Sunday, 18 March 2018

The Hall of Refuge

Level One: The Hall of Refuge

Brognor’s Hall was built to be a refuge in the wilds during a turbulent age. As such the first level contains a lot of the shops one might find in a small village.

Wandering Monsters (1 on 1d6 check every 3 turns)

(1). Brognor’s Ghost - The ghost of Brognor appears drifting through the floor or a wall and threatens the characters, “Who dares to disturb my rest!” or “These Halls are under my Protection”.
(2). Centipedes, Giant (20): AC 9, HD ½, HP 2, MV 20’, #AT 1 bite, DMG Poison, SA NM, ML 6, AL Neutral. They are easily frightened off.
(3). Rats, Normal (20): AC 9, HP 1, MV 20’, #AT 1 bite per pack, DMG 1-6 + Disease, SA NM, ML 5, AL Neutral. The 20 rats represent 1 pack.
(4). Groaning Noise - a groaning noise is heard from nearby. The source is unclear, it could be wood on stone or the sound of the dead.
(5). Shudder - the walls of the room or hall shudder and some sand falls from the ceiling.
(6). Mysterious breeze - the characters feel a sudden cold breeze. It does not repeat and appears to have no source. Candles will blow out, lanterns and torches flicker.

(1). The Entrance
As has been described earlier, the entrance is an open archway 20 feet tall and 10 feet wide. It opens into a 15-foot long hall crowded with four enormous, weathered marble statues of lions. A charred, bare skeleton lies on the floor. The end of the hall is a stone wall with an enormous pair of doors. The doors are featureless and appear to be covered with gold leaf.

Touching the doors reveals them to be solid. They are magical and not made of gold. If the doors are touched magical, blue, glowing sigils appear on the surface. The doors cannot be forced open physically, cannot be picked open by a thief and are immune to magic spells other than the ritual designed to open them. Characters will also find that magic transportation spells do not allow entrance (teleport, dimension door, wizard eye, etc.). Only the ritual that Nerewin found will open the doors. Once the ritual is completed the doors stay open until pushed closed. Once closed the enchantment resets. They can be pulled open easily from inside.

If the marble lions are examined, a metal tube can be seen in the back of their mouths. Inside the tubes is a residue of soot. This was a magic fire trap but it has long since been emptied of fuel.

The Hall of Refuge

(2). Hall of Refuge
The largest room in the hall. The ceiling is 16 feet high, supported by eleven 2’ in diameter stone columns. The columns do not look entirely stable. Three wooden doors lead from the chamber. There is straw on the floor scattered about and the occasional piece of stone debris that has fallen from the ceiling. Unnaturally, thick spider webs droop from the ceiling and along the walls near the columns. They may not be immediately apparent to characters with poor lighting.

Hidden in the webs are eight black widow spiders who will drop down to attack. Hanging in the webs along the north wall between two columns (5 feet up in the air) is a corpse. If cut down, the corpse is dried out and mummified. It appears to be a human adventurer with a short sword still in his scabbard, 2 daggers and a backpack holding 50’ rope, moldy rations, an empty wineskin and 12 iron spikes. He does not appear to have been dead for very long (weeks). If Nerewin is still with the group this will be most upsetting to him as he assumed he was the first to discover how to enter the Hall. Actually, there are dozens of copies of the scroll he found scattered about the local region.

Black Widow Spiders (8): AC 6, HD 3, HP 20,18, 18, 16, 16, 15, 15, 14, MV 20’ in web 40’, #AT 1 bite, DMG 1-8 + poison, SA F1, ML 7, AL Neutral. Their bite is poisonous, save vs poison or die in 1 turn.

(3). Stables
This chamber is full of the smell of rot. It appears to have been a stable with 3 paddocks along the west wall. There is an enormous pile of dried out hay along the north wall. The leg and boot of a corpse poke out from under the pile near a pitchfork.

The clumps of hay turn to powder if disturbed billowing up and causing fits of coughing to all within a 5-foot radius (-1 to hit). If moved free of the pile of hay, the corpse appears to be that of a human fighter clad in chainmail that is marred by several holes. The corpse also clutches a sword. The human has been dead for many years. If the corpse is searched (touched) its eyes will open revealing sickly yellow eyes staring out at the characters. The creature gets to its feet and will attack. It is an undead wight.

Wight (1): AC 5, HD 3, HP 21, MV 30’, #AT 1 touch or 1 sword+1, DMG Energy Drain or 1-8+1, SA F3, ML 12, AL Chaotic. The wight was a human adventurer and he is still in the habit of attacking with his sword despite the fact that his energy drain is his most feared weapon. Once he is reduced to half hit points he will snarl in anger and begin trying to grab and drain his attackers. The Wight can drain 1 level of life energy with each touch of his bare hand.

The sword is a magical sword+1. The wight also has a pouch that holds 120 gold coins and 3 gems worth 500 gold each.

(4). Market
There are four small market stalls in this chamber. Each is just a table, two walls and a small “roof”, not unlike what you might see in a large town market. One table has piles of moldy blankets lying on it the others are empty. Hidden in between the blankets is a small bag holding a necklace worth 600 gold.

(5). Foodstore
The east wall of this chamber is piled high with wooden crates. Teetering precariously to a height of 12 feet. The crates average 2 feet square. Some of the crates are damaged or are broken open revealing large piles of something that might have once been food.

Hidden in the crates is a colony of giant centipedes. They will attack if disturbed. Combat in this chamber has a 1 in 6 chance per round of causing an avalanche of crates to fall. If this occurs all characters in the room must make a Dexterity attribute save to avoid the falling debris (1-6 damage).

Centipedes, giant (40): AC 9, HD ½, HP 2 each, MV 20’, #AT 1 bite, DMG Poison, SA NM, ML 7, AL Neutral. The bite of a giant centipede does not cause damage but the victim must save vs poison or become violently ill for 10 days. Ill characters move at half normal speed and cannot fight or cast spells. Only 3 centipedes at a time can attack each character in the room. But once killed the centipede attacking a character will be replaced by another until they fail their morale or are all defeated. The giant centipedes will follow characters and continue attacking even if the characters leave the room.

(6). Secondary Market
This room appears to be another market. There are another four market stalls like in area #4. Each of these stalls has moldy debris lying on the floor around them and piled high on the tables. Clothes, common tools (spikes, hammers, nails, saws, etc) and what looks to have once been food. Hiding behind the stalls are three rhagodessa.

Rhagodessa (3): AC 5, HD 4+2, HP 25, 23, 21, #AT 1 leg/ 1 bite, DMG 0/2-16, SA F2, ML 9, AL Neutral. Rhagodessa is a giant insect that looks like a huge, hairy spider the size of a small bear. They have five pairs of legs and enormous mandibles. The front-facing pair of legs end in suckers to grasp their prey. If the creature hits with its leg attack, the victim is considered held and will automatically be pulled to the creature's mouth and struck by the bite attack the next round. The victim can pull free after 1 round by using their full action to do so.

(7). Trapped Hall
The corridor ends in a blank hall. Characters who advance to the last 5 feet of the hall will trigger a natural trap. The hall is unstable and the weight of the character stepping into the final 10 feet will trigger a cave in. The entire final five feet of the hall ceiling will collapse. Stone blocks and debris rain down causing 1d10 point of damage to all within the area.

(8). Shops
This chamber has two large wooden tables. One three feet out from the west wall and one three feet out from the north wall. Clothes sit in heaps on these tables. Behind the tables are some wooden stools. Some lie on their side.

(9). Market Square
There are four large (4 feet diameter) round tables in this room. One has been pushed up against the northeast door. A pile of stools is also lying on the table against the northeast door. In total there are 14 stools.  It takes 5 rounds to clear the northeast door of the debris.

(10). Guard Room
This room has two bunk beds against the east wall and two wooden tables in the center of the room surrounded by six wooden stools. A backpack rests on one table. Various items have been taken from the pack and spread over the table. On the south wall is a weapons rack with 13 rusty spears still resting in place. In one bunk bed is a skeleton dressed in leather armor. The items on the table are 2 torches, an empty metal flask, 2 packets of dried rations that have gone to mold and a blanket. The backpack appears empty. But there is a secret pocket in the bottom holding 20 gold and a sharp needle coated with poison (save vs poison or die in 1 day). The skeleton looks to be that of a short human dead for decades.

This was an adventurer poisoned by spiders. His companions placed him in this room to recover while they moved on, promising to return.

(11). Grain Store
There is an enormous pile of dried out grain filling the west and north sides of this chamber. Any breeze or disturbance in the chamber causes a choking cloud of the grain to fill the room. If a torch or other open flame enters the chamber, the grain has a 1 on 1d6 chance of igniting and exploding for 2d8 points of damage in a thirty-foot radius. This chance increases to 1-3 on 1d6 if the grain has been disturbed.

(12). Guard Room
This chamber appears to be another guard room. There is a single weapon rack holding six spears and a one-handed ax. A table with three stools and an old, rusty lantern on the table. The lantern is usable but empty.

(13). Guard Hall
The east wall of this room has five wooden bunk beds pointed out into the room. The bunks are just wooden slats, no mattresses remain.

(14). Barracks
There are two tables in the center of this room. Four stools surround each table, two lying on the floor. At each table are two skeletons clad in rotted clothes slumped onto the table. Four more skeletons lie on the floor still grasping spears. Finally there are two pairs of skeletons standing limply at rest holding spears to either side of the west and east doors.

These are undead skeletons under the control of Brognor’s ghost. They are instructed to attack anyone entering the room and to pursue relentlessly. The skeletons are not former guards who died at their post. They were animated from the crypts on level four.

Skeletons (12): AC 7, HD 1, HP 6 each, #AT 1 spear, DMG 1-6, SA F1, ML 12, AL Chaotic.

(15). Warning
There are four pilanths in this room, set on three of them is a stone bust of a humanoid head. A fourth stone bust lies on the floor its nose busted off. The busts depict a human woman with an old, stern face, a human man with a smile and curly hair, a stern elven man or woman it is hard to tell and the one on the floor depicts a gaunt-faced man with with no hair with the exception of thin eyebrows (and a broken off nose). Scrawled on the west wall in chalk is the message, “BROGNOR UNTRUE”.

The broken bust is actually that of Brognor.

(16). Temple
This chamber appears to be a temple. Two full-sized statues of human gods stand against the north wall behind a stone altar. There are two metal candlesticks atop the altar. Four wooden pews sit before the altar blocking much of the room. On closer examination one of the statues has a hand axe stuck to its chest. The statues are living statues and will attack anyone who enters the temple. They will not follow beyond the temple if characters cease attacks.

Living Statues, Iron (2): AC 2, HD 4, HP 30, 26, MV 10’, #AT 2 fists, DMG 1-8/1-8, SA F4, ML 11, AL Neutral. If a non-magical metal weapon strikes a statue it has a chance to become permanently stuck (save vs spells). If stuck the weapon can only be removed once the statue is destroyed.

The statues are identifiable as two human deities of the local region. In the Stillwater campaign these are Estus (god of hope and refuge) and Toses (god of the mountains). The hand axe is a magical Hand Axe +1 of Returning (if thrown it returns to the user magically on the same round). The candlesticks are made of bronze and are worth 5 gold each.

(17). Office
This chamber has two desks facing the entrance and four stools. On the far (south) wall is a cabinet of many small drawers (16). Six drawers are pulled out, and eight lie on the floor.  The remaining 2 remain in the cabinet. Both are locked. They can be forced open or a thief could pick the lock. One drawer holds 12 sheets of blank parchment (fine quality a mage could use them). The other drawer conceals a trap. The drawer has no bottom and there is a clear glass bottle in the drawer containing a green liquid. If the drawer is forced open or picked and pulled open quickly, the bottle will fall to the floor and break open. The liquid will turn to gas and flood a 10’ in diameter area. The gas causes 2d6 choking damage.

(45). Cistern
Detailed in Level Three.

Level One Map

Monday, 12 March 2018

Brognor's Hall Introduction

Brognor’s Hall

This is a low to mid-level OSR adventure using the Labyrinth Lord Rules. Designed for adventurers between levels 4-6. I have placed the location of the dungeon in hex 0917 of my Stillwater Further Afield hex map. It can fit into any wilderness area on the edge of civilized lands.


In the past, over five hundred years ago, the Wilderlands were overrun with the hordes of the Ogre Lords. Unlike the bestial and primitive ogres encountered in Stillwater valley at the present day, the Ogre Lords were intelligent and could use magic. They enslaved all of the goblinoid races and controlled the Wilderlands. Eventually, they were overthrown by an army of humans and elves working together.

As the Ogre Lords were in retreat the first trails through Stillwater valley opened up. It was a time of grave danger for travellers. Along this road, a legendary hero known only as Brognor built a Hall in an outcrop of rock. This hall had but one entrance and was magically sealed from any attack. In times of trouble, the local villagers would flee to Brognor’s Hall and safety. It was besieged and held out on two occasions. When the Legions of the Ogre Lords were finally defeated the Hall was abandoned. As the last Guardian of the Hall left it was sealed shut in case it would be needed again.

It was said that Brognor’s ghost continued to protect the Hall from all evils.

The Sealed Door


A scribe from Pirn named Nerewin has come to the village of Padoton. He has put up notices in Padoton and villages as far away as Stillwater requesting the aid of adventurers. Nerewin wishes bodyguards to take him to Brognor’s Hall.

Nerewin has found a scroll in Pirn detailing how to open the doors to the Hall. Nerewin also found a scroll detailing several magic items that are stored in the Hall and should still be there since the Hall has been sealed. Primarily he is looking for a Tome of Reason. An artifact that is said to increase the intelligence of the user. Nerewin has reached an impasse in his studies as a mage and feels this will bring him to his full potential.


The Adventure Begins

Nerewin can be found at the Brass Hilt Inn in Padoton. He is dressed in the simple robes of a scribe or mage. Usually, he is in the main room of the Inn surrounded by opened scrolls busily taking notes. His head is shaved except for a single top-knot drawn into a long mane.

Nerewin is looking for able adventurers to take him to the rock of Brognor’s Hall. He has copied a map of the location from a scroll at the library of Pirn. He asks for accompaniment only to the Hall. The pay is 600 gold total for the group. Once he reaches the Hall he plans to enter alone. The money is being held by the Innkeeper in Padoton. Nerewin will sign a letter releasing the gold once he reaches the Hall. If the adventurers wish to wait for Nerewin to exit the Hall he will pay another 400 gold to return with him to Padoton.

Nerewin (Mage 5) Str 12, Dex 8, Con 13, Int 13, Wis 14, Cha 16, AC 9, HD 5, HP 13, MV 30', #AT 1 stave, DMG 2d6, SAVE M5, AL Neutral.
Equipment: Dagger+1, Staff of Striking (8 charges)
Spells: Floating Disc, Magic Missile, Continual Light, Invisibility, Dispel Magic.

Brognor's Hall

Arrival at Brognor’s Hall

The Hall is a short journey from Padoton, a mere four miles. The terrain is rough and hilly climbing toward low, worn down mountains. In the foothills before the mountains is a tall outcrop of rock and the entrance to the Hall.

The entrance is an open stone arch ten foot wide and twenty foot tall at the base of the hill. Stone pillars stand to either side of the entrance. Several steps lead up to it.

Nerewin will suggest the adventurers make camp here. It will take him several hours to open the doors to the Hall. Nerewin takes his bag of scrolls and a lantern and will enter the Hall. There will be yelp of fear from Nerewin followed in a minute by a shout telling the adventurers that he is okay and there is nothing to worry about. If a player insists on accompanying Nerewin he will see a 15-foot hall ending in a pair of shiny, gold doors. In the hall are four, simple white marble lions weathered with age. Lying on the floor before the door is a charred skeleton that is only bone with no flesh still attached.

The door looks to be covered with gold leaf but to the touch, it appears to be a solid object and probably not gold. As soon as the door is touched magical runes appear across its surface glowing with a blue light.

There are no handles, keyholes or latches on the doors. The hinges are not visible but the doors fit so smoothly there are no cracks. No amount of damage whether physical or magical seems to alter the doors. They can only be opened by chanting a short magic ritual.

Nerewin has a copy of the ritual but it will take him hours to get it correct and the doors to swing inward.

What Happens Next

Nerewin has not asked the adventurers to join him because he foolishly believes the Halls are empty and safe. More importantly, he is afraid the adventurers will steal valuable relics from him.

If the adventurers insist that they join him, Nerewin will reluctantly agree and then slip away at the nearest opportunity to search for the Tome on his own.

If the adventurers agree to wait for Nerewin to return, he will tell them it should not take more than a few hours. Then the adventurers will wait in vain as Nerewin never returns. The doors are still open so they can go in search of Nerewin.

The adventurers could also return to Padoton and collect the reward, assuming they remembered to tell the absent-minded Nerewin to sign the contract. Nerewin will never be seen again.

Up Next
Next I will detail Level One of the Hall. The Halls of Refuge.

Wednesday, 28 February 2018

The Vault of Arik

Occasionally I like to post maps I hand drew back in the 1980s when I first started playing Dungeons & Dragons (Basic Edition).

This one has been sitting in an unused map folder for more than 30 years.  I probably drew it around 1983 but I am not certain.

I ran a long campaign during High School and University with the same group of friends. The first adventure was (B3) The Palace of the Silver Princess.  In this adventure the object is to keep an evil entity known only as Arik from entering the prime material plane My players learned of Arik and stopped him, acquiring his ruby sword in the process (not usable as a weapon).  Later in the campaign, I had the players encounter agents of Arik in a Haunted House adventure. After that, I wanted to have them travel to Arik’s prison and put a stop to him for good. That is how this map came about. The prison/lair is on a rock outcrop in a lake of lava. I never used the map.

The players got side-tracked by other adventures but continued to carry Arik’s ruby sword around with them for years. Eventually, I did write a final confrontation with Arik which we played through when the players had reached 9th level.  It was a very different concept then the prison map shown here. A dimension-hopping series of published TSR adventures (an Adventure Path before they were cool). They were all very heavily re-written to fit the story.

The Vault of Arik

Monday, 26 February 2018

Retro Blue Map Nightmare

Approaching the entrance to Brognor's Hall.

This time I am posting a map concept that occurred to me recently. A four-level dungeon where the levels interconnect culminating in a top level (level 3) split into three areas only accessible from the level below.

Your basic mapping nightmare for players. Especially if the GM does not tip the players that each stair is actually a change in level and not just a minor change in elevation. I have put only thirty feet between each level in the dungeon. So ceilings should be twenty feet at most. Average ceiling height is likely eight to ten feet.

I am calling it Brognor’s Hall and I do believe I am going to stock it because I have already come up with an idea for the plot.

(Edit: Corrected the map for an error. Room 45 should also be in level 2. As correctly pointed out by an alert Google+ user. Turns out this map can also confuse the map maker).

Thursday, 22 February 2018

A Perfect Excuse to Get Together

I finally finished the Stars without Number adventure/mission I have been trying to write for months. It has taken this long because I could not settle on a plot. I did not want just another dungeon style plot, investigate the ruin or the lost ship or the colony that is not responding. So I kept coming up with plots and rejecting them. Eventually, I had to just go with what I had. Hopefully, you like it or can find it useful.

A Perfect Excuse to Get Together.

Adventure for a beginning Stars without Number campaign.

This adventure is designed to be an introductory mission for players in a Stars without Number campaign. I have used my own Wolf Sector Setting as background. Any frontier style setting will work just as well.

The adventure takes place in an independent world located on a major trade route between several Sector powers. In my Setting, this is the planet Tusa. One jump away is the planet Kaitos, capital world of the Unity of Suns. In the other direction are the Chukulak worlds of Onai and beyond them is the aggressive Comarid Republic. The UOS has enacted a trade embargo on the Comarid Republic of military technology. Tusa and Onai have agreed to abide by this embargo but they turn a blind eye to smugglers.

Adventure Background
The players are all planet-bound on Tusa at the starport of Lowpoint. Whether they are citizens of Tusa working at the port or stranded spacers who have been “beached” by their last ship.

Lowpoint is a starport where the Frontier Alliance Bank has a major presence and frequently repossesses ships from owners who have not been making payments. One such ship that has been recently impounded is the free trader Merciless Luck. An Ortega class free trader owned/captained by Harold Dermot. Dermot was well behind in payments and the ship was impounded upon landing at Lowpoint. The crew was all forced to leave the ship.


Dermot has been making late payments on his ship for years but recently he has been completely missing payments. In an effort to make enough money to get back in the black Dermot has lately been smuggling for the Xing Meng crime family. On Kaitos Xing Meng agents gave him a data cube that he was to deliver to a contact on the planet Attis (an Onai world near Comarid space). Dermot took on a cargo of cattle on Kaitos bound for Tusa to help pay for some of the costs and that led to his ship being impounded. He did check the contents of the data cube despite warnings to leave it alone. He found the data cube holds the stolen plans for the latest technological breakthrough by shipbuilders Guo Yin Ri Tech. The plans for a Spike-3 drive. Dermot realized if he could get to Comarid space he could make his own deal and pay off all of his debts. He reasoned he can deal with the Xing Meng family later.

Dermot hid the data cube in VI 754, a virtual intelligence in a humanoid shell that is the property of the ship. As such 754 was impounded with the ship. He needs the help of a group of talented individuals to rescue 754. This is where the players come in.

Course of Action
Once things get moving the story is very open-ended. The players can take very different courses of action.  I have attempted to detail some possible outcomes but it is possible players will head off in unexpected directions.

I have placed the statistics for the various actors at the end of the text.

Let's get together
As mentioned earlier the background of the characters is up to each player but they should all be friends living in Lowpoint just getting by financially. They decide to get together at the Montegue Hotel bar to watch the live hologram playing of the Kone vs. Albregh fight on the weekend. The fight starts at 2100.

The bar where the characters decide to get together is in the basement of The Montegue Hotel. The bar has a neon sign outside proclaiming it to be “jurado’s” but locals call it the Monte. There is a scanner plate outside the door meant to detect energy weapons but it has not been functioning for years. Instead, there is a neon sign over the bar that simply states “no blasters”.

Montegue Hotel

Inside is a dimly lit rectangular room with grim concrete walls. The tables and bar are plastic but look like real wood. Cubicles have the option of lowering privacy screens that block sound. There is a fair crowd this evening because the bar is showing a big fight event that has been anticipated for weeks. But the players will be able to find a booth. Most people who work in Lowpoint cannot afford tickets to see the fight in person so they come to bars to see a holographic presentation of the fight live.

The fight turns out to be a disappointment. The challenger, an off-worlder called Kone, easily dispatches Albregh who is a popular local fighter. After the fight, Dermot approaches the characters table and asks to sit down. Characters who are grounded spacers will know Dermot from encounters in spaceports throughout the sector. A successful INT (Connect) skill check will reveal that he was a respected free trader but is down on his luck.

Dermot will start things casual but will eventually get to the point and inform the characters that he is looking to hire a team of skilled individuals for a single nights work. The work is not strictly legal but it is of the most honorable intentions. You see, his loyal VI has been impounded along with his ship because the soulless Frontier Alliance Bank considers the VI to be an object and not a person. Dermot needs the help of the characters in stealthily liberating 754 from his impounded ship.

It is not necessary that the characters agree to the assignment for the plot to continue forward. Once Dermot sits down at their table the characters are involved. A private agent hired by Guo Yin Ri is in the bar watching Dermot as is an agent of UOS security. It is possible that very alert characters may Notice the spies. Dermot offers the group of characters 500 Credits total to help him liberate 754. Whether they accept or decline he soon takes his leave and returns to his room at the Montegue Hotel.

The Guo Yin Ri agent is Astri Brevik a private investigator for the Alton Protection Agency. She is wearing spacer clothing, pants shirt, leather jacket and has a hidden laser pistol in a shoulder holster. The APA was hired by Guo Yin Ri to locate the stolen data. Pairs of agents are tracking several leads, including following Dermot.

The UOS Security agent is Denis Canusic. UOS Security is charged with preventing Corporate espionage. As such they have become aware of the theft of data and have agents out following leads. He is dressed as a low-level businessman wearing a brown cloak. He has a laser pistol in an inner pocket of the jacket.

Encounter in an Alley
As Dermot enters the alley outside the bar, two thugs step out of the shadows and confront him. These are two members of the Xing Meng Family. If a character follows Dermot they can intervene or listen in to the conversation. A tall thin man in a duster does most of the talking demanding why Dermot has not delivered and where the package is located. Dermot pleads that he encountered circumstances beyond his control but that he will get back on track just a little late. The man suggests he turn over the package now but Dermot tells him he does not have it on him right now. The man warns Dermot of the consequences and the other man (shorter, stockier) gives Dermot a punch in the stomach that leaves him doubled over. They leave and Dermot proceeds to his Hotel.

All of this is witnessed by the UOS agent and the APA detective from the shadows. If the characters try to intervene, Dermot will stop them and say it is all just a minor misunderstanding between friends.

The two thugs are Bhan Kunwear (the thin man) and Jimmy Sherchan (the stocky tough). They are dressed in expensive suits.

Encounter in an Alley

The First Killing
That evening Dermot is killed in his hotel room (room 204 Montegue Hotel). The body is discovered by the cleanup service in the morning and the local authorities are called. His room has clearly been searched. A murder investigation in Lowpoint is handled by Starport Authority (SA) who are better equipped to handle customs, security and breaking up bar fights. They do a perfunctory investigation that is limited to questioning hotel staff. The murder is filed as an unsolved death of an off-worlder and dropped within a day.

Dermot was killed by accident. Jimmy Sherchan got a little over exuberant while Bhan Kunwear was questioning him. The two have now gone into hiding.

Just a few Questions
The next day the various factions involved will begin searching for the missing data cube.

UOS Security
The agent Denis Canusic and his senior partner Jana Antic searched the room of Dermot in the morning and found no clues. They have two leads, they have identified the two thugs they saw as Xing Meng Family agents - and they know the crime family is responsible for the theft. They also saw Dermot getting friendly with the characters. Since they have not yet located the two thugs they will drop in and chat with the characters. They will not identify themselves as Security agents of the UOS because they have little to no authority on Tusa. They will state that they are working for a friendly planet and wish to know what Dermot said to the characters. If the characters tell the complete truth then the UOS agents will go to the impounded ship that night.

Shortly after they are visited by UOS Security the characters will be visited by one of the two APA detectives that are in Lowpoint. They will want to know the same information as the UOS agents. They will warn the characters that they are in over their heads and should come clean as they represent a client who wishes to reclaim stolen property.

Threats and Challenges
These are some challenges that can be thrown at the players if they are not moving the plot forward.

The Ambush
Xing Meng Family thugs in Lowpoint stage a drive-by shooting for the characters. They have become aware of the characters involvement and want to warn them off. A grav car with three family thugs inside travels by and one thug opens fire with a slug thrower taking 3 shots.

The thugs are Bhan Kunwear, Jimmy Sherchan (the shooter) and Mano Yogi (the driver).

A stern warning
The Comarid Security Service (CSS) sent two agents to Tusa after Xing Meng Family agents informed them the deal was delayed. They tracked the Merciless Luck to an impound on Tusa. They became aware of the UOS Security agents and saw them interact with the characters. The Comarid agents will approach the characters and warn them that if they have any information they had better turn it over if they know what is good for them. If they can get one or two characters alone, they will try to work them over physically (no weapons).

Matthias Dian HD1, AC13, HP4, ATK+1, DMG1-2+1, MV10m, ML8, Skills+1, Saves15.
Nico Suratnam HD1, AC13, HP5, ATK+1, DMG 1-2, MV10m, ML8, Skills+1, Saves15.

They are dressed as well off travellers. Astute characters (Notice 10) will place them as Comarid.
Rescue 754
Eventually, it is going to occur to the players that whatever Dermot was smuggling is likely on his impounded ship and it seems a VI known as 754 is their best clue. The VI is on board the impounded ship in the port. Impounded ships are moved to simple concrete pads to the north of the commercial spaceport near cliffs overlooking the sea. The entire area near the impound pads is off limits but there is little security. If characters head overland to the pads in the daylight they will be spotted and Starport Authority constables will be dispatched to pick them up. At night they will have a better chance of arriving undetected. This is a frontier world and security is not very tight.

Another reason for the limited security is that starships are very hard to enter when you are not authorized to do so. The Merciless Luck is no exception. It is on lockdown and security systems are on. Only senior Starport Authority agents have the command challenge to enter.

The best method of entering the ship would be to Hack into the security system and Suppress or Subvert it to gain entry. If characters do not have the hacking knowledge they could hire someone (see actors at the end of the text).

On board, the ship is empty of cargo or inhabitants other than 754 who can be found standing in his charging station. VI 754 (or Seven as he prefers to be called) will inquire as to what the characters are doing on the ship, who authorized it and what their intentions are. Seven is not initially hostile. His loyalty has been earned by Dermot and he can be convinced to work with the characters if they seem to be sent by Dermot. He is aware that the data cube is hidden in a secret compartment in his forearm. He knows what is on the cube and its importance. He is not immediately willing to trust strangers with this information. He would like to get off the ship and this is his chance. He may tell characters that he knows where Dermot hid the data cube just to get off the ship.

The Merciless Luck in the Impound

As characters leave the ship there will be a showdown between Comarid agents and UOS agents. First UOS agents will call out to characters to throw down their weapons. But as the agents emerge from cover, the two Comarid agents will also emerge and open fire on the UOS. Characters can take cover, run for it or pick a side.

The impound yard is a group of rectangular concrete pads located on the edge of the starport. There are no roads or paths leading to the pads. If the Starport Authority needs to visit an impounded ship they use a grav car. The pad where the Merciless Luck is impounded is located in a shallow bowl. There is some cover offered by some boulders and an old cargo container.

The Comarid agents will be undercover among the boulders and the UOS agents will be behind the old container. The locked container on the pad was left behind by the SA impound staff and holds standard items for securing a ship.

Impound Map

Merciless Luck Map

What Happens Next
Once the characters gain Seven’s trust he will reveal the data cube. He will suggest a 50% split of the profits of selling the cube to the highest bidder. But will settle for 25% and is willing to take the reward offered by the UOS agents or Guo Yin Ri Tech. It is also possible to sell the data cube to the Comarid or back to the Xing Meng Family.

UOS Security - 1000 Credit reward for returning the cube.
Guo Yin Ri Tech - 1500 Credit reward for returning the cube or destroying it.
Xing Meng Family - 250 Credits for turning it over and keeping quiet. But once the transaction is done and the data is safely off-planet. They will dispatch an assassin to kill the characters.
Comarid Security - 2500 Credits for handing over the data. They will let the Xing Meng Family know how they received the data at a discount price. The Family will be out to get the characters.

What if something goes wrong?
This is a mystery plot and the Game Master is not an author so there are innumerable ways the characters can mess up the plot. First off they might decide to not get involved. They will still run afoul of the various factions. At the least arrange for the drive-by shooting to occur.

The characters can be very law-abiding and immediately tell everything they know to APA agents or UOS Security agents. These agents are not stupid and they will realize they should investigate the ship. If this happens without the characters involvement they will hear of a shooting at the spaceport impound yard. Have Seven get away and have one agent each of the CSS and UOS be killed. Now agents again come visiting the characters thinking they might know where Seven has gone off to. Seven could vanish into the wilderness requiring an overland search or he might learn that Dermot sought out the characters so he also seeks their help.

The Actors

Alton Protection Agency (APA)
Astri Brevik HD1, HP6, AC13, ATK+1, DMG1-6, MV 10m, ML8, Skills+1, Saves15. She is wearing spacer clothing, pants shirt, leather jacket and has a hidden laser pistol in a shoulder holster.

Sander Meling HD1, HP3, AC10, ATK+1, DMG1-6, MV 10m, ML8, Skills+1, Saves15. He is wearing a simple suit and leather jacket. He has a hidden laser pistol in a shoulder holster.

The APA was hired by Guo Yin Ri to locate the stolen data. Pairs of agents are tracking several leads.

UOS Security Agents
Jana Antic (Senior Agent) HD2, HP11, AC 13, ATK+2, DMG1d6+1, MV 10m, ML9, Saves14. She will be dressed as a businesswoman wearing a dark blue business suit. She has a laser pistol in a shoulder holster.

Denis Canusic HD1, HP4, AC13, ATK+1, DMG1-6, MV 10m, ML8, Skills+1, Saves15. He is dressed as a low-level businessman wearing a brown cloak. He has a laser pistol in an inner pocket of the jacket.

Xing Meng Family Thugs
Bhan Kunwear HD1, HP4, AC12, ATK+1, DMG1-8 or 1-4, MV10m, ML8, Skills+1, Saves15. He has a slug thrower in a hip holster and a knife in his boot.

Jimmy Sherchan HD1, HP5, AC12, ATK+1, DMG1-8 or 1-4, MV10m, ML8, Skills+1, Saves15. He is similarly armed as Bhan.

Mano Yogi HD1, HP4, AC10, ATK+0, DMG1-6, MV10m, ML7, Skills+0, Saves15. He is mainly a driver. He is armed with a laser pistol.

Comarid Security Service (CSS)
Matthias Dian HD1, AC13, HP4, ATK+1, DMG1-2+1, MV10m, ML8, Skills+1, Saves15.
Nico Suratnam HD1, AC13, HP5, ATK+1, DMG 1-2, MV10m, ML8, Skills+1, Saves15.
Both are armed with a Mag Pistol and wear secure clothing.

VI 754
VI 754 HD1, HP8, AC17, ATK0, DMG1-6+1, Skills+1, Saves14. He prefers not to get involved in combat but will use his fists if necessary.

Virtual Intelligence 754

Generic Hacker
Tomas Abledorn HD1, HP3, AC10, ATK0, DMG1-6, MV10m, ML6, Skills+1, Saves15. He owns a laser pistol but is not interested in combat and will flee immediately. He is an expert hacker charging 80 CR for a job like suppressing a starship security program.

Starport Agency (SA)
Detective HD1, HP 5, AC13, ATK+1, DMG1d6+1, MV10m, ML8, Skills+1, Saves15.
Constable HD1, HP4, AC14, ATK+1, DMG1d6+1, MV10m, ML8, Skills+1, Saves15.

They are armed with a semi-auto pistol. Both wear dark blue uniforms. The constable is wearing obvious security armor. The detective is wearing less obvious secure clothing.

Low Point Starport Map

Ortega Class Heavy Trader