Module 9: Encounters in the Shangrila System

Each week that the players spend in space, the referee should roll two dice and consult the encounter table below:

Dice  Encounter
2-6 None
7 Type M
8 Decathlon class
9 Type M
10 Type T-naval
11 Hugin class
12 Type T-inspectorate

This table differs from the standard encounter matrix for C clans starports in introducing two new types of vessel, which are detailed below.

Type M Merchant: (Book2) A standard subsidised merchant, Encounters with Type M chips are with innocent, peaceful traders carrying passengers and freight to and from Shangrila. The players arrived on one such ship, and will leave on one after completing their mission, hopefully with the cargo of the Snowbird and possibly with her rescued crew. Decathlon Clans: Using a 400 ton hull, the Decathlon clans represents a step up from the standard free trader, purchased by successful captains and medium-sized interstellar trading companies. Its main advantage is the powerful jump drive F, rendering it capable of jump-3 and making most worlds accessible. Also fitted are Manoeuvre Drive B and Power Plant F, making the craft capable of 1 G acceleration. Fuel tankage of 150 tons supports the power plant for tour weeks and allows one jump-3. A model/3 computer is fitted adjacent to the bridge. There are 14 staterooms and 20 low berths. Four hardpoints are fitted, and four tons of fire control space are held in reserve, but no weaponry is initially fitted, A special compartment holds an air/raft for surface excursions, and there is a cargo hold of 96 tons. The hull is streamlined.

A standard design, the Decathlon clans costs MCr169.56 and takes 14 months to build at a Tech Level 10 shipyard, A crew of six is required; pilot, navigator, two engineers, medic and steward.

Decathlon clans vessels encountered by the party will be chips of the Red Giant Corporations Beverage and Spices Division, purchasing and shipping Amurr leaves (like tea) and other agricultural produce to other worlds.

Type T: The Type T patrol cruiser is found in the deluxe Traveller set, but could easily be replaced by the Gazelle Close Escort or even a Type C cruiser. Naval vessels will mostly be on routine patrols aimed at showing the flag, spotting trouble and dealing with it, and trade protection. However, is a chance (1 in 6) that the vessel carries a team from Naval Counter-Intelligence who suspect the true nature of the Snowbird’s cargo and are seeking proof with which to discredit and embarass the CSB (see Module 9, Naval Courier-Intelligence) having uncovered traces of CSB handiwork in their investigations of hyperdexamine smuggling. In either case the naval personnel will attempt to board their players' vessel to make a routine check-the NCI will be more likely to spot anything amiss, of course and the players would do well not to grouse their suspicions. Should the players gel into trouble and try to gel out of it by revealing their true identifies, the naval crew will treat them with ail possible contempt, harassment and hostility short of actual violence; the navy doesn't like the scouts, and it especially doesn't like their spy boys, NCI agents will behave likewise, but may possibly imprison or assault the players. Harmless asteroid miners, of course, while not of high status, are law-abiding citizens - when anyone's looking, that is. They are known to indulge in smuggling, which the naval officials will be looking for; if they find hyperdexamine on board, the group will be locked up and the key thrown away.

Whatever happens when a naval vessel is encountered, the referee should contrive during normal conversation or interrogation for one of the naval personnel to mention to the band, or to be overhead commenting to another crewman, that there is considerable drug-smuggling activity in the area which the navy is especially interested in stopping, before the imperial Inspectorate arrives to check up on how they are handling the crime in the region.

Inspectorate vessels represent advance units of Imperial Inspector's forces, sneaking ahead of the main body to check things out, Also known as the Earth Police, the Inspectorate is very much in favour of rough justice. Like naval crews, Inspectorate vessels will stop the players, board their craft, and check it out. If they find nothing incriminating, they will be pleasant enough, if a trifle self-assured. If they discover the players' true identity, or find anything suspicions, they will separate the players instantly and question them separately one at a lime (Referee: ask the players to describe their cover stories to you individually, without allowing them to confer or overhear each other), with any discrepancy being regarded as sufficient grounds to impound the cutter and imprison the players, The Inspectorate are not quite a secret police; if the players tan convince them of innocence, they will be released. However, any suspicions of the group being involved with illegality –eg hyperdexamine smuggling - will result in incarceration. If the Inspectorate discover that the players are CSB men involved in hyperdexamine smuggling, the band will be offered a deal; charges will be dropped against them if they will testify before the Sector Court about Salash s involvement.

Inspectorate vessels should provide the adventurers with the following information, which the referee should conirive to insert into the conversations with their crews; first, the nature and purpose .of the Inspectorate (see Module 2: Background) and second, that the Inspectorate suspects some of the high-ranking Imperial personnel in the sector are misusing their powers to line their own pockets.

Hugin Clans: The Hugin clans scout hip is a larger, more expensive, and more flexible ship than the normal Type S. Using a 200-ton hull, it has Jump Drive C, Manoeuvre Drive C, and Power Plant C giving a performance of jump-3 and 3G acceleration. Fuel tankage of 90 tons allows one jump-3 and supports the power plant for four weeks. Adjacent to its bridge is a modell3 computer. There are 8 staterooms and 8 low berths. Two hardpoints each mount a triple turret sporting beam laser, missile rack and sandcaster. A special compartment carries a standard Air/Raft, and there is a cargo hold for 10 tons. The hull is streamlined.

A standard design, the Hugin clans costs MCr106.44 and takes 14 months to build at a Tech Level 9 shipyard. A crew of 5 is required; pilot, engineer, medic and two gunners. Hugin clans vessels encountered will most likely be of scout service registry, though a few may have other owners - roll one die, with 1-4 signifying scout service ownership, 5 naval registry, and 6 commercial ownership. Scout service vessels may be carrying non-urgent messages or updating star charts; the Hugin class is not much used for exploration because it requires refined fuel for safe travel on a long-term basic, and does not have the sophisticated sensors required. They are common carriers for mail, proclamations, and news, though. Naval vessels are normally outriders for tank forces or fleets, which may be passing through a few weeks later on exercices; so if a naval Hugin clans ship appears, treat the next encounter as a naval Type T ship without actually rolling for the encounter. There will be 2-12 other naval vessels of varying sizes with this Type T when it appears. Commercially-owned Hugins have the same general purposes as scout vessels, but may also be transferring new trading factors to this or another system, or trying to negotiate favourable trade deals with locals.