Module 11: Referee’s notes

Instruments of Destruction

    The players are all too likely to overequip themselves with weapons and armour. The referee should remind them that vast amounts of arms and armour will grouse suspicion; they are supposed to be asteroid miners, not mercenaries. If they go ahead and outfit themselves for the Third Interstellar War, well, they were warned. Interstellar and interplanetary space within the Terran Empire is considered to be at Law Level 3 for purposes of deciding which weapons are legal; while there is no need to roll for police harassment on a daily basis in space, any boarding party which finds weapons contravening the limits of Law Level3 will automatically suspect the group of foul play. Specifically, combat armour, battles dress, explosives, poisons, lasers, energy weapons, and body pistols will be sufficient grounds for imprisonment. Clearly non military explosives will be allowable, since the group are supposed to be miners.

    Referees should bear in mind that even with the power off, iris valves can still be forced pen (or closed) on a throw of 9+ on 2d6, with DMs of +1 if character has strength 10+, +2 if dexterity 10+,-3 if wearing vacc suit. It may be necessary to drop gentle hints about this possibility to the party.

The Crew

    If rescued, the crew will be properly grateful and the players will have several people who owe them a favour-a more subtle reward than cash, but always useful .The pilot and chief engineer, being CSB men, will be anxious to gel their cargo moved on to the proper hands-there are of course certain code introductions by which the players tan assure them of their true identifies if they so wish, and it would be wise for at least one to do so since otherwise the rescued agents are likely to try a doublecross to speed their cargo on its way. The rescued agents are unaware of the true nature of their cargo, believing the same cover story as that told to the players. Once they discover that there are CSB agents in the rescuing party they will confide in them, saying that they are somewhat suspicious of their orders; these specify disconnecting the flight recorders and filing false flight plans with both traffic control and the CSB. This is highly irregular, and they believe something underhand is going on - possibly one of the high-ranking administrators is a double agent, so that he must be fed false data.

Timing

    When the players arrive on Shangrila, it is three weeks since the Snowbird was expected to report in. They will have 1-2 weeks cooling their heels in Port Royal before the cutter is ready, an indeterminate time before they find the ship; it will then take them 1-3 weeks to return and await the arrival of a ship out of the system. Normal encounters should be rolled using Book3on the ground and Module 11 for incoming ships.

After the Adventure

Once the scenario has been played through, it still provides some useful things for the referee. The CSB, the NCI and their rivalry tan provide future plots and employment- apart from the obvious ones, the referee may like to consider that in the case of total success by the group, Salash may decide they know too much and try to remove them. There are several new ship types and a planet to use in later games.

The Explorer class ship in particular was designed to be loaned to a group of adventures by a powerful patron for a long-term commission, much in the manner of Adventure 4, Leviathan.