TEXT:  
   
   
   
   
   
   
   
   
   
   
  
   
  1 
   
   
  Introduction 
  02 
  Campaign 
  02 
  Notations 
  02 
  Terminology 
  03 
  The Region 
  03 
  Engage… 
  04 
  The Starship Lockley 
  04 
  The Lockley’s Vagaries 
  05 
  The Missing Shuttle 
  07 
  The Ship’s Stores 
  07 
  #1: “Containment” 
  08 
  #2: “Delta-Orconis” 
  16 
  #3: “The Derelict” 
  25 
  #4: “Distress Call” 
  33 
  #5: “Missing Persons” 
  41 
   
  This fan created product is designed for use 
  with 
  Goblinoid 
  Games’ 
  Starships 
  & 
  Spacemen™ 2nd Edition role playing game, 
  which 
  can 
  be 
  found 
  at 
  www.goblinoidgames.com. Starships and 
  Spacemen™, 
  and 
  associated 
  content 
  owned by Daniel Proctor and Goblinoid 
  Games. 
   
  AUTHOR & ILLUSTRATOR: 
  Scott Mulder (Luminous Design Studio) 
   
  CGI MODELS & TEXTURES: 
  Richard Merk, Simon Schild, Power Fusion 
  3-D, 3-D-C, Notilize, Coflek Gnorg, Adam 
  Thwaites, Cybertenko, Uzilite, Darriofish, 
  Predatron 3D, Nightshift3D, The Antfarm, 
  Mortem Vetus, Xena, April YSH, Ian Palmer, 
  Petipet, Mylochka, and Valander. 
   
  This product contains fan created content 
  under the creative common license. The 
  purchaser of this product may re-print it 
  for personal use.   
   
  ARTWORK: 
  Copy Right 2020. All original or derived 
  artwork contained in this product were 
  created by Scott Mulder and Luminous 
  Design Studio. These works cannot be 
  redistributed or extracted outside the 
  personal use of this product without the 
  expressed written permission of the artist. 
   
  
   
  2 
   
   
  Conflux 
  is 
  a 
  continuing 
  series 
  of 
  interconnected 
  one-shot 
  episodic 
  adventures for use with Goblinoid Games’ 
  Starships and Spacemen 2nd Edition Role 
  Playing Game. This supplement is intended 
  for beginner to intermediate Player-
  Characters ranked Levels 1-5. The mission 
  scenarios contained herein are written for 
  the Ashdown Campaign Universe but may 
  be used with the original game campaign 
  setting with some adjustments. Luminous 
  Design Studio’s resource supplements 
  “Ashdown: Sol & Xoth Sectors” and the 
  “Starship Construction Manual, Vol’s #1 & 
  #2” are highly recommended for use with 
  this product but are not required. You can 
  use this module as written or as inspiration 
  for use in adventures within your own 
  game setting. 
  This resource supplement takes place 
  within Luminous Design Studio’s Ashdown 
  Campaign Universe. This campaign setting 
  is a fictional alternate reality in the year 
  2290 loosely based on factual and fictional 
  places in our own universe. There are some 
  differences between this game setting and 
  the original one found in the 2nd Edition 
  Rulebook published by Goblinoid Games. 
  One specific distinction is that in the 
  Ashdown Universe the Gorran have an 
  independent interstellar government and 
  are 
  not 
  members 
  of 
  the 
  Galactic 
  Confederation. Space Masters who wish to 
  keep the Gorran as written in the 2nd 
  Edition Rulebook can simply articulate that 
  the 
  Gorran 
  home-world 
  is 
  the 
  Confederation’s foothold in the Beta 
  Quadrant. This campaign universe is 
  composed of the two charted quadrants of 
  the known galaxy (Alpha and Beta) and two 
  uncharted ones (Gamma and Delta). Space 
  Masters can introduce the PC’s to this 
  alternate reality as their home setting or 
  find their way here through a teleporter 
  mishap, alien portal, or dimensional rift.  
   
   
  Throughout this adventure module you will 
  see a numeric reference, for example 
  (Planet #01), annotated next to the names 
  of planets and (Star #01) next to the names 
  of solar systems. This notation number 
  corresponds directly to the assigned 
  reference number for these places in the 
  Luminous Design Campaign Resource 
  “Ashdown: Sol & Xoth Sectors”.  
  
   
  3 
   
   
  ABBR. 
  GAME TERMINOLOGY 
  AR 
  Armor / Armor Rating 
  BB 
  Beam Bank 
  CHA 
  Charisma 
  CMD 
  Command  
  CNT 
  Contact 
  CON 
  Constitution 
  CSF 
  Confederation Space Fleet 
  DEX 
  Dexterity 
  ENG 
  Engineer / Engineering 
  ENL 
  Enlisted 
  EQ 
  Equipment 
  FC 
  Fire Control 
  HP 
  Hit Points 
  INT 
  Intelligence 
  MIL 
  Military Branch 
  MED 
  Medical 
  OFC 
  Officer 
  PC’s 
  Player Characters 
  PPB 
  Power Pile Base 
  PSI 
  Psionic Potential 
  NAV 
  Navigation 
  NPC’s 
  Non-Player Characters 
  SCI 
  Science Branch 
  SEC 
  Security 
  SIB 
  Space Fleet Intelligence Bureau 
  SL 
  Sentient Life 
  SM 
  Space Master 
  SUB 
  Sub Class 
  STR 
  Strength 
  SS 
  Shuttle Ship 
  S&S 
  Starships & Spacemen RPG 
  TEC 
  Technical Branch 
  TELE 
  Teleporter 
  TORP 
  Torpedo / Ion Torpedo 
  XP 
  Experience Points 
  ZSF 
  Zangid (Imperial) Space Force 
  The region of the Ashdown Campaign 
  Universe’s Galactic Map that is used in this 
  adventure supplement is known as the Sol 
  Sector. This sector is located in the Alpha 
  Quadrant of charted space and is the home 
  of the Galactic Confederation of Allied 
  Worlds.  
   
  REGIONAL STAR SYSTEMS 
  # 
  Quad. Sect. 
  System 
  Planets 
  01 
  Alpha 
  Sol 
  Sol 
  10 
  02 
  Alpha 
  Sol 
  A. Centauri 
  4 
  03 
  Alpha 
  Sol 
  P. Centauri 
  2 
  04 
  Alpha 
  Sol 
  Sirius  
  3 
  05 
  Alpha 
  Sol 
  E. Eridani 
  4 
  06 
  Alpha 
  Sol 
  Tau Ceti 
  5 
  07 
  Alpha 
  Sol 
  Vega 
  11 
  08 
  Alpha 
  Sol 
  40 Eridani 
  5 
  09 
  Alpha 
  Sol 
  Demai 
  5 
  10 
  Alpha 
  Sol 
  Z. Herculi 
  7 
  A1 
  Alpha 
  Sol 
  Unexplored 
  15 
  A2 
  Alpha 
  Sol 
  Unexplored 
  4 
  A3 
  Alpha 
  Sol 
  Unexplored 
  9 
  A4 
  Alpha 
  Sol 
  Unexplored 
  6 
   
  • The unexplored systems listed above 
  (A1 - A4) are known as the “Forbidden 
  Stars” in the Ashdown Universe. They 
  are inaccessible to normal space 
  travel 
  due 
  to 
  dangerous 
  or 
  unpredictable navigation hazards. 
   
  
   
  4 
   
   
   
  The starting point for this series of 
  interconnected mini adventures is on 
  Starbase Alpha orbiting the planet Earth in 
  the Sol Sector. The player characters (All 
  Confederation 
  Officers 
  or 
  Enlisted 
  Spacemen) are visiting this vital Starbase 
  either on official Space Fleet business or for 
  personal reasons. While attending to their 
  affairs the PC’s are suddenly surprised with 
  an urgent alert on their communicators 
  with new orders to report immediately to 
  the C.S.F. Lockley for duty assignment. The 
  new orders, sent from Starbase Alpha’s 
  Admiral Amano, indicate that the PC’s have 
  been selected as temporary replacement 
  crew at the request of Captain Isaiah 
  Watts. Strangely, the PC’s have never 
  heard of Captain Watts and have no idea 
  why he would personally select them to 
  crew his ship.  
   
  SPACE MASTER: Regardless of rank or 
  experience the PC’s can assume any 
  second-tier duty stations matching their 
  Space Fleet career path. All command level 
  and first-tier positions are currently 
  occupied by NPC incumbent officers or 
  enlisted crew. These duty station positions 
  may become available for the PC’s to fill 
  later in future mission scenarios. 
   
   
  THE STARSHIP LOCKLEY 
  The Galactic Confederation Starship C.S.F. 
  Lockley was named after the 22nd Century 
  deep space explorer Holden Lockley who 
  piloted the United Earth Government 
  (UEG) 
  prototype 
  matter/antimatter 
  powered exploration probe “Destiny-3”. 
  The C.S.F. Lockley is an older model 
  Pytheas 
  Class 
  Exploration 
  Starship 
  (Equivalent in size and capabilities to a 
  Destroyer) that entered Space Fleet service 
  in 2258 as a dedicated science and 
  planetary survey vessel. The ship’s sturdy 
  construction, 
  minimal 
  support 
  requirements, and prolific record as a deep 
  space explorer has contributed to its 
  longevity within the fleet. Affectionately 
  nick-named “The Lock-Knee” by its crew as 
  a not so subtle reference to the ship’s 
  advanced age. The Lockley has under-gone 
  three refits to date and is unfortunately 
  now nearing the end of its service career. 
  The ship is currently scheduled for 
  decommission and stand down at the end 
  of its current mission cycle in ten months. 
  
   
  5 
   
   
  C.S.F. LOCKLEY 
  Ship’s Name: C.S.F. Lockley 
  Ship Type: Explorer 
  Ship Class: Pytheas Class 
  Designation: EX-047 
  Commissioned: 2258 
  Affiliation: Confederation 
  Crew Compliment: 20/200 
  Command Rank: Lieutenant 
  Hull Size: 3 
  Mission Duration: 3 Year Cycle 
  Construction Cost: 130 CP 
  Power Pile Base: 120 (2x ½ Pods) 
  Habitable Decks: 16 
  Teleporter Cap: 4 At A Time 
  Beam Banks: 2 
  Ion Torpedoes: 8 
  Shuttle Ships: 1 (Capacity 2) 
  Sick Bay Cap: 5 At A Time 
  Cryo-Tubes: 6 
  Ship’s Locker: 
  10 
  4 
   
  THE LOCKLEY’S VAGARIES  
  As an older starship, the normally tolerable 
  flaws found on similar vessels, are 
  considerably more conspicuous on the 
  Lockley. Included here is a description of 
  the four most noticeable quirky faults and 
  flaws found on the Lockley.  
   
  1. The Lockley has a faulty hyperspace 
  harmonics induction coil which causes the 
  ship to noticeably shake every time it 
  enters hyperwarp. Each hyperwarp factor 
  above 2 increases the intensity of the 
  vibration causing a -1 penalty per H-factor 
  for any physical action requiring an 
  attribute or skill check. 
   
  2. A poorly networked data connection in 
  the Lockley’s helm control delays all bridge 
  commands to the engine room to engage 
  hyperwarp by 1d6 rounds. Sometimes it is 
  just faster to call in commands to the 
  engine room by hand-held communicator 
  than to wait for the helm console. 
   
  3. A defect in the Lockley’s central 
  computer core results in an awkwardly 
  long processing pause lasting 2d10 rounds 
  each time an inquiry is made to the ship’s 
  computer.  
   
  4. The shoddy installation of the ship’s food 
  processing units results in a constant 
  protein line leak that attracts infestations 
  of Rigellian Space Lice. (S&S-2E, Pg. #16) 
  The infestation is nearly impossible to 
  contain as the pesky bugs simply relocate 
  through the mechanical crawl spaces when 
  faced with eradication. Every day while in 
  transit the Space Master should roll 2d8 to 
  determine what deck will experience the 
  next outbreak. During the outbreak crew 
  members may randomly encounter 2d4 
  Space Lice during the infestation. The 
  infestation on each deck usually lasts 24 
  hours while the ship’s robot eradicates the 
  pests to a point where they move to 
  another deck. 
   
   
  
   
  6 
   
   
   
   
   
   
  
   
  7 
   
   
  MISSING SHUTTLE 
  The C.S.F. Lockley can support up to two 
  shuttle ships but currently only has one. 
  The second shuttle ship was recently lost in 
  a mysterious cosmic gas cloud (S&S-2E: Pg. 
  #31) and is the reason why Captain Watts 
  needed last-minute crew replacements for 
  his ship. Rumors have it that Captain Watts 
  was deeply traumatized by the event and 
  has not yet requisitioned a replacement 
  shuttle because he holds out hope that his 
  lost shuttle and crew might be found. 
  Whenever, the matter is mentioned the 
  Captain is known to change the subject or 
  end the conversation abruptly with a less 
  than courteous dismissal. 
   
   
   
   
   
   
   
   
   
   
  THE SHIP’S STORES 
  The Lockley’s equipment storage facility is 
  located on Deck-6 (Room #31) near the 
  main cargo bay. This compartment remains 
  locked at all times and is only accessible 
  with an Officer’s authentication code.  
   
  C.S.F. LOCKLEY’S SHIP STORES 
  QTY. EQUIPMENT ITEM 
  5 
  Beam Pistol 
  5  
  Electro-Stun Gun 
  3 
  Medical Kit 
  2 
  Auto Analyzer 
  2 
  Universal Translator 
  5 
  Communicator 
  2 
  Data Recorder 
  5 
  Radiation Suit  
  5 
  Oxygen Tank 
  1 
  Planetary Radar Tracking Unit 
  1 
  Energy Screen 
  1  
  Force Field Generator 
  2 
  Sky Cycle 
  2 
  Jet Pack 
  1 
  Coil 50’ Synthetic Rope 
  2 
  Maintenance Robot 
   
  
   
  8 
   
   
   
  “CONTAINMENT?” 
  This mission is a straight up bug hunt for a 
  pesky infestation of Rigellian Space Lice 
  afflicting the crew of the C.S.F. Lockley. Can 
  the PC’s win the respect and appreciation 
  of 
  the 
  Lockley’s 
  stoic 
  Captain 
  by 
  eliminating the pests and staying out of 
  sick bay?  
   
  ORDERS  
  While docked at Starbase Alpha for 
  resupply and crew replacements the 
  Lockley receives new orders from Admiral 
  Amano. The C.S.F. Lockley is ordered to 
  proceed to the planet Deneb (Planet #20) 
  in the Sirius System (Star #04) and deliver a 
  shipment of medical equipment to the 
  local Confederation’s space station.  
   
  MISSION DETAILS 
  Eager to complete this routine supply run 
  Captain Watts has set a course from 
  Starbase Alpha to the Sirius System at 
  hyperwarp factor 3. At this rate, the 8.5 
  light-year journey will take two and a half 
  days 
  of 
  interstellar 
  travel. 
  At 
  this 
  hyperwarp factor the new crew members 
  will experience firsthand one of the 
  Lockley’s engineering quirks which is a 
  noticeable persistent vibration of the ship 
  during hyperwarp. At first the vibrations 
  within the ship are very noticeable but 
  overtime they gradually become less 
  perceptible 
  as 
  the 
  crew 
  becomes 
  acclimated. While traveling at this factor of 
  hyperwarp all crew on the ship will have a 
  -1 penalty to all physical actions requiring 
  an attribute or skill check due to the mild 
  but persistent shaking sensation. 
   
  While enroute to Sirius the persistent 
  vibration of the ship at hyperwarp awakens 
  an infestation of Rigellian Space Lice from 
  its current hiding place in the mechanical 
  crawl space. The nasty pests find a suitable 
  food source from a leaking protein supply 
  line inside the Officer’s Club food 
  processing unit on Deck-2. With an 
  abundant supply of readily available food, 
  the Space Lice begin to grow and 
  reproduce at a rapid rate. Within hours a 
  new brood of Space Lice emerge from their 
  eggs and join the feast inside the food 
  processor. Crew members using the food 
  processor begin to complain to the 
  Engineering Staff that the food delivered 
  from the unit tastes off. As the protein 
  supply for the processor is eventually 
  consumed by the Space Lice, they begin to 
  search out new food sources on the deck. 
  Throughout the first day of travel Captain 
  Watts begins to receive reports of Space 
  Lice sightings on Deck-2 and four crew 
  members have been sent to Sick Bay 
  suffering from illness after being attacked. 
   
   
  
   
  9 
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
   
  With the outbreak erupting just below the 
  Bridge, 
  Captain 
  Watts 
  orders 
  the 
  evacuation of Deck-2 and establishes a 
  quarantine of the infected crew in Sick Bay. 
  All access points to and from the deck are 
  sealed trapping the Space Lice inside. As 
  new crew members on the ship, Captain 
  Watts feels this would be a perfect 
  opportunity for the PC’s to become familiar 
  with their ship and its embarrassingly 
  persistent problem. The PC’s are directed 
  to proceed to Deck-2 with the service robot 
  and eradicate the pesky outbreak.  
   
  SPACE MASTER: While enroute to Deneb it 
  is recommended that the SM check for 
  random galactic encounters and space 
  hazards as described in the 2nd Edition 
  Rulebook (S&S-2E: Pg. #31 - #35). 
   
  EQUIPMENT 
  The PC’s party will be provided with one 
  auto-analyzer device, two communicators, 
  and one electro-stun gun for each member 
  of the party. The PC’s are strictly prohibited 
  from using any other kind of weapon 
  during this assignment to prevent potential 
  damage to the ship or accidental injury to 
  the crew. The electro-stun guns deliver a 
  sufficiently lethal shock at short range to 
  kill any Space Lice encountered. The ship’s 
  service robot is also equipped with an 
  internally mounted electro-sun gun and 
  has a lot of previous experience eradicating 
  the nasty beasties. The PC’s can use the 
  auto-analyzer or an inquiry to the ship’s 
  computer to help locate and track the 
  Space Lice on Deck-2.  
   
  SPACE MASTER: Due to the Lockley’s third 
  engineering flaw all computer inquires by 
  the PC’s to ascertain the location of the 
  Space Lice will have a 2d10 round delay 
  before the computer responds. The PC’s 
  can attempt to interface with the computer 
  at any of the computer terminals on the 
  deck with a successful technical skill roll 
  (S&S-2E, Pg. #46). 
   
  DECK-2 / GROUND ZERO: 
  Deck-2 on the C.S.F. Lockley contains 
  various crew support facilities including the 
  officer’s club, mess-hall and crew quarters. 
  The PC’s will have to search all rooms on 
  the deck to locate and eradicate the 
  infestation. 2d4 adult space lice will be 
  found in each room on the starboard side 
  of the ship. At between two and four 
  inches long the space lice are easy to locate 
  in the open. However, they often prefer to 
  hide inside containers or under furniture to 
  avoid detection until they can feed on an 
  unsuspecting host.  
   
   
   
   
   
  
   
  11 
   
   
  #1 RECREATION ROOM 
  This 
  room 
  contains 
  an 
  all-purpose 
  recreation area, relaxation lounge, and 
  fitness center for the ship’s crew. It is a high 
  traffic area with crew members from all 
  parts of the ship visiting for exercise and 
  relaxation. 
   
  #2 COMPUTER LIBRARY 
  This room contains four computer library 
  stations and access terminals. This facility 
  can be used to interface with the ship’s 
  computer core or retrieve information 
  from the computer memory banks.  
   
  
   
  12 
   
   
  #3 SUPPLY ROOM 
  This room is a mechanical maintenance 
  supply room used to store various 
  equipment and tools. 
   
  #4 OFFICER’S CLUB 
  This room contains the officer’s lounge and 
  off-duty entertainment facility. Like the 
  recreation room, this compartment is a 
  high traffic area frequented by the ship’s 
  Officers and Command Staff. 
   
  #5 TRANSIT LIFT 
  This area contains a lift car station that 
  provides rapid transit between decks. 
   
  #6 OFFICER’S MESS 
  This room contains the officer’s kitchen, 
  food processor units, and dining area. 
   
  #7 - #16 OFFICER QUARTERS  
  These rooms are designated as double 
  occupancy junior officer living quarters. 
  They contain a shared lavatory, two beds, 
  and two personal item storage lockers.  
   
  (H)  PERSONNEL HATCH 
  This is a restricted access service hatch and 
  ladder-well that provides access between 
  decks. 
   
  #17 - #20 VIP QUARTERS  
  These executive suites are all designated as 
  senior officer living quarters and VIP 
  passenger rooms. They contain a private 
  lavatory, single bed, personal item storage 
  closet, and private computer terminal. 
   
  SPACE MASTER: Rooms #1 - #4 and #12 - 
  #18 on Deck-2 all have infestations of 
  Rigellian Space Lice present in them.   
   
  (H)  PERSONNEL HATCH 
  This is a restricted access service hatch and 
  ladder-well that provides access between 
  decks. 
   
  MISSION NPC’S  
  The first NPC’s that the characters will 
  come into contact with upon arrival 
  onboard the Lockley in the teleporter room 
  are Captain Watts, acting Chief Engineer 
  Vanlan, and the ship’s service robot ED-2 
  (Engineering Droid 2). All of these NPC’s 
  are available to assist the PC’s during this 
  mission. In order to successfully complete 
  this mission all NPC’s must survive this 
  adventure. 
   
  ISAIAH WATTS 
  Captain Isaiah Watts is a highly decorated 
  25-year veteran of the Space Fleet Service 
  and the fourth Captain to command the 
  C.S.F. Lockley. His career record has been 
  exemplary but not particularly glamorous 
  or noteworthy. A stoic and intensely 
  private person, Watts is well liked by his 
  crew but not personally well known by 
  them. On a recent mission, Watts lost 14 
  crew members when their shuttle was 
  
   
  13 
   
   
  caught in a cosmic gas cloud and the 
  spacecraft was lost. While held blameless 
  in the incident, Watts took the loss 
  exceptionally hard and has been deeply 
  troubled by it since.  
   
  CAPTAIN ISAIAH WATTS 
  Race: Human 
  Gender: M 
  Age: 51 
  Class: MIL 
  Sub: CMD. 
  Level/Save: 6 (Ofc.) 
  HP STR 
  CON 
  DEX 
  INT CHA PSI AR 
  39 
  12 
  14 
  12 
  11 
  15 
  03 
  -2 
  EQ: F-Jacket, Beam Pistol, Communicator. 
   
   
   
  SPACE MASTER: The non-player character 
  Captain Watts was designed to serve as a 
  plot control in the event that the PC’s begin 
  to stray too far off the beaten path in the 
  adventure. As the Captain of the Starship 
  Lockley he has final say in all matters and is 
  ultimately responsible for everyone who 
  serves under his command. He is an arbiter, 
  a symbol of authority and the voice of 
  reason when things get out of control.  
   
  NOLAN VANLAN 
  Petty Officer 1st Class Nolan Vanlan is the 
  C.S.F. Lockley’s acting Chief Engineer and a 
  ten-year enlisted veteran of the Space 
  Fleet Service.  
   
  
   
  14 
   
   
  Vanlan is a competent technical engineer 
  who was promoted to his current position 
  when the ship’s previous Chief Engineer 
  was lost in the tragic shuttle incident. 
  Unlike Captain Watts, Vanlan is described 
  as a hyperactive, coffee addicted, social 
  extrovert. While his extremely enthusiastic 
  energy takes a little acclimation, Vanlan is 
  well liked and respected by his crew mates 
   
  P.O. 1ST CLASS NOLAN VANLAN 
  Race: Human 
  Gender: M 
  Age: 32 
  Class: TEC. 
  Sub: ENG. 
  Level/Save: 4 (Enl.) 
  HP STR 
  CON 
  DEX 
  INT CHA PSI AR 
  22 
  13 
  12 
  09 
  14 
  08 
  09 
  -1 
  EQ: Tech kit, Communicator. 
   
  SERVICE ROBOT ED-2 
  The C.S.F. Lockley is equipped with two 
  service robots called ED-1 and ED-2 that 
  attend to various maintenance and 
  support needs for the ship and its crew. 
  The name ED is an acronym for Engineering 
  Droid, but the crew likes to refer to them 
  with the more familiar nick names of “Ed” 
  and “Eddy” respectively. The robots are 
  designed to perform work in hostile 
  environments too extreme for humanoid 
  crew members and aid with routine tasks. 
  One in particular being the containment of 
  the Lockley’s seemingly never-ending 
  Space Lice infestation. Typically, these 
  service robots work in 12-hour cycles with 
  one robot docked in its service alcove for 
  charging or repair while the other is active. 
  The active service robot can be summoned 
  for assistance either by communicator or 
  through one of the ship’s computer 
  terminals. While these robots are not truly 
  a sentient artificial intelligence their 
  lengthy service on the Lockley has 
  contributed to their development of a 
  somewhat 
  quirky 
  and 
  individual 
  personality. The Engineering team assures 
  that this behavior is simply a data 
  processing glitch and human mimicry from 
  decades of service on the Lockley. Over the 
  years, ED-2 has developed a male persona 
  that is somewhat impatient and conveys an 
  attitude that can best be described as 
  “judgmental” 
  in 
  its 
  assessment 
  of 
  situations.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  15 
   
   
  SERVICE ROBOT: ED-2 “EDDY” 
  Encountered: 1 
  Movement: 150’, (50’) 
  Intelligence: Average 
  Psi Potential: N/A 
  Hits: 24 Hit Points 
  Armor: -3 
  Combat Skill: 12 
  Save As: Level 3 
  Attacks: 1 
  Damage: 1d8/Elec-Stun 
  Morale: N/A 
  XP: 50 
   
   
   
   
   
   
  RIGELLIAN SPACE LICE 
  Rigellian Space Lice are a larger and more 
  aggressive variety of the extraterrestrial 
  lice species. They will perceive any lifeform 
  they encounter within 10 feet as a 
  potential food source and attempt to feed 
  on it. Like other predatory parasitic 
  organisms, Space Lice will hunt and pursue 
  potential hosts who are not trying to eat 
  them first. Their bite is painful but does not 
  cause any noticeable damage. Space Lice 
  bites cause severe swelling, itching, and 
  irritation. Like typical space lice, the 
  Rigellian variety are known to carry an 
  infectious disease that causes illness in its 
  victims (S&S-2E, Pg. #61). 
   
  RIGELLIAN SPACE LICE 
  Encountered: 2d4, (2d4) 
  Movement: 90’, (30’) 
  Intelligence: None  
  Psi Potential: None 
  Hits: 1 Hit Point 
  Armor: -2 
  Combat Skill: 11 
  Save As: Level 1 
  Attacks: 1 Bite 
  Damage: Disease (Pg. #61) 
  Morale: 7 
  XP: 5 
   
  ADJUSTING DIFFICULTY 
  If the Players are using intermediate level 
  characters in this adventure the Space 
  Master is encouraged to adjust the number 
  of adversaries proportionate to the 
  number and experience of the Player 
  Characters participating. Space Masters 
  are also encouraged to add random 
  encounters and space hazards to this 
  mission, as described in the 2nd Edition 
  Rules, during travel or periods of inactivity 
  whenever appropriate. 
   
   
   
   
   
  
   
  16 
   
   
  CONCLUSION 
  Success in this mission is achieved if the 
  PC’s are able to eradicate all Rigellian 
  Space Lice on Deck-2 and avoid becoming 
  infected. The nasty little beasties are worth 
  5 XP each and the gratitude of the Captain. 
  PC’s who demonstrate good role playing, 
  teamwork and problem solving should be 
  awarded an additional 10 XP each. Any 
  character who becomes infected by the 
  Space Lice will be docked all XP earned 
  during the mission and have the pleasure 
  of a very itchy stay in sick bay for 1d4 days. 
   
   
  “DELTA-ORCONIS” 
  This mission features a first contact 
  scenario with a potentially aggressive alien 
  race. The PC’s will have to decide between 
  having the courage to repel the borders or 
  the wisdom to dissuade an interstellar 
  conflict. 
   
  ORDERS 
  Upon completing the delivery of supplies 
  to the Confederation space station at 
  Deneb (Planet #20) the Lockley receives 
  new orders from Space Fleet Command to 
  survey a Class-N planetoid, designated 
  “Delta-Orconis”, 
  that 
  is 
  transitioning 
  through Confederation Space between 
  Epsilon Eridani (Star #05) and Tau Ceti (Star 
  #06).      
   
  SPACE MASTER: As a rogue planet, Delta-
  Orconis is not charted on either the Galactic 
  Map or recorded in the Tauran Archives. 
  Since it does not belong to a solar system 
  the planetoid now drifts freely in space 
  propelled by the momentum of its 
  expulsion and cosmic currents. 
   
   
  MISSION DETAILS 
  Delta-Orconis is a rogue planetoid that was 
  expelled from its solar orbit after a 
  cataclysmic celestial event. While the 
  planetoid has been tracked for years by 
  Confederation scientists this is the first 
  time its trajectory curve has been stable 
  enough to allow approach. Additionally, 
  Confederation Scientists have detected 
  that some internal force seems to be 
  influencing the speed and direction of the 
  planetoid.  
   
  
   
  17 
   
   
   
   
   
   
   
   
   
   
  
   
  18 
   
   
  If Delta-Orconis continues on its current 
  trajectory and speed, it will cross the 
  navigational barrier of the Forbidden Star 
  System A3 (Star #A3) and become 
  inaccessible to travel within the year.  
   
  The current location of Delta-Orconis is 
  four light-years directly South of Epsilon 
  Eridani (Star #05) on the Galactic Map. 
  With his new orders in hand, Captain Watts 
  directs the Helm to set a course from 
  Deneb 
  to 
  the 
  rogue 
  planetoid 
  at 
  hyperwarp factor 4. At this speed it will 
  take the Lockley two and a half days to 
  reach its destination. After the customary 
  awkward pause of the ship’s faulty helm 
  connection, 
  the 
  Captain’s 
  command 
  reaches the engine room and the 
  hyperdrive shudders to life.  
   
  SPACE MASTER: While enroute to Delta-
  Orconis it is recommended that the SM 
  check for random galactic encounters and 
  space hazards as described in the 2nd 
  Edition Rulebook (S&S-2E: Pg. #31 - #35). 
   
  As the Lockley reaches hyperwarp factor 4 
  the new crew members experience even 
  stronger vibrations than before. The 
  noticeably 
  more 
  significant 
  shake 
  throughout the ship’s elderly hull will cause 
  a -2 penalty to all physical actions requiring 
  an attribute or skill check while enroute. 
  Upon arrival at Delta-Orconis the Lockley 
  will establish a geo-synchronous orbit and 
  begin sensor scans and survey mapping of 
  this strange new world. 
   
  Upon arrival at Delta-Orconis the Lockley 
  begins 
  scanning 
  and 
  mapping 
  the 
  wandering purple colored planetoid. After 
  two hours of sensor sweeps of the surface 
  one of the Lockley’s science officers, Ensign 
  Inoue, detects two small slow-moving 
  objects approaching the Lockley from the 
  planetoid below. As a precaution, Captain 
  Watts orders the ship to readiness and 
  raises half-shields. Within a few moments 
  there is series of soft muffled thuds against 
  the hull as something collides with the 
  ship. Seconds later, the Lockley’s alarm 
  indicators flicker from yellow to blaring red 
  as an intruder alert sounds throughout the 
  ship. The ship’s internal security sensors 
  have detected a group of unidentified 
  lifeforms has forced open the cargo bay 
  airlock on Deck-6 and invaded the ship. 
  Captain Watts dispatches the PC’s to assist 
  with containing the intruders and instructs 
  them to rendezvous with Security Chief 
  T’Shana, on Deck-7.  
   
  In accordance with Space Fleet procedure 
  the compromised deck has been evacuated 
  and sealed. The PC’s will find Lt. T’Shana 
  waiting for them on Deck-7 at a personnel 
  hatch leading to Deck-6. T’Shana will 
  provide each of the PC’s with either a beam 
  pistols or electro-stun gun (Depending on 
  their specialty) and a communicator. She 
  
   
  19 
   
   
  leads the party through the hatch on to 
  Deck-6 which has become covered in a lite 
  vapor of smoke floating in the air, most 
  likely caused by a small electrical fire. 
  Within moments the party locates a slow-
  moving group of dark lumbering metallic 
  figures wandering about the corridors. The 
  invaders 
  appearance 
  is 
  somewhat 
  reminiscent of an oddly shaped cannon ball 
  with arms and legs attached to it. The 
  strange aliens appear to be removing parts 
  of the ship from the hull and dragging them 
  back towards the airlock. There does not 
  seem to be any specific pattern or reason 
  to what materials the aliens are removing 
  or semblance of an intentional plan. It 
  simply looks like they are stripping the 
  Lockley for parts right before the PC’s very 
  eyes. 
   
  SPACE MASTER: The intruders consist of a 
  group of 3d10 Orconian Raiders that 
  entered the Lockley from an exterior airlock 
  hatch. The two objects that were detected 
  by the Lockley’s sensors are Orconian scout 
  ships that were sent from the planetoid to 
  investigate the orbiting starship. The scout 
  ships, which are equivalent to shuttles, are 
  heavily armored transports equipped with 
  defensive screens but no weapons.  
   
   
   
   
   
   
  DECK-6 
  This Deck on the Lockley contains various 
  laboratories, 
  enlisted 
  crew 
  quarters, 
  support facilities, and cargo storage. The 
  party will find the Orconian Raiders 
  removing machinery and components 
  throughout the rooms in the central hub 
  and dragging them back to the airlock in 
  Cargo Bay #1 where they entered the ship. 
  The airlock doors are intact, but the locking 
  mechanisms have been bypassed and are 
  now under the control of the Orconians 
  who are using them to remove the parts 
  they have scrounged from the Lockley. 
   
  #1 RECREATION ROOM 
  This 
  room 
  contains 
  an 
  all-purpose 
  recreation area, relaxation lounge, and 
  fitness center for the ship’s crew. It is a high 
  traffic area with crew members from all 
  parts of the ship visiting for exercise and 
  relaxation. 
   
  #2 ARMORY 
  This restricted access room is a secure 
  storage facility for small arms, armor, and 
  munitions. 
   
  #3 MOLECULAR FABRICATOR 
  This room contains the Lockley’s molecular 
  fabrication device and an operator’s 
  control console. 
   
   
  
   
  20 
   
   
   
  #4 SPACEMEN’S CLUB 
  This 
  room 
  contains 
  the 
  enlisted 
  personnel’s 
  lounge 
  and 
  off-duty 
  entertainment facility. Like the recreation 
  room, this compartment is a high traffic 
  area frequented by the enlisted personnel 
  and passengers. 
   
   
  #5 TRANSIT LIFT 
  This area contains a lift car station that 
  provides rapid transit between decks. 
   
   
   
   
  
   
  21 
   
   
  #6 ENLISTED MESS 
  This 
  room 
  contains 
  the 
  enlisted 
  personnel’s kitchen, food processor units, 
  and dining area. 
   
  #7 - #16 ENLISTED QUARTERS 
  These rooms are all designated as double 
  occupancy 
  enlisted 
  personnel 
  living 
  quarters. Each unit contains a shared 
  lavatory, two beds, and two personal item 
  storage lockers.  
   
  (H)  PERSONNEL HATCH 
  This is a restricted access service hatch and 
  ladder-well that provides access between 
  decks. 
   
  #17 - #20 NCO/VIP QUARTERS 
  These suites are designated as single 
  occupancy non-commissioned officer living 
  quarters and VIP passenger rooms. Each 
  unit contains a private lavatory, single bed, 
  personal item storage closet, and a work 
  desk with private computer terminal.  
   
  (H)  PERSONNEL HATCH 
  This is a restricted access service hatch and 
  ladder-well that provides access between 
  decks. 
   
  #21 - #29 SCIENCE LABS 
  These rooms contain various scientific 
  research and development laboratories.  
   
   
  #30 CARGO BAY 1 
  This room is a cargo bay used to house 
  various supplies, freight or cargo carried by 
  the Lockley. The exterior airlock hatch (A) 
  for Deck-6 is located in this cargo bay. 
    
  #31 SHIP’S LOCKER 
  This restricted access room is used for the 
  secure storage of the crew’s personal 
  property and equipment. 
   
  #32 CARGO BAY 2 
  This room is a cold storage cargo bay used 
  to house various refrigerated supplies, 
  freight or cargo carried by the Lockley. 
   
  #33 CARGO BAY 3 
  This room is a liquid storage cargo bay used 
  to house various liquid freight or cargo 
  carried by the Lockley. 
   
  MISSION NPC’S 
  Captain Watts, acting Chief Engineer 
  Vanlan, and service robot ED-2, who were 
  first introduced in Mission #1, will be 
  available for use in this adventure as well 
  as two new crew members, Security Chief 
  T’Shana and Security Officer Riley. In order 
  to successfully complete this mission all 
  NPC’s must survive this adventure. 
   
  T’SHANA 
  Lieutenant T’Shana is the C.S.F. Lockley’s 
  incumbent Chief of Security and has served 
  on the ship for twelve years. T’Shana began 
  
   
  22 
   
   
  her Space Fleet career on the Lockley as an 
  Ensign after graduating with honors from the 
  Space Fleet Academy. Typical of most 
  Taurans, Lieutenant T’Shana appears devoid 
  of emotion and socially aloof. Little is known 
  about her other than a few rumors that she 
  is an orphan and experiences particularly 
  severe episodes of blood fever. T’Shana is 
  well respected among her peers as a 
  meticulous professional and received two 
  commendations under the Lockley’s former 
  commander, Captain Valeria Hernandez. 
   
   
   
   
  LIEUTENANT T’SHANA 
  Race: Tauran 
  Gender: F 
  Age: 67 
  Class: Mil. 
  Sub: Sec. 
  Level/Save: 3 (Ofc.) 
  HP STR 
  CON 
  DEX 
  INT CHA PSI AR 
  21 
  13 
  11 
  09 
  15 
  10 
  09 
  -2 
  EQ: Field Jacket, Beam Pistol, Communicator. 
   
   
   
  RANDALL RILEY 
  Spaceman Apprentice Randall Riley is one 
  of the more recent additions to the Lockley 
  having joined the crew two years ago. 
  Accounts vary on how he earned his 
  nickname of “Red Shirt Riley” but rumors 
  persist that it is due to his tendency to be 
  impetuous and impatient. SM Apprentice 
  
   
  23 
   
   
  Riley is well liked by his crew members and 
  rumored to be able to drink most of them 
  under the table when on shore leave. Riley 
  is very inquisitive and sometimes sticks his 
  nose into situations that could get it shot 
  off. He is unpredictably candid about what 
  is on his mind at the worst possible time 
  and suffers from a lack of diplomatic tact.  
   
  SM APPRENTICE RANDALL RILEY 
  Race: Human 
  Gender: M 
  Age: 24 
  Class: Mil. 
  Sub: Sec. 
  Level/Save: 2 (Enl.) 
  HP STR 
  CON 
  DEX 
  INT CHA PSI AR 
  12 
  10 
  12 
  10 
  08 
  07 
  03 
  -1 
  EQ: Beam Pistol, Communicator.  
   
  THE ORCONIANS 
  The Orconians are an aggressive race of 
  gelatinous amoeboid organisms with a 
  serious 
  conquest-oriented 
  superiority 
  complex and the only surviving inhabitants 
  of the rogue planetoid Delta-Orconis. After 
  the expulsion of their planet from its solar 
  system 
  the 
  Orconians 
  have 
  moved 
  underground closer to the planet’s core for 
  heat and protection. The Orconians are 
  more technologically advanced than the 
  Confederation in some areas but deficient 
  in others. For example, they do not have 
  hyperdrive or teleporters, but they do have 
  advanced 
  robotics 
  and 
  cybernetics. 
  Orconians are scavengers by nature and 
  advance their own technological progress 
  by 
  stealing 
  or 
  reverse 
  engineering 
  technology from others. The Orconians 
  utilize a protective 4-foot-tall bipedal 
  robotic encounter suit whenever they are 
  outside 
  their 
  natural 
  swamp-like 
  environment. These armored encounter 
  suits are shielded against beam, projectile, 
  and melee attacks reducing any successful 
  hit’s damage by 50%. While the robotic 
  suits are exceptionally durable, their 
  movement is slow and lumbering.  
   
   
   
   
   
   
   
   
  ORCONIAN RAIDERS 
  Encountered: 1d10, (2d10) 
  Movement: 90’, (30’) 
  Intelligence: Average 
  Psi Potential: 2d6+6, Active 
  Hits: 2d8 
  Armor: -4 
  Combat Skill: 12 
  Save As: Level 2 
  Attacks: 1 (Weapon) 
  Damage: Beam 2D6 
  Morale: 9 
  XP: 15 
   
  
   
  24 
   
   
  SPACE MASTER: The PC’s should be 
  encouraged to utilize any and all resources 
  available to them on the Lockley. The PC’s 
  will 
  find 
  communication 
  with 
  the 
  Orconian’s troublesome and that their 
  singled minded pursuit for new technology 
  will be difficult to dissuade. The Orconian’s  
  will meet the PC’s with aggression and 
  hostility seeing them as merely an obstacle 
  to 
  achieving 
  their 
  objectives. 
  The 
  Orconian’s are a psionically active species 
  who have a strong telepathic connection 
  with each other. Each of the Orconian 
  encounter suits is equipped with an 
  integrated disruptor weapon which has the 
  same characteristics in-game as a beam 
  pistol. 
   
  ADJUSTING DIFFICULTY 
  If the Players are using intermediate level 
  characters in this adventure the Space 
  Master is encouraged to adjust the number 
  of adversaries proportionate to the 
  number and experience of the Player 
  Characters participating. Space Masters 
  are encouraged to add random encounters 
  and space hazards to this adventure, as 
  described in the 2nd Edition Rules, during 
  travel or periods of inactivity whenever 
  appropriate. 
   
   
   
   
   
   
   
   
   
  CONCLUSION 
  Success in this mission can be achieved in 
  one of two ways. The first way is through 
  force, by repelling or eradicating the alien 
  invaders from the ship. The second way is 
  through finding a way to dissuade the 
  invaders from remaining on the ship by 
  diplomacy or guile. In addition to enemies 
  defeated, the PC’s should be awarded an 
  additional 30 XP for successfully stopping 
  or dissuading the aliens. Space Masters 
  should also award the PC’s with a bonus of 
  10 XP for good role-playing, teamwork, and 
  creative problem solving. Mission failure 
  will result if any of the required NPC’s are 
  killed or if the PC’s are unable to stop the 
  Orconian’s advance through the ship. If this 
  occurs, the PC’s should be docked all XP 
  earned for the adventure. If the Orconian’s 
  prevail they will seize the Lockley forcing 
  the surviving crew to abandon ship in the 
  escape pods and remaining shuttle.  
   
  
   
  25 
   
   
  “THE DERELICT” 
  The mysterious arrival of a derelict Zangid 
  warship in Confederation Space causes 
  quite a stir for the crew of the Lockley. PC’s 
  are urged to pay attention to the details on 
  this mission because not everything is as it 
  seems. 
   
  ORDERS 
  Admiral Amano at Space Fleet Command 
  reports that a merchant freighter has 
  detected a derelict Zangid warship drifting 
  in deep space 3.5 light-years South of the 
  Tau Ceti system (Star #06). The Lockley is 
  here by ordered to investigate the report, 
  locate the derelict, and ascertain if any 
  survivors are present. 
   
  MISSION DETAILS 
  After the encounter with the Orconians the 
  Lockley has docked at the merchant station 
  orbiting Tau-Ceti III (Planet #27) for repairs 
  and E.U. recharge. The six light year 
  journey from Delta-Orconis to Tau Ceti was 
  uneventful and provided a welcome 
  respite for the crew. While at the space 
  station, Captain Watts receives new orders 
  from Admiral Amano to investigate the 
  report of a derelict Zangid warship that was 
  found drifting through Confederation 
  Space.  
   
  The Lockley’s crew is recalled from leave at 
  the Tau Ceti station and the ship makes 
  way at Hyperwarp Factor 2. At this rate, the 
  Lockley will arrive on scene in two days 
  with no noticeable vibration irritating the 
  crew’s already frayed nerves. Since the 
  Zangid are well known as pathological 
  instigators, Captain Watts chooses to 
  proceed cautiously with the Lockley’s 
  defensive screens at half-power and the 
  ship at an elevated state of readiness. 
   
  SPACE MASTER: While enroute to the 
  Derelict it is recommended that the SM 
  check for random galactic encounters and 
  space hazards as described in the 2nd 
  Edition Rulebook (S&S-2E: Pg. #31 - #35). 
   
  The freighter Captain’s account of the 
  derelict’s location was perfectly accurate, 
  but space is a vast empty place and the 
  derelict is drifting. When the Lockley 
  arrives in the area it will need to begin a 
  sensor sweep to locate the ship. Captain 
  Watts asks the PC’s to assist with finding 
  the Derelict by performing inquiries to the 
  ship’s computer to decipher the collected 
  sensor data. 
   
  SPACE MASTER: The PC’s will need to 
  complete three successful technical skill 
  checks or INT attribute checks to locate the 
  position of the derelict and its surrounding 
  debris field.  
   
  
   
  26 
   
   
  When the PC’s locate the Derelict, it will be 
  found adrift in a large field of debris and 
  wreckage. 
  The 
  deceased 
  bodies 
  of 
  eighteen Zangid warriors can be detected 
  floating among the various mechanical 
  parts and metal flotsam. The Zangid 
  warship, or at least what is left of it, is an 
  old E-2 Class Raider with three of its four 
  decks opened to space by a massive fissure 
  in the ship’s hull. Further scans of the ship 
  reveal that the command deck appears to 
  be intact and pressurized with subtle 
  indications of electrical power present. 
  These faint power surges must have been 
  detected by the merchant freighter’s 
  navigation sensors forcing the ship to alter 
  course to avoid the obstacle. 
   
  
   
  27 
   
   
   
   
   
   
   
   
  
   
  28 
   
   
  Curiosity quickly gets the better of Captain 
  Watts’ usually abundant sense of caution. 
  He assembles a boarding party composed 
  of T’Shana, Vanlan, Service Robot ED-2, 
  and the PC’s to teleport over to the ship. 
  The Captain instructs the boarding party to 
  have a look around the wreckage to see if 
  anything there can tell us what happened 
  to the ship. Since the cause of the warship’s 
  demise is still unknown, Captain Watts 
  insists the crew wear radiation suits while 
  onboard the Derelict. 
   
  DERELICT ZANGID E-2 
  Ship’s Name: Z.S.F. Haru-Mot 
  Ship Type: E-2 Raider, Mk-1 
  Affiliation: Zangid Imperium 
  Crew Compliment: 5/25 
  Command Rank: Corporal (Ensign)  
  Hull Size: 1 ½  
  Construction Cost: 35 CP 
  Power Pile Base: 35 (1x Half Pod) 
  Habitable Decks: 4 
  Teleporter Cap: 2 At A Time 
  Beam Banks: 1 
  Meteor Gun: 2 (1d6x2) 
  Shuttle Ships: N/A 
  Sick Bay Cap: 2 At A Time 
  Cryo-Tubes: 2 
  Ship’s Locker: 
  5 
  3 
   
   
   
   
  EQUIPMENT 
  The PC’s will each be provided one 
  radiation suit with oxygen tank, one beam 
  pistol 
  or 
  electro-stun 
  gun, 
  and 
  a 
  communicator from the ship’s stores. 
  NPC’s T’Shana and Vanlan will also be 
  carrying a beam pistol, auto-analyzer, and 
  universal translator. 
   
  MISSION NPC’S 
  Captain Watts, Lieutenant T’Shana, acting 
  Chief Engineer Vanlan, and the ship’s 
  service robot ED-2, who were introduced in 
  the previous missions, will be available for 
  use in this adventure. A new Zangid NPC, 
  and potential adversary, named Captain 
  Kor Mo’Kosht will be introduced during this 
  mission but will have no interaction with 
  the PC’s at this time. To successfully 
  complete this mission all required NPC’s 
  must survive this adventure. 
   
   
   
   
   
   
   
   
   
  
   
  29 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  30 
   
   
  HARU-MOT COMMAND DECK 
  The Z.S.F. Haru-Mot’s command deck is the 
  only area of the ship that is still intact and 
  not open to the vacuum of space. This deck 
  contains the ship’s bridge, robot service 
  bay, Captain’s quarters, computer room, 
  and teleporter bay. 
   
  #1 BRIDGE 
  This room is the Z.S.F. Haru-Mot’s 
  command bridge and contains five control 
  operator console stations.  
   
  #2 ACCESS TUBE 
  This room contains a ladder-well that 
  provides maintenance access throughout 
  the entire ship. The access tube hatch is 
  sealed shut on this level and inaccessible 
  due to a hull breach below. 
   
  #3 ELEVATOR  
  This room contains the ship’s elevator lift. 
  Like the access tube the lift is inoperable 
  due to the hull breach on the decks below.  
   
  #4 CENTRAL CORRIDOR 
  This is the main corridor that provides 
  access to all compartments on the deck. 
   
  #5 COMPUTER ROOM 
  This room contains a private computer 
  library and interface room. The computers 
  contained in this room are without power 
  and inoperable. 
   
  #6 ROBOTICS BAY  
  This room is a custom installed robot 
  service bay with six alcove units that are 
  locked with a biometric access device. 
   
  #7 CAPTAIN’S QUARTERS 
  This room is a single occupancy officer’s 
  living quarters with a storage closet, 
  private lavatory, and a custom installed 
  stasis pod. 
   
  #8 TELEPORTER BAY 
  This room contains the ship’s teleporter 
  unit and operator’s control console.  
   
  THE SURVIVOR 
  Upon arrival on the derelict’s command 
  deck the boarding party will find that the 
  interior atmosphere is severely degraded 
  and barely breathable. The entire deck is 
  dark with main power off throughout the 
  vessel. Only a few support systems are still 
  running on severely depleted battery 
  power. Vanlan locates the derelict ship’s 
  bridge and begins an assessment of the 
  ship’s systems and condition. 
   
  While Vanlan performs an inspection of the 
  derelict’s systems, T’Shana leads the rest of 
  the boarding party on a room to room 
  search. The party soon locates the 
  Captain’s Quarters (#7) and finds a stasis 
  pod inside with a Zangid male in a state of 
  suspended animation. The Zangid in the 
  stasis pod appears to be in excellent health 
  
   
  31 
   
   
  considering the state of the ship around 
  him. The ship’s emergency escape pods are 
  all present and untouched. Unfortunately, 
  the frozen corpses floating outside in the 
  debris field account for the rest of the 
  ship’s crew. 
   
  CAPTAIN KOR MO’KOSHT 
  Race: Zangid 
  Gender: M 
  Age: 53 
  Class: Mil. 
  Sub: Sec. 
  Level/Save: 6 (Ofc.) 
  HP STR 
  CON 
  DEX 
  INT CHA PSI AR 
  41 
  12 
  15 
  09 
  10 
  09 
  04 
  -1 
  EQ: Beam Pistol, Zangid Fighting Dagger.  
   
  While T’Shana is examining the Zangid 
  stasis pod her proximity to the device 
  triggers some kind of preprogramed 
  response. A series of flickering lights 
  suddenly illuminates the stasis pod control 
  panel. The subtle whirl of intricate 
  mechanical functions and the sound of 
  gurgling fluids begin to fill the silence. The 
  dim lights of an inadequately powered 
  monitor begin to glow showing the 
  occupants slowly rousing bio-signs. By 
  contrast, at the end of the central corridor 
  the hiss of pneumatic pumps propelling six 
  loudly 
  clanging 
  metal 
  door 
  panels 
  penetrates the previous silence of the 
  command deck. Moments later the 
  unmistakable sound of mechanical legs 
  stepping onto metal floor plates echoes 
  down the corridor as six Zangid security 
  robots emerge from their alcoves (#6) and 
  begin searching for intruders. An elaborate 
  and deadly trap set for anyone who dared 
  tamper with the Captain’s stasis pod 
  without knowing the correct bypass 
  protocols.  
   
  SECURITY ROBOTS 
  Encountered: 6 
  Movement: 150’, (50’) 
  Intelligence: Animal - Low 
  Psi Potential: N/A 
  Hits: 2d8 
  Armor: -1 
  Combat Skill: 10 
  Save As: Level 2 
  Attacks: 1  
  Damage: Weapon (2d6) 
  Morale: N/A 
  XP: 15 
   
   
   
   
  
   
  32 
   
   
   
  SPACE MASTER: The six security robots are 
  a custom upgrade to the Haru-Mot’s 
  security and mutiny pacification systems. 
  The robots are programed to search every 
  room of the ship for potential threats and 
  boarding 
  parties. 
  While 
  they 
  are 
  particularly useful when your pack of 
  Zangid Dogs goes rabid, they are not an 
  effective welcoming committee. The robots 
  will automatically attack any lifeform that 
  is not Zangid or has not been excluded as a 
  threat. Each of the robots is equipped with 
  an integrated beam pistol that is set to 
  “kill”/disintegrate. The robots are not 
  designed to be terribly precise, but they will 
  never get tired and never give up. 
   
  While T’Shana and the PC’s are occupied 
  fighting off the robots, Vanlan conducts his 
  analysis of the derelict from its bridge. 
  Vanlan’s 
  inspection 
  of 
  the 
  ship’s 
  instruments indicates that the old E-2 had 
  experienced a hyperdrive containment 
  breach which caused the rupture in the 
  lower hull. The universal translator picks 
  up some suspicious comments in the ship’s 
  log that suggest that a mutiny may have 
  been underway at the time of the breach. 
  Vanlan 
  contacts 
  T’Shana 
  with 
  his 
  communicator and recommends that the 
  stasis pod should be teleported back to the 
  Lockley where the occupant can be revived 
  and receive medical care. T’Shana, still up 
  to her pointy Tauran ears in Zangid robots, 
  agrees with Vanlan’s assessment and calls 
  the Lockley’s teleporter room to arrange 
  transport for the boarding party and the 
  stasis pod. 
   
  When the boarding party teleports back to 
  the Lockley the stasis pod is quickly 
  whisked away by the ship’s medical team. 
  While the entire event has left more 
  questions than answers the members of 
  the boarding party all agree it is good to be 
  back on the Lockley. Moments before 
  returning to Hyperwarp, Captain Watts 
  orders fire control to torpedo the derelict 
  to ensure it does not attract unwanted 
  attention 
  or 
  continue 
  to 
  pose 
  a 
  navigational hazard for merchant ships.  
   
  ADJUSTING DIFFICULTY 
  If the Players are using intermediate level 
  characters in this adventure the Space 
  Master is encouraged to adjust the number 
  of adversaries proportionate to the 
  number and experience of the Player 
  Characters participating. Space Masters 
  are also encouraged to add random 
  encounters and space hazards to the 
  adventure, as described in the 2nd Edition 
  Rules, during travel or periods of inactivity 
  whenever appropriate. 
   
  CONCLUSION 
  Successful completion of this mission 
  involves finding the location of the derelict 
  ship, retrieval of the Zangid officer, and 
  
   
  33 
   
   
  survival of the required NPC characters. In 
  addition to any XP earned for defeated 
  adversaries, the SM should award the PC’s 
  30 XP for successfully locating the Haru-
  Mot and 30 XP for retrieving the stasis pod. 
  The PC’s should be awarded an additional 
  10 
  XP 
  each 
  for 
  good 
  roleplaying, 
  teamwork, and problem solving. The PC’s 
  should be docked all XP earned for the 
  mission if any of the required NPC’s are 
  killed or the stasis pod is not recovered. 
   
  “THE DISTRESS CALL”  
  When an unexpected celestial encounter 
  cripples a Confederation starship the 
  Lockley is directed to embark upon a 
  dangerous interstellar rescue that pushes 
  the limits of both the ship and its crew. 
   
  ORDERS 
  The C.S.F. Lockley receives an urgent 
  distress call from the Confederation 
  Destroyer Southfield. The Southfield’s 
  Captain reports that they encountered a 
  cosmic dust cloud while enroute to Tau 
  Ceti III (Planet #27). The unexpected 
  encounter has damaged their hyperdrive 
  and depleted their energy reserves. With 
  emergency 
  power 
  now 
  failing 
  the 
  Southfield is adrift and defenseless. 
  Currently 
  the 
  Lockley 
  is 
  the 
  only 
  unassigned starship that can reach the 
  Southfield’s position in less than two days’ 
  travel time at high hyperwarp.  
   
  MISSION DETAILS 
  Upon receiving the distress call, Captain 
  Watts orders the Lockley’s helm to set a 
  course to 
  the Southfield’s position, 
  Hyperwarp Factor 6 with Full Screens 
  (Total 90 EU’s Per Day). Acting Chief 
  Engineer Vanlan reminds the Captain that 
  the 
  energy 
  expenditure 
  for 
  those 
  parameters exceeds their standard daily 
  energy distribution allowance. Captain 
  Watts appears almost oblivious to his 
  Engineer’s warning and mumbles a nearly 
  inaudible curse towards all cosmic clouds 
  while studying his display monitor. Captain 
  Watts Knows that every moment that the 
  Southfield is adrift in deep space without 
  her hyperdrive or defensive screens invites 
  disaster. Anxious glances dart between the 
  crew as Vanlan relays the Captain’s orders 
  to the engine room and overrides the 
  Lockley’s high energy use warnings. 
   
   
   
  
   
  34 
   
   
   
   
   
   
   
   
   
   
  
   
  35 
   
   
  The C.S.F. Southfield is located 6 light-years 
  Southeast of the Sol System (Star #01) and 
  10 light-years from the Lockley’s current 
  position below Tau-Ceti (Star #06). At 
  hyperwarp factor 6 it will only take a day 
  and a half of interstellar travel for the 
  Lockley to reach the Southfield. Prolonged 
  travel at speeds above hyperwarp factor 5 
  will place a significant strain on the aged 
  starship’s hull causing 1d6 points of EU 
  damage for every hour of interstellar 
  travel. The ship’s Engineer and any PC with 
  the technical skill can attempt to mitigate 
  this 
  damage 
  while 
  enroute. 
  An 
  unavoidable consequence of the Lockley 
  traveling at this speed is that the vibrations 
  throughout the ship’s hull will be so 
  intense that crew members will find that 
  even 
  simple 
  actions 
  will 
  require 
  concentrated effort. All physical tasks 
  attempted while traveling at this speed 
  requiring an attribute or skill check will 
  have a -4 penalty modifier. Any significant 
  changes in a character’s physical position 
  (i.e. standing up from sitting in a chair) 
  while 
  on 
  the 
  Lockley 
  during 
  High 
  Hyperwarp will require a Dexterity check 
  roll. If the check is unsuccessful the PC or 
  NPC will fall and receive 1d4 HP of damage. 
  For every hour that the ship is at 
  Hyperwarp Factor 6 the SM should conduct 
  a secret Constitution Check (without 
  penalty) to see if any of the PC’s are 
  overcome with Space Sickness. Any 
  character that has Space Sickness will be 
  temporarily incapacitated by nausea and 
  vomiting for 1d4 turns in which they are 
  unable to perform any other action.  
   
  SPACE MASTER: While enroute to the 
  Southfield it is recommended that the SM 
  check for random galactic encounters and 
  space hazards as described in the 2nd 
  Edition Rulebook (S&S-2E: Pg. #31 - #35). 
   
   
   
  MISSION NPC’S 
  Captain Watts, Lieutenant T’Shana, acting 
  Chief Engineer Vanlan, and the ship’s 
  service robot ED-2, who were introduced in 
  the previous missions, will be available for 
  use in this adventure. A new NPC named 
  Thora Evras, the Captain of the Southfield, 
  will be introduced in this mission and is 
  available to assist the PC’s. Successful 
  completion of this mission requires that all 
  NPC’s survive this adventure. 
   
  
   
  36 
   
   
  THORA EVRAS 
  Thora Evras is a distinguished Space Fleet 
  Captain and the commanding officer of the 
  recently launched C.S.F. Southfield. As a 
  Daelan, she is fond of mysteries and has a 
  keen eye for political intrigue. Evras has a 
  healthy portion of Daelan paranoia but 
  manages to keep it in check with the 
  discipline of her Space Fleet Training. 
  Considered to be very charismatic for a 
  Daelan, Captain Evras is well liked and 
  respected by her crew.  
   
  CAPTAIN THORA EVRAS 
  Race: Daelan 
  Gender: F 
  Age: 50 
  Class: MIL 
  Sub: CMD. 
  Level/Save: 6 (Ofc.) 
  HP STR 
  CON 
  DEX 
  INT CHA PSI AR 
  34 
  10 
  09 
  13 
  10 
  12 
  09 
  -1 
  EQ: Beam Pistol, Communicator. 
   
   
   
  THE UNINVITED GUEST 
  When the Lockley arrives out of hyperwarp 
  at the Southfield’s location an intruder 
  alert is received by the bridge. A robotic 
  probe of unknown origin has been 
  observed floating around the corridors on 
  Deck-6. At present the probe appears to be 
  conducting a survey of the Lockley’s 
  interior and does not seem to be hostile or 
  concerned with the crew. While the 
  probe’s actions do not pose an immediate 
  threat, the Lockley’s crew will have to 
  ensure the intruder is contained or 
  neutralized before docking with the 
  crippled Southfield. Captain Watts places 
  the Lockley on high alert, evacuates Deck-
  6 and seals off all access to the area. The 
  Captain dispatches Security Chief T’Shana 
  to investigate the incident and directs her 
  to take the PC’s with her for back up. 
   
  EQUIPMENT 
  The PC’s will be provided a beam pistol or 
  electro-stun gun (Depending on their 
  specialty) and a communicator from the 
  ship’s stores for use during this mission. 
   
  DECK-6 
  This deck on the Lockley contains various 
  laboratories, 
  enlisted 
  crew 
  quarters, 
  support facilities, and cargo storage. The 
  party will find the alien probe loitering in 
  the corridor near Cargo Bay #2 (Room #32). 
  The probe will be travelling in a clockwise 
  
   
  37 
   
   
  direction through the outside corridor ring 
  while conducting its scans of the ship’s 
  technology and equipment.  
   
  ORCONIAN PROBE 
  When T’Shana and the PC’s arrive on Deck-
  6 they will easily locate the intruder which 
  is a six-foot-tall metallic pod hovering in 
  the air on a suspensor field. It appears to 
  be conducting sensor scans and survey 
  mapping of the Lockley’s interior. The alien 
  probe looks like it is constructed out of the 
  same material the Orconian’s use in their 
  encounter suits. T’Shana speculates that 
  the probe may have been left behind on 
  the Lockley during the Orconian attack and 
  was activated by the violent shaking of the 
  ship while traveling at high hyperwarp. A 
  slight electrical shimmer in the air around 
  the probe indicates that it is producing a 
  defensive energy screen which is masking 
  its presence from the Lockley’s internal 
  sensors. 
   
  ORCONIAN PROBE 
  Encountered: 1 
  Movement: 90’, (30’) 
  Intelligence: Low 
  Psi Potential: N/A 
  Hits: 4d8 
  Armor: -2 
  Combat Skill: 10 
  Save As: Level 4 
  Attacks: 1  
  Damage: Electro-Stun 
  Special Defense: Energy Screen 
  Morale: N/A 
  XP: 60 
   
  SPACE MASTER: The Orconian Probe is 
  programed to gather intelligence and 
  locate 
  desirable 
  technology 
  for 
  the 
  Orconian’s to use during future raids.  
   
  The probe will continue to conduct its 
  survey scans and ignore the party unless 
  they come within six feet of it. If the party 
  approaches within six feet, the probe will 
  stop what it is doing and attack the closest 
  character with an electro-stun beam.  
   
   
  
   
  38 
   
   
  If the party engages the probe in combat it 
  will deploy four smaller robot drones all 
  armed with integrated beam pistols. The 
  four smaller drones will engage the party in 
  combat while the probe proceeds further 
  down the corridor to continue its scans of 
  the ship. The attack drones appear to be 
  made of scavenged technology harvested 
  by the probe. The drones are single minded 
  machines that will continue their attacks 
  until they are destroyed. The Probe is 
  capable of manufacturing and deploying 
  1d4 additional drones for its defense once 
  every turn. The Probe will attempt to avoid 
  engaging in direct combat itself whenever 
  possible using the attack drones to provide 
  its security. 
   
  ATTACK DRONES 
  Encountered: 4, (1D4) 
  Movement: 150’, (50’) 
  Intelligence: None 
  Psi Potential: N/A 
  Hits: 1d8 
  Armor: -1 
  Combat Skill: 10 
  Save As: Level 1 
  Attacks: 1  
  Damage: By Weapon, 2d6 
  Morale: N/A 
  XP: 15 
   
   
   
  BOARDING THE SOUTHFIELD 
  Once the Orconian Probe and its drones 
  have been neutralized the Lockley can dock 
  with the drifting Southfield. Engineering 
  teams consisting of crew from the Lockley, 
  including Vanlan and the PC’s, will be 
  dispatched to assist with repairs. 
   
  After several failed attempts to restart the 
  Southfields engine the PC’s will be asked to 
  take a look at the problem with “a fresh set 
  of eyes”. The PC’s will need to conduct an 
  INT check or technical skill check to see if 
  they can come up with a solution. PC’s can 
  make as many attempts as needed to 
  determine 
  the 
  problem 
  with 
  the 
  Southfield’s engine. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  39 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  40 
   
   
  SPACE MASTER: If the PC’s make a 
  successful INT or technical skill check they 
  will see that the Southfields hyperdrive 
  needs a fresh infusion of energy to “jump 
  start” the ship. A transfusion of 10 EU’s 
  from the Lockley’s hyperdrive will be 
  sufficient to get the job done.  
   
  C.S.F. SOUTHFIELD 
  Ship’s Name: C.S.F. Southfield 
  Ship Type: Destroyer 
  Ship Class: Cheyenne  
  Designation: DD-225 
  Commissioned: 2289 
  Affiliation: Confederation 
  Crew Compliment: 20/200 
  Command Rank: Commander 
  Hull Size: 3 
  Mission Duration: 3 Year Cycle 
  Construction Cost: 100 CP 
  Power Pile Base: 100 (2x Half Pods) 
  Habitable Decks: 12 
  Teleporter Cap: 4 At A Time 
  Beam Banks: 2 
  Ion Torpedoes: 10 
  Shuttle Ships: 2 
  Sick Bay Cap: 5 At A Time 
  Cryo-Tubes: 6 
  Ship’s Locker: 
  10 
  4 
   
   
   
   
   
   
   
  OLD FRIENDS  
  With repairs to the Southfield underway, 
  Captain Evras invites Captain Watts, Petty 
  Officer 1st Class Vanlan, and the PC’s to join 
  her for dinner in the Southfield’s Officer’s 
  Club as a thank you for their assistance. As 
  it turns out, Captain Evras and Captain 
  Watts are old friends and rivals from their 
  days at the Space Fleet Academy. Over the 
  course of the evening, and a few strong 
  drinks, Captain Evras reveals that Watts 
  was also considered for the Captain’s Chair 
  of 
  this 
  brand-new 
  Cheyenne 
  Class 
  Destroyer but was unfortunately passed 
  over 
  at 
  the 
  last 
  moment 
  in 
  an 
  administrative 
  oversight. 
  An 
  unintentionally bitter portion of salt on a 
  fresh wound for Watts who commands one 
  of the oldest ship’s in the fleet. Seeing the 
  uncomfortable 
  shift 
  in 
  Watt’s 
  countenance, Evras consoles her old friend 
  with the assurance that when the Lockley 
  is finally decommissioned, he too will have 
  his pick from one of the new ships.  
   
   
   
  
   
  41 
   
   
  SPACE MASTER: Unknown to Captain 
  Watts, Evras is secretly aware that Space 
  Fleet Command’s decision to pass-over 
  Watts for command of a new ship was not 
  merely an oversight. In light of the Lockley’s 
  tragic Shuttle Incident, the Admiralty have 
  lost confidence in Captain Watts’ ability to 
  command a new “ship-of-the-line”. Captain 
  Watt’s difficulty reconciling the loss of his 
  crew members during that fateful incident 
  and his frantic insistence for continued 
  search and rescue missions have not gone 
  unnoticed. Daelan’s do love their secrets, 
  and Captain Evras is no exception. She 
  prides herself in being someone who 
  always knows more than anyone else in the 
  room.  
   
  ADJUSTING DIFFICULTY 
  If the Players are using intermediate level 
  characters in this adventure the Space 
  Master is encouraged to adjust the number 
  of adversaries proportionate to the 
  number and experience of the Player 
  Characters participating. Space Masters 
  are also encouraged to add random 
  encounters and space hazards to this 
  adventure, as described in the 2nd Edition 
  Rules, during travel or periods of inactivity 
  whenever appropriate. 
   
  CONCLUSION 
  Successful completion of this mission 
  requires the PC’s to reach the Southfield, 
  contain or neutralize the Orconian probe, 
  and assist with restarting the Southfield’s 
  hyperdrive. In addition to any XP earned 
  for defeated adversaries, the SM should 
  award PC’s 30 XP each for containing or 
  neutralizing the Orconian Probe. An 
  additional 30 XP should be awarded to 
  each of the PC’s if they figure out how to 
  restart the Southfield’s Hyperdrive. The SM 
  should award a bonus of 10 XP for good 
  roleplaying, 
  teamwork, 
  and 
  problem 
  solving. Mission failure will occur if the PC’s 
  are unable to contain or neutralize the 
  probe which will prevent the Lockley from 
  docking with the Southfield and rendering 
  assistance. PC’s should be docked all XP 
  earned during the mission If any of the 
  required NPC’s are killed or if any of the 
  PC’s abandoned the party. 
   
  MISSING PERSONS 
  During a routine mission, the crew of the 
  Lockley receive a mysterious transmission 
  from a stranded Confederation shuttle’s 
  emergency beacon. Could this be a distress 
  call from the Lockley’s long-lost shuttle and 
  crew? 
   
  ORDERS 
  After getting the Southfield underway for 
  repair at Starbase Alpha, the Lockley’s crew 
  turn their attention to completing some 
  
   
  42 
   
   
  much-needed field repairs on their own 
  ship. Unfortunately, their brief respite is 
  soon cut short when new orders arrive 
  from Commodore Charles Blackthorn at 
  Space 
  Fleet’s 
  Exploration 
  Command 
  Center. Commodore Blackthorn’s orders 
  direct 
  the 
  Lockley 
  to 
  replace 
  a 
  malfunctioning navigation buoy located 10 
  light-years from the Lockley’s current 
  position.  
   
  MISSION DETAILS 
  Captain 
  Watts 
  surveys 
  the 
  weary 
  command crew as they scurry about the 
  bridge completing repairs. ”It looks like 
  were still in business. I know we are still 
  patching the ship back together after the 
  last mission, but duty calls once again. A 
  vital navigation buoy 10 light-years from 
  our current position has malfunctioned 
  and requires replacement. Helm set a 
  course 
  for 
  nav-buoy 
  marker 
  117, 
  hyperwarp factor 2.” The crew collectively 
  breathe a sigh of relief at the Captain’s 
  orders for a slow ride to their next 
  assignment.” At this hyperwarp factor the 
  trip to the buoy will take five days and will 
  not produce any noticeable vibrations from 
  the ship’s faulty induction coil. After an 
  embarrassingly long pause from the ship’s 
  helm control console the order for 
  hyperwarp reaches the engine room just as 
  the helm operator reaches in frustration 
  for a communicator.  
  Acting Chief Engineer Vanlan has had little 
  to say to anyone since the last mission as 
  he rushes to complete field repairs 
  throughout the ship. In fact, little at all has 
  been seen of the ship’s engineer except 
  when he surfaces from the mechanical 
  crawl spaces to seek out a refill of coffee. 
  Patchwork panels and bypass cables litter 
  the corridors as a testament to the 
  daunting scope of the Chief’s labors. 
   
  The PC’s continue to hear persistent 
  rumors among the Lockley’s crew about 
  the recovery of a stasis pod containing a 
  Zangid officer being stored in Sick Bay. 
  Some crew members remark that a portion 
  of Sick Bay was recently quarantined, but 
  they assumed it was connected to the 
  Rigellian Space Lice outbreak that recently 
  occurred on Deck 2. 
   
  SPACE MASTER: While travelling to the 
  buoy it is recommended that the SM check 
  for random galactic encounters and space 
  hazards as described in the 2nd Edition 
  Rulebook (S&S-2E: Pg. #31 - #35) 
   
  Upon arrival at the navigational buoy’s 
  location Captain Watt’s brings the Lockley 
  to a stop 30,000 miles short of the buoy. 
  With a mischievous smile Captain Watts 
  summons the PC’s to the bridge. When 
  they arrive, the Captain explains that this 
  would be an excellent opportunity for his 
  new crew members to get in a little 
  
   
  43 
   
   
  practice with the ship’s tractor beam. 
  Watts directs the PC’s to use the Lockley’s 
  tractor 
  beam 
  to 
  retrieve 
  the 
  malfunctioning space buoy and bring it into 
  the hangar bay. Since the use of the tractor 
  beam at this range will cost 3 EU for each 
  attempt, Captain Watts will allow the PC’s 
  three attempts to catch the buoy before 
  handing the task over to one of the ship’s 
  fire control officers or engineers. 
   
  While launching the replacement buoy, the 
  Lockley’s communication officer, a tall 
  Andromedan named Ensign Kohvakt, 
  suddenly interrupts with urgent news. 
  “Captain, I’ve detected an automated 
  distress beacon coming from an asteroid 
  two light-years from our current position. 
  The background radiation in the area is 
  causing substantial interference with the 
  transmission, but it is definitely a 
  Confederation signal.” The communication 
  officer’s report brings all activity on the 
  bridge to an immediate halt. Kohvakt 
  carefully inspects his console monitors 
  confirming the data displayed, “Captain, 
  the transmission identification code I am 
  receiving is from our missing shuttle!” The 
  Captain stares for a moment in complete 
  shock at the Officer’s report, unable to 
  believe the words he just heard. Sitting 
  down in his command chair, the Captain 
  straightens his uniform in a visible effort to 
  regain his composure. 
   
  The chime of the ship-wide address tone 
  breaks the shocked silence as Watts 
  activates his intercom, “This is the Captain; 
  we have received a priority distress signal 
  from a Confederation shuttle located on an 
  asteroid two light-years from our position. 
  Complete the launch of the nav-buoy and 
  prepare for immediate hyperwarp.”  
   
  Within moments, acting Chief Engineer 
  Vanlan arrives at the bridge, exiting the lift 
  doors. With an anxious glance to the 
  Captain, he takes his seat at the 
  engineering console, “Captain, the engine 
  room stands ready, what are your orders?” 
  Vanlan barely finishes speaking the words, 
  knowing full well what the directive would 
  be, as Captain Watts replies, “Factor 6, Mr. 
  Vanlan”. The young engineer wastes no 
  time waiting for the glitchy helm console 
  and relays the Captain’s orders directly 
  with his communicator. 
   
   
   
   
  
   
  44 
   
   
   
   
   
   
   
   
   
   
  
   
  45 
   
   
  Within moments the Lockley shudders and 
  lurches forward as it accelerates to 
  hyperwarp. At this speed, the Lockley will 
  arrive at the source of the signal in about 
  four hours. The ship’s faulty hyperspace 
  harmonics induction coil again produces a 
  nearly unbearable shaking that is felt 
  throughout the hull. All physical tasks 
  attempted while traveling at this speed 
  that require an attribute or skill check will 
  have a -4 penalty modifier. Any significant 
  changes in a character’s physical position 
  (i.e. standing up from sitting) during High 
  Hyperwarp will require a Dexterity check 
  roll. If the check is unsuccessful the 
  character will fall, sustaining 1d4 HP of 
  damage. For every hour that the ship is at 
  Hyperwarp Factor 6 the SM should conduct 
  a secret Constitution Check (without 
  penalty) to see if any of the PC’s are 
  overcome with Space Sickness. Any 
  character that has Space Sickness will be 
  temporarily incapacitated by nausea and 
  vomiting for 1d4 turns in which they are 
  unable to perform any other action. Vanlan 
  will 
  carefully 
  monitor 
  the 
  Lockley’s 
  progress during the trip as the stresses of 
  high hyperwarp on the hull will cause 1d6 
  points of EU damage to the ship for every 
  hour of interstellar travel. 
   
   
   
   
  SPACE MASTER: Since the Lockley will be at 
  interstellar travel for less than a day the SM 
  should fore-go any random galactic 
  encounters and space hazards. 
   
   
  When the Lockley arrives at the location of 
  the distress beacon signal, they find a large 
  barren asteroid slowly drifting through 
  space. Sensor scans of the asteroids 
  surface detect that a Confederation shuttle 
  ship is indeed on the surface and the 
  source of the signal. There is a high amount 
  of ambient radiation coming from the 
  asteroid that is currently preventing 
  teleportation and 
  the sensors from 
  determining if any life signs are present. 
  Near the shuttle several large caverns have 
  been detected as well as an underground 
  structure that appears to be artificially 
  constructed.  
   
  Captain Watts directs Vanlan to prime the 
  Lockley’s shuttle ship for an excursion to 
  the surface. Watts intends the lead the 
  landing party himself and selects T’Shana, 
  Randall Riley, and the PC’s to accompany 
  him. All members of the landing party are 
  
   
  46 
   
   
  instructed to wear a radiation suit with an 
  oxygen tank as instrument readings 
  indicate that the surface is radioactive and 
  does not possess an atmosphere. 
   
  EQUIPMENT 
  Each member of the landing party will be 
  provided a radiation suit with oxygen tank, 
  a beam pistol or electro-stun gun, and a 
  communicator for use on this assignment. 
  In addition to this equipment, T’Shana will 
  be equipped with an auto-analyzer and 
  Riley will be equipped with universal 
  translator.  
   
  MISSION NPC’S 
  Captain Watts, acting Chief Engineer 
  Vanlan, Security Chief T’Shana, Security 
  Officer Riley, and the ship’s service robot 
  ED-2, who were introduced in the previous 
  missions, will be available for use in this 
  adventure. 
  In 
  order 
  to 
  successfully 
  complete this mission NPC’s Watts, Vanlan, 
  and T’Shana must survive this adventure. 
   
  THE MISSING SHUTTLE 
  Upon landing the party will easily find the 
  Confederation shuttle on the asteroid’s 
  surface inside the rim of a large shallow 
  crater. The shuttle ship is unoccupied, 
  appears to have endured a rough landing, 
  and is damaged beyond repair. The 
  shuttle’s hatches are open, and all portable 
  equipment has been removed. A set of 
  several 
  footprints, 
  consistent 
  in 
  appearance with Confederation issue 
  radiation suit boots, are visible in the dusty 
  particulate covered surface. The footprints 
  lead away from the shuttle towards a 
  cavern entrance just below the rim of the 
  crater. 
   
  #1 CAVERN ENTRANCE 
  The cavern entrance is a wide 30’ x 20’ 
  opening in the Western side of the shallow 
  crater that leads downward into a 10’ high 
  x 10’ wide passageway in the rock. There is 
  no natural light inside the cavern so the 
  party will have to use artificial light or 
  biological adaptations in order to see 
  inside. Just inside the mouth of the cavern 
  entrance are the skeletal remains of a 
  Hykhot wearing a Confederation issue 
  radiation suit with C.S.F. Lockley shoulder 
  patches 
  and 
  the 
  name 
  “Grilfik” 
  embroidered on a cloth patch attached to 
  the chest plate of the suit.  
   
  
   
  47 
   
   
  The amphibian’s remains are found lying 
  on its side on the cavern floor and appear 
  to be long since dead. Captain Watts with a 
  heavy sigh confirms the Hykhot as one of 
  the missing crew that was on the shuttle. 
  Watts remarks that it is strange that there 
  would be this rate of decomposition on an 
  asteroid with no atmosphere. Upon closer 
  inspection of the corpse, Watts finds two 
  long arrow shafts, shocking and strangely 
  out of place, protruding from the back side 
  of the suit. The arrow wounds marking an 
  obvious cause of the crewman’s untimely 
  death and indicating that he had indeed 
  survived the shuttle’s encounter with the 
  cosmic 
  gas 
  cloud. 
  Considering 
  the 
  unnatural state of his crewman and the 
  obvious signs of foul play, Watts directs the 
  party to ready their weapons. 
   
  
   
  48 
   
   
  SPACE MASTER: Auto Analyzer Device 
  analysis of the arrow shafts will indicate 
  that they are made of a common variety of 
  terrestrial hardwood found on most Class-
  H worlds. The arrow heads are composed 
  of Iron based metal alloys which have 
  become badly rusted. The arrow parts are 
  affixed to the shafts with a mixture of twine 
  and animal sinew with trace remains of 
  bird feathers for stabilizing fletches. 
  Though ancient in appearance isotope 
  dating confirms the archaic projectile is less 
  than twenty years old by the Galactic 
  Calendar. 
   
  #2 TUNNEL PASSAGEWAY 
  The cavern entrance gradually narrows 
  into a 60’ long 10’ high x 10’ wide tunnel-
  like passageway cut into the asteroid rock. 
  While 
  there 
  are 
  no 
  indications 
  of 
  identifiable design the passageway is too 
  symmetrical and level to have occurred 
  naturally. Unusual 4’ wide ribbed arches 
  run the entire length of the passageway. 
  The passage is completely dark with no 
  sources of natural or artificial light present. 
   
  #3 STAIRWAY 
  The rocky tunnel like passage in the 
  asteroid rock suddenly ends in a carved 
  humanoid sized stairway that descends 
  deeper below ground. The stairway 
  descends 40’ below the surface of the 
  crater bottom into the depths of the 
  asteroid. The bottom of the carved 
  stairway 
  opens 
  into 
  a 
  20’ 
  x 
  20’ 
  antechamber carved into the asteroid rock. 
   
  #4 ANTECHAMBER 
  The antechamber is a small 20’ x 20’ room 
  hollowed out of the asteroid rock that 
  connects to a larger room. The smooth 
  symmetrical 
  geometry 
  of 
  the 
  walls 
  indicates that its construction is both 
  artificial and deliberate, designed to 
  accommodate humanoid sized lifeforms. 
  The room is dark with no natural source of 
  light so artificial lighting, or biological 
  adaptations, will be needed to see inside. 
  The walls of the antechamber are covered 
  with strange unknown alien symbols, 
  perhaps the ancient language of a lost 
  culture. 
   
   
   
  
   
  49 
   
   
  #5 COUNCIL ROOM 
  At the far end of the antechamber is a large 
  stone archway that marks the entrance of 
  a 60’ x 60’ room with a tall 25’ high 
  “vaulted” style ceiling carved out of the 
  rock. There are several raised blocks of 
  stone with somewhat unusually carved 
  angles and slopes found throughout the 
  dark room. Like the antechamber before it, 
  this room is also covered with unknown 
  alien symbols.  
   
  Space Master: Anyone in the party carrying 
  a light emitting device, such as a flashlight 
  or beam pistol set to illuminate, will be able 
  to see boot tracks in the dust heading 
  towards the second passageway. 
   
  The room ends with another archway that 
  leads into a second tunnel passage in the 
  asteroid 
  rock. 
  Two 
  massive 
  Stone 
  Creatures (S&S-2E: Pg. #67) are hiding 
  amongst the large blocks near the second 
  passageway and will attack anyone that 
  attempts to enter the second passageway. 
   
  STONE CREATURE 
  Encountered: 3 
  Movement: 90’, (30’) 
  Intelligence: Average 
  Psi Potential: 3d4, Inactive 
  Hits: 3d8 
  Armor: -7 
  Combat Skill: 14 
  Save As: Level 3 
  Attacks: 1 (Pummel) 
  Damage: 5d6 
  Morale: N/A 
  XP: 65 
   
  #6 TUNNEL PASSAGEWAY 
  The first room connects to a L-shaped 300’ 
  long, 10’ high x 10’ wide, tunnel-like 
  passageway identical in design to the one 
  leading into the first room. While there are 
  no indications of identifiable design, the 
  passageway is too symmetrical and level to 
  have occurred naturally. Unusual 4’ wide 
  rib-like arches run the length of the entire 
  passageway. A third Stone Creature is 
  hiding among the carved rock interior of 
  the passageway walls midway down the 
  tunnel. Like the previous two stone 
  creatures this one will emerge from its 
  hiding place and attack anyone who 
  
   
  50 
   
   
  approaches. Unlike previous sections of 
  the structure, a feint green glow can be 
  seen coming from the room at the far end 
  of the tunnel. The dim glow of the distant 
  light reveals more Confederation boot-
  prints in the dusty particulate surface 
  leading towards the second room. 
   
  #7 PORTAL ROOM 
  The passageway opens into a large 80’ x 80’ 
  square room with a 25’ tall “vaulted” style 
  ceiling cut out of the asteroid rock. A visibly 
  glowing green energy field separates the 
  passageway 
  from 
  the 
  room. 
  The 
  shimmering energy barrier is a high 
  intensity force field preventing entry from 
  the passageway into the room. The field 
  crackles with hair raising static electricity 
  and produces a strong repulsive sensation 
  that discourages touch. Contact with the 
  field will cause 1d8+1 points of damage to 
  anyone who touches it and will forcefully 
  project them 1d6 feet away. The field 
  appears to emanate directly from the rock 
  walls with no emitter devices or visible 
  technology present. 
   
  Inside 
  the 
  room 
  several 
  sets 
  of 
  Confederation boot-prints travelling in 
  different directions can be seen in the 
  dusty particulate matter covering the floor. 
  While larger than the previous room, this 
  one shares the same design features and 
  alien inscriptions. In the center of the room 
  is a large roughhewn 9’ tall x 6’ wide x 3’ 
  deep black stone monolith covered with 
  strange alien symbols. On the wall across 
  from the entrance there are three large 10’ 
  tall x 6’ wide x 4’ deep rectangle shaped 
  stone archways. Three long shafted 
  arrows, identical to the ones found 
  imbedded in the Hykhot’s remains, lay 
  scattered on the ground facing towards the 
  entrance as if fired from someone standing 
  behind the center archway.  
   
  From behind the monolith steps a middle-
  aged human male with stark white hair 
  wearing unusual clothing decorated with 
  the same alien symbols seen throughout 
  the asteroid structure. The absence of any 
  kind of encounter suit or life-support 
  equipment suggests that a breathable 
  atmosphere is present on the opposite side 
  of the force field. The man is completely 
  oblivious to the party standing behind the 
  glowing force field as he mumbles words in 
  an incomprehensible language to himself. 
  The strangely dressed man loiters in front 
  of the monolith before him, as if he were 
  studying a map or reading a monument 
  inscription. For a moment, the man’s 
  concentration drifts to the party behind 
  the crackling green barrier. He tilts his head 
  curiously to the side, smiles and gives the 
  party a wink. Quickly the man turns his 
  back to the party and approaches the 
  center stone archway. He waves his hand 
  with a sweeping gesture in front of the 
  
   
  51 
   
   
  great stones. A deep resonating low 
  pitched noise fills the entire room raising 
  the particulate dust inches off the floor as 
  the symbols on the monolith behind him 
  begin to glow.  
   
  Suddenly a brilliant flash of light erupts 
  from the center of the archway revealing it 
  to be a dimensional portal opening to a 
  forested path on a distant unfamiliar 
  world. The party sees the vague outline of 
  a dozen humanoid figures standing among 
  the trees near the path on the opposite 
  side of the portal. Captain Watts catches a 
  fleeting glimpse of Confederation Space 
  Fleet uniforms worn by several of the 
  people but is unable to distinguish their 
  faces from behind the glare of the green 
  force field. Some of the blurry figures 
  closest to the portal seem to recognize 
  Captain Watts, waving and pointing 
  towards him. Captain Watts instinctively 
  knows he is looking at his lost crew 
  members standing on the opposite side of 
  that portal.  
   
  The party watches as the unusually dressed 
  man steps through the dimensional portal 
  in the archway onto the forested path 
  beyond. Looking back only briefly at the 
  party held behind the force field as he joins 
  the other figures waiting for him. A few 
  moments later a brilliant flash of light 
  comes from the center of the archway and 
  the portal disappears, replaced again by 
  the view of the vacant rock wall. Shortly 
  after the dimensional portal closes, the 
  shimmering green forcefield disappears 
  releasing the atmosphere held inside with 
  a rush of wind.   
   
  Regardless of effort, the party will not be 
  able to use the monolith control device or 
  artifact portals contained in the Second 
  Room at this time. While emotionally 
  exhausted, this incident has once again 
  renewed Captain Watts’ hope that one day 
  he may be reunited with his missing crew. 
  In the meantime, Watts will report his 
  findings to Space Fleet Command so that 
  an alien contact team can be dispatched to 
  study this structure and its artifacts.                            
   
  ADJUSTING DIFFICULTY 
  If the Players are using intermediate level 
  characters in this adventure the Space 
  Master is encouraged to adjust the number 
  of adversaries proportionate to the 
  number and experience of the Player 
  Characters participating. Space Masters 
  are also encouraged to add random 
  encounters and space hazards as described 
  in the 2nd Edition Rules during travel or 
  periods 
  of 
  inactivity 
  whenever 
  appropriate. 
   
   
   
   
  
   
  52 
   
   
  CONCLUSION 
  Successful completion of this mission 
  involves deployment of the new navigation 
  buoy, investigation of the distress call, and 
  surviving the dangers of the hidden alien 
  base. In addition to any XP earned for 
  defeated adversaries, the SM should award 
  the PC’s 30 XP each for successfully 
  catching the navigation buoy with the 
  Lockley’s tractor beam within three 
  attempts. The SM should award a bonus of 
  10 XP for good roleplaying, teamwork, and 
  problem solving during the adventure. 
  Mission failure will occur if the new 
  navigational buoy is not deployed and the 
  secret of the hidden alien base revealed. 
  The PC’s should be docked all earned XP for 
  the adventure If any of the required NPC’s 
  are killed or the PC’s abandon their party. 
   
  
   
  53 
   
   
   
  
SOURCE: textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen Ashdown/Starships & Spacemen Ashdown Conflux Missions 1-5.pdf