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FOR SCIENCE FICTION RPGs

BY A.J. BRADBURY
MODULE 1 meeting on a fixed date. This meeting to do with their central pair of arms is
Introduction cannot be postponed - except under very actually a central feature of URTHYKNOI
This scenario is designed for use with e x c e p t i o n a l cicumstances - w i t h o u t life - not least because the main political
any of the leading SFRPG’S - Traveller, causing serious political upheavals. parties are identified by their attitude
Star Trek, Space Opera, Star Frontiers, Note: towards this question. The more
etc., though this isn’t the only reason why The need to deliver the ambassador to progressive faction (the people who are
no player stats are included. To judge by his destination on time is actually only willing to negotiate for the mineral rights)
some of the letters appearing in the one small part of the mission - as we will support the use of all six limbs and are
leading RPG magazines, many Referees soon see. Still, the importance of therefore known as the ‘sixers’. Their
and GMs are still locked into a mental carrying out this small task successfully opponents, not surprisingly, are known as

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straightjacket which makes them try to (and without offending the ambassador, the ‘four only’ party (both names are only

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run any printed game straight off the page of course) is all that should be impressed rough translations from the original ‘high

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- which is a big mistake - or to reject such upon the players for the moment - so as to Urthyknoi’ language, of course).
scenarios because they don’t fit into the catch them off guard when the real action (4) Those members of the four only who
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current game (which isjust as daft). starts. are known to be aware of the negotiations
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Although the scenario produced here is (2) A second reason for keeping the haven’t shown much enthusiasm for the
complete within itself, it is designed to be ambassador on course is concerned with project - but neither have they openly
a source of ideas rather than a finished a newly discovered planet which lies not opposed it. It is essential that any
unit, and is particulary unsuitable for far off of his flight path. The Federation / dealings with the Urthyknoi take this
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‘unedited use’, so to speak. On the Imperium / or whoever are currently situation into account and that everything
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contrary, anyone wishing to use this negotiating with some of the more (within reason) is done to avoid
material is strongly advised to read enlightened leaders on the planet in order antagonising the members of the ‘four
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through the entire text before (a) making to be allowed to mine a portion of its rich only’.
any and all additions/deletions he/she minerial deposits. These negotiations are (5) Whilst there is no single religion
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thinks necessary, and (b) rolling up very close to completion, but full consid- shared by all of the Urthyknoi, it is known
eration has to be given to the people of
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character points which will tailor the that many ‘four only’ supporters also
scenario to the preferrred game and style this new world - a strange and super- belong to the ‘wind from beyond’ cult
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of play, and’the experience of his/her stitious race who call themselves the (again this is only a rough translation of
players. This scenario should ONLY be URTHYKNOI. Sudden visits - by anyone - the original title).
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read by referees - NOT by players. could set the whole process back for Followers of ‘wind from beyond’ share
And now, having got those few thoughts years. certain ideas found in the Polynesian
off my chest, let the action commence. ‘cargo cults’ here on earth. For example,
It is assumed that the PCs will start the The Briefing (2) whilst no visitor has been openly
adventure either on a rest planet or on a A complete rundown on the URTHYKNOI attacked, Urthyknoi cult members have
relatively unimportant interstellar flight. (pronounced ER - THICK - NOY) is still made clear their contempt for the visitors
They will be contacted by ‘Headquarters’ not available. Existing list of facts is as f r o m t h e federation/imperium/etc. by’
(which will vary from game to game, of follows: refusing to meet with them or accept any
course) and ordered to report as quickly (1) The URTHYKNOI people are on the tokens of goodwill (ie. diplomatic bribes).
as possible for an urgent briefing. small side compared with human beings - The attitude of the cultists has intrigued
the average height is just under five feet, the two or three anthropologists who have
MODULE 2 when they stand on their hind legs, or been allowed to make brief visits to the
The Briefing (1) about three feet from ears to the ground planet because it seems to be completely
Once the players have been gathered when they’re ‘on all six’. at odds with one of their central beliefs:
together, they will be asked to take a (2) As the last note suggests, the That ‘He who was sent’ will come on the
single spacecraft out in order to act as a URTHYKNOI have six legs positioned ‘Winds from beyond’ with many men and
guard of honour for an interstellar at the shoulder, waist and hip. The front with many gifts for the Urthyknoi who
‘schooner’ which is bringing in an legs double as arms, though they show a have faithfully worshipped him. The only
ambassador from an important outer fair amount of dexterity in their feet as member of the Urthyknoi who ever openly
planet. They will be warned of only two well. The middle pair of legs seem commented on this point simply insisted
possible sources of trouble attached to originally to have served the sole purpose that: “The true ‘He who was sent’ will
this mission: of supporting immature youngsters during make himself known beyond doubt when
(1) The ambassador, from one of the outer travel. As they have progressed, he cumes 1
worlds, is known to be an inveterate technically, a split has appeared between (6) The Urthyknoi are known to have
tourist. That is to say, there is nothing he those who regard these arms as obsolete certain, limited, telepathic powers, though
likes less than simply travelling directly (and refuse to use them for anything their exact nature isn’t known.
from point A to point B without making at except their original purpose - or not at
least half a dozen stops along the way. all), and those who see them as an MODULE 3
The players are warned that they must not adaptive bonus and who have learned to The Mission - Part 1
allow this at any cost, as the ambassador use them as a second pair of arms. The players should be expecting to
is due to address a crucially important (3) The seemingly trivial question of what meet up with the ambassador’s space
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schooner shortly after it passes Greyp If on the other hand, the players decide to the regional governor’s home where
(pronounced Gree-lp) the home planet of to save time by sending down a search they will be dealt with more sympath-
the Urthyknoi. In fact they will intercept a party immediately, they will walk straight etically. If, on the other hand, the players
mayday call from the Ambassadorial craft into the situation described in Module 4. try to resist - and especially if they try to
several hours before they reach the use weapons of any sort - the Urthyknoi
rendezvous. MODULE 4 will swiftly disable them with implements
The call will make it clear that the ship is At Home with the Urthyknoi not totally unlike electrical cattle prods.
about to make a landing on Greyp, but The ambassadorial spacecraft has The effect of these implements is to
everything else is hopelessly garbled. landed approximately half a mile north of a temporarily scramble the central nervous
Even if a recording of the message is small town. The town itself consists system, thus causing the victim to
re-run with computer enhancement, etc., primarily of rows of dwellings built into the collapse in a helpless heap. These
it will not be possible to tell why the ship is many banks and small hillsides in the area effects are short-lived (lo-15 minutes
being forced to land or whether the - a method of construction which leaves depending on size, weight, constitution,
Captain is expecting to make a regular half of the habitation effectively etc.) and, though unpleasant, have no
landing or a crash landing. Fortunately, underground, and half sticking out from serious side-effects for a normally
the downed ship is carrying a rescue the line of the slope with something that healthy person.
beacon, operated on one of the regular looks vaguely like a thatched roof. If the Either way then, if the players enter the
emergency channels. landing party set down close to the town, Urthyknoi town, they will end up visiting
Locating the ship, once they reach they will immediately be surrounded by the regional governor. The big difference
Greyp, shouldn’t present any difficulties the local population, who will try to drag is that, if the players resist the invitation
for the players. The big question, of them off to the regional governor - who to visit the governor, then they will be
course, is: having found the ship, how lives 5-6 miles away in the opposite taken to him in chains, and he will be far
should they go about rescuing the direction from the downed ship. less helpful than if they go there
ambassador and his crew? If the players Close observation of the Urthyknoi, and voluntarily.
don’t see this as much of a problem, the a bit of logical thought, will enable any of If on the other hand, the landing party
referee should emphasise the delicate the players to spot that all the creatures sets down close to the ambassadorial
nature of the investigations, and the fact have thin, almost hairless arms at ‘waist’ craft, they will find that the ship is totally

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that the appearance of two alien level, which almost certainly means that undamaged - it has made a near-perfect

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spacecraft in quick succession, might they must be supporters of the ‘four only’ landing on the reasonably smooth, though

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well be interpreted by the xenophobic school. This in turn, should suggest that unprepared landing site. Unfortunately,

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members of the population as something there is a fair chance that they a) don’t there is no sign of the ambassador, his
closely resembling an invasion1 At this like outsiders, and b) are probably very staff, or the crew, and no clue as to where
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point, the players might feel that their superstitious. On either, or both counts, they have gone. (A diagram of the ship
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best bet is to contact HQ for instructions they obviously need to be handled with and a map of the landing area and village
as to how they should proceed. This great tact in order to avoid what could are given in module 5.) The landing party
action will turn out to be an extremely bad blow up into a major incident. can either return to their ship, or move to
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idea, as it will hasten the onset of the In this situation, the players’ best move the nearby town - with the results
events described in Module 7. is to accompany the Urthyknoi voluntarily described above.
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MBASSADOR’S SPACE LINER


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88 SPIRAL STAIRCASES
MODULE 5 capital - but not the Ambassador. It (1) The Maln Gate - about eight feet
Ambassador’s Space Schooner seems that the local headman, who is high and six feet across the face o! each
and Forced Landing Area also a priest of the ‘Wind from Beyond’ gate. The gates are kept closed at all
The Space Liner cult, has decided that the ambassador is, times (except on the three special days
The four illustrations show; an aerial in fact, ‘He who was sent’, and has had celebrated by the cult members each
view, with detail of one wing-mounted him taken off to the nearby ‘wind from year), but they are only locked at night,
drive (a); the storage deck (b); the main beyond’ temple to await the arrival of the and only then if no-one is on duty.
passenger deck (c) and the upper deck High Priest from the cult’s main temple. (2) The Outer Court - a grassed-over
navigation area (d). The numbered areas The inner section of the temple is area with stone-flagged paths leading to
are as follows: regarded as absolutely sacrosanct, and the inner temple. the public rooms and the
Al). Two wing-mounted star drives. whilst strangers might be permitted in the two ‘offices’.
82). Fuel holders (Approx. half empty). outer court, any attempt by the players to (3) Public Rooms - it is impossible to
83). General storage area. Note the two go further will meet the total resistance by explain the exact purpose of these rooms
spiral staircases leading to the main the Urthyknoi (who would rather die than without entering into a full blown
deck. Entrance to this area is made see their temple desecrated). The description of the rituals of the ‘wind from
through the hinged nose section. ambassador is actually suffering from beyond’ cult. Suffice it to say that quite a
C4). Ambassador’s Quarters. severe shock and is very unlikely to try to number of the townspeople will be moving
C5). Captain’s Quarters. escape from the alcove on the left of the in and out of these rooms as long as, and
C6). Crew’s recreation area. high attar, where he has been made to sit whenever the temple is open.
C7 & 03). Crew’s quarters. in the ritual ‘throne’, a standard feature of (4) Priest’s Room - for all practical
C9 & Cl 0). Ambassador’s staff quarters. all ‘wind from beyond’ temples (reserved, purposes, this room can be seen as the
Cl 1). Ambassador’s work/leisure area. of course, for ‘He who was sent’.) equivalent of the vestry in an English
D12). Navigation Deck - room for Captain By the way, in case someone gets the church.
or first officer and three crew members at idea of making a back ‘door’ assault on (5) Guard Room - this room is used by
any one time. the temple to catch the Urthyknoi off all of the officials of the temple, in fact,
guard - there is no back door, and no back including half a dozen guards. Only two
MODULE 6 windows either. The temple is - as befits guards will be present at any given time
The ‘Wind from Beyond’ Temple such a rural area - comparitively spartan. as they work a shift system.

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When the players are eventually It is built of something that resembles (6) The Inner Temple

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brought before the Regional Governor, ‘wattle and daub’ or dwellings. It follows (7) The High Altar is a plain stone

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and assuming that they haven’t the traditional pattern, but not with the block above which hovers a small
antagonised everyone in sight, they will exactness seen in the stone temples in cloud-like object which signifies the
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learn that the anbassador’s staff and the cities, and some larger towns. The unknown ‘Beyond’ from which ‘He who
crew have already arrived in the regional sections of the temple are as follows: was sent ’ will-come.
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symptoms. Naturally the Incas agents
will hold those positions which will do tham
The Temple of The “Wind From Beyond” Cult the most good - as guards at the ‘Wind
from Beyond’ temple, for example. As
long as they survive, there is NO way that
the players can hope to reach the
ambassador to save him. Once the
agents have been removed, however, if
players can reach the ambassador
without causing a general free-for-all in
the process then they should be able to
remove the tattoo without too much
difficulty, thus removing the biggest
barrier to the successful completion of
their mission.

MODULE 8
The Incas
The Incas title is, of course, intentially
misleading - though not entirely so. The
purpose of the organisation is to subvert
the governments of the planets within the
Federation I Imperium on a gradual basis,
at the same time setting up a rival
confederation headed by the Incas. The
title of the society is designed to divert
suspicion from their true purpose when,
as they frequently do, they visit the many
‘less advanced’ planets - supposedly in

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order to trade for hand - made goods,

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works of art, etc. to be sold on the richer,
inner planets.

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to maintain their cover, but most of their
journeys are primarily concerned with
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placing agents, arranging secret


negotiations, arms smuggling and the
like.
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The Incas already control several of the


outer planets, so they enjoy an income
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which allows them to maintain a very high


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The temple is always in semi-darkness. As can be seen from the detailed report level of technical progress (though their
There are four small windows, high up on on the Incas (see module 8), their primary ‘subjects’ seldom if ever enjoy any benefit
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the wall behind the altar, and the only aims are to subvert entire governments from these developments). They also
other light comes from the lamp - the or, where this is not possible, to at least have extensive training facilities
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‘Eternal Lamp’ in the alcove marked (8) stir up armed revolutions against govern- throughout the area that they control -
The second alcove in the Inner Temple ments who insist on remaining loyal to the partly for general weapons/ space craft
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is occupied by the Throne of “He who was Federation /Imperium. drill, but mainly for officers and men
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sent’. This ‘throne ’ (9) - little more than a In some respects, they are several training with the items developed by their
straight -backed chair made of iron-wood steps ahead of the players in the present R&D section. Very often these items are
and Beethp-skin - is presently occupied situation since most of what has not weapons, as such, though they are
by the kidnapped Ambassador. happened has been engineered by the always for aggressive use of some kind.
Incas. One such item which has only recently
MODULE 7 Firstly, the ambassadorial was forced been released for widespread use - and
The Mission - A Complication down because of drive failure brought on one which is certainly being used by the
Sooner or later the players should begin by a jamming device invented by Incas’ I n c a s a g e n t s o n G r e y p - is the
to realise that they are not, in fact, the R&D section . Once the ship had landed it ‘Personal Displacement’ machine
only aliens running around Greyp. But was Incas agents who led the (see module 9).
who are the others? townspeople out to the ‘crash’ site. The personnel of Incas has been
Given its abundant supply of minerals, it These same agents - whilst leading the recruited from throughout the Federation/
is hardly surprising that news of the mob against the ‘Invaders’ - took Imperium. However, unlike some other
discovery of Greyp and its riches has advantage of the general chaos to break organisations, it is not composed entirely
spread throughout the length and breadth into the ambassador’s cabin and tattoo of criminals (wanted or otherwise). Many
of the known universe - and probably him with the sacred mark of the ‘Wind from of the Incas are simply self-exiles from
beyond it too. Unfortunately, this news Beyond’ (a cloud shape like the object their own society - some because they
has travelled just as quickly through the above the altar in the temple) which disagree with the political system on their
grapevines of the galactic underworld as convinced the headman that the home planet and/or the Federation/
it has through more conventional ambassador was the long awaited ‘He who Imperium, some because they want
channels. Greyp has become an object was sent’. adventure, and some (of a more scientific
of unhealthy curiosity and avarice for The players face a unique challenge in turn of mind) because they want :o be free
more than one band of unsavoury handling the Incas agents since they to carry out their research with almost
interstellar cut-throats, but only one occupy the bodies of members of the limitless funds and no one to ask irritating
group has actually succeeded in native Urthyknoi population and are questions like ‘is it useful for anything
sneaking past the Federation/Imperium therefore indistinguishable from them. except making war?
patrol cruisers in order to set up a covert This is not an immpossible problem, Incas fall into four main categories:
base on the planet surface - the however, though the players will need to a). AdmInistratIon - responsible for
Intersteller Craft Appreciation Society attack the ‘root’ of the problem, so to running Incas itself plus supplying aid in
(the ‘Incas’ for short). speak, rajher than just dealing with the running of any of the planets under
their control. The decision to ‘aid’ an Sarognii’s parents, only too well aware of to visit the hiding place at every second
Incas-controlled planet rests with the the Vartiera’s dislike of any signs of or third day to check that everything is
admin. branch - Not the people of the undue talent amongst the Malathurks, OK.
planet in question. concealed lyubi’s skill from everyone
b). Research & Development - this except an OM sage, who, though having Module 10
branch is responsible both for only a very limited ability himself, helped The Death Trauma of
devising/making/ testing and supplying lyubi to develop his ability as far as it the Urthyknoi
new items, and for the maintenance of all would go (The Vartiera are the dominant The primary purpose of the Incas
existing equipment throughout the Incas race on Aerabius 1Xg.) invasion of Greyp was motivated by the
organisation. As soon as he was old enough to leave rich supply of minerals which they are
c). Combat - the armed branch of Incas home, lyubi chose to join an already mining in a couple of remote
aids R&D in testing new weaponry, as well ‘underground’ group of Malathurk areas. The kidnapping of the ambassador
as using it whenever necessary to dissidents. His timing proved to be pretty is simply intended to discomfort the
enforce Inca’s power. Combat is primarily near perfect (from lyubi’s point of view, at Federation/ Imperium through the failure
concerned with straight-forward least), as Incas agents started to of the conference that the ambassador is
‘conventional’/ physical operations, infittrate various Malathurk groups only a supposed to be attending. In other
though it does occasional work with few months later as a preliminary to words, the Incas aren’t particularly
and/support operations mounted by inciting a full scale rebellion. lyubi’s interested in the ambassador as such,
‘Special Services’. talents were swiftly and accurately and have no plans to harm him except if a
d ) . Speciallsed Scanning Services assessed by the Incas, and it wasn’t long change of circumstances means that it is
- the last and most secretive branch of before the young Malathurk was on his advantageous to them to do so. Indeed,
Incas. The SSS branch fields all of Incas’ way to a SSS training camp on Piograt they feel strongly that he is best left alive
spies and agents (ie. spies work in Minor. - a living ‘P.O.W.’ is much more useful
unfriendly territory, agents work in neutral lt was during the particularly demanding than a dead one!
or friendly territory.) The senior members SSS graduation test that Sarognii first Despite the limited scope of their
of the SSS are constantly on the look out tried to use his powers of personal operations, the Incas must, of course,
for new recruits with unusual powers. It displacement away from his home planet. remove the mined minerals from the

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was one such recruit who gave R&D the The results were impressive, especially planet surface - probably by ‘short range’

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idea for the personnel displacement for lyubi’s instructors when they found matter transmitters. Once the materials

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machine. out exactly what he had done. Never one are on board an Incas ship, they will be
Finally, whatever their motives for
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to let a good thing go unappreciated, flown as quickly as possible to the
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joining Incas, its members will have been Sarognii’s commanding officer at nearest Incas-controlled planet for
steadily (and completely without their specialised services sent him - wih a refining, etc. When the mission starts,
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knowledge or consent) brainwashed in covering letter - to his opposite number at these flights will have gone on totally
order to instill perfect loyalty to the R&D. Just under one year, and many, undetected, of course, so this is
organisation. This knowledge, should it many experimants, tests, dummy runs, something else thst the players must
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ever leak out, would be very upsetting (to etc., Incas ‘backroom boys’ came up with detect and deal with for themselves, in
put it mildly) for many members of the a portable machine which would allow order to complete the entire mission
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organisation - possibly even leading them anyone to simulate Sarognii’s astonishing satisfactorily. And naturally, there is a
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to desert. It should be pointed out, ability. catch.


however, that like all efficient brain- There will be at least three Incas agents In anticipation of the moment of the
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washing, t h e t r e a t m e n t i n c l u d e s (using Urthyknoi bodies) in the vicinity of discovery, the Incas transporters carry
instruction to the effect that the victims the town and/or the temple at any one half a dozen kidnapped Urthyknoi each -
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should never believe that they have been time, with an Incas ship within radio including the son of the headman of the
brainwashed. So, ti the players want to distance at all times. The Incas agents town where the ambassador’s space
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‘turn’ one of the Incas, they will have to do are, of course, making use of the schooner set down. These hostages
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more than just grab one of the enemy and personal displacement machine - and are aren’t really aware of what they are being
explain that he/she has been therefore subject to one major limitation - used for - they are literally just going
indoctrinated. they cannot move more than 9.76 along for the ride. Any attempt to
Trossards (equal to 3 Earth Miles) away interface with an Incas ship will be met
Module 9 from the place where their original bodies with a message concerning the presence
The ‘Personal Displacement’ are being stored, during the period of of the Urthyknoi. In case any of the
Machine displacement. If they go even a few players take the attitude that a few
The notion of building a ‘personal yards beyond this limit, the host body will Urthyknoi more or less isn’t going to make
displacement’ machine came as a result become progressively weaker as the much difference one way or t’other -
of the recruitment into ‘specialised Incas invader loses strength. After especially when they are to die far from
services’ of a young Malathurk (the approximately 25-35 minutes outside the their own planet and with no-one on Greyp
secondary race of the planet, Aerabius communication limit, the Incas invader will any the wiser - the Incas will, if pushed,
IXg) named lyubl Sarognll. lose all power and die - a couple of supply a second piece of information.
For some strange reason (no amount of minutes later, the host’s body will be From what the Incas say (and they are,
research has yet discovered anything as restored to its normal state, but with no in fact, telling the truth) every member of
simple as a straightforward genetic knowledge or memory of the invasion it the Urthyknoi race has the gift of thought
cause), the Malathurks occasionally has suffered (but the players won’t transference - but only at the moment of
produce a youngster who shows some necessarify know about that!) The players death! This ability - known as the ‘Death
degree of ability towards ‘personal have little or no chance of distinguishing Trauma of the Urthyknoi’ - means that
displacement’ (ie, the ability to transfer the invaded Urthyknoi from their normal they can transmit a thought picture in
one’s personality into another body). In colleagues, so the Incas agents can only great detail and clarity for just a few
some cases, this ability fades away as be incapacitated by finding their real seconds at the moment of death, and
the young Malathurk grows towards bodies. These can be hidden (in their pale over the vast distances to be received by
maturity, in others the ability can only be grey, tubular storage capsules) anywhere a special sub-committee of the High
applied to individuals from Aerabius IXg the referee chooses, given that they are Council of Greyp. So, if an Incas ship is
(of any race). But once in a while - a very unlikely to be more than three miles away attacked and damaged or destroyed by
bng while - a Malathurk comes along who from either the town or the temple. the players, then, if only one Urthyknoi is
c a n transfer him/herself into, and Incidentally, whilst the Urthyknoi, being killed as a result of that attack, it will
dominate, any other sentient being within a low-tech society, are unlikely to find the certainly pass that information back to
range. lyubi Sarognii was the first Incas’ Storage Capsules - let alone the High Council of Greyp - and bang go
Malathurk to show the ultimate degree of damage them - one of the agents will any chances of signing a peace and trade
displacement ability in six generations. almost certainly (as a matter of policy) try treaty!

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