TEXT: ORDEAL BY ESHAAR
  TRAVELLER
  Science-Fiction Adventure in
  the Far Future
  Approved For Use With
  TM
  
  ORDEAL BY ESHAAR
  An Adventure for TRAVELLER by
  J. Andrew Keith
  William H.Keith, jr.
  Based on a concept by
  Jordan Weisman
  Marc Miller
  
  Copyright © 1981, by FASA
  All Rights Reserved.
  Printed in the United States of America.
  No part of this book may be reproduced in any form, or by any means
  without permission in writing from the publisher.
  Traveller is Game Designers' Workshop's trademark for its role-playing
  game of science-fiction adventure in the far future. The Traveller
  trademark and selected materials contained in this adventure are used
  under license.
  Published by FASA
  P.O. Box 6930
  Chicago, Illinois 60680
  A catalogue of other FASA products may be obtained by mailing a
  self-addressed, stamped envelope to the address above.
  Playtesters:
  Tom Kokklenberg
  Larry Gniadek
  Jerry Betz
  Jim Just
  Mike Messenger
  Wayne Budwick
  Domes drawn by Ross Babcock
  Spiritual Advisor:
  Marc Miller
  
  Table of Contents
  INTRODUCTION 
  ...............................................
  Standards and Assumptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Referee's Checklist .............................................
  Referee's Table of Contents .......................................
  OUT OF THE FRYING PAN ..................................
  PLANETARY 
  DATA 
  ...........................................
  A Note on Planetary Conditions ....................................
  Security Briefing ................................................
  Information ....................................................
  THE 
  EMBASSY 
  ENCLAVE ....................................
  The Imperial Embassy............................................
  Equipment .....................................................
  The Zhodani Embassy ...........................................
  The 
  Vargr 
  Embassy..............................................
  THE DIPLOMATIC SITUATION ...............................
  The Vargr Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  Weekly Activity Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  THE 
  SURVEY 
  MISSION .......................................
  Vehicles ......................................................
  MAP OF Vah Ifiss (Lowlands) ...............................
  ORDEAL 
  BY 
  ESHAAR 
  ........................................
  OUTDOOR 
  ENCOUNTERS .....................................
  Explanation of Encounters ........................................
  Breached Suits .................................................
  REFEREE'S NOTES ............................................
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  Introduction
  This booklet, entitled Ordeal by Eshaar, is a comprehensive adventure de-
  signed for use with GDW's TRAVELLER. Set in the Taemerlyk subsector of the
  Far Frontiers sector, it revolves around a diplomatic mission on a dangerous
  world.
  It is assumed that this adventure will be administered by a referee who has
  read through this adventure and who is familiar both with it
  and with the rules for TRAVELLER. This situation calls for
  only the basic TRAVELLER booklets (Books 1, 2, and 3) and
  no additional supplements, books, or other information. As
  usual, paper, pencils, six-sided dice, and square-grid graph paper will prove help-
  ful during the course of this adventure.
  Although not required in order to play this adventure, certain other
  TRAVELLER materials may enhance the enjoyment of the situation considerably.
  Book 4, Mercenary, Book 5, High Guard, Supplement 1, 1001 Characters, and
  Supplement 4, Citizens of the Imperium, can all be used in connection with
  Ordeal by Eshaar. The latter supplement also provides character generation
  tables for characters in the Diplomatic Service, should players be interested in
  using such individuals in this situation. Of course, other TRAVELLER books,
  supplements, and games may be useful as well.
  STANDARDS AND ASSUMPTIONS
  The following standards and assumptions are used in the text of this ad-
  venture.
  Dates: All dates herein correspond to the Imperial calendar. The initial date for
  this situation is 190-1107; 190 is the current day (the
  190th day of the standard 365-day year) while 1107 is
  the current year of the Imperium. Once the adventure be-
  gins, time should flow normally. If necessary, change the date to correspond to a
  local situation; however, this adventure is designed to be set against the back-
  drop of The Fifth Frontier War.
  Place: This adventure takes place on Eshaar (0206-E6C4839-3) in the
  Taemerlyk subsector of the Far Frontiers sector. Eshaar is a small planet, some
  10,600 kilometers in diameter, with an insidious at-
  mosphere and a temperature ranging from 100° to
  1 50° Centigrade. A native sentient race on the world
  has secrets desired by both the Imperium and the
  Zhodani Consulate; hence both powers maintain
  diplomatic missions on the world. Fears that open
  conflict would offend native sensibilities have forced them into an uneasy truce.
  -1-
  Requires only
  Basic Traveller
  Date: 190-1107
  Place: Eshaar
  Taemerlyk Subsector
  Far Frontiers Sector
  Beyond the Imperium
  
  USING THIS ADVENTURE
  The referee may use this adventure as an independent game situation with pre-
  generated characters (as written), or it may
  be used with existing characters from an
  existing campaign. Changes necessary for
  an existing campaign should be obvious.
  REFEREE'S CHECKLIST
  1.
  2.
  3.
  4.
  Assign characters.
  State situation.
  Refer players to background
  material.
  Guide characters through
  situation based on their ac-
  tions.
  Referee's Checklist: The steps shown in
  the referee's checklist should guide the
  referee through the elements of administer-
  ing this adventure. Characters are covered
  next in this section, then the basic situa-
  tion. The background material is presented
  on page 20, with additional materials contained in the remainder of the adven-
  ture.
  CHARACTERS
  This adventure is intended for a band of adventurers numbering at least two
  and no more than eight. A group of pre-generated characters is supplied below,
  although the referee may allow other individuals instead.
  1. Ex-Marine Captain 
  67C789 Age 34 
  4 terms 
  Cr 2,000
  Cutlass-1, Revolver-2, ATV-2, Vacc Suit-1, Leader -2 
  Cutlass
  2. Retired Navy Starman 
  9886A9 Age 42 
  6 terms 
  Cr 1,000
  Vacc Suit-1, Admin-1, Computer-2, Rifle-2 
  Rifle
  3. Ex-Navy Lieutenant 
  6B3896 Age 34 
  4 terms Cr 3,000
  Pilot-2, Body Pistol-3, Vacc Suit-0, Medical-2, Gunnery-2
  4. Ex-Scout 
  B9473A Age 26 
  2 terms 
  Cr 1,500
  Pilot-1, Air/Raft-1, Navigation-1, Vacc Suit-1, SMG-0 
  SMG
  5. Retired Other 
  35A773 Age 42 
  6 terms 
  Cr 4,000
  Shotgun-2, Electronic-3, Bribery-2, Vacc Suit-1 
  Shotgun
  6. Ex-Army Major 
  8489A6 Age 34 
  4 terms 
  Cr 1,000
  Rifle-1, SMG-2, ATV-3, Vacc Suit-1, Mech-2, Electronic-1 SMG
  7. Ex-Marine Force Commander 
  774486 Age 30 
  3 terms 
  Cr 1,500
  Cutlass-1, Revolver-1, ATV-2, Vacc Suit-2, Brawling-2 
  Revolver
  8. Ex-Diplomat 
  BA5949 Age 34 
  4 terms 
  Cr 10,000
  ATV-1, Vacc Suit-1, Laison-1, Dagger-1, Body Pistol-1 
  Body Pistol
  A skill of 0 (for example, Vacc-0) has been assigned to show some familiarity
  with a skill, sufficient to allow use, but no real expertise. A skill level of 0 with a
  gun (for example, Carbine-0) shows the preferred or best weapon for an individu-
  al otherwise without weapon skill.
  REFEREE'S TABLE OF CONTENTS
  Listed below, the referee will find a quick reference to each major section of
  this adventure (as well as some subsections), where to find it, and how it should
  _2_
  
  be presented to the players. Sections marked REFEREE ONLY should be con-
  sidered strictly as referee's information to be revealed to players only at the con-
  clusion of the adventure. Those labelled INDIRECT ACCESS contain information
  that should be fed to the players by the referee; they should never be allowed to
  see the material in question (except under controlled circumstances). And finally,
  some sections — notably the mass of library data making up the Planetary Data
  briefing - will be marked DIRECT ACCESS and may be referred to by players
  without difficulty. However, the briefing material should be presented for inspec-
  tion only when players have access to the Base Computer. This restriction is ex-
  tremely important.
  INTRODUCTION
  OUT OF THE FRYING PAN . . .
  PLANETARY DATA
  THE EMBASSY ENCLAVE
  The Imperial Embassy
  The Zhodani Embassy
  The Vargr Embassy
  THE DIPLOMATIC SITUATION
  The Vargr Contact
  THE SURVEY MISSION
  Vehicles
  ORDEAL BYESHAAR
  OUTDOOR ENCOUNTERS
  REFEREE'S NOTES
  Indirect Access
  Indirect Access
  Direct Access, Computer Only
  Direct Access
  Direct Access
  Direct Access
  Direct Access
  Indirect Access
  Indirect Access
  Indirect Access
  Direct Access
  Indirect Access
  Indirect Access
  Referee Only
  1
  4
  5
  13
  17
  19
  21
  22
  25
  29
  31
  35
  37
  43
  The referee should also keep in mind that any Referee's Notes, even those
  which are found in sections to which the players have access, are restricted in-
  formation. Steps should be taken to keep this material confidential.
  -3-
  
  Out of the Frying Pan . . .
  It had seemed like a good idea at the time . . . the rising specter of war in the
  Spinward Marches threatened military service and — worse yet — slack business
  as the fear of raiders and Zhodani fleets grounded merchant starships. The ad-
  venturers had been debating where to go next, with the general consensus being
  "anywhere but the Spinward Marches!" So, when Dwil hault-Everuis of the Im-
  perial Diplomatic Corps offered the group a job with an embassy somewhere out-
  side the Imperium, it hadn't taken much to convince them. After all, 300 credits
  per week plus travel, subsistence, and lodging . . . a draw on government equip-
  ment . . . and a hefty bonus after a successful tour of duty . . . these were
  pretty good inducements to get away from a region that suddenly looked un-
  healthy.
  The adventurers had obviously never heard of the planet Eshaar.
  Now, three months later, they begin to see what they've let themselves in for.
  They've travelled in tight quarters over 30 parsecs beyond the Imperial border
  . . . but they are closer than ever to Zhodani space, which lies only a few jumps
  to coreward of their destination.
  And what a destination! The planet is swathed in yellow-brown clouds; only
  once could they get a view of the surface from orbit, and that was through the
  eye of a gigantic, swirling storm that dwarfed normal hurricanes. When their
  shuttle finally docked with the groundside base, the adventurers first glimpsed
  the hellish environment of Eshaar. Oily brown clouds boiled overhead; every-
  where fog and vapor steamed out putty-smooth sculptured rock formations,
  black sand, and bubbling yellow pools.
  Within the Embassy dome, the Security Chief greets them with psionic shield
  helmets and a warning to keep them on any time they are outside the Imperial
  Quarters area (which is itself shielded); Zhodanis — the Enemy — are also in the
  dome, and Zhodani nobles are notorious for their psionic abilities. They are then
  led to a briefing room where they learn, at last, about the planet, its inhabitants,
  and the reason they have come.
  _4_
  
  Planetary Data
  The information that follows is extracted from Imperial Base Library data. The
  material forms the basic indoctrination information required by all new arrivals at
  the Imperial Embassy on Eshaar.
  Eshaar: Planet in the Taemerlyk subsector of the Far Frontiers sector. The of-
  ficial planetary statistics, based on the IISS survey of 1099, are as follows:
  (0902-E6C4839-3) 
  Non-industrial 
  A G
  Second of five planets of a class KO sun. Mean orbital radius .67 a.u. Period
  .56 standard year. Rotational period 1 8.7 standard hours.
  Surface atmospheric pressure: average highland — 3. 1 550 mm; average low-
  land — c. 3000mm.
  Percentage composition: CO2 83%; N2 9%; SiO2 4%; CO 2%; other nitro-
  gen and oxide compounds 2%.
  Cloud composition: liquid droplets in atmospheric suspension. Mean per-
  centage composition: H 2O (steam) 46%; S (liquid) 40%; H 2SO 4 10%; HNO3
  2%; HF 2%. Percentages vary depending on local conditions.
  Remarks: "Eshaar" is a transportation of the name given to the planet by its in-
  habitants. By human standards, it is a hostile planet, with a deadly, corrosive at-
  mosphere, and a mean surface temperature of 1 50° C. Both liquid sulfur and sul-
  furic acid serve as water in an environment where water exists only as steam and
  where all other oxygen is locked up in sulfur, carbon, and mineral oxides.
  The planetary surface is rough and forbidding; erosion has divided the land
  surface into two zones — the highlands, composed of sedimentary rock sliced by
  acid-carved canyons and gorges; and the lowlands, where all sedimentary rock
  has been eroded away and carried off to the sea. Understandably, erosion pro-
  ceeds at a rapid rate on Eshaar. Planetographic theory suggests that Eshaar's
  single ocean, slowly migrating against the planet's spin, collects the debris of
  millions of rivers and leaves behind new land, where acid erosion begins anew.
  The planetary surface has been rebuilt behind the circling ocean perhaps five
  times in the last thousand centuries.
  Eshaaran Biology: Despite the poisonous conditions on Eshaar, there is life in
  enormous variety and diversity. Native life forms are silicone-based, with a
  chemosynthetic metabolism that draws energy from the chemistry of their en-
  vironment.
  The crystalline formations that pass for plants on Eshaar take liquid sulfur and
  gaseous water from the environment and manufacture sulfuric acid. Animals use
  sulfuric acid in sustained electro-chemical reactions with various metals (general-
  ly zinc or copper) within their bodies and give off as metabolic by-products liquid
  sulfur and steam. Many life forms, both plant and animal, metabolize the at-
  mosphere directly; most share in the water-sulfur-sulfuric acid cycle. Eshaaran
  life forms have been referred to as "living storage batteries."
  Eshaar Ashah: The name of the planet's natives for themselves. It translates
  roughly as "Companion-protectors of Eshaar." Unlike humans, they find the
  climate of Eshaar's highlands quite pleasant and are excellently adapted to their
  environment.
  -5-
  
  Adult Eshaarans average 2 meters in length, stand 1.2 meters tall, and mass
  around 90 kg standard. Their most striking features are the broad mantles run-
  ning from the ends of their major tentacles to the base of the tail; these may span
  2 meters. The membranes serve both as surfaces for chemosynthesis and as glid-
  ing wings. In the powerful updrafts and dense atmosphere over the Great
  Canyons, Eshaarans can stay aloft for 1 5 minutes. Eleven pairs of jointed,
  armored legs run from thorax to tail; these are equipped with pincer claws of vari-
  ous sizes. Two pairs of tentacles — one large, one delicate — surround the single,
  large eye, which is normally deep golden to red in color. Vision is largely in the
  violet-ultraviolet range.
  Two orifices are located on each side of the thorax and are used to vent steam,
  a metabolic by-product. Modulated release of steam produces the hissing, whist-
  ling Eshaaran language, which has been compared to the shriek of leaky power
  plant steam pipes. An abdominal organ similar to an anemone-flower absorbs sul-
  furic acid and excretes liquid sulfur.
  Eshaarans can produce powerful electric discharges between the tips of their
  major tentacles. Although certainly a side-product of the being's electro-chemical
  chemosynthesis, the nature of the discharge ability is not known. The Eshaar
  Ashah do not hunt and have no natural enemies, so this admirable defensive
  weapon's original purpose remains a mystery.
  For purposes of brevity, stats and character generation for Eshaar Ashah are
  not included here. It is suggested that the Eshaarans be treated, for combat
  purposes, as animals with the following stats:
  Weight 
  Hits 
  Armor 
  Wounds & Weapons
  90kg 
  15/00 
  cloth 
  see below
  A0 F0 S1
  Eshaar Ashah can attack once
  each combat round (for three rounds)
  with electrical discharges. These at-
  tacks are made at close range (touch-
  ing), hit on a roll of 6 + , and breach
  vacc suits on 10+. (Vacc suits are
  well insulated and, unless breached,
  protect the wearer from other effects
  of the discharge.)
  Eshaar Ashah Psychology: Imperi-
  al research groups are still learning
  about this alien race and, no doubt,
  will still be learning for centuries to
  come. The most striking facet of their
  alien outlook and way of thinking,
  however, is well-known even if not
  fully understood.
  The Eshaar Ashah believe that the
  entire planet is itself a single, chang-
  ing, living being, with themselves and
  every native live form making up a part of that being. They, the world's sentients,
  believe themselves to be the planet's nervous system, the way the planet can
  -6-
  
  know itself and be aware. All native customs, beliefs, and ethics are centered in
  this philosophy. For example, the natives feel that Eshaar "calls" them by show-
  ing signs of erosion in their cave-like homes; this "call" compels the entire com-
  munity to move elsewhere in a great migration. When eroding cliffs at last
  crumble and fall, it is not Eshaaran cities that are wiped out, but merely the empty
  caves "provided by Eshaar" for the temporary use of the natives.
  Each city's Sha Ev, the native ruling body, is largely selected by the "favors"
  bestowed upon individuals or ancestors by the planet; this council makes im-
  portant decisions by seeing revelations of Eshaar's "will." The entire concept of
  mental well-being is based on a feeling of close and continual communion with
  Eshaar and the ecology.
  The concept of killing any living being is foreign to Eshaarans. Mining opera-
  tions of any sort would be viewed as an attack on a living being — the planet —
  and would be horrifying to the natives. They will not alter (save in minor and
  Eshaar-directed ways) the face of their world and will not tolerate drill- and
  explosive-wielding off-worlders. Among the Eshaar Ashah, there is as yet no con-
  sensus on whether aliens are "life-as-we-know-it." A few natives are not above
  killing Imperials — since carbon-based organisms can't really be "alive." Need-
  less to say, there has been considerable difficulty in establishing friendly relations
  with the Eshaar Ashah. Early Imperial visitors found it hard to grasp that the
  natives reacted as strongly to the accidental destruction of ornamental shrubbery
  as they did to the murder of one of their own young.
  ALL IMPERIAL PERSONNEL should exercise the utmost caution on this planet
  to avoid damaging any living thing. There are still numerous life forms unknown
  to Imperial taxonomy on Eshaar, and many, with silicone-based biochemistries,
  seem indistinguishable from rock formations. Injury to life, however accidental,
  or actions perceived as attacks on the planet itself (e.g., blasting, drilling, etc.)
  could have disastrous consequences for the Imperium. Survey teams engaged in
  such actions are urged to patrol carefully for native life forms in the area before
  beginning operations, to prevent diplomatic incidents.
  Eshaarsha Sheeaar: Translated roughly as "Ordeal by Eshaar." This ceremony
  is central to Eshaaran civilization. Newly adult Eshaar Ashah are "introduced" to
  Eshaar and proven worthy to join the ranks of the companion-protectors of the
  planet by what is essentially a survival test. Candidates for citizenship are taken
  with great ceremony to a neighboring city and are required to travel on foot 10 to
  1 5 kilometers across the lowlands back to the home city. Those who understand
  the planet, who can make use of the various "gifts" the planet may give to such a
  traveller, survive. Those who don't are thought to have been reclaimed by Eshaar.
  Adult Eshaar Ashah who accidentally violate cultural taboos (deliberate acts
  seem to be literally unthinkable) must renew their communion with Eshaar by
  undergoing this ordeal. The decision to do so is entirely voluntary; the individuals
  are most distraught until they can make their peace with Eshaar.
  Imperial Diplomatic Corps policy on Eshaar has been to observe all local laws
  and customs in every way possible, including volunteering to face Eshaarsha
  Sheeaar when caught in taboo violations. Failure to do so would cause a com-
  plete breakdown of relations and an end to Imperial hopes on Eshaar. To date,
  some twenty-seven Imperial staff members have entered the Ordeal by Eshaar; of
  -7-
  
  these, twenty-three are listed as "dead or missing in the line of duty." Of the sur-
  vivors, three have returned to the Imperium on extended leave, while the fourth is
  presently confined to the Embassy hospital, recovering from severe burns and
  poisoning. Native survival rates are much higher, perhaps 85%.
  Note that the Zhodani Embassy, in several cases, has also been forced to send
  key personnel on Ordeals. Of these, an amazing eight out of ten have returned —
  almost as high a survival rate as the natives enjoy. The possibility of some kind of
  cheating should not be overlooked, and all Imperial staff members are urged to be
  alert for evidence that this is indeed taking place; proof of such typical Zhodani
  duplicity would do much to damage the enemy cause.
  Sha Ev: The ruling council of the Eshaar Ashah. The name means, roughly,
  "chosen" — membership depends on some dramatic blessing or sign bestowed
  by Eshaar, such as the finding of a sulfuric acid spring or a deposit of metal ore
  vital to native biology. Unfavorable signs occasionally result in the expulsion of
  individuals from the Sha Ev — a rare occurrence, since death is the usual sign of
  Eshaar's displeasure.
  The Sha Ev govern through lengthy debates of various issues, which are
  generally resolved by a consensus of opinion on the interpretation of various
  signs from Eshaar. Local Sha Evs often fragment into argumentative factions
  called vifs (parties), but violence is unknown. Each Sha Ev has authority over a
  city and the immediate neighborhood. There is cooperation between Sha Evs but
  no actual unity.
  Certain individuals in each vif seem to gather more respect than their fellows
  and become the chief spokesmen of those vifs, although rank has little meaning
  for Eshaarans. These individuals are the leaders in the debates, which may last
  for weeks, until overall opinion among the Sha Ev falls solidly on one side or
  another.
  Imperial policy on Eshaar is to win over the Sha Ev to grant rights to affas
  (q.v.); this must be done by getting Sha Ev opinion to shift behind the pro-Imperial
  part among the vifs. The debate on the subject has raged since the first off-
  worlders arrived, with the vifs divided among the Imperial faction, the Zhodani
  faction, a group of isolationists who are against all foreign presence, and a large
  body which is neutral on the subject. This latter body is the most important vif at
  present — should it be influenced, it is quite possible that the question would be
  resolved. Personnel attached to the Embassy are urged to exercise care in their
  dealings with the Eshaar Ashah, and especially with members of the Sha Ev, in
  order to keep relations on a good footing.
  Vif: A political faction in the Sha Ev. At present, a number of Vifs exist in the
  debate on off-world relations. These include:
  Vif Efah'f: Also called the "Imperial faction." Favors closer ties with the Im-
  perium; members see benefits from trade and exchange of technologies. While
  they are an important faction, they will not be able to promote an agreement until
  a majority of opinion coincides with their viewpoint.
  Vif Eshaarah'f: Also known as the "isolationist party." The most vocal and
  numerous of the Sha Ev factions, this group favors non-involvement with any off-
  worlders. It has been weakened, however, by an internal split between a
  "moderate" party, which believes that no action should be taken at all, either for
  -8-
  
  or against the foreigners, and a radical group, which believes that off-worlders,
  since they are not a part of Eshaar, are not truly alive and should be killed.
  Vif Faffs'f: Faction also referred to as the "Zhodani party." The group cites the
  nearness of the Consulate, plus the trade advantages to be derived, as arguments
  in favor of their position. Recently, the party has gained considerable ground in
  the Sha Ev as a result of excellent luck in surviving a number of Ordeals by
  Eshaar. However, their party has yet to gain solid enough support among the rest
  of the Sha Ev, and until this happens, the faction will not have the strength to
  carry any agreements through.
  Affas: The silicone analog of hydrocarbon petrochemicals, consisting of vari-
  ous arrangements of silicon, sulfur, oxygen and hydrogen atoms. Affas is formed
  over planetological periods from silicone-organic material buried under layers of
  sedimentary rock beneath the floor of the ocean. The sea bottom eventually be-
  comes land, and affas occasionally appears on the surface as well-pools, released
  by erosion or tectonic activity. Pockets of affas occur in most areas, from a depth
  of hundreds of meters to just under the surface; unfortunately, local custom
  forbids sounding or drilling to locate these pockets. Imperial survey teams are
  presently engaged in searching for well-pools (and attempting to chart under-
  ground pools and pockets where native observation is not a problem). Such
  surface well-pools are rare, but one large natural well would provide enough affas
  for at least preliminary studies (and possibly synthesis) to be made. Discovery
  would also prove to the natives that Eshaar favors the Imperial presence.
  Affas is dark red, purple, or black in color; it is of thick, viscous consistency.
  The substance is heavier than liquid sulfur, and pools will probably be covered by
  a layer of sulfur or sulfuric acid. To date, only the well-pools used by the Eshaar
  Ashah have been examined. Discovery of a new pool by Imperial personnel would
  seem to be the only way to break the current deadlock in negotiations, for there
  has been no progress in attempts to trade for native-owned affas.
  It is estimated that lubricants made from the hydrosilicones will increase the
  efficiency of high-temperature engines by approximately 1 2%. Native chemistry
  also uses affas to create a silicone-based plastic that shows remarkable resist-
  ance to heat and acid; it is this substance, coating the Enclave Domes and the
  equipment used by the off-worlders on Eshaar, that has made permanent struc-
  tures possible on the planet. The value of this substance, like that of the lubri-
  cant, is obvious — and, with the Fifth Frontier War now in progress in the Spin-
  ward Marches, the importance of gaining clear control of the substance is not to
  be underestimated.
  Embassy Enclave: An offworld installation erected on Eshaar to house the am-
  bassadorial missions to the planet. The present structure is the fifth such com-
  plex constructed on Eshaar since the planet's discovery; the first four failed be-
  cause of the corrosive effects of the atmosphere.
  In 1105, the current structure was completed with native help, using an affas-
  based plastic compound to protect the structure from the elements. The need for
  native cooperation in the construction, however, forced a rather difficult state of
  affairs, for the natives decreed that all off-worlders on Eshaar should share the
  same quarters. This has led to one portion of the domed Enclave being set aside
  for the Imperium, another for the Zhodani, and a third for other visitors to Eshaar
  -9-
  
  — currently, a Vargr mission is present. Central administration and social areas
  are common to all three groups.
  A NOTE ON PLANETARY CONDITIONS
  Imperial personnel on Eshaar should take note of certain important problems
  caused by the ecology and climate of the planet.
  Visibility: Vision is normally restricted to 50 meters or less. Occasionally,
  greater visibility is obtained locally, but effects of high temperature and pressure
  can cause mirages that make visibility highly unreliable. At night, visibility is re-
  duced to zero; nights on cloud-covered Eshaar, intermittently broken by lightning
  and volcanoes, are black. Suit and vehicle lamps will provide limited visibility for
  5 meters. Daylight lasts for 9.3 standard hours, in the short Eshaaran day.
  Radios: Normal radio communications are limited to line of sight, about 50
  meters. The planet itself is a powerful source of radio interference on all bands; in
  addition, ionic concentration in the atmosphere makes all but extremely close
  line-of-sight transmissions impossible. This will put Survey Teams and individuals
  outside the Enclave on their own. The powerful transmitters at the Enclave can
  boost beacon signals through the atmosphere to orbiting ships, but information
  exchange is blocked.
  Equipment: All equipment exposed to the outside atmosphere must be special-
  ly treated with a native affas-based plastic compound. Any equipment which is
  not "sharproofed" and continually maintained between outdoor uses will rapidly
  fail. Most equipment in the Enclave intended for possible outdoor use has already
  been so treated. Personal equipment, such as weapons, armor, or electronics
  gear, which has not been so treated should never be used in the atmosphere.
  We regret to say that the supply of affas available to the Imperium in the
  Enclave is extremely small, and modifications of any private equipment are not
  possible at this time.
  -10-
  
  Weapons: The Eshaar Ashah, of course, will be offended by the open display
  of weapons; they are sophisticated enough to recognize guns for what they are.
  Diplomatic problems aside, refractive distortions of the atmosphere severely re-
  strict range and accuracy of all weapons.
  Referee's note — range: Sharproofed projectile weapons will function but
  have a DM of -3 applied to hit at medium range. For combat purposes, medium
  range extends for 50 meters; combat at longer ranges is impossible. Because of
  the atmosphere's constant fogginess, lasers will hit targets only at close range
  (less than 6 meters) with a DM of -1 to hit.
  Referee's note — oxygen: Imperial characters may attempt to use their oxy-
  gen reserves as a weapon. O 2 does not react chemically with the atmosphere,
  nor will it poison native life forms. It may be used, however, to create an artificial
  smoke screen or to turn aside or startle various life forms, because the gas is so
  cold compared to the local air temperature.
  SECURITY BRIEFING
  Upon completion of their basic indoctrination, the adventurers are given a
  more specific briefing concerning the part they are to play on Eshaar. The in-
  formation given below should be given to them by the referee before the start of
  the adventure proper.
  Affas is the key to Eshaar's importance. The silicone-based petrochemical
  could be of immense value to the war effort in the Spinward Marches — for
  whichever side gains control over a source of the rare substance and learns how
  to process it into a usable form. Affas could improve the performance of high-
  temperature engines and power plants by up to 1 2%; in addition, there are other
  useful applications in plastics and other derivatives that make the value of affas
  incredibly great.
  Naturally, both the Imperium and the Zhodani are vitally concerned with
  Eshaar and the benefits to be gained there. Zhodani intelligence is hard at work on
  several schemes to win exclusive rights to affas. The adventurers have been
  brought in by the Imperium to support the Intelligence officer attached to the
  embassy, Wessen Kalleroy. He is understaffed and needs the adventurers to help
  him plan and execute operations designed to counter Zhodani espionage efforts.
  Kalleroy has gathered some information in the period preceding the arrival of
  the adventurers. Though it may not be reliable since it has not yet been verified, it
  gives the group a place from which to start in their activities on Eshaar. Their
  primary responsibility will be to exploit Kalleroy's major coup — the subversion of
  a Vargr attached to a pro-Zhodani mission now at the Enclave as observers. The
  details of how to exploit this contact will be left largely up to the adventurers, as
  they have a greater freedom of action than Kalleroy. Kalleroy feels that the
  Zhodani are keeping too close a watch on his activities . . . and so cannot afford
  to take an active role in the intrigue between the two powers on Eshaar.
  -11-
  
  INFORMATION
  Aegzirr, a junior Vargr diplomat, has access to secret Zhodani information and
  is willing to betray it to the Imperials if they will "look after his interests."
  Survey Team casualties have been very high in the past three months. In that
  period, the Imperium has lost eight expeditions entirely, plus members of several
  others. The Zhodani in the same period have lost only one expedition.
  Computer technicians from the Vargr mission have been working with the
  Zhodani on high-security computer codes.
  The Zhodani Intelligence chief is one Shivianzhdistebr, a notorious lord almost
  certainly responsible for a particularly devious plot to capture an Imperial Azhanti
  Class warship last year. His presence on Eshaar suggests the depth of Zhodani's
  commitment to securing affas.
  -12-
  
  The Embassy Enclave
  The single off-worlder habitation on Eshaar is an Imperial Scout Service #92
  dome; it has been constructed, with native help, against a rocky cliff so that one
  wall of the dome extends into an Eshaaran cave where meetings and debates of
  interest to the off-worlders are held. Satellite domes connected to the main struc-
  ture provide living quarters and support facilities for each off-world group
  present. Currently, the Imperials and the Zhodanis each occupy opposite satellite
  domes while a third satellite is occupied by a Vargr observation group, allies of
  Zhodani.
  The rival groups, understandably, intermingle in the main dome as little as pos-
  sible during duty hours; most of their offices and labs are duplicated on opposite
  sides of the enclave. A certain amount of mingling takes place after hours —
  during social gatherings in the Common Room, primarily — to try to gather in-
  formation, to score minor psychological victories, and to attempt to guess what
  "They" are up to.
  Deckplan, Main Dome, Level 1
  A. Common Room: the one place where Zhodanis, Imperials, and the Eshaar
  Ashah can meet together, for the double thickness, vacuum insulated
  affas-plastic wall protrudes into an Eshaaran cave, and translator jacks are
  built into the wall at various points. Formal and social gatherings of off-
  worlders are held here as well.
  B. Private Conference Rooms: allows conversations with natives as above
  but reserved for private use of Imperials or Zhodanis.
  13-
  
  Deckplan, Main Dome, Level 1
  IRIS VALVE
  SLIDING DOOR
  LADDER
  ELEVATOR
  -14-
  
  Deckplan, Main Dome, Level 2
  Deckplan, Satellite Domes, Level 1 
  Deckplan, Satellite Domes. Level 2
  -15-
  
  C. Office Spaces:
  C1. Ambassador's Office
  C2. Military Attache
  C3. Security Chief
  C4. Security Department
  C5. Intelligence Chief
  C6. Intelligence Department
  D. Laboratory Spaces
  E. Storage
  F. 
  Vehicle Bays: storage and maintenance for various surface and grav ve-
  hicles used by surveys. Overlooked by Level 2 balcony, heavy machinery,
  cranes.
  F1. Vehicle Airlocks
  F2. Personnel Airlocks
  F3. Decontamination gear for airlocks
  F4. Vehicle Equipment Storage
  G. Rotunda: recreation area with benches, artwork, and displays of orna-
  mental trees and exotic flora.
  H. Life Support
  I. 
  Computers
  Deckplan, Main Dome, Level 2
  J. Admin: control center for dome. Contains monitors, life support controls,
  internal communication for entire base, and is shared by Zhodanis and Im-
  perials.
  K. Communications: maintains contact with respective fleets, when local
  conditions permit.
  L. 
  Office Spaces: offices and labs for various science departments —
  planetology, biology, meteorology.
  L1. Situation rooms: display maps for survey plots, meteorology,
  planetography
  L2. Private Ambassadorial offices
  L3. Administrative offices
  M. Balcony overlooking vehicle bays
  N. Storage
  Deckplan, Satellite Domes, Level 1
  0. General mess, lounge
  P. 
  Galley
  Q. Food Storage, medical storage
  R. Life support, recycling equipment
  S. Sick Bay
  T. 
  Medical offices
  U. Medical lab
  V. Recreation room — library, computer simulation games, workout equip-
  ment
  -16-
  
  Deckplan, Satellite Domes, Level 2
  W. Quarters (double occupancy)
  X. Officers, Diplomats, Administrators Quarters (single occupancy)
  Y. Life support
  Z. 
  Personal lockers, storage
  THE IMPERIAL EMBASSY
  Seventy-seven individuals currently make up the staff assigned to the Imperial
  mission on Eshaar. Of these, only a handful are of major importance. The rest in-
  clude minor diplomats, clerical and administrative personnel, scientific staff, and
  security people. The referee can create these persons as desired or make use of
  pre-generated characters from 1001 Characters or Citizens of the Imperium.
  The following are the major figures in the Imperial Mission at present:
  1. Ambassador and Chief of Mission — Temis Vayne hault-Atterlin
  Ambassador 
  69569C 
  Age 38 
  5 terms 
  Cr 5,000
  Laison-3, Revolver-1, Admin-2, Vacc Suit-1 
  Travellers
  2. Chief of Intelligence — Wessen Kalleroy
  Navy Commander 
  7A9A89 
  Age 34 
  4 terms 
  Cr 10,000
  Body Pistol-2, Jack-of-all-Trades-2, Streetwise-1, Vacc Suit-1
  3. Military Attache — Colonel Robar Sullivan
  Army Colonel 
  7B6775 
  Age 42 
  6 terms 
  Cr 15,000
  Leader-2, Admin-1, Tactics-1, Rifle-2
  4. Chief of Security — Jael Pendergist
  Marine Captain 
  99A788 
  Age 30 
  3 terms 
  Cr 5,000
  SMG-1, Vacc Suit-1, Cutlass-2, Gambling-1 
  Cutlass
  5. Senior Geologist — Bassem Havesendin
  Scientist 
  786AA7 
  Age 42 
  6 terms 
  Cr 10,000
  Computer-3, J-o-T-1, Vacc Suit-2, Admin-2
  6. Junior Geologist — Kello Myest
  Scientist 
  9979B6 
  Age 30 
  3 terms 
  Cr 5,000
  Computer-2, Vacc Suit-2, J-o-T-1
  A NOTE ON IMPERIAL CHARACTERS: The above characters are generated in
  accordance with rules presented in TRAVELLER Supplement 4, Citizens of the
  Imperium. These rules present no major deviations in character generation but
  allow a number of non-military career types. One new skill from those rules is
  used for these characters; that skill, Liaison, is explained below.
  This individual is trained to sub-
  ordinate his or her own views
  and prejudices where they may
  conflict with those held by the
  individuals being dealt with. As
  a result, greater cooperation
  may be achieved and substantial progress in mutual projects made. Liaison is
  primarily used as a positive DM on the reaction table in Book 3.
  -17-
  Liaison: The individual is trained in the
  art of dealing with others; this skill is usable
  in relations with members of military units,
  citizens in a community, and alien or for-
  eign cultures.
  
  Referee: Liaison is similar to both streetwise and admin skills. Streetwise
  tends to deal with unsavory aspects of society, while admin deals with the formal
  bureaucratic structure. Liaison is a formal training that spans both but also
  extends to contact with alien cultures. Liaison may be used as the equivalent of
  the next lower level of either streetwise or admin where necessary; thus, liaison-
  2 is the equivalent of streetwise-1.
  EQUIPMENT
  The Imperial Embassy has a great deal of equipment on hand — everything
  conceived as necessary by the principal officers of the diplomatic mission. Player
  characters may draw such equipment as is deemed necessary for various opera-
  tions from the available stores. The fact that equipment destined for use on the
  surface must be specially treated to prevent corrosion makes it essential that
  player-characters use what is on hand at the Embassy rather than gear purchased
  independently.
  In the equipment outlined below as being available, no quantities are given. For
  the most part, enough duplicate equipment exists to make quantities unim-
  portant. The referee may, at his discretion, hinder the availability of equipment.
  Weapons: Weaponry is not an important part of the equipment available on
  Eshaar, since it is unlikely that it can be used without destroying everything that
  has been accomplished in winning native cooperation. However, virtually any
  weapon outlined in Book 1 will be available; if Book 4, Mercenary, is used, equip-
  ment up to Tech Level 12 is available.
  Personal Equipment: Treated Vacc Suits are available for everyone in the
  Embassy, with a number of spares. Vacc Suits that have not been sharproofed
  will break down in a matter of hours, causing death. Sharproofed vacc suits may
  begin to corrode at the joints after 24 hours of continuous exposure to the en-
  vironment. Suit patch kits, each with ten patches, are standard issue with all
  suits. Air tanks, each tank holding a 3-hour supply of air, are also standard; two
  are usually worn.
  Personal Devices; Vision Aids; Tools: Most if not all of these pieces of equip-
  ment are available. The referee should remember to avoid use of those devices
  which are totally unnecessary (bullhorns, for example). He should also keep in
  mind the limitations imposed by environmental conditions. (See page 10.)
  Shelters: No shelters are available for Eshaaran use.
  Psionic Shields: Because of the Zhodani presence, psionic shielding is neces-
  sary; otherwise, the psionic abilities of the Zhodani would soon end any hope of
  Imperial success. Psionic shield helmets must be worn at all times within the main
  dome. Each weighs 1000 grams and generates electronic impulses on fre-
  quencies which mask brain wave activity. The satellite dome assigned to Imperial
  use has a built-in psishield, as do vacc suits, vehicles, and ships employed on the
  Eshaar station.
  -18-
  
  Translators: Within the
  dome, 
  small 
  (500 
  gram)
  computer-assisted 
  transla-
  tors are worn on belts or
  strapped to the legs of every-
  one who may have to deal
  with individuals of one of the
  other races present. Transla-
  tor jacks are built into the
  wall of the conference rooms
  adjoining the Eshaaran cave;
  personnel wishing to talk to
  natives plug in their units
  and hold conversations at
  any of a number of stations.
  Vacc suits have translation
  gear built into their commun-
  ications electronics, though
  without the resources of the
  base computer, conversa-
  tions with natives away from the enclave will be on a very basic level.
  Psionic Shields
  THE ZHODANI EMBASSY
  The Zhodani Consulate is a major interstellar empire to core-spinward of the
  Imperium and has been one of the Imperium's chief adversaries over the past sev-
  eral hundred years. As this adventure is taking place, the Zhodani are engaged in
  the Fifth Frontier War against the Imperium; on Eshaar, the war is one of diplo-
  matic maneuvering to win affas from the natives to the exclusion of their Imperial
  enemies.
  The Zhodani are descendants of humans transplanted by the mysterious
  Ancients thousands of years ago and are, in most respects, identical to other
  branches of Humaniti. Their long genetic isolation has resulted in their being for
  the most part tall (210 cm is not uncommon), slender, and thin of face. Their
  greatest divergence, however, is in the area of psionics. Zhodani hold that they
  have a natural ability in psionics, and all nobles receive training at an early age. In
  actuality, it appears probable that the Zhodani have no greater talent than other
  humans, but make greater use of what talent they have through their early train-
  ing. In addition to the nobles, an intendant class also receives psionic training;
  these intendants actually do much of the work running Zhodani government,
  striving for the reward of nobility granted for faithful and competent service.
  Zhodani psionics may allow them to read unshielded human or Vargr minds.
  They find it impossible to interpret what they can read of the minds of the Eshaar
  Ashah, because the natives are so very different culturally and biologically.
  The Zhodani embassy staff is divided between the nobles (leaders), the
  intendants (staff administrators, military officers, supervisors), and the various
  proles (staff workers, soldiers, and menial laborers). Zhodani society is founded
  on the absolute rule of the nobility over the psionically blind proles. The nobles are
  -19-
  
  known and respected by the proles for their power and their strength. While non-
  Zhodani may consider the Zhodani nobles devious and oppressive, such views
  usually fail to take into account the fact that psionics makes it easy for a noble to
  deal with his subjects. The fact of psionics makes a Zhodani noble (or intendant)
  able to see other views than his own, and to manipulate situations toward some
  goal, all the while creating circumstances that confuse or mislead non-Zhodani.
  Non-Zhodani see this sort of situation as devious.
  For more information on the Zhodani, interested persons may consult the
  Journal of the Travellers Aid Society, No. 9, which contains a thorough examina-
  tion of their culture and characteristics. Book 3 of TRAVELLER should be con-
  sulted for details of the psionics abilities available.
  ZHODANI CHARACTERS
  The following are the senior Zhodani personnel attached to their embassy on
  Eshaar. The referee should feel free to create other characters in lower echelon
  positions. Zhodani characters are created exactly as normal humans, except that
  characters of social levels A and higher will be fully trained in psionics. (A is the
  Intendant class, 8 and higher the nobles.)
  1. Ambassador — Vlidentzinstebr
  Ambassador 
  68489C 
  Age 46 
  7 terms
  Liaison-2, Admin-3, Computer-1, Vacc-1, Revolver-2
  Psionic strength rating: 6 Talents: Telepathy, Clairvoyance.
  2. Chief of Intelligence — Shivianzhdistebr
  Captain, Zhodani Navy 
  8B6BBC 
  Age 38 
  5 terms
  Leader-3, Admin-1, Computer-1, Body Pistol-1, J-O-T-1
  Psionic strength rating: 10 Talents: Telepathy, Telekinesis
  3. Military Commanding Officer — Bredzhitshatl
  General, Zhodani Army 
  697A8B 
  Age 42 
  6 terms
  Leader-2, Tactics-2, Admin-1, Computer-2, Revolver-2
  Psionics strength rating: 9 Talents: Telepathy, Clairvoyance, Aware-
  ness
  Some Notes on Zhodani Characters: The above nobles are the individuals who
  direct and lead the Embassy. Note that the Ambassador is the technical and
  titular head of the Embassy; the Chief of Intelligence, however, may, or may not
  be answerable to him in matters of policy and intelligence. The actual activity of
  the embassy (important activity) will be undertaken by Intendants (social class A;
  they should be generated as needed.
  ZHODANI EQUIPMENT
  The Zhodani have equipment similar in all respects to that available to the Im-
  perials. The referee is responsible for arming and equiping Zhodani antagonists
  throughout the adventure. This should be balanced to present an even and excit-
  ing game.
  -20-
  
  THE VARGR EMBASSY
  The third dome of the Enclave living modules has been set aside to hold dig-
  nitaries from other off-world communities; at this time, it houses a Vargr mission
  of approximately 30 individuals. This mission is from the Dominion of Stars, a
  small Vargr state allied with the Zhodani.
  The Vargr are one of the Six Major Races, inhabiting the region to rimward of
  the Imperium. They are derived from carnivore/chaser stock and have been
  proven to be genetically manipulated, transplanted descendants of Terrestrial
  canines. The Ancients are generally held responsible for their development.
  Physically unimpressive, the Vargr average about 1.6 meters in height, massing
  about 100 kg. They are upright, bipedal, with digitigrade rear limbs and human-
  like hands. Their physical similarity to humans enables them to use human equip-
  ment without difficulty.
  Vargr are resentful of distant central authority, proud, and loyal to their im-
  mediate supervisors, their race, and their clan-mates. Their behavior is notorious-
  ly inconsistent. Vargr governments tend to be unstable, and no union of all the
  Vargr has ever been established. There are a large number of small Vargr states.
  Some are allied with the Imperium; some, like the group represented here, back
  the Zhodani, while still others are neutral.
  Of the Vargr Embassy staff, several individuals are fairly important.
  1. Ambassador — Suzroeks
  Ambassador 
  895A6B 
  Age 46 
  7 terms 
  Cr 20,000
  Liaison-3, Vacc Suit-1, Gambling-2, Computer-2, Admin-3
  2. First Secretary — Thanaezgung
  First Secretary 
  6A89B9 
  Age 38 
  5 terms 
  Cr 10,000
  Liaison-2, Computer-4, Admin-1, Vacc Suit-1
  3. Chief of Security - Kfikaedh
  Army Captain 
  987786 
  Age 38 
  5 terms 
  Cr 5,000
  Leader-1, Rifle-2, Tactics-1, SMG-2, Brawling-3
  4. Third Secretary — Aegzirr
  Third Secretary 
  7A8899 
  Age 26 
  2 terms 
  Cr 5,000
  Liaison-1, Admin-1, Computer-1, Vacc Suit-0
  Referee's Note: Vargr may be generated normally; the only modification to
  regular procedures is a DM-1 on Strength and Endurance and a DM + 1 on Dex-
  terity. The referee should feel free to add additional characters as needed.
  The Vargr in the Enclave do not participate in Survey activity; they are present
  as observers and supporters of their Zhodani allies. They have a limited amount of
  sharproofed equipment for those occasions when they do venture outside the
  Enclave. Within the domes, they have the use of the same general range of equip-
  ment as is available to the Imperial and Zhodani groups.
  Though they are allied with the Zhodani, the Vargr in the Enclave do use
  psionic shielding equipment, both large screens to protect their living area and in-
  dividual helmets for use in the common area. Even allies are not fond of having
  their minds open to outside inspection.
  — 21 —
  
  The Diplomatic Situation
  Though the presence of the Eshaar Ashah is a complication in the Imperial and
  Zhodani search for affas, both sides have been forced to conclude that diplomacy
  will be cheaper and quicker than attempts to seize Eshaar's resources by force.
  The corrosive atmosphere ruins unprotected equipment in hours, and sharproof-
  ing depends on native good-will. Computer studies estimate that a military effort
  to eliminate the Eshaar Ashah and take control of the planet would cost the
  equivalent of at least 5 divisions of elite Imperial Marines. Furthermore, if the
  Eshaaran population were eliminated, knowledge of processing and use of affas
  would be lost. Neither the Imperium nor the Consulate can at present afford to
  launch an attack and then speed time in researching the secrets of affas; both
  prefer to attempt to gain native favor and win rights to the substance, as well as
  the secrets of its chemistry.
  DIPLOMATIC INTERACTION
  During the early part of this adventure, activity is broken into weeks of game-
  time. During the course of each week, both Imperials and Zhodani will be sending
  out survey missions, meeting with the natives to try to persuade them to grand
  concessions, gathering information, and attending social functions. The players
  will be forced into this round of society, negotiation, and intrigue. Most dominant
  throughout the game will be the opinions of the natives — these opinions will dic-
  tate the situation and determine whether the Imperium, the Zhodani, or the native
  Isolationists come out ahead in the diplomatic maneuvering on Eshaar.
  The referee is responsible for keeping track of the relative positions of the
  various Eshaaran vifs. At the start of the adventure, he should set up a piece of
  paper with the following information recorded on it:
  Vif Efah'f 
  Vif Eshaarah'f 
  Vif Eshaarah'f 
  Vif Faffs'f 
  Vif Shah
  (Imperial) 
  (Moderate Isol.) 
  (Radical Isol.) 
  (Zhodani) 
  (Conserv.)
  1
  2 
  3
  3
  4
  The numbers represent the point values assigned to each faction at the start.
  Points are added to each party depending on events, rumors, and player actions;
  "victory" is achieved when one vifs point total is at least twice that of the next
  largest vif. Victory for the Imperials ends the game with a triumph for the Im-
  perium on Eshaar. The Isolationist parties, if they win, will seek to throw the off-
  worlders out — the radicals will use violence. The Zhodani party would grant all
  concessions to the Zhodani, a major disaster for the Imperium. Finally, victory for
  the Conservatives would indicate a stalemate that might not be broken for years.
  The players may be kept appraised of the relative positions — but not the point
  totals — of each vif during the course of the game.
  Flayer actions during the game will influence the political situation on Eshaar;
  damage to Eshaaran life, to Eshaar itself, or to Zhodani or Vargr inside the domes
  are all potentially quite damaging to the Imperial position. On the other hand, pos-
  itive value is gained by the discovery of affas (a sign that Eshaar "favors" the Im-
  -22-
  
  perials) or by survival of an Ordeal by Eshaar. The actions of non-player charac-
  ters (of all races) and the effects of rumors are covered later; the following is a
  brief summary of the effects of character actions only.
  Action
  Eshaaran life killed
  Eshaar "attacked"
  Native killed or wounded
  Off-worlder killed
  Fighting in Enclave
  Affas discovered
  Ordeal survived
  Points added to:
  Imperial
  0
  0
  0
  0
  0
  15
  5/person
  Moderate
  1
  4
  2
  1
  1
  0
  0
  Radical
  1
  5
  2
  1
  1
  0
  0
  Zhodani
  0
  3
  1
  1
  0
  0
  0
  Conserv.
  0
  0
  2
  1
  1
  0
  0
  Actions must be witnessed by natives in order to give points; the discovery of
  affas requires that proof be brought back, and if the natives learn that it was dis-
  covered by drilling, there will be an extremely negative reaction.
  Should some action be taken by players not covered by this table, the referee
  should use judgment to determine the effects. The basic rule is this: most nega-
  tive events (off-worlder mistakes and the like) will greatly aid the isolationist
  parties. They may have some slight effect on the Conservatives and will only oc-
  casionally benefit the Zhodani party.
  EVENTS
  Each week, non-player characters (NPCs) will influence the situation in some
  way or another. To represent these actions over which the players have no con-
  trol, the referee should consult the Event Table each week.
  Each letter on the Event Table represents a particular
  event, explained below. The referee should feel free
  to change results as he wishes, to eliminate an event
  already required by a previous roll, for instance. An
  asterisk (*) indicates that TWO events will take
  place: roll two more times for those events, with ad-
  ditional asterisk results indicating an event of the ref-
  eree's choice instead.
  Explanation of Events
  A. Radicals gain ground in weekly debates of the Sha Ev. Add 1D points to
  the Radical position.
  B. Moderates gain ground in weekly debates of the Sha Ev. Add 1D points to
  the Moderate position.
  C. Conservatives gain ground in weekly debates of the Sha Ev. Add 1D
  points to the Conservative position.
  D. Pro-Imperials gain ground in weekly debates of the Sha Ev. Add 1D points
  to the Imperial position.
  EVENT TABLE
  Die
  Rolls
  S 1
  e 2
  c 3
  o 4
  n 5
  d 6
  F i r s t
  1
  *
  F
  K
  P
  A
  R
  2
  A
  *
  L
  Q
  B
  *
  3
  B
  G
  *
  R
  C
  *
  4
  C
  H
  M
  *
  D
  *
  5
  D
  I
  N
  F
  *
  *
  6
  E
  J
  O
  G
  E
  R
  -23-
  
  E. Pro-Zhodanis gain ground in weekly debates of the Sha Ev. Add 1 D points
  to the Zhodani position.
  F. 
  The Zhodani ambassador gives convincing arguments to the Sha Ev. His
  Liaison value (2) is subtracted from the Imperial point total.
  G. Imperial Ambassador hault-Atterlin gives convincing arguments before
  the Sha Ev. His Liaison value (3) is subtracted from the Zhodani position.
  H. A Zhodani is sent on Ordeal for a minor transgression. Referee rolls 2D. On
  a 6 +, the Zhodani survives; Zhodani faction receives 5 points.
  I. 
  A junior Third Secretary of the Imperial Embassy accidentally shatters an
  ornamental plant while visiting a native residence. The Moderates and
  Radicals each receive 1 point, and the unfortunate Secretary is sent on
  Ordeal. He will survive on an 11 + on 2D; in this case, the Imperium re-
  ceives 5 points.
  J. An Eshaaran leader, a prominent Imperial spokesman, is found dead. The
  Zhodani are implicated. Add 2 points to Moderates, Radicals, and Conser-
  vatives, and 1 point to the Imperials.
  K. Through seismic probing, the Imperials discover affas — 60 feet under-
  ground. Kello Myest publicly protests the prohibition on drilling for it. The
  Moderates receive 2 points, the Radicals 3 points. The Zhodani receive 1
  point.
  L. A Zhodani is discovered dead in the Main Meeting Hall. Evidence points to
  the Imperium. The Moderates, Radicals, and Conservatives receive 1
  point each. One point is subtracted from the Imperial position.
  M. A pro-Zhodani native spokesman is killed; the Imperials are implicated.
  Moderates, Radicals, and Conservatives each receive 2 points; the
  Zhodani receive 1 point.
  N. A junior Imperial diplomat starts a fight with a Zhodani, witnessed by the
  natives. Moderates, Radicals, and Conservatives each get 1 point.
  O. A marine is seen by the natives leaving the dome with an openly displayed
  rifle, which they know is a weapon. Radicals, Moderates, and Conserva-
  tives each receive 1 point.
  P. 
  Zhodani security guards are placed in the Vargr dome to supplement Vargr
  security measures.
  Q. An Imperial diplomat is caught sneaking into the Zhodani side of the
  Enclave and is returned unceremoniously. He is not injured, only em-
  barrassed.
  R. The Sha Ev proclaims that Eshaar must give a sign of favor to the off-
  worlders within 4 weeks or the Isolationist party will be supported. In 2
  weeks, add 1 5 points to the Isolationist faction with the most points. Both
  sides double their number of survey parties per week.
  RUMORS
  Each week, a varying number of rumors become available to the players.
  These rumors represent information acquired or overheard during the course of
  other activity that week. To find the number of rumors, roll 1 D. On a roll of 1, one
  rumor is revealed. A 2 or 3 grants two rumors, while 4-6 allows three rumors to
  be heard.
  -24-
  
  Rumors are drawn from the list given below, in any order the referee desires.
  He may repeat previously revealed rumors; it is advised, however, that as many
  different rumors as possible be made available. Some rumors, marked with an
  asterisk (*), are of especial importance; if not all rumors on this list are revealed to
  the players, these at least must be.
  1. There are growing signs of union between the Isolationist parties in the
  Sha Ev.
  2. A lost Imperial Survey Team member was recently discovered with his
  suit ripped open — possibly murdered by Radicals.
  *3. A geologist is sure that affas can only be found in large amounts in the
  Lowlands and that it must lie under pools of liquid sulfur.
  4. Shivvianedzhdstebr has not appeared in public (at social events or in
  Admin) for several days. Is he up to something new?
  *5. The senior geologist, Bassem Havesendin, complains that Kello Myest, a
  recent arrival to his department, is spending more time socializing than he
  is working.
  *6. Kello Myest complains about restrictions imposed on the surveys. He
  thinks native reaction would not be that bad if core samples were taken in
  the usual way; there is not the need for such tight security.
  *7. In the past three months, the Imperium has lost four times the number of
  survey vehicles as in the entire previous year.
  *8. Kello Myest claims that his studies show that affas, if it is to be found
  anywhere in the Lowlands, will be found at the foot of Flatcrest Ridge.
  Another geologist agrees, though not as confidently.
  9. A prominent figure in the pro-Imperial faction of the Sha Ev has been seen
  in conference in the Meeting Hall with Zhodani diplomats. He has re-
  mained sympathetic in debates, but this could be a sign of wavering sup-
  port.
  10. Regina has fallen to a Zhodani attack. (Zhodani faction receives 2D
  points.)
  11. The Zhodani are winning in the Marches. (Add 2 points to the Zhodani
  total.)
  12. The Imperials are winning in the Marches. (Add 1D points to the Imperial
  total.)
  13. A security man saw someone skulking about the Imperial Psionic Shield
  generators. The guard was unable to apprehend or identify the intruder.
  THE VARGR CONTACT
  A prime mission for the adventurers in the Enclave is the exploitation of a new-
  ly acquired source of information from the Zhodani camp — a Vargr who has
  chosen to sell out his Zhodani allies and supply information to the Imperium.
  Actually, two Vargr diplomats are involved. At first, the players will know only
  of Aegzirr, a relatively junior functionary who is willing to pass information be-
  cause the Zhodani were involved in the death of several of his clan-mates, news
  of which has only recently arrived. But another Vargr, a much more important of-
  ficial named Thanaezgung, is related to the same clan and is, in fact, secretly be-
  hind the information pipeline.
  -25-
  
  The two Vargr are passing information out of a desire for vengeance on the
  Zhodani and not for any material gain. They are, however, nervous, afraid of
  Zhodani reprisals if they are discovered and, consequently, may prove hard to
  handle. The players should make a reaction roll for each time they meet with the
  Vargr to gain information; Liaison and Bribery skills may be used as positive
  modifiers. Generally, a roll of 6 or less indicates refusal to cooperate; 7-10 allows
  one piece of information to be revealed, while 11 + grants two bits of knowledge.
  The referee should, however, adjust the situation as he deems best. Repeat rolls
  may be made to persuade, but once information is passed, little more can be ac-
  complished that week.
  It is up to the players to work out plans for contacting the Vargr and getting the
  information. The referee is encouraged to let them use any reasonable method
  but should make each contact dangerous — the chance of Zhodani suspicion or
  interference should be strong. At each meeting, a great deal of atmosphere
  should be created, centering around the need to distract watching Zhodani or
  Vargr. Each meeting might be a little more tense, with a growing possibility of dis-
  covery, until a moment of crisis comes. At this point, Aegzirr should be found
  dead. It will be obvious that the Zhodani have caught him and silenced him for
  good.
  The very next week, however, the second Vargr will make his appearance. At
  a social gathering, he slips a note to the adventurers, arranging contact. This
  Vargr, Thanaezgung, was the individual who actually risked all to get the informa-
  tion — his young relative was merely a go-between. Now Thanaezgung is con-
  vinced the Zhodani are on to him and closing in, and he offers to trade one last
  vital secret in return for Imperial aid in getting him to safety and for sanctuary.
  The adventurers must figure out how to get him out; the referee is strongly urged
  to have the Zhodani closing in as they attempt to get him out.
  Information gained from the Vargr: The Vargr contact will turn over informa-
  tion — stolen files, microdots, messages, and the like — to the adventurers. The
  referee may dispense this data in any order desired. Not all need be given out.
  1. The Vargr have access to the computer files of the Zhodani Embassy. This
  should be the first leak by the Vargr after contact.
  2. The Zhodani have dossiers on a number of key Imperial personnel, among
  them the Ambassador, the Intelligence Chief, and several of the scientists,
  though not the recently arrived Kello Myest. They do have complete in-
  formation, including photos, personality profiles, and extensive back-
  ground information, on the adventurers themselves.
  3. Zhodani security personnel have been leaving the Enclave for periods of 1-
  2 weeks, without any apparent reason. It is not known where they go, or
  how they travel, but it is possible that they are rotated back to their fleet
  every so often. Why this would be done is unknown.
  4. Three times in the last month — about once a week — a number of sealed,
  sharproofed crates have been loaded onto Zhodani survey vehicles about
  to leave the Enclave. No one has ever seen them being unloaded after the
  vehicles return.
  -26-
  
  5. The Zhodani have been boasting in private that they have no need to look
  for affas themselves. In their words, they'll beat the Imperium without
  grubbing around in the ground . . . and they'll have affas very, very soon.
  Computer files: The Vargr may be persuaded to tap into the Zhodani computer
  files; persuading them to do so is the same as getting one piece of information.
  The Vargr will be able to find which file or files the Zhodani consider to be im-
  portant. If this is done, the following information may be revealed:
  1. One file, labelled "Dzhagak," contains a map of the Lowlands. Marks have
  been made on the map, and next to each mark, in Zhodani characters, is a
  number and a date. The dates span a period of three months; the most re-
  cent date is for the current week. Each date corresponds to the loss of an
  Imperial Survey Mission. The players may, at the referee's option, be
  aware of this connection for one or two lost missions; further research will
  confirm this.
  2. Under the name "Zjipyli" is another map of the Lowlands, this one indicat-
  ing the area of the road along Flatcrest Ridge with a red circle.
  3. Under the code name "Zjipyli" is an analysis of travel times between
  Efisah Prime and Efisah Two by Survey G-Carrier, ATV, native carts, and
  on foot. There is also an analysis of times by the same methods to a point
  half-way between the two cities.
  The Zhodani code names — "Dzhagak" and "Zjipyli" — are not directly trans-
  latable but can be looked up in any computer which is programmed with general
  Zhodani information (such as the base computer). "Dzhagak" is a large, carrion-
  eating flying creature. "Zjipyli" is a small animal with the ability to change its
  color and, to some extent, its shape. Both are native to Zhodani.
  The Vargr defection: Thanaezgung, when he defects, will bring one final piece
  of information. This is that the Zhodani G-Carrier which disappeared three
  months ago was not lost but is still employed in the Lowlands. It is part of a
  Zhodani plot to discredit the Imperium and is coded under the word "Dzhagak."
  No more is known.
  Referees may increase the suspense of the adventure by having Thanaezgung
  mortally wounded at the height of the attempt to get him out of his quarters; in
  this case, he'll manage to gasp out part of the information, but the players will be
  forced to guess at his meaning.
  It should be obvious that all of the facets of the diplomatic segment of the ad-
  venture will be helpful to the players as they move into the later sections; clues
  gathered here may prove especially useful if and when they face the Ordeal by
  Eshaar.
  -27-
  
  WEEKLY ACTIVITY CHECKLIST
  Each week, the referee should remember to resolve all of the situations below.
  1. Each side sends out one survey each week. The adventurers will be as-
  signed to the Imperial Survey on a roll of 10 +. If this roll is made, then the
  section on Survey Missions should be consulted in order to resolve the
  situation. Note that at least two weeks should elapse between one player
  survey and another.
  2. The referee determines the outcome of the surveys. If the players were in-
  volved this week, the resolution is up to their actions. If not, roll on the
  table below.
  1-2 Survey lost with all personnel.
  3-4 Survey loses 2D-1 people but returns.
  5-6 Survey returns intact.
  The referee adds one to all Zhodani survey die rolls. (The players should not
  know this.)
  3. Contact with Vargr traitors is resolved according to player actions.
  4. The referee determines rumors and events for the week. These are passed
  on to the players.
  5. The relative political positions of the native factions may be revealed.
  This activity is repeated each week until the referee chooses to send the
  players on a Survey Mission that will be caught in the Zhodani Master Plan,
  triggering an Ordeal by Eshaar. This climax of the adventure will most likely re-
  solve the game.
  -28-
  
  The Survey Mission
  While diplomatic maneuvering is of extreme importance on Eshaar, the main
  thrust of both the Imperial and the Zhodani missions on the planet is the discovery
  of affas. Surveys search for affas; no one is foolish enough to stake everything on
  winning over the natives with purely diplomatic endeavors. Indeed, the discovery
  of affas by one side or the other could win native recognition, thanks to the native
  philosophical concepts that favor revelations by Eshaar as a prime determinate of
  policy.
  Both sides organize forays into the Lowlands where affas is most likely to be
  found. Survey teams are sent out in tracked or anti-gravity vehicles of various
  types; the teams are generally made up of ten to twelve individuals, including two
  drivers, two geologists (the senior one being in command of the expedition), and
  a number of supporting security personnel.
  Security from both natives and Zhodanis is vital on these expeditions. Sooner
  or later, the player characters are going to be rotated onto one of the survey
  missions. Survey procedure is outlined in the section that follows; after that, the
  Referee's Notes show the referee how to fit the Survey Mission into the overall
  context of Ordeal by Eshaar.
  Survey Procedure: The survey leader will select several spots on his map
  where affas may be found. The vehicle will be taken to that area and the region
  thoroughly checked by security personnel for any sign of natives. Marine guards
  will be posted in a cordon around the survey area; the adventurers will generally
  form one or more roving patrols throughout the area and may also be called upon
  to assist the geologists. The geologists will use laser core-drills to take samples.
  Each sample is enclosed in a 3-meter long, 10 cm thick tube which is stored on
  board the vehicle to be returned to the dome for study. Several small explosive
  charges will be set off at some distance from one another, and geologists record
  the shock waves through a seismic monitor on board the vehicle. These record-
  ings help map subsurface pockets in the rock which may be pools of affas.
  Survey members may also take samples of liquid pools using long-handled samp-
  ling gear, for affas pools may be covered by several meters of liquid sulfur and
  sulfuric acid.
  Caution is to be exercised at all times to keep the natives from discovering the
  survey procedures used. The last survey mission which accidentally failed to
  cover its tracks sufficiently was condemned by native custom to the Ordeal of
  Eshaar and perished to a man. Each such incident has tended to solidify native
  opinion against the Imperium and could do great damage to the chances of
  success for the mission.
  Referee's Notes: The referee must determine the number and location of sites
  to be scouted by the Survey Team, as well as the presence of natives or animals.
  Affas is not common. For each survey site, roll a 1 2 on 2D, with no DMs possible;
  this indicates the presence of affas. A second roll of 11 + on 2D establishes that
  the deposit is large enough for commercial use.
  The referee is encouraged, however, to keep in mind the thrust of the adven-
  ture, centering around the Ordeal by Eshaar. Discovery of the affas at an early
  stage in the adventure may prematurely end the game. The referee should not
  -29-
  
  hesitate to modify outcomes secretly in order to orchestrate events in a fashion
  he desires.
  One way to increase tension during this process would be to announce the dis-
  covery of a large deposit that is 60 meters below the ground, where it cannot be
  extracted without extensive drilling.
  During survey missions, the referee should roll every hour for possible en-
  counters (page 38), and for the possibility of a clash with Zhodani. A Zhodani
  party in the Lowlands has been responsible for the loss of a number of surveys in
  the past three months, though of course the Imperium has no way of knowing
  that these were not accidents.
  The Zhodani Hunters: One of several plots being unfolded by the devious
  Zhodani was the "loss" of a Zhodani G-carrier three months ago. This vehicle has
  been in hiding in the Lowlands, moving from place to place according to a care-
  fully pre-arranged schedule. Every week, a Zhodani "survey" makes a rendez-
  vous with the hunters to overhaul the vehicle, bring supplies, and rotate the crew.
  There are ten Zhodani troops in the party, armed as determined by the referee.
  The Zhodani Hunters may be encountered on a roll of 9+ . . .or the referee
  may choose not to make this random but rather to control events himself.
  The Zhodani mission is to pick off Imperial survey teams and Ordeal parties,
  making each loss look like the action of native radicals or like an accident of some
  kind. Enough losses will tell against the Imperials by hardening native opinion
  against them. This Zhodani plot (code name: Dzhagak) is a part of the Zhodani
  Master Plan, which will be sprung when the adventurers take part in a survey of
  the area near Flatcrest Ridge.
  The Zhodani Master Plan: Kello Myest, one of the staff geologists, is a spy in
  the pay of the Zhodani; his code name is Zjipyli. He has been given two missions:
  to create difficulties between the Imperials and the natives (without being sus-
  pected of duplicity), and to lead an Imperial survey mission to a prearranged loca-
  tion beneath the Flatcrest Ridge road between Efisah Prime and Efisah Two (see
  map on page 
  ).
  Once this survey has been organized, the Zhodani will be informed of its
  schedule. The Zhodani Ambassador will organize a "scenic tour" along the ridge
  road in the company of important native leaders. The times are to coincide so that
  the survey team will be working when the natives and their Zhodani companions
  arrive. As a courtesy, even the Imperial Ambassador will be in the party; he and
  his immediate staff will have no idea of the Survey Team's exact itinerary.
  The Zhodani G-carrier troops (code Dzhagak) will silently pick off any Imperial
  security people posted along the ridge. After this, the ambassadorial party will
  come along the road just in time to see the survey team blasting and drilling.
  Myest will make sure that such activities are carried out, even if the player-
  characters attached to the survey attempt to prevent them. He will order them to
  tend to their affairs — security — while he attends to hunting for affas.
  As a result of this plot, the Imperials will be discredited in the eyes of the
  locals. The entire survey team will be forced to undergo the Ordeal by Eshaar, the
  only alternative being the eviction of the entire Imperial Mission from the planet.
  And, of course, the Zhodani hunters in the Lowlands are waiting for anyone to
  come through on an Ordeal; the loss of the Ordeal party would prove, yet again,
  that the Imperials are not in favor with Eshaar.
  -30-
  
  Referee's Note on the Plot: The Zhodani Master Plan is designed to force the
  players into an Ordeal by Eshaar, the climax of the adventure. It may be necessary
  for the referee to develop another plot to force the players into an Ordeal, should
  they figure out the Zhodani plan and avoid the trap. One possibility is that a volun-
  tary Ordeal on the part of the adventurers might be a great "public relations"
  stunt to win the approval of the vifs. This, or any other reasonable excuse, can
  lead from the Survey Mission phase of the adventure into the Ordeal by Eshaar.
  VEHICLES
  There are two types of vehicles in use on Eshaar — ATVs and G-carriers. They
  are kept in storage bays in the main dome, entering and leaving through airlocks.
  They are, of course, sharproofed; special gear in the airlocks decontaminates re-
  turning equipment. Large maintenance crews service all vehicles after each
  mission, since even with sharproofing, corrosion soon begins eating at moving
  parts, airlock seals, and the like.
  All Terrain Vehicles: (6) Cr 3,000,000. The All Terrain Vehicle (abbreviated
  ATV) is designed to serve admirably on many different worlds under widely vary-
  ing conditions, including vacuum and insidious atmospheres, and high or low
  gravity. With a range between refuelings of 5,000 km (refueling is performed
  from a ship's power plant) ATVs are capable of speeds of up to 100 km per hour
  on roads and about half that cross-country. The vehicle is fully pressurized and
  contains complete (though cramped) eating, sleeping, and travel facilities for
  eight persons. The ATV weighs 10 tons.
  The Argosy Traveller is a specialized ATV designed for use in corrosive and
  -31-
  
  insidious atmospheres and is the most commonly used Imperial survey vehicle on
  Eshaar. It measures 4.5 meters wide, 9 meters long, and has a streamlined top
  that reaches 3 meters at its highest point. In the rugged Eshaaran Lowlands, top
  speed is 35 kph; in the somewhat smoother Highland plateaus, they are capable
  of 75kph.
  A r g o s y T r a v e l l e r s on
  Eshaar are not armed be-
  cause of the delicate politi-
  cal situation. The observa-
  tion dome may be replaced
  by a pulse-beam laser mount
  in other circumstances. Sur-
  vey missions last a few days
  at the most, so the living
  space has been redesigned
  to hold up to 12 people. The
  vehicle carries enough food,
  oxygen, and recycling gear
  to operate for two weeks
  with 1 2 aboard. Power
  comes from Horst-Wessen
  hydrogen fuel cells, which
  are recharged at the dome
  after each mission.
  Argosy Travellers, like
  other ATVs, are normally
  driven by individuals with
  ATV skill. Lack of ATV skill
  will add 20% to the travel
  time for any given terrain.
  ATV skill of 2 or more can be
  applied as DMs to various
  situations where skill might
  save the vehicle or occu-
  pants from injury.
  G-Carrier: 
  (8) 
  CR
  1,000,000, 8 tons. An en-
  closed military or quasi-mili-
  tary grav vehicle. The G-car-
  rier is an armored air/raft
  type vehicle intended orig-
  inally for troop carrier duties.
  Performance is similar to
  that of the air/raft, but the
  vehicle generally has a gun
  mount and an armored rear
  hatch door. It requires a
  crew of one (with air/raft
  -32-
  
  skill) plus a gunner for the craft's weapon, if any. It can carry 1 4 persons (includ-
  ing the driver and gunner) plus 2 tons of cargo (or assume 250 kg for each person
  not carried; thus driver, gunner, and 5 tons cargo).
  On Eshaar, G-carriers are not armed so as not to offend the natives. While not
  subject to the dangers of surface travel, G-carriers on Eshaar are vulnerable to un-
  usually violent atmospheric phenomena. Roll 2D each 30 minutes of flight. Tur-
  bulence will be encountered on a roll of 9 + . The G-carrier will crash on a further
  2D roll of 7 + ; positive DMs are allowed for pilot skill. A DM of -1 is applied if the
  vehicle's altitude is less than 20 meters.
  ZHODANI VEHICLES: Zhodani G-carriers and ATVs are, for game purposes,
  identical to Imperial models. Due to the characters unfamiliarity with Zhodani
  controls, captured vehicles will move 20% slower than normally, and there will
  be a -1 DM made if the Zhodani G-carrier encounters air turbulence. Positive DMs
  for skill are still allowed. Zhodani vehicles may be secretly armed, with weapons
  and capabilities up to the referee. On Eshaar, G-carriers are preferred by the
  Zhodani over ATVs.
  The vehicles in this adventure are based upon those found in Book 3 of the
  basic Traveller set. The G-carrier appears in Book 3 of Second Edition Traveller.
  Lowland (Vah)
  Highland (Sah)
  Volcano
  Sulfur River
  Sulfur Sea
  Highland Cliffs
  Canyon
  Native Road
  Native Cliffside Cave City (Efisah)
  Scale: 1 hex = 1 kilometer.
  -33-
  
  -34-
  
  Ordeal by Eshaar
  As outlined previously, events in the DIPLOMATIC SITUATION and SURVEY
  MISSION segments of this adventure lead the players into an Ordeal by Eshaar
  which will probably come about as a result of the Zhodani Master Plan. There is,
  of course, no "law" requiring participation in an Ordeal. Imperial hopes, how-
  ever, would be shattered if the adventurers, after violating Eshaaran custom in
  the sight of a native witness, refused to accept "atonement" at the hands of
  Eshaar. When caught breaking native taboos, the adventurers will be placed
  under guard in one of the conference rooms in the Enclave, under observation by
  both natives and Imperials, there to wait for the Ordeal the next day.
  They will be taken in animal-drawn native carts to Efisah Two, where the cere-
  mony commences. From here, to the accompaniment of an impressive ceremony
  in which the natives invoke the attention of Eshaar to the adventurers and their
  plight, the group will be sent down a path leading along a fault line into the mists
  of the Lowlands along the shore of a sulfur river 20 meters below the cliff top.
  The goal of the adventurers is to cross the Lowlands back to Efisah Prime.
  There is no time limit, save that posed by dwindling air supplies. The group will
  have to carry spare air tanks. For this purpose, native sleds are available. Made of
  affas-plastic, they are light, strong enough to carry up to 20 air tanks, and can be
  used to float loads across rivers at fords.
  Spare tanks weigh 2.5 kg apiece; each carries 3 hours of compressed oxygen.
  They clip two at a time into racks carried on the wearer's back and are designed
  to be changed easily even in vacuum or poisonous atmospheres. The adventurers
  will have to plan their trek ahead of time, estimating how many tanks they will
  need to carry to get them across the Lowlands. If the tanks are carried on sleds, 5
  character strength points are needed for each 10 tanks. Five character strength
  points applied to 20 tanks will haul the sled along at ½ speed. The adventurers
  may take as many tanks, and as many sleds, as they like.
  Weapons, special gear, and vehicles are officially forbidden, but there is some
  possibility, at the referee's discretion, that friends on the Embassy staff will be
  able to arrange for some small weapons or equipment to be smuggled into the
  group's possession or cached near the Ordeal site.
  They will not have maps available during the Ordeal, but since Eshaar has a
  magnetic field, suit compasses can be used to maintain a steady course. The
  players should have ample time before the Ordeal to study the referee's map,
  noting landmarks that will help them stay on course and recognize the mouth of
  the canyon where Efisah Prime is located. Remember, however, that visibility is
  limited to 50 meters.
  The referee will lead the adventurers through the Ordeal allowing them to
  choose their course based on his descriptions. Every half-hour of game time while
  they are moving at full speed, they will move one hex on the referee's map and
  roll to have an Encounter. This continues until the group reaches Efisah Prime,
  runs out of air, or falls to native dangers or Zhodani ambush.
  -35-
  
  A Zhodani ambush is an integral part of the adventure; clues provided in the
  body of the adventure should alert the players to this. The conditions in the Low-
  lands, where visibility is poor, should turn the tables in the party's favor if they
  are alert. Should the Zhodani G-carrier used by the hunters be captured, the ad-
  venturers may use it to get to Efisah Prime. They should remember, however, that
  it must be abandoned before they actually enter the canyon below the city.
  Should the group successfully navigate the Lowlands, the appropriate number
  of points is added to the total for the Imperial party in the Sha Ev. It may also be
  possible that the adventurers will accidentally discover affas — the referee may
  wish to arrange this even if the encounter tables do not so dictate — and clinch
  the Imperial position on the planet.
  Referees should note that all individuals involved in an observed transgression
  will be forced to go on the Ordeal together. This includes any NPCs — including
  the Zhodani spy — who might have been with the group when they were caught.
  NPCs are invaluable to the referee as sources of information, examples of the
  hazards of the environment, and creators of danger or suspense throughout the
  Ordeal.
  -36-
  
  Outdoor Encounters
  Eshaar is a dangerous planet; persons travelling outside of the protected
  Embassy Enclave will find themselves facing many hazards. The poor visibility,
  limiting line of sight to a matter of only 50 meters, makes travel difficult and com-
  munications virtually impossible. The weather conditions are bizarre in a climate
  where a cold snap freezes sulfur . . . but never quite brings water to a liquid
  state. And the life-forms on the planet, often crystalline in form, tend to look more
  like rocks and mineral outcroppings than living organisms, making movement out
  of doors an unsettling experience at the least.
  THE TERRAIN OF ESHAAR
  The map opposite represents the terrain of Eshaar between the only two
  native cities (efisahs) known to the Imperium. The Enclave is constructed just
  outside the structure known as Efisah Prime — in fact, the Main Meeting Hall in
  the Enclave looks into one of the caves within the city. Efisah Two lies 25 kilo-
  meters west-southwest of Prime on the other side of the Vah (Lowlands) Ifsiss.
  The highly eroded Sah (Highlands) which divide the Lowland regions with
  narrow, steep-sided ridges, are composed largely of tough basaltic rock which
  erodes at a much slower rate than the sedimentary layers that were once present.
  As this lighter rock erodes over a relatively short geologic period, the Highland
  ridges are left behind. Highly acidic sulfur rivers have carved out deep canyons,
  the sifahsah feesh, in the Highlands; the sides of these canyons are often dotted
  with many caverns formed by subterranean erosion. It is in these cave complexes
  that the Eshaar Ashah have their cities.
  Roads — actually fairly smooth tracks worn by native carts — connect the
  efisahs and permit some degree of inter-city communication. The cities are not
  interdependent, however; each is a self-contained whole. Relations have not
  been established with other cities, since the Imperium cannot afford the time to
  create and foster a new pro-Imperial party elsewhere; it took years, and the loss
  of four mission domes, to get as far as they have with Efisah Prime. Starting over
  elsewhere is impossible.
  ENCOUNTER PROCEDURES
  The referee should roll for encounters for adventurers outside the Enclave
  once every half-hour. The referee will note whether they are in highland terrain,
  non-river lowland terrain, or river/seaside terrain.
  Highland terrain: Adventurers on foot may move 2 hexes each half hour. Each
  half hour, the referee rolls 2D; an encounter on the Highland Encounter table will
  occur on 8 + . Canyons may be crossed only on natural bridges shown on the
  map, or by descending the cliff. Crossing between Highlands and Lowlands
  (except below cities) takes 1 hour. Instead of rolling for encounters, roll 2D for a
  10 + to fall and receive 3D wounds.
  -37-
  
  Lowland terrain: Adventurers on foot move 1 hex each half hour, rolling 20
  once each half hour for an encounter on 8 + . 3D are rolled on the Lowland En-
  counter table. ATVs roll for an encounter once between each stop to search for a
  river ford. Note that travel speeds may be changed by encounter results or by
  sleds.
  Riverside/seaside terrain: The sulfur rivers of the Lowlands are swift-running,
  steep-banked, and treacherous. They may only be crossed at fords. Fords are not
  permanent features in the ever-changing topography; old crossings are broken
  down, new ones built up, almost daily, so new fords must be searched for with
  each attempt to cross a river. Seas cannot be forded.
  Each attempt to find a ford takes ½ hour. A ford is found on a roll of 9 + , with a
  DM of + 1 allowed for every 2 characters engaged in the search. Each ½ hour,
  2D are rolled; an encounter occurs on 8 + . 2D are then rolled on the River-
  side/Seaside Encounter table. The referee determines — based on the situation —
  whether an encounter result is applied to the entire party away from the river, the
  entire party crossing the river, or a few people searching for a crossing apart from
  the others.
  Lowlands
  3 12D Grazers
  4 1 Filter
  5 WEATHER
  6 Flying Grazers
  7 Bog
  8 Corrosive Gases
  9 Crystalline Plant
  10 Volcanic Eruption
  11 Falling Rocks
  12 Seismic Quake
  13 Fog
  14 
  10D Grazers
  15 Ravine
  16 WEATHER
  17 Liquid Sulfur Pool
  18 WEATHER
  ENCOUNTER TABLES
  Highlands
  2 WEATHER
  3 Dense Plant Life
  4 Landslide
  5 Eshaar Ashah
  6 Crevasse
  7 WEATHER
  8 5D Domestic Grazers
  9 Crystalline Plant
  10 Ravine
  11 Flying Grazers
  12 WEATHER
  Riverside/Seaside
  2 WEATHER
  3 1 Liquid Filter
  4 Soft Ground
  5 Flash Flood
  6 Bog
  7 WEATHER
  8 Corrosive Gases
  9 8D Grazers
  10 1 Liquid Filter
  11 WEATHER
  12 Falling Rocks
  -38-
  
  EXPLANATION OF ENCOUNTERS
  Grazers: To off-worlders, these creatures appear to be large, flat rocks; a herd
  of them looks like a single rock surface split by fissures and cracks. They will be
  stationary when first encountered and will only move if startled. The adventurers
  will startle them on 8+. The grazers may crush individuals between them or
  against real rocks; characters who have climbed on top of them may fall (roll dex-
  terity or less to prevent) and be overrun. Two damage points are suffered in fall-
  ing; if caught among a moving herd, roll 4 + to escape 4D wounds with a DM-5 if
  the individual fell among them.
  Grazer
  3,200kg 
  55/35 
  Mesh 
  5 
  see notes 
  A0F0S1
  Filter: Extremely large sessile animal which, when first seen, will look like a
  grey boulder. When feeding, it exposes a 4-meter wide maw which sucks in air,
  liquid, and anything else within 2 meters that weighs less than 1 50 kg. (See
  filters in Basic TRAVELLER, Book 3.)
  Filter
  36,000kg 
  50/28 
  None 
  6D 
  Teeth
  A7F0S0
  -39-
  
  Liquid Filter: Similar to the creature above. This filter lives in sulfur rivers;
  when it feeds, it creates a powerful current that can knock adventurers down as
  far as 10 meters upstream. One adventurer will be trapped on 7 +; each of the
  others must throw strength or less to regain his footing against the current. The
  referee will determine which character, if any, is actually trapped.
  Liquid Filter 
  24,000 kg 
  40/20 
  None 
  6D 
  Teeth
  A7F0S0
  Domestic Grazer: Smaller version of the Lowland grazers, used by natives as
  herd animals. Danger is the same as for the grazer above, but after 1 combat
  round, native shepherds (2D of them) will appear and calm the startled beasts.
  Crystalline Plant: Common Eshaaran plant known by the Imperial name of
  Glitterslice. It grows in large crystalline formations. Edges of the plant are sharp;
  if touched, they breach the suit on a 9 + . The crystal will shatter when touched
  on a 6 + , causing a bad impression on native witnesses present.
  Flying Grazer: Vast swarms of tiny animals known to the Imperials as Fire
  Gnats. When encountered by adventurers, they will be blown against vacc suit
  faceplates or vehicle windows and killed in great numbers; visibility is rapidly re-
  duced to zero. Swarm passes after 5D minutes. Faceplates may be partially
  cleared with gloves — moving will be subject to the possibility of stumbling on a
  9+ each round. Falling inflicts one damage point and breaches the vacc suit on a
  10+. Any available liquid (roll 7 + for a nearby pool of sulfur) will clear vision en-
  tirely.
  -40-
  
  Eshaar Ashah: Natives will prove to be Radical Isolationists on a 10+ and, if
  so, may attack. If they are Radicals, use the Book 3 Reaction Table with a DM-5.
  Bog: Thick, red mud with a surface layer of ash; looks like solid ground. The
  party leader must throw dexterity or less to avoid; a vehicle avoids being enmired
  on a roll of 10+ (DM + ATV skill). Each combat round, throw 10+ to escape;
  DM-1 per round trapped, DM+1 per companion assisting. Individual will be
  pulled under in 3D rounds.
  Dense Plant Life: Thick growth of crystalline plants makes passage impossible.
  Individuals are unable to proceed, detouring around the growth for 1 D hours. Ve-
  hicles may force their way through, but native witnesses could be offended.
  Corrosive Gases: Highly acidic gas cloud from volcanic vent will begin corrod-
  ing the player's suits, breaching them in 6D minutes unless rinsed off by a liquid.
  The party leader must throw intelligence or less to warn the rest of the party and
  avoid this hazard.
  Dense Fog: All forward progress must cease for 1D hours.
  Soft Ground: Speed is reduced by ½. Throw for another encounter before
  leaving this hex. ATVs will be enmired on 9+ (DM + ATV skill); roll each combat
  round for a 10 + to escape.
  Earthquake: Individuals will be thrown to the ground unless they roll strength
  or less. Injury occurs on a 1 2; 2D damage points are taken. Suit is breached on a
  roll of 10+.
  Ravine: See Book 3, p. 31.
  Falling Rocks: Rocks from overhanging precipice dislodge and fall. 2D rocks
  fall, hitting a vehicle or individual on a 10+. Suits are breached on a 9 + . 2D
  damage is caused when hit is made. Vehicles are not affected, but another en-
  counter must be rolled for while individuals clear path.
  Crevasse: A deep crevasse, 50 meters across, blocks forward progress. Party
  must retrace course and try another route, spending another hour in that hex.
  Flash Flood: Individuals will be swept away unless they throw strength or less.
  They will be carried for 2D combat rounds; each round, throw strength or less to
  catch onto a rock. For each round a character is not anchored, 1 D wounds are
  suffered and his vacc suit is breached on a 9 + . Vehicles will be overturned and
  rendered useless on a roll of 10+.
  Volcanic Eruption: Small vent explodes with shower of rocks, gases, and
  molten rock. Each individual must roll dexterity or less to avoid 3D wounds; vacc
  suits breached on 9 + . ATVs will be damaged on 1 1 + and require 2 hours to re-
  pair. Roll for 4 more encounters. Also, roll 2D for a lava flow on a 9 +. Flow is
  slower than a man's walk but will reach and destroy damaged vehicle in 2D
  minutes.
  Landslide: Ground gives way under party near edge of precipice. Individuals
  throw dexterity or less to avoid fall. Vehicle falls on 8 + . Each falling individual re-
  ceives between 1 and 6 dice of wounds; suits are breached on 9 + . Vehicle pas-
  sengers receive 10 injuries apiece. Vehicle caught by landslide will be rendered
  unusable.
  Liquid Sulfur Pool: Banks will crumble under individuals around pool on a 6 + .
  Throw strength or less to climb out each round, DM-1 for each character assist-
  ing.
  -41-
  
  Liquid sulfur pools may also be encountered if adventurers state that they are
  looking for them, such as when they are searching for liquid to rinse off vacc
  suits. A pool will always be found on a 7 + .
  These pools may cover affas; it will be there on a roll of 10+. Referees should
  describe it as a purple or black liquid under a layer of liquid sulfur and let the
  players recognize it if they can. Players should not know the chances of finding a
  pool or that affas might be in it.
  Referees may want to allow the discovery of affas deliberately rather than rely-
  ing on a die roll. It will be of sufficient quantity to meet Imperial requirements for
  some time to come and will not require drilling to tap.
  WEATHER
  On a WEATHER result on the encounter table, refer to this section and roll one
  die.
  Party on Ground
  1. Thunderstorm: Violent wind, severe lightning, heavy rain and sulfur hail.
  Lasts 1D hours, halts party's progress. Ground vehicles enmired on 10 + ;
  escape on 9+ throw each combat round. Every ½ hour, roll 2D; lightning
  will strike (see #5 below) on 10+.
  2. Acid Rain: Downpour lasts 1D hours, but continued progress is possible. In
  2D hours, suits will corrode and be breached. This corrosion can be
  stopped by washing in liquid sulfur.
  3. Freeze: Drop in temperature causes sulfur to freeze. Rivers are crusted
  over with yellowish ice for 2D hours; individuals (but not vehicles) may
  cross on a 9 + . After one hour, sulfur forming on suits or vehicle windows
  will obscure vision; speeds are reduced to ½ normal.
  4. Tornado: Funnel cloud will touch down on 10+ . Adventurers each throw
  9 + to escape 4D wounds. ATV will be overturned and wrecked on 10+.
  5. Lightning: Bolt strikes among party. The referee rolls 2D; on a 10 + , some-
  one has been hit. Each individual then rolls 2D; the lowest roll is the one hit
  and takes 6D wounds. Vehicle will be hit on roll of 7 + ; referee may choose
  to apply damage of some kind. Characters will not be hit if they have taken
  shelter in a cave, among rocks, or in a vehicle (even if the vehicle is hit).
  6. Mirage: The referee will describe the landscape in the adjacent hex in the
  direction the adventurers are facing. He may also roll again on the en-
  counter table and describe the results. What they are seeing, however, is
  an optical illusion, which may influence their actions for good or ill.
  BREACHED SUITS
  Several encounters call for breached suits as one possible outcome. Breaching
  a suit on Eshaar is a dangerous matter. When a breach is made, 1 to 6D of
  wounds are taken at once, in addition to all other wounds called for from poison-
  ous gas and acid forced in by Eshaar's higher pressures. 1D additional wounds
  are taken each round until the suit is patched.
  A suit can be patched by a companion using a repair kit. Once the suit is
  patched, poisons already in the suit will cause 1D additional wounds per hour
  until the victim is taken to a place where his suit can safely be removed.
  -42-
  
  Referee's Notes
  Ordeal by Eshaar is designed as an adventure where subtle hints and actions
  are as important as the traditional facets of force and skill; the players will be re-
  warded for thinking, as well as for doing. The referee must carefully orchestrate
  this adventure to get the most out of the potential for excitement, building events
  to a climax in which the adventurers, trapped by Zhodani scheming, have the op-
  portunity to turn the tables on their foes and win victory from the jaws of defeat.
  Clues and hints should be liberally sprinkled throughout the course of the ad-
  venture; without being too blatant, the referee must give the players every
  chance to reason out the presence of the Zhodani hunters and, possibly, also the
  broad sweep of the Zhodani Master Plan. With this knowledge in the adventurers'
  hands, the hunters can be hunted, the Ordeal can be turned around, and — should
  affas be discovered — the Imperium wins a great victory. It should be hinted that,
  in such a case, a grateful Imperium would be likely to reward the players hand-
  somely.
  Naturally, the many facets of Eshaar could not be fully presented in an adven-
  ture like this one; referees and players will find great scope for further encounters
  and adventures within the framework provided here. As an example, the opera-
  tions of the Survey Teams might be examined in greater depth without the
  hindrance of native beliefs. Adventures can be created around Imperial and
  Zhodani survey teams on an inhospitable world, racing one another for the dis-
  covery of affas . . . and occasionally clashing in outright combat. This will serve
  to please those who prefer firefights to diplomatic intrigue. Others may prefer to
  concentrate on the intrigue within the dome. Some players may choose to take
  the roles of Zhodani characters and maneuver against their Imperial opponents
  and unknown traitors.
  Ordeal by Eshaar represents FASA's first step into the field of publishing ad-
  ventures. We've tried to keep the format close enough to that expected by
  TRAVELLER fans in their adventures, while at the same time introducing some
  unique new ideas and concepts. We hope you enjoy the end result.
  -43-
  
  As the Fifth Frontier War locks the Spinward
  Marches in mortal combat, a band of adventurers
  journeys outside the Imperium on a mission of vital
  importance. Their destination: ESHAAR, a danger-
  ous and hostile world where temperatures average
  150°C . . . where sulfuric acid takes the place of
  water . . . where enigmatic aliens hold the key to
  success or failure for the Imperium. The mission: dis-
  cover — and secure control of — affas, a mineral
  compound that could turn the tide in the Fifth
  Frontier War. The opposition: the devious Zhodani,
  who will stop at nothing to ruin the Imperial cause.
  Ordeal by Eshaar is a unique adventure that pits
  the travellers against a combination of hostile
  Zodani, mysterious aliens . . . and the dangers of
  the planet itself. From subtle confrontations amid
  the false gaiety of the diplomatic enclave to the
  struggle for survival on the world's surface, this is
  . . . Ordeal by Eshaar.
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Classic Traveller - FASA/Traveller - FASA - Ordeal by Eshaar.pdf