TEXT: the dying ship
  
  coriolis design team
  Tomas Härenstam, Nils Karlén,
  Kosta Kostulas, Christian Granath
  writers
  Nils Karlén, Kosta Kostulas
  editor
  Nils Karlén
  graphic design
  Christian Granath
  cover art
  Axel Torvenius
  interior art
  Ylva Ljungqvist, Gustaf Ekelund,
  Martin Bergström, Christian Granath
  maps
  Tobias Tranell
  translation
  Tim Persson
  proofreading
  John M. Kahane
  playtesters
  Simon Andersson, Mattias Axelsson, Daniel Hallbäck, Kosta Kostulas,  
  Otto Pettersson, Wilhelm Person, Pernilla Sparrhult
  print
  Spindulys, Kaunas 2017
  isbn
  978-91-87222-58-0
  CORIOLIS™ Copyright© 2017 Paradox Interactive AB. All rights reserved. www.paradoxplaza.com 
  
  INTRODUCTION
  Welcome to The Dying Ship, the first full length adventure 
  for Coriolis – The Third Horizon. This booklet contains an 
  exciting mission where the PCs investigate what is going 
  on aboard a freighter that has gone silent – and discover a 
  deadly secret.
  the dying ship is the story of the tragic fate 
  awaiting the ice hauler Orun II and its crew. 
  What starts out as a regular meeting in a pri-
  vate booth at Wahib's Cantina soon turns into 
  a rescue mission with a hidden agenda. 
  What has actually happened is this: the crew 
  of the ice hauler Orun II discovered that they 
  were carrying hidden cargo, and inside it, a djinn 
  from the Dark Between the Stars. The djinn was 
  released onboard the ship, and everything went 
  wrong. Most of the crew were killed and the 
  scattered survivors hid or barricaded themselves 
  throughout the ship. The captain was possessed 
  by the djinn, and turned on the crew. 
  Back on Coriolis, the owners of Orun II – 
  a shipping company called Melem Gesurra 
  – became worried when the hauler stopped 
  communicating its position according to pro-
  tocol. When a warning sent from Orun II finally 
  arrived, the situation started to make sense. The 
  company realized that something from the Dark 
  Between the Stars had been released onboard, 
  and that they have to do something about it. 
  To avoid interference from the Consortium or 
  the Legion, the company decided to handle the 
  situation quietly. Exorcist Adzem Kembouri 
  has been tasked with assembling a team, find-
  ing a ship, and intercepting Orun II to banish 
  the djinn onboard and save the company's 
  valuable property. What they don't know is 
  that the Syndicate has sent their own group 
  to reclaim the smuggled drugs hidden on the 
  doomed ship. 
  BACKGROUND
  Some 300 years ago, there lived a young noble-
  woman in the mythical city of Kah somewhere 
  on Kua. Her name and age are long since lost 
  to time, but the story of her tragic fate has sur-
  vived to this day as a popular folk tale called The 
  Princess of Kah (see Player handout 2). After being 
  lost in the jungles of Kua for a long time, the 
  princess returned to her family, but exhibited 
  signs of djinn possession. No remedies were 
  to be found in Kah, and eventually her father 
  made the decision to send her to a renowned 
  physician working at a station far out in the 
  asteroid belt. For her own safety, she and three 
  of her bodyguards were placed in stasis pods for 
  the journey. The expedition left Kua and headed 
  for the belt, but soon disappeared in the void, 
  never to be heard from again.
  What really happened was that the convoy 
  was attacked by corsairs, and the royal ship 
  crash-landed on a large asteroid. The crew were 
  instantly killed, but the young woman and her 
  guards kept sleeping throughout the centuries, 
  captives in the djinn's sinister dreamscapes.
  y PRESENT DAY
  The ice hauler Orun II has worked the route between 
  the asteroid belt and Coriolis for three decades 
  under the command of Captain Ardul Rajtun. 
  Working this route for Melem Gesurra has been 
  pure routine – the seasoned captain and his small 
  but highly skilled crew have done the trip countless 
  times without any trouble. But the darkness is 
  growing stronger, and Orun II's luck has finally 
  run out. On the ice mining station Merkut, life 
  is a bleak and dangerous affair. A group of dis-
  contented stevedores have started a smuggling 
  ring, hiding illegal goods – mainly drugs and con-
  trolled substances from the Rimward Reach and 
  Transurha – deep inside the gigantic blocks of ice 
  mined here and shipped  to Coriolis and the light 
  of civilization. When a group of miners discovered 
  THE DYING SHIP
  2
  
  the remains of an ancient spacecraft and inside it, three stasis 
  pods containing Firstcome spacefarers, they quickly realized the 
  value of their discovery to collectors and scientists all across the 
  Horizon. The artifacts were hidden in ice and then loaded by 
  the unknowing crew of Orun II. The long journey home started 
  out without any incidents, but then, something happened. The 
  aging Captain Rajtun started acting increasingly strange and 
  eventually, Orun II stopped responding to the company's hails. 
  Some time after leaving Merkut, Orun II's cargo specialist 
  Kolb spotted the stasis pods inside the ice during a routine 
  scan and alerted the captain. Captain Rajtun understood the 
  potential value of the extra cargo, and ordered Kolb to extract 
  the pods from the ice and bring them to the ship's observatory. 
  When the captain was left alone with the pods, he opened one 
  of them and immediately became a slave of the reawakened 
  djinn, sealing the fate of both his ship and its crew.
  On Coriolis, the Melem Gesurra shipping company started 
  to suspect that something had gone wrong onboard their 
  hauler, and decided to investigate why Orun II had diverted 
  from its course and, if possible, return their property safely to 
  Coriolis. Meanwhile, a Syndicate cell had found out that the 
  shipment of contraband they are waiting for has encountered 
  problems. A strike team made up of corrupt ex-Legionnaries 
  has been hired to secure the cargo – no matter the cost.
  Into this situation (read: mess), an unsuspecting group 
  of adventurers are about to be thrust to try and solve the 
  mystery of the rogue hauler. Enter: the player characters. 
  y THE TRUTH BEHIND THE MYTH
  The tale of the princess of Kah is mostly true. There really 
  was a young woman who became possessed and disappeared 
  during her journey to a doctor in the asteroid belt, and there 
  really was something called Kah. But the woman was no 
  princess, and Kah was not a city.
  The young woman was actually a member of a Firstcome 
  diryad, a sort of mix between a family and a capitalist corpo-
  ration. She was one of the chief scientists on the diryad's K-17 
  research station deep in the Kuan jungles, whose beautiful 
  3
  INTRODUCTION
  
  Firstcome  buildings eventually became a palace as the myth 
  was retold and morphed over the centuries. The focus of K-17's 
  research was the Portal Builder ruins that can be found in many 
  places across Kua. During an expedition into the dark depths 
  of the forrest, something went wrong and the young scientist 
  became possessed by that which we today call a djinn. The 
  ruins of K-17 still rest somewhere deep in the dark jungles, thick 
  undergrowth covering the truth about what eventually happened 
  to the Firstcome scientists' ambitious project. The forgotten 
  labs and data banks may even contain some clue hinting at the 
  true nature of the mysterious Portal Builders – but that, as the 
  saying goes, is a story for another time.
  y CONCERNING DJINNI
  The djinni  have been part of humanity's collective mythos 
  for thousands of years. Ancient stories from before mankind 
  left Al-Ardha tell of creatures that inhabit other worlds, but 
  sometimes visit ours with mischievous intent. They are some-
  times called sprites, phantoms or ghosts, but to the peoples 
  of the Third Horizon these powerful darkmorphs are known 
  as djinn, or djinni. Where they come from is unknown. Many 
  learned believers say that they form in the Dark Between 
  the Stars, that growing crack in the fabric of reality that is 
  threatening the Third Horizon's already fragile peace. Some 
  of the more radical Zenithian scientists argue that the djinn 
  are actually remnants from a technologically advanced past 
  and really nothing more than diabolical machines capable 
  of morphing into new forms and disassembling themselves 
  into miniscule parts. Regardless of their origins, the djinn's 
  growing presence is a problem in the Horizon. Djinn are 
  classified according to how strong and dangerous they are. 
  At the top of the scale is the mighty marid, followed closely 
  by the equally nefarious efrite.
  OVERVIEW
  The Dying Ship is an intense and action-packed adventure 
  for Coriolis – the Third Horizon. It starts in the most iconic 
  of cantinas on Coriolis and heads for a climax in the dark 
  void aboard a gigantic ice hauler headed for certain doom. 
  It is a race against the clock featuring a possessed captain, 
  a bloodthirsty strike team and a djinnbound, Firstcome 
  scientist, waking after three hundred years of cryo sleep. 
  The story is told in a pretty straightforward fashion, drawing 
  inspiration from classic science fiction movies such as The 
  GLOSSARY
  ◆
  ◆ THE EYE OF ANUBAR: A◆meteor◆swarm◆considered◆so◆dan-
  gerous◆that◆most◆ships◆avoid◆it◆altogether.
  ◆
  ◆ MELEM GESURRA:◆A◆Coriolis-based◆shipping◆company.◆
  Owners◆of◆Orun◆II.
  ◆
  ◆ MERKUT: An◆ice◆mining◆station◆in◆the◆asteroid◆belt.◆Home◆
  to◆the◆smuggling◆ring◆that◆has◆hidden◆the◆drugs◆and◆the◆
  stasis◆pods◆onboard◆Orun◆II.
  ◆
  ◆ KAH: A◆mythical◆lost◆city◆from◆the◆old◆days◆of◆the◆
  Firstcome,◆located◆somewhere◆on◆Kua.◆Actually◆an◆old◆
  research◆installation◆called◆K-17.
  ◆
  ◆ ORUN II:◆A◆large◆ice◆hauler.
  ◆
  ◆ STASIS POD:◆A◆coffin-style◆bed◆where◆spacefarers◆are◆put◆
  in◆cryogenic◆sleep◆during◆long◆voyages.
  ◆
  ◆ TABULA: A◆digital◆tablet◆that◆functions◆as◆communicator,◆
  log◆and◆data◆bank.
  ◆
  ◆ THE PRINCESS OF KAH: A◆folktale◆about◆a◆princess◆pos-
  sessed◆by◆dark◆forces◆who◆vanished◆along◆with◆her◆
  escort◆while◆en◆route◆to◆a◆doctor◆in◆the◆asteroid◆belt◆over◆
  three◆hundred◆years◆ago.
  ◆
  ◆ WAHIB'S CANTINA: A◆classic◆bar◆near◆the◆spaceport◆on◆
  Coriolis.◆
  HANDOUTS
  In the end of this booklet, there are six pages of 
  handouts. The handouts, including a blueprint of the 
  ice hauler Orun II, are meant to be given to the play-
  ers during the scenario.
  THE DYING SHIP
  4
  
  Thing, Event Horizon and the first two Alien movies, mixed 
  with a dark, fairytale ambience à la Arabian Nights. The 
  tragic story about the princess of Kah is the backdrop for 
  the adventure, and the PCs are of course the protagonists, 
  with the djinn, the possessed Captain Rajtun and the violent 
  mercenaries serving as the antagonists. Lastly, in between 
  the heroes, villains and the high drama of the plot, there are 
  a group of ordinary shipworkers who just want to survive. It 
  is your job as the GM to treat these NPCs with the respect 
  they deserve and play them according to their individual 
  motivations. If you manage this while keeping the players 
  feeling  the thrill of being mere minutes from doom and 
  destruction, we can guarantee you a good time in the Dark 
  Between the Stars.
  BEFORE YOU BEGIN
  The adventure comes with five pre-made player charac-
  ters, ready to be used if you want to start playing straight 
  away, but you can just as well use your own PCs and their 
  ship, of course. As the GM you should read through the 
  adventure in advance and then refresh your memory 
  again right before you start playing. If you are using the 
  pre-made characters, have the players choose which one 
  they want and talk a little bit about the characters and the 
  group before you begin. As the adventure starts with the 
  PCs already knowing each other, get the presentations 
  over with before you start. Make sure you have six-sided 
  dice and Darkness Point tokens at hand, as well as the ship 
  plan for Narzalus, if you are playing with it. Prepare Player 
  handout 1 and be ready to hand it out to the players. Now, 
  you are ready to start playing!
  LONG OR SHORT?
  Some groups find it difficult to find time to play, and may 
  want to get through the adventure in one or two sessions. 
  The Dying Ship can be played in one session, if you as the 
  GM plan it out accordingly. Think about how much time 
  you have for each act so that you can make sure the group 
  doesn't get stuck somewhere along the way. The second act 
  will take up the most time as the bulk of the adventure takes 
  place onboard Orun II.
  Other groups prefer to take their time and really explore 
  every detail of an adventure. If this is how your group likes it, 
  think about what parts of the adventure your players will find 
  most interesting and see if you can add your own material, 
  for example using the Icon Deck. 
  The Dying Ship is a dangerous scenario, and a PC might 
  very well end up dying. We recommend that you let a player 
  whose PC has died get back in the game as either Ayda the 
  deckhand or the exorcist Adzem Kembouri.
  CHARACTERS AND MOTIVATIONS 
   
   
  INDEPENDENT ACTORS
  The player characters 
  (PCs)
  Hired by the shipping company Melem Gesurra through Adzem Kembouri to find and retrieve the ice hauler 
  Orun II and its crew.
  Adzem Kembouri
  Problem-solver and exorcist hired by Melem Gesurra to solve the djinn problem onboard Orun II. Wants to 
  banish the djinn so as to become known for his skills as an exorcist on Coriolis.
  The mercenaries
  Hired by the criminal faction called the Syndicate to locate the ice hauler Orun II and find the valuable drug 
  stash hidden in one of the ice blocks.
  The crew of Orun II
  Has run into some serious trouble and just wants to survive.
  THE DJINNBOUND
  Kh'oudour, the djinn
  A powerful djinn with freedom within its grasp after lying in wait for three centuries. The djinn's goal is to get 
  to Coriolis and then continue on to Kua and Kah.
  The princess of Kah
  A young woman who became possessed by Kh'oudour over three centuries ago in the Kuan jungles. Has been 
  in a stasis pod for three hundred years and is the djinn's primary host.
  The palace guards
  Three bodyguards protecting the princess. They have been on ice for three hundred years, have become pos-
  sessed by the djinn and are stark raving mad.
  Captain Rajtun
  The captain of Orun II. Opened the princess's sarcophagus out of curiosity and released the djinn onto the ship. 
  Possessed by the djinn.
  5
  INTRODUCTION
  
  ACT
  1
  THE PROPOSITION
  There are two ways to start The Dying Ship: the tradi-
  tional way, where the group starts on Coriolis, are hired 
  for a mission, and then sets out for the starry void in 
  search of Orun II – this is how the scenario is written – 
  but if you, as the GM, are in the mood for a more dramatic 
  introduction, you could use the alternate opening scene on 
  the next page and then flashback to two days before and 
  play Act 1. Regardless of how the adventure starts, the 
  prologue will give the PCs an unexpected warning of an 
  ominous fate.
  PROLOGUE: THE OLD WOMAN
  Sounds, light and movement are all around you. 
  Wherever you turn, the bustle and commotion 
  of the Ozone Plaza surround you. Loud vendors, 
  babbling monkeys and chanting preachers com-
  pete for your attention. Overhead, old neon signs 
  advertise products long since forgotten. A hovertaxi 
  makes a rude landing at the edge of the plaza and 
  is welcomed with curses and some rotten fruit. The 
  air is heavy with the smell of burning plastic and 
  adana barbeque. A lingering arrash mist shrouds 
  the alley you are standing in. Coriolis! Most would 
  call it the heart of the Horizon, but the scene around 
  you could just as well be from a bazaar on Algol or 
  Dabaran. The arched hull high above is the only 
  thing giving away that you are actually onboard 
  a space station.
  ”You there!” An old woman with a raspy voice 
  appears before you, bent over a cane and wrapped 
  in many-colored shawls. Dark eyes deep in the 
  wrinkled face meet yours. ”You carry the mark,” 
  she hisses. ”Beware – she has returned. Death 
  and darkness follow where she goes”. The hands 
  clenching the cane suddenly start to tremble and 
  she adds, ”May the Icons have mercy on you. You 
  will need all the help you can get!”
  She turns around and is immediately lost in 
  the crowd. Before you have time to think about 
  her words of warning, you are interupted by a 
  signal from your tabulas. You have all received 
  a message.
  Hand the players Player Handout 1 and let them 
  read the message.
  STARTING SCENE: A MEETING 
  AT WAHIB'S
  The PCs arrive at Wahib's Cantina, where they 
  discover their contact discussing the mission with 
  another group of adventurers pretending to be 
  them! After some confusion, tensions erupt as 
  the lie is uncovered and the imposters leave the 
  cantina. The PCs are left with  a very confused 
  prospective employer.
  THE SITUATION
  The PCs have been contacted by one (mister) Adzem 
  Kembouri, who wants to meet them at Wahib's to 
  discuss an urgent mission. They have been asked 
  to meet up at the beginning of the third watch 
  (roughly 8 pm). Unbeknownst to both the PCs and 
  Mister Kembouri, a group of mercenaries hired by 
  THE DYING SHIP
  6
  
  DARKNESS POINTS
  The GM begins Act 1 with as many DPs as there are players 
  – if you have five players, you start the game with five DPs, 
  and so on.
  ALTERNATE START: IN MEDIAS RES
  The PCs are standing at the bridge of the light 
  freighter Narzalus. The bridge is dark, the only light 
  coming from the control panels and from the Eye of 
  Anubar, the dangerous asteroid swarm dead ahead. 
  Suddenly, the whole ship shakes as a stray mete-
  oroid hits the hull. Alarms go off and for a moment, 
  the loses control of the ship. The smell of burned 
  electronics fills the hot, dry air. When the Narzalus 
  stabilizes and the alarms quiet down, the PCs spot 
  the enormous ice hauler Orun II, heading straight 
  for destruction in the Eye of Anubar. The Narzalus 
  shakes violently again as it is hit by another meteor-
  oid. It is now or never.
  Cut here and flashback to two days earlier – The 
  Old Woman – and then play the scenario from the 
  starting scene below
  the Syndicate has found out about the meeting and plan to get 
  there before the PCs to kidnap  Kembouri and force him to give 
  up the location of Orun II. The Syndicate are very eager to get 
  their smuggled goods back, and are paying the mercenaries to 
  find the stash by any means necessary.
  The mercenaries, under the command of Lieutenant Remora, 
  are competent and well-equipped – but no one can blame them 
  for being subtle. Their plan is simply to walk into Wahib's, pre-
  tend to be the crew of the Narzalus (or the PCs’ ship) and lure 
  Kembouri into a private booth where they will make him tell 
  them what he knows with a gun to the head. That a group of 
  scarred and muscular jackboots aren't exactly the most convincing 
  free trader crew hasn't even crossed their minds. They know 
  that the real crew of the Narzalus will show up eventually, but 
  don't consider a group of weak free traders to be any real threat. 
  Maybe they have underestimated this particular crew, however...
  y THE FALSE CREW
  The PCs can choose to tackle the situation in a few different 
  ways. They can try to use force to get the mercenaries to 
  retreat, they can bribe or manipulate them to leave Mister 
  Khembouri alone, and depart Wahib's,  or they can simply wait 
  in the background and see how things unfold. The mercenaries 
  will be unimpressed and condescending at first, flex their 
  muscles, and tell the PCs not to interfere. If the PCs escalate 
  the situation or try to convince them to leave Wahib's, they 
  can be made to see reason – they may be violent and brutal, 
  but they realize that a firefight at Wahib's would mean a lot 
  of trouble from the Coriolis Guard. 
  7
  ACT 1
  
  y MANIPULATING THE MERCENARIES
  If the PCs wish to make the mercenaries leave Wahib’s through 
  threats or cold reasoning,  this is an opposed manipulation 
  test where the PC with the highest manipulation score chal-
  lenges Lieutenant Remora (manipulation 2 and Empathy 4, 6 
  dice in total). Other PCs with at least 1 point in manipulation 
  can assist, giving one extra die per assisting person (up to a 
  maximum of three extra dice). To convince the mercenaries 
  to leave, the PC must pass the test and roll more sixes than 
  Lieutenant Remora.
  y FIGHTING THE MERCENARIES
  The PCs might resort to violence to make the mercenaries flee 
  the scene. This may not be the wisest choice, given the location 
  and all the innocent bystanders, but we all know that some players 
  act before they think. If a fight breaks out, use the rules from the 
  Combat chapter in the Rulebook. Start by determining initiative 
  scores. You can roll once for Lieutenant Ramora and once for the 
  rest of the mercenaries as a group. The mercenaries know that 
  the Coriolis Guard will show up shortly and will withdraw to avoid 
  trouble with the law. They will move toward the exit immediately 
  and leave Wahib's within two or three turns.
  THE LOCATION
  The starting scene takes place in a classic watering hole on 
  Coriolis, the legendary Wahib's Cantina – safe haven for free 
  trader crews, shady prospectors and all sorts of scoundrels 
  and fortune seekers. Wahib's is located in a narrow alley 
  on the Ring, the enormous circular tube that is home to 
  Coriolis' spaceports and many of its inhabitants. The cantina 
  is located just a few hundred meters from the spaceport and 
  the street just outside is full of people at all hours. Inside, 
  the murmur of the regulars is softened by a thick haze of 
  arrash, incense and the smell of spicy foods. You can read 
  more about Wahib's Cantina in the Horizon section of  the 
  Core Rulebook. 
  CHARACTERS
  The characters involved in the scene are described below.
  LIEUTENANT REMORA
  Muscular, tall and with long, black hair collected in a Dabaran knot. 
  Ariana Remora is an ex-Legionnnarie who has had enough of the 
  Legion's red tape. She ended her employment with the Legion to 
  govern her own fate. Lieutenant Remora is quick to act but open to 
  discussion. Her goal is to get her hands on the coordinates for Orun 
  II, travel there, and bring the smuggled goods back to Coriolis as 
  fast and efficiently as possible.
   
  CHARACTERISTICS: Intense stare, muscular arms, scarred face.
  ATTRIBUTES:
  STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4
  HIT POINTS: 7
  MIND POINTS: 7
  REPUTATION: 6
  SKILLS: Command 4, Manipulation 2, Melee Combat 4, Ranged 
  Combat 3, Observation 3, Medicurgy 1
  TALENT: Offensive orders (2 DPs) – with a successful COMMAND 
  roll, Remora can shout an attack order at one of her soldiers (fast 
  action). That soldier may immediately fire a quick shot, regard-
  less of remaining APs or place in the turn order.
  ARMOR: Heavy armor (8)
  WEAPONS: Accelerator pistol (8)
  GEAR: Personal communicator, 2 m-doses.
  MERCENARIES (AS MANY AS THE PCS)
  Tough, scarred and tattooed Legion veterans. These thugs are effi-
  cient, pragmatic and brutal. They follow Lieutenant Ramora's orders 
  without question, but their primary motivations are birr and survival.
  CHARACTERISTICS: Mean stares, scarred faces.
  ATTRIBUTES:
  STRENGTH 3, AGILITY 3, WITS 2, EMPATHY 2
  HIT POINTS: 6
  MIND POINTS: 4
  REPUTATION: 4
  SKILLS: Dexterity 3, Melee Combat 3, Ranged Combat 3, 
  Observation 3, Medicurgy 2
  ARMOR: Light armor (6, vacuum suits)
  WEAPONS: Vulcan carbine
  GEAR: Personal communicator, 1 extra cell, smoke grenade, 2 
  m-doses.
  THE DYING SHIP
  8
  
  A DISCREET MISSION
  Adzem Kembouri explains the background of Orun II's dis-
  appearance, offers the PCs a lucrative mission and supplies 
  them with maps, coordinates and a surprise – he will be 
  tagging along himself!
  THE SITUATION
  When the situation with the mercenaries has been taken care 
  of, Mister Kembouri will tell the PCs what the meeting is really 
  about. If the mercenaries left without a fight breaking out, 
  he will suggest that they sit down in a private booth in the 
  cantina, but will otherwise insist on them going somewhere 
  more secure, such as to the PCs' ship.
  What Mister Kembouri has to tell the PCs is summarized 
  below. Try to deliver the information with your own words 
  instead of just reading it from the book. For obvious reasons, 
  the conversation with Mister Kembouri will be something 
  of an infodump, but try to make it interactive for the players 
  rather than just a long monologue. The heart of it should be 
  that the group understands what the mission is about and 
  that they are in a hurry to leave!
  y THE MEETING WITH MISTER KEMBOURI
   
  ◆ My name is Adzem Kembouri, and I represent a shipping com-
  pany here on Coriolis.
   
  ◆ The company is called Melem Gesurra and is of average size with 
  a fleet of half a dozen heavy freighters and a few smaller vessels.
   
  ◆ Melem Gesurra hauls mostly foodstuffs, ice and minerals 
  between the asteroid belt and Coriolis.
   
  ◆ Three days ago, the heavy freighter Orun II left the asteroid belt 
  carrying a full load of ice. Destination: Coriolis.
   
  ◆ The journey was a routine affair, Melem Gesurra's ships do 
  several of these every week.
   
  ◆ Everything seemed fine at first, but twenty-four hours ago, 
  Orun II missed one of its routine position reports. Coriolis traffic 
  control was not worried at first, but suspicions arose when the 
  hauler missed yet another check-in.
   
  ◆ After several failed attempts at making contact with the hauler, 
  something strange happened – Orun II changed course and 
  headed at full speed straight for the Eye of Anubar asteroid swarm.
   
  ◆ The crew is very experienced and hasn't been involved in any larger 
  mishaps in the past. They are under the command of Captain 
  Rajtun who has been with the company for twenty-two years.
   
  ◆ Melem Gesurra wants to hire the PCs and their ship to intercept 
  Orun II as quickly as possible. Their mission will be to:
  1. Find out why Orun II has altered its course and stopped 
  responding to hails.
  2.  Secure the ship and its crew.
  3. Make sure the hauler resumes its original course and 
  arrives safely at Coriolis.
   
  ◆ Mister Kembouri will accompany the PCs as a representative 
  of Melem Gesurra.
   
  ◆ The company will pay the PCs 20,000 birr for their services.
   
  ◆ It is vitally important that the situation be taken care of swiftly, 
  efficiently and, above all, discreetly. The company wants to stay 
  clear of any interference from the authorities.
  Mister Kembouri needs an answer from the PCs right there 
  and then. The reward is negotiable and the company could 
  go as far as offering all of 30,000 birr, which is a substantial 
  sum. If the PCs wish to haggle for a higher reward, this 
  is an opposed manipulation roll vs Mister Kembouri.
  If the PCs ask for more information – about Orun II, the crew 
  or the Eye of Anubar for example – Mister Kembouri will wave 
  off their questions, saying that they can ask all they like once 
  they are onboard the ship and en route to their destination.
  CHARACTERS
  The characters involved in the scene are described below.
  MISTER ADZEM KEMBOURI
  Adzem Kembouri is of average height, has dark skin, a hand pros-
  thesis made from metal and a glittering smile. He has an eccentric 
  sense of fashion, preferring glaring and Sogoi-inspired, loose-fit-
  ting garments. He is wearing earrings, bracelets and rings made of 
  gold and smells of exclusive Miran sandalwood.
  Born and raised in the Conglomerate slums, Adzem had to fight 
  to get where he is today. He became the first in his family to study 
  at a university in the Monolith. During his fieldwork with the Sogoi 
  in the jungles, Adzem was introduced to that which would become 
  his speciality: darkmorphs and traditional rites of exorcism. As the 
  number of incidents involving darkmorphs has risen steadily over 
  9
  ACT 1
  
  the last few years, Adzem 
  has realized that he can 
  make a living as a profes-
  sional exorcist and solver 
  of paranormal problems. 
  Adzem now runs a one-
  man operation specializing 
  in darkmorphs. Business is 
  good, but he has mostly done 
  house and boutique blessings 
  and pest control. The Icons 
  finally seem to be smiling 
  on Adzem, and the djinn 
  onboard Orun II shall be his 
  finest hour!
  CHARACTERISTICS: 
  Elegant clothing, pleas-
  antly perfumed
  GOAL: Mister Kembouri's goal is to either banish or capture the djinn 
  onboard Orun II.
  THREE QUIRKS:
   
  ◆ Always with a salesman's smile on his lips
   
  ◆ Taps his robot fingers on the table as he speaks
   
  ◆ Looks deeply into the eyes of the person he is speaking with
  ATTRIBUTES:
  STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4
  HIT POINTS: 5
  MIND POINTS: 8
  REPUTATION: 6
  SKILLS: Culture 4, Manipulation 3, Data Djinn 2, Observation 2, 
  Ranged Combat 2
  ARMOR: -
  WEAPONS: -
  GEAR: Personal communicator, tag with 1,000 birr, talisman of 
  the Judge
  THROUGH THE DARKNESS
  The PCs leave Coriolis and head for Orun II's last known location. 
  En route, it turns out that Adzem Kembouri is keeping secrets 
  and that someone has been sloppy with the service of the ship.
  THE SITUATION
  Mister Kembouri insists  that the group leaves as soon as possible, 
  since every minute is precious. He only needs to go and get his 
  personal effects and will be ready to meet the PCs at their dock 
  in the spaceport shortly. The group will only have a couple of 
  hours before they must leave the station to try to find out what 
  has happened to the ice hauler Orun II. Onboard the ship, Mister 
  Kembouri will make himself comfortable in an empty cabin and 
  drag his two huge metal trunks there. If someone asks him what 
  is in the trunks, he will respond with a conspiratorial wink and 
  say that he never aquired the ability to travel light. 
  Mister Kembouri will then give the PCs the following 
  information:
   
  ◆ The coordinates for Orun II
   
  ◆ A map containing the basic facts about the ice hauler
   
  ◆ A crew manifest (see Player handout 3)
  y FINDING ORUN II
  Let the PC with the highest data djinn score make a skill 
  test to find the quickest route to Orun II.
   
  ◆ Failure: Failure means that the group has calculated a bad vector 
  and will arrive later than expected, when Orun II is only one hour 
  away from the Eye of Anubar!
   
  ◆ Limited success: A limited success means that the group cal-
  culates an effective vector and arrives when Orun II is two hours 
  out from  the Eye of Anubar.
   
  ◆ Critical success: With flawless skill, the PC finds a vector that 
  will get the group to Orun II when it is three hours away form 
  the Eye of Anubar.
  y EVENTS ONBOARD
  The first part of the journey is uneventful, except for a few 
  THE DYING SHIP
  10
  
  routine encounters with vessels travelling from the asteroid 
  field back to Coriolis. If the PCs ask Mister Kembouri for more 
  information, he will now be more forthcoming. 
  Mister Kembouri will spend most of the trip in the ship's 
  mess with the map of Orun II on the table in front of him. 
  Curious PCs will notice that Mister Kembouri seems to be 
  more interested in an old book, however, but he only opens 
  it when he thinks no one else is around. If the PCs ask him 
  about the book, he will jokingly say that he is reading old 
  fairytales to calm his nerves. 
  y MISTER KEMBOURI'S SECRET
  The book that Adzem Kembouri is so interested in is indeed 
  a book of old folktales, but he is not reading it to calm his 
  delicate nerves, but to try to understand what has really 
  happened to Orun II. Mister Kembouri hasn't told the PCs the 
  whole truth: it is true that he is a freelance problem-solver 
  hired by Melem Gesurra, but he hasn't mentioned the exact 
  nature of his expertise – exorcisms.
  All the information provided to the PCs at the meeting in 
  Wahib's was true, but one very important thing was omitted: 
  GM TIPS! DARKNESS POINTS
  The journey to Orun II is a routine affair and will not involve any major 
  mishaps, but you might want to make the PCs sweat a little before 
  they reach their destination nontheless. Below are some examples 
  of events that you as the GM can activate by spending DPs.
   
  ◆ A generator breaks down and must be repaired for the ship to be 
  able to reach top speed. Test TECHNOLOGY COST: 1 DP
   
  ◆ There is a loud crash from the ship's chapel. All of the Icon 
  statues except for the Faceless One have fallen out of their 
  niches – clearly a bad omen! The PCs must give proper sacrifice 
  to at least three Icons to restore balance. If they don't, the first 
  two prayers the PCs use for rerolls later will give the GM 2 DPs 
  instead of 1. COST: 1 DP
   
  ◆ A tiny meteoroid, a so-called black birr, hits the ship, penetrating 
  the hull in the cargo hold. The breach alarm goes off, security 
  doors close, and the PCs must seal the coin-sized hole before 
  they lose too much oxygen. Test TECHNOLOGY at -2. COST: 2 DPs
  QUESTIONS FOR MISTER KEMBOURI
   
  ◆ Q: How big is the crew of Orun II?
   
  ◆ A: 9 people led by Captain Rajtun. It is all in the crew 
  manifest.
   
  ◆ Q: Ice? Why is the freighter hauling ice?
   
  ◆ A: Water is a valuable commodity on Coriolis, and for 
  some reason it is cheaper to transport giant chunks of ice 
  from the asteroid belt rather than lifting water from the 
  surface of Kua.
   
  ◆ Q: Where is Orun II heading now?
   
  ◆ A: The Eye of Anubar, an asteroid swarm travelling 
  through the Kua system.
   
  ◆ Q: What will happen if the ship reaches the Eye?
   
  ◆ A: It will be ripped apart. There is no way of surviving a 
  direct encounter with an asteroid swarm.
   
  ◆ Q: How do we get inside Orun II?
   
  ◆ A: Through one of the ship's four airlocks!
   
  ◆ Q: What do we do once we get inside?
   
  ◆ A: Seize control of the ship and steer it home to Coriolis.
  the company's traffic control room received one additional 
  message from Orun II after it had broken off from its course. 
  The message was from the hauler's chief engineer, Atallah, 
  who had managed to send a final warning back to Coriolis:
  ”DJINNI ONBOARD. CAPTAIN LOST. MULTIPLE CASUALITIES. 
  DEADLY CARGO. CONTAGION. DO NOT ATTEMPT A RESCUE. 
  WE ARE HEADING FOR DEATH. MAY THE ICONS BE MERCIFUL”
  The message has led the company to the correct conclusion 
  that some form of darkmorph has infiltrated the ship, killing 
  members of the crew and possibly also Captain Rajtun, and that 
  one or more survivors have set a course for the Eye of Anubar so 
  as not to let the djinn come in contact with anyone else. Melem 
  Gesurra has turned to Mister Kembouri and the PCs instead of 
  alerting the authorities because Orun II and its cargo is simply 
  too valuable to be lost because of an accident. Mister Kembouri 
  will not tell the PCs any of this until they have boarded Orun II. 
  The PCs could sneak a peek at Mister Kembouri's book when 
  he isn't looking (infiltration) to find a dog-eared page dealing 
  with the story The Princess of Kah (Player Handout 2). 
  11
  ACT 1
  
  In the second act, the PCs reach Orun II and manage to 
  dock with it. They will then have free rein to explore the 
  ship as they please to find out what has happened onboard 
  and figure out how to resolve the situation.
  CONTACT!
  The PCs' ship is closing in on Orun II as it heads 
  straight for the Eye of Anubar asteroid swarm. 
  All communication attempts fail, and there are 
  no signs of life onboard the hauler. The PCs will 
  have to find a suitable place to dock.
  THE SITUATION
  When the PCs reach Orun II, it will be danger-
  ously close to the Eye of Anubar – how close 
  depends on how well they did on their navigation 
  test in Act 1.
  The ice hauler appears on the sensor screens as 
  a weak but clearly recognizable echo, and closer 
  examination reveals that Orun II is travelling 
  with its transponder turned off and that it is 
  emitting far less electromagnetic radiation than 
  it ought to. These two factors indicate that the 
  ship is not running normally, and suggests that 
  someone onboard has turned off vital systems.
  Eventually, the PCs will be close enough for 
  visual contact. Describe how the long, old-fash-
  ioned hauler is heading silently for the threat of 
  the nearby yellow and red asteroid cloud. Orun 
  II is almost as black as the surrounding night 
  – the bridge is dark and seemingly empty, and 
  the windows of the crew quarters are black. All 
  attempts at contacting the hauler are met by 
  static and an icy silence. Something has gone 
  terribly wrong onboard Orun II. 
  y THE MYSTERIOUS LIGHTS
  When the PCs are closing in to dock with Orun II, 
  they will spot a series of flashes from the stern of 
  the ship. What appears to be a message is clearly 
  visible for a few seconds and then suddenly cuts 
  off, leaving the hauler as dark as before.
  The mysterious lights were from one of the sur-
  vivors, Ayda the deckhand, who spotted the PCs' 
  ship  and tried to contact them. Ayda is desperate 
  to survive and has no desire to meet her fate at 
  the hands of the djinn or in the asteroid swarm. 
  When one of the djinnbound palace guards (p 33) 
  approached her position, Ayda stopped flashing 
  her light and went to hide in a ventilation shaft.
  y DOCKING WITH ORUN II
  Let the players plan how and where to dock with 
  Orun II (unless they wish to get onboard in some 
  other way, for example through a space walk). Orun 
  II has four airlocks, one on each side of the stern 
  and one on each side of the bow. Captain Rajtun, 
  under the influence of the djinn, has sabotaged the 
  two airlocks in the bow (which is easily spotted if 
  the PCs approach them), but the two in the stern 
  are still functional. Regardless of which airlock 
  they choose, the PCs' pilot will have to test pilot 
  to perform the docking maneuver safely. The 
  surrounding space is full of small meteoroids 
  from the Eye of Anubar which makes the docking 
  far from a routine affair. Let the players sweat a 
  little before the pilot rolls the dice. Describe how 
  the enormous ice hauler seems to be closing in 
  way too fast and how the pilot has to work with 
  the guidance systems up until the last second 
  before they finally dock.
   
  ◆ Failure: If the PC fails her roll, the ship will hit the 
  hull of Orun II and miss the airlock. The ship suffers 
  1 point of HP damage and shakes violently from 
  ACT
  2
  IN DARKNESS
  THE DYING SHIP
  12
  
  DARKNESS POINTS
  The GM receives 3 extra DPs at the start of Act 2. 
  the crash. After that, the pilot finally manages to dock. This was 
  too close for comfort!
   
  ◆ Limited success: A limited success means that the docking is 
  clumsy, but successful. The ship shakes and the crew must grab 
  onto something. Nothing is damaged – except for the pilot's ego.
   
  ◆ Critical success: A critical success means that the pilot pulls off 
  a perfect docking maneuver.
  ORUN II
  The heart of the scenario is the dark corridors of Orun II, the 
  doomed ice hauler. The PCs must now investigate the ship, find 
  any survivors, and figure out who or what is in control onboard. 
  THE SITUATION
  The PCs get to explore Orun II as they please and figure out its 
  dark secret. The ship is described as a scenario location without 
  scripted scenes or any particular order in which encounters or 
  events must occur. This makes it doubly important for you as 
  the GM to read through this section several times. You need 
  to be familiar enough with the scenes to let the PCs control 
  the game instead of just serving them a pre-written story.
  At the beginning of Act 2, there will be two groups onboard 
  Orun II: the three surviving crew members and the five 
  djinnbound (of which one, the princess of Kah, is sleeping 
  in her stasis pod). 
  y THE SURVIVORS
   
  ◆ The young deckhand Ayda, hell-bent on surviving. See p 32.
   
  ◆ Kolb the cargo specialist, who has barricaded himself in the 
  workshop. See p 31.
   
  ◆ Chief engineer Atallah, who has figured out what has happened 
  onboard and is the one steering the ship toward its destruction. 
  See p 31.
  y THE DJINNBOUND
   
  ◆ The princess of Kah, dreaming in her sarcophagus in the ship's 
  observatory. Possessed by the djinn Kh'oudour'. See p 36.
   
  ◆ The three palace guards, loyal until death to the princess and 
  driven mad by the djinn. See p 33.
   
  ◆ Captain Rajtun – the one who opened Pandora's box and let the 
  djinn loose onboard. See p 32.
  13
  ACT 2
  
  Wide panorama windows show the surrounding space. A long, slightly u-shaped command 
  board sits silently in the dark.
  A large, oval room with high ceilings (roughly ten meters). The 
  front wall is one big, arched window showing a magnificent view of 
  the darkness of space.
  BRIDGE
   OBSERVATORY
  ORUN II
  THE DYING SHIP
  14
  
  A big room in the middle of the ship, functioning as a work-
  shop and stevedore central.
  The three machine halls harbor one enormous, outdated 
  graviton projector each.
  WORKSHOP
  MACHINE HALLS
  15
  ACT 2
  
  WHAT THE PCS MUST DO
  The PCs' mission is to secure the ice hauler and its crew. 
  In order to do this, the PCs must find out why the ship is 
  headed toward the Eye of Anubar and certain death. It is 
  chief engineer Atallah who has set the course for destruc-
  tion to make sure the djinn never makes it to Coriolis. To 
  turn the ship around, the PCs must first get to the machine 
  halls and turn on the power supply to the bow of the ship. 
  This will make the bridge operational again, from which 
  a course back to safety can be charted. While the PCs are 
  dealing with these problems, they must also face the pos-
  sessed and their ghostly master, the djinn Kh'oudour. The 
  PCs' first goal – turning the power back on – will ironically 
  enough coincide with the agenda of the djinn. Saving the 
  ship and its crew from the dangers posed by both the djinn 
  and the asteroid swarm could prove to be a dangerous and 
  difficult balancing act.
  THE STERN
  The stern of the ship houses the machine halls with the 
  enormous graviton projectors and the service central.
  y THE MACHINE HALLS
  The faint emergency lighting outlines three gigantic graviton 
  machines towering in the dark, surrounded by a jumble of 
  ramps and ladders. The pulsating machines, the intense heat, 
  and the labyrinthine network of girders and walkways give 
  the halls a nightmarish atmosphere.
  The three machine halls each harbor one huge Berhal 
  Leviata IV, an older graviton projector model. The semi-
  dark and the clutter of ramps and ladders that surrounds 
  the machines makes for a chaotic, somewhat unnerving 
  impression. These are the domains of chief engineer Atallah, 
  and where he has isolated himself from the rest of the ship 
  after the djinnbound assumed control. The security door is 
  locked, and getting through requires either passing a hard 
  (-2) data djinn test or using a breach charge. Since Atallah 
  managed to sever the power supply to the bridge, it must 
  be restored from the machine halls before the ship can be 
  maneuvered again. Atallah is responsible for changing the 
  course so as to head for the meteor swarm, preferring to 
  perish along with the ship rather than allowing the djinn to 
  reach civilization.
   
  ◆ characters: Chief engineer Atallah.
   
  ◆ items: The control panel that regulates the power supply to the 
  rest of the ship. A hard (-2) data djinn test is required to break 
  through Atallah's safety protocols and a normal technology or 
  data djinn test is required to restore power to the bridge.  The 
  ship can only be maneuvered from the bridge (Atallah hacked the 
  controls from here when he altered the course, but destroyed 
  the connection afterwards).
  y THE SERVICE CENTRAL
  Aged control panels, black screens and piles of worn-down 
  equipment fill a room smelling faintly of ozone and burned 
  circuitry. 
  This is where the ship's two engineers lived and worked 
  before the djinn woke up. The service central is a jungle of 
  bulky control boards, strange machines and exo shells. A 
  small mess and four small cabins (two of them empty and 
  unused) can be accessed through a door in the back.
   
  ◆ items: Two exo shells in working condition.
  DESCRIPTION OF ORUN II
  Orun II is on a course for destruction, but not quite 
  dead yet. The ship's interior still has oxygen and 
  gravity, and some parts have power as well. The 
  emergency lighting in the stern airlocks is work-
  ing when the PCs board, but the rest of the ship is 
  cloaked in ominous darkness. The PCs will only have 
  the headlamps of their exos to guide their way.
  THE DYING SHIP
  16
  
  EVENT: ELEVATOR TROUBLE!
  Somewhere out on the beams, the elevator car suddenly 
  stops and the lights go out. Someone has cut off power to 
  the elevator shaft. There is a hatch in the car that can be 
  opened to access the shaft itself. The PCs will have to climb 
  the rest of the way. The dark, narrow shaft is an excellent 
  place for an ambush – or maybe a loose chunk of ice (see 
  events below).
  COST: 1 DP
  y AIRLOCKS
  Steel plate floors, thick airlock doors and flashing red lights. 
  The airlock is still functioning and the door slides open with 
  a hiss and a clank. There is something – or someone – lying 
  on the floor inside the door.
  Airlocks A and B (on opposite sides of the stern) still have 
  power and can be opened normally. Cycling through the 
  airlock takes three turns. The airlocks can be locked from 
  the inside, requiring a successful data djinn roll to open 
  them again from the outside. Breach charges can also be 
  used, but if both door are blown, the service central suffers 
  explosive decompression.
   
  ◆ characters: The body of engineer Kakinwene Rabolbour.
   
  ◆ items: A tabula in one of the dead engineer's pockets. The tabula 
  contains a log (Player Handout 4). Examining the body reveals 
  that the cause of death appears to be a small puncture wound 
  through the chest. A successful melee combat test reveals that 
  the wound was caused by a mercurium sword. 
  MIDSHIPS
  Reinforced steel beams, several hundred meters long, with 
  enormous blocks of ice fastened to them.
  y ELEVATOR SHAFT A
  A rectangular, metal elevator car that looks to be in bad 
  shape. Dirty composite glass windows let the passengers 
  look out across Orun II's spindly waist and the ice hanging 
  underneath it.
  To get from the stern to the bow and vice versa, the crew 
  uses an elevator running through the steel beams that hold 
  the ice. The elevator is slow and it takes about two minutes to 
  get to the other end of the ship. Only one of the elevator cars 
  in shaft A is in working condition. When activated, bright lights 
  turn on and the car starts its slow journey toward the bow.
  y THE CARGO BEAMS
  A skeleton of steel beams – open to space – connect the 
  stern and the bow of the ship. This is where Orun II's frozen 
  payload is attached to the ship. A maintenance corridor runs 
  through the spine of the ship but closer examination of the 
  cargo is done through the use of exos.
  y THE WORKSHOP
  Junk, scattered tools, loose cabling and stacks of crates. 
  17
  ACT 2
  
  Control boards run along the walls and there is a window on 
  either side through which the beams and the ice can be seen.
  The room in the middle of the ship functions as both a 
  workshop and cargo central. There would normally be three 
  people working here, but since the awakening of the djinn, 
  only cargo specialist Kolb remains. Kolb is terrified of the 
  djinn, and has welded the elevator doors shut and stacked 
  heavy machine parts against them to make sure no one 
  gets through.
   
  ◆ characters: Cargo specialist Kolb.
   
  ◆ items: One pulse drill, can be used as a weapon (Bonus +1, INIT 
  -1, weapon damage 2, CRIT 1), two loader exos.
  y ELEVATOR SHAFT B
  Same as shaft A (see above). The elevators here are not in 
  working order.
  THE BOW
  The bow houses the crew’s quarters, the bridge and the 
  observatory.
  y THE CREW'S QUARTERS
  Dark corridors, black rubber floors, and the occasional with-
  ering plant. There is a large room in the middle with a few 
  large tables, some knocked over chairs and debris strewn 
  across the floor.
  The crew's quarters were designed for a much larger crew, 
  which makes them feel too big and empty for the current 
  crew. There is a day room with some plastic furniture and an 
  antique carpet, frayed but still beautiful. Plants and flowers 
  forgotten by the crew are dying here and there in the cor-
  ners. The large mess room in the middle looks like it was 
  abandoned in a hurry – cutlery, plates and cups are scattered 
  everywhere. There are a dozen cabins, of which about half 
  seems to have been in use. One of the cabins contains the 
  body of stevedore Lasar Ulba. The cabins are small and con-
  tain a simple cot, a table with one chair, a locker for personal 
  items and a small holo modulator.
   
  ◆ characters: The bodies of second officer Kirin Bor and steve-
  dores Mirra Touli and Lasar Ulba.
  y AIRLOCKS
  Airlocks C and D, on opposite sides of the bow, have both 
  been short-circuited by Captain Rajtun. This can be seen 
  from the outside as none of the airlocks have any light, which 
  means that they lack power. It is still possible to dock with 
  the bow airlocks but this requires passing a hard (-2) pilot 
  test as the automatic docking protocols are offline. Opening 
  the dead airlock doors manually will then take a few minutes.
  y THE BRIDGE
  The large bridge rises above the rest of the ship. Huge pan-
  oramic windows provide a view of the vast darkness outside. 
  A long, slightly u-shaped master control panel sits silently 
  in the middle of the room. There are three seats behind the 
  panel, with dark figures occupying two of them.
  The large bridge is the heart of the ship. From here, Captain 
  Rajtun and one of the ship's two helm officers would guide Orun 
  II to her next port. The bridge is an open room with panoramic 
  windows on three sides. The ship's navigation controls are housed 
  in the master control board. The three seats by the board are 
  mounted on tracks in the floor so the crew can move their chairs 
  between different stations on the panel by pressing buttons in 
  their armrests (this only works if the bridge has power).
  The bridge is currently dark and the master control board 
  without power. One of the seats by the board contains the 
  body of first officer Reyna Zarkavan. Captain Rajtun himself 
  is in one of the other seats, seemingly unaffected by the 
  circumstances that have occurred, staring blankly into the 
  Dark between the Stars. If the PCs manage to re-engage 
  the power supply to the bridge, they can activate the master 
  board and assume control of Orun II form the bridge. This 
  is a data djinn test. Note that the bridge must have power 
  for the board to function, which means either persuading 
  chief engineer Atallah to do it or activating the right panel 
  in the machine halls in the stern.
   
  ◆ characters: The djinnbound Captain Rajtun and the body of 
  first officer Reyna Zarkavan.
  y THE OBSERVATORY
  A large, oval room with high ceilings (roughly ten meters). 
  The front wall is one big, arched window showing a magnif-
  icent view of the darkness of space. The room was originally 
  designed as a place where the crew could go to relax and 
  meditate. The only furniture here is a couple of low benches 
  by the big window.
  This is where the crew put the sarcophagus containing 
  the princess of Kah that they found in the ice. It sits by the 
  THE DYING SHIP
  18
  
  window, bathing in the red glow of the Eye of Anubar, making 
  the ornate, three hundred-year-old stasis pod a rather majes-
  tic sight.
  One of the princess's palace guards keeps watch from the 
  shadows in the back of the room, ready to attack anyone 
  who tries to open the pod. There are also three smaller, less 
  adorned, stasis pods here, all opened – their former occu-
  pants, the palace guards, have awoken and are now moving 
  about the ship. All four pods have small plastic packages 
  taped to their sides. These are the smuggled drugs that the 
  mercenaries and the Syndicate are after. The big window is 
  made of a strong composite material, but cannot withstand 
  a direct Vulcan hit.
   
  ◆ characters: One palace guard ready to defend the princess until 
  death. The princess of Kah, trapped in the djinn's dreamscape 
  in her sarcophagus.
   
  ◆ items: Taped to the stasis pods are a dozen packages of a highly 
  valuable hallucinogen called Black Lotus. This is what the mer-
  cenaries hired by the Syndicate are after.
  EVENTS ONBOARD ORUN II
  Your job as the GM is to make the PCs' time onboard Orun 
  II as exciting and dramatic as possible. It is important that 
  you set the tempo and are ready with a thrilling twist or 
  encounter when it makes the most dramatic impact. Do 
  the PCs feel safe? Place them in mortal danger! Is the game 
  slowing down? Make sure something dramatic happens! 
  Below is a list of events for you to use. If they are connected 
  to a certain location onboard or require Darkness Points 
  (DPs) to activate, this is stated in the description.
  y LOOSE ICE!
  The djinnbound Captain Rajtun can control the cargo systems 
  from the bridge, which makes him able to release blocks of ice 
  so that they smash into certain parts of the ship – or people 
  on a spacewalk on the hull. The cargo systems work even if 
  the power supply to the bridge has not been re-engaged.
  Cost: 1 DP
  y CARGO DRONES
  Antique cargo drones moving along tracks in the ceiling 
  suddenly attack the PCs! Containers, grabber arms and 
  cranes become lethal weapons.
  Cost: 2 DPs
  ATTRIBUTES:
  STRENGTH 3, AGILITY 3
  HIT POINTS: 12
  SKILLS: Force 2, Melee Combat 2, Dexterity 1
  ARMOR: 1
  WEAPONS: Clawed grabber (Skill 8, weapon damage 2, CRIT 3)
   
  ◆ GRABBER TENTACLE: The drone is equipped with a tentacle 
  that can grab and pin a victim. This works within Close range. 
  Grabbing someone requires a successful DEXTERITY test. A 
  pinned victim cannot perform any action or maneuvers, but can 
  try to escape by testing FORCE. 
  y GRAVITY MALFUNCTION
  The ice hauler's artificial gravity generators suddenly stop 
  working. The systems can be rebooted from the service 
  central or the bridge (if the power supply has been restored) 
  by successfully testing data djinn. At zero-G, all actions and 
  movement require dexterity tests.
  Cost: 2 DPs
  y AN EERIE COLD
  The PCs sense a change in the air around them and are 
  suddenly gripped by a piercing cold. Lights flicker and die 
  and the coms are flooded with static. This is the djinn in its 
  ethereal form examining the PCs. Have all PCs try to beat the 
  djinn in an opposed empathy vs the djinn's mystic powers 
  6. Failure means suffering 2 points of stress.  The event is 
  over as quickly as it started. The lights come alive again, and 
  the coms work like they should.
  Cost: 1 DP
  y AYDA THE DECKHAND
  Ayda is one of three surviving crew members, and the only 
  one willing to help the PCs to ensure her own survival. She 
  is hiding in the ventilation shafts and can show up whenever 
  the GM thinks it appropriate in  the story. Ayda is a formi-
  dable ally – she knows that Atallah has cut the power to the 
  bridge from the machine halls and that Kolb has barricaded 
  himself in the workshop, and she has seen one of the palace 
  guards in the bow.
  Cost: 0 DP
  19
  ACT 2
  
  07
  06
  05
  08
  11
  10
  09
  09
  ORUN II
  CLASS: IV
  BUILT: Halgria, CC 22
  CREW: 6 (12)
  LENGTH: 312 m
  LOAD CAPACITY: 3,000 tons
  ORUN II – GM MAP
  THE DYING SHIP
  20
  THE BEAMS
  4. Elevator shaft A
  5. Cargo beams
  6. Workshop (where Kolb 
  has barricaded himself)
  7. Elevator shaft B
  THE BOW
  8. Crew's quarters
  9. Airlocks (sabotaged, unusable)
  10. Bridge (Captain Rajtun can be found here)
  11. Observatory (containing the sarcophagus 
  with the princess of Kah and one of her palace 
  guards)
  
  01
  02
  05
  04
  03
  03
  ICE HAULER MODEL
  EP: 6
  HP: 9
  MANEUVERABILITY: -2
  SIGNATURE: +2
  ARMOR: 7
  SPEED: 1
  MODULES: Bridge, reactor, graviton projector, cargo mod-
  ules x 12, cabins x 2, service module, workshop, mining 
  station module.
  FEATURES: Advanced workshop, salvage unit, external 
  cargo.
  21
  ACT 2
  THE STERN
  1. Machine halls (where 
  Atallah is holed up)
  2. Service central
  3. Airlocks
  
  SPACE COMBAT
  The PCs may anticipate the arrival of the mercenaries and 
  leave some of their own crewmembers back on their ship 
  to wait for an attack. If this is the case, the mercenaries will 
  lock their weapon systems on the PCs' ship and threaten to 
  attack them if they are not allowed to dock with Orun II. If 
  their demands are not met, they will open fire and engage 
  the PCs' ship in space combat. Use the space combat rules 
  in the Rulebook. If the player group is divided between their 
  own ship and Orun II, you can cross-cut between the parties 
  turn by turn.
  ZUBEYDA, THE MERCENARIES' SHIP
  CLASS: III
  EP: 5
  HP: 6
  MANEUVERABILITY: +1
  SIGNATURE: 0
  ARMOR: 6
  SPEED: 3
  MODULES: Docking module, hangar, cabins, medlab, 
  stasis module, countermeasure dispenser, accelerator 
  cannon, autocannon, torpedo room
  FEATURES: Heavy armor, turbo projector
  THE ENEMY OF MY ENEMY?
  The mercenaries are the scenario's wildcard. They 
  can be the PCs' most dangerous enemies or their 
  most important allies, depending how they choose 
  to handle them. As the mercenaries aren't expecting 
  any serious resistance, the djinnbound could come 
  as a surprise for them, which makes them a good 
  bait to distract the djinn and the possessed crew 
  members from the actions of the PCs. The merce-
  naries have no reservations whatsoever about kill-
  ing everyone in their path.
  y ATALLAH'S MESSAGES
  Chief engineer Atallah has realized what is going on onboard, 
  and has made it his mission to make sure the ice hauler never 
  makes it to Coriolis with its deadly cargo. He has therefore 
  locked himself in the machine halls and turned off the power 
  supply to most of the ship. When Atallah finds out that the 
  PCs are onboard and that they are trying to save the ship, 
  he will hack the onboard coms and transmit warnings across 
  the ship in a dark and ominous voice: 
   
  ◆ ”Turn around! This ship is doomed and at the mercy of the Icons.”
   
  ◆ ”The darkness is loose onboard. Leave us and live out your 
  days in peace.”
   
  ◆ ”Believe me, I am your friend. There is djinni onboard and no 
  way to stop it!”
   
  ◆ ”Fools! Run! We steer for death!”
  Cost: 0 DP
  y THE PALACE GUARD ATTACKS!
  One of the three djinnbound palace guards attack one or 
  more PCs when they least expect it.
  Cost: 1 DP
  THE DYING SHIP
  22
  
  y METEOROID!
  A stray meteoroid from the Eye of Anubar hits Orun II, causing 
  explosive decompression somewhere on the ship.
  Cost: 2 DPs
  y THE MERCENARIES ARRIVE
  Just as the PCs seem to be getting matters under control, 
  something unexpected happens. Another ship docks with 
  Orun II and a heavily armed mercenary strike team starts 
  to work its way through the ship. Their objective is to 
  locate the drug stash and bring it back to the Syndicate on 
  Coriolis. This is, of course, the same mercenary team the 
  PCs encountered at the beginning of the scenario (when 
  they tried to get the coordinates for Orun II). The five 
  mercenaries will dock with the part of the ship where the 
  PCs are located. If the airlock doors are locked, they will 
  blow them open with breach charges, causing explosive 
  decompression in the nearby sections before the security 
  doors have time to close. After that, they will advance 
  through the ship, neutralizing any resistance they run into. 
  They know nothing of the djinnbound or the princess of 
  Kah – and they don't care. To them, this is an easy job – 
  find the cargo, get back home. The only problem is that 
  the drugs are taped to the stasis pods in the observatory, 
  where both the djinn and the palace guards are waiting 
  for them...
  Cost: 3 DPs
  CHARACTERS
  The characters involved in the scene are described below.
  ATALLAH ARD, ENGINEER
  Tall, lanky with a polished scalp. Atallah has always known that he 
  wanted to work with machines, and now he does. Onboard Orun II, 
  only Atallah knows what all the different systems are for, what quirks 
  and glitches there are, and how the old Berdal units work. He finds 
  it difficult to interact with other people, but has actually got a fiancé 
  back in the Icon City – a fact that would shock his co-workers if they 
  knew about it, but since Atallah spends most of his time studying 
  ancient engine blueprints in his cabin, the chances of anyone finding 
  out are slim. During the current crisis onboard, Atallah has locked 
  himself in the machine halls and severed the power supply to the 
  front of the ship. He has realized that there is no safe way to stop the 
  djinn, and has therefore set Orun 
  II on a course toward the Eye of 
  Anubar to prevent the darkmorph 
  from reaching Coriolis.
  CHARACTERISTICS: Fiddles with 
  medallion
  THREE QUIRKS:
   
  ◆ Blank stare
   
  ◆ Hunched back
   
  ◆ Speaks in a low, solemn voice
  ATTRIBUTES:
  STRENGTH 4, AGILITY 4, WITS 4,
  EMPATHY 2
  HIT POINTS: 8
  MIND POINTS: 6
  REPUTATION: 5
  SKILLS: Data Djinn 3, Force 1, Melee  
  Combat 2, Observation 2, Technology 3
  ARMOR: -
  WEAPONS: Dura knife
  GEAR: Toolkit, computer.
  KOLB ZIR, STEVEDORE AKBAR AND ICE SPECIALIST
  Orun II's cargo specialist is a man named Kolb, a large and usually 
  good-humored Miran. Since Orun II is exclusively hauling ice, Kolb 
  prides himself on having become something of an ice aficionado. 
  Except for Captain Rajtun, Kolb has been on Orun II the longest, but 
  he dreams of buying a home in the Spire on Coriolis someday. Kolb 
  is also the ship's chef and is praised onboard for his Miran spe-
  cialities. During the djinn crisis, Kolb has barricaded himself in the 
  midships workshop, armed with a pulse drill. He can see no way out 
  of his predicament and trusts no one. 
  CHARACTERISTICS: Angry, nervous
  THREE QUIRKS:
   
  ◆ Wide eyes glowing with paranoia
  23
  ACT 2
  
   
  ◆ Shouts angrily at everyone to stay away from him
   
  ◆ Waves his pulse drill around, ready to use it
  ATTRIBUTES:
  STRENGTH 4, AGILITY 3, WITS 4, EMPATHY 3
  HIT POINTS: 7
  MIND POINTS: 7 (lowered to 3 because of the crisis)
  REPUTATION: 5
  SKILLS: Dexterity 3, Force 2, Melee Combat 2, Pilot 2, Technology 1
  ARMOR: Exo shell (2)
  WEAPONS: Pulse drill (Bonus +1, INIT -1, weapon damage 2, CRIT 1)
  GEAR: Remote controlled exo (Kolb can use it for remote maneu-
  vers). Controlled from Kolb's own exo (PILOT skill), 5 HPs, Armor 
  (2), two m-doses.
  CAPTAIN ARDUL RAJTUN
  Old, proud and bitter. Captain 
  Ardul Rajtun has only one love in 
  his life – his ship, Orun II. Rajtun 
  is the reason for the catastrophe 
  onboard – he opened the prin-
  cess's sarcophagus and let the 
  djinn loose onboard. He was the 
  first to become possessed by the 
  djinn Kh'oudour, who forced him 
  to murder first officer Zarkavan 
  after she realized what was about 
  to happen. Although the old man 
  is under the control of the djinn, 
  he has been trying to fight it with 
  all his strength. If someone man-
  ages to break through the djinn's 
  control, the spell can be broken 
  for a short while. This can, for 
  example, happen if the PCs try 
  to appeal to the Captain's 
  reason. Passing a hard (-2) 
  MANIPULATION test breaks 
  the djinn's control of the captain for D6 turns. If the 
  deckhand Ayda is present, the roll is normal instead 
  of hard. When the Captain is himself, he will do anything to set a 
  course for Coriolis again and will gladly cooperate with the PCs.
  CHARACTERISTICS: Military posture, always in uniform
  THREE QUIRKS: 
   
  ◆ Pitch black eyes
   
  ◆ Dead, monotonous voice (when possessed)
   
  ◆ Sits in his chair, staring blankly straight ahead
  ATTRIBUTES:
  STRENGTH 3, AGILITY 3, WITS 4, EMPATHY 4
  HIT POINTS: 6
  MIND POINTS: 8
  REPUTATION: 7
  SKILLS: Command 5, Manipulation 3, Medicurgy 2, Ranged 
  Combat 2
  THE DYING SHIP
  24
  
  TALENT: Zero-G Training
  ARMOR: Uniform (1)
  WEAPONS: Vulcan pistol
  GEAR:  2 m-doses, vibro ammo
  (all targets get +2 to Armor/Cover)
  AYDA LEON, DECKHAND
  Ayda is only nineteen, making her 
  ”the kid” to  the rest of the crew. She is 
  short, somewhat scrawny, and wears 
  her short, dark hair in a knot. She is 
  dressed in the official Melem Gesurra 
  dark blue work overalls, with the 
  pockets overflowing with tools and 
  useful gadgets. Ayda is originally from 
  the Conglomerate slums, but 
  grit and Captain Rajtun's trust 
  saw her dreams of travelling 
  the stars become a reality. Ayda 
  idolizes the captain, as he is one of the few decent people she has 
  met in her life, and will try her hardest to rescue him from the djinn. 
  Ayda has hidden herself in the vent and maintenance shafts running 
  through the ship. Her goal is to escape Orun II alive, make it back to 
  Coriolis and find employment on a new ship. 
  CHARACTERISTICS: Tattooed forearms
  THREE QUIRKS:
   
  ◆ Twirls a power spanner around her fingers
   
  ◆ Sighs and stares sceptically when someone makes a stupid 
  suggestion
   
  ◆ Moves carefully, peeking around corners before turning
  ATTRIBUTES:
  STRENGTH 3, AGILITY 5, WITS 4, EMPATHY 3
  HIT POINTS: 8
  MIND POINTS: 7
  REPUTATION: 2
  SKILLS: Force 3, Technology 2, Melee Combat 2, Dexterity 3
  TALENT: Exo Specialist
  ARMOR: -
  WEAPONS: Big power spanner (INIT -1, weapon damage 2, CRIT 2)
  GEAR:  Deckhand talisman, tools.
  PALACE GUARD
  The three tall palace guards were once part of the security staff 
  of the long since dead diryad in the Kuan jungles (see the scenario 
  background). They accompanied the cursed woman as bodyguards 
  on her journey to the healer in the asteroid belt. They were fiercely 
  loyal then, and still are today. Three centuries of djinn dreams have 
  made them insane beyond any form of return to sanity. Their only 
  goal is to protect the princess/the djinn and will die doing so if that 
  is necessary. 
  THREE QUIRKS:
   
  ◆ Stand absolutely still, or move around with azuk-like agility
   
  ◆ Emit low, rattling sounds
   
  ◆ Wear expressionless masks
  ATTRIBUTES:
  STRENGTH 6, AGILITY 2
  HIT POINTS: 14
  SKILLS: Force 3, Melee Combat 4, Dexterity 5
  ARMOR: 6
  WEAPONS: Mercurium sword, claws (INIT +2, weapon damage 3, 
  CRIT 3)
   
  ◆ WHIRLWIND STRIKE: The palace guards can swing their blades in 
  a wide arc and hit two targets within Close range of each other 
  with one attack (slow action).
  COST: 1 DP
   
  ◆ AZUK LEAP: From standing still, the palace guards can perform 
  leaps up to ten meters long and five meters high as a reaction 
  instead of parrying a melee attack.
  COST: 1 DP
   
  ◆ ICY GRIP: The palace guards can perform MELEE COMBAT attacks 
  with their claws, inflicting stress instead of damage. Negates 
  armor.
  COST: 1 DP
  25
  ACT 2
  
  When Act 3 begins, Orun II is dying. The actions of the PCs 
  will determine the fate of the ship – will they save the ship 
  and its crew, escape empty-handed or perish alongside the 
  hauler in the Eye of Anubar?
  there are several ways to complete the sce-
  nario:
   
  ◆ The PCs could banish or capture the djinn
   
  ◆ The PCs could destroy the djinnbound and thereby 
  defeat the djinn
   
  ◆ The PCs could turn the ship around toward Coriolis 
  and save it from destruction
   
  ◆ The PCs could save the surviving crew members 
  (Kolb, Atallah and Ayda)
   
  ◆ The PCs could escape and leave Orun II to its fate
  INTO THE STORM
  The third act begins when Orun II reaches 
  the edge of the meteor swarm. It will start 
  with a deafening crash as a large rock hits 
  the ship, causing it to start rotating around 
  its own axis. After the first hit, more, smaller 
  meteoroids will start colliding with the hauler, 
  one by one. The hull starts to creak and tear 
  from the strain. Furniture and loose objects 
  will fly around everywhere. If the power to the 
  bow has been re-engaged, cables and wires 
  will start to explode, spreading smoke and 
  fire throughout the ship.
  THE SITUATION
  It is up to you as the GM to decide when the 
  hauler reaches the swarm. Consult the timeframe 
  established by the PCs' navigation roll in Act 1, 
  but don't be too kind! Sooner or later, Orun II 
  will reach the Eye of Anubar and unless the PCs 
  are extremely efficient, they will not manage 
  to turn the ship around before that happens. 
  Entering the Eye does not mean that all hope 
  is lost, however – if the Icons are willing, there 
  might still be a way to save the day.
  After the first few hits (which won't affect 
  the ship in any serious way), you can spend 1 
  DP to have a big meteoroid hit the ship. For 
  each hit, the effects are as follows:
   
  ◆ First hit: One section of your choice is destroyed. 
  Complete decompression.
   
  ◆ Second hit: One section of your choice is 
  destroyed. Complete decompression.
   
  ◆ Third hit: The gravity systems are destroyed.
   
  ◆ Fourth hit: The ship is broken in two. The work-
  shop is destroyed, the ice blocks are scattered 
  everywhere, and both the bow and the stern 
  starts rotating around their axes.
   
  ◆ Fifth hit: A chain reaction of explosions rip 
  through the ship. Orun II will be reduced to 
  atoms within two minutes.
  THE DJINN AWAKENS
  Eventually, the djinn will manifest itself in physical 
  form. Seeing the mighty darkmorph materialize 
  is a horrifying sight. All witnesses must make a 
  demanding (-1) empathy test. Those who fail are 
  stricken with fear and suffer 2 points of stress. 
  The djinn will pace about the room, stare at the 
  PCs with sinister eyes, and talk about them as 
  tiny bugs before the might of Kh'oudour.
  ACT
  3
  EYE OF ANUBAR
  THE DYING SHIP
  26
  
  DARKNESS POINTS
  The GM receives 3 additional DPs at the beginning of Act 3.
  THE SITUATION
  There are a few different ways to play the confrontation 
  with the djinn:
   
  ◆ The PCs could speak to the djinn in the hopes of persuading it 
  to leave the ship.
   
  ◆ The PCs could choose to fight the djinn to destroy it for good.
   
  ◆ The PCs could try to banish the djinn, either with the help of 
  Mister Kembouri or on their own.
  y SPEAKING WITH THE DJINN
  Although it isn't easy, it is possible to communicate with 
  Kh'oudour. The djinn speaks Zeni with a guttural pronuncia-
  tion but keeps switching to some ancient, unintelligible tongue 
  to deliver long bursts of malicious-sounding curses. Patient 
  PCs can eventually find out that the djinn only wants to get 
  to Coriolis, and has no interest at all in Orun II or its crew. If 
  they can present some form of acceptable compromise – for 
  example, offering to take the djinn off Orun II and onto 
  the PCs' (or the mercenaries') ship – the djinn will 
  consider the offer, but only on one condition: Captain 
  Rajtun must come with Kh'oudour (he is the djinn's 
  new primary host).
  y FIGHTING THE DJINN
  It is possible to defeat Kh'oudour in combat, but it 
  will be difficult. The djinn can only be damaged by 
  fire, holy objects or mystical powers. Clever PCs 
  can construct a makeshift flamethrower to aid 
  them, for example from tools from the workshop 
  or the service central.
  y BANISHING THE DJINN
  PCs with at least 1 point in culture will know that 
  there are several established ways of banishing a 
  djinn, and can use their tabulas to find the right 
  information. They could also ask Mister Kembouri 
  for the information (if they don't, he will tell them 
  anyway). Give the players Player Handout 6.
  27
  ACT 3
  
  FACING THE DJINN
  There is a good chance that the PCs will face the djinn in a 
  confrontation of some sort toward the end of the scenario. 
  This will be the dramatic finale – make it a proper nail-
  biter! Use the meteoroid bombardment and Kh'oudour's 
  mystical powers as much as possible. Maybe the djinn will 
  take the form of one of the PCs, or a person one of them 
  loves? It could even possess a character in the group with-
  out the others noticing it! There are many ways to use the 
  players' paranoia to create an epic ending!
  The details regarding banishing the djinn are left up to the group. 
  Let them use their imagination and make sure that Kh'oudour 
  and its puppets never leave them alone during the ritual. 
  CHARACTERS
  The characters involved in the scene are described below
  KH'OUDOUR THE DJINN
  The djinn inhabits that which once was the princess of 
  Kah. It has control over the three palace guards and the 
  unlucky Captain Rajtun, who was foolish enough to open 
  the princess's sarcophagus. Kh'oudour's physical form 
  is that of the princess herself, dressed in a beautiful, red 
  silk djellaba and wearing a hint of a smile under obsid-
  ian eyes. Kh'oudour can change form at any time, from 
  human to animal or to whirlwind. When the djinn is in 
  physical form, it can be harmed as if it were a normal 
  human, but only fire, holy items and mystical powers can 
  harm it in its true form.
  GOAL: Getting back to the Kuan jungles and finding Kah. It will use 
  all of its powers to achieve this goal, regardless of who gets hurt in 
  the process. If the djinn makes it back to Coriolis, it will hide away 
  and try to find a new host body to take it down to Kua.
  ATTRIBUTES:
  STRENGTH 6, AGILITY 4, WITS 4, EMPATHY 4
  HIT POINTS: 10
  MIND POINTS: 8
  SKILLS: Mystic Powers 6, Melee Combat 6, Dexterity 4
  ARMOR: -
  WEAPONS:.-
  GEAR: -
   
  ◆ MORPHOSIS: The djinn can change its form at the cost of 1 DP. The 
  change takes one turn. The physical aspects of the change differ 
  from djinn to djinn.
   
  ◆ FLAMING VEIL: Kh'oudour can wrap a veil of mystical fire around 
  itself and use it to attack opponents within Close range (Fire 5). 
  Costs 1 DP per target.
   
  ◆ CONCERNING FIRE: As soon as a PC takes 1 or more points of damage 
  from the fire, her clothing will catch fire as well, continuing to cause 
  THE DYING SHIP
  28
  
  damage after the fire attack itself. Putting out burning clothing 
  requires a successful DEXTERITY test by the burning PC (or someone 
  else within Close range). Armors may be tested. The CRIT value of 
  fire is 1.
   
  ◆ POSSESS: The djinn can possess people. This requires a successful 
  MYSTIC POWERS roll and 1 DP. The only way to resist a possession is 
  with MYSTIC POWERS or holy objects.
   
  ◆ TRUE FORM: When a djinn is subjected to blessed talismans, sand 
  from an abba or holy relics, it reverts to its true form, which is usu-
  ally invisible or as a whirlwind. Someone with CULTURE will know this.
  THE END
  How it all ends is at the mercy of the Icons. Will the PCs 
  manage to turn the ship around while battling the djinn 
  at the same time? Will they let the djinn escape with the 
  possessed Captain Rajtun or will they fight to their last 
  breath? Regardless of how the scenario ends, the story 
  about the princess of Kah will be over. The Firstcome 
  woman and her escort have been in stasis for well over 
  three centuries – it is a miracle that they are alive at all 
  – but no matter if the djinn is banished, destroyed or 
  allowed to leave the ship, they will finally go to their last 
  rest. If the PCs complete the mission, they will receive 
  their promised reward as well as Melem Gesurra's grat-
  itude. Not everyone will be happy to see them succeed, 
  however – if the mercenaries failed in their mission, the 
  Syndicate will regard the PCs with bitter hostility. If Mister 
  Kembouri and/or Ayda the deckhand survived, they will be 
  very grateful to the PCs and more than willing to assist 
  them on further adventures.
  29
  ACT 3
  
  DR WANA
  Exiled archaeologist and captain
  The truth is everything. You have dedicated 
  your life to solving the mysteries of the Third 
  Horizon. It has been a lonely life, and sure, you 
  have used some unconventional methods, but 
  at the end of the day, results are what count 
  and you are second to none when it comes to 
  reaching your goals. Today, you are the captain 
  of a crew that shares your view of the world – 
  nothing can stop you now.
  DR ARMITA WANA
   
  ◆ CONCEPT: Scientist (Archaeologist)
   
  ◆ POSITION: Captain
   
  ◆ ICON: The Dancer
   
  ◆ PROBLEM: Rival (a graverobber from Algol)
  ATTRIBUTES:
  STRENGTH 2, AGILITY 4, WITS 4, EMPATHY 3
  HIT POINTS: 6
  MIND POINTS: 7
  REPUTATION: 7
  SKILLS: Culture 3, Science 3, Observation 2, Manipulation 2, 
  Ranged Combat 1, Command 1
  TALENTS: Truthseekers (Group talent), Wealthy Family, The 
  Dancer's Talent.
  ARMOR: -
  WEAPONS: Accelerator pistol
  GEAR: Proximity sensor, portable laboratory, library database, 
  medkit, exo shell.
  y RELATIONSHIP TO THE OTHER PCS:
   
  ◆ Zebo: A skilled engineer who takes life a little bit too lightly.
   
  ◆ Rouya: A rock when things look bad, but her moral compass 
  seems a bit questionable.
   
  ◆ Samioh: The shrewdest manipulator you have ever met – not 
  even you are immune to his charm.
   
  ◆ Nima: Reliable and worth listening to, but you know that he'd 
  rather be somewhere else. 
  y BACKGROUND
  You used to be one of the most prominent archaeologists 
  in the Kua system, working a lucrative Foundation contract. 
  During an expedition to Border Space, your curiosity got the 
  better of you and you broke a Legion blockade in the name 
  of science. Your transgression cost you everything – your job 
  and the respect of your peers. Now, you will do anything to 
  reclaim your honor.
  THE DYING SHIP
  30
  
  ZEBO
  Deeply religious engineer
  You owe everything good in your life to the 
  Icons. You were on the wrong path and it 
  almost got you killed, but no longer. Today, you 
  take great pride in tending meticulously to the 
  graviton projector, but your greatest mission 
  is to make sure your friends always walk in the 
  holy light of the Icons.
  ZEBARAIMAS ”ZEBO” HUTUL
   
  ◆ CONCEPT: Shipworker (Engineer)
   
  ◆ POSITION: Engineer
   
  ◆ ICON: The Gambler
   
  ◆ PROBLEM: Arrash addiction
  ATTRIBUTES:
  STRENGTH 4, AGILITY 3, WITS 5, EMPATHY 3
  HIT POINTS: 7
  MIND POINTS: 8
  REPUTATION: 2
  SKILLS: Technology 3, Melee Combat 2, Force 2, Mystic Power 1
  TALENTS: Truthseekers (Group talent), One Mystical Power, The 
  Gambler's Talent
  ARMOR: -
  WEAPONS: Power sledge
  GEAR: Tools, power glove, arrash, hyper roap, exo shell.
  y RELATIONSHIP TO THE OTHER PCS:
   
  ◆ Dr Wana: The ship's akbar. Smart and tough, but sometimes a 
  bit too demanding...
   
  ◆ Rouya: Competent and absolutely lethal, but she seriously 
  needs to relax!
   
  ◆ Samioh: A vain fool with a heart of gold. Like a brother to you. 
   
  ◆ Nima: Thinks he's still a fighter jock, and you like to tease him 
  about that.
  y BACKGROUND
  Born on Ehad in the distant Eanu system. You used to be a 
  smuggler, a criminal, but this is not something you like to 
  talk about – the past is the past. After witnessing the ugliest 
  that humanity has to offer, something broke inside you and 
  the Darkness almost got hold of your soul – but the Icons 
  saved you. You know now that you have a higher calling and 
  a responsibility to never let your friends and fellow believers 
  down. You will never go back to your old life.
  31
  PLAYER CHARACTERS
  
  SAMIOH
  Thrill-seeking courtesan
  You are a social chameleon – just as 
  comfortable in the corridors of power as in the 
  opor dens in the Mulukhad. You have mastered 
  the many arts of courtesanship, but adventure 
  is what you really hunger for, and so you have 
  joined this odd group of travellers. You are 
  very different from each other, but you are all 
  searching for something together.
  SAMIOH AMIN
   
  ◆ CONCEPT: Artist (Courtesan)
   
  ◆ POSITION: Sensor operator 
   
  ◆ ICON: The Messenger
   
  ◆ PROBLEM: Powerful enemy (a dignitary on Coriolis)
  ATTRIBUTES:
  STRENGTH 2, AGILITY 4, WITS 3, EMPATHY 5
  HIT POINTS: 6
  MIND POINTS: 8
  REPUTATION: 5
  SKILLS: Manipulation 3, Observation 2, Infiltration 2, Culture 1, 
  Data Djinn 1, Ranged Combat 1
  TALENTS: Truthseekers (Group talent), Seductive, The 
  Messenger's Talent
  ARMOR: -
  WEAPONS:  Vulcan cricket
  GEAR: Tabula, Dabaran wine, elegant clothing, com link, exo shell.
  y RELATIONSHIP TO THE OTHER PCS:
   
  ◆ Dr Wana: Smart and courageous, but not your type.
   
  ◆ Rouya: Secretive and sharp. You really like her!
   
  ◆ Zebo: The heart of the ship. You would die for him.
   
  ◆ Nima: A bit odd, mostly interested in machines. You have never 
  really clicked.
  y BACKGROUND
  You were the most gifted student in years at the Bulletin's 
  Lyceum of Propaganda on Coriolis. If your parents would have 
  had their way, you would probably have been the governor 
  of some Kuan jungle province by now, but your curiosity and 
  lust for life took you in another direction. You are not only 
  sharper than a mercurium blade, but also more beautiful than 
  a Miran sunset. After some hard partying and more than a 
  few sinful affairs, your fate became clear to you – you were 
  destined for the noble profession of the courtesan.
  THE DYING SHIP
  32
  
  ROUYA
  Disillusioned ex-Legionnaire
  You are the rock of the crew and the only one 
  with any kind of leadership capabilities. You 
  have commanded soldiers in combat in dark 
  jungles, over vacuum steppes and through 
  frozen deserts, but now you are here – part of a 
  crew whose goals and directions sway like reeds 
  in a Kuan storm. 
  ROUYA GHALLAB
   
  ◆ CONCEPT: Soldier (Legionnaire)
   
  ◆ POSITION: Gunner
   
  ◆ ICON: The Judge
   
  ◆ PROBLEM: Wanted by the Legion
  ATTRIBUTES:
  STRENGTH 4, AGILITY 5, WITS 3, EMPATHY 2
  HIT POINTS: 9
  MIND POINTS: 5
  REPUTATION: 3
  SKILLS: Ranged Combat 3, Melee Combat 2, Force 2, Command 1, 
  Dexterity 1, Observation 1
  TALENTS:  Truthseekers (Group talent), Combat Veteran, The 
  Judge's Talent
  ARMOR: Light armour (4)
  WEAPONS: Legionnaire carbine, Vulcan pistol, dura knife
  GEAR: Concussion grenade, targeting scope (cybernetic), commu-
  nicator, exo shell.
  y RELATIONSHIP TO THE OTHER PCS:
   
  ◆ Dr Wana: Competent, but not akbar material. You know what 
  it takes to lead.
   
  ◆ Zebo: He means well but never shuts up.
   
  ◆ Samioh: More than a pretty face, someone you trust.
   
  ◆ Nima: Tormented by ghosts from the past, the one you are the 
  closest with onboard.
  y BACKGROUND
  You grew up in the Conglomerate slums on Kua. At an early 
  age, you learned that the most important thing in life is to 
  be strong, to survive. You joined the Legion and rose quickly 
  through the ranks.  You have commanded soldiers in combat 
  in dark jungles, over vacuum steppes and through frozen 
  deserts. If it hadn't been for the incident on Hamura, you 
  would probably still have been a Legionnaire – but you got 
  fed up with seeing innocent people die. You deserted and 
  left your old life. Today, your old colleagues hunt you like an 
  animal, but at least you are free.
  33
  PLAYER CHARACTERS
  
  NIMA
  Pilot ace with his best days behind him
  You used to be someone people envied, a 
  fighter pilot with the Nighthawks squadron. 
  Somehow, you must have angered the Icons, 
  and you lost everything. Today, you are a 
  shadow of your former self, but you still retain 
  the passion for your profession – and you're still 
  flying, that's all that matters.
  NIMA DOL-SOUFI
   
  ◆ CONCEPT: Pilot (Fighter pilot)
   
  ◆ POSITION: Pilot
   
  ◆ ICON: The Deckhand
   
  ◆ PROBLEM: Intense nightmares
  ATTRIBUTES:
  STRENGTH 3, AGILITY 5, WITS 3, EMPATHY 3
  HIT POINTS: 8
  MIND POINTS: 6
  REPUTATION: 6
  SKILLS: Pilot 3, Data Djinn 3, Ranged Combat 2, Technology 1, 
  Survival 1
  TALENTS: Truthseekers (Group talent), Djinn scope, The 
  Deckhand's Talent
  ARMOR: Flightsuit (1)
  WEAPONS:  Vulcan pistol
  GEAR: Flightsuit, talisman, hand jet, com link, exo shell. 
  y RELATIONSHIP TO THE OTHER PCS:
   
  ◆ Dr Wana: The boss, but smart enough to realize that she doesn't 
  always know best when it comes to the ship.
   
  ◆ Zebo: If he could only just be quiet sometimes!
   
  ◆ Samioh: Slippery like an eel. You don't trust him. 
   
  ◆ Rouya: A good person. Reminds you of your old squad mates 
  in the Nighthawks.
  y BACKGROUND
  Life was good: you had graduated as the best in your class 
  from the Zenith Aviation Academy and been handpicked to 
  join the Nighthawks. Every second in the cockpit felt like 
  heaven. You were one of the elite now, what could possibly 
  go wrong? Everything, it would turn out. A miscalculation, 
  a second's hesitation, and two of your squad mates were 
  dead. Dishonorable discharge. Shame and guilt drove you 
  deep into the depravity of the Mulukhad, and the following 
  months are hazy in your mind. But now you're flying again. 
  This ship is no Hawk, but sometimes, you forget where you 
  are and feel once again like a leaf on the wind in the Icons' 
  blessed darkness.
  THE DYING SHIP
  34
  
  35
  PLAYER CHARACTERS
  
  Excerpts from The Princess of Kah  
  and Other Wonderous Tales by Zurda dol-Murir
  Four centuries ago, a fantastical city was constructed deep in the Kuan jungles. 
  The city's name was Kah, and it was ruled by a fair and wise king. Culture, arts 
  and science flourished in Kah and the people lived in affluence. The king of Kah 
  had a daughter who was the center of his entire world. As the years went by, the 
  king aged and the princess grew up. One day, the princess went for a walk in the 
  shadow of the forest and disappeared. Many days passed and the princess did not 
  return. The king was beside himself with fear and grief. Soldiers combed the jungles 
  around the city but could find no trace of the missing princess. Kah was a city in 
  mourning. Early on a summer morning nearly a year later, the princess returned. 
  She had no memory of where she had been or of what had happened to her escort, 
  but all that mattered to the king was that his daughter was back. After a while, 
  the king started to notice that the princess was not quite herself. She was acting 
  increasingly strange and would often be found on the palace battlements, looking 
  out across the dark jungles surrounding the city. Her eyes darkened until they were 
  as black as soot. The king's best physicians treated her with their most costly cures, 
  but nothing seemed to work. The princess retreated inwardly and became a shadow 
  of her former self. 
  One day, the king received news about a sage living in the Kuan asteroid belt said 
  to be able to heal the darksick with his bare hands. Having run out of options, the 
  king assembled an expedition consisting of his three most advanced spaceships and 
  a crew of his most loyal warriors and healers. Onboard the flagship, the princess 
  was placed in a blessed sarcophagus and was soon asleep. That was the last time the 
  king saw his beloved daughter. The ships left for the great darkness and were never 
  seen again.
  Eventually, the king realized that the expedition had failed, and he was driven mad 
  with grief. He never recovered from the loss of the princess, and died soon after. 
  Kah started to crumble, and today, no one knows the location of the golden city. 
  Kah has been lost to the jungles, possibly forever.
  What happened to the princess of Kah is not known. Some say that she awoke 
  from the sleep and slew her escort in a fit of demented rage. Others say that she 
  was cured by the hermit in the belt but chose not to return to Kah. Maybe she is 
  still sleeping in her sarcophagus, travelling the Darkness Between the Stars for all 
  eternity.
  Player Handout 2
  PLAYER HANDOUTS
  
  1
  2
  3
  15 meter in diameter
  (no larger than 25) 
  Souldani vessel
  ON THE BANISHMENT OF DJINNI, BY ZOURTAN DAR-ZINNI
  The marid is the most powerful of all the djinni, and 
  a challenge to even the strongest and most blessed 
  of pilgrims. There are three methods of banishing a 
  marid: 
  Create an even circle by arranging seven incense 
  burners filled with Kuan myrrh. The circle must 
  have a diameter of at least 15 meters, but no larger 
  than 25. At the lighting of each of the seven burners, 
  read the creed of the Faceless One out loud.
  A marid needs a primary host organism, from and 
  through which it draws its power. If the primary 
  host is identified and burned according to the rite of 
  the Lady of Tears, the djinn will no longer be able to 
  draw power from the the organism and will return 
  to the Dark Between the Stars.
  If the djinn manifests itself in physical form, it can, 
  in some cases, be temporarily defeated by force and 
  then neutralized by capturing it in a souldani vessel.
  Player Handout 5
  THE DYING SHIP
  
  ORUN II
  CLASS: IV
  BUILT: Halgria, CC 22
  CREW: 6 (12)
  LENGTH: 312 m
  LOAD CAPACITY: 3,000 tons
  BRIDGE
  CREW'S QUARTERS
  OBSERVATORY
  WORKSHOP
  AIRLOCKS
  ELEVATOR SHAFT
  CARGO BEAMS
  MACHINE HALLS
  SERVICE CENTRAL
  AIRLOCK
  AIRLOCK
  ELEVATOR SHAFT
  CARGO BEAMS
  THE DYING SHIP
  PLAYER HANDOUTS
  
  ORUN II
  THE DYING SHIP
  PLAYER HANDOUTS
  
  Player Handout 4
  PLAYER HANDOUTS
  KAKINWENE'S LOG
  ■  66111-1600
  FINALLY ON OUR WAY FROM MERKUT. I HAVE NEVER LIKED THAT RUSTY EXCUSE  
  FOR A STATION. LOADING TOOK LONGER THAN EXPECTED, BUT WE ARE NOW HEADING 
  FOR CORIOLIS WITH A FULL LOAD OF ICE. MAY THE ICONS BLESS OUR JOURNEY  ■
  ■  66112-2300
  THE CAPTAIN AND REYNA PREPARED A PROPER FEAST IN THE MESS TODAY TO  
  CELEBRATE THE TRIP HOME. OR RATHER, MIRRA SLAVED IN THE KITCHEN AND THE 
  CAPTAIN AND REYNA SAT AROUND TELLING THE SAME OLD ANECDOTES ABOUT THE 
  GOOD OLD DAYS AS THEY ALWAYS DO. BUT IT WAS ALL RIGHT; DABARAN WINE,  
  FLAMING HOT ADANA AND FRESH GREENS CAN MAKE YOU STOMACH JUST ABOUT 
  ANYTHING  ■
  ■  66113-2200
  SOMETHING STRANGE HAPPENED TODAY. KOLB CAME BACK FROM A CARGO  
  INSPECTION WITH A STRANGE LOOK ON HIS FACE. HE TRIED TO WAVE IT OFF BUT WE 
  SAW THAT SOMEHING HAD HIM SHAKING IN HIS BOOTS. I ASKED HIM IF HE HAD 
  FOUND SOMETHING ODD BUT ALL HE SAID WAS, “THE CAPTAIN HAS IT UNDER  
  CONTROL”, AND THAT WAS IT  ■
  ■  66113-0230
  WOKE UP TO SCREAMING ALARMS. ATALLAH WAS ALREADY IN THE SERVICE CENTRAL 
  LOOKING ANXIOUSLY AT THE CARGO MONITORS. HE MUTTERED SOMETHING ABOUT 
  HOW THE CAPTAIN SHOULDN'T BE PLAYING WITH THINGS HE CAN'T HANDLE  ■
  ■  66114-1630
  I DON'T KNOW WHAT IS GOING ON ANYMORE. ATALLAH HAS LOCKED HIMSELF IN THE 
  MACHINE HALLS. THE CAPTAIN IS UNRECOGNIZABLE. I HEARD KOLB OVER THE COMS 
  SAYING THAT KIRIN AND REYNA ARE DEAD. I FEEL THE SHIP CHANGING COURSE. THE 
  EMERGENCY LIGHTING JUST SWITCHED ON. SOMETHING TERRIBLE HAS HAPPENED  ■
  ■  66114-2330
  WE ARE LOST. MAY THE ICONS HAVE MERCY  ■
   
  
  TO: The crew of the Narzalus
  FROM: Adzem Kembouri
  SUBJECT: A lucrative mission
  My name is Adzem Kembouri and I represent a mighty client based on Coriolis. I write 
  to you with a matter of the utmost importance, demanding the greatest discretion. My 
  contacts have informed me that you are both competent and discreet, and thus I desire 
  to speak with you.
  Thirteen hours ago, my clients lost contact with one of their ice haulers out in the 
  asteroid belt. The name of the ship in question is Orun II and my clients have assured 
  me that she is manned by a skilled and reliable crew, which makes the matter even 
  more strange. After closer examination, my clients managed to locate the silent hauler 
  and have discovered that it is on a collision course with the asteroid swarm the Eye of 
  Anubar!
  My clients are trying to keep the matter free from government interference, and I am 
  now looking to hire a professional crew to intercept Orun II and secure my clients' crew 
  and property. As it is a mission with a certain amount of risk attached to it, you will be 
  generously rewarded for your time.
  Meet me at the beginning of the third watch at Wahib's Cantina on the Ring. We need to 
  discuss the details face to face.
  May you always walk in the light, 
  Your humble servant, 
  Adzem Kembouri
  THE CREW OF ORUN II
  ARDUL RAJTUN 
  ≈ CAPTAIN ≈
  KAKINWENE RABOLBOUR  
  ≈ ENGINEER ≈
  REYNA ZARKAVAN  
  ≈ FIRST OFFICER  ≈
  KOLB ZIR   
  ≈ STEVEDORE AKBAR  ≈
  KIRIN BOR   
  ≈ SECOND OFFICER  ≈
  MIRRA TOULI  
  ≈ STEVEDORE  ≈
  ATALLAH ARD  
  ≈ CHIEF ENGINEER  ≈
  LASAR ULBA   
  ≈ STEVEDORE ≈
  AYDA LEON    
  ≈ DECKHAND ≈
  Player Handout 1
  Player Handout 3
  THE DYING SHIP
  
  9 789187 222580
  ISBN 978-91-87222-58-0
  ISBN 978-91-87222-58-0
  It was hot, he was sweating heavily, and the exo felt bulky and unresponsive. 
  He let the headlights of the suit sweep across the hull before him. The  
  enormous ship was dark and looked abandoned.
  The com crackled in his helmet and he heard Rouya’s distorted voice: 
  ”Zebo, what do you see?”
  He moved through the vacuum toward the seemingly derelict hauler, with 
  only a thin cable connecting his exo to the shuttle and his friends behind him. 
  His headlights illuminated big letters painted on the hull.
  ”It’s Orun II, we’ve found her. But I see no signs of life onboard.  
  Something is obviously very wrong.”
  He was only a few meters from the hull now. The coms crackled with some 
  form of interference and Rouya’s voice disappeared in static. Then, the lights 
  on his exo went out. 
  He reached the hull with a light thud. Everything was silent except for 
  his own heavy breathing, quickly fogging up the visor of his helmet. He was 
  alone now.
  The ice hauler Orun II has stopped responding to hails, and has changed course 
  towards a deadly asteroid cloud. The player characters are tasked with intercepting 
  the heavy freighter to find out what has happened onboard and bring it back to 
  Coriolis safely. What is hiding aboard the silent hauler and what has happened to 
  her crew?
  In this full-length adventure, the players get to explore the mystery of the dying 
  ship, confront an ancient secret - and hopefully live to tell the tale. The contents 
  include:
  freeleaguepublishing.com/coriolis 
  modiphius.com/coriolis
  CORIOLIS™ Copyright© 2017 
  Paradox Interactive AB. All rights 
  reserved. www.paradoxplaza.com 
  MUH051167
   
  ◆
  An exciting and action-packed sce-
  nario taking place on Coriolis, in 
  space and onboard the dying ship
   
  ◆
  Ship plans for the ice hauler 
  Orun II
   
  ◆
  Several player handouts
   
  ◆
  Practical tips for the Gamemaster
   
  ◆
  Five pre-made characters, ready 
  to be used right away
  
SOURCE: textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - The Dying Ship.pdf