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HSP04 High Space - Blind Threat Introductory Adventure

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Page 1: HSP04 High Space - Blind Threat Introductory Adventure
Page 2: HSP04 High Space - Blind Threat Introductory Adventure
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High-Space: Blind Threat

High-Space copyright Patrick Taylor

Created and written by Patrick Taylor

Edited by Patrick Taylor

Cartography and maps by Joe Sweeney

Layout and design by Kascha Sweeney & Patrick Taylor

Interior art by:

Joe Sweeney

Astronomical images copyright NASA

‘Rectangular’ Photoshop™ brushes courtesy of Kuschelirmel (http://kuschelirmel-stock.deviantart.com)

TO THE FAMILY, FRIENDS, AND COLLEAGUES WHO SUPPORTED ME OVER THE YEARS.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and

all associated logos and trademarks are copyrights of Pinnacle Enter-tainment Group. Used with permission. Pinnacle makes no representa-tion or warranty as to the quality, viability, or suitability for purpose of

this product.

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ContentsBlind-threat 5

Prologue 6

Map of Alecto 7

The Stratus Club: Arcturis 8

Blackdogs: Deep Space 12

Blackdogs: Spencer 15

Crash & Earn: Deep Space 17

Blackdog ambush: Alecto 20

Satellite Uplink: Arcturis 22

My Fault, Your Mistake! 26

Where to next? 29

Starship stat-blocks 30

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BLIN

D-TH

REAT

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Blind-threatHigh-Space Introductory GameBlind-threat is am introductory scenario presented by Storyweaver Productions. It is a showcase of the three main facets of all High-Space games – characters, vehicles, and starships – and is presented in ‘The Lantern’ setting.

The adventure is scene-based, and progresses with plot driven timing. Unlike many styles of game design that attempt to keep the players together as a single group, Blind-threat also works if the heroes split into groups that are inter-dependent in their efforts to achieve their shared goal. This style is well suited to ‘space opera’ and we hope you will enjoy this demonstration adventure. Also, with the group halved like this, players will have opportunities to watch and learn the rules without their characters well-beings being involved.

This demonstration adventure requires the ‘High-Space’ rule books, and the Savage Worlds core rules in order to play.

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PROLO

GU

E

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PrologueDiscreet but bland music was piped from under the modestly priced form-wood table; the volume just enough to obscure the conversations at surrounding booths. Waitresses in stylish uniforms carried slightly over-priced cocktails to customers, and cleaned the empty tables to a professional standard.

The Stratus Club had a lofty name that suited its ambition, but it had as yet to crack into the elite club scene. This made it quite suitable for conducting business negotiations.

‘The only way to get ahead in this universe is by tearing down other people,’ quipped Kelso St.Cloud. The projected image of the woman at the other end of his link flickered, as if actually wavering on the subject.

‘Yes, but it is ironic that the only way to do that is by finding ways to work with other people.’

Kelso grunted. ‘Other people are cheap. Everyone wants to work with St.Cloud, and why wouldn’t they?’

‘I don’t know. Just don’t give them a reason not to.’

‘You worry too much, cousin…’ Kelso paused when he saw his merc contact being pointed in his direction by the maître d’. ‘Here they are. Got to go.’

‘Be nice.’

‘And if I can’t?’

‘Pretend. Call me if they accept.’

Kelso severed the connection without acknowledging the last request. ‘Damn it, cuz. I know what I’m doing.’ He waved to the mercs as they approached; keen to see who would respond. Invariably the person who did would be their face.

As they approached he held out a hand to see who would take it first.

Time to apply some pressure on the enemies of St. Cloud. However, first he needed to know if this crew was up to the task…

The DetailThe introductory adventure begins with a notice in the Merc List, which leads to a contract in Arcturis, and from there across the Dupheris system and back! The game is deliberately paced and segmented to demonstrate different styles of play – negotiation and diplomacy, vehicle chases, starship combat, and clandestine in-the-field black-ops! It also adds details to both the nobility and the criminal elements of the Oligarchy and related Commercial interests, and provides NPC character and starship descriptions to add to your campaign.

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MAP O

F A

LECTO

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Map of Alecto

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THE S

TRATU

S C

LUB: ARCTU

RIS

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The Stratus Club: ArcturisMeet the Client

The DetailNormally ‘meeting the client/patron’ is considered a lite-weight negotiation, but the St.Cloud dynasty is one of the true heavyweights in the Lantern (see page 32 The Com-mercials, in The Lantern.) Kelso St.Cloud is an experienced and aggressive negotiator. However, if the heroes will not acquiesce to his requirements they can be waived… but at the cost of a lower mission payment.

If required, an unlicensed spaceship can be supplied for the duration of the contract, commensurate to the heroes combined Crew Acquisition points (see page 5 Acquiring Ships, in the Fleet Manual). If necessary, provide the heroes with the stat-block for the <<UNMARKED>> Sprint Trader given at the end of this adventure. Using this starship long term would be extremely risky due to its bad reputation especially with the U.R.C. (see page 34 United Resources Corporation, in The Lantern).

St.Cloud will not offer to supply an XS+ vehicle (see page 55 Transonic (XS+) vehicles, in the Character Analects) to complete the land-based portion of the contract on Alecto – any respectable Merc outfit should have, or be able to find one of those, even on short notice. Even if unlawfully!

Before any introductions are made, Kelso will ask who the heroes leader is – he jokes that he only wants ‘one throat to choke.’ Once he has identified a leader, he will shake

their hand first and exert his full Metal Body strength to do dam-age (d10), to see if the leader will endure it. If the leader does not complain, or gives back as good as they get, then the heroes can ne-gotiate with a +1 bonus, however, if they complain they will have a -1 penalty.

Kelso will insist up front that no ‘civilians’ are to be harmed during the execution of the contract. If anyone in the group complains about the lack of murder, then the heroes negotiating position reduces by a -1 penalty. Breaking this requirement may result in all payment being forfeit.

Before negotiations, Kelso will explain The Contract (see below). After relating the contract details, Kelso will ask if the heroes are interested in the contract. If they

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THE S

TRATU

S C

LUB: A

RCTU

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say they are he will produce a silvered case of small blue pills – each one an RFID trans-mitter that will signal any St.Cloud node it passes and will remain active for 24 hours. He will ask that if the contract is agreed each of the heroes swallow one of the pills, and he will explain what they are. If everyone present agrees the heroes negotiating position gains a +1 bonus.

The FluffMany of the notices on the Merc List are placed anonymously. However, to those who know what to look for, there are subtle signs to give away their origins.

‘STRATUS CLUB’ was once such indicator. If you read enough notices on the List you would recognize that postings which gave the Stratus as a place of contact tended to come from a certain type of organization. Also, if you analyzed the word and letter-count, and general syntax of the notice, and had a suitable reference source, you could narrow down the source to a particular individual.

In this case the notice was from someone important. The name was St.Cloud, the biggest commercial in the Oligarchy, and reputedly the best to work for in both pay and condi-tions. The individual offering the job, well that was not such good news – the name Kelso St.Cloud was the most likely match. A distant relative to the main branch of the family, the man had a reputation for handling all the dirty jobs. Still, working for the St.Cloud dynasty was a guarantee in itself; well worth putting up with the less savory aspects of the contract.

So, after your application was approved, and a meeting time conveyed, you arrived at Stratus Cub ready to do business, and the maître d’ directed you towards a private booth where a sardonic young man reclined…

The NegotiationThe negotiation is a Dramatic Task as per the Savage Worlds core rules.

The skill being used is Persuasion. Cooperative rolls are allowed.

Each roll has a -2 penalty.

There are 5 ‘actions’ in total, and 5 successes must be acquired.

Success indicates that after the Contract the players can select one item of personal equipment from one Rank above their current Rank - or the survivors can pool their payment and add enough components to add +1 die-type to any starship Attribute. Of course, if any of these gains are ‘above the station’ of the heroes they will be considered as targets by those looking for ‘easy pickings,’ but the heroes can deal with that down the track…

Failure indicates that even if the contract is carried out, St.Cloud will only pay enough money to support the heroes in their current state of material possessions and no more.

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THE S

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The Contract‘None of the following is negotiable.

You will divide into two cells.

Cell 1 will travel to a set of out-system coordinates several hours flight from the Dupheris system, to rendezvous with a negotiator from an underworld supply syndicate known as the Blackdogs. Cell 1 will negotiate to buy a military-grade network scrambler. I will provide you with enough credits to meet my ceiling price. Anything you can negotiate below that you can keep. The negotiator will contact me, supply me with a set of coordinates, which I will pass on to Cell-2.

Cell 2 will travel to the set of pickup-coordinates as soon as they receive them. The pickup could be anywhere within 500km of Arcturis. Cell 2 will meet the Blackdog supplier there, pick up the scrambler, and confirm it is in working order. Cell 2 only has 10 minutes to reach the pickup point before the supplier leaves, in which case you will have lost my money.

Within three hours of the Scrambler’s collection, Cell 1 and Cell 2 will rendezvous at the satellite uplink for Tillian Sub-Commer-cial, located in a secure compound 200km south of Arcturis. The scrambler must be inserted into the main computer net-work, with access to their DMZ, within 8 hours of this contract commencing.

Both Cells are then to travel to Euphoria, in the Occasus system, to meet a St.Cloud representative who will deliver pay-ment. At that point the contract is completed.’

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The ClientKelso St.CloudHuman (Cyborg*, non-apparent), VeteranAristocrat, EntrepreneurAttributes: Agility d6, Smarts d6, Spirit d6, Strength d8 (*d10), Vigor d6Skills: Knowledge (Inter-stellar Trade) d6, Notice d6, Lan-guage (Dupherian) d6, Language (Pan) d6, Persuasion d6Charisma: 0Pace: 6Parry: 4Toughness: 5Equilibrium: d8-2Special abilitiesInhumane*Metal Body*Painless*Gland Implant: Histamine, Prolactin**Gear: St.Cloud dynasty assets as requiredNotes: Kelso St.Cloud is delegated the task of dealing with the less-than-savory characters that the St.Cloud dynasty is forced to involve itself with – Mercs, pirates, and some-times worse! This daily interaction, as well as his Synthetic modifications, have left him a little out of touch with humanity and lacking in compassion. However, he is fully aware of his responsibilities to protect the St.Cloud name and will not break a valid contract, although re-negotiation is always an option.

*See page 32 Synthetics, in the Character Analects.

**See page 34 Glanding and Drugs, in the Character Analects.

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BLA

CKDOGS: DEEP S

PACE

12

Blackdogs: Deep Space(Cell 1)

Bargaining For The Network Scrambler

The DetailThe distance to the rendezvous point given by Kelso St. Cloud is about .001 Light Years from Dupheris. Travel time is determined using the averaged FTL speed of a starship. FTL d4 drives will take 4.5 hours; d6 take 3 hours; d8 take 2.2 hours; d10 take 1.8 hours; d12 drives will take 1.4 hours. This is the travel time each way between the Blackdogs and Alecto.

Upon approach the Blackdog’s starship, just after reading the Fluff text, you should ask the players for Equilibrium, rolls because they have gone ‘off the map’ and into the depths of space!

The Blackdogs’ negotiator, Vektor Bromach, operates out of an unmarked and de-listed freighter that only a few people know how to reach. Kelso St.Cloud is one of those people. He keeps a negotiation room well stocked with Sturmian spirits, fake artworks, knock-off modern furniture, hidden sensors and weapons, personal alarms, and an escape route. If need be, he can call upon his crew of over 20 armed and dangerous ex-Sturmian Field Corps associates to deal with trouble.

Vektor is tried and irritable from too much time spent on the freighter drifting through space. Just like dealing with Kelso St.Cloud, there are certain things that will get the heroes on his good side, and some which will get them on his bad side.

As soon as the heroes arrive and hail the Blackdogs, they will launch a shuttle to dock and transfer the new arrivals to their ship. Vektor is very security conscious. If the heroes board his ship using the he sends shuttle then they gain +1 to their negotiating position. If they need to dock their ship to his then they suffer -1 in the final negotiations.

If the heroes come unarmed, or surrender all their weapons when asked, they gain a +1 to their negotiating position, -1 if otherwise.

Vektor will respond well if the heroes show a professional attitude, gaining +1 to their negotiating position, but a flippant or comedic attitude will incur a -1 penalty.

Vektor will identify the hero(s) doing the negotiating and ask them to clarify what they are after. He already knows, but he wants to make sure. If the heroes quibble or equivo-cate, or try to add extra bits of kit to the deal, they suffer a -1 penalty to their negotiat-ing position.

Vektor will say, ‘I have a sample of the scrambler equipment under discussion, just a part of the whole system. Would you care to check its quality?’ If the heroes check the kit and get a raise on a successful Repair or Security check they show enough competence to gain +1 to their negotiating position. If they decline an inspection, or fail the roll, they gain a -1 for appearing incompetent.

Vektor will claim that he needs refreshment, and pour glasses of the strongest ‘military-grade’ Sturmian potato spirit the heroes have ever encountered. He will ask the heroes,

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CKDOGS: D

EEP S

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‘what shall we toast to?’ It is up to the GM to determine the savvy of the toast, and apply a bonus or penalty as appropriate. A toast to ‘Sturm’ all will gain a +2 in the final negotiations.

The FluffThe vastness of space is not something a sane person can ever get used to, especially when you are travelling to a place that is deliberately hidden from anyone who could help you!

There is no way you could locate someone who wanted to hide in the nebula, so it’s just as well that your contact is exactly where Kelso St.Cloud said they would be.

An old-style, bulk freighter drifts serenely in space, its orbit of Dupheris imperceptible to the human eye at this distance. Laser burns and impact scars pock-mark its hull, yet close-range scans show that is has power, gravity, and life-support.

A landing bay door slides open, the bright light from the internals a stark contrast to the darkness of space, and an unmarked shuttle emerges and heads towards your starship. The comms link flashes an incoming connection…

‘Welcome to the black market, my friends,’ says a very serious man in a thick Sturmian accent, with a scarred face to match the hull of his vessel. ‘You may call me Vektor. Please, come aboard directly so we may discuss business…

The NegotiationThe negotiation is a Dramatic Task as per the Savage Worlds core rules:

The skill being used is Persuasion. Cooperative rolls are allowed.

Each roll has a -2 penalty.

There are 5 ‘actions’ in total, and 6 successes must be acquired.

On a success the heroes obtain the location on Arcturis where they can pick up the network scrambler. For each point the heroes succeed the final result by, they gain a +1 to the any Skill rolls using the supplied equipment, as Vektor will supply them superior quality gear. Likewise for each point they fail they will later suffer a -1 penalty. A success also indicates that the players have kept enough negotiating credits to buy one addi-tional item of personal equipment from Vektor, one Rank above their current Acquisition Rank – alternatively, they can all pool this bonus and acquire enough components to add +1 die-type to any starship Attribute. Again, if any of these gains are ‘above the station’ of the heroes they will be considered as targets by those looking for easy pickings, but the heroes can deal with that down the track…

Failure has no further penalty – Vektor knows Kelso’s credit limit and will grudgingly agree to meet it in the end.

After negotiations, the heroes will be sent ground coordinates 500km north of Arcturis, where Cell 2 can pick up the network scrambler, which they can relay back to Arcturis. They will be told that the pickup contact will only remain there for the next ten (10) minutes.

With negotiations concluded, Vektor will pointedly ask the heroes as to when they will be leaving…

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CKDOGS: DEEP S

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The FixerVektor BromachHuman, VeteranUnderworld, MerchantAttributes: Agility d4, Smarts d10, Spirit d6, Strength d6, Vigor d4Skills: Gambling d6, Language (Sturmian) d6, Language (Pan) d8, Notice d4, Streetwise d8, Knowledge (The Black-market) d8, Persuasion d6Charisma: 2Pace: 6Parry: 5Toughness: 5Equilibrium: d8Special abilitiesRetro-virusExtractionGear: Black market weapons, armor, and equipmentNotes: Vektor is tired of living in deep space and appreci-ates any distractions that come his way. He speaks in a laconic Sturmian-accented drawl, which belies his inner nature as a shrewd negotiator.

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BLA

CKDOGS: S

PENCER

15

Blackdogs: Spencer(Cell 2)

Collecting The Network Scrambler

The DetailThe distance to the pickup point for the network scrambler is 500km north of Arcturis. Travel time is determined using the averaged Mach speed of an XS+ vehicle. Ground cars and Floaters will be unable to make the journey within 10 minutes. Civilian Aeros will make the journey in about 8 minutes; atmospheric spaceship in about 4 minutes; Militarized Aeros in around 1 minute. This is the travel time each direction to and from Arcturis.

The location of the pickup is in a public car park adjacent to a private aerospace security firm named ‘AeroSec Sub-Commercial.’ The Blackdogs like the location because people are unlikely to cause trouble. The Blackdogs courier goes by the name of Jonas, and he is another Sturmian with an ex-military background. He drives a nondescript ATV with high-end security functions (alarms, personnel deterrents, hardened locks, tracker, etc.).

Jonas will try to change the terms of the deal to suit himself, and generally present a ‘take-it-or-leave-it’ attitude. He will not go so far as to drive away without handing over the network scrambler, however, he knows that if the heroes leave out of frustration he will be able to pass the blame for the deal going sour onto them. He can be threatened, somewhat, but he is a tough customer!

Before negotiations begin, Jonas will apologize to the heroes by saying, ‘You are in luck! The unit I was told to supply tested faulty – so, as a favor to you and will give you only other unit I have in stock – it has better specs than what you paid for. To make up the different I must ask for something… immediate and valuable…‘.

If the heroes dispute this they can oppose him with a Persuade roll. If the heroes win, Jonas backs down and grudgingly hands them the network scrambler. If Jonas wins, he believes that the heroes will not depart without the scrambler and will eventually make the trade!

If and when Jonas hands over the network scrambler it will be safely packaged in a rug-gedized container that is bullet-proof, flame-resistant, and generally as secure as it can be given the size of the package.

After the deal, Jonas will remain at the site until the heroes depart. He will tell the he-roes that he will let his people know that the unit has been collected. He does not know anything about the ambush that is being arranged for the return trip via Arcturis - that is Vektor’s idea (see Blackdog Ambush.)

The Fluff500 kilometers north of Arcturis is a regional population center, a country town, known as Spencer. The town is a hub for several Sub-Commercials and public utilities, and in all respects is a quiet, friendly place for locals to meet, pray, and do their daily business.

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The exact coordinates for the pickup pin-point the center of a public aero-pad adjacent to the concrete blockhouse for AeroSec Sub-Commercial, which provides specialized aerial security services to the larger Commercials.

Not a safe place to be for anyone who is interested in starting violence!

Long-range observation of the aero-pad shows a black, 6-wheeled, ATV sitting on the edge. Mud splashes mar the glossy paintwork, although the registration is visible and looks valid, but otherwise there is little to distinguish the vehicle. Thermal imaging re-veals that the engine is running…

The MuleJonas WirczykHuman, VeteranMilitant, CriminalAttributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6Skills: Fighting d6, Intimidation d6, Language (Sturmian, Pan) d6, Persuasion d6, Shooting d6, Security d6, Streetwise d8, Taunt d6Charisma: 2Pace: 6Parry: 5Toughness: 5Equilibrium: d8-1Special abilitiesOne-eyeStrong willed (+2 interaction test/resist)Gear: Splinter pistol, Flightsuit (+1), multi-wheeled ATVNotes: Jonas is a veteran black market operator who knows ways to turn a deal to his advantage. Like most people in the Lantern he prefers to trade for goods rather than just credits. He knows nothing about any ambushes that may/may not be awaiting the heroes.

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CRASH &

EARN: D

EEP S

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Crash & Earn: Deep Space(Cell1)

Space pirates!

The DetailThrough no fault of the Blackdogs, other than that they encourage a black market that is beyond the scrutiny and protection of the law, a pirate raider has stationed his starship - Crash and Earn - within the broad travel lane to and from the Blackdogs’ hideout. Due to the havoc the nebula plays on sensors, acquiring and tracking a starship is quite difficult. Maybe the heroes were unlucky? Maybe the Blackdogs put a beacon on the heroes star-ship? Only the GM knows…

Within the nebula of The Lantern, active and passive scanners add +4 to the TN for all Active (Investigation) and Passive (Notice) scans (see page 22 Ghosts In The Machine, in The Lantern) and until they establish an initial lock on a target they require 10 rounds to make a complete scan (a Raise will lower this to 1 round). Once a lock is established it is considered held unless actively dropped.

The Crash will be relying on Passive scanning and will pick up a moving target at Long range (24 AU). From this point the GM should start making Notice rolls with a TN or 8 for Captain Ulysses (-1 Fatigue penalty), to determine if he can gauge the nature of the target from this distance. There is always the possibility that he mistakes the heroes for something else entirely which would alter his tactics, but an attack is inevitable from this desperate starship! (See page 30 Passive Scanning, in the Fleet Manual.)

Because the Crash is running-silent, it is only detectable by Active scanning once it comes with Medium range (12 AU). Roll the FTL die-type of the heroes starship each round to see when they draw level with the Crash, after 12AU. Each round also make an Active scan roll using the starship’s Quality die-type to detect the Crash. If the players insist that their own character was making a scan roll all the way back to Alecto, allow this under the proviso that that character will be at 1 Fatigue and have a -1 penalty to all rolls!

The pirates will hope that their unsuspecting prey passes them by, that the nebula con-ceals them, and that they can attack into their prey’s rear facing. It is highly unlikely that the heroes will pass directly over the pirates, and when the heroes draw level and the pirates attack, the GM should allow a margin-for-error for the distance from the Crash to the heroes to be 2d6AU ‘left’ or ‘right’ of the Crash.

Whether the Crash gets ‘the drop’ on the heroes, or they hit it with an Active sensor scan and attack/hail the pirates, at this point the Crash will activate its main engines and come on-line in 1 round. This should light the pirates up on the heroes sensors, commit-ting them to fight, and giving the heroes one round to get act before the pirates attack.

The only flight crew member of note is Captain Ulysses, and he will take control of his ships Quantum-lock for the String Torpedoes. All other Automatics, including the PDA lasers will be handled by the Crash’s computer which has a rating of d4.

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CRASH &

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The FluffDeep-space can be chilling yet beautiful, and it is a constant reminder that once you stray from the commercial travel lanes you really are alone out there. If something went wrong with the ship, even if you managed to send off an SOS, the chances of a drifting ship being located and the crew rescued are infinitesimal. Only the desperate, and the dangerous, would willingly travel like this.

Having reached mid-way back to Alecto, well beyond the reach of any long-range scan-ners, red-icons start flashing on your sensor panels.

Screens flash up the details… a medium sized starship… not transmitting any transponder codes… hailing you on all frequencies…

‘Targeted vessel, this is Captain Teo Ulysses of the pirate raider Crash-and-Earn. Power down your weapons and FTL drive or be destroyed. You have 10 seconds to comply…’

The Pirate AttackIf the Crash manages to get the drop on the heroes (even if it has to power-up for one round) then they must all make Equilibrium rolls (see page 37 Maintaining your Equilib-rium, in the Character Analects.)

Captain Ulysses is not a bloodthirsty man, and if the heroes surrender he will let them depart safely in exchange for them dumping one weapon’s system (of the GM’s choice) into space, after which they can leave. Teo knows that if he blows up his prey, there will be no reward for his efforts.

If outgunned, Captain Ulysses will offer to surrender, along similar terms as defined above. He will state that if his surrender is not honored he will breach the Crash’s FTL core and blow them all up!

During the fight Captain Ulysses will keep the communications links on the Crash open, and Taunt the heroes as best he can. He will alternately call them corporate lapdogs, fascist scum, and religious nutters – insulting all factions within the Lantern equally!

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The PirateCaptain Teo UlyssesHuman, SeasonedMilitant, CriminalAttributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6Skills: Fighting d6, Investigation d4, Notice d6, Pilot (star-ships) d6, Shooting d6, Taunt d8Charisma: 2Pace: 6Parry: 5Toughness: 5Equilibrium: d6-1Special abilitiesDodgeGear: Splinter pistol, Clamshell armor (+4), Magboots, star-ship Crash-and-EarnNotes: Teo Ulysses was a down on his luck Merc who went rouge and turned to piracy. Unfortunately he does not inspire and decent crew, and thus he is the most proficient member of the Crash, responsible for all the systems he can manage alone – otherwise the starship’s Computer Trait is only d4 for the Automatics!

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Blackdog ambush: Alecto(Cell 2)

Aero-fight over Arcturis!

The DetailThe Blackdogs are not done with the heroes yet! En-route to the Tillian satellite uplink they will be ambushed by a flyer that will attempt to bring them down so that they can recover the network scrambler. This is the final plot by Vektor Bromach, and if the heroes survive or reach some kind of protected air-space before they can be brought down, then the Blackdogs will give up on them and go looking for easier pickings.

The FluffThe approach to the Tillian uplink is arid, hilly terrain, providing excellent cover and, you note, ample opportunity for an ambush! Almost as that thought crosses your mind your sensors pick up a new contact launching… a militarized aero with no transponder and distinctively Sturmian styling… maybe the Blackdogs want their network scrambler back?

Your communications link lights up with an incoming contact from the inbound vessel…

The AmbushThe ambush will be conducted by a militarized aero, piloted by Alena Endrovich (see below), supported by a ground spotter-team. The ambush will take place between Arc-turis and the Tillian uplink. Alena will wait with her systems powered down, allowing her spotters to track the heroes and tell her when to launch. If the heroes piloting the XS+ vehicle fail a Notice roll opposed by the Stealth roll of Alena’s round crew (d6), then their attackers will have ‘the drop’ on them and the heroes must all make Equilibrium rolls (see page 37 Maintaining your Equilibrium, in the Character Analects.)

Alena speaks excellent Pan and will launch Intimidation attacks as long if the heroes respond to her hails and open a communications link. She will not shutdown the link if they use the same tactics against her, and will keep persisting so long as the link stays open.

If she can bring the heroes down she will land nearby and try to recover the network scrambler, shooting any survivors who see and could identify her. If the downed heroes can hold out for long enough, their starship could possibly arrive back at Alecto in time to deter the Blackdogs from continuing with the fight.

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The PilotAlena EndrovichHuman, SeasonedMilitant, Pilot Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6Skills: Intimidation d6, Navigation d6, Notice d6, Language (Pan) d6, Pilot d6, Shooting d6, Survival d4Charisma: -1Pace: 6Parry: 2Toughness: 5Equilibrium: 0Special abilitiesArrogant (Major)DodgeGear: Akrylar flightsuit (+2), Assault rifle, ‘Mirage’ class militarized aero (see, ‘XS+ vehicle stat-blocks’)Notes: Alena was recruited by Vektor Bromach of the Black-dogs before she mustered out of the Sturmian Aero Corps. She enjoys flying for a criminal syndicate because, short of capture by the authorities, there are no repercussions for firing weapons over populated areas!

‘Mirage’ Class AeroSmall military flyer (Seasoned)Militarized Aero +1 (XS+, Mach 26)XS+ Man: +1Firing Arc: -110mm HTR cannon (1km, 15 shots, Direct)

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Satellite Uplink: Arcturis(Cells 1 & 2)

Creeping around 200km south of Arcturis…

The DetailThe Tillian compound is on a main road through the local area, but it has no adjacent buildings of compounds neighboring it. The two official points of entry are via the road, and via an aero-pad, and both are in direct view of a Guardhouse.

Approaching the compound will require a modest amount of ingenuity, but sneaking through the surrounding scrub and terrain is always an option. Security cameras watch most locations on the map, although the majority face inwards, and one of the outwards facing cameras is now blocked by a row of hedges that have not been trimmed back!

The guards are only lightly armed and armored – commercial guards like this are often considered to be ‘civilians’ in the machinations of the Commercials and criminal syndi-cates, but not always.

There are three guards per gatehouse, plus two guards on a walk-around of the com-pound moving between the Guardhouses in an anti-clockwise manner, checking doors and locks as they go.

In order to correctly insert the network scrambler the heroes will have to connect it to one of Tillian’s secure data pipes, or the base of the uplink dish. If the heroes decide to look for options before charging in, have them make an Investigation roll. If successful, convey the following:

A data-port within a Guardhouse: Requires dealing with the guards and getting into a Guardhouse first. Then connecting the scrambler.

A data-port within the uplink facility: Requires breaking into the blockhouse (Security TN 12) and then dealing with the technical staff inside. Then connecting the scrambler.

The electronics of the uplink dish: Requires breaking into the a dish’s data cabinet (Secu-rity roll) and then a Repair roll to cable it in, and then connecting the scrambler.

Anywhere along the cable connecting the blockhouse to the dish: Requires breaking into the data cable (Repair TN 8), and then connecting the scrambler. The Computer running the uplink is a Fixed Micro comp with a Computer die-type of d8 (see page 43 Computer Traits and Skills in the Character Analects.) The computer is also running a Security Suite.

Once the computer system is attacked by the scrambler a human programmer and security expert (Programming d10) will respond within 5 rounds. If the heroes have not managed to use the scrambler, and have its malicious commands activated with/without the one round delay for the Security Suite, then they will have a more difficult fight on their hands!

Once the scrambler has successfully infiltrated the uplink computer it will begin its work and there is no turning back – it will cripple the central communications link for the fleet of Tillian’s carrier ships, travelling like a virus that affects only the systems and interests of Tillian sub-Commercial.

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The technical staff will quickly figure out the source of the virus, and advise the guards to investigate, so the heroes should make their escape as quick as they can.

The FluffIt is mid-afternoon, and the sun glints harshly off the dish that is the main feature of the Tillian uplink compound. The site is fenced off with cyclone mesh and razor-wire, with no neighboring buildings. Aside from the front gate and an aero-pad, the only other access appears to be a direct crawl through the scrub.

Next to the dish you can make out a blockhouse, which would be where most of the com-munications gear is housed. Other structures you can see include sturdy guardhouses, a mechanical workshop, shelters for visiting aeros, an air-conditioning block, and a garden supply shed.

A guard in a grey-blue Tillian uniform patrols the compound at randomized intervals, armed with a sidearm and some kind of baton.

The guard patrol is comlemented by a pair of airbourne Tracker units that circles the compound in a clockwide direction. A tell-tale antenae indicates that it has some kind of wireless link, and that it is probably remotely controlled by a monitoring system on the local security network.

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Happenings at the UplinkAt appropriate break times the technical staff will leave the blockhouse to have some time-out in the compound, usually around the outdoor seating areas, although they may go for a walk to stretch their legs. They are a great source of access-keys for the block-house!

A delivery heavy-vehicle will arrive with a replacement fan for one for the building’s air-conditioning systems. The truck will back up to the loading dock, and a robotic arm will move the fan unit across, and it will sit there until the engineer turns up to install it the next day.

A space-capable flyer will land at the aero-pad and offload an engineer who is arriving from one of the Tillian cargo ships to do some repair and programming work. The flyer will stay on the ground a few minutes, then head back to the ship it came from. The engineer will go straight into the blockhouse.

The GuardsTillian Security GuardHuman, SeasonedAspiring, Peace-officersAttributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d6Skills: Fighting d4, Investigation d6, Language (Pan, Duphe-rian) d6, Notice d6, Persuasion d6, Shooting d6Charisma: 0Pace: 6Parry: 4Toughness: 5Equilibrium: 0Special abilitiesLevel-headedGear: Splinter pistol, Shock-staff, Armored vest (+1), Com-link (computerized d6)Notes: Tillian only employ security guards assessed for maturity, reliability, and common-sense.

‘Le’bug’ TrackersTwo Le’bug airbourne trackers are remotely controlled from the rear guardhouse. They circle just above the fenceline in a clockwise direction. Their (fixed) computer die is d6, which determines their attributes and Notice skill. Their wireless data link can be interrupted as per the Intrusion rules in High-Space.

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My Fault, Your Mistake!(Cells 1 & 2)

Payback on the way to Euphoria

The DetailWith its fleet, orders, and inventory in complete disarray, and its stock price plummeting while being picked up by St.Cloud on the cheap, Tillian sub-Commercial has immediately come to the conclusion that it is a dying beast and the news is filtering down to the staff. While the executives maneuver to catch a whiff of how they can get ahead from the chaos, the crews of their carrier-defense fleet are looking for blood…

Technical staff have learned that those most likely to be responsible will be departing the scene of the Uplink. Alternatively, if the heroes covered their tracks too well, then Maybe Kelso St.Cloud leaked the names to avoid the payoff?

Direct action by Tillian against St.Cloud would be counter-productive at this stage, however, for their starship crew the real prospect of blowing filthy St.Cloud minions into space-dust would be very satisfying at this stage!

A Tillian cargo-defense ship that was departing Alecto has reversed course and headed straight for the space over the Uplink. They probably know what ship the heroes are us-ing, and what they have done.

The ship is a Blind Threat class Fighter Transport, and it has deployed its deadly children out to cut off escape from Alecto – the heroes will need to get past the defense-ship in order to escape into the nebula and freedom! The good news is that the fighters have a zero FTL capability, so further pursuit is unlikely if their cordon can be breached. They are also un-manned, and use their Computer trait for all systems.

This battle does not need to be played out with a map. The heroes simply need to reach 128km from Alecto so they can engage their FTL drives. During this time the Tillian ships will be sitting just within the border of FTL flight range so they can cut off the heroes. If the heroes want to keep fighting after they reach the FTL limit, then the GM can setup a map to represent a corridor of space, one A3 map in size, placed in portrait orienta-tion. At the base should be Dupheris, with various space stations and floating starships in orbit from outwards from that sun, Slyphus at 4AU (hexes), and Kaneta at a distant 10AU (hexes). Alternatively the GM could show the players the Dupheris system-map and run the action as a narrative. Your choice!

The FluffAs you rise through the atmosphere of Alecto, seemingly on your way to freedom, the tactical alarms start to shrill, and red-indicators flash all over the sensor panels... It seems that someone wants to do something incredibly hostile to you and your ship… a hail comes through over the general communications frequency...

‘This is Captain Nial, of the former enterprise known as Tillian sub-Commercial. I want you to know that you have ruined the lives of thousands of people and their families, and destroyed a business that brought prosperity to millions. For that, no Tillian starship

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still active will have any hesitation in killing you all.’

(This is an Intimidation test of wills made against every hero who listens to the commu-nication.)

The Real Spacefight!As the heroes arrive, Captain Nial of the starship ‘My Fault, Your Mistake’ will hail the heroes ship and berate them.

There is no natural cover for a starship this low in orbit – even satellites are positioned 200km from planets, and generally higher. During any conflict random starships pass close by while transiting the atmosphere, unaware of the brewing trouble. They will only fire back if fired upon, and will broadcast their peaceful status on all frequencies. To complicate things, some could even claim to be registered to St.Cloud, with no idea of what is happening! These could be used a cover if the heroes made very difficult Piloting rolls.

In spacefighting the pilots and ‘shooty’ characters will have plenty to do, but don’t for-get that everyone can contribute - sensor locks, electronic warfare, communications, repairs, and anythign else they can think of...

If the heroes’ ship is destroyed the Tillians will not persecute any Lifepods that manage to eject, and be satisfied with destroying an entire ship. Several hours later, a St.Cloud carrier en-route to Typhon-I will divert nearby, bring the heroes aboard, and provide a small and poorly maintained ship to get them to Euphoria to collect their payment.

If the heroes break past the Tillian cordon (by reaching the FTL limit) they will not be pursued.

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The Avenger: Captain NialCaptain NialHuman, VeteranMilitant, MerchantAttributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8Skills: Intimidation d8, Notice d6, Pilot (starships) d6, Shooting d6, Spacewise d6Charisma: 0Pace: 6Parry: 2Toughness: 6Equilibrium: d8Special abilitiesCommandGear: Airburner, Clamshell armor (+4), Magboots, starship My Mistake, Your Fault (with Swarm and Hive Mind attacks ships).Notes: Captain Nial is extremely angry at what has been done to Tillian, but deep-down he knows that it is just part of the nature of the Lantern – for the weak to prey upon the strong – and he will not stoop to cold-blooded murder to avenge that.

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Where to next? (Cells 1 & 2)

AftermathThere are many possibilities for resolving this demonstration adventure; however, it should ultimately bring the heroes to Euphoria station, in the Occasus system. There they will be met by a faceless minion of St.Cloud who will arrange the payment terms they signed up for – and convey the happy news that St.Cloud has now acquired all of the failing Tillian sub-Commercial and incorporated it into their fleet, that the owners of Tillian got a substantial payout, and that the heroes should be honored that St.Cloud is grateful to them for their small part in the takeover. See, everyone wins!

This adventure was designed to show-case the three main levels that the system and setting can be played on – personal interaction, XS+ vehicle combat, and starship action. It should become pretty clear that just because starships and vehicles are involved, the heroes never ‘disappear’ and become faceless crew. Tests-of-will, individual skills, and even tricks can be used at all times, and are encouraged!

The next logical step in your adventures within the Lantern is to look at ‘Euphoria’ and see if it fits into your own Meta-Plot (see page 50 The Meta Plot, in The Lantern.) This is a logical place to bring in the secrets of The Lantern, including meeting Jebediah Kerm, and setting foot on The Remnant, one of the greater mysteries and endless opportuni-ties in the Lantern…

…and remember, keep watching the Storyweaver website for more releases for High Space/The Lantern.

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Starship stat-blocks

<<UNMARKED>>Un-registered Sprint Trader, MerchantAttributes: Maneuver d6, Computer d4, FTL d6, Displacement d8, Quality d4Pace: 10, Toughness: 6Special abilitiesBad reputationCargo ContainerHardpoint-conversionDocking-pointWeapons:PDA lasers x 4X-Ray lasers x 2

Crash & EarnMaypole-class raider, TraderAttributes: Maneuver d4, Computer d4, FTL d10, Displacement d6, Quality d4Pace: 8, Toughness: 5Special abilitiesCargo ContainerArmoryHardpoint-conversionDocking-pointWeapons:PDA lasers x 4Quantum Lock; String-torpedoes x 2

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My Fault, Your MistakeBlind Threat-class Fighter TransportAttributes: Maneuver d4, Computer d6, FTL d10, Displacement d8, Quality d6Pace: 10, Toughness: 7Special abilitiesNon-AtmosphericFailsafeLanding-bay (d18 worth of Displacement capacity)ECM SuiteReactive ArmorWeapons:Quantum LockPDA lasers x 2X-Ray laser x 1

‘Swarm’Class Drones

System Attack Craft

4 x Swarm-class Un-manned Fighter, WarshipAttributes: Maneuver d6, Computer d4, FTL n/a, Displacement d4, Quality d8Pace: 15, Toughness: 6Special abilitiesNo FTL coreOverdriveReflective ArmorWeapons:String-torpedo x 1

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The Lantern

In the distant future...Something is wrong in The Lantern nebula, but no one knows what.

Strange things are happening... people are acting weird, starships have gone missing, ‘signs’ have been left by who-knows-what, and the holoscreen shows pictures of ancient, mythical creatures bat-tling in space!

Does it have something to do with The Lantern’s past? Earlier civilizations have been swept away... the Confederation committed mass-suicide, the Kesh devolved back into animals and became extinct, and no one knows what happened to the Auras!

Untold wealth, and rapid change, have created opportunity for the brave and ambitious. Explorers, mercenaries, miners, colonists, corporates and conquerors have all come to The Lantern, but has Humanity woken something better left undisturbed?

Something as old as the stars.

The Lantern gives High-Space players the opportunity to become part of a universe in flux. A place that could be on the edge of col-lapse, or a singularity that might change everything.


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