TEXT: 1
  Written By Gareth Hanrahan
  Traveller
  The PiraTes of Drinax
  finale
  Preparation
  You’ll need to print out a copy of Appendix 3 to keep 
  track of which worlds have joined the new Kingdom, and 
  Appendix 4 as a quick reference for the negotiations. We 
  also strongly recommend you print out the subsector maps 
  of the Sindal, Tobia, Tlaiowaha and Borderland subsectors 
  (or grab the Trojan Reach Map Pack) and have a very big 
  pile of dice to hand…
  Alea iacta est. 
  - 
  Julius Caesar, on the occasion of crossing the 
  Rubicon
  Finale is the tenth and last adventure in the Pirates of 
  Drinax campaign. If you are a player in this campaign, STOP 
  READING NOW! If you are a referee, then you should first read 
  The Pirates of Drinax Campaign document to get an overview 
  of the campaign. 
  This adventure takes place in the Sindal, Tobia, Tlaiowaha 
  and Borderland subsectors of the Trojan Reach. The year is 
  assumed to be 1105. The adventure begins and ends on Drinax.
  
   
  2
  aDvenTure synoPsis
  A major event is about to draw dignitaries and rulers from across 
  the Trojan Reach to the Floating Palace. The ruler of Drinax 
  decides that the time has come, and dispatches messengers 
  to prospective allies across the sector. Depending on the 
  policies of the new kingdom, and the past actions of the player 
  characters, some, all or none of these worlds may join Oleb’s 
  banner. 
  Once the new Kingdom has gathered its allies, it must force 
  concessions from both the Third Imperium and the Aslan 
  Hierate. In order to do that, it needs to be able to squeeze the 
  vital trade routes across the Trojan Reach, and prove that it is 
  less trouble to recognise Drinax as an independent kingdom 
  than it is to launch a fleet of warships to crush the nascent polity. 
  That means the player characters must arrange the fighting 
  forces of their allies and pirate fleets along the trade route in 
  sufficient numbers to block travel.
  With the Hierate and the Imperium dragged to the negotiating 
  table, the player characters must secure the future of their new 
  policy. Who do they ally with? What do they give up?
  Finally, the new Kingdom faces its first test – a splinter faction 
  of Aslan decides to crush the insolent humans who have dared 
  claim territory on their borders. Can a motley fleet of ex-pirates 
  and uncertain allies stand firm against the fury of the Aslan?
  Before You Begin…
  Ensure you have answers for the following questions:
  •	
  Are you ready to end the campaign?
  •	
  Are the players ready to end the campaign?
  •	
  Do you know the rough strength of the player characters’ 
  fleet?
  •	
  Do you know the rough attitudes of the various worlds near 
  Drinax?
  •	
  Do you recall what happened in the previous adventures?  
  •	
  Who rules Drinax?
  Running this Adventure
  Even more than the other parts of the campaign, Finale is a 
  framework. There is a lot of dice-rolling and chart-checking, but 
  that is to provide context and weight to the drama of the players’ 
  actions. Marry every throw of the dice to a decision, or scene 
  for the players to roleplay, or an opportunity to add detail or 
  colour to the setting. For example, when making a Recruitment 
  roll (p. 05), do not just say ‘all right, roll 9+ to have Oghma 
  join the Kingdom’; describe instead how a snarling barbarian 
  shouts that this pathetic empire is not fit to be conquered by 
  the Oghman clans, and let the players decide how they counter 
  her insult. Then roll the dice, and narrate the results based on 
  their decisions and the context. Maybe they challenge her to a 
  contest of strength, or buy her off with an impressive-sounding 
  title, or maybe one of them casually remarks that the ‘pathetic 
  empire’ will put an end to the Oghman raiding one way or 
  another, and she can choose between signing up or blowing up.
   
  Optionally, give a few DMs or rerolls for excellent roleplaying.  
  In many cases, decisions made in one section of this adventure 
  will have mechanical repercussions later on. Some of these 
  decisions are marked with an alert symbol (!). The referee should 
  alert the players that their decision here will have ramifications 
  that may not be obvious. For example, when it becomes time 
  to blockade the trade routes across the Borderlands subsector, 
  the players have the option of not blockading some worlds. If 
  they do so, however, the Imperium and Aslan will not be as 
  wary of Drinax when they enter into negotiations, and it will be 
  harder for the pirates to strike a deal. The referee is advised 
  to warn the players in general terms of this danger (‘if you do 
  not blockade all the systems, the Imperium will not be as 
  willing to negotiate – you’ve got to scare them to get them 
  to the table’)
  Our Own Empire
  If the players have abandoned the cause of Drinax and 
  gone off to make their own pirate empire, you have four 
  options.
  1. 
  Ignore this adventure and create your own ending 
  to the campaign. You have jumped off the planned 
  course of events already, so I have the utmost faith in 
  your ability to come up with something wonderful. Run 
  with your players’ enthusiasm as far as it can take you.
  2. 
  Instead of the ruler of Drinax declaring the formation 
  of a new interstellar polity, encourage the players to 
  make a bid for legitimacy. You will need to alter the 
  Royal Policy (p. 03) rules to match what the players 
  have to offer, but you can use most of the rest of the 
  adventure as is. The Imperium and the Hierate will 
  respond similarly to a wholly new power in the Reach 
  as they do to the resurgence of old Drinax.
  3. 
  Run this adventure as is, and then during the Securing 
  the Empire phase, have the ruler of Drinax attempt to 
  re-recruit the pirates back to the cause.
  4. 
  Run this adventure as is, but continue the campaign 
  afterwards as the players pick apart the twitching 
  corpse of the revived Kingdom of Drinax.
  
   
  3
  1. The long-awaiTeD hour
  The ruler of Drinax (King Oleb, if he survived Adventure 9; 
  otherwise, one of his children or whoever took the throne after 
  his death) declares that it is time to put the final phase of the 
  great plan into operation. Soon, when all the worlds of the old 
  empire gather together, he will announce the rebirth of the 
  Kingdom of Drinax. The triggering event might be:
  • 
  The state funeral of King Oleb
  • 
  The coronation of a new King or Queen of Drinax
  • 
  The wedding of Princess Rao
  • 
  A conference on the future of the Trojan Reach
  • 
  A celebration or feast called by the ruler of Drinax
  • 
  News of an impending Aslan attack
  As dignitaries will attend from all over the Reach, it is the perfect 
  time to strengthen ties between Drinax and her allies, and to 
  prepare them for the declaration. The player characters may 
  assist by:
  • 
  Gathering more allies
  • 
  Building relationships with other allies
  • 
  Preparing the triggering event
  • 
  Shaping Royal Policy
  Gathering More Allies
  If there are any star systems that the player characters have not 
  yet visited, they may wish to travel to those planets and see if 
  they can find Patrons there who might push those governments 
  towards tolerating Piracy.
  Building Relationships
  By visiting allied worlds (worlds that are Suspicious or better 
  towards pirates) and completing missions for Patrons or 
  donating money/facilities, the player characters can move those 
  worlds further towards Haven. 
  Preparing the Event
  Drinax’s chief advantages – other than the pirate fleet the 
  players are supposed to have built – are the weight of its 
  history and its mastery of science. Drinax once ruled much of 
  Tlaiowaha subsector, and it is the last outpost of the Empire 
  of Sindal that ruled the whole Trojan Reach. Every system in 
  the region exists in the spiritual gravity well of that vanished 
  Empire, their cultures and politics warped and defined by their 
  relationship with the Dragon Throne. If Drinax can remind them 
  of the grandeur of centuries past, then it will boost the chances 
  of rallying support. 
  The Floating Palace’s other great advantage is the Scholar’s 
  Tower, a repository of all the scientific and technical knowledge 
  of the Empire. A shimmering ivory tower, crammed with Tech 
  Level 15 information, the blueprints for wonders that not even 
  the Third Imperium has completely mastered.
  If the players shape the event to emphasise Drinax’s strengths, 
  they can impress the delegates and improve their chances of 
  recruiting wavering worlds to their cause. Warn the players that 
  even the most staggeringly awe-inspiring event is unlikely to 
  have an impact on this scale – they will need to work wonders 
  for mere spectacle to sway delegates. Once the players have 
  decided on the nature and setting of the event (maybe it is 
  the grandest state funeral in history, or a royal wedding fit for 
  the gods, or maybe they run off and play through Secrets of 
  the Ancients just to get Grandfather to do a vaudeville act on 
  Drinax), the referee selects the most apt characteristic and skill 
  and calls for a Formidable (-6) test. If the test succeeds, the 
  pirates gain DM+1 to all Recruitment rolls (see page 05).
  Optionally, the players may hire an NPC expert to organise the 
  event for them. Finding the greatest party planner/architect/
  speechwriter/stand-up comic in the galaxy is an adventure in 
  itself.
  Shaping Royal Policy
  Perhaps the most important thing the characters can do at this 
  stage is help decide on the policies of the reborn Kingdom. 
  There are three aspects to policy – Government, Security, 
  and Technology. For the purposes of recruiting worlds, these 
  policies are each assigned ratings from 0 to 3.
  Government:This measures how centralised the kingdom 
  will be – a low value indicates that Drinax has no intention 
  of imposing its rule on the other planets, and is merely first 
  among equals. A high value means that the King’s word will be 
  law in the new order, and the wishes of planetary governments 
  will be second to his desires.
  Government 0 (First Among Equals): Drinax will merely be 
  one voice among many. Each world will have the freedom to 
  go its own way – the ‘kingdom’ will be little more than a line on 
  a map, and very little will change in the Reach. This appeals 
  to iconoclastic or isolationist worlds, corporations, religious 
  dictatorships and balkanised planets.
  Government 1 (Parliament): Every world will be represented 
  equally in the kingdom. Every planet will send representatives 
  to a parliament on Drinax. This appeals to lower-population 
  worlds, democracies and bureaucracies.
  
   
  4
  Government 2 (Feudal): The kingdom will be divided into 
  feudal estates, as it was in the old days of the Sindalian Empire. 
  The larger, richer planets will be dukedoms in their own right; 
  lesser worlds may be part of a greater dukedom. This appeals 
  to higher-population worlds, especially ones with autocratic 
  or highly centralised governments (feudal technocracies, 
  dictatorships, oligarchies). 
  Government 3 (Autocracy): Power will be centralised on 
  Drinax. The king will make all important decisions – after 
  consultation with his subjects, of course, should the question 
  merit debate. This appeals only to worlds that are already 
  strongly aligned to Drinax. 
  Security: Security determines how tolerant the new regime 
  will be of piracy, and how much it will invest in naval defences. 
  A low Security leaves each planet to fend for itself, and still 
  permits piracy, but keeps power out of the hands of the rebuilt 
  Star Guard. A high Security calls for the new kingdom to have a 
  strong centralised navy under the command of the King – bad 
  for piracy, but good for worlds that fear invasion by the Aslan 
  Hierate.
  Security 0 (A Pirate King): The Kingdom of Drinax was 
  founded by pirates – and it will stay a haunt of pirates! Piracy 
  will be tolerated, even encouraged. The whole Kingdom will, 
  effectively, be a big criminal enterprise to shake down traders 
  on the Imperium-Aslan (and, later, Imperium-Floriani) trade 
  routes. Let’s be bad guys!
  Security 1 (Low Security): No change. Piracy will be outlawed, 
  but some systems will turn a blind eye to it, and others will 
  enforce the laws with bloody enthusiasm. There’ll be mutual-
  defence pacts and the like to guard against attack by the Aslan, 
  but overall, things will not change very much.
  Security 2 (High Security): There’ll be a crackdown on piracy, 
  investment in ship-building, stronger alliances against the 
  Aslan. An improvement on the status quo, certainly, and the 
  Star Guard will again become a force to be reckoned with in the 
  Trojan Reach. 
  Security 3 (A Warrior King): The primary aim of the new 
  Kingdom will be defence against external threats. Every possible 
  resource will be ploughed into ship-building and preparing 
  planetary defences. The king will command a mighty armada, 
  and woe betide anyone who defies him or threatens his worlds. 
  Piracy will be outlawed; current pirates can either swear fealty 
  and join the new navy, or take a long walk out an airlock.
   
  Technology: Drinax preserved the highest technology of the 
  old Empire. For centuries, it has jealously hoarded its secrets. 
  The wizard-scholars of the Tower might occasionally produce 
  some wonder or miracle cure, but never share their knowledge. 
  Is that about to change? 
  Technology 0: No. Drinax intends to keep its greatest 
  advantage to itself.
  Technology 1: Drinax will work with nearby worlds to exploit its 
  technological advantage. They have resources and a workforce; 
  Drinax has knowledge. It will not lift their Technology Levels 
  directly, but the Floating Palace will build high-tech factories on 
  other worlds. The Scholar’s Tower will be open to deserving 
  students from all member worlds.
  Technology 2: There will be some limited technology transfer, 
  especially to worlds that are on the cusp of advancing to the 
  next Tech Level. Those who need Drinax’s knowledge will be 
  able to avail of it – for a price.
  Technology 3: The primary goal of the new Kingdom will be 
  technological uplift. The other great powers like the Imperium 
  or the Hierate are too large and hidebound to take advantage 
  of technology. Smaller polities – like Neumann in Gazulin 
  subsector, or like the Darrians in the Spinward Marches – are 
  agile and culturally flexible enough to benefit from intense 
  technological development. Onwards, onwards, to Tech Level 
  16 and beyond!
  Starting Policy Ratings
  If the players are in charge of the kingdom (either because they 
  have taken over, or because the current ruler is incapacitated 
  or completely in their thrall), they can set policy as they wish. 
  Otherwise, starting ratings depend on who rules Drinax. The 
  players can make a single attempt to adjust ratings with a 
  Persuade or Diplomat (or Carouse, in Oleb’s case) test; they 
  may apply their Effect to move ratings up or down.
  Government
  Security
  Technology
  King Oleb
  3
  1
  0
  Prince Harrick
  0
  2
  2
  Princess Rao
  2
  2
  1
  The choice of policies will affect how difficult it is to recruit 
  worlds to the new kingdom (!).
  
   
  5
  Telepathic Coercion
  Depending on how Adventure 9: Blood of the Star Dragon 
  unfolded, the Kingdom of Drinax may have the secret 
  support of the Zhodani Consulate, and Tozjabr agents may 
  be available to telepathically influence delegates. If this is 
  so, then have the players throw 1D. They may apply DM+2 
  to a number of recruitment attempts equal to the result on 
  the die, representing the Zhodani’s psionic tampering. 
  Lost Worlds
  Obviously, any planets destroyed over the course of the 
  campaign (perhaps through the use of the Treasure of 
  Sindal found in Adventure 4, or blasted by the punitive 
  fleet in Adventure 6, or conquered by the Aslan) should 
  be removed from the list and cannot contribute Fighting 
  Strength to the kingdom.
  2. The rebirTh of The KingDom
  The rulers and dignitaries of the Trojan Reach gather on Drinax. 
  Perhaps they are staggered by the majesty of the event, and 
  one by one they fall to their knees and swear allegiance to the 
  Dragon Throne. Perhaps the foundations are laid in secret, 
  in whispered conversations and clandestine meetings in 
  side rooms. Perhaps the pirates use the age-old diplomatic 
  technique of bringing a bunch of armed goons to a party, and 
  forcing the delegates to sign up at gunpoint.
  Initial Recruitment Rolls
  For each prospective planet in the new Kingdom, the players 
  must make a recruitment roll. This is a straight 8+ roll on 2D, 
  with DMs as follows.
  Attitude: The planet’s attitude towards the pirates is the key 
  factor in recruitment.
  Haven: +6 
  Friendly: +4
  Tolerant: +2
  Neutral: +0
  Suspicious: -2
  Unfriendly: -4
  Planets classed as Hostile will not join the Kingdom.
  Profile: Each world has a political profile that describes its 
  reaction to the policy of the new kingdom. A political profile 
  consists of up to three ratings from 0-3, measuring that planet’s 
  desired Government, Security and Technology. 
  It is possible to have a null rating (-) in a profile, suggesting the 
  planet does not care about that particular policy. It is worth a 
  +0 DM. 
  It is also possible to have an X rating in a profile, indicating there 
  are no possible grounds for negotiation. In such cases, the DM 
  for that factor is always -3.
  If a Drinaxian policy matches a planet’s profile, it is worth a +1 
  DM. Otherwise, it is a -1 DM per degree of difference.
  For example, if Drixian policy is 122 (Government: 
  parliamentary representation; Security: high security; 
  Technology: generous and open), and a planet’s profile is 
  32-, then DMs are calculated as follows:
  -2 for Government, as there is a 2-point difference 
  between what the planet wants and what Drinax proposes 
  (this particular planet wants to yield power)
  +1 for Security, as the two rating match
  +0 for Technology, as the planet’s government is 
  uninterested in technological change. 
  For a final DM-1.
  Other DMs: Other circumstances – campaign rewards, existing 
  relationships with NPCs, bribery, telepathic coercion – may 
  warrant a DM. 
  Final DMs: As there is a lot of calculation involved, we 
  recommend having the players settle on a policy profile at 
  the end of a game session (or during downtime), allowing the 
  referee time to pre-calculate the final DMs for each system by 
  adding up the results from Attitude, Political Profile and Other 
  DMs. The fun bit of actually rolling can then be done during the 
  next game session.
  Fighting Strength
  The Strength column indicates how many ships that planet can 
  contribute towards the blockade. See The Blockade, page 09 
  for more details on the use of Fighting Strength.
  Complications at the Event
  Old Grudges: Representatives from two worlds are about to 
  come to blows. Unless the Pirates intervene, their gathering will 
  be marred by an unseemly fistfight between dignitaries. Likely 
  participants:
  • 
  Any of the Dustbelt Worlds and their ancestral foes, the 
  Oghman Clans
  • 
  Star Guard loyalists from Byrni brawl with pirate allies of 
  the PCs
  • 
  Aslan allies, like Kasiyl of the Ahroay’if, and worlds 
  threatened with invasion by the Aslan
  
   
  6
  Unexpected Offers: The Trojan Reach is about to change. The 
  campaign is about to change radically, if not end. Time to start 
  considering what the player characters will do after the kingdom 
  is restored. If the players’ involvement in the renewed Kingdom 
  is well known, they might be courted by other powers in the 
  Reach, such as:
  • 
  A place on the ruling pirate council of Theev
  • 
  Command of a planetary navy by one of the worlds along 
  the Aslan border – if the players have brought Drinax to this 
  position of renewed strength, then maybe they can guard 
  against the impending invasion
  • 
  Command of a derelict starbase just off the Imperium-Aslan 
  route – if the Kingdom does interrupt the current trade 
  routes, then previously sidelined systems may suddenly 
  see a huge rise in traffic
  • 
  Military advisor to the Floriani League, who are intrigued 
  by the incomprehensible-to-them developments along their 
  trailing border.
  • 
  Tailor the offers and opportunities to offer the possibility of 
  a satisfying ending for a player character. Focus especially 
  on those characters who are less strongly connected to the 
  Kingdom – if a player is already betrothed to Prince Harrick, 
  then there is no need to give him or her a personalised 
  finale, as that player’s fate is already strongly bound to 
  Drinax.
  Lost Friends: Are there any friends, rivals or enemies from the 
  character generation phase of the campaign who deserve to 
  come back (or finally make an appearance)? At this stage of the 
  campaign, do not bother starting up whole new plots. Instead, 
  use these ghosts from the past as a way to remind the players 
  how far they have come. For example, if a player rolled up a 
  Rival during their Naval career, you could have that Rival be 
  part of an Imperial delegation. The rival is now a commander 
  in the Imperium’s fleet; the player was a gunner, then a drifter, 
  then a pirate, and then a pirate king who commands a dozen 
  ships, and will be a Duke of the Kingdom of Drinax when all this 
  is over.
  Similarly, an old enemy might show up pursuing empty and 
  pointless revenge. Once, the enemy and the player might have 
  fought to the death – now, that fight is meaningless, and the 
  player can just sit down with his old nemesis and have a drink 
  in a quiet corner of the palace.
  Skyquake: The gravity drives that support the Floating Palace 
  fail briefly, and the whole palace lurches down for a moment. 
  Perhaps the drives were damaged in the recent coup attempt, 
  or maybe they are just hundreds of years old and poorly 
  maintained. Either way, it causes panic at the event that the 
  players must deal with. 
  Collecting the Stragglers
  The initial recruitment roll determines which systems are willing 
  to join the new Kingdom, and which ones are unconvinced. 
  Now, the player characters have a brief window of 2D weeks 
  to change their minds. The players may travel (as a group or 
  individually) to any systems within range, but they must be back 
  on Drinax before the window closes.
  Visiting a system and meeting with the planetary government 
  in person allows a player to make a second recruitment roll. 
  The character must either have an existing relationship with 
  a member of the planetary government (completed a Patron 
  mission, existing Contact or Ally, met them in a previous 
  adventure), or must pass whatever challenges or complications 
  the Referee decides are suitable for that NPC and planet (‘to 
  win the favour of the King of the Southern Continent of 
  Scaladon, you must defeat him in a poetry slam – roll Art’).
  This second recruitment roll is made in the same way as the 
  first, with two changes:
  • 
  The players may attempt to justify the policies of Drinax 
  with a Diplomat or Advocate check. If the Profile DM is -1, 
  this is a Difficult (-2) check. If it is at -2, it is a Hard (-4) 
  check. If it is at -3 or more, it is a Formidable (-4) check. 
  • 
  If there are no other systems loyal to the Kingdom of Drinax 
  within 3 Parsecs of the current planet, the recruitment roll 
  has DM-1. If all other systems within 3 Parsecs are loyal to 
  the kingdom, then the recruitment roll has DM+2. 
  Proclaiming the Kingdom
  Finally, once all the planets willing to join are known, the King of 
  Drinax proclaims the re-establishment of the Kingdom of Drinax. 
  Messages go out on every trader and courier, announcing the 
  joyous news. In a solemn ceremony, the King asks that the 
  players produce the letter of marque they were issued at the 
  start of the campaign. The king reads the letter and declares 
  that since the pirates were acting under the authority of the 
  kingdom, their crimes (at least, any they committed within the 
  borders of the reborn kingdom) are retroactively forgiven.
  He then ennobles all the pirates, or gives them a suitable 
  reward of their choice. Their titles or rewards are determined by 
  the size of the reborn kingdom. 
  The Kingdom is…
  • 
  A handful of systems in the Tlioawaha subsector (1-5 
  systems): One reward roll
  • 
  Most of the non-Aslan worlds in Tlioawaha, plus a few 
  worlds along the Borderlands and the Sindalian Main (6-15 
  systems): Two reward rolls 
  • 
  A new power in the Reach (16+) systems: Three reward 
  rolls. At this scale, Oleb can get away with claiming the title 
  ‘Emperor of Sindal’.
  • 
  Choose the type of reward (Title, Gift or Credits) before rolling. 
  Players who started all the way back in Adventure 1: Honour 
  Among Thieves get DM+1 to their rolls.
  
   
  7
  Recruiting Aslan Worlds
  A few of the worlds on the chart in Appendix 2 are Aslan 
  systems. It is exceedingly unlikely that the players will be 
  able to recruit any of these systems, but it is possible that 
  an Aslan clan might switch sides. 
  Title
  Gift 
  Credits
  1
  Knight of Drinax (SOC becomes 10 if lower, otherwise)
  Antique, elegant weapon or armour
  Cr500,000
  2
  Knight of Drinax (SOC becomes 10 if lower, otherwise)
  Piece of art from the museum of Drinax
  MCr1
  3
  Knight of the Order of the Star Dragon (SOC 11)
  TL15 Cybernetic augment
  MCr2
  4
  Baron of (pick a region on a planet) (SOC 12)
  TL15  Custom Weapon
  MCr5
  5
  Marquis of (planet) (SOC 13)
  TL15 Custom Armour
  MCr10
  6
  Count of (planet) (SOC 14)
  TL15 Custom Project
  MCr20
  7
  Duke of (Subsector) (SOC 15)
  Mysterious artefact or relic from the days 
  of Sindal
  MCr50
  8+ 
  (kingdom 
  size 16+ 
  only)
  Grand Duke of (Subsector) (SOC 15)
  Seriously, what do you want, a planet?
  Title: +1DM if Government Policy is 2 or 3
  Gift: +1DM if Technology Policy is 0 or 1
  Credits: +1 DM if Security Policy is 2 or 3
  
   
  8
  Declaring the kingdom reborn is not enough – the Great Powers 
  of the Trojan Reach need to recognise it.
  The Imperium pays little attention to the petty politics of the 
  Outrim Void. If two or three worlds want to band together and 
  call themselves the Senlis Foederate or the Strend Cluster, let 
  them. The Imperium will give them all due honours, send them 
  a very fancy Christmas card every year, and get rid of some 
  obscure and annoying noble by appointing him ambassador 
  to the Obscure Realms. As long as the new polity does not 
  interfere with Imperial trade or defence, the Imperium is content 
  to let the barbarians wear whatever hats they like.
  The Aslan are – usually – even less bothered. Sometimes, one 
  clan or another takes offence for no discernible reason, but 
  usually, the Aslan leave everything beyond their borders to the 
  ihatei. 
  The new Kingdom of Drinax is a different matter. King Oleb 
  needs the new Kingdom to be able to claim taxes and passage 
  fees from the Imperium-Aslan trade route. It needs to be treated 
  as a player in the great game, not just a notation on the star 
  charts. It needs treaties that will be respected and upheld, not 
  ones full of empty aspirations and overblown verbiage that can 
  be boiled down to absolutely nothing. 
  For that to happen, the Kingdom of Drinax needs show its 
  strength. King Oleb’s plan is to mount a blockade – to flood 
  the trade route with so many pirates and fighting ships that 
  the Imperium sees that it is cheaper to make peace and pay 
  Drinax’s wholly reasonable taxes than it is to make war and 
  crush the new Kingdom. The player characters may come up 
  with other plans like seizing a key world, conducting war games, 
  or wiping out Theev. Any show of force will do, as long as it is a 
  suitably impressive one.
  Determining Fighting Strength
  Fighting Strength is a semi-abstract depiction of Drinax’s 
  ability to project force. It is measured in dice, and the Pirates 
  get Fighting Strength dice from their ships and their recruited 
  systems. Fighting Strength dice do not directly correlate to 
  tonnage or number of ships – Fighting Strength is concerned 
  with Drinax’s ability to block and harass shipping along the 
  Trade Routes, and when you are dealing with hit-and-run pirate 
  attacks and nuisance raids on civilian ships, five 400-ton armed 
  corsairs are much more useful than a 2,000-ton cruiser.  
  3. shouTing inTo The voiD
  Fighting Strength from Fleet
  The Pirates gain +1FS from every 500 tons of ships in their 
  fleet, rounding up. However, ships that displace more than 
  1,000 dtons count as displacing only 1,000 dtons (in other 
  words, it is impossible to get more than +2FS from a single 
  ship. Groups who complain about their hard-won capital ships 
  being undervalued may be mollified if the Referee informs them 
  that big ships will come into their own later in the adventure…)
  Only count armed ships that could reasonably put up a fight. An 
  unarmed freighter, or a Scout with a single turret equipped with 
  a lonely beam laser is not much of a pirate. 
  Small 
  Pirate 
  Fleet
  dTons
  Medium 
  Pirate 
  Fleet
  dTons
  Huge 
  Pirate 
  Fleet
  dTons
  Harrier 
  200
  Harrier 
  200
  Harrier 
  200
  Scout
  100
  Scout
  100
  Scout 
  100
  Scout
  100
  Corsair
  400
  Cutlass
  600
  Salvage 
  Hauler
  300
  Salvage 
  Hauler
  300
  Blockade 
  Runner
  400
  Tai’ao
  400
  Cruiser
  2000 
  (1000)
  Interceptor
  200
  Cruiser 
  2000 
  (1000)
  Cutlass
  600
  Pocket 
  Warship
  5000 
  (1000)
  Blockade 
  Runner
  400
  Fast 
  Picket
  500
  Treasure 
  Ship
  1600 
  (1000)
  Halaheike
  1200 
  (1000)
  Eurisko
  100,000 
  (1000)
  Gazelle
  400
  Gazelle
  400
  Gazelle
  400
  Escort
  8000 
  (1000)
  Corsair
  400
  Salvage 
  Hauler
  300
  Scout
  100
  Scout
  100
  Far 
  Trader
  200
  Far 
  Trader
  200
  Effective 
  Tonnage
  900
  4600
  9300
  FS Dice
  2
  10
  19
  
   
  9
  Fighting Strength from Recruited Systems
  Each system recruited to the new Kingdom also contributes 
  some Fighting Strength dice, as noted in the tables in Appendix 3. 
  In the case of recruited systems, Fighting Strength is not 
  always a measure of that system’s actual naval tonnage. A well-
  populated, high-tech system like Torpal has many thousands of 
  tons of ships, but is not willing to gamble its entire navy on the 
  success of the Drinaxian experiment. By contrast, a minor world 
  like Exocet might only have two or three starships total, but is 
  ready to commit every one of them to the blockade.
  Fighting Strength from Allies
  The pirates may have won allies elsewhere in the Trojan Reach. 
  If they call upon these allies for military support, the Referee 
  should give the players some extra Fighting Strength dice. 
  Few allies are likely to be willing to go to war with the Imperium 
  outright, but they can provide logistical support and assistance.
  For example, if the pirates won the friendship of the Ahroay’if 
  clan, that’s worth another 6 Fighting Strength. Logistical support 
  from the powerful GeDeCo corporation is worth 10 Fighting 
  Strength. 
  The Blockade
  Appendix 2 lists the worlds along the Imperium-Aslan trade 
  route. There are three sets of planets – the Jump-3 route, the 
  Jump-2 route, and the Backwaters. To mount a successful 
  blockade, the players must successfully block either the Jump-
  3 or Jump-2 route. Blocking both or blocking some or all of the 
  backwater systems will increase the chances of a successful 
  negotiation with the Imperium and the Hierate, but the pirates 
  need a successful blockade of one of the routes first.
  Blockading extra systems can be useful later on – the players 
  can agree to drop the blockade of some minor border world 
  as an extra concession to the Imperium when negotiating their 
  treaty. 
  Assigning Fighting Strength
  The players must follow these steps to determine the success 
  of the blockade.
  1) Assign any number of Fighting Strength dice to systems 
  listed in Appendix 3. Dice not assigned are kept in reserve, 
  and do not contribute towards the blockade. 
  2) Players may take command of individual systems, as may 
  NPC captains with Tactics (naval) scores of 3 or more. 
  3) Pick a system from the list. 
  • 
  If there is a player or NPC captain present, that character 
  may make an Intelligence + Tactics (naval) roll as part of a 
  task chain (see the Core Rulebook, p. 51)
  • 
  Roll the Fighting Strength dice assigned to that systems. 
  • 
  If the total rolled for a system exceeds the target number 
  for that system, then the system is considered Blockaded.
  • 
  Remove any dice that rolled an odd number (1, 3 or 5). 
  This represents a combination of battle damage, attrition, 
  and ships returning to their home systems to take up their 
  regular duties again. If there is a player or NPC captain 
  in that system with Leadership, that character may make 
  a Social Standing + Leadership check. If successful, then 
  casualties are reduced by Effect/2, rounded down. 
  4) Move onto another system and repeat step three until all 
  systems on the table have been resolved.
  5) If all the systems in either the Jump-3 or Jump-2 routes are 
  blockaded, the pirates may declare the blockade complete. 
  If they do so, remove any remaining Fighting Strength dice, 
  add them to the reserve and move onto the next part of the 
  adventure.
  6) Otherwise, remove any remaining Fighting Strength dice, 
  add them to the reserve and return to step 1. 
  Adjusting Dice Modifiers
  There are several ways the players can try to push the odds in 
  their favour.
  • 
  Gaps in the Blockade: It is permissible to ignore one or 
  two systems – Wildemann is the obvious choice. After all, 
  even if Imperial trade convoys can jump to Wildemann 
  without interference, they are still 10 parsecs coreward 
  of Tyokh. However, leaving any gaps in the blockade 
  weakens the overall impression of Drinax and makes it 
  harder to secure the other systems. Leaving one system 
  off the list gives a -1 DM to all other blockade rolls; leaving 
  two systems off gives a -3 penalty. (It also incurs penalties 
  to the negotiation in the next part of the adventure; see 
  page 11.) 
  • 
  Recruited Planets: If a system is part of the new Kingdom 
  of Drinax, Fighting Strength rolls in that system gets a 
  +1DM.
  • 
  Sabotaging Planetary Defence Forces or Planetary 
  Escorts: If the players can come up with a reasonable 
  method of sabotaging the enemy ships that might interfere 
  with the blockade (say, by bribing planetary defense forces, 
  feeding them false information, or sneaking saboteurs on 
  board convoy escorts), and make any requisite skill checks 
  demanded by the referee, it is worth a +2DM for that 
  system. 
  • 
  Agents in Starports: Similarly, player characters whose 
  skills lie in the social or stealthy line of piracy rather than 
  the tactical might be gainfully employed hanging around 
  starport bars, gathering information or sowing rumours, for 
  a +2 to rolls in that system. 
  
   
  10
  Blockade Complications
  •	
  A civilian freighter tries to run the blockade. Do the 
  players give the order to fire on it to keep it from 
  jumping to the next system?
  •	
  A civilian vessel tries to dodge the blockade by 
  scooping fuel from a gas giant, but they get into 
  trouble. Do the pirates risk their own ship’s safety and 
  mount a rescue attempt?
  •	
  A vessel from the Florian League arrives in a 
  blockaded system and asks to be let through. It 
  could be trying to smuggle trade goods through, 
  undermining the blockade. How do the players 
  respond to the request?
  •	
  Imperial diplomats threaten the government of 
  one of the blockaded systems, warning them of 
  consequences for supporting the blockade. How do 
  the players reassure their wavering ally?
  Failed Blockade
  If the players completely fail to block either the Jump-3 or Jump-
  2 route, then the whole Drinax plan is in dire jeopardy. Throw 
  all remaining Fighting Strength dice and discard any that roll an 
  odd number, then move onto the next part of the adventure (!).
  Screw Your Blockade, We’re Pirates!
  The players may, of course, come up with some other tactic 
  instead of trying to harass trade across the Trojan Reach. 
  Whatever plan they decide upon must show that the new 
  Kingdom is a force to be reckoned with. The referee should 
  work out a suitable risk for the fleet, and sap 20-50% of their 
  Fighting Strength if possible. Clever tactics from players reduce 
  losses.
  
   
  11
  Those Pirates? You Mean The Other Guys!
  It is possible that the Pirates have hidden their association 
  with Drinax, and that there is no acknowledged connection 
  between the fearsome raiders and thieves who caused 
  so much havoc of late, and the resurgent kingdom with 
  its suspiciously experienced naval commanders. If the 
  players try this, have one of them roll INT + Deception. On 
  a success, they may halve their Standings with both sides. 
  If they fail, decrease both their Standings by 1D.
  Optional: Split The Party
  If you have a large group and/or flexible players, try 
  splitting the group in two. One side plays the pirate 
  negotiators, and the other side are the Imperial 
  representatives. Assign goals to each Imperial 
  representative – the agent of the Tobia Commerce Guild 
  wants an end to the blockade and limited tolls on the 
  trade route, but the military adviser sent by the Navy 
  wants a non-aggression pact and the right to station 
  Imperial warships in the Kingdom. 
  If you are feeling really ambitious or have a lot of players, 
  you could even run the Aslan and Imperial negotiations 
  simultaneously…
  The pirates of Drinax have thrown down a gauntlet to the great 
  powers of the Reach. Acknowledge us, they cry! Parley with 
  us and let us come to an understanding that will endure for a 
  thousand years. 
  Now’s when the pirate’s Standings come into play.
  If the pirates are at a Standing of -40 or worse with both the 
  Hierate and the Imperium, then… well, they are in trouble 
  and should probably use the sidebar rules under Those 
  Pirates? You Mean The Other Guys in order to avoid being 
  simultaneously swatted by a rare example of Imperium/Hierate 
  bipartisanship. If both the Great Powers of the Reach want you 
  dead, you are dead.
  If they have a Standing of -40 with only one faction, then that 
  faction does not negotiate.
  Otherwise, the two negotiations happen in order of highest 
  Standing first.
  4. The Knife eDge
  Shadow), under orders to threaten this petty kingdom into 
  lifting its blockade and ending all pretence at extracting taxes 
  from ships flying under the protection of the Imperial sunburst. 
  Krond is vain, cruel and arrogant, but he’s also got the political 
  sway to back up his threats – he may be married to the 
  The Imperial Representative 
  As noted earlier, the Imperium usually sends some obscure 
  and powerless noble to meet with the rulers of meaningless 
  petty domains in the Reach. By establishing a blockade that 
  can interfere with trade across the Reach, the Kingdom has 
  warranted a better grade of diplomat. 
  If their Imperial Standing is Positive: Then Viscountess 
  Palaphontane of Gazulin is dispatched to negotiate on behalf 
  of the Imperium. Palaphontane is originally of Darrian stock, 
  and has the golden skin and graceful demeanour common to 
  them. She intends to use the Kingdom of Drinax as a bulwark 
  against the Aslan – she believes that slowing Aslan expansion 
  into the Outrim Void is worth the drop in trade revenue. 
  If their Imperial Standing is Negative: Then the diplomat 
  dispatched to negotiate with the Kingdom of Drinax is Vice-
  Admiral Krond (see Adventure 6: The Game of Sun and 
  daughter of the Duke of Tobia, after all. If Krond was killed or 
  discredited during Adventure 6, then replace him with newly-
  promoted Vice-Admiral Steyland.
  The Imperial Negotiation
  The negotiation with the Imperium has two phases. First, both 
  sides propose their terms for the treaty, which take the form of 
  temporary adjustments to the Pirates’ Imperial Standing. Give 
  the players the Imperial Treaty Handout from Appendix 
  Imperial Negotiation Difficulty Table
  Standing 
  Difficulty
  20+ (Ally)
  Average (+0)
  6-20 (Tolerated)
  Difficult (-2)
  5 to -5 (Ignored)
  Hard (-4)
  -6 to 20 (Irritant)
  Formidable (-6)
  -21 to -40 (Hated)
  Impossible (-8)
  -41 or more (Enemy of the State)
  No deal possible
  Dealbreakers
  The Imperium will not accept any treaty that does not lift the 
  blockade. If the players managed to blockade more than the 
  minimum of the Jump 2 or Jump 3 route, then they have more 
  leverage in the negotiation. 
  Drinax cannot accept a treaty that does not include the right to 
  levy some tolls on trade through their space. The players must 
  include such a clause, no matter what.
  
   
  12
  Concluding Negotiations
  Once they have agreed on what adjustments are acceptable, 
  the lead Pirate negotiator must make a SOC + Diplomacy 
  check, with the Difficulty determined by the Pirate’s adjusted 
  Imperial Standing.
  If the check succeeds, then Drinax has successfully negotiated 
  a treaty with the Imperium. 
  If the check fails, the players may try again, but only after making 
  a concession (taking a clause that boosts their Standing). 
  Broken Promises
  If the treaty breaks a promise made in the Kingdom’s Policy (for 
  example, they agree to the ‘All Piracy Punished by Death’ clause 
  in the Imperial negotiations, but they already took a Security 
  Policy of 0, ‘Let’s Be Pirates’), then roll all remaining Fighting 
  Strength Dice. Discard all that roll a 1 for a minor breach, and 
  all that roll a 1 or 2 for a major breach of faith. 
  The pirates cannot break the terms of a treaty once it is signed. 
  For example, if they offer the Imperium favoured trading status, 
  they cannot make the same offer to the Aslan later on. 
  Example: The Pirates have an Imperial Standing of -10, 
  which equates to a Formidable (-6) Diplomat check. Their 
  best diplomat has a total DM of +4 (+3 SOC, +1 Diplomat). 
  They need to offer some concessions to have a good 
  chance of coming to an arrangement with the Imperium.
  Their initial proposal is
   
  Average Trade Levy 
  -10 Standing
   
  Non-Aggression Pact 
  +5 Standing
   
  Favoured Trading Status 
  +5 Standing
   
  Arranged Marriage 
  +5 Standing
   
  Naval Base at Drinax 
  +10 Standing
   
  Payment of Reparations 
  +5 Standing
  That’s a final adjustment of +20, which brings their 
  standing to +10. A Standing of +10 on the Imperial 
  Negotiation Difficulty Table equates to a DM of -2. The 
  final DM for the Diplomat check is -2 (Difficulty) +3 (SOC) 
  +1 (Diplomat skill)=+2.
  Unfortunately, the player rolls poorly, and fails the test. 
  The PCs need to make another concession to get another 
  roll – looking at the list, they decide that promising not to 
  sign a non-aggression pact with the Aslan is the easiest 
  solution. The +5 Standing from that concession isn’t 
  enough to get them into the next bracket on the Imperial 
  Negotiation Difficulty Table, but it does allow them to 
  retake the Diplomat test.
  The Aslan Representatives
  The five Aslan clans with the most interest in Drinax each send 
  a representative. Each of these representatives has a secret 
  agenda or hidden opportunity that the players can exploit. 
  These are not listed on the Handout in Appendix 3 – the players 
  can only discover them through roleplaying or insight into Aslan 
  culture (possibly through experience in the rest of the campaign, 
  or through Social Science rolls. Unless the players choose to 
  deal with each clan separately (see sidebar on page 13), apply 
  these adjustments to their overall standing with the Hierate.
  •	
  Ahroay’if: If the players managed to reinstate Kasiyl 
  in his clan, then he is sent to negotiate. Obviously, 
  this is a huge boost for the players (assuming, of 
  course, that they parted on good terms), worth a +10 
  Standing adjustment. In this scenario, the Ahroay’if 
  are likely to be at war with the Tokolfeahr again and 
  in need of military support, and Kasiyl can offer +2 
  Standing for every Faction Strength dice the players 
  are willing to hand over to Aslan control.
  Play Kasiyl with swagger and newfound energy; if the players 
  are his friends, then he pounces on them with all the enthusiasm 
  of a nine-foot-tall housecat.
  If Kasiyl is still a renegade, then his sister Aual is the Ahroay’if 
  representative; if the players followed her advice and convinced 
  Kasiyl to remain in exile, then that’s worth a +5 Standing 
  adjustment. However, if the players hand Kasiyl over, this 
  adjustment is lost. Aual wants to avoid rocking the boat – all she 
  wants from this negotiation is to make sure her brother is safely 
  still exiled (or dead), and that the Ahroay’if trade links with the 
  Imperium continue. 
  Aual is part of a pro-human faction among the Aslan; she is 
  much more used to human culture and behaviour, so play her 
  as less alien and disturbing than the other representatives.
  • 
  Tlaiowaha: The great trader clan sends an old Aslan 
  male named Staisarleal to negotiate. He’s immensely 
  old, overweight, and prone to nodding off. He’s also an 
  inveterate gambler – if the players successfully Carouse 
  with him, then they can get him involved in a card game, 
  and add the Effect of an INT + Gambler check to their 
  Standing. 
  • 
  It’s Your Kingdom
  If none of the players have picked up a good Diplomat skill, 
  a kind referee might let the ruler of Drinax help out. Assume 
  the ruler has a +6 DM between SOC and Diplomat scores. 
  
   
  13
  That assumes, of course, that the Tlaioawaha are here only as 
  a formality, to rubber-stamp the deal made by their Ahroay’if 
  vassals. If the players changed the relationship by reinstating 
  Kasiyl during Adventure 8: The Prodigal Outcast, then 
  Staisarleal’s goal here is to undermine the rebellious Ahroay’if 
  and drag them back in line. If the players can implement a way 
  to undermine the strength of the Ahroay’if (perhaps by betraying 
  Kasiyl, or cutting a separate deal with the clans that excludes 
  the Ahroay’if), then that’s worth +5 Standing). 
  If the players place harsher levies on Aslan merchants than 
  on Imperial ones, then Staisarleal is furious – it is worth -10 
  Standing on top of the existing modifiers.
  • 
  Yerlyaruiwo: The Yerlyaruiwo are the guardians of Aslan 
  honour, and their representative is a clan Envoy, a duellist 
  champion named Ehalra. As any student of Aslan culture 
  knows, the Aslan settle some disputes with Wars of 
  Champions, where the battle is decided by single combat. 
  The pirates can win Standing +10 with the Yerlyaruiwo by 
  defeating Ehalra.
  • 
  If the players avoided insulting or damaging the Yerlyaruiwo 
  clan during their previous adventures, then Ehalra remains aloof 
  from the negotiations. However, if they did cross the keepers of 
  honour, then honour demands revenge! Ehalra will repeatedly 
  and publicly demand an honour duel with one of the players. If 
  none of the players have the courage to meet him in a one-on-
  one fight to the death, that’s a -20 penalty to Standing. 
  • 
  Syiosuis: The pirates may recognise the representative 
  from the notorious clan of spies and assassins – it’s 
  the mysterious Yekh (see Adventure 8: The Prodigal 
  Outcast). The Syiosuis have little interest in the Trojan 
  Reach, and are mainly here to cause trouble for the other 
  clans. She suggests the players deal with the various clans 
  separately, and offer a +20 bonus to Standing in such a 
  situation as long as the players exclude the Tokolfeahr and 
  Yerlyaruiwo from any final deal.
  • 
  Tokolfeahr: The militant Tokolfeahr are represented by 
  another male, Hrilya. He brings a detachment of ships with 
  him, and immediately proposes a Limited War for control 
  of the planet of Asim. The Tokolfeahr believe that the other 
  clans will not tolerate a rival interstellar power on their 
  border, and will no doubt attack and conquer the Kingdom 
  within a few years. The Tokolfeahr hope to get an early 
  start on the conquests by attacking as part of the initial 
  negotiations. If the players accept the proposal for a limited 
  war, that’s worth a +10 bonus to Standing. If they refuse to 
  fight, it is a -10 penalty to Standing. 
  Dealbreakers & Broken Promises
  The same rules as on pages 11 & 12 apply to the negotiation 
  with the Aslan.
  Ehalra
  Age 52, 9 terms
  STR 10 DEX 13 END 12 INT 7 
  EDU 8 SOC 10
  Advocate 1, Battle Dress 2, Diplomat 2, Gun Combat (slug 
  rifle) 3, Melee (claw) 4, Melee (blade) 6
  Ceremonial Armour (4), Subdermal Armour (2), Hunter’s 
  Rifle (3D-3), Crescent Blade (2D+4)
  Separate Deals
  The Imperium is a single government. Every Imperial 
  citizen – however one defines that term, of course, for 
  the Imperium rules the space between worlds and not the 
  worlds themselves – owes fealty to the individual who sits 
  on the Iridium Throne, far far far away across the many 
  parsecs. The Imperium acts with a single will. 
  The Aslan Hierate, in contrast, is a squabbling bag of 
  cats. The clans may present a common face to the 
  outside galaxy, and are united (or bound) by the rulings 
  of the Tlaukhu, but those are customs, nothing more. It 
  is possible for the players to approach the various clans 
  individually instead of dealing with the Hierate as a whole.
  Cutting deals with the clans works in the same way as 
  cutting an overall deal. Start with the pirate’s current 
  Standing and apply only the adjustments for that clan’s 
  representative, and any special deals that Drinax offers 
  that clan. Trade Levies and Imperial Relations must be 
  the same for all clans, but everything else is on the table. 
  Drinax could, for example, offer to repair and refuel the 
  ships of the Ahroay’if, but not those of the other clans in 
  order to boost their relations with the Ahroay’if.
  There is also a side benefit – it’s easier to get support from 
  the Aslan if you cut some of the other clans out, but harder 
  if you cut most of them out. The Aslan like it when there 
  are weaker clans for them to prey on, but do not like to be 
  out in front – it makes them a target.
  Clans Cut Out Of 
  Negotiation 
  Standing Adjustment for 
  Remaining Clans
  1 (4 remaining)
  +5 Standing
  2 (3 remaining)
  +10 Standing
  3 (2 remaining)
  +5 Standing
  4 (1 remaining)
  -5 Standing
  The players must decide which clans, if any, they are cutting 
  out of the negotiations before making Diplomat checks for 
  the others. They may choose to go back to a clan that they 
  have cut out, but must make a new concession in order to 
  restart negotiations. 
  
   
  14
  By this point in the adventure, the Kingdom of Drinax has 
  risen again. The pirates have concluded negotiations with 
  the Imperium and the Aslan, offering to lift the blockade of the 
  Borderlands trade routes in exchange for recognition of the new 
  state and the right to levy taxes on ships passing through that 
  space. 
  Drinax has risen – but can it stand? Now is the time when 
  the new kingdom’s resolve is tested, as an invasion fleet 
  approaches.  Whose fleet?
  • 
  If the players failed to sign a treaty with either the Imperium 
  or the Hierate, then it is an Aslan attack. The Imperium 
  withdraws its ambassadors and declares the kingdom an 
  enemy state. They will stand by while the Aslan conquer 
  Drinax, gambling that the loss of the buffer state is worth it 
  if it scares the rest of the Reach into line. The Aslan attack 
  has 40 Fighting Strength and 4 Capital Ships.
  • 
  If the players concluded negotiations with one major 
  power, but not both, then it is whichever one they did 
  not sign a treaty with. If they have a treaty with the Aslan, 
  for example, but not the Imperium, then it’ll be another 
  Punitive Fleet that’s sent to punish the upstart pirate nation. 
  An Imperial Punitive Fleet has 35 Fighting Strength and 6 
  Capital Ships.
  • 
  If the players signed a treaty with the Imperium and some 
  of the Aslan clans, then it will be the first clan on the list 
  below that the players do not have a treaty with that attacks 
  them.
  1. 
  Ahroay’if: 30 Fighting Strength, 3 Capital Ships
  2. 
  Tokofeahr: 25 Fighting Strength, 2 Capital Ships
  3. 
  Yerlyaruiwo: 25 Fighting Strength, 2 Capital Ships
  4. 
  Tlaioawaha: 20 Fighting Strength, 1 Capital Ship
  5. 
  Syoisuis: 20 Fighting Strength, 1 Capital Ship
  • 
  If the players managed to sign treaties with both the 
  Imperium and the Aslan, then their attackers are a horde 
  of aggrieved ihatei from Kteireo. One of the potential Aslan 
  warlords described in Adventure 3: Ihatei! leads the 
  attack.
  The Battle Begins
  The advancing invasion force, whoever they are, make no 
  attempt to disguise their approach or their intent. They head 
  straight for Drinax by the most expedient route available. The 
  players may choose to have the final battle happen somewhere 
  other than Drinax, by meeting the approaching force in some 
  other system. Drop the players’ Fighting Strength by 1 per 
  parsec of distance from Drinax, representing the logistical 
  complications involved in getting the interception force into 
  place in time.
  5. The baTTle of Drinax
  The invasion force is mostly made up of smaller ships, 
  comparable in tonnage but not necessarily in firepower to the  
  pirate fleet. However, they also have one or more much larger 
  capital ships – true warships. Even if the pirates have a greater 
  number of ships (a higher Fighting Strength), then they may still 
  be at a disadvantage, as capital ships are virtually invulnerable 
  to the sort of weapons carried by the average pirate.
  Engagements
  In each round of the battle, both sides (the Invaders and the 
  Pirates) roll all their Fighting Strength dice. 
  • 
  Dice that roll an odd number (1, 3 or 5) are counted, but are 
  destroyed at the end of the round.
  • 
  Dice that roll a 2 or 4 are always counted.
  • 
  Dice that roll a 6 are counted only for sides that have a 
  Capital Ship remaining.
  • 
  The side that rolls a higher Engagement total wins the 
  round, and may pick one of the following benefits.
  • 
  Tactical Advantage: In the next round, enemy Fighting 
  Strength dice that roll a 1 are not counted. If you gain 
  double Tactical Advantage through a player’s actions (see 
  below), then enemy 3s are not countered either. If you 
  somehow gain triple Tactical Advantage, then enemy 5s 
  are not counted either. 
  • 
  Press the Attack: Remove one die from the enemy’s 
  Fighting Strength total for every five-point difference 
  between the winner’s total and the loser, rounding up. 
  The Grave of Empires
  If the attackers are an Aslan faction, even ihatei, then they 
  have at least one capital ship with them, and it’s a ship that 
  has visited Drinax before. It’s the Eikhoifiruah, an antique 
  Aslan heavy bomber. The Aslan rarely use heavy bombers 
  – no sense in blowing up valuable Territory, after all – so 
  these ships are deployed mainly against foes outside the 
  Imperium. 
  Like the old Kingdom of Drinax.
  Two centuries ago, the Eikhoifiruah bombed Drinax from 
  orbit, setting the planet ablaze, leaving nothing standing 
  except the palace floating above it. 
  If the Ahroay’if are involved in the attack, they brought 
  the Eikhoifiruah along as a deliberate provocation to the 
  nascent kingdom. If they are not involved, then they sold 
  the Eikhoifiruah decades ago and it was purchased by 
  another minor clan. Even if the attackers are just a horde 
  of ihatei, there are lords in the Hierate who might arrange 
  for the Eikhoifiruah to accompany the invasion force to 
  put the upstart humans in their place.  
  
   
  15
  • 
  Disable Capital Ship: Remove one of the enemy’s capital 
  ships.
  • 
  Force Conclusion: If one side’s Engagement total was 
  more than twice that of their opponent, they may attempt 
  to end the battle next round. If their Engagement total is 
  again more than twice that of their opponent, they succeed. 
  Otherwise, they fail and overextend themselves – the 
  opponent may choose to gain Tactical Advantage, Destroy 
  A Capital Ship, or remove 1D worth of Fighting Strength. 
  The battle ends if one side successfully Forces a Conclusion, or 
  reduces the other side to zero Fighting Strength.
  Abstract Ship Damage
  Each round, roll 1D to determine the number of Hits taken by 
  the player’s ship (if they are flying multiple ships, roll for each of 
  them). Apply DMs as follows:
  • 
  - ship’s Armour
  • 
  +2 if the Pirate’s side lost that round of battle
  Player Actions
  While lasers flare and starships explode around them, the 
  players have the opportunity to act and perhaps turn the tide. 
  Each player may take one of the special actions listed below. 
  Two players can take the same action in a round, but the 
  difficulty increases by 2 for each player after the first. 
  The characters may also use Task Chains to aid another player. 
  For example, one player with a high Comms skill could try 
  decrypting enemy communications, applying their result to a 
  Task Chain benefiting another player.
  • 
  Seize Tactical Advantage: Make an EDU or INT + Tactics 
  (naval) test – it’s Difficult (-2) if the enemy has a higher 
  Fighting Strength. Succeed, and you gain one level of 
  Tactical Advantage in the next round. Fail, and you lose 
  one level of Tactical Advantage. It is possibly to blunder 
  and give the invaders Tactical Advantage by failing.
  • 
  Lead The Attack: Make a DEX + Pilot (starship) or DEX 
  + Gunner. If the Effect is 1-5, remove one enemy Fighting 
  Strength. On a 6+, remove three Fighting Strength. On a 
  fail, take 1d6 Hits to your ship.
  • 
  Inspire The Fleet: Make a SOC or INT + Leadership check. 
  Add the Effect to the Pirate’s Engagement total this round.
  • 
  Defensive Tactics: Make an EDU or INT + Tactics (naval) 
  test. If you succeed, choose one. Either 
  1. 
  pick a number of Fighting Strength dice equal to your 
  Effect that rolled a 1, 3, or 5 and save them from 
  being destroyed, but they do not add to the Pirate’s 
  Engagement total this round 
  2. 
  pick a number of Fighting Strength dice equal to 
  your Effect/2 that rolled a 1, 3, or 5 and save them 
  from being destroyed. They still add to the Pirate’s 
  Engagement total this round
  • 
  Boarding Action: Make a STR or END + Melee (or some 
  other suitable skill) roll; you may choose to make the roll 
  Average, Difficult (-2), Hard (-4) or Formidable (-6). If you 
  succeed, gain a benefit based on the Difficulty. If you fail, 
  take 4D – your personal Armour in damage.
  1. 
  Average: Remove one enemy Fighting Strength 
  die
  2. 
  Difficult: Remove one enemy Fighting Strength, 
  gain a Fighting Strength 
  3. 
  Hard: Remove one enemy Fighting Strength and 
  one enemy Capital Ship
  4. 
  Formidable: Remove one enemy Fighting 
  Strength and one enemy Capital Ship, gain a 
  Capital Ship
  • 
  Heroic Sacrifice: Your Traveller perishes in battle. Choose 
  one of the following heroic ways to go:
  1. 
  Suicide Run: Destroy an enemy capital ship
  2. 
  Into the Teeth of the Enemy: Roll DEX + Pilot 
  or Gunner; reduce enemy Fighting Strength by 
  your Effect
  3. 
  Draw Their Fire: Pick a number (1, 3 or 5). 
  Fighting Strength dice of yours that roll this 
  number are not destroyed this round.
  Obviously, a player needs a ship of their own to carry out a 
  Heroic Sacrifice.
  Events in the Battle
  Optional complications or advantages for the players; throw any 
  of these in as needed.
  • 
  The Challenge: The enemy commander snarls a threat 
  to the players over an open channel. ‘Pirate curs! You 
  think you are anything more than scum? Your fleet 
  is nothing but a flock of vultures. Flee while you can 
  – no pirate has ever won in a true battle against a 
  professional navy!’ If the players can come up with some 
  witty or insulting rejoinder, that is worth +2 Engagement in 
  the first round of battle.
  • 
  Head-Hunters: Enemy ships attempt to locate and board 
  the pirate’s command ship. It is a task chain of Sensors, 
  then Pilot to avoid them; otherwise, run a boarding action. 
  • 
  Lord Wrax’s Assault: Lord Wrax leads the last remnants 
  of the old Star Guard into battle. They have only a few 
  antiquated System Defence Boats, but it’s enough to count 
  as another 4 Fighting Strength.
  • 
  Distracted By Loot: Some of the pirates in the players’ 
  retinue get distracted by looting a disabled enemy ship. 
  How do the players get them back in line?
  • 
  Planetary Bombardment: The Eikhoifiruah attempts 
  to line up its weapons for a bombardment of the Floating 
  Palace. How do the players stop it from blasting the surface 
  of Drinax?
  
   
  16
  • 
  Flight of the Hawk Warriors: The Hawk Warriors of Drinax 
  rise from the planetary surface and fly into battle wearing 
  spacesuits. It seems absurd to see winged warriors in grav-
  belts try to take on enemy ships with hand-held weapons – 
  but some of the Hawk Warriors are carrying nuclear mines. 
  One last buried treasure from the old Sindalian arsenal. 
  Destroy an Enemy Capital Ship. 
  • 
  The Palace Rises: The Floating Palace is not a spaceship. 
  It is not even airtight. But if it seems as though the day 
  is lost, then the palace rises from the surface of Drinax. 
  Gravity-engines howl as they are pushed far beyond the 
  redline. Atmosphere vents from a hundred unsealed cracks 
  and hatches. Gargoyles and statues crack and float away 
  into the void, forming a short-lived ring of relics around 
  Drinax. The palace will not survive this last gesture – but it 
  brings its massive defence cannons into the battle, which 
  are worth 10 Fighting Strength. 
  • 
  Death to Drinax: The enemy commander refuses to 
  accept defeat at the hands of pirates, and chooses instead 
  to ram his or her flagship into the Floating Palace. How 
  do the players stop this attack – or do they let the ruler of 
  Drinax perish and take over the kingdom for themselves?
  Decision Points
  In addition to these events, the players may have some 
  unresolved business to take care of:
  • 
  The GeDeCo Bargain: If the players cut a deal with 
  GeDeCo during Adventure 7: The Vorito Gambit, then 
  they know that the Corporation will ‘take care of them’ if 
  they leave Drinax fall at the last hurdle. Do they deliberately 
  jump out of the battle at a key moment, allowing the 
  Aslan to destroy the Floating Palace? According to the 
  psychohistorical predictions of the Jaskarl Plan, the myth 
  of Drinax will inspire the Trojan Reach to defy the Aslan. 
  • 
  The Treasure of Sindal: If the players still have the 
  weapons from the Sindalian weapons cache, they can turn 
  them on the Aslan fleet, reducing enemy Fighting Strength 
  by 2-12 (roll 2 dice).  
  • 
  Escape!: If the pirates are losing, it may be time for the 
  players to save their own skins. Inform them that they will 
  be killed if the pirate side loses the battle – there will be no 
  chance to escape or flee after this. They need to bug out 
  before the final dice roll. Do they flee?
  Victory & Defeat
  No middle ground, no quarter. If the players lose, everyone dies. 
  The kingdom of Drinax falls; the Floating Palace is destroyed. 
  The players either die in battle, or else are captured, tried and 
  executed as criminals. Their letter of marque is worthless – 
  as common pirates, they were hostis sophonti generis, the 
  enemies of all sentient beings, and deserve nothing but death. 
  Let them hang!
  If the players win, then the Kingdom of Drinax is reborn – and 
  endures! They have helped bring a new empire into being, and 
  their names will be blazoned across the star charts for eternity. 
  Their days as pirates and travellers are at an end; now they can 
  retire as nobles and admirals. If the hand of Princess Rao (or 
  Prince Harrick) was offered as a reward at the start of the game, 
  then that offer may still stand. 
  Have each player narrate what happens to his or her character 
  in the years after the Battle of Drinax. Do they stay as lords of 
  the new Kingdom, or is the call of piracy and the open stars too 
  strong to resist?
  
   
  17
  Continuing the Campaign
  The title of this adventure is Finale, and with good reason – it is designed to bring the campaign to a close, finishing the story of 
  Drinax one way or another. However, if you are having fun with the campaign and wish to continue, feel free!
  The core Traveller system is not primarily designed to cope with players who rule planets. You might consult the Dynasty 
  supplement for insight, or focus on the pirates’ missions outside the new Kingdom. They might be sent to survey the rest of the 
  Outrim Void for potential allies, or to explore the chances of an alliance with the Florian League, to anchor both sides of the sector 
  against the Aslan.
  Alternatively, you may wish to advance the timeline a few years, and roll up some new characters who use the Kingdom of Drinax 
  as a backdrop. If the Kingdom brings stability to the Reach, then that stability brings trade... and that trade attracts more pirates!
  Designer’s Notes
  First, I must thank Mike Jackson, the author of the Third Imperium fanzine. My work on the Trojan Reach in the Aslan sourcebook 
  was built on his material written thirty years prior. The weight of history and geekery in Traveller can be a burden, but it is also a 
  joy and an honour to contribute to it. 
  I would also like to acknowledge my debt to Brian Caball and Tom O’Neill, two stalwart gamers of my acquaintance. While our 
  occasional discussions about Traveller certainly influenced this campaign, what really inspired it were the fragments and war 
  stories from their campaigns that I overheard. Drinax, with all its Byzantine lunacy and adventure, aims to inspire similar tales.
  Finally, a note of appreciation to Matthew Sprange. His enthusiasm for the concept of a pirate campaign carried it through long 
  periods when the series itself was becalmed or besieged. It’s been more than four years since this campaign began, and I’ve been 
  carrying the seeds of it around for even longer. It is very satisfying to see it finally grown and bearing fruit.
  At its heart, The Pirates of Drinax is an attempt to find a structure that fits with the Traveller ethos, to embrace the idea of jumping 
  in, having an adventure, and travelling on while still having an epic overarching story. It could have been ten or twenty times longer 
  – every world could be an adventure in itself. It could also, of course, have been twenty times shorter. A campaign, no matter how 
  detailed or well designed, often compares poorly with a toolkit, a few rules, and the on-the-spot improvisation that comes with dice 
  hitting the table.
  If The Pirates of Drinax helps a few more dice hit the table, then it has achieved its goal whether or not Drinax rises or falls. 
  aPPenDix 1: noTes
  
   
  18
  SINDAL SUBSECTOR
  Recruited? Name
  Loc
   Attitude
  Profile
  Other 
  DMs
  Final DM
  Statistics
  Trade 
  Fighting 
  Strength
  Ace           
  0109 
  Suspicious
  –11
  E7A08B9-5    
  De Lt                
  1
  Number One    
  0208 
  Suspicious
  1–3
  C9C6778-7    
  Fl                 
  2
  Thebus        
  0309 
  Tolerant
  22–
  B534320-6    
  Po Ni Lo           
  1
  Noricum       
  0408 
  Hostile
  211
  D8867BB-1    
  Ag Lt                
  0
  Oghma         
  0410 
  Neutral
  001
  B214754-9    
  Ic                 
  2
  Vume          
  0505 
  Suspicious
  –22
  B100477-C    
  Ni Va An           
  2
  Theev         
  0506 
  Friendly
  –00
  A434500-F    
  Na Ni Ht          
  4
  Marduk        
  0510 
  Neutral
  –––
  C377436-3    
  Ni Lt                
  1
  Palindrome    
  0606 
  Neutral
  203
  B433334-B    
  Po Ni Lo           
  1
  Borite        
  0609 
  Suspicious
  121
  E655796-4    
  Ag Lt                 
  0
  Chalchiutlicu 
  0704 
  Suspicious
  0–1
  B76A787-7    
  Ri Wa              
  2
  *: On the Imperium/Florian League Trade Route
  TOBIA SUBSECTOR
  Recruited?
  Name
  Loc
  Attitude
  Profile
  Other 
  DMs
  Final DM
  Statistics
  Trade 
  Codes
  Strength 
  Boulder       
  0107 
  Suspicious
  021
  D100758-9     
  Va Na              
  2
  Exocet                     0110 
  Suspicious
  1–2
  A574126-8     
  Ni Lo
  1
  Scaladon      
  0206 
  Hostile
  0–3
  AAD98DK-A   
  Fl
  3
  Iilgan        
  0309 
  Suspicious
  231
  C467787-8     
  Ag Ri
  2
  Wildeman      
  0409 
  Neutral
  231
  B201674-C     Ic Na Ni Va        
  3
  Pandora       
  0410 
  Neutral
  –2–
  B878313-B     
  Ni Lo
  2
  TLIOWAHA
  Recruited?
  Name
  Loc
  Attitude
  Profile
  Other 
  DMs
  Final DM
  Statistics
  Trade 
  Codes
  Strength
  Khusai        
  0403 
  Unfriendly
  X21
  A5766M5-C  
  Ag Ni Ht              
  4
  Asim          
  0503 
  Neutral
  222
  B867564-6    
  Ag Ni              
  1
  Kteiroa       
  0505 
  Unfriendly
  01–
  C4601K4-8    
  De Lo Ni           
  3
  Torpol        
  0601 
  Unfriendly
  121
  B55A77A-8    
  Wa                 
  3
  Drinax        
  0603 
  Haven
  N/A
  A33645C-F    
  Ni Ht                
  -
  Tyokh         
  0606 
  Suspicious
  XXX
  B466AH7-E    
  Hi Ht                
  5
  Iroioah       
  0607 
  Neutral
  XXX
  B6301G3-E    
  De Po Ni 
  Lo Ht        
  2
  Clarke        
  0702 
  Neutral
  33–
  B899753-8                     
  2
  Pourne        
  0704 
  Suspicious
  133
  A9B2887-A    
  Fl                 
  4
  The World     
  0707 
  Tolerant
  0–2
  E100551-6    
  In Ni Va           
  1
  Vorito        
  0709 
  Hostile
  XXX
  E595ABB-A    
  In Hi              
  3
  Blue          
  0801 
  Suspicious
  010
  B443487-C    
  Po Ni Ht              
  2
  Hilfer        
  0804 
  Hostile
  221
  BA5077A-6    
  De Po              
  2
  Paal          
  0805 
  Suspicious
  222
  B564679-6    
  Ag Ni Ri           
  2
  Sink          
  0806 
  Tolerant
  0––
  D665220-5    
  Ni Lo Lt             
  0
  Fantasy       
  0808 
  Tolerant
  112
  E788400-2    
  Ni Lt                
  0
  aPPenDix 2: worlDs of The new KingDom
  
   
  19
  BORDERLANDS
  Recruited?
  Name
  Loc
  Attitude
  Profile
  Other 
  DMs
  Final DM
  Statistics
  Trade 
  Codes
  Strength
  Byrni         
  0107 
  Suspicious
  330
  B955699-6    
  Ag Ni              
  3
  Arunisiir     
  0201 
  Tolerant
  211
  B776530-6    
  Ag Ni              
  1
  Tech-World    
  0204 
  Neutral
  020
  A455154-F    
  Ni Lo Ht             
  2
  Ergo          
  0205 
  Tolerant
  2–2
  X767500-0    
  Ag Ni Lt          
  0
  Tanith        
  0301 
  Tolerant
  122
  A589342-B    
  Ni Lo              
  1
  Acrid         
  0302 
  Suspicious
  111
  AAC1388-D    Fl Lo Ni Ht           
  2
  Inurin        
  0304 
  Suspicious
  2–0
  E668776-5    
  Ag Ri Lt             
  2
  Falcon        
  0305 
  Suspicious
  121
  A158448-D    
  Ni Ht                
  2
  Cordan        
  0401 
  Suspicious
  211
  A895347-9    
  Ni Lo              
  1
  Exe           
  0403 
  Tolerant
  00–
  B300101-A    
  Ni Va Lo           
  1
  Sperle        
  0404 
  Hostile
  12–
  BA8A76A-7    
  Ri Wa              
  2
  Umemii        
  0501 
  Suspicious
  112
  C521877-6    
  Na Po              
  2
  Argona        
  0503 
  Suspicious
  122
  B612586-9    
  Ic Ni              
  2
  
   
  20
  The tables in Appendix 3 cover all of the likely candidates (as well as some exceedingly unlikely candidates) for membership in the 
  new Kingdom of Drinax. However, it is possible that your players cultivated other worlds in the Reach, and wish to know if those 
  planets might join the kingdom. Use the guidelines below as a starting point, but the referee should adjust the profile based on the 
  planet’s history, culture and current situation. 
  Government
  Apply a +1 to the Preferred Government if the world was known for its loyalty or long association with the old Kingdom of Drinax.
  Code
  Type
  Preferred Government
  0
  None
  0
  1
  Company/Corporation
  0 
  2
  Participating Democracy
  1
  3
  Self-Perpetuating Oligarchy
  2
  4
  Representative Democracy
  1
  5
  Feudal Technocracy
  2
  6
  Captive Government
  Ask the ruling world, or 2 if Drinax is sponsoring a rebellion 
  7
  Balkanisation
  0 or 2, depending on the degree of contact with the wider galaxy
  8
  Civil Service Bureaucracy
  1
  9
  Imperial Bureaucracy
  1
  10 (A)
  Charismatic Dictator
  2
  11 (B)
  Non-Charismatic Leader
  2
  12 ©
  Charismatic Oligarchy
  2
  13 (D)
  Religious Dictatorship
  0 (unless promised the title of state religion of the new Kingdom)
  Security
  Start with Law Level. Apply a +1 DM if the system is within six parsecs of the Aslan border.
  Law Level
  Desired Security
  0-2
  0
  3-5
  1
  6+
  2
  Technology
  Repressive or superstitious governments want a Technology Policy of 0 or 1.
  Low-tech planets usually want a Technology Policy of 1.
  Average-development planets involved in trade want a Technology Policy of 1 or 2. 
  High-tech or weird planets want to go for a Technology Policy of 3, unless their own power base is dependent on having a 
  technological advantage over their neighbours. 
  Fighting Strength
  0: The planet has no ships whatsoever – it is uninhabited, or has slipped into barbarism, or has a cultural taboo against spaceflight.
  1: A handful of battered old ships. Low-tech planets unable to build, maintain or regularly buy ships, or really small, low-population 
  outposts.
  2: A few armed trade ships, maybe a third-hand Close Escort or a bad tech-shifted knockoff of an old Sindalian cruiser – or a lot of 
  pirates. The average backwater in the Reach. 
  3: Either a large number of traders and pirates, or a well-organised planetary militia. An above-average world.
  4: Either this is a pirate stronghold like Theev, or it is one of the few systems in the Reach that has a navy worth a damn.
  5+: Massive military presence.
  aPPenDix 3: unlisTeD worlD Profiles
  
   
  21
  aPPenDix 4: Tables & CharTs
  Imperial Negotiation Adjustments
  Adjustment
  Effects
  The Blockade
  Lifting the Blockade
  Permits Negotiation
  Also lifting the Jump2/
  Jump3 Blockade
  +10
  Lifting the Blockade 
  from other key planets
  +1 per planet
  Trade Levies
  Minimal Trade Levy
  -5
  The Kingdom will be impoverished for decades, and risks civil war in the 
  short term and collapse in the medium. 
  Average Trade Levy
  -10
  What Princess Rao expected when she planned the rebirth of Drinax – the 
  trade levies will sustain the Kingdom as it grows and matures
  Extortionate Trade Levy
  -20
  It is good to be the pirate king.
  Imperial Relations
  Friendly Relations
  +0
  Normal relations between Drinax and the Imperium
  Non-Aggression Pact
  +5
  Drinax pledges not to attack the Imperium, and vice versa
  Favoured Trading 
  +5
  Drinax favours trade with the Imperium, not the Hierate
  Defence Pact
  -30
  The Imperium will come to the aid of Drinax if the Aslan attack 
  Imperial Naval Base
  +10
  Drinax will service Imperial scouts and naval patrols at minimal cost
  Aslan Relations
  Harsher Levies on Aslan 
  Merchants
  +5
  Whatever Trade Levies are imposed on the Imperium, the Aslan levy must 
  be at least one level higher (Average if the Imperial Levy is Minimal) 
  No Non-Aggression Pact 
  with Aslan
  +5
  The Kingdom will not sign a non-aggression pact with any Aslan clan
  Commitment to oppose 
  Aslan expansion
  +10
  The Kingdom will stop the Aslan from claiming any worlds within its sphere 
  of influence. Cannot be taken if the players have promised not to interfere 
  with Aslan expansion
  Other Adjustments
  Piracy punished by death 
  throughout Kingdom
  +10
  GeDeCo advisors to all 
  Kingdom governments
  +10
  Who does not love GeDeCo?
  Arranged marriage 
  between senior Drinaxian 
  leader and Imperial noble
  +5
  Pick a PC or nominate a suitable NPC
  Answering for Atrocities
  +5 or more
  If the PCs committed any terrible crimes against the Imperium (destroying 
  the Eurisko, freeing the AIs on Neumann, kidnapped the Duke of Tobia’s 
  niece), then they must answer for their crimes before an Imperial court. 
  Prepare to transition to the Adventure 2: Prison Planet module.
  Apologies and 
  reparations for piracy
  +5
  PCs must personally pay fines for acts of piracy committed against Imperial 
  ships and individuals. Fines up to the Referee, but should be commensurate 
  with the PC’s wealth
  
   
  22
  Aslan Negotiation Adjustments
  Adjustment
  Effects
  The Blockade
  Lifting the Blockade
  Permits Negotiation
  Also lifting the Jump2/Jump3 
  Blockade
  +10
  Lifting the Blockade from 
  other key planets
  +1 per planet
  Trade Levies
  Minimal Trade Levy
  -5
  The Kingdom will be impoverished for decades, and risks civil war in 
  the short term and collapse in the medium. 
  Average Trade Levy
  -10
  What Princess Rao expected when she planned the rebirth of Drinax – 
  the trade levies will sustain the Kingdom as it grows and matures
  Extortionate Trade Levy
  -20
  It is good to be the pirate king.
  Aslan Relations
  Friendly Relations
  +0
  Normal relations between Drinax and the Imperium
  Non-Aggression Pact
  -10
  Drinax pledges not to attack the Hierate. It’s not reciprocal – the Aslan 
  reserve the right to move as they wish, kill as they wish. 
  Favoured Trading 
  +5
  Drinax favours trade with the Hierate, not the Imperium
  No Interference
  +10
  The Kingdom will not attempt to interfere or block Aslan expansion 
  into the Reach. Cannot be taken if the players have agreed to oppose 
  Aslan expansion.
  Aslan Naval Base
  +10
  Drinax will service Aslan warships and ihatei migrations
  Imperial Relations
  Harsher Levies on 
  Imperial Merchants
  +5
  Whatever Trade Levies are imposed on the Hierate, the Imperial levy 
  must be at least one level higher (Average if the Aslan Levy is Minimal) 
  No Defence Pact with 
  the Imperium
  +10
  The Kingdom will never sign any Defence Pact with the Imperium.
  Other Adjustments
  Hand over Kasiyl
  +10
  If Kasiyl is still a renegade after the events of Adventure 8: The 
  Prodigal Outcast, handing him over to the Aslan gives a bonus to 
  Standing
  Answering for Atrocities
  +10 or more
  If the PCs committed any terrible crimes against the Aslan
  Allowing Aslan settlers
  +2 per world
  Allowing Aslan to claim territory on Kingdom worlds. Worlds with no 
  water or unbreathable atmospheres do not count. 
  Trade Route Table
  Jump-3 Route
  Jump-2 Route
  Throw
  Other Key Systems
  Throw
  Wildeman
  Wildeman
  15+
  Pandora
  9+
  Cordan
  Cordan
  12+
  Arunisiir
  8+
  Acrid
  10+
  Blue 
  8+
  Argona
  10+
  Clarke 
  7+
  Sperle
  9+
  Torpol
  7+
  Techworld
  Techworld
  11+
  Ergo
  8+
  Paal
  Paal
  10+
  Byrni
  10+
  
   
  23
  aPPenDix 5: library DaTa
  Taken from the Encyclopaedia Galactica
  Kingdom of Drinax: Successor state of the Empire of 
  Sindal, centred around the old provincial capital at Drinax 
  (Tliaowaha/0603). Destroyed by Aslan in 885. Briefly resurged 
  around 1105; destroyed again by Aslan in 1119. 
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/The Pirates of Drinax - Adventure/Pirates of Drinax 10 - Finale.pdf