AMBER ZONE: The Kh-Djatsc

Players’ information:

The players are on a world at the edge of human occupied space. They asked to meet with Minister Valerie Dupont, a high-ranking official from the sector government and Walter Klimov, the colony manager from Three Stars Colonies

Manager Klimov says that Three Stars Colonies have invested millions of credits in surveying a potential colony world called Harvest. It lies a few parsecs beyond the borders of the local human community.

They discovered the earth-like planet 6 years ago and have had a scientific survey there for the last 3 years. The planet has a breathable atmosphere, seas covering more than 40% of the surface and gravity around 1 G. The planet is temperate, with tropical temperatures at the equator and no ice caps. The ecology has plants and insects on land, but no other animals. There is a well-developed sea life. It is like Earth in the Devonian Period.

Their last supply ship returned reporting serious problems. The survey team report that they have discovered an alien settlement. There is a new and hostile life form that has attacked and killed several scientists and support staff without provocation.

Manager Klimov has millions of credits invested in Harvest. In three months, a fleet of colony ships will bring 2000 technicians to set up the buildings and industrial production units, erect the habitation modules, power plants and water systems and construct houses for the colonists who will start arriving in 6 months. They do not want a dangerous alien predator loose; it would ruin the colonization effort. Klimov wants justice for the families of those killed and the removal of the alien species.

Minister Dupont’s primary motivation is to avoid a war with an unknown power while avoiding the negative publicity that would be generated if she is seen to be doing nothing to support Three Stars and the families of the workers killed. The sector government is under pressure to “do something” by the managers of Three Stars Colonies.

The sector authorities do not have a suitable team available, even if they did, Harvest lies in unclaimed space where they have no legal authority.

The player’s team would ideally have someone with a sciences background, a person with Liaison or Xeno-biology skills, Leadership and a decent amount of intelligence will be good enough.

The players will be given the use of a suitable ship if they do not have one. Dupont will hire a merchant ship and crew for 6 weeks. The players will have 2 weeks on Harvest to resolve the issues. The ship will have an air raft or small ship’s boat.

If the players have their own ship, it will be fueled and provisioned at the sector government’s cost for the journey there and for their departure after they return.



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Nerot of the Clan


Location: Near the edge of Imperial space, or immediately outside it.

Players’ Information:

The players are approached by an alien of a type they’ve never seen before while at the space port bar. He or she speaks Anglic well enough: “I am Nerot of the Clan. If I may be so bold as to converse with you?” If the players accept Nerot at the table, they will order a round, and will have a proposition for the players. “We are hunters of the savannahs of our forefathers, “ and names a nearby planet that is outside of the Imperium that the players may or may not have heard of. “We would share our culture with others, and in particular share our hunting prowess. We have heard many humans enjoy a good hunt. We would enjoy the chance to share our skills and are willing to pay you to share your knowledge with us.”

If the players are not the hunting type, the offer may be worded in a way to allow them to share in the sport of hunting. In either case, the offer is a free vacation essentially to a neighboring world and back to where they are now, with the chance to go hunting. And the potential for up to Cr 5,000 as part of a “cultural exchange program”.

Should they accept, they will be taken to an alien ship, and make the jump to Nerot’s home world. Similar to the Safari class ships, this ship has a trophy room, and a cabin set aside for various weapons and training aids. The players get to know Nerot and the pilot, as well as familiarize themselves with the guns. These are close enough to human-centric guns that there will be no negative DMs other than the characters’ normal modifiers. There are several guns and a few energy weapons. Both the pilot Ginta and Nerot are pleasant hosts and seem to know a great deal about the guns. They will spend considerable time training the characters in the use of the guns.

Upon landing on a broad savannah, Nerot hands out weapons, and says, “We’ll give you 3 hours before our hunt for you starts” and closes the air lock.

Nerot of the Clan

Nerot of the Clan – Image from Pixabay

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Rusty Jump Drive


Players’ Information:

The players are hired by Marketside Interplanetary Bank (“The FRIENDLIEST Bank!”) to repossess a ship (the Glomar Ascendent) due to eight month’s delinquent payments. The bank provides the ship’s scheduled stops and wishes the players to seize the vessel on a specific low law-level world (to minimize any complications). No resistance from the crew is anticipated but players are advised to be armed ‘just in case’.

Because of sector legal requirements, any contracts for passage or delivery of cargo are considered to be with the ship and not with the owners or operators of the vessel, so the players are required by the bank to complete the vessel’s currently scheduled voyage. The bank is insistent on this detail as Marketside does not want to get involved in any litigation. There are twelve passengers (possibly more at referee’s discretion), two of whom have a cargo contract mandating delivery in twelve days.

Players will be paid standard rates for the crew positions they are filling, plus the bank is paying them each Cr. 20,000 for the repossession. Continue reading

AMBER ZONE: Hold Your Horses

Players’ Information:

After lengthy litigation with a rival firm CorBeOn Corporation has won the mining rights to Cestus, an uninhabited world (X6640000) rich in mineral deposits that is largely unexplored. There is one final legal hurdle- under the Endangered Species act CorBeOn cannot strip mine the planet due to the presence of Plover’s horse, a small, pony-sized creature which is the sole fauna on the planet.

CorBeOn has assigned their researcher Dr. Algon Hess, PhD, to prove that these are mutations of Terran ponies, in which case they would not be protected, and much less expensive strip-mining methods can be used.

Players are hired to crew a CorBeOn owned ship to transport Hess, his assistant, a five-member mining survey team, and related equipment to Cestus and provide any necessary security (possibility that the rival firm will try to disrupt things). Time is of the essence, as CorBeOn wants to start mining before the rival firm can create a legal appeal. The mining team will need three weeks to collect samples, after which CorBeOn wishes the mission to return (contract requirement for players to get paid, with a weekly 10% penalty if delayed). CorBeOn will provide a vessel with atmospheric capability and some staterooms converted to well-equipped laboratory space (something along the lines of a type R merchant) for Hess and the mining team to work in. The ship will also have a pair of air rafts for transporting the mining survey equipment on planet to various survey sites and some portable temporary structures.

If any PCs have appropriate medical or science skills, they can function as Hess’ assistant. Also, they may be asked to accompany the survey team for assistance.

Normally CorBeOn would use their own crew. However, at the last minute they became ‘indisposed’. Players are offered 2x the normal rate along with a 100% bonus should they meet the required schedule.

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