to simply keep out of 
  the way of the conceited young second-son. He sympathises 
  with Catch’s frustrations but doesn’t see what either of them 
  can do about it.
  
   
  30
  When needed, Mora’s Peace Enforcement teams are quick to 
  respond. They will consist of four Peace Enforcer personnel, 
  and one Peace Enforcer officer. They will separate all groups 
  immediately, working first to stop all violence, and only 
  afterwards investigating a scene.
  Mora Peace enForcer oFFicer
  Human Agent (Law) 3
  Abilities Str 8 (+0), Dex 9 (+1), End 7 (+0), Int 8 (+0), Edu 8 
  (+0), Soc 7 (+0)
  Languages Anglic
  Skills Advocate 1, Comms 1, Computer 0, Drive 0, Gun 
  Combat (slug pistol) 2, Investigate 1, Persuade 1, Recon 0, 
  Streetwise 0
  Possessions stunner (2d6+3 stun), autopistol (3d6-3), cloth 
  armour (5), comm
  Mora Peace enForcer Personnel
  Human Agent (Law) 2
  Abilities Str 7 (+0), Dex 8 (+0), End 6 (+0), Int 8 (+0), Edu 8 
  (+0), Soc 7 (+0)
  Languages Anglic
  Skills Comms 1, Computer 0, Drive 0, Gun Combat (slug 
  pistol) 1, Investigate 1, Persuade 1, Recon 0, Streetwise 0
  Possessions stunner (2d6+3 stun), autopistol (3d6-3), cloth 
  armour (5), comm
  Note that if violence continues, additional teams will respond, 
  replacing the cloth armour (5) with combat armour (12), and the 
  stunner with assault rifles (3d6).
  Appendix 4: Other Characters
  
   
  31
  A popular design inside the Hierate, especially in the Trojan 
  Reach, combining cargo space with a small number of 
  passenger cabins. Nicknamed the pouncer, it has a dramatic, 
  forward-sweeping wing design.
  The hull of the Yaeukhtai is a deep red and heavily decorated 
  with inscriptions and clan heraldry in gold and silver with 
  sparkling spots imitating expensive jewels embedded within the 
  hull.
  The key statistics for the ship are:
  •	
  300 dton hull, streamlined with fuel scoops.
  •	
  Jump-2, 1G Manoeuvre, Power Plant-2
  Appendix 5: Yaeukhtai ‘Open Path’ Aoa’iw Class Light Trader
  •	
  Model 2 computer with basic civilian electronics.
  •	
  Three double turrets, mounting double-beam lasers in one, 
  and missile / sandcaster combinations in the other two.
  •	
  Cargo capacity of 105 dtons.
  •	
  20 dton Launch.
  •	
  Ship’s Air/raft.
  •	
  Cost as new, MCr 92.
  Deckplans for this ship can be found in Alien Module 1: Aslan 
  but should not be needed for this scenario as none of the Aslan 
  will let the PCs aboard the ship under any circumstances. 
  
   
  32
  aerial vieW of fenroCK 
  City, Mora
  Key:
  1: Subsea transport system to Wavecrest city (100 km west).
  2: Subsea transport system to the Lancefer Arcology (200 km 
  northwest).
  3: Subsea transport systems to the Morilar Archipelago (1500 
  km northeast).
  A: Airport (above sea surface).
  D: Main subsea docking and warehousing sections.
  T: Main transport hub.
  Shaded area shows extent of the city under the seabed.
  Appendix 6: Maps of Fenrock
  Side vieW of fenroCK 
  City, Mora
  Key:
  1. Subsea transport system to Wavecrest city (100 km west).
  3: Subsea transport systems to the Morilar Archipelago (1500 
  km northeast).
  A: Airport (above sea surface).
  D: Main subsea docking and warehousing sections.
  F: Subsea farm processing.
  P: Main power plant area.
  Shaded area shows extent of the city under the seabed.
  
   
  33
  
   
  34
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/Living Traveller/Mongoose Traveller - Living Traveller - Adventure 1 - Of Dust-Spice and Dewclaws.pdf