TEXT: - 1 -
  QLI/RPGRealms
  TRAVELLER®20
  Science-Fiction Adventure in
  the Far Future
  EPIC Adventure 2
  Into the Glimmer Drift
  For Referees Only
  CT - Classic Traveller
  T20 - Traveller20
  Gateway Domain
  
  - 2 -
  EPIC Adventure 2
  Into the Glimmer Drift
  Copyright ©2004 QuikLink Interactive Inc. All rights reserved. 
  Traveller is a trademark of Far Future Enterprises and is used 
  under license.
  A single copy of this electronic document may be printed out for 
  personal use and reference only. Additional copies may only be 
  printed to replace a previously printed copy that has been lost or 
  damaged. No part of this booklet may be reproduced in any form 
  for any other reason by any means without permission in writing 
  from the publisher, except as provided for under the terms of the 
  Open Game License (a copy of which can be found at the end of 
  the document.).
   2 3 4 5 6 7 8 9 10
  QLI/RPGRealms
  2307 Brafton Ct.
  Acworth, GA 30101
  http://www.TravellerRPG.com
  http://www.RPGRealms.com
   
  Traveller for the d20 System
  Science Fiction Adventure in the Far Future
  AUTHOR
  Martin J. Dougherty
  ADDITIONAL ASSISTANCE AND SUBSECTOR MAPS
  Shane MacLean
  LAYOUT AND DECKPLANS
  Hunter Gordon 
  
  - 3 -
  CONTENTS
  About this Book ........................................................................... 4
   
  The Color Code ....................................................................... 4
   
  What You Need To Play........................................................... 4
   
  The Epic Adventure System .................................................... 4
   
  Rewards And Advancement .................................................... 5
   
  Character Types and Skills...................................................... 6
  Background ................................................................................. 6
   
  The Third Imperium ................................................................. 6
   
   Imperial Presence in the Region.......................................... 6
   
  Independent Worlds and Client States.................................... 6
   
   The Grand Duchy of Stoner................................................. 7
   
   The Glimmerdrift Trade Consortium..................................... 7
   
   The Farreach Margravate .................................................... 8
   
   The Starfall Cluster .............................................................. 8
  Glimmerdrift Reaches Sector ...................................................... 8
   
  The Glimmer Drift, Starreach Gulf and Kuldersen Deep ......... 8
   
  Kraxin Subsector ..................................................................... 9
   
   Worlds of Kraxin Subsector (UWP Data)............................. 9
   
   Map of Kraxin Subsector ................................................... 10
   
  Williamsburg Subsector..........................................................11
   
   Worlds of Williamsburg Subsector (UWP Data)..................11
   
   Map of Wiliamsburg Subsector.......................................... 12
  World Data................................................................................. 13
   
  Grand Endeavor .................................................................... 13
   
  Kalder .................................................................................... 13
   
  Gurgaliinash .......................................................................... 13
   
  Drahcir................................................................................... 13
   Anish Ishas ............................................................................ 13
   
  Wideocean ............................................................................ 13
   
  Sea of Light ........................................................................... 14
   
  Eda ........................................................................................ 14
   
  Cixntha .................................................................................. 14
   
  015-424 ................................................................................. 15
  Referee’s Overview ................................................................... 15
   
  Playing out the Adventure ..................................................... 16
   
  Push, Pull, Enigma and Gimmick .......................................... 16
   Additional Notes on 015-424 ................................................. 16
  Rumors and Scuttlebutt............................................................. 17
  Plots and Episodes.................................................................... 18
   Act 1: Grand Endeavor .......................................................... 18
   
   Scene 1: Refit and Vacation............................................... 18
   
   Scene 2: Patron Encounter (Key Scene)........................... 18
   
   Scene 3: Departures.......................................................... 19
   Act 2: Early Stages ................................................................ 19
   
   Scene 1: Planetfall at Gurgaliinash.................................... 19
   
   Scene 2: A Scuffle.............................................................. 19
   
   Scene 3: On to Anish Ishas ............................................... 20
   
   Scene 4: Courier Work....................................................... 20
   
   Scene 5: Into the Glimmer Drift (Key Scene)..................... 21
   Act 3: Along the Broken Chain............................................... 21
   
   Scene 1: Along the Way..................................................... 21
   
   Scene 2: Showing the Flag................................................ 21
   
   Scene 3: A Find.................................................................. 22
   
   Scene 4: The Hidden Face of the Enemy (Key Scene) ..... 23
   Act 4: The Search Narrows.................................................... 23
   
   Scene 1: A Clue in a Tall Take (Key Scene)....................... 23
   
   Scene 2: Down in the Desert ............................................. 24
   
    Scene 3: Guests of the Overlord (Key Scene)................... 24
   
   Scene 4: Confirmation (Key Scene) ................................. 24
   Act 5: The Desert Aflame....................................................... 25
   
   Scene 1: The Revolutionary Council (Key Scene)............. 26
   
   Scene 2: Preparations ....................................................... 26
   
   Scene 3:T the Battle of Dorlif (Key Scene) ........................ 26
   
   Scene 4: The Tech Center (Key Scene) ............................ 27
   Act 6: Grave of Heroes .......................................................... 27
   
   Scene 1: Boarding the Ship (Key Scene) .......................... 27
   
   Scene 2: No Common Escort (Key Scene) ....................... 27
   
   Scene 3: Enter SolSec (Key Scene).................................. 27
   
   Scene 4: Our Very Own Little War (Key Scene) ................ 28
   
   Scene 5: A Hasty Departure .............................................. 28
   
  Epilogue: Back Home Again.................................................. 28
  EPIC Adventure Checklist ......................................................... 29
  The Cast of Characters ............................................................. 29
   
  Lauren Kelsey ....................................................................... 29
   
  Hazel Arikalaii........................................................................ 29
   
  Dictator’s Security Personnel ................................................ 30
   
  Rebel Fighters ....................................................................... 30
   
  Crew of the Aldebaran Misfit ................................................. 30
   
   SolSec Agents (covert) ...................................................... 30
   
   SolSec Agents (overt) ........................................................ 30
   
  Merchant Ship Crews ............................................................ 31
   
  Naval Crews .......................................................................... 31
   
  People-Random and Incidental Encounters.......................... 31
  Starships ................................................................................... 32
   
  Scout/Courier Broadside of a Barn........................................ 32
   
   Ship’s Locker ..................................................................... 32
   
   Deckplan............................................................................ 34
   
  Ramada Class Corvette Deckplan ........................................ 35
   
  Texas Class Light Cruiser...................................................... 36
   
  GTC Trade Cruiser ................................................................ 36
   
  Margravate Long Range Freightliner..................................... 36
   
  Solomani Long Range Trader ............................................... 36
  Open Gaming Information ......................................................... 37
  
  - 4 -
  About This Book
   
  This book contains a fully detailed adventure for Traveller. It 
  follows the general style of the original ‘Little Black Books’ or LBBs 
  published as part of the Classic Traveller product line. 
   
  This book contains a minimum of general background data 
  and sufficient specific background to allow it to be used without 
  reference to any other setting or adventure book. The adventure is 
  presented in the standard ‘EPIC’ format developed by Marc Miller, 
  creator of the Traveller game. It can be played straight out of the 
  book or adapted to fit into an ongoing campaign. 
   
  It is possible to think of this adventure as being similar to 
  the key episodes in a season of a TV series. Unrelated episodes 
  can be slipped in between the key ones, but eventually the story 
  will reach the series finale. Of course, there may well be another 
  series, and so other adventures may follow this one. 
   
  This adventure is set in the Gateway Domain setting described 
  by QLI in the Gateway To Destiny sourcebook. Possession of this 
  sourcebook will be useful but is not necessary for enjoyment of 
  this epic adventure. Indeed, Into the Glimmer Drift could be set in 
  almost any game universe with just a little tweaking. 
   
  Events described in this adventure follow on naturally from 
  Traveller Epic 1: Stoner Express but that adventure is not 
  necessary to run this one.  QLI’s Starfall Cluster supplement 
  describes a region adjacent to the end location of this adventure, 
  but again this book is not necessary to run Into The Glimmer Drift.
  THE COLOR CODE
   
  The Traveller Epics adventure series includes material set 
  in the various major eras and settings of the Official Traveller 
  Universe. While any of them can be tweaked to fit another region, 
  era or even a totally different setting, each Epic sits best in its 
  ‘home’ setting. To allow the home setting of any given book to be 
  quickly determined, a color code is used for the cover-edge and 
  central stripes. Books are coded as follows:
  • 
  993-1000 period: Blue
  • 
  1107-1116 period: Red
  • 
  New Era (1248) period: Orange
  • 
  Generic or one-off: Green
  WHAT YOU NEED TO PLAY
  Please note that this is not a standalone game. It requires that 
  you have access to a set of Traveller rules. The adventure was 
  created for use with he T20 rules system from QLI and the 
  original Classic Traveller rules, but can easily be converted to 
  other versions of the game or even other rules systems. 
  Assuming you intend to run this adventure with the T20 rules, you 
  will require at least the T20 Lite rules from QLI. We recommend the 
  following:
  • 
  The Traveller’s Handbook (T20 Core Rulebook) plus 
  either the T20 Player’s Book or a d20 system core 
  rulebook such as the Dungeons & Dragons™ 3rd Edition 
  Player’s Handbook.
  • 
  One or more of each of the following types of dice: four-
  sided (d4), six-sided (d6), eight-sided (d8), ten-sided 
  (d10), twelve-sided (d12), and twenty-sided (d20). 
  • 
  Pencil (or pen) and paper for keeping notes about 
  your character and the adventure. Graph paper is also 
  recommended for making maps of places your character 
  has visited.
  • 
  If you enjoy playing online, or are interested in playing 
  Traveller online, you should also have a copy of GRIP: 
  Traveller. GRIP (Generic Roleplaying for Internet 
  Players) will allow a Referee and up to eight players 
  to get together via the Internet or a local area network 
  (LAN) and play Traveller (or any other RPG) no matter 
  where they are located physically in the world. Visit http:
  //www.RPGRealms.com for more information.
  THE EPIC ADVENTURE SYSTEM
   
  This adventure uses the EPIC adventure system created 
  by Marc Miller. The EPIC system is a way around one of the 
  commonest problems with many RPG adventures; the fact that 
  they are very ‘linear’ in design. In far too many adventures, 
  encounter one typically leads to encounter two, which inevitably 
  leads to encounter three, ad-nauseum. This has several problems. 
  Firstly, the players may not notice a critical fact and thus be left in 
  limbo with no clue how to find the next plot element. Railroading 
  them is sometimes the only solution, and in general railroading is 
  a common feature of this kind of linear adventure. This can lead to 
  player frustration, since there is little worse than not being captain 
  of your own fate. 
   
  Reducing the amount of leading-by-the-nose is fine until one of 
  those gaming groups comes along, who insist on doing everything 
  in the wrong order and generally do violence to the plot of an 
  otherwise great adventure. 
   
  The Epic Adventure System provides a new way to design and 
  organize adventures, incorporating enough flexibility that the player 
  characters have the ‘freedom to roam’ without causing the referee 
  nightmares. Asides, delays  and additional adventures can easily 
  be slotted into an Epic Adventure.
   
  An Epic Adventure is broken down into 6 parts:
   
  The Cast of Characters – A description of major characters 
  encountered in the course of the adventure, possibly including 
  pregenerated player-characters.
   
  The Background – The background provides the Referee 
  with the information needed to prepare himself, and lays the 
  groundwork for introducing this adventure to the players. 
   
  Minor incidents and encounters – Referred to as Minor 
  Scenes or just Scenes, are encounters or events that involve the 
  player characters in some form. Many are directly related to the 
  adventure, and may provide clues, equipment, or other information 
  and materials needed to eventually complete the adventure. 
  Others are merely to provide diversion and amusement. Scenes, 
  unless noted in their descriptions, do not need to be played in any 
  particular order, and may be sprung upon the player characters 
  when the Referee deems appropriate.
   
  Critical Plot Elements  – Referred to as Plot Keys, Key 
  Scenes or simply Keys, make up the heart of the storyline for the 
  adventure. They contain vital pieces to the plot that must be played 
  for the adventure to make any sense to the players in the end. You 
  may play any number of Scenes before and after each Plot Keys, 
  but all of the Plot Keys should eventually be completed in their 
  proper order.
   
  Chapters – A Chapter or Act is made up of one of more Plot 
  Keys. They outline the plot to the Referee, and provide tips and 
  information for playing the Scenes and Plot Keys that are contained 
  in the Chapter. In order to complete a Chapter, each Plot Key within 
  must be completed. Each Chapter must be completed, and played 
  in order to successfully run the adventure. Due to the ‘cinematic’ 
  nature of an EPIC adventure, it is easy for the Referee to allow the 
  player characters to temporarily deviate from the current adventure 
  storyline to follow a false lead or pursue another short adventure 
  that has interested them. When you are ready to return the player 
  characters back to this adventure plot line, simply pick up with the 
  next Scene.
  
  - 5 -
   
  Adventure Checklist – The Adventure Checklist provides 
  the Referees with a recommended guideline of the order in 
  which various Scenes and Plot Keys in this adventure should be 
  presented to the players. As the player characters complete each 
  Scene or Plot Key, the Referee simply checks it off the list. When 
  every Plot Key in a Chapter has been played, that Chapter has 
  been completed the Referee may begin the first Scene in the next 
  Chapter. 
  REWARDS AND ADVANCEMENT
   
  Before embarking upon a Traveller game or campaign, 
  it is worth deciding what the pace of advancement will be for 
  participating characters. For one-off games this is not important 
  but if the same characters are going to have future adventures, 
  advancement becomes a major issue. 
   
  If too little experience is given out, players may become 
  frustrated. There is always a new skill or feat that a character could 
  have done with having, or that the player really wants to have, 
  and for many people working towards gaining such abilities is an 
  important part of the game. If the distant mountains never seem to 
  be any closer, what is the point of walking towards them?
   
  On the other hand, characters who gain large amounts of 
  experience and other rewards may become overpoweringly 
  powerful. True, a shotgun in the back will be as detrimental to 
  the health of a 20th level veteran as a beginner, but skill levels 
  are critical to adventuring success; too much too fast is bad for a 
  game even if it does not make the characters invincible. Thus the 
  Referee should tailor the experience awards suggested by the T20 
  core rulebook to his or her own game style. In our experience it is 
  better to keep characters a little bit hungry.
   
  This brings up the question of whether to give out experience 
  at the end of each Act or at the end of the adventure. Each Act can 
  be treated as a separate adventure in terms of experience awards. 
  Typically, each Act (or Chapter) is about equivalent to an Amber 
  Zone or Signal GK adventure, leading to the conclusion that it 
  should be worth around 2000XP X the Average party level. This is 
  not a good parallel, since some Acts are quite short and besides, 
  over a 5-Act adventure this adds up to a LOT of experience. 
   
  If experience is to be given out at the end of each Act, it is 
  better to use the following system:
   
  Base Experience for the adventure is calculated as per the 
  THB – this is a full adventure so experience award is set as 4,000 
  XP multiplied by the average party level (at the beginning of the 
  adventure). Half of this is saved up to be awarded at the end of the 
  adventure. The other half is available to be assigned at the end of 
  each Act. It is possible to simply assign 10% of the total to each 
  Act (assuming 5 Acts), but the Referee should consider assigning 
  greater or lesser percentages to certain Acts if he/she feels that the 
  characters would learn more from the events in that Act than from 
  another. 
   
  The experience available for any given Act is subject to the 
  standard multipliers listed in the T20 core rulebook; some acts 
  are just plain more dangerous than others! The 50% block of 
  experience is also subject to multipliers for difficulty of the overall 
  adventure.
   
  Remember that all experience awards are totals, and are 
  then shared among the participating characters. Only characters 
  present in a given Act gain experience for it. When determining 
  who gains experience from the adventure as a whole, the Referee 
  must use judgment. Obviously, characters who were there the 
  whole time should gain the full amount. People who popped in 
  for a singe Act should not. If a player brought in a new character 
  to replace one killed or otherwise indisposed, the Referee should 
  count the character as being present for purposes of dividing up 
  the experience but only award a portion of the total experience, 
  based on how long the new character was involved. The rest of the 
  experience entitlement was lost with the dead character. 
   
  Using this system, characters who were present for just one or 
  two Acts of the adventure gain some experience, but do not share 
  in the overall end-of-adventure award. Referees also are able to 
  easily deal with the situation where a player brings along three 
  friends to a session in the middle of the adventure, only one of 
  whom comes back to play in the remaining Acts. 
  Example
   
  Alice, Bob and Candy play 6th level characters through a 5-act 
  adventure. Ignoring difficulty multipliers, this gives a base XP award 
  of 4,000 x 6 = 24,000 points for the whole adventure. The Referee 
  ‘banks’ 12,000 for award at the end, leaving 12,000 available to 
  be divided up among the various Acts. She decides that Act 1 and 
  2 are worth 1,000 each, 3 and 4 (being much more complex) are 
  worth 4,000 each and Act 5 is worth 2,000.
   
  Alice’s character manages to get killed during Act 2 and is 
  replaced by a new one, who survives to the end of the adventure. 
  She thus gains no experience for Act 1-2 (well, other than being a 
  highly experienced corpse) but gains XP for Act 3,4 and 5. 
   
  Bob goes right through the adventure with no mishaps, but 
  complicates matters by bringing his friend Dave along to Act 3. 
  Dave misses Act 4 but manages to turn up for about half of Act 5.
   
  Candy misses the very last session of Act 5 but plays 
  throughout the rest of the adventure. 
   
  Experience is awarded as follows:
   
  Act 1: Three characters participate. Experience is awarded: 
  1000 points divided by 3, or 334 points each.
   
  Act 2: Three characters participate. Experience is awarded: 
  1000 points divided by 3, or 334 points each. Alice’s character is 
  dead, so this experience is buried with her.
   
  Act 3: Four characters participate. Experience is awarded: 
  4,000 points divided by 4, or 1,000 points each.
   
  Act 4: Three characters participate. Experience is awarded: 
  4000 points divided by 3, or 1,334 points each.
   
  Act 5: Three characters participate in the majority of sessions 
  in this Act. The Referee decides that Dave’s relatively  trivial 
  contribution should not take experience away from the others and 
  awards 2,000 experience divided by 3, or 1,667 points to each of 
  the three main characters. She gives Dave a token award of a third 
  of this – 555 experience points.
   
  Final Award: The Referee decides that the adventure was 
  carried by Alice, Bob and Candy, and that Dave’s contribution was 
  relatively minor. However, Act 3 was a big one and Dave not only 
  made his character useful but also got involved in the roleplaying. 
  She decides that the experience Dave got from the two Acts he was 
  actually present for is enough of a reward and awards the overall 
  adventure experience among the three main characters. This is 
  12,000 divided by 3 or 4,000 points each. However, Alice loses part 
  of this award since her character is a replacement. A 3/5 award (the 
  new character was present for Acts 3-5) does not seem fair, since 
  the first two Acts were quite minor. The Referee decides to award 
  the overall experience in the same proportions as the per-Act XP, 
  i.e. Alice loses out on 2,000/12,000 or 1/10 of her possible award.
   
  Candy missed a single session, but the Referee decides that 
  this is of no consequence. 
   
  Thus the experience awards for the Acts and the adventure as 
  a while work out as:
   
  Alice: 1,000 + 1,334 + 1,667 + 3600 = 7,601
   
  Bob and Candy: 334 + 334 + 1,000 + 1,334 + 1,667 + 4000 = 
  
  - 6 -
  8669
   
  Dave: 1,000 (Act 3) + 555 (1/3 of Act 5) = 1,555
   
  The Referee has decided that although Dave was present in 
  Act 3, a major part of the adventure as a whole, it would represent 
  an isolated incident to him and thus he does not qualify for the 
  overall experience award. This also avoids the problem of players 
  who rarely turn up for a game possessing quite powerful characters 
  whose experience was earned by other players.
   
  Other rewards are of course possible within an adventure. 
  Each Act will normally include opportunities for characters to gain 
  advantages in terms of money, equipment, weaponry and contacts 
  among rich and powerful individuals.
  CHARACTER TYPES AND SKILLS
   
  It is not the practice of QLI to list the skills a team of travellers 
  will need in order to complete any given adventure (though skills 
  required to get hired for the job might be listed). This is because 
  Traveller is an open-ended game, and there are a great many 
  possible paths to success. Almost any group, of any level, with any 
  set of skills, can complete this or any other Traveller adventure 
  if they are able to think creatively and maximize their strengths. 
  There are no encounters or challenges in this adventure aimed 
  at any type or class of character. Different characters will use 
  different approaches and may struggle in some circumstances, 
  but adventuring is not about having the right weapons, skills or 
  equipment to meet a challenge; it is about meeting what the 
  universe throws at you with what you have and finding a way to win 
  – or at least survive.
   
  Any group of characters can complete this adventure even if 
  they do not have access to a starship. However, the difficulty of 
  getting about the region using commercial traffic is considerable, 
  so it is best if the characters do have a ship. A small Jump-2 vessel 
  such as a Far Trader or a Scout/Courier is ideal. The adventure 
  presents details of a typical Scout/Courier for this purpose. 
   
  Obviously, if the characters have a starship then they should 
  be able to operate it. This implies that they need at least some level 
  of skill between them in the relevant disciplines: Piloting the ship, 
  navigating between systems, running the engineering plant and 
  manning the ship’s weapons (if any). However, there is no set level 
  required for such skills. 
   
  Since this adventure assumes that the characters and their ship 
  are somewhat impoverished, it is recommended that characters 
  created specially for this adventure should not start with large 
  amounts of cash from their mustering-out bonuses. The Referee 
  should allow the purchase of a reasonable amount of equipment 
  with this money prior to beginning play, then reduce whatever is 
  left by 50-90%, leaving the characters with a few hundred credits to 
  their name rather than tens of thousands. 
   
  Players who know about this in advance may decide to spend 
  all their money before it is taken away. It is up to the Referee if 
  this is acceptable or not. For example, it is entirely believable for a 
  character taking a job as an engineer aboard a starship to invest 
  her mustering-out cash in the very best hostile-environment suit 
  available or for an amateur scientist to own an expensive personal 
  computer. Characters who wish to buy a golf bag full of guns and a 
  robot to carry it should be firmly discouraged. 
  Background
  Into the Glimmer Drift is set in the Domain of Gateway, part of 
  the Third Imperium, in the Year 993. The Domain is a somewhat 
  turbulent place at present, after the controversial appointment of a 
  new Archduke to oversee its affairs and a major war raging in the 
  Solomani Rim just a couple of sectors away. However, life goes 
  on, commerce continues, and starship operators need to make a 
  living. 
   
  The characters are among the crew or ‘mission personnel’ 
  aboard a merchant or scout ship operating in the Glimmerdrift 
  Reaches sector beyond the Imperial border. This can be a 
  hazardous occupation, especially in such difficult times, but 
  fortunes are made by taking risks, not by staying home.
   
  The following data is provided for the benefit of the Referee. 
  How much of it can be determined by the players, and with what 
  degree of accuracy, is a matter for the Referee to decide. In many 
  cases a simple search on the ship’s computer or any library terminal 
  will suffice to provide at least the bones of the information. 
  THE THIRD IMPERIUM
   
  The Third Imperium is a human-dominated empire of some 
  11,000 star systems. It is not a vast, monolithic structure. The time 
  lag inherent in interstellar communications makes this impossible. 
  Instead, the Imperium resembles a vast federation of worlds that 
  agree to certain common practices, and allow the Emperor and his 
  subordinates to deal with foreign policy, military affairs and similar 
  multi-world considerations while maintaining control of their internal 
  affairs. 
  IMPERIAL PRESENCE IN THE REGION
   
  Although Glimmerdrift Reaches sector is part of the Imperial 
  Domain of Gateway, most of it lies outside the Imperial border and 
  Imperial influence drops off as distance from the border increases. 
   
  Imperial presence in the sector is limited to a handful of worlds 
  at the Coreward end and a rather larger number in the Spinward-
  Rimward corner. These are separated by the Delphi Rift (also 
  known as the Darksky Gulf). It is thus not practical to administer 
  the Spinward-Rimward Imperial worlds from the Domain capital 
  at Annapabar in Ley Sector (to Coreward). Instead these Imperial 
  worlds are administered from Delphi, directly to Spinward, until 
  such time as the Imperial presence in the region grows to join both 
  groups of worlds. This is not expected to happen for centuries, if 
  ever. 
   
  The Imperium maintains a ‘zone of interest’ along its fringe and 
  regularly sends ships to trade with or show the flag at worlds within 
  3-4 parsecs of the formal border. Beyond that, influence drops off 
  fairly quickly and Imperial ships are increasingly rare.
   
  There is some friction along the border from time to time, but 
  for the most part the worlds and states close to the Imperial border 
  are used to their status as clients or independent worlds. Relations 
  are not always cordial, but understandings have been developed. 
  Cross-border trade and travel is common and many businesses 
  operate on both sides of the border. Law enforcement agencies 
  usually co-operate, much to the detriment of criminals seeking 
  refuge on the other side of the line. The Imperial Navy does make 
  anti-piracy sweeps beyond its borders, usually but not always with 
  the consent and cooperation of the local independent worlds. 
  INDEPENDENT WORLDS AND CLIENT 
  STATES
   
  Many of the worlds along the border of Gateway Domain are to 
  
  - 7 -
  a greater or lesser degree ‘client states’ of the Imperium. In effect, 
  they are friendly independents who allow Imperial Navy vessels 
  to use their ports and patrol their systems as a matter of course. 
  Trade links are strong and relations generally cordial. Joint naval 
  operations are not uncommon and extradition treaties are in place. 
  Imperial-registered ships arriving in port on such worlds are treated 
  more or less as if they were local shipping – papers are normally 
  accepted at face value and customs checks are no more rigorous 
  than usual. In return, client worlds are guaranteed protection 
  against aggression and can request aid from the Imperium in times 
  of trouble.
   
  Some worlds have formal Client status and are listed as such 
  in the star system data. Good relations with the Imperium and its 
  citizens can be taken for granted. Some other worlds are a kind of 
  ‘informal client state’ with friendly relations but no formal treaty in 
  place. Some words listed as Independent fall into this group.
   
  Other independent worlds are truly that; non-aligned. Some 
  are actually quite hostile to the Imperium and will harass ships 
  coming through their ports with endless paperwork or intense 
  customs inspections. Actual violence against Imperial citizens 
  acting lawfully would be a very stupid mistake, but some worlds 
  will do everything they can to discourage Imperial attention and 
  Imperial visitors.
   
  The majority of Independent worlds are fairly neutral in their 
  attitude to Imperial citizens, and treat them no better or worse than 
  any other visitors. Attitudes do shift, however, due to internal or 
  external factors.
  THE GRAND DUCHY OF STONER
   
  Situated along the Trailing edge of the Delphi Rift, the Grand 
  Duchy of Stoner comprises a handful of worlds in the Alpha 
  quadrant of the Glimmerdrift Reaches sector, and additional 
  holdings to Coreward, most of which enjoy a fairly high technology 
  level. 
   
  The original Grand Duke of Stoner was a Sylean noble who, 
  not caring for what Cleon Zhunastu (Emperor Cleon I) was doing to 
  the Sylean Federation, gathered his followers and headed out into 
  the unknown in a fleet of starships with the intent of founding his 
  own pocket empire. Centuries later, when the Sylean Federation 
  had become the Third Imperium its scouts contacted the Grand 
  Duchy which by then was well established and already a moderate 
  success. 
   
  While the Duchy has no real love for the Imperium, there is 
  no traditional enmity. Nevertheless, the Duchy is suspicious of 
  Imperial expansion and works through legal and economic means 
  to curtail it. Imperial corporations are not permitted to own facilities 
  or even maintain offices within the Duchy. 
   
  Most worlds of the Grand Duchy are ruled by either hereditary 
  Princes (there are several Princes, but the Grand Duke outranks 
  them) or Appointed Governors, most of whom are Dictators with 
  wide powers who answer directly to the Grand Duke.
   
  The Grand Duchy annexed the world of Gazala in 960 through 
  an economic masterstroke that saved the world’s failing economy. 
  Although Gazala gives its loyalty freely and wholeheartedly, its 
  deeply religious citizens are not truly integrated with the population 
  of the Grand Duchy as a whole. 
   
  The Grand Duchy of Stoner has a single armed force, the 
  Ducal Household, which encompasses ground troops, security 
  personnel, naval forces, emergency services and royal couriers. 
  Local (non Jump-capable) defense forces are backed up by Ducal 
  Reserves and Expeditionary Forces.
   
  The Ducal Household is well known for the arrogance of its 
  personnel, and vessels entering Stoner space can expect to be 
  stopped and searched by every naval vessel they encounter.
   
  THE GLIMMERDRIFT TRADE CONSORTIUM
   
  The Glimmerdrift Trade Consortium (or GTC) is a loose alliance 
  of worlds tied together by economic, rather than political, ties. The 
  Consortium is dominated by the high-tech economy of Fal, at the 
  Trailing edge of Glimmerdrift Reaches sector. It is not a regional 
  alliance but includes worlds scattered across the Glimmerdrift and 
  Crucis Margin sectors. 
   
  Based upon trade and industry, the Consortium supports a 
  range of agendas among its members, and while internal politics 
  can be rather ‘vigorous’, the Consortium is not expansionistic. Its 
  economic influence is felt across the sector, and there can be no 
  doubt that it can bring considerable power to bear if it chooses, but 
  for the most part the worlds of the Consortium – and the Consortium 
  itself – are content to mind their own affairs. Occasionally a world 
  petitions to join; most such requests are politely turned down.
   
  Member worlds of the Consortium have very different 
  governments, which deal with their own internal affairs. External 
  matters like foreign policy (such as it is) are the concern of the 
  Mercantile Council, a representative body which allocates votes to 
  member worlds based upon the size of their planetary economy. 
  The Council is divided into numerous factions, and any issue 
  requires an impressive amount of favors, influence and outright 
  bribery (of individuals and worlds) to achieve a decisive majority. 
  For this reason, Consortium affairs are normally in a state of 
  “chaotic stability”, where changes are minor and gradual despite 
  furious politicking on all sides. Outsiders find this situation rather 
  exhausting to enter into, which effectively keeps foreign firms 
  out of Consortium-influenced markets. This is probably not a 
  coincidence. 
   
  While the merchant cruisers of the Consortium range far 
  across the Sector (and even into Imperial space), firms based out 
  of the Consortium worlds tend to be local in nature, and have few 
  offices outside the member worlds.
   
  The Consortium has a fair proportion of non-humans among 
  its populace, including Vargr and some Wanderers, who have been 
  integrated in local culture for centuries. Relations with the 2000 
  worlds were at one point almost cordial, though the activities of the 
  Lords of Thunder have soured this relationship in recent years. 
   
  Border arrangements exist with neighboring powers, but only 
  as negotiated by individual member worlds. There are few formal 
  arrangements and treaties concerning the GTC as a whole – it 
  prefers to make peace through manifest benefits to both parties 
  rather than the formal wording of a treaty.
   
  The various member worlds maintain local defensive forces 
  and a few Jump-capable warships, but the nearest the Consortium 
  has to a Navy is the so-called “CP-CK Fleet”. This is a collection 
  of small warships (nothing bigger than a destroyer) on loan from 
  various worlds, assigned to “CP” (commerce protection) and “CK” 
  (corsair killing) duty. Seepies and Seekers (as they are colloquially 
  referred to) range beyond the systems of the Consortium, and 
  at times have been known to assault and occupy known pirate 
  havens.
   
  The majority of Consortium merchant cruisers are armed. 
  The larger ones carry bay weapons but none have spinal mounts. 
  However, these vessels are able to defend themselves against 
  most raiders and can even project force at a modest level, should 
  the Consortium ever need to. 
   
  Each planetary navy and merchant line has its own uniform, 
  though centuries of co-operation have resulted in commonality of 
  insignia and ranks, creating a modicum of corporate identity among 
  the diverse forces of the Consortium.
  
  - 8 -
  Glimmerdrift Reaches Sector
  Most of Glimmerdrift Reaches sector lies well beyond the borders 
  of any major state, so while influences are felt the region is in fact 
  somewhat fragmented. Populations are predominantly human, and 
  Vargr are less common than in Ley Sector to Coreward.
   
  Star density is rather low in the central area of the sector. 
  Some astrographers consider this region to be an extension of the 
  Darksky Gulf (or Delphi Rift), though it contains far more stars than 
  what is normally considered Rift space. The low-density central 
  area is known as the Glimmer Drift, since it contains numerous 
  clouds of interstellar gas. It is bounded to Spinward-Rimward and 
  Coreward by a region of true rift some 2-5 parsecs deep. This rift 
  presents navigation problems, as it can only be crossed by Jump-
  2 ships at two points, though once across the gulf, traversing the 
  Glimmer Drift is somewhat easier.
   
  The Glimmerdrift Reaches sector is a battleground for 
  Solomani and Imperial agents trying to create sympathy for their 
  respective causes. The Solomani could use neutral worlds in the 
  Reaches as a base for commerce raids into the Imperium (indeed, 
  it is suspected that they already are doing so), and are constantly 
  seeking alliances or basing agreements. Thus many worlds are 
  equipped with Solomani weaponry sold at knockdown prices in 
  return for a little political favor. Both sides are using all the tools 
  at their disposal, from flag-showing naval vessels and economic 
  assistance to covert action and blatant strongarm tactics to prevent 
  the other from gaining an advantage.
   
  This adventure is primarily concerned with events in the Kraxin 
  and Williamsburg subsectors of Glimmerdrift Reaches sector. 
  There are no Imperial worlds in these two subsectors, and only one 
  formal Imperial Client. Some worlds do feel considerable Imperial 
  influence, but for the most part the Grand Duchy of Stoner is more 
  influential than the Imperium. 
  THE 
  GLIMMER 
  DRIFT, 
  STARREACH 
  GULF AND 
  KULDERSEN DEEP
   
  The Rimward end of Glimmerdrift Reaches sector is divided 
  into two regions by the Starreach Gulf, an extension of the Delphi 
  Rift that extends from Coreward-Spinward to Rimward-trailing. The 
  Gulf is a major obstacle to navigation, and can only be crossed by 
  Jump-2 ships at two points. Neither lies within the region covered by 
  this adventure. Just to Coreward of the Starreach Gulf, the ‘central’ 
  region of the sector is known as the Glimmer Drift which (unlike the 
  Darksky Rift) contains a number of gaseous clouds that glitter with 
  reflected starlight. The Glimmer Drift is a region of relatively sparse 
  stars. The Rimward ends of Kraxin and Williamsburg sectors lie in 
  the Glimmer Drift, while the Coreward end of Williamsburg us split 
  by the Kuldersen Deep. 
   
  Crossing the Deep without taking a long detour to Coreward 
  requires a Jump-3 ship or passage via Didan into the Starfall 
  Cluster, most of which lies in neighboring Tasman subsector. The 
  difficulty of navigating these regions has shaped the pattern of 
  colonization and development in the sector for many centuries.  
  THE FARREACH MARGRAVATE
   
  The Margravate is a fairly large interstellar state centered on 
  three clusters of worlds, lying mostly in the Delta quadrant of the 
  Glimmerdrift Reaches sector and thus outside the area covered 
  in this adventure. It is possible that its trade ships and the odd 
  patrol vessel might be encountered. However, the Margravate has 
  problems on its Rimward border and is unlikely to be very active to 
  Coreward at this time. 
   
  The Margravate has existed (in one form or another) since 
  the last days of the Rule of Man, though in that time is has been 
  conquered, liberated, expanded, reduced to only 3 worlds, and at 
  least twice wracked by internal wars.
   
  The Margravate is a very loose organization ruled by an 
  elected council headed by the hereditary Margrave. In recent times 
  the central government has become little more than a political 
  ornament and as a result the Margravate is in deep decline. Central 
  control has broken down, the Margrave has been nothing but a 
  figurehead for centuries and member worlds have been jockeying 
  for influence and control over their neighbors for decades. It seems 
  likely that the Margravate will break up sometime in the next few 
  decades, though the dissolution is not likely to be very violent. 
   
  The Loyal Nineworlds Republic, located to Rimward in the 
  Sepik subsector, has annexed the world of Shoehorn and seems 
  inclined to keep taking territory in the region. Protests (probably 
  the only means of retaliation the Margravate has available) have 
  not deterred the Republic, and if expansion continues a conflict of 
  some sort becomes increasingly likely. 
   
  This is not a conflict the Margravate can win.
   
  The Margravate has traditionally maintained a naval force 
  controlled by the central government. This force is composed of 
  vessels constructed specifically for it, and crewed by personnel 
  from across the polity. However, the Margravate Navy is bitterly 
  divided along factional lines, and no longer properly controlled by 
  the central government due to planetary influences being brought 
  to bear. Many worlds want to see its resources divided up among 
  them. Ironically, the only obstacle to this is lack of agreement on the 
  division.
   
  In addition to the Navy vessels, various member worlds 
  maintain private navies, some of which are coming to rival the 
  Margravate Navy in size and capability. Vessels are mainly in the 
  light cruiser size range, but tend to be generalist designs carrying a 
  small wing of fighters, some ground troops and craft for them, and 
  a light spinal mount.
   
  THE STARFALL CLUSTER
   
  At the very edge of the region covered by this adventure lies 
  the world of Starfall. Starfall is part of the Starfall Cluster, a location 
  covered in a forthcoming supplement from QLI. The cluster is not a 
  unified power and does not exert major influence on this adventure, 
  except that ships of the Glimmerdrift Trade Consortium use the 
  cluster as a stepping-stone on their way Spinward towards Imperial 
  territory.
  
  - 9 -
  KRAXIN SUBSECTOR
   
  Kraxin Subsector has only one multiworld state, the Grand Duchy of Stoner. It comprises nine star systems, of which eight are located 
  in the  Stoner Cluster. Only Gazala, important as a Jump-2 link Coreward, lies beyond the cluster.
   
  The remaining 16 worlds of the subsector are all independent, and are mostly quite undeveloped.  
   
  Just to Rimward of the midline of the subsector a finger of the Darksky Gulf (or Delphi Rift) divides the subsector and makes Jump-2 
  transit difficult. 
  WORLDS OF KRAXIN SUBSECTOR
  Allegiance Codes: X - Non-Aligned; I - Imperial (Domain of Gateway); Ic - Imperial Client State; Gs - Grand Duchy of Stoner
  Name
  Loc.  UWP
  Bases
  Codes
  PBG Allegiance/Stellar
  Adasha        
  0912 E785675-2    
  Ag Ni Ri           
  625 X M2 V    
  Modoc   
  0919 E65A303-5    
  Wa           
  223 X K6 V 
  Irda          
  1013 A4238BA-7    
  Na Po              
  500 GS K2 III M3 V  
  Gesham        
  1014 B10088D-9    
  Na Va              
  601 GS G2 V    
  Ember
  1018 C989332-7          
               
  724 X M2 V K6 D  
  Massen’s World   
  1112 B6468AC-6    
  Ag                 
  515 GS G4 V    
  Stoner        
  1113 B100ACB-E   
  N
  In                 
  810 GS A3 V    
  Iikhi         
  1114 D100462-9    
  Va                 
  515 GS M7 V    
  Khad Khabar  
  1212 B310885-6    
  Na                 
  712 GS M4 V M6 D  
  Irge          
  1213 B879457-C   
  Ni                 
  303 GS M3 V    
  Geon          
  1215 E647985-6   
  In                 
  415 X G1 V M8 D  
  Lagu          
  1219 E100400-8    
  Va                 
  803 X M0 V    
  Gazala        
  1311 D100AEC-D   
  In                 
  201 GS M5 III    
  Urmek            
  1313 D788563-6    
  Ag Ni Ri           
  902 GS G4 V F7 D  
  Shinan   
  1319 C422594-A    
  Ni Po              
  420 X M0 V    
  Grand Endeavor  
  1413 A475769-A    
  Ag                 
  102 X K8 III    
  Hope Rock   
  1414 E110489-5    
  Ni                 
  114 X M2 V M2 D  
  534-817       
  1417 B6A2100-D                       
  105 X M7 V    
  Uukishku      
  1420 B100574-B    
  Ni Va              
  501 X K2 V K6 D  
  Burukansse 
  1511 A542548-B    
  Ni Po              
  604 X M2 V    
  Kalder
  1515 E200200-5    
  Va                
  401 X F5 III    
  Kalash Nain      
  1520 X696389-0                       
  712 X M0 V    
  Kibarlimmar   
  1611 C756453-5    
  Ag Ni              
  800 X K2 IV A2 D  
  Gurgaliinash  
  1613 C672756-6    
  Ni                 
  704 X M3 III    
  Drahcir       
  1616 E300A96-8    
  In                   
  514 X A3 V  
  
  - 10 -
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  Kraxin Subsector
  Thorstone
  Glowing
  Williamsburg
  Poonch
  Adasha
  E
  Xx
  Modoc
  E
  Xx
  Irda
  A
  GS
  Gesham
  B
  GS
  Ember
  C
  Xx
  B
  GS
  STONER
  B
  GS
  Iikhi
  D
  GS
  Khad Khabar
  B
  GS
  Irge
  B
  GS
  GEON
  E
  Xx
  Lagu
  E
  Xx
  GAZALA
  D
  GS
  Urmek
  D
  GS
  Shinan
  C
  Xx
  Grand Endeavor
  A
  Xx
  Hope Rock
  E
  Xx
  534-817
  B
  Xx
  Uukishku
  B
  Xx
  Burukansse
  A
  Xx
  Kalder
  E
  Xx
  Kalash Nain
  X
  Xx
  Kibarlimmar
  C
  Xx
  Gurgaliinash
  C
  Xx
  DRAHCIR
  E
  Xx
  0911
  0912
  0913
  0914
  0915
  0916
  0917
  0918
  0919
  0920
  1011
  1012
  1013
  1014
  1015
  1016
  1017
  1018
  1019
  1020
  1111
  1112
  1113
  1114
  1115
  1116
  1117
  1118
  1119
  1120
  1211
  1212
  1213
  1214
  1215
  1216
  1217
  1218
  1219
  1220
  1311
  1312
  1313
  1314
  1315
  1316
  1317
  1318
  1319
  1320
  1411
  1412
  1413
  1414
  1415
  1416
  1417
  1418
  1419
  1420
  1511
  1512
  1513
  1514
  1515
  1516
  1517
  1518
  1519
  1520
  1611
  1612
  1613
  1614
  1615
  1616
  1617
  1618
  1619
  1620
  (subsector F of Glimmerdrift Reaches sector)
  Naval Base
  Scout Base
  Way Station
  Grand Duchy
  of Stoner
  Massen's World
  
  - 11 -
  WILLIAMSBURG SUBSECTOR
   
  There are no multiworld polities in Williamsburg subsector. The major grouping of worlds in the quadrant, the Broken Chain, is a 
  Jump-1 main with a single 1-parsec break stretching from Akhag at the Spinward end, right across the subsector and on into Tasman 
  subsector via Nu Khidam and Miracle. The smaller half (the Broken Links) centers on Wideocean, while the major half (the Chain Majoris) 
  contains 14 worlds, of which few have any major importance. The Broken Chain provides a trade link to the worlds of the Glimmerdrift 
  Trade Consortium to Trailing and the Farreach Margravate to Rimward.
   
  Linked to the Broken Chain by the Didan system is another significant grouping, the 10 worlds of the Starfall Cluster which includes 
  one of the most high-tech worlds in the sector, Idam Lee.
  WORLDS OF WILLIAMSBURG SUBSECTOR
  Allegiance Codes: X - Non-Aligned; GT - Glimmerdrift Trade Consortium
  Name
  Loc.  UWP
  Bases
  Codes
  PBG Allegiance/Stellar
  Gloriana 
  1712 C11068A-B
  Na Ni             
  404 X M3 V    
  Siigi         
  1714 E594646-3
  Ag Ni              
  612 X M9 III    
  Anish Ishas    
  1715 B765668-8    
  Ag Ni Ri           
  200 X K9 V    
  Akhag         
  1718 A624559-C   
   Ni                 
  614 X K0 V    
  Bubi          
  1810 E464313-7                       
  903 X G7 V    
  Wideocean
  1816 B98A620-8    
  Ni Wa              
  300 X M1 V K1 D  
  Udar’s Dagger   
  1817 C79879C-4    
  Ag                 
  204 X K1 V A6 D  
  Aapizishga    
  1913 B262653-A    
  Ni Ri              
  403 Cs M3 V    
  Zarkhakugsi   
  1916 C244678-9    
  Ag Ni              
  322 X M7 II A0 D  
  Tailend    
  2115 C786764-3
  Ag Ri            
   
  204 X K7 V    
  Bartle      
  2117 C64A634-9
  Ni Wa              
  602 X M3 V K2 D  
  Sea of Light   
  2118 B567356-8                       
  503 X G2 V F8 D  
  Eda           
  2211 A100544-F    
  Ni Va            
  505 X G3 V M2 D  
  Shuriken  
  2212 B300568-A    
  Na Ni Va      
  904 X K0 III    
  Cixntha       
  2215 C100999-A    
                  
  400 X M3 V M9 D  
  015-424       
  2216 E7A08BC-4    
  De               
    
  703 X M3 V    
  Miller’s Reach    
  2218 D344348-6                      
  821 X G7 V    
  Am            
  2319 C110513-7                       
  223 X M9 V K1 D  
  Starfall   
  2411 B654554-B
  Ag Ni           
   
  803 X M2 V    
  Didan       
  2415 C629301-8                       
  300 X M5 V M7 D  
  Nu Khidam 
  2417 E765255-5                       
  403 X K0 V A2 D  
  Miracle            
  2418 B755675-B    
  Ag                
  800 X M4 III F4 D  
  
  - 12 -
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  Williamsburg Subsector
  Tri-Empire
  Kraxin
  Tasman
  Sosie
  Gloriana
  C
  Xx
  Siigi
  E
  Xx
  Anish Ishas
  B
  Xx
  Akhag
  A
  Xx
  Wideocean
  B
  Xx
  Udar's Dagger
  C
  Xx
  Aapizishga
  B
  IC
  Zarkhakugsi
  C
  Xx
  Tailend
  C
  Xx
  Bartle
  C
  Xx
  Sea of Light
  B
  Xx
  Eda
  A
  Xx
  Shuriken
  B
  Xx
  CIXNTHA
  C
  Xx
  015-424
  E
  Xx
  Miller's Reach
  D
  Xx
  Am
  C
  Xx
  Starfall
  B
  Xx
  Didan
  C
  Xx
  Nu Khidam
  E
  Xx
  Miracle
  B
  Xx
  1711
  1712
  1713
  1714
  1715
  1716
  1717
  1718
  1719
  1720
  1811
  1812
  1813
  1814
  1815
  1816
  1817
  1818
  1819
  1820
  1911
  1912
  1913
  1914
  1915
  1916
  1917
  1918
  1919
  1920
  2011
  2012
  2013
  2014
  2015
  2016
  2017
  2018
  2019
  2020
  2111
  2112
  2113
  2114
  2115
  2116
  2117
  2118
  2119
  2120
  2211
  2212
  2213
  2214
  2215
  2216
  2217
  2218
  2219
  2220
  2311
  2312
  2313
  2314
  2315
  2316
  2317
  2318
  2319
  2320
  2411
  2412
  2413
  2414
  2415
  2416
  2417
  2418
  2419
  2420
  (subsector G of Glimmerdrift Reaches sector)
  Naval Base
  Scout Base
  Way Station
  
  - 13 -
  World Data
   
  It is not possible to detail every world the characters are likely 
  to visit during the course of this adventure, nor is it really desirable. 
  Referees can flesh out the UWP data presented in this adventure 
  as necessary.
   
  A number of worlds are detailed here, either because they 
  have a significant influence on the region or because the adventure 
  is likely to take the characters there. 
  GRAND ENDEAVOR
  Grand Endeavor  1413 A475769-A      
  Ag                  
  102 X K8 III 
   
  Settled long ago, during the Rule of Man, Grand Endeavor was 
  to have been the base and staging point for the settlement of what 
  is now the Stoner Cluster. This project was not a success and for 
  many years Grand Endeavor was little more than a self-sufficient 
  agricultural colony.
   
  Today, the world is ruled by a planetary governor answering 
  to the Grand Duchy of Stoner, which has gradually taken over the 
  world’s economy and finally its administrative apparatus. Grand 
  Endeavor is not a formal member of the Grand Duchy but is 
  certainly moving in that direction. It is expected that a Hereditary 
  Prince will be appointed soon (possibly the current governor) and 
  the world will be absorbed at that time. 
   
  At present Grand Endeavor’s excellent starport provides refits 
  for visiting vessels and builds ships under contract to buyers across 
  the subsector and beyond. The port and associated Startown are 
  the hub of the world’s economy and governmental apparatus, with 
  the majority of the ten million planetary inhabitants living within 
  500km of the port. The remainder are scattered in small agricultural 
  communities across the entire planetary land mass.
   
  The Grand Duchy of Stoner maintains a regular naval 
  presence in the system. Most shippers find it more convenient to 
  sell their cargoes here rather than enter or cross Stoner space, 
  so Grand Endeavor sees a great deal of commercial activity in its 
  portside mercantile quarter. 
    
  KALDER
  Kalder 
  1515 E200200-5      
  Va                 
  401 X F5 III  
   
  Kalder is a rockball world with no atmosphere and no free-
  standing water. Its 400 inhabitants are miners or their families, 
  scraping a living from the world’s deposits of gold, platinum and 
  copper. Most of the proceeds go on offworld mining equipment and 
  life-support gear, since Kalder’s machine shops can only produce 
  crude and bulky (but robust) items for use in the field. 
   
  Most ships entering the Stoner Cluster go around via 
  Gurgaliinash, bypassing Kalder and Hope Rock. It is not hard to 
  see why.
  GURGALIINASH
  Gurgaliinash   
  1613 C672756-6      
  Ni                  
  704 X M3 III 
   
  Significant as a Jump-2 link into the Stoner Cluster, 
  Gurgaliinash is a dry but otherwise reasonably pleasant world 
  inhabited by some seventy million humans. Unusually for the 
  region, the world has a Vilani name. How this came to be is lost in 
  history, but the commonest theory is that the world was settled by 
  a Vilani group fleeing the conquest of the Ziru Sirka by the Terrans. 
  Certainly there are Vilani traditions to be observed among the 
  population, though the bloodline has been thoroughly diluted over 
  time.
   
  The world is self-sufficient and makes a decent profit on 
  servicing starships crossing to and from the Stoner Cluster. Away 
  from the port region life goes on at a steady and comfortable pace 
  as it has since time immemorial. Although the planetary tech level 
  is relatively low, there is a fair amount of offworld technology 
  available to the locals via trade with Grand Endeavor, and many 
  families have a few TL-A conveniences.
   
  The people of Gurgaliinash are apparently content with their 
  gentle way of life and while they are friendly and welcoming to 
  offworlders, they have no desire to adventure or seek fortunes 
  among the stars. 
  DRAHCIR
  Drahcir        
   1616 E300A96-8      
  In               
  514 X A3 V 
   
  An industrialized mid-tech world with a very large population 
  (a little over 50 billion people), Drahcir is the other reason why 
  trader ships enter the Stoner Cluster via Gurgaliinash. The world’s 
  impersonal bureaucratic government has for centuries espoused 
  a policy of isolationism, to the point where the locals are openly 
  hostile to offworlders.
   
  The ‘E’ port designation refers to facilities that are available 
  to visitors (i.e. hardly any). The world government has a number 
  of military and industrial spaceports available and maintains a 
  large force of low-tech missile boats on patrol in the system. 
  Clunky space vessels ply regular routes between various mining 
  and industrial outposts and tugs drag ice asteroids into orbit over 
  the mainworld, ready to be stripped and added to the planetary 
  resources. 
   
  The system receives very few visitors, though a few traders 
  have managed to establish working relations.
  ANISH ISHAS
  Anish Ishas     
  1715 B765668-8      
  Ag Ni Ri            200 X K9 V 
   
  A rich agricultural world, Anish Ishas is an important link 
  between the Broken Chain and the Stoner Cluster, and thus 
  represents prime real estate. Its large and well-equipped starport 
  sees considerable traffic and refits starships at very reasonable 
  rates. Despite this, visitors approach Anish Ishas with caution. 
   
  The world was effectively conquered in a coup by offworld 
  forces in 986 and remains an occupied territory. The origin of these 
  forces is unknown and their equipment was a mix of Imperial, 
  Solomani and Stoner-made systems of a sort that can be obtained 
  anywhere in the sector. The invaders fielded the equivalent of 
  a brigade of grav cavalry equipped to TL A or so, but with the 
  advantage of surprise (and, apparently, some infiltration ahead 
  of time) this force was more than enough to over-run the stunned 
  defenders and establish a military dictatorship in a matter of days.
   
  Since the occupation, the new world government has treated 
  visitors with extreme courtesy and taken pains to ensure ‘business 
  as usual’, though large numbers of offworld mercenaries equipped 
  with local TL-8 weapons have now been brought in to suppress 
  unrest. Control is very tight in the port region, but there is open 
  rebellion in more distant areas. The high-tech forces make the 
  occasional sweep but for the most part the rebels are opposed by 
  TL-8 forces using an effective combination of brutality and lenient 
  treatment for those who surrender. It seems likely that there will 
  be trouble for some years to come, but the invaders are steadily 
  winning their campaign.
   
  The dictatorship is actively courting the Grand Duchy of 
  Stoner, presumably in the hope of gaining recognition as the 
  legitimate government of Anish Ishas.   
  WIDEOCEAN
  Wideocean 
  1816 B98A620-8      
  Ni Wa         300 X M1 V K1 D
   
  Wideocean is, as its name suggests, almost completely 
  covered in deep oceans. The three million or so inhabitants dwell 
  on widely separated island chains which each have their own 
  
  - 14 -
  democratic government. These in turn participate in the planetary 
  democracy. 
   
  Wideocean is a warm and pleasant world with bountiful 
  seas that yield vast amounts of food and farmed seaweed for 
  very little effort. As a result the locals are a laid-back and friendly 
  bunch who can be infuriating to offworlders simply because of 
  their habit of putting off anything that can possibly be done later. 
  Many employees at the Starport are in fact offworlders used to a 
  faster pace of life. Even a fairly lazy worker from, say, Stoner, is 
  a workaholic by Wideocean standards and can command a very 
  good salary on account of being far more productive and efficient 
  than the equivalent Wideoceaner. 
   
  Wideocean is a popular place for crews to put their ship in for 
  a fortnight’s refit at the port and take a holiday, and for spacers to 
  retire to. Many come to the port near the end of their career, work 
  for a few years on a high salary, gradually winding down to a more 
  ‘local’ pace. When they have acclimatized to the glacial pace of 
  local life, retirees buy a retirement home to spend the next few 
  years sitting on the porch of, watching the two suns set over the 
  vast oceans. 
   
  There is a small but significant trend in the opposite direction: 
  aging but highly experienced spacers who wake up one morning 
  and realize they cannot stand another day of lazy retirement on a 
  sunny beach and rush to the Starport to sign up with any ship that 
  will let them work for a living.
  SEA OF LIGHT
  Sea of Light    
  2118 B567356-8                        
  503 X G2 V F8 D 
   
  The gas clouds that give the Glimmer Drift its name are 
  particularly dense near the system of Sea Of Light, illuminating the 
  night sky in a breathtaking rainbow of scattered starlight. The world 
  is very nearly a T-prime planet – i.e. it is ideal for human habitation. 
  Despite this, it has only five thousand permanent inhabitants, most 
  of whom live and work around the Starport. 
   
  Most of the planet is virgin wilderness. It has probably been 
  explored several times, but there are no records of a planetary 
  survey at the starport. Odd groups of homesteaders and 
  prospectors occasionally arrive and head out into the wilderness for 
  various reasons. Thus there are a few little settlements scattered 
  all over the world; not all of these are included in the population 
  figures.
   
  Occasional rumors surface that ruins of an earlier civilization 
  have been found, but these remain unproven. Natural resources 
  are rather scarce, making mining a losing proposition, so the world 
  remains a stopover on the Broken Chain and nothing more.  
  EDA
  Eda            
  2211 A100544-F      
  Ni Va        505 X G3 V M2 D  
   
  Eda is the highest-technology world in the sector. Indeed, 
  its technology is in advance of anything outside the prototype 
  laboratories of the Imperium. However, with its relatively small 
  population base (500,000 individuals), Eda’s industrial and 
  therefore export capability is rather low.
   
  Eda was settled quite deliberately by a very well-prepared 
  expedition from Terra. They sought a world with good natural 
  resources, which was fairly isolated and also of little interest to 
  colonial groups seeking a Terra-like home. The early settlers 
  intended to ensure they would be left alone to develop their world 
  until the colony was past the vulnerable early stages. 
   
  The colonists were right, and as the Long Night drew in their 
  small but sustainable industrial base allowed them to construct 
  new starships and to trade for what they needed throughout the 
  dark years. Eda was one of the few beacons that shone out in the 
  darkness of the Long Night; never flickering or dimming. 
   
  With a long history of technological society, it is hardly 
  surprising that the people of Eda have reached a high level of 
  development; indeed, the only real reason why they have achieved 
  more is the essentially conservative nature of Edan society. Every 
  development must be tried and tested. Every change must be 
  sustainable. Reliability is more important than performance. 
   
  This deep-rooted conservatism features elsewhere in the 
  Edan psyche. The world is welcoming to visitors and traders – 
  indeed, its starport is something of a wonder – but is not accepting 
  of immigrants. Eda’s three cities are maintained at a comfortable 
  level of population, and only a handful of immigrants are accepted 
  every year. Conditions for acceptance are difficult to meet, and 
  all immigrants are considered to be probationary for at least a 
  generation.
   
  For those who are full members of Edan society, life is good. 
  Standards of living are very high, and laws are fairly relaxed. 
  Individual conservatism is more of a factor than intrusive law 
  enforcement. The eager traders who come to Eda Starport seeking 
  high-tech items for sale provide a handsome income which is 
  spread across the whole of the population by Eda’s well-regulated 
  economy. 
   
  Some traders are disappointed, however; Eda does not 
  sell weapons of any sort to anyone. Even the craftsperson-built 
  starships constructed at the small orbital yards are supplied 
  unarmed and lacking fire control. Weapons and supporting 
  systems must be obtained elsewhere, though Eda’s yards will fit 
  systems supplied by the buyer. 
   
  It should be noted that as the only source of TL-F starships 
  in the sector, Eda can charge what it likes to those who desire the 
  technological edge these vessels give them, and are willing to take 
  the risk of a breakdown far from the only port able to provide proper 
  spares. Ships are practically hand built; even standard designs 
  cannot be said to be mass-produced. Eda manufactures the best 
  starships in the region, but only for those who can afford to pay well 
  over the odds. 
  CIXNTHA  
  Cixntha        
  2215 C100999-A      
  Va             400 X M3 V M9 D  
   
  A link on the Broken Chain, Cixntha is a tidally locked, airless 
  rockball orbiting close to its primary. As a result, the “bright face” is 
  a scorched wilderness while the “cold face” is cratered by meteor 
  impacts. Between the two lies the twilight region where most of 
  the world’s population and industry are found. A belt of arcologies 
  linked by subterranean transit tubes circles the twilight region and 
  houses 90% of the world’s 4 billion population. The remainder 
  dwells in mining or industrial outposts, or in subterranean cities on 
  the bright or cold faces. 
   
  Cixntha’s main exports are light industrial produce and TL-
  A electronic systems, and the process of mining, refining and 
  using the raw materials required to support this industry employs 
  a sizeable percentage of the population. The populace are ruled 
  by a restrictive (but not particularly oppressive) bureaucratic 
  government.
   
  Visitors to Cixntha are struck by its drabness more than 
  anything else. Clothing styles tend to be tasteful and functional, 
  ornamentation is sober; even park areas are formally laid out 
  according to strict rules that make them all seem alike.  Cixnthan 
  art and music are mass-produced and, to an outsider at least, 
  extremely boring. Some observers prefer to describe both art 
  and music as “subtle”, implying that true appreciation is beyond 
  the understanding of the uneducated masses. This piece of 
  snobbishness has been at least partially successful – Cixnthan art 
  and music have enjoyed considerable export success in the past 
  few years, being bought mainly by people who don’t want to admit 
  
  - 15 -
  that they, too, find it boring and drab for fear of seeming like cultural 
  Neanderthals.
   
  Cixntha’s small starport is situated on the Cold Face, a 
  thousand kilometers from the nearest Arcology but close to an 
  industrial marshaling point. As well as a stopover for trade ships 
  plying the Broken Chain, Cixntha Down acts as a port of registry 
  for many independent vessels. Most ships registered out of 
  Cixntha have nothing to do with the world, other than as a flag 
  of convenience. Cixntha conducts workmanlike checks on the 
  legality and spaceworthiness of vessels using its flag, and so its 
  endorsement is considered to be worth paying the high registry fee 
  for.
   
  Probably the only thing about Cixntha that is not drab is the 
  cuisine. Almost the entire food production on-planet comes from 
  vast algae tanks and tiny gardens and microfarms. Making anything 
  interesting to eat out of these limited raw materials is a challenge, 
  so when a Cixnthan chef has access to shipments of spices and 
  frozen produce from other worlds, he or she plunges into the task 
  with heart and soul – and the results are simply incredible. 
  015-424
  015-424        
  2216 E7A08BC-4      
  De                  
  703 X M3 V 
   
  A desert world with an atmosphere unbreathable to humans 
  without technological assistance, 015-424 is a refuelling point on 
  the Broken Chain for Jump-1 ships. Jump-2 vessels bypass it. 
   
  Incredibly, the world has a human population; seven hundred 
  million people call this world home (in point of fact they call it 
  Arakhransia, a local dialect word that translates as ‘gigantic 
  desert’). The population dwell in virtual slavery in underground 
  cities that were clearly built at a higher tech level than the world’s 
  current sustainable TL of 4. The government, which is a highly 
  unpopular dictator and his followers, maintains control through 
  brutal oppression. Since venturing onto the surface is death without 
  proper equipment, and protective equipment is controlled by the 
  dictator (who also controls the environmental support systems), the 
  populace have little choice but to submit.
   
  The human civilization on 015-424 is in deep decline and 
  despite some ingenious attempts to replace high-tech life support 
  gear with crude mechanical systems, the cities cannot last more 
  than a couple more centuries without external assistance. This is 
  the last thing the dictator wants, so the downward spiral is set to 
  continue. 
   
  The few ships that do come to 015-424 are directed to a special 
  community peopled by supporters of the Dictator and are treated 
  well; some visitors realize that things are very bad elsewhere but 
  many leave without ever realizing that there are other cities at all. 
   
  The Dictator’s forces do patrol the surface whenever possible, 
  picking over the ruins left behind by their declining civilization. They 
  have some offworld weapons and systems available but for the 
  most part rely on bulky TL-4 air supply units for survival.
   
  Note that most library data entries list 015-424 as having a 
  single settlement at Takraf Plateau, inhabited by some thousands 
  of people, and make no mention of the rest of the population. The 
  existence and the state of the remainder is known to some crews 
  that ply the Broken Chain, and is suspected by others. It is possible 
  to uncover this information by talking to crews who have visited 
  the world, but it is by no means common knowledge. Most spacers 
  prefer not to consider the fate of the rumored other inhabitants of 
  the world, so take 015-424 at face value and decline to investigate 
  further. 
  Referee’s Overview
   
  The Imperium has a shortage of escort and patrol ships 
  suitable for anti-piracy and similar duties. Many such vessels have 
  been called away as a result of the Solomani Rim War. A number 
  of compromises have therefore been made in order to close the 
  gap somewhat. One option is the recall of Scout Service vessels 
  for patrol work, and another is the deployment of second-line ships 
  reactivated from the ‘mothball fleets’ situated at the naval depot In 
  Ley Sector.
   
  There is still a shortage, however, and every borderline-
  capable warship that can be assigned to patrol a safe rear area 
  frees a patrol cruiser or a close escort for operations among the 
  more hazardous border systems.
   
  In the early months of the war, the Third Imperium enjoyed a 
  mature TL14 capability, but constant efforts are underway to push 
  the technical boundaries, efforts that will someday lead to a TL15 
  rating. The Testbed Ramada class close escorts are an artifact 
  of these efforts. The Ramada class is a standard close escort, a 
  reliable workhorse of the fleet used for patrol work along with its 
  designed role as a close escort for larger warships. A handful have 
  been converted as testbeds for new electronic systems, notably 
  fire control and ECM systems, which are far in advance of those 
  installed in current warships. Were one of these testbed ships to 
  fall into the hands of a rival power, the Imperium’s technical edge 
  would be seriously eroded.
   
  Normally, testbed ships are operated under strict security 
  in safe area, but with the shortage of vessels some of Depot’s 
  Testbed Ramadas were assigned to low-risk areas to free up 
  regular ships for other operations. One such vessel, INS Akahasii, 
  was inadvertently transferred to escort an important merchant 
  convoy bound for the Imperial naval base at 025-841. Resembling 
  (and registered as) a normal Ramada, the Akahasii was unable to 
  refuse the transfer order without revealing her status, something 
  her captain was expressly forbidden to do. The best thing for it 
  seemed to be to send a request for a special recall back to depot 
  (which would go straight over the subsector admiral’s head and 
  result in a transfer back to the safer region around Depot) and to go 
  along with the convoy until the recall arrived.
   
  The convoy was attacked en route, by two unbelievably daring 
  Solomani commerce raiders working in concert with a merchant 
  ship forming part of the convoy. Although the ringer merchant was 
  destroyed and one of the raiders suffered heavy damage, most 
  of the escort was taken out in the initial surprise assault, and the 
  escort commander ordered the convoy to scatter.
   
  Commander Alix Fenemann, commanding officer of the 
  Akahasii, had a clear duty to preserve his vital ship by Jumping 
  out. However, he also had a duty to the helpless merchant spacers 
  he was sworn to defend. Interposing his ship between one of the 
  raiders and a fleeing freightliner, Fenemann engaged the surviving 
  raider. Akahasii scored several telling hits, but the much larger 
  Solomani Kormoran class commerce raider was able to take the 
  punishment and hit back even harder. 
   
  With the rest of the escort force crippled or destroyed and the 
  raiders slaughtering the convoy, Fenemann ordered the merchants 
  to make an immediate Jump despite the risks. The convoy was 
  at that time within the 100-diameter limit and Misjumps were a 
  distinct possibility. His vessel made a stand to keep the raiders off 
  the convoy then, facing two battered but superior foes, made the 
  choice between a risky emergency Jump with a damaged drive and 
  certain destruction. 
   
  INS Akahasii is now listed as overdue, presumed lost.
   
  Details of this engagement were recovered in the wreckage 
  
  - 16 -
  of one of the escort ships. It is known that INS Akahasii was hit as 
  she entered Jump, which is likely to have caused a Misjump even 
  without other factors. It is likely that the vessel was destroyed, or 
  that she emerged from Jumpspace in a remote location and now 
  drifts in deep space. 
   
  Assuming she did Misjump, if she came out in Imperial space 
  she will eventually be found. But if the testbed ship emerged 
  beyond the Imperial border it is just possible that a rival power 
  might find the wreck and salvage it. This is not a palatable option, 
  so Imperial Naval Intelligence maintains a low-key search for the 
  vessel. It has been nearly two years since the incident and while 
  various rumors have been followed up, so far not a trace has been 
  found. 
   
  Until now, that is. 
   
  A Naval Intelligence officer operating covertly out in the 
  Glimmerdrift Reaches has turned up a rumor of a battle-damaged 
  wreck crashed on a world in the Glimmer Drift. His standing 
  orders require that all such rumors be followed up. However, 
  he is operating alone, gathering intelligence and passing it up a 
  long chain back to Ley Sector. He cannot leave his post at Grand 
  Endeavor to investigate and has no-one else to send. Unless of 
  course he uses freelancers.  And so, with some reluctance, Imperial 
  Naval Intelligence seeks a band of adventurers to investigate the 
  wreck and recover or destroy the data cores.
   
  Unfortunately the agent is known to Solomani Security, who 
  also maintain agents in the region. They are interested as to what 
  Naval Intelligence is doing out here and will send their own agents 
  to shadow the characters. These agents have orders to take 
  whatever actions are necessary. They would just love to return with 
  a prize like the Testbed Ramada’s computer cores… 
  PLAYING OUT THE ADVENTURE
   
  The characters will not be told the significance of their mission. 
  As far as INI are concerned it might be a wild goose chase anyway, 
  and it would not be wise to reveal that there may be a high-tech 
  treasure lying around out there. So instead the characters are 
  given a general mission and sent off to search.
   
  Naval intelligence does not know exactly which planet the 
  wreck is on. The rumor that came in was garbled and confused, to 
  say the least. The characters will have to search several worlds and 
  may have all manner of incidental adventures along the way. They 
  will eventually come to the attention of Solomani Security, which 
  will make an effort to find out exactly what they are doing, then kill 
  them and steal the computer cores.
   
  The early stages of the adventure will be along the lines of 
  a trading cruise across the Kraxin and Williamsburg subsectors, 
  with a little investigation on each world along the way. It eventually 
  becomes clear where the wreck is located (on 015-424), but after 
  arriving there the characters will have to locate it and recover it 
  – not the easiest of tasks since it has been claimed by the planetary 
  dictator and his supporters. After obtaining what they need, the 
  characters will then have to get offworld and return the data cores 
  to an Imperial official.
   
  Note that Into the Glimmer Drift is a very ‘open’ adventure, 
  with few key scenes. It could turn into a minicampaign as the 
  characters wander about the Broken Chain for several months 
  trading, collecting information and having adventures along the 
  way. Eventually the characters will find the downed ship and the 
  adventure finale will begin. The Referee should note, though, 
  that this adventure works best if the characters’ journeys on the 
  Broken Chain are not glossed over. Travelling through unknown 
  space IS an adventure, and while it is not possible to script each 
  and every planetfall in this adventure, the Referee should be able 
  to extrapolate sufficiently from the UWPs given in this volume to 
  create unique places for the characters to visit.
   
  Players who crave action at every turn may find the early 
  stages of the adventure a little slow. There is nothing to stop the 
  Referee fast-forwarding to the later scenes if this is appropriate. 
  However, a better option is to drop in some ‘asides’ in the forms 
  of random encounters and unrelated short adventures along the 
  way, which will satisfy the desire for gunplay and action without 
  destroying the flow of the adventure. These ‘asides’ could end up 
  leading to new adventures after the main mission is completed.
   
  PUSH, PULL, ENIGMA AND GIMMICK
   
  Four elements of the typical adventure story are push, pull, 
  enigma and gimmick. Into the Glimmer Drift contains all four:
   
  Push: The characters are as always short of cash. As the 
  adventure goes on there is the added ‘push’ that someone else 
  seems to be following them or heading for the same goal. 
   
  Pull: The characters are promised a fairly decent reward for 
  their efforts. In addition, they may be helping out an old friend.
   
  Enigma: The characters are in territory which is not familiar to 
  most Imperials. While for the locals this is home, to the characters 
  it is as if they were exploring a new region. Additionally, there is 
  the question: what is so important about this rumored wreck that 
  everyone seems to want it?
   
  Gimmick: If the characters succeed, they will gain the gratitude 
  of a Naval Intelligence operative who may be able to help them out 
  in future. There is also the remote possibility that the characters 
  might be able to retain some of the TL15 combat software from the 
  wreck for use in their own vessels, but this is left up to the Referee 
  to determine and should not be possible without strenuous efforts, 
  if at all.
  ADDITIONAL NOTES ON 015-424
   
  The later stages of this adventure are set on the desert world 
  of 015-424. The basic outline is presented in the world data section. 
  It has already been noted that most people think that 015-424 has 
  a population numbering in the thousands and that the people are 
  reasonably content. The fact is that of the 700 million people who 
  dwell in the underground cities, a very small percentage could be 
  considered content.
   
  The social organization is simple. At the lowest level are the 
  common citizens, cowed and kept down by the Dictator’s forces 
  and the fact that he controls what remains of the world’s life 
  support technology. Above them are the ‘trusted’ citizens, who 
  have demonstrated loyalty to their lord and are rewarded with 
  positions among his troops or in charge of groups of commoners. 
  A small inner circle of ‘nobles’ exist and above them is the Dictator 
  himself. 
   
  The previous Dictator was a harsh and somewhat corrupt man, 
  who nevertheless provided for the well-being of his subjects so 
  long as they did his bidding. He was replaced in a palace revolution 
  some 9 years ago by a military officer named David Fraisseman, 
  who instigated a series of purges and a paranoid clampdown that 
  firmly established his control over the world. 
   
  Fraisseman dwells in a settlement that serves both as his 
  personal domain and the main center for technology. Most of the 
  world’s surviving TL 9 gear, and all the offworld technology that 
  has been bought in, is concentrated here. Families of particularly 
  prominent loyalists are granted the privilege of dwelling in the 
  capital, which has certain benefits for a paranoid autarch.
   
  The cities, each a hive of some tens of millions of inhabitants, 
  are connected by underground railroads. These are powered, like 
  the cities, by fusion reactors set up by the original colonists. They 
  were designed to run for generations, and already have. Some 
  
  - 17 -
  have failed and the remainder are overloaded. The only way to 
  maintain them is to bring in offworld technicians, something that the 
  dictator is not willing to do. 
   
  Although the world has access to some TL 9 equipment, most 
  of the actual manufacturing capability is TL4 for the citizens and 
  a little higher in the small and well-guarded technology centers in 
  each city. Repairs to essential services are generally carried out 
  by the dictator’s technicians at TL6 or by locals with whatever is to 
  hand if the need is urgent. 
   
  The dictator’s forces are armed mostly with TL6 smallarms, 
  which are entirely adequate for keeping down the populace. 
  Some higher-tech gear is available to personal bodyguards and 
  for defense of the capital, should it ever prove necessary. For trips 
  outside, TL6 air supply units are used by the dictator’s troops. 
  Few vehicles are available since moving around on the surface is 
  generally not necessary. 
   
  There is, of course, a deep anger among the common citizens, 
  but there is little they can do. A resistance movement does exist, 
  and has been successful in driving out the dictator’s forces from 
  two of the hive cities, but this cuts off access to what little higher 
  technology was available and has made the rebels lives worse 
  rather than better. The rebels need offworld help and support, 
  something the dictator is keen to prevent them from receiving.
   
  Note that other than at Takraf Plateau, the above-ground 
  entrances to the cites are very hard to locate. This is in part a 
  deliberate policy of concealment but has as much to do with 
  the ever-drifting desert sand and wind-blown rock fragments as 
  anything else. Entrances are often located in canyons and on 
  the shoulder of bluffs where some shelter is available. This is not 
  enough of a clue, however, as there are so many possible locations 
  that it would be impossible to search them all. 
  Rumors and Scuttlebutt
  As they proceed through the various ports and worlds along their 
  way, the characters are bound to talk to people. They will likely pick 
  up rumors about current events in the local region and the wider 
  universe. These rumors might or might not be true. They may lead 
  to new adventures or merely add to the feeling of a ‘living’ game 
  setting.
   
  Rumors can be presented more than once. They can be 
  rephrased or embellished at the Referee’s discretion.
  RUMORS
  • 
  Aapizishga has been a client state of the Imperium for many years 
  and has a regular naval presence alongside a permanent embassy. 
  The world has recently made representations to Archduke Erechs, 
  asking for full membership.
  • 
  The Imperial Navy is stretched very thin in the region now that 
  many vessels have been sent to the Solomani Rim. Smaller ships are 
  being moved about a lot to maintain the illusion of strength and cross-
  border patrols have been cut to the bone.
  • 
  The world of Grand Endeavor, ruled by a Stoner planetary 
  governor but not a member of the Grand Duchy, is to be given as a 
  fief to a newly-elevated Hereditary Prince. The world will become a full 
  member at that time. 
  • 
  Imperial-registered trade ships have been turned back at Gazala 
  in recent months. This is causing tension between the Grand Duke and 
  the Imperial Archduke.
  • 
  Corsair activity in the area has shot up in recent months. 
  • 
  Ships of the Glimmerdrift Trade Consortium have been coming 
  into Stoner ports lately. 
  • 
  A Solomani cruiser called at Grand Endeavor last year. 
  • 
  War between the Farreach Margravate and the Loyal Nineworlds 
  Republic, two states to Trailing-Rimward across the Glimmer Drift, is 
  looking increasingly likely. 
  • 
  Ruins have been discovered on Hope Rock dating from well 
  before the Rule of Man. They look like human habitations.
  • 
  An Imperial trading firm, Iikamaruu Enterprises, has been sending 
  small ships into the Coreward end of Glimmerdrift Reaches sector for 
  some time now. It looks like they’re being successful so maybe a larger 
  follow-up mission can be expected.
  • 
  A ship came into Didan, over in Williamsburg subsector, a while 
  back. It’d suffered a massive Misjump and been in J-space for nearly 
  20 years!
  • 
  The GTC is expanding fast. Not in terms of worlds but ships and 
  trade runs. Smaller operators are being edged out. 
  • 
  Another bunch of fools just headed out across the Glimmer Drift, 
  chasing a rumor about some lost treasure from the Rule of Man era.
  • 
  There is good money to be made in Belting out in the Glimmer Drift. 
  The asteroids of several systems have turned out to be surprisingly 
  rich.
  • 
  Droyne ships all the way from Crucis Margin sector have been 
  sighted in the region.
  • 
  The Glimmerdrift Trade Consortium, based out of the world of Fal 
  over to Trailing, is quietly expanding. It has run into some trouble at 
  Lunarmise in the Starfall Cluster, but this is sure to be transient.
  • 
  If Grand Endeavor becomes a full member of the Grand Duchy, 
  presumably its port will cease servicing non-Stoner ships in keeping 
  with the Grand Duchy’s standing policy. Surely that would damage the 
  world’s economy.
  
  - 18 -
  Plots and Episodes
  ACT 1: GRAND ENDEAVOR
   
  The characters are offered easy money to do what they were 
  doing anyway.
  SCENE 1: REFIT AND VACATION
   
  The characters have been on Grand Endeavor for a few days 
  while their ship is receiving some much-needed maintenance. 
  Crews typically use this downtime to take a holiday, and Grand 
  Endeavor is a fine place to do so. Although the atmosphere is 
  tainted and requires a filter mask if an individual wants to venture 
  outdoors, the climate is pleasant and the scenery is worth seeing.
   
  A moderately high-tech world that receives large numbers 
  of starships – and refits many of them – Grand Endeavor is 
  geared up as a holiday resort with many activities available to 
  visitors. Local laws are strict and thoroughly enforced, but the 
  Enforcement Service is polite and helpful towards lost offworlders. 
  Thus the characters should be able to find plenty of ways to enjoy 
  themselves, from relaxing on a warm beach to rock-climbing, 
  visiting museums or sampling the vibrant night life. 
   
  However, the vacation is drawing to a close and soon the 
  characters will have to board their ship and seek a way to earn 
  their living. Their ship’s overheads are small, so is may be possible 
  to break even doing simple freighting work around the region, or 
  maybe courier runs carrying small packages. (It is possible that the 
  characters have just completed such an assignment, which turned 
  out to be a bit more interesting than anticipated. See TE1: Stoner 
  Express for details).
   
  The other big question to be addressed is, should the 
  characters head back toward Imperial space, either through Stoner 
  or onto the Phelina Main, or should they head out to Rimward-
  Trailing, into the Glimmer Drift?
  Referee
  Let the characters have a few days of enjoying themselves if this 
  suits the players. Traveller games can be so much richer when the 
  characters ‘live’ rather than ‘have adventures’. It should be possible 
  to pick up some rumors and information on Grand Endeavor, but 
  eventually the time will come to proceed to Scene 2.
  SCENE 2: PATRON ENCOUNTER (KEY SCENE)
   
  As their vacation comes to an end, the characters are 
  contacted by a woman named Lauren Kelsey, ostensibly about a 
  courier job she needs a ship for. However, in fact Kelsey is an agent 
  of Imperial Naval Intelligence, placed out here to monitor traffic and 
  collect information on a variety of subjects including the Grand 
  Duchy of Stoner and the activities of Solomani agents.
   
  Exactly how much information Kelsey will reveal depends 
  upon the characters. If any of them is a veteran of the Imperial 
  Navy or Marines then it is possible that she has encountered them 
  professionally before, in which case she may decide to confide in 
  them. Otherwise, she will present the mission as a search-and-
  retrieval without going into too much detail about the target or how 
  it came to be in the Reaches. 
   
  The basic pitch offered by Kelsey to people she does not know 
  personally is as follows:
   
  Her cover is as a shipping agent at Grand Endeavor Starport, 
  and in this capacity she offers the characters Cr5000 to drop off 
  a one-ton cargo at Gurgaliinash and Cr10.000 to drop another at 
  Anish Ishas. This kind of premium-rate courier work is ideal for 
  small ships and is not uncommon where a shipper needs a small 
  cargo moved quickly but is unwilling to pay a charter rate for an 
  entire ship. Whatever else the characters can make on the trip is up 
  to them. It should not be difficult to pick up some incidental cargo or 
  freight and turn a small profit on the trip.
   
  However, that is just the beginning. Since the characters are 
  going that way, she has a commission for them that is worth the sort 
  of money required to keep their ship in service. She will not discuss 
  it without a signed agreement not to discuss the commission with 
  anyone else. 
   
  The commission, assuming the characters agree, is as follows: 
  Kelsey wants current information on the market situation along the 
  Broken Chain, the major main running across the subsector from 
  Spinward to Rimward and beyond. She is not too worried about 
  anything beyond the subsector but her clients are interested in the 
  possibility of setting up a regular freighting run along the Chain and 
  she needs to investigate viability. 
   
  To this end she will provide the characters with Cr50,000 of 
  working capital (which must be repaid) to engage in freighting, 
  passenger carrying (unlikely in the ship they have, but the possibility 
  should be investigated) and speculative trade along the Chain. Any 
  profit they make beyond the initial 50,000 is theirs to keep and if 
  they make a loss then the funds will be written off – though only 
  after a fairly fearsome audit of the ship’s books. 
   
  In addition to the ship’s books, Kelsey wants a detailed report 
  on each world the characters visit, which will contain:
  • 
  Notes on the quality of the port and service there
  • 
  The volume of shipping in system and the amount of 
  trade going on in port
  • 
  What is being traded or shipped
  • 
  System security and perceived risks
  • 
  Vessels encountered along the way
   
  The good news is that she will pay Cr15,000 for each report 
  (provided it is sufficiently detailed) upon the characters’ return. 
  The information is in confidence, of course, so the characters are 
  expected not to reveal their mission to outsiders. After all, that 
  might influence others to set up a run similar to the one Kelsey’s 
  clients have in mind.
   
  There is one other thing, which Kelsey adds almost as an 
  afterthought. Every now and then, she says, somebody manages 
  to lose a ship. Usually it’s a freighter taken by pirates, or an aging 
  rustbucket that gives up the ghost after too many skimped refits. 
  However, she’s heard a rumor that somebody has managed to 
  lose a warship along the Broken Chain somewhere. It’s probably 
  no reason to be alarmed – it’s probably not even true – but it is 
  something her clients would like to know about. If warships are 
  being lost then this may not be the best place to open a shipping 
  line. 
   
  Kelsey thus asks the characters to make discreet enquiries 
  along the way. Her clients would really like to know whose ship this 
  was (if the rumors are true), what type it was, and how it came to be 
  lost on the Chain. She will pay a bonus for this information, which 
  will be greater if the characters can bring physical evidence that 
  they have found this vessel and have a positive identification of it. 
   
  Referee
   
  If Kelsey is a friend of the characters, or they have a good 
  reputation (decorated veterans of Imperial services, for example) 
  then she will add the following information:
   
  Actually, it may be that the ship is an Imperial Navy close 
  escort, a Ramada class, which has been missing for some time. 
  The Navy would dearly like to confirm the fate of its vessel and 
  bring the remains of the crew home. Of course, it is standard 
  
  - 19 -
  practice to retrieve or destroy the ship’s data systems and computer 
  cores, and Kelsey would like the characters to ensure that this has 
  happened – or do it themselves. She can arrange a considerable 
  reward (probably Cr100,000 or more) if the characters can bring 
  her the computer cores or get them to Aapizishga, where the 
  Imperial Navy maintains a small presence.
  SCENE 3: DEPARTURES
   
  The characters’ first stop is Gurgaliinash. They have two tons 
  of cargo in their hold, and can do as they please with the remainder 
  of the available space. There should be a fair amount of freight 
  available, but speculative trade is a better way to make a profit, 
  especially if the characters can afford to carry high-value cargoes. 
   
  Whatever they choose to do, the characters will eventually 
  depart Grand Endeavor. They will probably be headed for 
  Gurgaliinash. It is likely that one or more Stoner naval vessels 
  will be on patrol in the Grand Endeavor system in addition to local 
  forces. The system sees a lot of traffic, so control procedures 
  are quite strict. This means that the characters may experience 
  delays in obtaining departure clearance. A cursory analysis shows 
  that Stoner vessels are clearly being given precedence over 
  independent (and especially Imperial) ships. 
   
  Finally, however, clearance comes and the characters can 
  head out to make their first Jump.
   
  ACT 2: EARLY STAGES
  SCENE 1: PLANETFALL AT GURGALIINASH
   
  The world of Gurgaliinash is an important link between the 
  Stoner Cluster and the Broken Chain, and also for ships moving 
  through the sector without entering Imperial space. It is possible 
  that Imperial trade vessels may be encountered in the system; 
  certainly there will be a fair volume of traffic through the small 
  starport.
   
  Gurgaliinash Downport marshals the smaller vessels on 
  a single large apron, while larger (1000 ton plus) are generally 
  assigned to their own berthing area. At present there are few 
  large ships in port; the Pegasus, a 2000t long-range freightliner 
  out of the Farreach Margravate and the Darrugi Venturer, a 5000t 
  trade cruiser operated by the Glimmerdrift Trade Consortium. The 
  latter stands on the most remote bay surrounded by smart security 
  personnel and ‘watchdog’ robotic detection units. It is certainly an 
  impressive vessel, armed for self-defense and capable of carrying 
  large cargoes over long distances. 
   
  Gurgaliinash is a busy trade port; it should be possible to 
  pick up some cargo or freight here, or maybe even a courier 
  commission (see below). There are enough crews in port to swap 
  rumors and tall tales with. But more importantly to a crew just out of 
  Jump aboard a small ship there are open spaces to wander around 
  in, people to talk to and recreation establishments to blow off steam 
  in. 
  The Pegasus
   
  The Pegasus, registered out of H-10 in the Farreach 
  Margravate, is a utilitarian vessel, showing her age after some 
  years on the Margravate-Grand Duchy run. Her crew keep mostly 
  to themselves but could be befriended by a charismatic character. 
  They have plied the Broken Chain several times, departing 
  Rimward from Am to head into Margravate space. Right now 
  they are headed back after a run into Stoner but have been on a 
  stopover here for the past 10 days. They prefer to take their mid-
  run break here, in independent space, rather than at Stoner. Most 
  of the crew will admit to finding the Grand Duchy very unwelcoming 
  to foreigners.
   
  The Margravate crew seem bored and complacent overall, 
  and have little good to say about anyone. They do like to play card 
  games, however, and will happily gamble a few hundred credits on 
  a game. 
   
  The Pegasus crew can tell the characters a few general things 
  about the worlds of the Broken Chain, and maybe a rumor or two. 
  The Darrugi Venturer
   
  The crew of the Darrugi Venturer are also in port, enjoying a 
  couple of days’ liberty in the welcoming Startown. Their elegant 
  uniforms stand out among the informal locals and rather scruffy 
  Free Trader crews, but the crewmembers themselves seem 
  devoid of arrogance or any air of superiority. Their attitude is one 
  of relaxed and friendly confidence. The GTC knows that its crews 
  are ambassadors in foreign ports, and does not allow surly, ill-
  tempered personnel to ruin the reputation of the Consortium. 
   
  The Venturer  is headed for Stoner, having crossed the Broken 
  Chain from the Starfall cluster, by way of Didan. Like the Margravate 
  crew, above, the GTC personnel will chat about ports along the 
  way and recommend restaurants, theaters and other recreational 
  establishments. There is a general policy of not spreading rumors, 
  so gossip tends to be limited to things the GTC crew have actually 
  seen for themselves.
   
  Despite their deliberately friendly demeanor and lack of 
  ‘attitude’, GTC crews are often perceived as arrogant and full of 
  themselves by independent spacers. Crewmembers are trained 
  to take care of themselves (and also to defuse situations before 
  they can become violent) and this, coupled with the fact that the 
  GTC is savage in its legal reprisals against those who assault its 
  personnel, tends to result in a reluctance to do more than sneer on 
  the part of most detractors. 
   
  However, those that choose to associate with the GTC are 
  generally subject to the same derision, and there is less reluctance 
  about physical violence towards these hangers-on. Characters 
  who associate with the GTC crew will be safe enough while they 
  are around but once isolated they are likely to face a barrage of 
  abuse from the various free trader crews in port. Responding in 
  kind might result in a scuffle. 
   
  SCENE 2: A SCUFFLE
   
  If the characters have been seen talking to the GTC crew, it 
  is possible that this will offend other members of the free trader 
  community. In recent years there has been a growing feeling that 
  the GTC is planning to expand and edge out the minor traders in 
  the region (this is unlikely to actually happen; there is a lot of room 
  for free traders in the Reaches!), leading to resentment. The free 
  trader community has developed an ‘us and them’ attitude towards 
  GTC crews and this has gradually become real hostility. Much of 
  this sentiment is just self-fuelling resentment, but the feeling is real. 
  Small-ship crews that associate with the GTC are seen as breaking 
  the united front and need to be corrected. This will be attempted by 
  a bunch of irate free trader crewmembers at some point, probably 
  late at night or in a quiet moment. 
   
  Note that while Gurgaliinash has an overall law level of 6, 
  no weapons at all may be carried in the port or the associated 
  Startown. Law enforcers carry batons and stunguns on normal 
  patrol, with weaponry up to and including light machineguns and 
  LAGs available to deal with serious incidents. Armed response 
  units (with SMGs and handguns) will be called to any disturbance 
  involving a weapon, which includes blades as well as firearms. The 
  traders know this well and limit their weaponry to fists and feet, plus 
  maybe the odd set of knuckle dusters or an improvised club that 
  just ‘happened to be lying around nearby’.
  
  - 20 -
   
  The scuffle will begin with a confrontation and threats made by 
  several angry men and women. The characters may not actually 
  realize why this is happening straight away and as they struggle to 
  make sense of things, someone decides to escalate matters and 
  lunges in, fists flying. A brawl or a chase will most likely result. 
   
  The authorities will be reluctant to press charges against 
  anyone without very clear evidence, and will try to downplay the 
  whole business as high spirits among stressed spacers. The last 
  thing they want is delayed ships and a reputation for violence 
  in their port. If someone is seriously hurt or killed, however, the 
  authorities will act firmly. 
   
  Referee
   
  This is not a serious attempt to kill the characters. Although 
  there are 2-3 times as many spacers as characters involved, they 
  will not all attack at once. The intent is to scare the characters, give 
  them a few digs and maybe chase them around the port a bit, not to 
  get involved in a homicide. If the characters respond with extreme 
  violence the attackers will melt away and call the cops. Otherwise, 
  they will try to seize some of the characters and give them a 
  moderate roughing-up, but without doing any permanent damage. 
   
  It may be that characters are able to flee. A midnight chase 
  through the port has many opportunities for mayhem and chaos, 
  and the Referee should make best use of the surroundings to 
  create a memorable scramble for safety. 
  SCENE 3: ON TO ANISH ISHAS
   
  The characters have a courier cargo to drop off at Anish Ishas, 
  so this is likely to be their next stop. Anish Ishas has a fine port and 
  sees considerable traffic despite its bad reputation (a result of the 
  coup that established the present government).
   
  Most starships never land on the planet itself but instead 
  berth at the large Highport that orbits the mainworld. Constructed 
  at TL8 with some imported components, the port is rather basic 
  but entirely functional. It can handle large ships and has sufficient 
  facilities that a trip to the Downport is unnecessary for most crews. 
  The majority of commercial activity is conducted in the Highport’s 
  offices.
   
  The port has tight security, as might be expected, but efforts 
  have been made to ensure that security is as unobtrusive as 
  possible. Very obvious armed guards with snub SMGs are mixed 
  with discreet patrols of plain-clothes mercenary security troops 
  with snub pistols under their jackets. Despite this, there is an 
  uncomfortable atmosphere at the Highport, and most crews prefer 
  to conduct their business and move on as swiftly as possible. 
   
  Anish Ishas is the last port of call for the characters before they 
  enter the Glimmer Drift and begin their journey along the Broken 
  Chain. They are likely to want to pick up any rumors and gossip 
  they can before they make the Jump. 
   
  Any of the standard rumors listed above can be heard in port 
  (but not more than a couple to avoid information dump). There are 
  a couple of specific ones going around as well:
  • 
  The takeover was a long-term Solomani operation, and 
  the system is now a covert base for Solomani commerce 
  raiders. 
  • 
  The planetary government is thinking of closing the port to 
  Glimmerdrift Trade Consortium vessels. This is probably 
  due to the encroachment of the GTC on existing trade 
  runs. 
  • 
  A whole shipload of bounty hunters came through a few 
  weeks ago aboard a mercenary cruiser. They asked a lot 
  of questions then headed out via Wideocean. 
   
  There is no significant plot event at Anish Ishas, though there 
  are plenty of opportunities to pick up adventure leads. 
  SCENE 4: COURIER WORK 
   
  At any port of call along the way, the characters may choose 
  to look for courier work. This is dealt with separately from regular 
  freighting.
   
  The normal procedure for moving a small cargo is to get is 
  shipped world by world on an ad-hoc basis in spare cargo space 
  aboard whatever ship is passing that way. However, this process is 
  slow and a little unpredictable. If a cargo is large enough to justify 
  it, a ship can be chartered or a special shipping contract might be 
  negotiated to deliver the cargo all the way to its final destination. 
  This is simply not economical for small cargoes of under 10 tons, 
  however.
   
  Among the many ships that ply the spacelanes are numerous 
  small merchant craft that take up the slack in the shipping industry 
  by moving small cargoes around. These ships generally cannot 
  afford to take on a contract to deliver 3 tons of cargo to a specific 
  world 4 Jumps away; to do so might mean passing up better 
  opportunities.
   
  Enter the courier ship. With its small cargo space, the courier 
  vessel cannot make a living shipping freight, and speculative 
  trading is something of a lottery. But where a client is willing to 
  pay a premium rate to get a cargo to a particular destination by a 
  certain date, it is possible for the courier to make a profit. Often, 
  courier jobs do not pay the ship’s overhead entirely, but they offset 
  it sufficiently that incidental cargo can be carried in remaining hold 
  space at a profit.  
   
  The standard rate for freighting is Cr1000 per ton, per Jump. 
  Courier work is more variable. The base rate for a courier job is 
  Cr2500 per ton, per parsec (not per Jump), with a premium applied 
  for time-sensitive cargoes that require a Jump-3 or Jump-4 ship 
  (usually 50% or 75% respectively).
   
  Finding Courier Work
   
  Courier work can be sought in any port, and of course the 
  Referee is free to decide if any is available according to the needs 
  of the storyline. There is generally relatively little of it available, and 
  no guarantee that it is headed in a suitable direction. To determine 
  randomly, roll 1d6. If the roll exceeds or equals the value shown on 
  the table below, one or more courier packages are available:
  Table: Courier Work Availability (1d6)
   
  Starport  
  Roll
   
  Type 
  Required
   
  X 
  Not Possible
   
  E 
  7 
   
  D 
  6
   
  C 
  5
   
  B 
  3
   
  A  
  2
   
  Modifiers
   
  Character served 1 or more terms in Merchant service: +1
   
  Character served 4 or more terms in merchant service: +2
  Size of Cargo and Destination
   
  To determine the size of the cargo, roll 1d6:
   
  1-2 indicates a cargo smaller than 1 ton, which will fit into the 
  ship’s locker or other odd corners and not take up any cargo space. 
  Payment for such a cargoes calculated as if it were a 1-ton cargo. 
   
  3-4 indicates a small cargo of 1 ton displacement. 
   
  5 Indicates a minor cargo. Roll 1d3+1 for size.
   
  6 Indicates a fairly substantial cargo. Roll 1d6 for size; on 
  a 6, reroll and add to the initial 6t. Subsequent sixes repeat this 
  
  - 21 -
  procedure.
   
  Very large courier cargoes are rather special and always have 
  a story behind them. They cannot be split.
   
  The Referee is free to determine the destination of a courier 
  cargo any way he/she sees fit. If random determination is required, 
  use the following procedure:
   
  To determine the destination of the cargo, roll 1d6:
   
  1-4 indicates distance is 1d3 parsecs.
   
  5-6 indicates a long-distance cargo. Roll 1d6+2 for destination 
  distance.
   
   
  To determine a rough direction for the cargo, roll 1d6 and count 
  round hex sides from 1 (straight up the map). Choose the nearest 
  world to the point indicated by direction and distance as the final 
  destination unless this is obviously unsuitable. This roll should 
  be subject to Referee interpretation, of course, and considerable 
  initiative can be used in determining the final destination.   
  SCENE 5: INTO THE GLIMMER DRIFT (KEY SCENE)
   
  From Anish Ishas, the characters will join the Broken Chain 
  and begin their cruise. The Glimmer Drift is considered to begin 
  with the Broken Chain, so crossing into it is something of a 
  momentous occasion. Among local starfarers the first crossing in 
  or out made by any given person is treated rather like crossing the 
  Equator was in ancient times on Terra. It is often an excuse for a 
  fancy-dress party on the last night before Jump emergence (or the 
  first after entry as the ship leaves the Drift).
   
  Jump calculations are slightly more complex in the Drift, thanks 
  to the gas clouds that give the region their name. Some are dense 
  enough to cause navigational problems, so must be figured into 
  Jump calculations. The results of a failed Astrogation attempt are 
  also slightly more hazardous. The Referee may choose to apply a 
  small penalty to Astrogation rolls to reflect this, but it is optional. 
   
  It should also be noted that this far from the Imperial border, 
  people generally have no real idea how big or powerful the 
  Imperium is. Trade ships are not that common and naval vessels 
  are very rare out here. Imperial registry is no more impressive than 
  GTC, Margravate or Stoner registry, and in some cases less so as 
  the Imperials’ reputation is colored by distance and rumor. 
   
  In short, the characters are on their own out here. They are 
  just another bunch of independent spacers at the mercy of local 
  powers. Their wits and common sense are their greatest assets, 
  and if those fail then no amount of shouting ‘I’m an Imperial Citizen!’ 
  is going to help…
   
  ACT 3: ALONG THE BROKEN CHAIN
   
  The characters cross into the Glimmer Drift region, trading at 
  the worlds they visit.
  SCENE 1: ALONG THE WAY
   
  No doubt the characters will visit several worlds along the way 
  and conduct trade or even have adventures as they go. This part of 
  the adventure is unstructured; it is up to the Referee to determine 
  the flow of events according to the actions of the characters. It 
  is possible to gloss over events not connected to the plot of this 
  adventure, but the game experience is better if the characters ‘live’ 
  their visits even to worlds where nothing much happens. 
   
  Rumors, other EPIC adventures or the Odd Job and Signal 
  GK adventure ideas published by QLI can be used as a basis for 
  additional situations that might occur. 
   
  Along the way, however, the characters will eventually play 
  out some or all of the various scenes described below. None are 
  critical to the adventure plot but some provide useful information 
  and others show aspects of the game universe in close-up.
   
  The characters may want to engage in some trade and 
  speculation as they ply the Broken Chain. The normal trade rules 
  apply to such activity.
  Ship Encounters on the Broken Chain
   
  Other than the two scripted ship encounters described in 
  scenes 2 and 4, below, the characters may encounter a range of 
  vessels along the way. 
   
  The normal ship encounter system can be used, but the 
  following guidelines apply when deciding upon the origin of a given 
  vessel:
   
  Jump-1 ships are confined to one half of the Chain or the 
  other (Chain Majoris or Chain Minoris) unless they take special 
  measures like loading spare fuel tanks or bladders into the cargo 
  hold and conducting a deep-space refuelling between Zarkhakugsi 
  and Tailend. This is not something that would be done on a regular 
  basis, so a J-1 ship encountered in one half of the chain will likely 
  remain there for the duration of the adventure. Jump-1 vessels are 
  able to carry more cargo than their longer-range cousins, however, 
  so can make more profit on any given run. J-1 ships are thus still 
  very common on the Chain. As a rule cargoes come in on J-2 
  vessels at Wideocean and Cixntha, and via J-1 or J-2 vessels into 
  Miracle from Trailing, and are distributed mainly by J-1 traders from 
  there. Many vessels (free traders and Subsidized Merchants) ply 
  a section of the Chain back and forth from one end to the other, 
  though most are usually found on a run of 1-3 Jumps and back 
  again.
   
  Jump-2 ships sometimes ply the main from one end to the 
  other, crossing the break when they come to it. With more choice of 
  which worlds to visit, Far Traders and similar higher-Jump vessels 
  are rarely seen in the backwater class D and E ports.
   
  There is little formal law enforcement on the Chain, other 
  than local defense forces operated by the various space-capable 
  worlds. Warships of local origin are likely to belong to the planetary 
  navies of Akhag, Cixntha and Miracle, or else be mercenary ships 
  on contract to hunt pirates or protect commerce. Piracy and 
  smuggling are fairly common on the Broken Chain, though the 
  fact that most ships carry at least some armament for self-defense 
  keeps the situation more or less under control.
   
  Warships of the GTC CP-CK fleet sometimes sweep the 
  Chain, and military vessels out of the Grand Duchy of Stoner 
  and the Farreach Margravate can also be encountered. Imperial 
  vessels are quite rare now but until the Solomani Rim War, a task 
  group would visit a few worlds of the Chain every six months or so. 
  Solomani warships are virtually unheard of this close to Imperial 
  space… but there is one now so perhaps there will be others. 
   
  Pirate vessels can take any form, of course, though the 
  most likely candidates are armed merchant craft masquerading 
  as legitimate commercial traffic. Larger raiding ships out of the 
  Raidermarch, two subsectors to Trailing, sometimes set ambushes 
  on the Chain to try to take a significant prize like a GTC merchant 
  cruiser.
   
  Other craft can be encountered. For example, Belters get 
  almost everywhere and all manner of small craft are in use by the 
  worlds of the Chain.  
  SCENE 2: SHOWING THE FLAG
   
  As the characters exit Jump they have an unexpected and 
  unwelcome surprise. There is a Solomani warship in orbit around 
  the planet ahead!
   
  The vessel is a Texas-class light cruiser, an 8000t design 
  that became obsolescent some decades ago. Little use on 
  
  - 22 -
  the battlefronts of the Solomani Rim War, these ships are still 
  reasonably effective in the patrol role or as flag-showing vessels in 
  backwater regions. They are also pretty good commerce raiders, 
  being quite capable of destroying any merchant ship and knocking 
  apart a couple of escorting destroyers. 
   
  However, this ship is merely showing the Solomani 
  Confederation flag and has little interest in taking out a passing 
  scout/courier.  If her crew take any notice of the characters’ ship 
  beyond noting her presence, they broadcast a greeting and a curt 
  but polite note:
   
   
  IMPERIAL 
  VESSEL, 
  YOUR 
  SAFE 
  CONDUCT 
  IS 
  GUARANTEED PROVIDING YOU REFRAIN FROM OFFENSIVE 
  ACTION
   
  COMPLIMENTS 
  COMMANDER 
  VITO, 
  SOLOMANI 
  CONFEDERATION NAVY
   
  Even if the characters turned around and ran back into Jump, 
  there is no way they could escape before that warship or her small 
  craft would catch them. Yet she sits there peaceably enough 
  (unless they approach very close) and lets them land unmolested.  
   
  There are Solomani Marines at the Downport, of course, and 
  naval crewmembers enjoying a few days’ liberty. The characters 
  are met by a junior officer from the Solomani cruiser, flanked by 
  a couple of marines and a SolSec monitor. The lieutenant offers 
  a salute to the captain of the scout, treating the character like the 
  master of a major cargo vessel. She has been given a message to 
  deliver, and does so. The content is very simple.
   
  “Commander Vito of CNS Galveston extends his compliments. 
  Our vessel is engaged in routine diplomatic and piracy-suppression 
  operations and has no hostile intentions towards your crew. In the 
  light of the current state of hostilities between our nations, the 
  commander advises you to maintain a discreet distance from 
  Solomani personnel and vessels, and suggests that you depart this 
  region for your own safety.”
   
  This is an outrageously arrogant statement (some would say 
  typically Solomani). The characters are far from Confederation 
  space and right next door to the Imperial border, yet the Sollies are 
  acting like the characters were poking around in their backyard! 
  However, this attitude is not uncommon, and at least they are being 
  polite. 
   
  Apart from the shadow of a Solomani light cruiser overhead, 
  the characters’ port visit is not much different than usual. They 
  are not interfered with.  However, a couple of things do become 
  apparent. 
   
  Firstly, the Galveston has a certain amount of fresh battle 
  damage. It is nothing serious but she has clearly been in a fight 
  recently. According to local rumor this was gained chasing off a 
  corsair vessel a few weeks ago. Commander Vito is somewhat 
  notorious as a pirate-hunter, so this is entirely plausible.
   
  Secondly, there are some problems in the startown. According 
  to the locals there was a minor disaster a few days ago when an 
  independent starship – a real rustbucket – crashed on takeoff and 
  took out a power distribution center. The Solomani ship loaned 
  several technicians and some spares to get the system running 
  again, and generally earned the gratitude of the local population. 
   
  Astute characters may wonder what is going on here. On 
  the face of it, the Solomani ship is behaving quite normally. It is 
  well known that the Confederation sends its ships far afield with 
  orders to assist local powers and generally promote good relations 
  with foreign states or individual worlds. Thus ships do not merely 
  ‘show the flag’, they chase down pirates, assist with disasters and 
  technical problems, and escort commercial traffic. Crews are smart, 
  polite and friendly, creating a positive image of the Confederation 
  wherever they go. 
   
  However, it was rare enough before the war to see a Solomani 
  cruiser (even a little old one) this far Coreward, and to allow an 
  Imperial ship to see what it is doing and move on unmolested… 
  that is odd, to say the least.
   
  It is as if the Solomani, who are at this point pushing into the 
  Imperium in the Old Expanses region, WANT to be seen operating 
  so close to the border. Perhaps they are rubbing the Imperial Navy’s 
  collective nose in the fact that they can. Perhaps they are trying 
  to draw much-needed ships off the battle lines… the characters 
  have no way to tell. They can apply an old military axiom, though 
  – victory lies in convincing the enemy that he is defeated. 
   
  And certainly the Solomani are acting like they’re winning. 
   
  Which in turn implies that this ship wanted to be seen and 
  reported. 
  Referee 
   
  The likely deductions mentioned above are more or less true. 
  The Solomani Confederation is not merely fighting a formal naval 
  campaign to defeat the Imperium, it is using every psychological 
  trick it can to obtain an advantage. Commerce raiders pull many 
  times their own tonnage off the battle lines, bold flag-showing 
  cruises may convince neutral worlds or even the Imperials that the 
  Solomani are winning. Thus the Imperial Navy will have to make a 
  choice – chase down this ship and defeat or drive it off, which will 
  absorb many vessels for some months, or let it brazenly make its 
  presence felt in ports on the Imperial border, in turn creating the 
  feeling that the Imperial Navy is too weak to do anything about it. 
   
  Either way there are advantages for the Confederation.
   
  Other implications of this ship’s presence can be inferred by 
  the Referee or may become apparent in future QLI publications 
  such as Gateway to Destiny or Powerplays.
  SCENE 3: A FIND
   
  While wandering around the shops and marketplaces of the 
  port they are visiting, the characters come across a small shop or 
  booth selling memorabilia. There are all kinds of items, but most 
  are related to uniforms and badges of various starfaring services. 
  Items turned up and asking prices include:
  • Various insignia & medals from planetary navies Cr2d6 X 5 (Cr10-120)
  • A Solomani naval officer’s dress sword (very old) 
  Cr500
  • A complete dress uniform of a GTC deck officer 
  Cr300
  • An Imperial navy lieutenant’s rank insignia 
  Cr75
  • An officer’s cap from the Farreach Margravate 
  Cr25
  • A Naval Infantryman’s tunic from the Nineworlds Republic 
  Cr50
  • An Imperial Marine officer’s gauss pistol, in working order 
  Cr5000
  • An NCO’s dress saber from the Grand Duchy of Stoner 
  Cr250
   
  The gauss pistol may ring some alarm bells among the 
  characters. It is rare to find an officer’s sidearm for sale like this 
  – they are sometimes retained when personnel leave the service 
  as a weapon of honor, but if one turns up for sale somewhere it 
  means that the original owner has probably been killed somewhere 
  nearby. Powerpacks on gauss weapons last for quite a while (they 
  remain charged up for years, usually). The fact that the three 
  magazines with this weapon are only a little less than fully charged 
  suggests that the owner lost this weapon sometime in the past 12-
  24 months or so.
   
  Marine and naval weapons carry a data chip with the owner’s 
  details stored in it. The chip can be read by any hand computer or 
  Imperial comm (allowing weapons to be returned after, say, being 
  serviced by the armorers). This weapon’s chip states that the 
  weapon is on issue to Imperial Marine Lieutenant Jerome Kashartii, 
  
  - 23 -
  serving aboard INS Turbulent, a Ramada class close escort. The 
  navy insignia are not from this ship, though it will be impossible to 
  establish their origin.
   
  Any character who has served in the Imperial armed forces will 
  know about the chips in service weapons. Other characters might 
  if the Referee feels they have had an opportunity to come by the 
  information sometime in the past. It is fairly common knowledge. 
   
  The trader does not know where the pistol came from. She 
  buys up bits and pieces from passing crews and sells them on to 
  collectors. The pistol is unusual, she concedes, and if convinced 
  to think about it for a while, she may remember that it was sold 
  on by a free trader coming in from one of the worlds of the Chain 
  Majoris. He told some garbled tale of a military-looking man who 
  took passage aboard his ship and traded the weapon for his ticket. 
  The previous owner was pretty close-mouthed, but he seemed 
  preoccupied and either ill or injured. He transferred to another ship 
  and headed on his way. 
   
  The trader knows no more than this. It does, however, suggest 
  that at least one survivor of the missing ship was trying to reach 
  Imperial space.
  SCENE 4: THE HIDDEN FACE OF THE ENEMY (KEY 
  SCENE)
   
  At a port somewhere on the Broken Chain, the characters 
  are directed to a landing pad alongside a vessel that turns out 
  to be a Solomani long-distance trader. This is an 800t vessel 
  with a reasonable armament, designed for long cruises. Such 
  vessels do make quite reasonable commerce raiders, though this 
  one, the Aldebaran Misfit, is on a trading cruise. The Solomani 
  Confederation makes a point of sending long-range trade missions 
  out beyond its borders for several reasons. There is the possibility 
  that a new market may be discovered somewhere, of course, and 
  in addition the Solomani have no Scout Service like the Imperium 
  does. Trade missions of this sort bring back information from 
  distant places, and of course serve to remind the foreigners that 
  the Confederation exists only a sector or two away.
   
  The crew of this ship are of course not pleased to see an 
  Imperial ship in port. After all, they are at war and run the risk of 
  being chased down and attacked by an Imperial warship if they are 
  reported. However, this is neutral space and there is no reason 
  for trader crews to make the political business of war personal, is 
  there?
   
  The Solomani crew will go about their business as if the 
  Imperials were not in port. They are loading up a speculative 
  cargo and arranging fuel etc – normal tasks for a working starship. 
  Although they wear formal uniforms and are accompanied by a 
  black-gloved SolSec monitor, the Solomani crew seem to be just 
  another set of commercial spacers. It is hard to see them as the 
  enemy.
   
  If the characters approach their opposite numbers, the 
  Solomani are surprised and a little wary, but will be courteous 
  enough. They are just making a living out here on the frontiers. 
  The war is a terrible thing and they certainly don’t want personal 
  involvement. They will not allow Imperials access to their ship or 
  go drinking with them, but will be polite if they have to interact. 
  However, every attempt to be friendly is met with a request to leave 
  the crew alone, and hanging around may result in a direct threat of 
  violence. 
  Referee
   
  Most Solomani ships operating out beyond the borders carry a 
  Solomani Security (SolSec) Monitor, a sort of political officer. This is 
  a fact of life in the Confederation and it would be remarkable if there 
  was not one aboard this vessel. The ship really is on a long-range 
  trading mission, though the pragmatic Confederation uses most 
  such cruises as information-gathering exercises. 
   
  But there is a little more to this ship than usual. The Aldebaran 
  Misfit is carrying several undercover SolSec agents among her 
  crew, unknown even to the active Monitor. They have been alerted 
  to the possibility of a downed Imperial vessel. Though they do 
  not know it is an advanced testbed, but since the technology of 
  the Solomani Confederation lags behind that of the Imperium 
  somewhat, obtaining the electronic systems of any Imperial warship 
  would be advantageous to the Confederation. These agents are 
  discreetly searching for the same wreck as the characters.
  ACT 4: THE SEARCH NARROWS
   
  The characters finally discover a possible location for their 
  prize.
  SCENE 1: A CLUE IN A TALL TALE (KEY SCENE)
   
  In a starport bar, over too many drinks, a young Belter pilot 
  boasts of her piloting expertise. Her story may be overheard or 
  coaxed out of her by the characters. However it is obtained, the gist 
  of the story is as follows:
   
  Her ship was down on an asteroid. She was undertaking 
  the laborious task of cracking ice for fuel and incidentally poking 
  around in the eternal hope of finding some mineral deposits worth 
  staking a claim on. Instead she found the usual nothing – rock, ice, 
  then more rock. However, as she lifted off her ship’s sensors (left 
  on high-intensity search mode after the mineral survey) picked up 
  some metallic debris drifting nearby. Investigating, she discovered 
  that it was fragments of starship hull – always a disturbing find. 
   
  The debris was drifting towards the mainworld of the system, 
  suggesting that a crippled vessel had tried to make planetfall. 
  Thoughts of salvage rights drove caution from her mind and she 
  slipped her Seeker into orbit, beginning a surface scan. Not long 
  into the scan, she picked up a distress beacon on the surface. To 
  her disappointment it was a personal beacon rather than a ship’s 
  emergency signaling system, but nevertheless she prepared to 
  make a landing. 
   
  The signal was coming from a deep, twisting desert canyon, 
  requiring that she pilot her ship along it, almost scraping the walls, 
  to reach the site of the beacon. She’d hoped the wreck might be 
  down there, somehow hidden from sensors by the canyon walls. 
  It was a pretty forlorn hope but Belters are well known for chasing 
  such low percentages. 
   
  What she found was no wrecked ship but a single individual, 
  wounded and holed up atop a huge boulder. Several figures were 
  visible around the base of the boulder, wearing weird bulky air 
  supply units like something out of a Space Barbarians vid. Some of 
  them were shooting up at the guy on the rock while others looked 
  to be trying to climb up to get him. 
   
  The Belter was able to tickle her ship in for a precarious 
  landing on the top of the rock – most pilots would not have been 
  able to do it, she boasts – and the guy scrambled aboard. He’d 
  taken a gunshot wound that wasn’t too serious in itself but for the 
  fact that it had breached his suit. He’d breathed some of the local 
  atmosphere as a result. 
   
  After introducing himself as an Imperial Marine officer – a 
  strange thing to find atop a rock on the Broken Chain, right enough 
  – the guy asked for passage to a decent starport. He paid using 
  what looked like an emergency funds package. The Belter didn’t 
  care much; Imperial credits spend well enough out here. 
   
  The Marine was pretty ill and spent a lot of time asleep. 
  All the Belter got out of him was that his ship had Misjumped 
  and crashlanded, and he was the only survivor. He’d gone to a 
  settlement seeking help and been attacked by the locals. The story 
  
  - 24 -
  didn’t ring true (for example, where was the wreck?) but that was 
  all he was willing to say. 
   
  The Marine took passage on a freighter as soon as he could. 
  He was still pretty ill but in a real hurry to get home. The Belter went 
  back to look for the wreck but never found it. 
   
  With a little coaxing, the Belter can remember that the world 
  where she rescued the Marine was 015-424. This was a little over 
  a year ago. She searched for the wreck for a few weeks and was 
  pretty convinced it was there somewhere – that guy could not 
  have gone far on foot – but she never found it. There is a maze of 
  canyons on 015-424 so it is possible that she missed it somehow. 
  The locals are friendly enough if you go to the crude little starport 
  but the ones she encountered out in the desert (what could they 
  have been doing there – searching for the wreck?) fired at her 
  without warning. 
   
  She did find some hull fragments and such like that almost 
  certainly came from a downed vessel, but no sign of the ship 
  itself.
   
  Eventually she gave up the search.
  Referee
   
  Of course, the wreck is on 015-424. It is not in the open any 
  more, though there are still some bits of debris lying around here 
  and there. 
   
  The Marine officer clearly never made it back to the Imperium. 
  His eventual fate is left up to the Referee.
  SCENE 2: DOWN IN THE DESERT
   
  Arriving at 015-424, the characters discover that it is indeed an 
  inhospitable place. The desert is cut by many deep canyons and 
  broken by rugged outcrops. The landscape has been worn by the 
  action of the nitrogen-rich atmosphere rather than by water. There 
  is very little water on this world, all of it found in deep artesian 
  basins. 
   
  The only obvious settlement, as noted in the world description, 
  is at Takraf Plateau. The ‘landing area’ is little more than a region 
  of wind-scoured bedrock adjacent to the bluff into which the 
  settlement entrance is carved. It is highly unlikely that other ships 
  will be present here. There are a few above-ground buildings and a 
  windbreak constructed of a mix of raw stone and some kind of local 
  concrete. It has clearly not been maintained in years.
   
  Fuel is obtainable at Takraf Plateau, in the form of water 
  pumped up from an artesian basin. On a desert world such as this, 
  water is precious in the extreme. However, fuel prices are no higher 
  than usual; the planetary dictator does not want to discourage what 
  little offworld trade comes in. 
   
  The settlement at Takraf Plateau is mostly underground. It 
  differs from all the others on the planet in two important ways: 
  firstly, it is obvious. With the landing area marked out and kept clear 
  of drifting debris, and the above-ground buildings, it is not difficult 
  to discern that there is some kind of settlement nearby. Secondly, 
  it is populated by a select group whose loyalty to the Dictator is 
  either proven or secured by hostages. These people can be trusted 
  to present the world and its leader in a positive light and not to 
  acknowledge the existence of the other settlements. 
   
  Or so the Dictator thinks.
   
  In fact, the resistance movement has agents even in Takraf 
  Plateau. They will watch the characters for a while to see if they are 
  worth contacting about some smuggling or other assistance. The 
  agents are gambling with their lives every time they try this, so they 
  will proceed cautiously. 
   
  One thing that will be noted by the characters as they enter the 
  large and rather clumsy personnel lock at Takraf Plateau is that the 
  settlement (and this applies to all the worlds underground cities) 
  seems to have been built at TL 8-9 initially, and has clearly been 
  in decline for many decades. Neat wiring and piping has in places 
  been repaired with low-tech replacements (this is much more 
  apparent in the other settlements).
   
  The people of Takraf Plateau are welcoming to starfarers and 
  show them polite hospitality. There are no hotels or restaurants; the 
  characters are offered well-appointed apartments (by the standards 
  of 015-424) with staff to look after them, and a number of invites to 
  dinner at the houses of various dignitaries. 
   
  Trade will be discussed in due course. There is very little 
  freight in a place like this, and there are few exports other than art 
  objects and a little precious metal ore mined near the plateau. The 
  locals need spares for their technological systems, but the balance 
  of trade is such that they have little to pay with. 
  SCENE 3: GUESTS OF THE OVERLORD (KEY SCENE)
   
  During their stay, the characters will get blank looks of they ask 
  about downed starships and related matters. Nobody has any idea 
  what anyone might want, running around in the desert miles from 
  anywhere. The only other settlement that ‘officially’ exists is the 
  Dictator’s retreat, which is off-limits to visitors. Not even its location 
  is revealed. If asked why, the locals explain that what remains of 
  their higher-tech capability is situated there and must be preserved 
  at all costs. For this reason, they explain, nobody is allowed near 
  the underground railroad that leads to the Retreat. 
   
  In short, the characters will draw a complete blank at first. Even 
  bluntly accusing the locals of lying or concealing the existence of 
  the rest of their cities has no effect, though it will draw comments 
  on the subject of rudeness and perhaps a broad hint that the 
  characters are becoming less welcome. 
   
  It might be noted by the characters that although weapons 
  are not permitted in the town or the port area, there are plenty 
  of security personnel around, armed with autopistols and batons. 
  They are blandly polite for the most part but will become firm, then 
  violent, if needed.
   
  After a while of this, when the characters are alone, they are 
  suddenly approached by a young man who seems nervous. They 
  have seen him around before, only then he was the very picture 
  of the contented worker. Now he licks dry lips and asks to speak 
  privately with the characters.
   
  Quickly, the young man (whose name is Chastel, though he 
  will not volunteer it) tells the characters the following:
   
  “You know about the other cities, don’t you? You know what’s 
  really going on here? Well, that ship you asked about. I think I know 
  someone who knows what happened to it. She’ll want something in 
  return, though. Here’s some coordinates; when you leave the port, 
  pretend to climb to orbit. They can’t track you that far. Then go into 
  the canyon at these coordinates and wait. Someone will contact 
  you.”
   
  Chastel hands over a flimsy piece of paper and makes himself 
  scarce. 
  Referee
   
  If the Dictator’s men discover what he is doing, Chastel is a 
  dead man, and so are his family. They are employed as staff (i.e. 
  they are hostages) at the Retreat. However, the characters’ interest 
  in the downed ship is the lever that the resistance movement has 
  been looking for. The risks are enormous but there won’t be an 
  opportunity like this for a long time. 
   
  SCENE 4: CONFIRMATION (KEY SCENE)
   
  If the characters do as Chastel suggested, they find 
  themselves sitting in their ship in the bottom of a dry canyon, some 
  300 kilometers from the plateau. After a short time, figures appear 
  as if from the tumbled rocks all around. They carry bulky carbines 
  
  - 25 -
  (developed for use in the extremely low oxygen atmosphere) and 
  clumsy low-tech air packs. They have nothing resembling a uniform 
  between them, unlike the smartly equipped guards at the port.
   
  If the characters agree to speak to these ragged gunmen, it 
  turns out that they are led by a woman whose Galanglic carries a 
  distinctly ‘Imperial’ accent. She introduces herself as Chief Petty 
  Officer Hazel Arikalaii, Imperial Navy. She was an electronics 
  specialist aboard the Ramada-class escort INS Turbulent. 
   
  Hazel offers to explain more, but wants the characters to see 
  something first. If they agree, the characters will be escorted to a 
  concealed entrance in the rocks, which leads to an airlock and into 
  one of the rebel cities. 
   
  The first thing that will strike the characters is the smell. It is 
  obvious that the life-support machinery is not doing well and cannot 
  support the population for much longer. The second obvious thing 
  is the poor quality of life compared to the port region. Even without 
  inadequate air and water supplies, the people are clearly jammed 
  into the city, dwelling in old, substandard housing and subsisting on 
  an inadequate diet.
   
  Work crews are everywhere, conducting low-tech running 
  repairs on what was once an elegant integrated life support 
  system. Hazel greets a few acquaintances as she leads the 
  characters through the city, and fends off inquisitive glances with 
  the oft-repeated phrase; “They’re friends. But no, they’re not 
  saviors.” Disappointed workers smile or wave half-heartedly at the 
  characters then go back to trying to keep their city running. 
   
  After the characters pass an open area where young men and 
  women are training with handguns and blade weapons, clearly 
  for a desperate close assault, Hazel leads the characters into 
  a building, then suddenly turns and says sharply to the nearest 
  character, “Well, are you? Friends, that is? Are you shocked and 
  sickened by the way these people are forced to live? Would you like 
  to help them?” 
   
  Hazel pauses then adds, “Or do you WANT to?”
   
  “It’s worse here than in the ‘loyal’ cities of course,” Hazel 
  explains. “They managed to kick out the Dictator’s thugs and set 
  up on their own, but of course they lost what little tech support they 
  were getting in the process. We reckon we can keep the fusion 
  plants running for years, especially with my help, but the system as 
  a whole is dying from a million little breakdowns. We need spares, 
  machines to make spares, and tools to fit them. And these things 
  are just plain not available except in one place on this miserable 
  planet. Hence the assault force you saw training down there. 
  Pathetic, aren’t they? Well, they’re what there is. In just a couple of 
  months we’re going to have no choice but to try to smuggle them 
  through the railroad and assault the Dictator’s Retreat. It’s suicide 
  but so is sitting here.”
   
  Hazel shrugs and waves a hand to encompass the city. 
  “It’s probably worse at Dalphen, the other rebel city. When the 
  resistance smuggled me here – that’s how I got to be involved in 
  this mess, by the way – at least I was able to offer some technical 
  assistance. But you want to know about the ship, right? Well, we 
  managed to make a crashlanding, quite near one of the cities as 
  luck would have it. The dictator’s troops came out and offered us 
  help, but ended up taking the survivors prisoner. Myself and the 
  ship’s Master-at-Arms got loose and tried to escape. I think they 
  cornered him out in the desert, but I was rescued by the resistance. 
  And here I am.”
   
  Hazel is willing to introduce the characters to the resistance 
  leaders, who are now the leaders of the rebel city. She will answer 
  questions as best she can, but what she knows comes back to 
  these simple facts:
  • 
  Most of the crew of INS Turbulent perished in the battle 
  that caused her Misjump (unless the characters obviously 
  know about the ship’s history, Hazel will not talk much 
  about this. She will not reveal or acknowledge its testbed 
  status to anyone.)
  • 
  The survivors were able to crashland the ship in the 
  desert well to the north of here. 
  • 
  After they had been taken prisoner, the Dictator’s troops 
  began rounding up huge work parties. According to the 
  resistance, they were able to drag the ship into the city’s 
  cargo entrance. This cost many lives but the Dictator does 
  not care about such things. 
  • 
  The rest of the crew are either prisoners or dead. The 
  Dictator has not managed to reactivate the ship, which 
  will certainly never fly again.
  • 
  Things are sufficiently bad that the resistance is going 
  to have to launch an assault very soon. They will either 
  try to storm the Dictator’s Retreat and gain access to the 
  technology center there, liberate one or more cities to 
  escalate the fight more slowly, or try to take the starport 
  in the hope of buying decent weaponry from visiting 
  starships. 
  • 
  The resistance has no hopes that messages smuggled 
  offworld will bring help. That has been tried and no 
  offworld agency or government has shown any interest in 
  aiding them.
  • 
  If the characters want to salvage the Turbulent, then Hazel 
  and the resistance can help, but they need assistance in 
  return. 
   
  There are several things the characters can do to help. Any 
  modern weapons they have could swing the balance of the fighting, 
  whether in local hands or wielded by the characters themselves. 
  The characters could carry enough weaponry in their cargo hold 
  to equip dozens of locals, but they would have to Jump to another 
  system to buy it. The resistance has some money, but probably not 
  enough to fill the ship. 
   
  The ship could also be used to transport assault troops quickly 
  to a chosen destination. 
   
  Hazel eventually finishes up, saying, “You’ll never get to that 
  ship without help, and there’s all the help you could want straining 
  at the leash out there. For my part, I’m hoping you can give me 
  passage back to an Imperial world when this is over. But first, I 
  owe these folks my life and I have to try to rescue any other crew 
  survivors. I need you, the people of this city need you – and you 
  need us. How about it?”
   
  Referee
   
  Hazel is telling the truth, though not quite all of it. She was a 
  member of a hand-picked crew aboard a testbed ship. She knows 
  that her duty is to destroy its electronics systems rather than allow 
  anyone to get hold of them – or better, to return them to the Imperial 
  Navy with the results of an actual combat recorded on them. The 
  deal she puts forward is probably the only way the characters can 
  get to the ship, and Hazel intends to be with them when they do. 
  She does not as yet trust their intentions fully, so plays some of her 
  cards close to her chest.
   
  If the characters agree, Hazel introduces them to the 
  Revolutionary Council, the rather ramshackle ruling authority in the 
  city, and Act 5 begins.
  ACT 5: THE DESERT AFLAME
   
  Open rebellion breaks out on 015-424 as the people rise to 
  fight for their freedom. 
  
  - 26 -
  SCENE 1: THE REVOLUTONARY COUNCIL (KEY 
  SCENE)
   
  The Revolutionary Council is composed of a half-dozen locals 
  who have led the fight against the Dictator, plus a few prominent 
  figures from among the city’s leaders. The council’s spokesperson 
  is a middle-aged woman named Myessa Arkish, whose technical 
  genius is responsible for the life-support system continuing to 
  function. She is a close friend of Hazel’s now, having worked 
  closely with her on the endless running repairs. 
   
  Myessa more or less echoes Hazel’s comments. It is obvious 
  that the rebels are going to have to do something, and soon, or 
  they will simply perish. There are several options, none of them 
  particularly attractive, and the final choice will be dictated by what 
  the characters do – assuming of course they do not simply board 
  their ship and fly away.
   
  Ideally, the rebels would like the characters to go to a 
  neighboring world and fetch them a few tons of smallarms. Even 
  civilian weapons like handguns and shotguns would make quite a 
  difference in the coming fight and a few light automatics (SMGs and 
  assault rifles) will really tip the balance. However, this may not be 
  practical. There is little chance the Dictator’s people will manage to 
  track the ship leaving and returning but the delay could prove fatal. 
  The matter will be discussed.
   
  Whether the characters agree to go and get weapons or not, 
  the outline plan proposed by the rebels looks like this:
   
  Parties of rebel fighters will begin to slip through the rail tunnels 
  with minimal weaponry, ready to attack from inside, and will alert 
  what allies are available in the ‘loyal’ cities. When the operation 
  is due to begin the signal will be given and attacks launched on 
  targets in several cities more or less simultaneously. It is possible 
  that these will trigger popular risings, but that is considered unlikely. 
  What is more certain is that the Dictator’s forces will be confused 
  by the noisy demonstration attacks and unable to focus on the real 
  threat. 
   
  There is little chance of storming the Dictator’s Retreat, though 
  the rebels plan to raid it in the hope of freeing some hostages and 
  forcing the Dictator onto the defensive. Their real target is the 
  secondary technical center at the city of Dorlif. INS Turbulent is now 
  located there, so the characters have an interest in helping with the 
  assault. 
   
  The aim is to liberate the city gaining access to the technical 
  and manufacturing resources there. This will allow the rebels to 
  continue their fight. They have small hopes of toppling the Dictator 
  at this time, but if one city can be liberated, perhaps the war can 
  eventually be won. The biggest problem facing the rebels is getting 
  their forces into the city. The solution is risky; small parties with 
  concealable weapons will slip in and, when the time is right, will 
  strike and seize the entryways to the rail tunnels, allowing their 
  more numerous and better-armed companions to enter the city. If 
  this stage of the operation fails the rebels will be massacred in the 
  narrow tunnel bottlenecks. 
   
  The characters are invited to make suggestions, which might 
  include using their ship to land a cargo hold full of fighters near 
  the city’s above-ground entrance, launching a surprise assault 
  from that direction. Ex-military characters might volunteer to lead 
  an assault party. Stealthy types might decide that a little advance 
  scouting and sabotage is in order. 
   
  Any help the characters can offer will be gratefully received, 
  but whatever they say or do the rebels will go ahead with their 
  preparations. They have little alternative.
  SCENE 2: PREPARATIONS
   
  The characters have a little time to prepare for the operation. 
  This might involve going to a neighboring world to obtain weapons 
  or assisting the rebels in training for the assault. There are plenty of 
  other opportunities to help out; the rebels are desperately short of 
  doctors and technicians, so any help he characters can offer would 
  be very useful. 
   
  There are many possible options at this point. The Referee 
  should determine the flow of events. However, within a few days or 
  a couple of weeks, the deadline for the operation arrives and the 
  time for preparation is over. It is time to act.
  SCENE 3: THE BATTLE OF DORLIF (KEY SCENE)
   
  If the characters are part of the infiltration, they will have to 
  slip through the rail tunnels stealthily, using maintenance ducts 
  to bypass the main guard stations. Fortunately the guards are 
  arrogant and complacent; they go through the motions of patrolling 
  and maintaining security but are less than diligent unless a senior 
  officer is visiting the post. 
   
  Once in the city, it may be necessary to bluff patrols. The 
  characters should have had time to practice a local accent, but 
  this is unlikely to be perfect. Citizens moving about are routinely 
  questioned by security patrols, a process that often involves the 
  odd blow just to show the commoners who’s in charge. Anyone 
  who resists is (at best) beaten senseless with batons and dragged 
  off to the cells for interrogation. Few are ever seen again. Thus 
  anyone who resists this treatment or protests it will find themselves 
  in a fight with the guards, who will not hesitate to draw their guns 
  if seriously threatened. Gunfire will eventually bring other guards, 
  and could jeopardize the whole operation. 
   
  Once the operation begins, storming parties will attempt to 
  overwhelm the entry points, assisted by some of the infiltrators 
  attacking from inside. Other infiltrators will begin making noisy 
  diversion attacks elsewhere to spilt the attention of the security 
  forces. The storming parties are mostly made up of determined but 
  very scared rebels, most of whom have never been in a real fight. 
  In addition, they have many years of living with a metaphorical 
  boot on their necks. Most people have developed a submission-
  reflex. This means that the morale of the storming parties is rather 
  shaky. While they are winning they are likely to take huge risks 
  and to perpetrate some horrific massacres of the security forces 
  – surrendered enemies are likely to be beaten to death in a frenzy 
  – but when things get rough the rebels will waver.
   
  Whether they are sneaking through the city, charging a security 
  post at the rail tunnels or storming the ground-level entrances, the 
  characters’ example could swing the odds, especially if they display 
  good leadership or fight particularly well. There is also plenty for 
  non-combat oriented characters to do. Medical personnel are 
  always in short supply, and technical expertise will be needed to 
  bypass security or to gain control of electrical systems. 
   
  The battle rages for some time. It is an ugly business, as 
  rebellions tend to be. Urban fighting is always bitter, but in this case 
  it is worse than usual. The rebels have years of pent-up resentment 
  to release while the security forces are arrogant bullies who know 
  they will receive no mercy if they lose the fight. In some areas the 
  population rallies to the rebels, but most people just take cover and 
  hope to survive. Fires break out and lighting circuits are interrupted, 
  plunging whole districts into darkness. 
   
  The battle of Dorlif is a nightmare business, but ultimately the 
  rebels begin to win. 
  Referee
   
  The level of player involvement in this battle should depend 
  upon the type of group playing the adventure. Fighting fools may 
  want to plan and game out a complex campaign, resolving critical 
  actions and charting the progress of the battle. A more role-playing 
  oriented approach would be to drop the characters into the middle 
  
  - 27 -
  of the chaos and play out scenes that affect them. Their experience 
  of the liberation of Dorlif should be one of sporadic gunfights as 
  squads of security personnel and rebel fighters stumble into one 
  another in the confusion, or attempt to storm strongpoints. The 
  Referee should play up the dramatic aspects of the situation rather 
  than turn it into a wargame. Enemies are as likely to break off 
  contact after a fleeting exchange of fire as to fight to the death. 
   
  All this is taking place in a semi-darkened underground city, 
  parts of which are now on fire. People scurry about seeking loved 
  ones or a place to hide. Injured combatants (and innocents) cry 
  out for help. Allies engage in barbarous atrocities which, while 
  understandable, are not really acceptable to civilized people. 
   
  In short, the Referee should strive to make the liberation as 
  thoroughly confusing and unpleasant as possible for the players.  
  SCENE 4: THE TECH CENTER (KEY SCENE)
   
  Liberating the city is an important part of the rebels’ plan, 
  but more than anything else they need to gain access to the tech 
  center and carry off large quantities of spares and equipment. This 
  is a fairly tall order, requiring that they have control of the center 
  and a clear route to the rail tunnels for some time – probably days. 
   
  If the city has not been fully liberated, keeping this line of 
  communication open might be a tall order. However, this is not the 
  characters’ main problem. They need the tech center in friendly 
  hands if they are to enter the wreck and retrieve the systems they 
  want from INS Turbulent. This really means that they will have to 
  participate in the assault or sneak in under its cover.
   
  The ship itself is not very important to the Dictator, in that is 
  has been in his possession for over a year and his people have 
  removed everything they easily can for study. It will be guarded, but 
  the guards are likely to be called away to help defend the center 
  as a whole. Certainly the center commander, faced with a serious 
  attack, will not consider protecting the ship to be a major priority.
   
  Once inside the tech center’s perimeter wall, it will not be very 
  difficult to get aboard the vessel and overcome the one or two 
  guards that remain. Of course, that is where the fun starts, as the 
  adventure proceeds to Act 6.
   
  ACT 6: GRAVE OF HEROES
   
  The characters finally board the vessel and make some 
  interesting discoveries. A new foe enters the fray.
  SCENE 1: BOARDING THE SHIP (KEY SCENE)
   
  INS Turbulent was a new ship when she began her fateful 
  cruise, but it is impossible to tell that now. Crippled by laser fire, 
  she has endured an atmospheric entry that she was not designed 
  for and has since been gutted by mid-tech scientists seeking any 
  useable components. Her wiring hangs out of open panels; sealed 
  areas have been crudely cut open. Anything removable is long 
  gone. 
   
  Searching the ship will turn up a couple of interesting facts. 
  Firstly, characters familiar with the Ramada class may come to 
  realize that this vessel is not a standard model of the type. She has 
  consoles in different places, and a slightly different interior layout to 
  accommodate the uprated drives. Even just looking at a deckplan 
  of the standard model will indicate that this ship is different in 
  several ways.
   
  The other odd thing is that her computers have not been 
  stripped. There are signs that some components were removed 
  then, in some cases, clumsily replaced. This is a great boon for the 
  characters but it begs the question: why?
   
  The answer will present itself soon enough. 
   
  Since she met the characters, Hazel has been forming an 
  opinion of them. The question she now faces is, should she destroy 
  the computer cores or enlist the characters’ help in trying to return 
  them to Imperial space? The characters’ actions are all she has to 
  go on, and she is going to have to make a decision very soon.
  SCENE 2: NO COMMON ESCORT (KEY SCENE)
   
  If the characters think to ask Hazel about the unusual ship 
  layout, she will partly answer their questions. She admits that the 
  Turbulent was an advanced model with a Jump-5 engine aboard 
  and some other upgrades. She may seem a little distracted at this 
  point, but that is mainly because several people she knew well died 
  aboard this vessel.
   
  Hazel cannot offer an explanation as to why the computers are 
  largely intact, other perhaps than that the locals could not use them 
  and decided that they might be salable. Unless the characters have 
  given her a solid reason to suspect their motives, she will gamble 
  at this point and suggest that the Imperial Navy would be very 
  grateful towards whoever returned the ship’s flight recorders and 
  data cores. It would be a shame if the data collected on the ship’s 
  last cruise were to be lost. 
   
  Hazel suggests that although she cannot pay the characters 
  personally, and cannot make promises on behalf of the Imperial 
  Navy, a substantial reward would be likely for anyone bringing in 
  the components. The Jump drive will have to be destroyed; the 
  characters are not going to be able to remove it and the design is 
  classified. 
   
  It will take a few minutes to rig the drives and computers for 
  demolition. Most of the charges are still in place, but the control 
  mechanisms are out of action. Ideally this is a job for a character 
  with Demolitions skill. Hazel will supervise the removal of the data 
  cores and seems nervous about them if anyone chooses to observe 
  her. She also succumbs to the temptation to search for mementoes 
  of her comrades; anyone following her around may find her in tears 
  over some ceramic fragments – pieces of a comrade’s favorite 
  mug. 
   
  However, Hazel is quickly businesslike again. She has a job to 
  do and is experienced enough to understand that her priority is to 
  retrieve the ship’s data cores and destroy anything that might be of 
  use to a foreign power. Even though there is a possibility that some 
  of her comrades may be alive in captivity, the best she can do for 
  them is to get home with the news and hope a rescue mission is 
  launched – unless of course the rebels win a stunning success and 
  free any captives still alive.
   
  However, before the characters and Hazel can complete their 
  task, things become a little more complicated.
  SCENE 3: ENTER SOLSEC (KEY SCENE)
   
  Unknown to Hazel or the rebels, the Dictator has been trying 
  to ring every advantage he can out of his windfall. Knowing that 
  the Solomani would pay well to obtain an Imperial warship (even 
  though nobody on-planet suspects its importance), he has been 
  putting out ‘feelers’ for some time, seeking contact. 
   
  A few days before the rebels launched their assault, a party of 
  offworlders arrived aboard a free trader. They are Solomani officials, 
  come to negotiate the purchase of the ship. The Solomani are well 
  aware that they can take the vessel by force, but the difficulty of 
  transporting it all the way back to the Solomani Rim means that 
  they need to be sure they are getting something worthwhile. This 
  advance party was assigned to look over the wreck and report on it 
  when backup arrived. If a reasonable price was asked they would 
  pay. If the Dictator was unreasonable then the ship would b taken 
  by force.
   
  Fortunately for the characters, the Dictator has been very 
  difficult with his guests, refusing to even  let them see or know the 
  
  - 28 -
  location of the wreck. Several days of fruitless negotiation have 
  gotten the visitors nowhere. Frustrated and irritated, the Solomani 
  commander has decided to seize the ship. Extracting the location of 
  the vessel at gunpoint, he led his team into the middle of the battle 
  with the goal of securing the wreck. A smaller squad is attempting 
  to get outside to set up a communications antenna. 
   
  The Solomani visitors are of course all SolSec agents. They 
  have a ship hiding on an asteroid just a few hours’ flight away. 
  Their plan is to gain control of the wreck and hold off the locals 
  until help arrives. This is a rather hasty and ill-thought-through plan 
  but the commander is afraid that the situation might slip beyond 
  his control if he waits any longer. So, as the characters attempt to 
  rig the Turbulent for destruction, a squad of SolSec commandoes 
  attempts to storm the ship. 
   
  Just the thing to make the day that little bit more interesting…
  SCENE 4: OUR VERY OWN LITTLE WAR (KEY SCENE)
   
  As the battle for the tech center rages, the characters are 
  forced to defend themselves from a group of SolSec agents. 
  Fortunately the latter have only the weapons they were able to 
  bring into the Dictator’s Retreat, with amounts to handguns and 
  SMGs concealed in their cases, plus cloth body armor. The fight 
  is likely to be quite fierce, and the characters – whether they know 
  it or not – are on a time frame here. The Solomani ship is inbound 
  with reinforcements, and they will be carrying heavier weapons. 
   
  The characters are going to have to get past SolSec and out 
  of the ship, then reach their own vessel. Hazel will suggest that 
  Solomani reinforcements may be inbound if the characters do not 
  think of it. They may feel bad about abandoning their new friends 
  but in fact by the look of things the rebels have achieved what 
  they set out to do. They seem to be winning the battle for the city 
  and are gaining the upper hand in the tech center. Hazel thinks 
  that her friends will understand and as to the Solomani, they are 
  an unknown that could tip the balance of power in almost any 
  direction. The only certainty is that they are hostile to Hazel and the 
  characters. 
   
  Escape seems like the best option.
  Referee
   
  If the characters choose to remain and fight it out with the 
  Dictator and SolSec, they can do so of course. The Referee will 
  have to extend the events of the adventure to accommodate 
  this. The SolSec troopers have access to Combat Armor and 
  advanced weapons which the characters will likely have no reply 
  to. Fortunately they are not interested in oppressing the locals 
  and indeed may choose to topple the Dictator either because he 
  was so intractable with their diplomats or because he offends their 
  sensibilities – SolSec are not monsters, and it is obvious that this is 
  a very cruel regime. 
   
  The rebels may be able to come to an accommodation with 
  SolSec over the remains of the Turbulent, but this is not going to be 
  possible with Hazel and the characters still in the picture. Thus the 
  locals will urge the characters to flee rather than  bring the Imperial-
  Solomani conflict to their world. 
  SCENE 5: A HASTY DEPARTURE
   
  The characters’ ship should avoid detection for some time, 
  since it is most likely in the bottom of a canyon. If they can reach 
  it and are careful enough, they should be able to take off with 
  sufficient head start to escape from the Solomani vessel – which 
  turns out to be the Aldebaran Misfit encountered earlier. 
   
  Hazel is of the opinion that the Solomani will concentrate on 
  getting the wreck secured rather than immediately giving chase. By 
  the time they realize that all they have managed to capture is the 
  hulk of a nonstandard escort ship with few remaining traces of the 
  advanced system she once carried, the characters and their ship 
  should be well clear of the planet en route for the Jump point.
   
  It is likely that the characters will prefer to sneak past the 
  hostile vessel rather than engaging in battle. Even if an encounter 
  turns into a fight, the characters only have to stay alive long enough 
  to enter Jump. That might be a tall order, of course, if they are 
  detected early. However, if the characters do not do anything stupid 
  they should be able to escape, albeit narrowly. 
   
  Once in Jump, the next thing is planning a route homewards.  
  This can be as eventful as the Referee pleases…  
  EPILOGUE: DELIVERING THE GOODS
   
  The characters finally reach an Imperial port.
  SCENE 1: BACK HOME AGAIN
   
  Unless the characters have Hazel with them, or are dealing 
  with someone who knows about the missing ship, it may be difficult 
  to get anyone to take any notice at first. However, after a while 
  the characters are granted an appointment with the senior naval 
  officer, who wants to know every detail of their adventures. 
   
  Solomani cruisers on the Broken Chain? SolSec agents sniffing 
  around a few parsecs from Imperial space? Lost Navy ships? It’s 
  a fascinating tale all right, and as soon as any proof is offered the 
  Navy sits up and takes notice. The characters may not know the 
  significance of the ship they found, but the Navy does. Even with 
  Hazel’s assurance that all the sensitive systems aboard the vessel 
  were destroyed, the Navy is concerned about the situation and 
  wants to verify it. A mission will be launched to 015-424 as soon 
  as possible, to verify the destruction of the wreck and to find out if 
  anyone else survived. 
   
  But in the meantime, the characters have done the Navy and 
  the Emperor a great service. It wouldn’t do to make a big fuss about 
  it, since that would draw attention to the fact that the Navy has 
  been misplacing its warships. But a reward is definitely in order. 
  Any repairs the characters’ ship needs will be completed in a naval 
  dockyard, and (if the Referee feels it is appropriate) perhaps a 
  minor upgrade might be made. 
   
  In addition the characters receive an ‘expenses’ voucher good 
  for Cr100,000 drawn on the Imperial Diplomatic Corps funds and 
  therefore valid in most places within a subsector or two of the 
  Imperial border.
   
  And of course, there are those reports they were compiling. 
  Surely the characters must have a pretty comprehensive set of 
  them by now…
  SUBSEQUENT EVENTS
   
  The characters might decide to return to the Broken Chain, 
  perhaps to help the rebels on 015-424 in their fight for freedom or 
  to search for any other survivors from the Turbulent. They do, of 
  course, have an outstanding commission to compile reports on the 
  systems they visit along the way. 
   
  The flow of subsequent events should be determined by the 
  Referee.
  
  - 29 -
  EPIC Adventure Checklist
  Act 1: Grand Endeavor
  Key?
  Done?
  Scene
  -
  _____
  Scene 1: Refit and Vacation
  K1
  _____
  Scene 2: Patron Encounter
  -
  _____
  Scene 3: Departures
  Act 2: Early Stages
  -
  _____
  Scene 1: Planetfall at Gurgaliinash
  -
  _____
  Scene 2: A Scuffle
  -
  _____
  Scene 3: On to Anish Ishas
  -
  _____
  Scene 4: Courier Work 
  K2
  _____
  Scene 5: Into the Glimmer Drift
  Act 3: Along the Broken Chain
  -
  _____
  Scene 1: Along the way
  -
  _____
  Scene 2: Showing the Flag
  -
  _____
  Scene 3: A Find
  K3
  _____
  Scene 4: The Hidden Face of the Enemy
  Act 4: The Search Narrows
  K4
  _____
  Scene 1: A clue in a Tall Take
  -
  _____
  Scene 2: Down in the Desert 
  K5
  _____
  Scene 3: Guests of the Overlord
  K6
  _____
  Scene 4: Confirmation
  Act 5: The Desert Aflame
  K7
  _____
  Scene 1: The Revolutionary Council
  -
  _____
  Scene 2: Preparations
  K8
  _____
  Scene 3:T the Battle of Dorlif
  K9
  _____
  Scene 4: The Tech Center
  Act 6: Grave of Heroes
  K10
  _____
  Scene 1: Boarding the Ship
  K11
  _____
  Scene 2: No Common Escort
  K12
  _____
  Scene 3: Enter SolSec
  K13
  _____
  Scene 4: Our Very Own Little War
  -
  _____
  Scene 5: A Hasty Departure
  Cast of Characters
  LAUREN KELSEY
   
  One of those youngish-looking women who could be 25 or 
  40,  Kelsey is a minor independent freighting consultant at Grand 
  Endeavor. She is best described as ‘nondescript’. Kelsey rarely 
  stands out in a group and is often mistaken for a secretary – at least 
  until she adopts her business manner. When in business mode 
  Kelsey likes to lead her associates in one direction with slightly 
  misleading statements then suddenly spring her real requirements 
  on them while they are off balance. She is gaining something of a 
  reputation as a sharp, if slightly underhand, negotiator at the port. 
  She has been based there for a couple of years now. 
  Notes:
   
  Kelsey is in fact an agent of Imperial Naval intelligence, 
  gathering information out beyond the borders. She is supposed 
  to have several agents to back her up, but they have never been 
  assigned so she makes do as best she can. Kelsey dislikes working 
  with freelancers but she has little choice. Those that prove their 
  worth are noted and given new assignments. In this way, Kelsey is 
  building up an unofficial intelligence network in the region. 
   
  She is also running up a large expenses bill in the process, but 
  so far INI has not made any comment. 
   
  It is unlikely that stats will be needed for Kelsey.
  HAZEL ARIKALAII
   
  A veteran petty officer with 16 years’ service under her belt, 
  Hazel Arikalaii has had a fairly undistinguished career in the Imperial 
  Navy. Her personnel record is full of approving comments from her 
  commanding officers, noting her leadership skills and strong sense 
  of duty. However, she has always been somewhere else when an 
  incident occurred. Again and again Hazel was transferred out of a 
  ship just before it stumbled across and spectacularly smashed a 
  pirate nest. Her assignment as a technical instructor at Depot/Ley 
  took her out of INS Wrathful just in time to miss the cruiser’s now-
  legendary engagement with a Solomani commerce raider. Hazel’s 
  peers joke that you can tell when a barfight is about to break out by 
  watching for Hazel to go to the bathroom. 
   
  Until now, having Hazel Arikalaii aboard a ship has been a 
  guarantee of a safe and uneventful deployment… but that has 
  changed. 
  Notes:
   
  Hazel is no shirker, nor does she have the supernatural powers 
  some people ascribe to her. She has merely experienced a series 
  of coincidences during her career. She was, however, becoming 
  embarrassed at the feeling that she was not doing her part, which is 
  one factor that drives her to gamble on getting the data cores home 
  rather than just destroying them. This might be the only time in her 
  life that she experiences danger; she does not merely want to get 
  through it, she is determined to excel. 
   
  Hazel desperately wants to find out if any of her crewmates 
  survived and are still in captivity, but her sense of duty drives her to 
  concentrate on the mission at hand –deal with the ship and hope 
  a rescue can be mounted later. Under her professional exterior 
  she is deeply upset at the deaths and the fact that she is going to 
  be running out on the survivors (if there are any), but she knows 
  what she is supposed to do and anyway, the Navy is very keen on 
  rescuing captives, so perhaps escaping now is really the best thing 
  she can do for them.
   
  In quiet moments, though, she has her doubts. 
  
  - 30 -
  Chief Petty Officer Arikalaii, Imperial Navy (Navy level 9)
  Stamina 34, Lifeblood 10    Init +0; Speed 6m (4 squares); 
  Armor Class: 13 (+2 Jack +1 dex), Armor Rating: 2 (Jack)
  Str 10, Dex12 Con10, Int 15, Wis 11, Cha10, Edu 13, Soc 13
  SV Fort +3; Ref+4; Will +6;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Autopistol 
  +4
  1d10
  21 
  20 x2
  1
  15
  Carbine
  +4
  1d10
  45
  20 x2
  1
  20
  Fist
  +4
  1d3
  --
  20 x2
  --
  --
  Skills: Pilot +2, T/Communications +4, T/Computer +10, T/
  Electronics +8, T/Mechanical +8, T/Sensors +6, Leader +10 
  Liaison +9, Gunnery +11 
  Feats: Vessel (grav), Armor (light, vac suit), Weapons (marksman, 
  laser, ships weapons), Brawling, Zero-G/Low-G adaptation, Zero-G 
  combat, First Aid, Vessel (Grav Vehicle),
  Equipment: Jack Armor, Autopistol, Carbine
  CT: Navy, 4 terms 786977
  Skills: Electronics-3, Computer-2, Gunnery-2, Mechancial-1, 
  Handgun-1, Vac Suit-1
  Equipment: Jack, Autopistol, Carbine.
  THE DICTATOR’S SECURITY PERSONNEL
  Regular Mid Tech (Army 6)
  Stamina 26, Lifeblood 11    Init +1; Speed  9m (6 squares); 
  Armor Class: 15 (+4 flak jacket, +1 dex), Armor Rating: 4 (flak 
  jacket)
  Str 11, Dex12 Con11, Int 10, Wis 11, Cha10, Edu 10, Soc 10
  SV Fort +2; Ref+6 Will +2;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Autorifle
  +4 
  1d12
  60
  20 x2  
  1/4
  20
  Autopistol
  +4 
  1d10
  45
  20 x2
  1
  15
  Baton
  +4
  1d6
  --
  20 x2
  --
  --
  Fist
  +5
  1d4
  --
  20 x2
  --
  --
  Skills: Spot +9, Driving +10, Pilot +10, Forward Observer +9, 
  Gunnery +9
  Feats: Vessel (grav), Armor (light), Weapons (marksman, combat 
  rifleman, heavy weapons, field artillery), Brawling, Heavy Metal, 
  Vessel Specialization (Air/Raft)
  Equipment: flak jacket, autopistol, baton, autorifle in combat 
  situations
  REBEL FIGHTERS
  Human Rogue level 6
  Stamina 32, Lifeblood 12     Init +5; Speed  9m (6 squares); 
  Armor Class: 13 (+2 jack, +1 dex) Armor Rating: 2 (jack)
  Str 11, Dex12 Con11, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +2; Ref+6 Will +2;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Fist
  +5 
  1d4
  -- 
  20 x2
  --
  --
  Baton/
  Cudgel
  +4 
  1d6
  1.5 
  19 x2
  --
  --
  Dagger
  +4
  1d4
  1.5
  19 x2
  --
  --
  Autopistol
  +4
  1d10
  45
  20 x2
  1
  15
  Shotgun
  +4
  3d6/2d6/1d6
  3
  20 x2
  1
  10
  Carbine
  +4
  1d10
  45
  20 x2
  1
  20
  Skills: Bluff+9, Innuendo +9, Intimidate +9, Listen +11, Spot +11  
  Feats: Weapons (marksman, swordsman), Armor (light, medium), 
  Alertness, Toughness, Brawling, Improved Initiative, Spot Trouble, 
  Quick Draw, 
  Equipment: Jack armor and cudgel or dagger. Most have 
  Autopistol, some have shotgun or carbine
  CT: Rogue, 2 terms 787755
  Skills: Brawling-1, Gun Combat-1, Streetwise-1
  Equipment: jack cudgel or dagger, possibly autopistol, shotgun or 
  carbine
  CREW OF THE ALDEBARAN MISFIT
   
  The majority of crewmembers of the Aldebaran Misfit are 
  Merchant Ship Crew, as per the entry below. Among the crew are 
  several SolSec agents, who use the following stats:
  SOLSEC AGENTS (COVERT)
   
  These agents are the ‘diplomatic party’ that storms the wreck 
  of the Turbulent.
  Regular Marine (Marine level 6)
  Stamina 44, Lifeblood 14    Init +1; Speed 6m (4 squares); 
  Armor Class: 13 (+4 Cloth, +1 dex), Armor Rating: 4 (Cloth)
  Str 12, Dex12 Con13, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +6; Ref+3 Will +5;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Autopistol
  +11/+6/+1
  1d10
  45
  20 x2
  1
  15
  SMG 
  +10/+5
  1d10
  45
  20 x2
  1/4
  30
  Fist
  +11/+6/+1
  1d4
  1.5
  20 x2
  --
  --
  Dagger
  +10/+5
  1d4
  1.5
  19 x2
  --
  --
  Skills: Spot +9, Demolitions +6, Pilot +5, Forward Observer +5, 
  Survival +4
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons 
  (marksman, combat rifleman, swordsman, high energy), Weapon 
  focus (Autopistol), Brawling, Zero-G Combat, Second Wind, 
  Toughness, High Morale
  Equipment: Cloth armor, SMG, autopistol, dagger, personal 
  medkit, communicator
  CT: Marines, 3 Terms 989777
  Skills: Combat Rifleman-2, Brawling-2, Handgun-1, Vac Suit-1
  Equipment: Cloth Armor, SMG, Autopistol, Dagger
  SOLSEC AGENTS (OVERT)
   
  If the characters hang around long enough and the landing 
  party from the Aldebaran Misfit lands, these combat-armored 
  agents arrive.
  Regular Marine (Marine level 6)
  Stamina 44, Lifeblood 14    Init +1; Speed 6m (4 squares); 
  Armor Class: 13 (+7 Cbt armor, +1 dex), Armor Rating: 7 
  (Combat armor)
  Str 12, Dex12 Con13, Int 10, Wis 10, Cha10, Edu 10, Soc 10
  SV Fort +6; Ref+3 Will +5;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Autopistol
  +11/+6/+1
  1d10
  45
  20 x2
  1
  15
  ACR
  +10/+5
  1d12+2
  72
  20 x2
  1/4
  20
  Fist
  +11/+6/+1
  1d4
  1.5
  20 x2
  --
  --
  Dagger
  +10/+5
  1d4
  1.5
  19 x2
  --
  --
  Skills: Spot +9, Demolitions +6, Pilot +5, Forward Observer +5, 
  
  - 31 -
  Survival +4
  Feats: Vessel (grav), Armor (light, medium, vac suit), Weapons 
  (marksman, combat rifleman, swordsman, high energy), Weapon 
  focus (Autopistol), Brawling, Zero-G Combat, Second Wind, 
  Toughness, High Morale
  Equipment: Combat Armor-12, Advanced Combat Rifle, Autopistol, 
  Dagger, personal medkit, communicator
  CT: Marines, 3 Terms 989777
  Skills: Combat Rifleman-2, Brawling-2, Handgun-1, Vac Suit-1
  Equipment: Combat Armr, ACR, Autopistol, Dagger
  MERCHANT SHIP CREWS
   
  These basic stats can be used for almost any crewmember 
  encountered, be they free traders or crewmembers of GTC, 
  Imperial or Margravate ships.
  Human Merchant Level 6
  Stamina 24, Lifeblood 12     Init +1; Speed 9m (6 squares);  
  Armor Class: 12 (+2 jack), Armor Rating: 2 (jack)
  Str 11, Dex10 Con12, Int 10, Wis 10, Cha10, Edu 6, Soc 5
  SV Fort +4; Ref+2 Will +3;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Fist
  +2
  1d4
  -- 
  20
  --
  --
  Snub pistol
  +1
  1d10
  45
  20 x2
  1
  15
  Skills: Appraise+6, Bluff+4, Bribery +4, Broker+8, Driving+6, 
  Gather Information +6, K/Interstellar Law+6, Liaison+6, P/Admin-8, 
  T/Computer-4, T/Electronics+4, Trader-6
  Feats: Vessel (wheeled), Weapons (marksman, swordsman), 
  Armor (light), Barter, Brawling, Steward, Carousing, Connections 
  (Merchant)
  Equipment: jack armor and snub pistol
  CT: Merchant, 3 terms 676887
  Skills: Bribery-1, Handgun-1, Jack-o-T-1, Computer-1, Electronics-
  1
  NAVAL CREWS
   
  The crews of any of the naval vessels encountered can be 
  represented by the following basic stats:
  Human Ship Crew (Navy level 6)
  Stamina 22, Lifeblood 10    Init +0; Speed 6m (4 squares); 
  Armor Class: 13 (+3 vac suit), Armor Rating: 3 (vac suit)
  Str 10, Dex10 Con10, Int 11, Wis 11, Cha10, Edu 12, Soc 11
  SV Fort +2; Ref+2 Will +5;
  Attacks: 
  Weapon
  Hit
  Damage
  Rng-M
  Crit
  ROF
  Rnds
  Snub Pistol 
  +4
  1d10
  21 
  20 x2
  1
  15
  Snub SMG
  +4
  1d10
  24
  20 x2
  1/4
  30
  Fist
  +5
  1d4
  1.5
  20 x2
  --
  --
  Skills: all: Pilot +9, T/Computer +10, P/Administration +9, Liaison 
  +9, Gunnery +11, T/Sensors +10
  T/Astrogation +10, T/Communications +10, T/Sensors+10, 
  Feats: Vessel (grav), Armor (light, vac suit), Weapons (marksman, 
  laser), Brawling, Zero-G/Low-G adaptation, Zero-G combat, First 
  Aid, Vessel (ship’s boat), Weapons (ship’s weapons)
  Equipment: vac suit-12, combat snub pistol
  CT: Navy 2 Terms 777787
  Skills: Gunnery-1, Pilot-1, Vac Suit-1, Handgun-1
  Equipment: Vac Suit, Snub Pistol or Snub SMG
   
  PEOPLE – RANDOM AND INCIDENTAL ENCOUNTERS
   
  During the course of their travels, the characters may 
  encounter and interact with a wide range of individuals. Combat or 
  other interactions requiring skill rolls may occur with some of these. 
  However, stats are only included in this volume for characters and 
  groups with whom there is a high likelihood of conflict. If stats 
  are needed for others, examples are available in the T20 Core 
  Rulebook and in Travellers’ Aide #4: 76 Gunmen, or in Classic 
  Traveller materials such as 1001 Characters and Citizens of the 
  Imperium. Guidelines are given here as an indication of the sort of 
  stats that may be needed. 
   
  T20 uses a standard rating system for NPCs, as follows:
   
  Green: Inexperienced or unready: Level 3 characters
   
  Regular: Experienced and capable members of their 
  profession: Level 6 characters
   
  Veteran: Highly experienced members of their profession, alert 
  and ready to react: Level 9 characters.
   
  Elite: Extremely capable or dangerous individuals. Level 12 
  characters.
   
  Note that these levels may be split between classes. For 
  example a regular army technician might be a 6th level character 
  with 3 levels in Army and 3 in Professional.
  Incidental Encounters:
   
  Stats will probably not be needed for incidental characters. If 
  they are, use the guidelines below:
  BAR PATRONS AND PASSERS-BY
   
  T20: Random people encountered can be considered 
  to be Green (level 3) in most cases. Ordinary people will be 
  Professionals. Spacer crews can be considered to be Scouts or 
  Merchants, and are more likely to be Regular (level 6) due to their 
  more adventuresome lives. It is unlikely that these individuals will 
  be carrying weapons illegal at the local law level, and if weapons 
  are legal they will be armed with handguns and/or blades that can 
  be carried comfortably. People rarely lug heavy weapons around in 
  their daily lives unless there is a clearly perceived need.
   
  CT: Assume stats of 777777 and no real combat skills (e.g. 
  gun combat-0 for armed civilians)
  BARFIGHTERS AND BOUNCERS
   
  T20: People of a sort likely to actually brawl (rather than fleeing 
  from an incident) are likely to be fairly experienced: Regular and in 
  some cases Veteran members of their profession. Tough guys can 
  be considered to be Rogues while professional security personnel 
  such as bouncers or door supervisors will be Mercenaries. In most 
  establishments, the security staff are ‘officially’ unarmed but able 
  to grab an implement very similar to a baton that ‘just happened 
  to be there’. Some low-law worlds may have armed bouncers on 
  the door (usually with pistols) and heavier weaponry available at 
  need. 
   
  CT: Assume stats of 889777 and Brawing-2, Handgun-1
  LAW ENFORCERS, GUARDS AND CUSTOMS OFFICIALS
   
  T20: Guards and customs personnel at various starports, and 
  indeed law enforcement officials, can be considered to be Regular 
  (Level 6) Mercenaries. They are normally equipped with a flak 
  jacket and a sidearm (autopistols or snub pistols are common) and 
  a baton. Most guards have access to heavier firepower (shotguns, 
  SMGs or rifles) if necessary. 
   
  CT: Assume stats of 889888 and Brawling-1, Handgun-2, 
  Shotgun, Rifle or SMG-1
  
  - 32 -
  Starships
  SCOUTSHIP BROADSIDE OF A BARN
   
  This adventure presumes that the characters have access to 
  a small starship such as a Scout/Courier. If an existing group of 
  characters has a ship available, then obviously they can use that 
  vessel. If not, they might be hired as the crew of a ship such as the 
  one described below.
   
  If the characters have arrived at the beginning of this 
  adventure after completing Stoner Express then their vessel will 
  be the Scout/Courier Broadside of a Barn, refitted and repaired at 
  Grand Endeavor after the adventures of the Stoner run. They have 
  whatever cash on hand that remains after paying for the refit (which 
  costs Cr 42,000 plus any repairs needed.)
   
  If not, then perhaps the characters happen to own a vessel 
  that is quite similar to this one…
   
  The Scout/Courier Broadside of a Barn is old; over a century 
  and a half old. She has had many owners, and few of them were 
  particularly careful. Passed from hand to hand, sold on, refitted 
  in less than reputable ports and occasionally shot up, the Barn 
  is prone to a range of annoying glitches from landing gear that 
  refuses to retract to an intermittent short that dims the galley lights 
  (Murphy’s Law being what it is, this seems to happen whenever 
  anyone tries to use a sharp implement!). But overall she’s a good 
  ship; she gets her crew and whatever they are carrying from place 
  to place safely, on time, and only drives them slightly nuts in the 
  process.
   
  Unable to carry much cargo or any passengers, the Barn has 
  been making a living doing courier work along the very Rimward 
  frontier of the Imperium. Small-package freighting of this sort is not 
  commercially viable for most ships, but an almost-paid-for Scout/
  Courier can make a reasonable living at it if the crew will accept 
  less than standard salaries or a cut of the meager profits.
   
  The Barn is a standard Type S Scout/Courier in most respects. 
  She mounts a dual turret containing twin missile racks, and carries 
  three missiles for each rack. Spare missiles could be carried in the 
  cargo hold and manually transferred to the turret while the ship is 
  grounded; otherwise no reload is possible outside a starport. 
   
  A Scout/Courier is nominally worth MCr42 if purchased new. 
  However, as the Barn has changed hands and aged her value 
  has dropped. Her existing mortgage is for MCr3.4, with a monthly 
  payment of 14,170. This is quite a lot of money to find for a ship that 
  can make only Cr20,000 per jump freighting with a full hold.
   
  In addition, the crew must provide for annual maintenance. 
  A proper annual refit would cost Cr42,000, requiring an additional 
  Cr3500 to be put away each month to cover the costs. However, 
  maintenance is usually skimped somewhat (this carries some risks 
  that add up over time). It is possible to get a just-good-enough refit 
  for about Cr25,000 if the crew are willing to bear an increased 
  chance of Misjump and the general deterioration of the ship over 
  time. 
   
  Life-support costs add up to Cr750 per week per crewmember. 
  The ship will happily run on unrefined fuel (though her purifiers are 
  becoming slow and erratic as a result of skimped maintenance), 
  which costs Cr100 per ton. This works out at Cr2400 per Jump-2.
   
  Overheads for a month of operation, assuming two Jumps 
  and purchasing fuel rather than skimming it, add up to Cr18970 
  plus Cr750 per Jump per crewmember (or passenger, though it is 
  unlikely that a vessel of this type would carry any). If funds are put 
  away for a minimal refit, add Cr2100 per month, and for a standard 
  refit Cr3500 per month must be found. This is of course in addition 
  to any funds the crew draw for themselves or take as salaries. A 
  crew that never leaves the ship and eats only ship’s rations can 
  live very cheaply right up until they go stir-crazy and knife one 
  another. 
   
  Referees who dislike book-keeping should assume that 
  Cr70,000 per month will cover fuel for 2 Jumps, life support, 
  annual maintenance, berthing fees and such like for a crew of 2-4 
  individuals, leaving only personal cash to be found.
  SHIP STATUS
   
  At present Broadside of a Barn has Cr9,000 in her general 
  coffers and an additional Cr12,000 put away for annual 
  maintenance. This is not a great situation to be in. The next annual 
  maintenance is due in 5 months and it really needs to be a full-price 
  one. The ship has had too many skimped refits in the past and she 
  is becoming unreliable. It is only a matter of time until she becomes 
  dangerous or is condemned as a hazard to navigation. 
   
  The vessel is short on all necessary tools, rescue gear and so 
  on. Lost or damaged items have not been replaced, and the air/
  raft that comes as standard with ships of this type long ago broke 
  down and was sold off for spares. The Air/Raft bay now contains an 
  assortment of spare parts, tools and random junk picked up here 
  and there on the offchance it might be useful someday.
  SHIP’S LOCKER
   
  The contents of the ship’s locker varies from vessel to vessel. 
  Supposedly it should contain emergency equipment, a few weapons 
  for security, spares, tools and other items necessary for operation 
  of the ship and conduct of missions aboard it. In the case of older 
  ships like the Barn, the locker tends to be a dumping ground for all 
  manner of junk, magazine collections belonging to crewmembers 
  who retired yeas ago, old shoes, sports gear and anything else that 
  does not have a place of its own aboard the ship.
   
  The Referee should ‘personalize’ the contents of the ship’s 
  locker. For example, there is indeed a toolkit, but it contains 
  components from several other kits, a set of sockets that don’t fit 
  any bolt aboard the ship and a Blade that has clearly been used 
  to lever up deckplate at some point and become very bent in the 
  process. 
   
  If the crew needs a relatively trivial item, they may be able to 
  find it after a period of uncomfortable rummaging around in the 
  back of the locker, even if it is not listed here. Note that there are 
  some items (such as vac suit spares) that will always be present. 
  They are literally lifesavers and no sane crew would go into 
  space without them. How accessible they are is a different matter 
  – especially if the crew have been rummaging about looking for 
  other items. 
  Suggested contents of the Ship’s Locker include:
  Survival Kit, Personal – A small backpack or belt pack containing 
  personal survival equipment. There should be one per crewmember 
  plus a couple of spares. Contents include:
   
  Small knife
   
  Fire-starting equipment
   
  Blanket/poncho
   
  4 days’ preserved rations
   
  Water bottle
   
  Compass
   
  Light cord or string
   
  Mirror
   
  Water purification tablets
   
  Survival manual
  Survival Kit, Vehicle – A standard kit carried aboard lifeboats, 
  vehicles and starships, the Vehicle Survival Kit designed to equip 
  
  - 33 -
  4 people. Imperial Law requires that all spacegoing vessels 
  include one kit per 4 passengers or crew. The one aboard the 
  Barn has probably been pillaged several times to deal with minor 
  emergencies and may lack much of its listed contents at the 
  Referee’s discretion. Contents include:
  1 Survival Rifle, plus 50 rounds shot and 50 ball
  1 Hatchet
  1 Field Medical Kit
  4 Personal Survival Kit
  4 Field Kit, Personal
   
  4 Sets/Emergency Cold Weather Clothing
   
  4 Combination Masks plus extra filters
   
  Field Rations for 60 person-days (15 days for 4 people)
   
  4 Bulk water storage containers with filters
   
  1 Water Purification Kit
   
  2 Pressure Tent
  Arms and Protective Equipment:
   
  1 Snub Revolver  
   
  1 Shotgun 
   
   
  3 Blade 
   
   
  8 Combination Mask 
   
  8 Life-Support Mask 
   
   
  Assorted Vac Suit Spares
   
  1 Standard TL 12 Vac suit per crewmember
   
  The Locker also includes slings, holsters and a few dozen 
  rounds of ammunition for the two guns. 
  Survival and Emergency Equipment:
   
  Rescue Balls (Located throughout the vessel)
   
  Emergency Softsuits: (1 per duty station, 8 spares in Locker)
   
  1 Portable Airlock
   
  Emergency Bulkhead Patches
   
  4 Emergency Radio Distress Beacons
  Tools and Other Equipment:
   
  Electronic Toolkit (Originally quite comprehensive)
   
  Mechanical Toolkit (Originally quite comprehensive)
  
  - 34 -
  1.   Avionics Bay
  2.   Bridge
  3.   Central Corridor
  4.   Stateroom One
  5.   Stateroom Two
  6.   Stateroom Three
  7.   Stateroom Four
  8.   Common Area
  9.   Fuel Tankage
  10. Landing Pylon Bay
  11. Gallery Access
  12. Drive Room
  13. Commo Bay
  14. Air/Raft Bay
  15. Ship’s Locker
  16. Gunner’s Position
  17. Storage
  18. Upper Gallery
  19. Forward Sensor Position
  20. Forward Cargo Bay
  IMPERIAL SCOUT/COURIER (Type S)
  Class: Starship, type S
  EP Output: 4 (2 excess)
  Double Turret: (empty)
  Tech Level: 11
  Agility: 2 (+2 EP)
  Size: Medium (100 tons)
  Initiative: +2 (+2 agility)
  Streamlining: Yes
  AC: 12 (+2 agility)
  Jump Range: 1x Jump-2
  Repulsors: 0
  Acceleration: 2-G
  Nuclear Dampers: 0
  Fuel: 24 tons
  Meson Screens: 0
  Duration: 4 weeks
  Black Globes: 0
  Crew: 1
  AR: 0
  Staterooms: 4
  SI: 100
  Small Cabins: 0
  Main Computer: Model/1 (5 CPU)
  Bunks: 0
  Sensor Range: Close (Mod/1)
  Couches: 
  Comm. Range: Close (Mod/1)
  Low Berths: 0
  Cargo Space: 20 tons
  Cost: MCr42.578 (new)
  Atmospheric Speeds:           NoE =  275kph   
  Cruising = 825kph Maximum = 1100kph
  Other Equipment: Air/raft, fuel scoops
   
  The Type S Scout/Courier is the most commonly seen ship in 
  Charted Space. Small, cheap, and reasonably economical to operate, 
  these ships have become a workhorse for both the government and 
  military fleets; some are encountered in commercial use. Most Scout/
  Couriers are actually former Scout Service vessels either purchased 
  as surplus from the government or are assigned for the private use 
  of former Scouts currently on Detached Duty. In return for use of the 
  ship the Scouts (and the ship itself) are subject to recall at any time for 
  temporary or indefinite duty, as the Scout service requires.
   
  The ship itself is built using the smallest available hull for a 
  starship, 100-tons. The vessel carries a Maneuver drive capable of up 
  to 2-G acceleration and a Jump-2 drive. The power plant provides just 
  enough energy to power the maneuver drives or the Jump drive. If laser 
  or energy weapons are installed, a larger power plant will be needed. 
  Most ex-Scout vessels have had their powerful computer and sensor 
  arrays removed and replaced with a standard Model/1bis computer. 4
  staterooms are available for crew and passengers. Small cargoes may 
  also be carried in the ship’s compact 20-ton cargo hold. The vessel also 
  carries a small vehicle bay, usually containing an air/raft.
   
  The Scout/Courier requires a crew of one to operate; the pilot who 
  must assume the duties of pilot and astrogator, and also oversees the 
  highly automated drive section. A second crewmember is desirable. 
  The Type S costs MCr42.578 new, and takes 5 months to build.
  
  - 35 -
  IMPERIAL RAMADA CLASS CORVETTE
  Class: Starship, Type L
  EP Output: 44 (16 extra)
  Battery 1: Pulse Laser 
  (x2), Attack Bonus +3 (+3 
  USP), Damage 3d10.
  Battery 2: Fusion Gun 
  (x2), Attack Bonus +5 (+5 
  USP), Damage 5d20.
  Tech Level: 14
  Agility: 4
  Size: Medium (400dt)
  Initiative: +4
  Streamlining: 
  Streamlined (Wedge)
  AC: 17 (Agility +4, Armor +3)
  Jump Range: 5
  Repulsors: None
  Acceleration: 3
  Nuclear Dampers: None
  Fuel: 248
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 11
  AR: 0
  Staterooms: 6
  SI: 145
  Small Cabins: 0
  Main Computer: Model/4
  Bunks: 0
  Sensor Range:  Long (Model/4)
  Couches: 0
  Comm. Range: Long (Model/4)
  Low Berths: 0
  Cargo Space: 0
  Cost: Experimental
  Atmospheric Speeds:           NoE =  1175kph
  Cruising = 3525kph 
  Maximum = 4700kph
  Other Equipment: Fuel Scoops, No Fuel Processor. 
   
  The Ramada Class of corvette was deigned to fulfil several roles. It was to be 
  capable of the traditional patrol work and escort duties, to act as a close-support 
  craft for assault landers, and also to demonstrate the concept of the dedicated 
  close-escort class in the fleet role. Designed and placed in service at TL-14, the 
  class was also used as a testbed for new TL-15 components gradually becoming 
  available. 
   
  The Ramada Class has a streamlined hull allowing it to provide protection 
  all the way to the ground. The experimental version is capable of Jump-5, while 
  the standard service variant has the usual jump-4 capability. A top of the range 
  maneuver drive enables it to provide close support for any ship and its four ship 
  grade turrets provide enough firepower to squash most foes of similar size and 
  these are complemented with 2 fusion gun turrets for ground support. Armor is 
  rather light, but this is considered acceptable in an escort.
   
  The Testbed Ramadas also have a new sensor and computer suite and these 
  upgrades alone increase the effectiveness of the class considerably. 
   
  One concept that was originally mooted for the Ramada, but which was not 
  incorporated, was attachment points for drop tanks. The class was originally 
  intended to demonstrate this concept in the fleet role, too, but the design team 
  wisely decided that the class was already over-burdened with requirements and 
  dropped the concept. 
   
  A future project, currently titled “Close Escort CEX-Antelope”, is under 
  discussion. If it proceeds, this Experimental Close Escort class will carry drop 
  tanks for extended range, and possibly a particle accelerator main battery.
  
  - 36 -
  Texas-class Light Cruiser
  Class: Starship, type SCL
  EP Output: 500 (82 excess)
  2x Particle Accelerator 
  Bay (100-ton):  Particle 
  Accelerator; Attack Bonus 
  +8 (+8 USP), Damage: 
  8d12 + radiation, Range 
  Increment: 60,000km.
  3x Triple Turret Batteries 
  (4 linked turrets):  Beam 
  Laser; 
  Attack 
  Bonus 
  +5 (+5 USP), Damage: 
  5d8, Range Increment: 
  30,000km.
  5x Triple Turrets:  Missile 
  Rack; Attack Bonus +2 
  (+2 USP), Damage: per 
  missile, Range Increment: 
  90,000km.
  3x 
  Triple 
  Turret: 
  Sandcaster; Bonus +5 
  (+5 USP).
  Tech Level: 12
  Agility: 1 (+82EP)
  Size: Large (8000 tons)
  Initiative: 10 (+1 agility, -1 size)
  Streamlining: Streamlined
  AC: 15 (+1 agility, +5 armor, -1 size)
  Jump Range: 1x Jump-3
  Repulsors: None
  Acceleration: 4-G
  Nuclear Dampers: None
  Fuel: 2900 tons
  Meson Screens: None
  Duration: 6 weeks
  Black Globes: None
  Crew: 92+31 troops
  AR: 5
  Staterooms: 70 double
  SI: 425
  Small Cabins: 0
  Main Computer: Model/4
  Bunks: 0
  Sensor Range: Long/4
  Couches: 0
  Comm. Range: Long/4
  Low Berths: 30 emergency
  Cost: 
  MCr 
  4627.2224 
  excluding 
  smallcraft and supplies
  Cargo Space:
  Atmospheric Speeds: NoE 1175 kph               Cruising 3525 kph
  Max 4700 kph
  Other Equipment:  Sickbay, 2x Autodoc, Engineering Shop, 10x 10-ton 
  Fighter Bays, 30-ton Boat Hangar, Air/raft bay, G-Carrier Bay, 4x Extra 
  Airlock, 15 Missile Magazines (300 missiles total).
  GTC Trade Cruiser
  Class: Starship
  EP Output: 148 (0 excess)
  2x 
  Double 
  Turret 
  Batteries 
  (4 
  linked 
  turrets):  Beam Laser; 
  Attack Bonus +5 (+5 
  USP), 
  Damage: 
  5d8, 
  Range 
  Increment: 
  30,000km.
  2x Double Turret:  Missile 
  Rack; Attack Bonus +2 
  (+2 USP), Damage: per 
  missile, Range Increment: 
  90,000km.
  2x 
  Double 
  Turret: 
  Sandcaster; Bonus +3 
  (+3 USP).
  Tech Level: 13
  Agility: 0
  Size: Large (5000 tons)
  Initiative: 0
  Streamlining: Partial
  AC: 9 (-1 size)
  Jump Range: 1x Jump-2
  Repulsors: None
  Acceleration: 2-G
  Nuclear Dampers: None
  Fuel: 1148 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 38
  AR: 0
  Staterooms: 27
  SI: 350
  Small Cabins: 0
  Main Computer: Model/4
  Bunks: 0
  Sensor Range: Short/2
  Couches: 0
  Comm. Range: Short/2
  Low Berths: 10 emergency
  Cost: 
  MCr 
  1440.448 
  excluding 
  smallcraft and supplies
  Cargo Space: 2844.8 tons
  Atmospheric Speeds: NoE  75kph                    Cruising  200kph
  Max 300kph
  Other Equipment:  Sickbay, 4 Missile Magazines (80 missiles total), 
  Shuttle Bay, Air/raft Bays x2.
  Margravate Long Range Freightliner
  Class: Starship
  EP Output: 40 (8 excess)
  4x 
  Triple 
  Turret: 
  Beam Laser; Attack 
  Bonus +2 (+2 USP), 
  Damage: 2d8, Range 
  Increment: 30,000km.
  Single 
  Turret: 
  Sandcaster; Bonus +1 
  (+1 USP).
  Tech Level: 10
  Agility: 0
  Size: Large (2000 tons)
  Initiative: 0
  Streamlining: Streamlined
  AC: 9 (-1 size)
  Jump Range: 1x Jump-2
  Repulsors: None
  Acceleration: 2-G
  Nuclear Dampers: None
  Fuel: 440 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 19
  AR: 0
  Staterooms: 13
  SI: 275
  Small Cabins: 0
  Main Computer: Model/2bis
  Bunks: 0
  Sensor Range: Close/1
  Couches: 0
  Comm. Range: Close/1
  Low Berths: 20
  Cost: 
  MCr 
  602.1232 
  excluding 
  smallcraft and supplies
  Cargo Space: 1234.1 tons
  Atmospheric Speeds: NoE  75kph                     Cruising  200kph
  Max 300kph
  Other Equipment: Pinnace Hangar, Air/raft Bay.
  Solomani Long-Range Trader
  Class: Starship
  EP Output: 30 (6 excess)
  4x Double Turret:  Beam 
  Laser; 
  Attack 
  Bonus 
  +3 (+3 USP), Damage: 
  3d8, Range Increment: 
  30,000km.
  2x Double Turret:  Missile 
  Rack; Attack Bonus +2 
  (+2 USP), Damage: per 
  missile, Range Increment: 
  90,000km.
  Tech Level: 14
  Agility: 0
  Size: Medium (800 tons)
  Initiative: 0
  Streamlining: Partial
  AC: 12 (+2 armor)
  Jump Range: 1x Jump-2
  Repulsors: None
  Acceleration: 2-G
  Nuclear Dampers: None
  Fuel: 190 tons
  Meson Screens: None
  Duration: 4 weeks
  Black Globes: None
  Crew: 12
  AR: 2
  Staterooms: 20
  SI: 205
  Small Cabins: 0
  Main Computer: Model/2s
  Bunks: 0
  Sensor Range: Short/2
  Couches: 0
  Comm. Range: Short/2
  Low Berths: 20
  Cost: MCr 266.62096 excluding 
  smallcraft and supplies
  Cargo Space: 361.2 tons
  Atmospheric Speeds: NoE  75kph                    Cruising  200kph
  Max 300kph
  Other Equipment: Sickbay, Extra Airlock.
  
  - 37 -
  Open Gaming Information
  OPEN GAME CONTENT
  Except as specified as Product Identity (see below and section 1e 
  of the OGL) or Trademarks (see below and section 1f of the OGL), 
  the following material is considered Open Game Content under 
  section 1d of the OGL:
   • EPIC Adventure format; pages 4-5
   • Rewards and Advancement; pages 5-6
   • All NPCs from the Cast of Characters; pages 29-31
   • The 6 starship data blocks under the Starships section; pages 
  34-36 (not including descriptions and deckplans)
   • Any paragraph or section beginning with T20:
  It is the express intent of QLI that all classes, feats, skills, and other 
  rules that are derivative of the d20 SRD and other Open Game 
  Content be released and added to the existing body of Open Game 
  Content for free use under the principals and requirements of the 
  Open Game License. Those sections that are solely derived from 
  the original Traveller canon works, such as the vehicle and starship 
  design, or the world building rules remain closed content and are 
  not considered Open Game Content.
  PRODUCT IDENTITY
  In addition to the items specified under section 1e of the Open 
  Game License, the following terms and titles are also reserved as 
  Product Identity. A copy of the Open Game License can be found 
  below:
  Glimmer Drift, Glimmerdrift Reaches, Ley, Solomani, air/raft, 
  Grand Duchy of Stoner, Glimmerdrift Trade Consortium, Farreach 
  Margravate, Starfall Cluster, Starreach Gulf, Kuldersen Deep, 
  Kraxin Subsector, Williamsburg Subsector, Vilani, Vargr, SolSec
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this 
  License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
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  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
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  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
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  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
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  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  T20 – The Traveller’s Handbook Copyright 2002, QuikLink Interactive, Inc. Traveller is a 
  trademark of Far Future Enterprises and is used under license
  Traveller’s Aide #1 Copyright 2002, QuikLink Interactive, Inc. Traveller is a registered 
  trademark of Far Future Enterprises and used under license.
  Traveller’s Aide #4 – 76 Gunmen, Copyright ©2003 QuikLink Interactive, Inc.
  Traveller’s Aide #7 – Fighting Ships, Copyright ©2003 QuikLink Interactive, Inc.
  EPIC Adventure #3 – Into the Glimmer Drift, Copyright ©2004 QuikLink Interactive, Inc.
  
SOURCE: textdata/thevault/Traveller/06 - Traveller (T20)/Traveller - T20 - Epic Adventure 2 - Into the Glimmer Drift QLI-EA0002.pdf