AMBER ZONE: The Breakout

Players’ Information:

Whilst taking it easy at a starport bar on Paniig, the players notice a slightly nervous looking gentleman walking in and approaching the bar. Eventually gaining enough confidence to strike up a conversation with the group, he introduces himself as Newton Alder who works for the Paniig Institute of Archeology. Following a recent expedition to the jungles, he discovered some ruins which appeared to be a several thousand years old. Unfortunately, poor weather precluded any further exploration, and the expedition was abandoned and due to political infighting at the institute, Alder can’t get any further funding. However, just before he had to leave the site, he managed to extract an object that looks like something that is not of this world, which he furtively shows the players. The box-like object is made of a metal that has so far, defied analysis. He believes that the ruins are of alien origin; therefore, it is imperative that he gets back to the site. It is so important to him he is willing to pay for the expedition himself out of his own money – if the players are interested in joining in. They would be expected to transport the archeologist and his assistant (named Galen Cantor) plus some equipment to the site in the jungle on the uninhabited side of the planet, along with escort duties in case of any animal or unexpected encounters. He can pay Cr. 50,000 and Cr. 2,000 towards any equipment expenses that the party may have ahead of the expedition.

The site is located on the other large continent on the other side of Paniig; around three-quarters of the land mass is covered by dense jungle or forests, creating a steamy, humid atmosphere. Due to this, opportunities to land the players ship are limited and they’ll have to park around 10 km from the ruins at a clearing and travel the rest on foot. The trees are massive and don’t let much light in to the ground, due to the high foliage. Once they have secured their ship, the players will have to carry their equipment necessary to establish a forward operating base at the ruins, on foot.

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AMBER ZONE: Oceans Dirtside

Players’ Information:

Whilst relaxing at Genni starport bar, the players are approached by Hank Steiger who introduces himself as a Sergeant of the Shakorev Army and asks them if they have any previous military experience. He asks if they would be interested in helping him get a message to someone which could save countless lives; Steiger explains that he was a communications officer in the Shakorev military on the planet Thebis. Unfortunately, he got involved with a bad crowd and was discharged and disgraced from the military, due to various illegal operations using military equipment for personal gain. Though he moved to Genni he still keeps a close watch on communications from the Thebis system and has noticed something rather alarming. In the past few days it appears that the Vaalnarn military (a rival nation to Shakorev) intends to launch a catastrophic invasion in about a week which could cost the lives of thousands of people. Putting aside the reasons for his untimely discharge (which Steiger admits was his own fault) he sees it as his duty to warn the Shakorev army. However, because of his past acts he doesn’t think he has much chance in convincing them of what is about to happen. His only chance is to speak to an old comrade (named Valiy Banina) who is still in the army. Using Banina’s good reputation, he may be able to warn Shakorev. If the players could get Steiger onto the base, he could speak to Banina and hopefully convince of him of what he has found. Steiger can put up a few thousand credits to help with costs of getting to Thebis, but he’s really relying on the players better nature and the huge humanitarian act they are about to perform.

Oceans Dirtside

Oceans Dirtside – copyright Alegis Downport 2018.

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AMBER ZONE: Ice Cold on Alexandria

Players’ Information:

The players have landed heavily on an ice-covered world called Alexandria after their ship was hit by a meteoroid strike, forcing them to land and effect repairs. Both their jump and main drives are damaged and any secondary transport that the ship may host (such as an air-raft or shuttle) is currently disabled as well. The world they have landed on is experiencing a number of natural upheavals including small scale meteor strikes and volcanic eruptions.

Landing at a starport in the northern latitudes to try and repair the damage to their ship, the players encounter hurried activity by people trying to get away from the area, due to the increased number of landslides, volcanic activity and avalanches. Though the parts to repair their ship are available, they are going to cost quite a bit (referee makes the cost difficult for the players to swallow).

Whilst they are considering their options they are approached by Elrale Olrussang whose father Cluale, a scientist has been conducting research in a number of fields at an arctic base some distance from the starport. When the eruptions started, she lost contact with him and desperately needs help from someone (i.e. the players) to find out what has happened to her father.

The base can be reached by flying out to it as there is a small landing strip nearby the base. There is a small aircraft available to hire for a nominal cost, a twin-propeller eight-seater equipped with snow skids.

Elrale can cover a substantial part of the costs for the spares needed to fix the players ship, if they can successfully rescue her father in time and there may be a bonus if they can extract his research data at the same time. The aircraft has enough capacity for up to eight people (including pilot) or equivalent weight in equipment.

If the players accept the proposition, they had better get a move on; contact with the base was lost around 36 hours ago and this is not the sort of place to be injured or without equipment. Once reached, the landing strip is approximately two hundred and fifty feet away from the base, a dome with a single ground floor level and two underground levels. There are approximately ten rooms per level, with a set of stairs and an electrically operated lift which serves all three levels.


The Base – Image from Wikimedia – Public Domain

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AMBER ZONE: One Second to Midnight

Players Information:

Whilst sat at a bar in between jobs, the players are contacted by a rich business man named Kalas Henderson, whose daughter Annalisa is currently resident on another world. Annalisa wanted to study the political situation there as it was very similar to a number of historical records dating from early Terran history and its proximity to her homeworld made this an easy option to better her studies. The world (named Thebis) has been classified as amber zone planet, due to the two powerful superpowers pitched against each other and a ‘cold war’ that has been running for a number of decades. It’s tech level is equivalent to the Terran late 1980’s (tech level 7). Microcomputer technology is just becoming affordable for the home, but a four-year stint of military service is mandatory for all citizens reaching the age of eighteen. Use and possession of all firearms are banned by civilians (law level 9).

Both of the two major nations on the planet, Shakorev in the north and Vaalnarn in the south have both rejected Imperial contact and the scout service advised intervention should be proceeded with caution. Therefore though there is a limited space to surface activity, the two ‘warring’ nations have become quite insular and all their efforts are directed at each other, rather than off-world.

It has been reported however through the Traveller News Service that after many years of posturing, both have started a conventional war by invading each other’s territories. The war has gone on for a few weeks until Vaalnarn has made a breakthrough assault and is driving its forces north direct to Shakorev’s capital, where Annalisa was studying.

With this worrying escalation, Kalas asks the players to find his daughter and get her off-world as soon as possible. Her will pay a substantial fee (Cr 500,000) for her rescue with an additional Cr 50,000 up-front to cover any expenses the players may have in preparing for the rescue.


It is advisable that the players covertly land on the planet, in case anyone tries to steal the ship or gain passage off-world. Weapons and high-technology (eg. guns, air-rafts) should be kept concealed or alternative means obtained as it will most certainly draw the attention of the authorities. Note that anything that stands out as being more advanced than TL7 will stand out and become noticeable. The environment for the search is a large city, based on the lines of a large east European or Soviet city from the Terran 1980’s era; think large imposing apartment blocks, statues of the Shakorev’s leadership and a country at war. Military vehicles are a common sight and posters spout victorious propaganda. Vehicles are petroleum-based, electronics are limited to microcomputers and a very limited form of continental electronic communication.

Stop War

Stop War – Image from wikimedia – Creative Commons Attribution 3.0 Unported license

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