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HYAENAS

OF ODACON
AN INTRODUCTORY ADVENTURE
FOR THE THIRD HORIZON
by MICHAEL MASBERG
HYAENAS OF ODACON

TABLE OF CONTENTS CREDITS


INTRODUCTION 4 WRITING, TRANSLATION & LAYOUT
Michael Masberg
A SHROUD MADE OF ASHES 6
COVER ART
STARDUST VULTURES 11 Gerd Altmann
Free for commercial use.
FROM THE DUST OF THE PAST 14
INTERIOR ART
THE HYAENA 18 Christof Grobelski, Michael Masberg, Midjourney AI

THANKS TO
HANDOUTS 20
Christina Masberg, Daniel Simon Richter, Patrick
PRE-GENERATED CHARACTERS 22 Götz, Thomas Fabretti, Lektu, and my crew. And to my
players at the Was-mal-ne-Con-werden-will-Con 2018
in Essen, the first ones who ever dared to salvage the
Fazar.

SPECIAL THANKS TO
Special thanks to the phenomenal Coriolis community
on Discord and to all the game masters who shared their
feedback on this adventure with me.

Original material © 2020, 2022 by


Pig of Spades, a label of Michael Masberg
www.michael-masberg.de

Buy me a cup of coffee and support the creation of more


RPG books!
BuyMeACoff.ee/MMasberg

FREE LEAGUE WORKSHOP


This product was created under license. Coriolis and its
logo, are trademarks of Fria Ligan AB.

This work contains material that is copyright Fria Ligan


AB and/or other authors. Such material is used with per-
mission under the Community Content Agreement for
Free League Workshop.

All other original material in this work is copyright 2020,


2022 by Michael Masberg and published under the Com-
munity Content Agreement for Free League Workshop.

VERSION 2.5
HYAENAS OF ODACON

The PCs are located in one of the most icon-forsaken places of the Third Horizon: the
Odacon system, scene of the last and most terrible battles of the Portal Wars. An ancient
treasure awaits them, which could solve all their problems - or seal their doom.
INTRODUCTION

HYAENAS OF ODACON is a short, action-packed adven-


ture around a treasure hunt with serious consequenc- OVERVIEW
es. The PCs experience the consequences of reckless The story is very straightforward and divided into three
greed at first hand as they bring the horrors of the dark- acts. In the first act, the PCs explore a wreck from the
ness between the stars to a place that normally promis- time of the Portal Wars in the Ash belt of Odacon and
es safety: their own ship. recover a long-lost relic for their client. In the process,
The adventure is designed to be played with the crew they discover clues that something terrible must have
and the ship of the players or with pre-generated PCs. happened to the crew of that time. Pre-generated
characters,
You find them in the appendix, together with their ship, The second act is a short interlude. On the way back, the page 22
the old salvage cruiser Hyaena. Since it introduces many PC’s ship is attacked by corsairs who smell easy prey.
aspects of the game - from problem-solving and a short The main purpose of the fight is to familiarize players
space battle to horror -, the adventure is a perfect one- with the ship combat system. It also distracts them
shot for beginners. Originally, HYAENAS OF ODACON was from the actual threat.
written for conventions and has been successfully exe- The third act begins a few hours later. While the PCs
cuted several times. are still underway, their ship is haunted by an old curse.
The darkness haunts their ship, and the PCs must give
BACKGROUND everything to survive the terrible horrors.

The Odacon system was hit particularly hard in the last


days of the Portal Wars. The disasters destroyed the BEFORE YOU START
planet Matush, among others. When you play HYAENAS OF ODACON with the pre-gene-
Before the planet cracked, countless people tried to get rated characters, you can jump almost directly into the
to safety. Especially the rich and powerful got with their plot. Briefly introduce the characters to your players and
treasures off the planet. But not everyone reached their let them choose who they want to play. Give them time
destination. Among the unfortunate spaceships was the to become familiar with the characters and their relati- e
relic cruiser Fazar from a dynasty that is forgotten today. onships with each other. Give them the deck plan of the Use the deck
plan for the
It left the planet, but not the system. Hyaena and talk them through. Players will already have salvage ship
The darkness between the stars got into the Fazar. Ter- the opportunity to add details and personalize the ship. Kalmuk (Core
Rulebook, page
rible creatures, later known in the Third Horizon as the Read the intro, which you will find below, and then start 368-369) with
the deviations
Hounds of Tirides, haunted the cruiser and attacked the with the first scene. detailed on
crew. The last survivors preferred to destroy the ship If you play the adventure as part of your own campaign, page 18 in
this book.
rather than bring the curse to their designated place of you‘ll know best why the crew visited the Odacon sys-
refuge. tem. Feel free to customise the beginning to fit your
Unfortunately, they did not succeed as thoroughly as campaign. It doesn‘t have to be the antique dealer Lea
they had hoped. The Fazar was torn apart by the ex- Marhoun, nor does it have to be the idol of the Glistening
plosion, but part of it survived. For over 150 cycles, the One. You‘re welcome to exchange the relic for another
wreckage has lain dormant hidden in Odacon‘s Ash belt. artifact, making the quest an important element of your
Its treasures await discovery - and with them the old campaign.
e
curse. For more information on the Odacon system, please re- Core Rulebook,
Recently a mining ship picked up an old distress signal fer to the Core Rulebook and the Atlas Compendium.
page 308

but did not dare to go deeper into the belt. The crew pre-
ferred to sell the information. This is how the antique
dealer Lea Marhoun found out about it. She will hire the
PCs to follow the trace and recover a special treasure
she suspects to be in the wreck of the Fazar.

4
HYAENAS OF ODACON

INTRO
You are in the Odacon system, one of the darkest corners So the job came in handy for which nobody on Khôban
of the Third Horizon. It was a rich system of the First- who was brave, crazy, or desperate enough was found.
comes once. But that was long before the Portal Wars The antique dealer Lea Marhoun owns the coordinates of
and the Long Night. Today, it is a shattered system, with a shipwreck. She suspects it to be the Fazar, a legendary
three sparsely populated, hostile planets and the remains necropolis ship of a dynasty that perished in the Portal
of a fourth, destroyed in the final, most fierce battles of Wars. Its mission was to bring a special cult object to
the Portal Wars. They orbit an unstable star together with safety: the idol of the Glistening One. But the ship never
the inexorably disintegrating portal station Khôban. left the system. For over 150 cycles, the Fazar was con-
No one comes here voluntarily. Not even you. But here sidered lost or destroyed. Until recently, when a mining
you are, the crew of the salvage cruiser Hyaena. cruiser picked up a weak distress signal that sparked into
Captain Zabah, her sister Ghalia and the mercenary the darkness.
Aqilah belong to the original crew. You have a shared The crew did not take the risk of following the signal.
past on the infamous industrial planet Algol, which orbits And you would probably do the same if it weren‘t for the
around a merciless twin sun. The first mission aboard 11,000 Birr that Lady Marhoun has promised you if you
your newly acquired (though not new) ship brought you find the Fazar, recover the art treasures and bring them
to Odacon, but already the arrival turned into a disaster: safely back to the Khôban station.
The jump through the unstable portal not only destroyed And so you set off for the Ash belt of Odacon, the darkest
the navigation computer but also cost the lives of two place of this cursed system. Down into the darkness to
of your companions. The darkness took them during the find the treasures with which you can buy your way out
cryogenic sleep. of this hell.
One segment has passed since then. The most serious
damage to the ship has been repaired, and two new
members have joined on Khôban: technician Dalal and ABOUT THE HYAENA
analyst Jibril. You are united by the common goal to leave Please use the plan of the salvage ship Kamruk
this system as soon as possible. But you still lack the from the Core Rulebook for the Hyaena. Everyt-
necessary Birr to replace the navigation computer and to hing else you need to know about the Hyaena
- and how it differs from the Kamruk - can be
be able to make a safe jump through the unpredictable found here from page 18. The Hyaena,
portal. page 18

CORIOLIS COMMUNITY ATLAS


OF THE THIRD HORIZON

If you want to learn more about the doomed star system of Odacon
and its secrets, please check out the CORIOLIS COMMUNITY ATLAS.
This community-translated compendium invites you to explore the
Third Horizon even further and to immerse yourself in the rich and co-
lourful background. On over 100 pages, you find everything you need
to flesh out adventures in Zalos, Mira, Odacon, Dabaran, Algol, Sadaal,
and the mysterious Quadrant of the Pillar.

5
HYAENAS OF ODACON

The adventure begins immediately. The PCs are with their ship in the dangerous Ash belt
of Odacon and have just discovered the wreck of the Fazar. They descend into it and have
no idea what events they will set in motion.
A SHROUD MADE OF ASHES

THE ASH BELT OF ODACON hangs like a shroud between


the stars. The remains of the planet Matush has merged IN MEDIA RES
with countless wrecks and space junk to form an omi- The PC’s ship is already in the Ash belt and at the co-
nous reminder of the Portal Wars. A very vivid place of ordinates provided by Lady Marhoun. In order to follow
death: Not only are there adventurers and brutal corsairs the trace, the sensor operator makes an effortless (+2)
on the loose. There are also persistent rumors that the DATA DJINN test.
Ash Mist itself has a consciousness. When it awakens, d FAILURE: A signal is received, but it always breaks
dense clouds of dust darken the light of the stars. Glut- off again. The sensor operator leads the ship – fol-
tonous ashes then hunt for the last life among the debris lowing the trace – into a labyrinth of space junk. A
and are said to be able to decompose whole spaceships successful PILOT test is necessary to manoeuvre
within moments. All that remains of the unfortunate the ship through without damage. A failure means 1
ships and their crews is dust, which will join the ashes point of HP damage.
for all eternity. d LIMITED SUCCESS: The Hyaena receives a weak sig-
nal, but this is sufficient to have a clear direction.
d CRITICAL SUCCESS: As before, but with additional
DARKNESS POINTS insights: It‘s not the Fazar itself that sends the dis-
You begin with as many DPs as there are players. tress signal, but an escape pod that must have once
belonged to the Fazar. Does the PCs await nothing
more than an age-old escape pod?

FORGOTTEN AMONG STARDUST


The Hyaena draws nearer to the Fazar, which has been e DOCKING
drifting through the darkness for generations. The head-
lights wander over the dented outer hull. Holes and The PCs can dock at the rear of the wreck. This is a de-
protruding structures cast bizarre shadows that slowly manding undertaking, as there are no active position
creep across the wreckage with the light. lights to assist the manoeuvre and nothing and nobody
A palpable tension fills the bridge. is holding the wreck still. The PILOT test is therefore
modified by –1.
d FAILURE: The Hyaena’s outer hull screeches alarm-
THE SITUATION ingly as it rams the wreck. The pilot misses the air-
The wreck of the Fazar – an ancient ship of the dead lock, and the ship suffers 1 point of HP damage. In
from the heyday of the Firstcomes – drifts between the second attempt, the pilot succeeds in the ma-
huge boulders and all kinds of space junk. Where the noeuvre.
bridge must have been, there is a huge hole. Something d LIMITED SUCCESS: Docking is successful, even if it
tore the ship apart, and only the rear part remained. Dark is anything but elegant. A powerful jolt goes through
and dead – if it weren‘t for the weak signal from inside, the ship, but then both ships are connected.
which the people are receiving more and more clearly: A d CRITICAL SUCCESS: Textbook docking! The only
last beacon in the darkness. thing that diminishes your success is the fact that in
The wreck is too big for the salvage station of the Hyae- this emptiness nobody sees this smoothly executed
na, so it can‘t simply be pulled into the ship. (In fact, the manoeuvre.
PC‘s ship and the wreck are about the same size. Treat
the wreck like a class IV ship) However, there are several e USING THE SHUTTLE
ways to enter the wreck. The crew of the Hyaena can use their shuttle to fly over
ACT to the wreck. This broadens their options. Instead of us-
1 ing an airlock, they can enter through one of the many

6
HYAENAS OF ODACON

holes in the hull – or directly through the big hole mid- e DOCKING
ships. For all options, a normal PILOT test is required (+1
due to the shuttle’s Maneuverability). The PCs can leave their ship or the shuttle in exo suits
d FAILURE: The shuttle rams around drifting space junk and float over to the wreck. The short spacewalk re-
or the wreck itself and suffers 1 point of HP damage. quires a demanding (–1) DEXTERITY test.
d LIMITED SUCCESS: A light scratch, a strong jolt – and d FAILURE: You are drifting and must be captured by
the PCs are where they wanted to be. The pilot‘s ego your companions. You do not suffer any physical
may have suffered more than the shuttle. damage, but you do suffer 2 points of stress.
d CRITICAL SUCCESS: You glide along like a leaf in the d LIMITED SUCCESS: Your heart is racing, your hands
wind and bring the shuttle perfectly to its destina- are sweating, and for a moment it seems that you
tion. are missing the wreck. But then everything is fine.
d CRITICAL SUCCESS: You reach the wreckage as if
you were constantly in zero gravity.
SEPARATED? d TOO MUCH MOMENTUM (OPTIONAL): A miscalcula-
It makes perfect sense that not all PCs are co- tion causes the PC to move with too much momen-
ming. Especially the pilot and possibly the sen- tum. They either hit a solid body hard (successful
sor operator could stay behind to keep an eye DEXTERITY roll to avoid 2 points of damage) or drifts
on the surroundings to be prepared for a quick
escape.
off into emptiness (successful WITS roll to avoid 2
points of stress; if they are not attached on any ca-
ble, the other PCs have to rescue them). COST: 1 DP

HOME OF THE DEAD


The exploration of the shipwreck is the actual prologue The guard drones resemble metal jellyfish with an um-
of the adventure and should put the PCs in the mood for brella-like head and eight tentacle arms. The arms are
the coming events. They get an impression of a fate that less suitable for grasping but have magnets at the ends
could threaten them as well. so that an active drone can move along the floor, walls,
and ceiling. An accelerator pistol is built into the head.
THE SITUATION Fortunately, however, the drones have not been active
for a long time – right?
When the last battles of the Portal Wars had already One drone is in the mortuary. You can place the other Mortuary,
page 8
been fought and the planet Martush laid in ruins, people two wherever you need them for dramatic reasons.
still fled the system. Among the refugees were mem-
bers of the old ruling dynasty that would soon disappear
THE GOAL
into obscurity.
The crew of the Fazar included the last loyal members The mission is simple: The PCs have to find the
of this doomed dynasty. Actually, their task was to whereabouts of the idol they are looking for, re-
cover it and bring it safely to their ship.
bring the bones of important ancestors out of the sys-
tem. However, they left behind the precious idol of the
Glistening One, the image of the dynasty‘s patron. The
captain ordered the return to the burning system. The
idol was recovered. But unknowingly, the darkness was
REAR
brought on board. This finally led to the destruction of The torn ship resembles an ancient hammer with a bro-
the Fazar, which has been drifting through the Ash belt ken shaft. In this picture, the rear is the head of the ham-
forgotten ever since. mer. Besides the drives, it houses the old mortuary.

e ANCIENT GUARD DRONES e AIRLOCKS


Guard drones, Three automatic guard drones protected the dead and There is an airlock on each side of the transition from
page 9
their treasures. They were not destroyed or ejected into the rear to midships. Both airlocks are inactive and must
space at the end of the Fazar, but they have not been be opened manually. This takes a few minutes but oth-
active for a long time, and yet they float through the cor- erwise does not pose a challenge.
ridors and rooms of the wreckage.

7
HYAENAS OF ODACON

02
01

03

05 04

01
02

THE FAZAR
01 _ Airlock
02 _ Escape pods
03 _ Service station
04 _ Mechanical room
05 _ Mortuary

e THE CORRIDORS The translation requires a demanding (–1) CULTURE


test.
The corridors are dark and mostly empty. Walls, arches, d FAILURE: The translation is: The blind spot is waiting.
and ceilings are broken in all places, and cables hang d LIMITED SUCCESS: The translation is: It lurks lifeless-
out. There are traces of fires and fighting, especially ly in the corner.
bullet holes from projectile weapons. Bitter fights have d CRITICAL SUCCESS: The translation is: Death lurks in
taken place here. the corner.
e SERVICE STATION e MECHANICAL ROOM
The service station is a mess. The tools and spare parts The mechanical room has access to the reactor and the
floating around here are no longer of use. two graviton projectors, which once powered the ship
Someone has burned glyphs into the metal of one wall and provided gravity. They have been ruined for a long
with a cutting torch or similar tool. The glyphs still re- time.
semble today‘s characters sufficiently to be interpreted.
However, the message is written in the now-dead Odaci, e MORTUARY
the official language of the old dynasty. It is most close-
ly related to Miri. The heart of the ship is the mortuary, which is sheathed
in several layers. Only a single door allows access. The

8
HYAENAS OF ODACON

decorated door has the shape of an isosceles triangle. pods: spherical modules without a drive for up to four
From each corner, a stylized dog‘s head looks to the people. One door is sealed and the pod is gone. Two
center, which shows a sun disk. more pods contain nothing of interest. The fourth pod
The door has an energy supply, which has been at rest holds an important and terrible discovery for the crew.
for a century and a half. It supplies the lock: a retina
scanner in the centre of the sun. If the people do not e WITNESS OF TERROR
want to weld themself through the door in a long and
This pod sends the distress signal, which the PCs fol-
tedious process, a data djinn may try to trick the system.
lowed. It is a standard signal with which an activated
This is a hard (–2) DATA DJINN test. capsule transmits the current position. It seems like
d FAILURE: The eyes of the dogs light up and an om- a miracle that the transmitter is still active, especial-
inous hissing sounds. The hairs on the back of the ly since the pod was not released at all. To add to the
PC‘s neck stand up: It feels as if something in their strangeness of the situation, the signal suddenly stops
back is scurrying through the corridors. As they look as soon as the PCs open the door.
around, another layer suddenly closes over the door. A floating exo suit is visible through the window. Just as
Now the only option left is to work through both lay- they look through the window, it turns towards the PCs.
ers - which of course takes much longer. A mummified face looks through the helmet’s visor.
d LIMITED SUCCESS: As before, except that the ad- The door can be opened mechanically within a few min-
ditional layer does not close completely, but stops utes. If they search the corpse, they find an old, loaded
e
abruptly before the actual door opens after a second Vulcan carbine and an antique tabula. Its batteries are Core Rulebook,
page 126
of shock. empty and need to be charged first.
d CRITICAL SUCCESS: The door splits in the middle A brief examination reveals that the unidentified woman
and opens by the segments disappearing into the has locked herself in and activated the distress trans-
corners. mitter, but without triggering the escape capsule. Also,
Behind the door, a large, eerily empty hall is waiting. Only all food supplies are used up. The corpse has no visible
a deactivated guard drone floats around. Then the gaze wounds. Did the dead woman (voluntarily?) starve to
falls on a large, elongated chest that looks like a mixture death or suffocate?
of cryogenic coffin and sarcophagus. Inside, the PCs
find the idol of the Glistening One they are looking for.
EVENTS ONBOARD
Below you will find events that you can use. If they are
THE IDOL OF THE GLISTENING ONE tied to a specific location onboard or require Darkness
Points (DP) to activate them, this is mentioned in the
The cult object is a splendid, approx. 30-inch-
high statue. It cannot be identified as any known description.
icon. Wickerwork of precious metals (instead of a
head) contains a fist-sized gemstone inside. The e WAKING THE DRONES
gem reflects all light many times stronger. This
makes the Glistening One look as if it has a star One of the ancient guard drones still has life in it. It sud-
for a head. denly activates and attacks the PCs.
COST: 2 DP
The absence of any known attributes, as well as
the fact that the idol has no face, could indicate
an incarnation of the Faceless One. But that icon ATTRIBUTES:
is generally considered to be a mistress in the STRENGTH 6, AGILITY 3
shadows, not a figure of light.
HIT POINTS: 10

MOVEMENT RATE: 12

MIDSHIPS SKILLS: Dexterity 3, Force 4, Observation 1, Ranged


Combat 2
A double passage once connected bow and rear. The ARMOR: 3
front third is missing, where the ship broke apart. A care-
WEAPONS: Accelerator pistol (+1, damage 2, CRIT 1)
fully steered shuttle can land in this hole.

e ESCAPE PODS d FLAW: The armour is only effective if the drone is at-
tacked either from the front or from the side. A hit
There are two doors on each side at the centre of the from behind, directly between the tentacles, ignores
midship passage. Originally, the Fazar had four escape the armour completely. However, this is a hard at-

9
HYAENAS OF ODACON

tack and the test is modified by –2. A PC with the e A GHOST?


skill TECHNOLOGY is allowed to make a test, if they
ask for a possible weakness. On a success, they fig- A light glows behind the corner. What seems to be an
ure out the flaw. old machine at first, soon after flickers like candlelight.
There, a curious PC is surprised by the ghostly appear-
e SOMETHING WEIRD ance of a crew member of the Fazar. The ghost looks at
the PC in horror, but he is looking at something behind
Something strange is happening near the PCs. For a
him. Suddenly he raises his arms as if to protect himself
second, it seems as if the shadows are tilting, then a
and emits a silent scream. Something invisible tears
piercing cold passes through their bodies. In the comms
him apart.
a painful screeching sounds like the howl of a tortured
Every PC who witnesses the scene makes a WITS test. A
animal.
failure results in 2 points of stress.
Each PC is asked to test EMPATHY. On a failure, they
COST: 1 DP
suffer 2 points of stress.
The phenomenon is gone as fast as it appeared.
COST: 1 DP

THE ASHES LIVE


The legends about living ash clouds are true. And they
are indeed very voracious. Even if the phenomenon will
not reveal its secret in this story, it can be used by you.
This is especially recommended if players are up for an-
other thrill.
Using the living ashes will cost you 2 Darkness Points.

THE SITUATION
Should someone has stayed on board and scanned the
environment, the sensors suddenly go crazy. Something
is approaching the Hyaena from all sides!
This is recommended when the PCs are just leaving the
wreck to return to their ship – or at any time when you
want to speed thing up. In any case, they have to leave
the wreck under time pressure! Describe how a dark
cloud, moving like a swarm in weightlessness, comes
closer and closer. It seems to be mainly interested in
metal, which it devours within a few moments.
The skills required for a successful escape depend on
how the PCs entered the wreckage. They may have to
steer the shuttle back (PILOT) or glide through the emp-
ty, weightless space (DEXTERITY) while the cloud eats
through the wreck behind them. Failures can mean
stress or damage to the hull. Eventually, the Hyaena can
take off and escape the closing clouds at the last mo-
ment. The Fazar finally becomes a legend.

10
HYAENAS OF ODACON

The PCs are on their way back to the Khôban station, but they have not yet left the asteroid
belt. In the second act, they have to face corsairs who expect easy prey. The PCs have to
prove that they can defend the recently won treasure.
STARDUST VULTURES

THE WRECK DISAPPEARS behind the Hyaena and be-


comes a piece of scrap metal in the dark Ash belt again. RECOVERY
The PCs are granted a short break while they set the Between the departure from the wreck and the begin-
course for the portal station Khôban, where their cli- ning of the next scene, the PCs have about three hours,
ent is waiting. Give the players a chance to take a deep which they can use for recovery.
breath. It will not long last. d REDUCE STRESS: If a PC has suffered stress, they
can regain 1 Mind Point if they are not otherwise en-
DARKNESS POINTS gaged in any activity.
d RECOVER HIT POINTS: As long as the PC is not en-
You receive 2 additional Darkness Points at the
beginning of Act 2. gaged in strenuous activity, they regenerate 1 Hit
Point per hour.
THE TABULA OF THE DEAD
d REPAIR HULL DAMAGE: A successful technology test
If a PC wants to deal with the tabula possibly restores Hull Points equal to the number of sixes on
found in the wreck, you will find all relevant in- the roll. One ordinary spare part is used. Reading the
formation on page 14. The device needs to be
charged first. Then it takes time to translate the They can also participate in any other downtown activ- tabula,
page 14
contents, so they will not complete the process ity. This is a good opportunity to reflect on the experi-
until the corsair scouts become aware of the ence in the wreck – and for some roleplaying while they
Hyaena. Nevertheless, let them start already if meet over a cup of tea in the galley, of course!
their player wants them to.

SPOTTED!
Act 2 is an exciting space combat between the Hyae- In the following, we describe the fight against the two
na and two fast fighters of local corsairs. It serves to corsair fighters step by step. The encounter uses the
give the players a feeling for this part of the rules. At the space combat rules from the Core Rulebook.
same time, this is not an ordinary encounter between
two ships: The PCs have to fight against two opposing CORSAIR FIGHTER
units that are significantly smaller and more agile than
their ship – but can take fewer hits. CLASS: I

ENERGY POINTS: 3
THE SITUATION HULL POINTS: 3

The Hyaena passes the territory of the Dust Vultures, a MANEUVERABILITY: +2


group of corsairs. The Vultures have about half a doz-
SIGNATURE: –2
en fast (and ragged) fighters, who work in teams of
two looking for prey. They try to shoot the other ship ARMOR: 3

unmaneuverable or to keep it busy until the mothership SPEED: 4


arrives and the pirates board the prey. Both fighters have
MODULES: Autocanon (+2, damage 2, CRIT 3, contact
their transponders turned off and maintain radio silence range)
so as not to draw attention to their presence while scan-
ning the surroundings with passive sensors. FEATURES: Ejector, Robust Hull, Tuned Accelerator

If the Hyaena does not run silent, the pirates will auto- CORSAIR’S DICE
matically detect the ship at medium range (2 CU). Oth- ORDER PHASE: omitted
ENGINEER PHASE: 4
erwise, each corsair pilot can do a normal DATA DJINN
ACT test (6 dice). Alternatively, you can spend 2 DP and skip
PILOT PHASE: 10 (8+2 by Maneuverability)
SENSOR PHASE: 5
2 the roll. ATTACK PHASE: 9 (7+2 by Autocanon)

11
HYAENAS OF ODACON

e DISCOVER THE AMBUSH personal problem of the pilot Ghalia is activated. She Ghalia,
page 24
ignores a command from her sister (and therefore
The PC sensor operator makes two DATA DJINN tests, cannot benefit from a bonus of the order phase).
one for each fighter. Each roll is modified by –2. Even worse, she dares a manoeuvre that can put the
d FAILURE: The fighter remains undetected. The sen- whole crew into trouble. (This is an example of how
sor operator may repeat the test when the fighter you can get a PC into trouble by triggering their per-
takes action. For now, however, this attacker has a sonal problem). COST: 1 DP
free turn. d LOOSE OBJECT: An object comes loose and is hurled
d LIMITED SUCCESS: The fighter is detected. You get uncontrollably through the bridge. The object moves
information about the distance - and that it is ap- as fast as the projectile of an accelerator gun to-
proaching the Hyaena! wards a crew member. The PC has the choice of
d CRITICAL SUCCESS: You will also receive informa- dodging (and losing all actions in this round) or tak-
tion about the attacker’s ship class and weaponry: a ing the hit (2 points of damage). Afterward, the ob-
class I fighter with an autocanon. ject is stuck a console (or in the PC) and poses no
longer a danger. COST: 1 DP
e INITIATIVE
d WRATH OF THE BELT: A swarm of meteorites crosses
The initiative is determined according to the rules with a the PC’s flight path. For one turn, all tests on PILOT,
COMMAND roll. Each fighter pilot uses 3 dice. DATA DJINN, and RANGED COMBAT get a –1 penalty
per DP spent. At 3 DP, the swarm is especially strong:
e SPACE COMBAT a failed PILOT test causes 2 points of HP damage.
COST: 1 to 3 DP
The space combat follows the usual rules. Remember
that the attackers skip the order phase because the
fighters are only manned by one person. CAPTIVES
e THE DARKNESS IN SPACE COMBAT The PCs may be taking prisoners. If a Dust Vulture does
not retreat and the fighter is only immobilized but not
You can also use Darkness Points in space combat to destroyed, it is easy for a ship like the Hyaena to cap-
give the PCs additional challenges. ture the smaller spaceship. If the PCs are hoping for a
It is recommended to not use many Darkness Points bounty, they are not wrong: Each pirate is worth a bounty
during this scene. You’ll need them later, so let the PCs of d6 x 1,000 Birr. (Roll for each captive if the PCs take
enjoy an easy encounter. The safer they feel, the harder several prisoners).
the horror hits them on board their ship. Ask your players where on board they will place their in-
d THE OLD PROBLEM OF THE HYAENA: Since the jump voluntary guests. This may become relevant for the next
into the Odacon system, the ship’s system tends to act.
shut down. This combat is no exception. If the prob- If the PCs should cold-bloodedly shoot an unmanoeu-
lem is activated, all PILOT tests have 1 dice less. If vrable fighter and its pilot after the fight, the darkness
the PCs are using another ship, you can activate that grows. You will receive 3 DP.
ship’s problem instead. COST: 2 DP
d OVERLOADED SENSORS: The sensors suddenly over-
KAMEERA AND JABED, TWO DUST VULTURES
load. The sensor phase cannot be performed for
three full turns. COST: 1 DP You have to be very desperate or hard-boiled to choose
d THE CORSAIR SOMERSAULT: An enemy pilot per- the Ash belt as your home. The latter describes the two
forms an unexpected maneuver and changes the in- Dust Vultures Kameera and Jabed perfectly. They have
itiative. This allows them to act in this round before lost so much or possessed so little in their lives that the
their turn. COST: 2 DP horrors of the belt have no power over them. And they
d PROBLEMS RARELY COME ALONE: The corsairs have are by no means reckless. They have simply accepted
informed the other Dust Vultures and are reinforced. that they can die at any time.
For 1 DP, two more Corsair fighters join the fight. KAMEERA grew up on the ice planet Qayna. She has
Core Rulebook, For 2 DP, a larger Corsair ship appears. You should learned to survive because others do not. Still, she is
page 160
choose this option especially if the PC’s ship is par- loyal to the Dust Vultures, just not necessarily to individ-
ticularly strong. COST: 1 or 2 DP ual members. Jabed is the only one who can get along
d I DON’T HAVE TO LISTEN TO YOU: When you play the with her.
adventure with the pre-generated characters, the

12
HYAENAS OF ODACON

JABED fought for the Legion until he was dishonorably


ATTRIBUTES:
discharged. He hates Zenithians and blames them for STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 2
everything – especially for everything that went wrong
HIT POINTS: 7
in his life.
MIND POINTS: 5

APPEARANCE: Kameera wears a kameez of different REPUTATION: 2


shades of blue over her lined flightsuit. Her left eye is
SKILLS: Command 1, Data Djinn 2, Melee Combat 2,
bright blue. However, this is a freak of nature and not the Pilot 4, Ranged Combat 3, Technology 1
result of an augmentation.
Jabed’s right half of the face is slightly paralyzed. Be- TALENTS: Rugged (Kameera); Malicious (Jabed)

cause of the bushy full beard, this is only noticeable ARMOR: 1 (Flightsuit)
at second glance. His hair is militarily short. Also, the
WEAPONS: Vulcan pistol (+1, INIT +1, Damage 2, CRIT 2)
black, bruised helmet with the skull of the legion gives a
hint about his past. GEAR: –

CHARACTER: Hard-boiled. Keep their lips tightly closed.


Talking mainly to insult.

13
HYAENAS OF ODACON

The final act confronts the PCs with the true encounter of the adventure: They have to
realize that they have brought a terrible curse onboard: the horror that has already caused
the downfall of the Fazar. Will the PCs survive or perish in the darkness between the stars?
FROM THE DUST OF THE PAST

THE PCS ARE STRUCK by a dark disaster onboard their This is an effortless (+2) task, but a failure on a TECH- e
ship: the Hounds of Tirides. These relentless hunters NOLOGY test damages the recording (use the incom- Core Rulebook,
page 327
do not disappear until they have been destroyed or have plete version).
killed all victims. Thus a fight to the death breaks out The tabula contains a voice message. The recorded per-
between the beasts of darkness and the PCs. son speaks the extinct Odaci dialect, which requires a
demanding (–1) CULTURE test for understanding.
d FAILURE: If the tabula was damaged, nothing can be
DARKNESS POINTS
understood. Otherwise, the PC will hear the incom-
You receive 3 additional Darkness Points at the plete version.
beginning of Act 3.
d LIMITED SUCCESS: The PC hears the complete ver-
sion. If the tabula is damaged, you hand the incom-
plete version out.
RECOVERY d CRITICAL SUCCESS: The translation is the complete
version in all cases.
Once again, the PCs can recover. This time, they have six
Both variants can be found as a handout in the appen-
hours to recover.
dix.

THE SITUATION e LORE ABOUT THE HOUNDS


Three Hounds of Tirides haunt the Hyaena. The PCs To know the legend of the Hounds of Tirides, it requires
must stop them to save themselves. a successful hard (–2) CULTURE or MYSTIC POWERS
d DESTROY THE HOUNDS: Once the PCs have realized test. You can find the legend of the Hounds in the Core
the danger, they can try to destroy the dogs with pure Rulebook on page 327.
force. To do so, they must take them out one by one.
d CAPTURE THE HOUNDS: It is possible to lock the e TAMING THE HOUNDS
Hounds in a round room or container, which they A mystic with the talent Artificer (like the pre-generated
cannot leave (the same way they cannot enter a PC Jibril) can contact the idol and see that there is a Jibril,
page 27
round space). On the Hyaena, the rescue capsules connection between the artifact and the dogs.
are especially suitable for this. But since the beasts This connection can be used against the Hounds. With
are not stupid creatures, this should not be too easy. a successful demanding (–1) MYSTIC POWERS test,
d DESTROY THE IDOL: The Hounds have a strong con- they can tame the Hounds for a short time (similar to
nection to the idol. One – for a crew bitterly depend- the mystical power Stop). They have to be in sight and
ent on Lady Marhoun’s Birr – very painful possibility short range (up to 20 meters), hold the idol in their hand,
is to destroy the idol or to shoot it into space. Neither and spend 1 DP.
destroys the Hounds but weakens them strongly:
From now on they suffer a modifier of –3 (destruc-
tion) or –2 (off the ship) on each roll.
EVENTS
Use the following events to slowly build tension until
INSIGHTS the Hounds finally reveal themselves and strike. You
can use some scenes later to make the fight against the
Before and during the confrontation with the hellhounds, Hounds even more dramatic.
the PCs can gain various insights that will give them ad-
vantages against the threat. e SINISTER SIGNS

e A WARNING BEYOND DEATH A terrible noise from the temple: all the images of the
icons have fallen to the ground. One statue is also bro-
Possibly the PCs took the dead’s tabula from the wreck ken (the icon of the PC who takes the first look).
ACT with them. Unfortunately, the device is extremely an- COST: 0 DP (necessary event)
3 tique, and first of all the energy cells have to be replaced.

14
HYAENAS OF ODACON

e SOMETHING’S SNEAKING AROUND It takes 4d6 hours to restart the reactor. Someone has
to go to the reactor and to succeed in a TECHNOLOGY
One PC, who is alone, hears a noise. When they listens test. On a critical success, the highest die is removed to
more closely, they thinks they can hear the muffled determine the boot time. On a failure, the lowest die is
sound of paws running over metal, accompanied by a rolled again.
distant panting. COST: 3 DP
They makes an EMPATHY test. On a failure, they take 2
points of stress.
COST: 1 DP SETTING: SPACESHIP
The PCs are facing a terrible enemy in a confi-
e THE ENEMY ON YOUR NECK ned space. They may have experienced somet-
hing similar in other adventures. But this time the
One PC hears very clearly the sniffing of a dog, who scene is their ship.
catches the scent. The sound comes closer and closer.
You must familiarize yourself very well with the
Suddenly they feels a warm breath down their neck ...
ship during preparation. Have a look at the deck
There is nothing behind them, the sound is gone. They plan and think about bottlenecks, weak points,
makes a demanding (–1) EMPATHY test to avoid suffer- and spots where the Hounds can suddenly ap-
ing 2 points of stress. pear. The PCs can move freely, but so can the
Hounds. Their ability to warp reality gives them
COST: 1 DP
an advantage over the crew.

e DEAD GUESTS On the other hand, probably nobody knows the


ship as well as the crew. If the players know how
If the PCs took prisoners after the encounter with the to use this knowledge to their advantage, sup-
corsairs, you can decide to make one of them being the port it. Do not make it easy for them, but be fair.
first victim of the Hounds. Maybe the crew locked the
person in a room or put them into cryogenic sleep. When
the victim is awake, they can hear their screams ringing e DEATH AMONG US
through the ship. If they dies in cryogenic sleep, the sys-
Possibly the PCs took the body from the wreck with
tem will report the loss of life functions.
them to give her a dignified burial. Or one of the crew’s
Onsite, the PCs are facing a bloody mess. The victim’s
guests lost his life to the Hounds.
throat was ripped out by powerful jaws. Everything looks
If the Hounds are not already enough of a challenge, the
like the work of a wild animal, but there are no further
darkness can take possession of the body and raise it
traces. The room or cryogenic coffin is sealed …
as undead.
COST: 1 DP
COST: 3 DP
e DARK MANIA
e ATTRIBUTES:
Core Rulebook, Mania takes over one PC: Either an indefinite, panicky STRENGTH 5, AGILITY 2
page 337
fear, an illogical compulsive act, or complete apathy. To
HIT POINTS: 7
treat the delusion successfully, an easy (+1) MEDICURGY
test is required. The treatment takes at least one hour. MOVEMENT RATE: 8
Failure does not lead to healing but results in 2 points SKILLS: Melee Combat 2
of stress.
ARMOR: 0
COST: 1 DP
WEAPONS: Bite (damage 1, CRIT 3)
e YOUR PERSONAL DEMONS
The problem of a PC is activated and causes trouble for d INFECTIOUS BITE: If the victim takes damage and
the whole crew. you spend 1 DP, there is a risk of infection. The vic-
COST: 1 DP tim makes an opposed test STRENGTH against the
infection (3 dice). On a failure, they suffer 3 points
e REACTOR FAILURE of damage and STRENGTH –1 (until the damage
is recovered). On a limited success, they suffer
Suddenly the reactor shuts down. Except for the emer- STRENGTH –1 for 4d6 hours. On a critical success,
gency supply, nothing works anymore. Elevators jam, they suffer STRENGTH –1 for d6 hours. COST: 1 DP
doors can only be opened manually and with great diffi-
culty, but above all, the artificial gravity is gone.

15
HYAENAS OF ODACON

THE BEASTS d REALITY WARP: At the cost of 1 DP, the Hound can
The Hounds manifest from a cloud of black smoke, slip through a tiny crack (such as underneath a door)
which continues to surround them, just as if their con- or manifest itself in a corner of the room where its
tours were merging with the shadows. intended victim is located. COST: 1 DP
The beasts take the form of sinewy, furless hunting d THE HUNTER’S HOWL: The Hound can let out a primal
dogs. Their naked flesh is as pale as the skin of fat howl, that tears at the souls of victims within short
maggots. Their mouths are pointed and open up like a range, driving them insane. All victims must test
three-parted beak. Inside, they are full of sharp fangs. A EMPATHY at –2. Failure results in 2 points of stress.
thin skin stretches between the front legs and the chest, COST: 1 DP
but does not enable them to fly or glide. d WARP ARMOR: The Hound can warp reality to protect
itself from physical weapons. COST: 1 DP per 2 ne-
gated points of damage.
ATTRIBUTES:
STRENGTH 4, AGILITY 5

HIT POINTS: 9 OPTIONAL RULE: THE PACK


MOVEMENT RATE: 12 You can make the strength of a single Hound de-
pend on the size of the pack. The three Hounds
SKILLS: Dexterity 3, Force 4, Melee Combat 3 of Tirides onboard the Hyaena are therefore in-
ARMOR: 3
carnations of one dark being. The death of one
Hound weakens the others. For each Hound de-
WEAPONS: Bite (damage 2, CRIT 1) stroyed, the remaining ones have one die less for
their rolls.

16
HYAENAS OF ODACON

THE END
The outcome of the story is entirely in the hands of your
players. But you should not make it too easy for them to
escape the horrors onboard.
Below you will find a few possible conclusions of the
scenario outlined:
d THE WORST END: The crew gradually falls victim to
the Hounds. With their last victim, the beasts disap-
pear into the shadows again. The ship continues on
its course and is soon discovered by a patrol of the
portal station. This may not be the last time that the
Third Horizon is haunted by the curse.
d A SACRIFICE TO PREVENT WORSE: The PCs (or part
of the crew) decide to blow up the ship or steer it into
Odacon’s unstable sun, to destroy the Hounds. The
survivors escape with an escape pod and are soon
rescued. But are they really alone?
d A SAFE HIDEOUT: The PCs hide from the Hounds in
the rescue pods, but the beasts continue to roam.
Soon the ship is discovered by a patrol, whose crew
is preparing to come onboard …
d THE LOST IDOL: The PCs decide to destroy or other-
wise get rid of the Glistening One’s idol. This weak-
ens the Hounds but robs the crew of their reward.
With the right words (and a sucessfull MANIPULA-
TION test), it is however possible to get at least a few
Birr from Lady Marhoun for a detailed report of the
events. (Each 6 rolled is worth 1,000 Birr.)

THE SECRET OF
THE GLISTENING ONE
We intentionally leave open who or what the Glistening
One is and why their idol lures out the darkness between
the stars. The true background can become one of the
countless mysteries of the Third Horizon. But perhaps
all this serves only as a prelude to your own stories or
the next clue in your campaign.
Were the Hounds of Tirides the guardians or the hunt-
ers of the idol? Did they want to protect it or prevent a
powerful tool against the darkness from falling into the
wrong hands? And does the trace of the Glistening One
point to forgotten horizons?

17
HYAENAS OF ODACON

The Hyaena is the ship of the pre-generated PCs, a worn-out Kamruk-class salvage ship.
This is a short presentation to the ship and its modules. Ask the players to add more de-
tails to the descriptions and let the Hyaena become their ship.
THE HYAENA

THE KAMRUK IS just as often used by mining crews or and can be entered from three sides: port and starboard
scrappers. Its long grabber arms, large empty spaces and through a hatch from above.
and sturdy build make it a vessel fit for demanding jobs Lifts at the end of the airlocks lead up to the cargo plat-
far from civilization. Comfort was not a priority for its form on level 2.
designers, and many Kamruks look like scrap-yards on
the inside as well. THE SHUTTLE

CLASS: II
THE HYAENA
ENERGY POINTS: 4
CLASS: IV
HULL POINTS: 4
ENERGY POINTS: 6
MANEUVERABILITY: +1
HULL POINTS: 10
SIGNATURE: –1
MANEUVERABILITY: –1
ARMOR: 4
SIGNATURE: +2
SPEED: 4
ARMOR: 7
MODULES: Cargo hold, Docking station
SPEED: 1
FEATURES: Atmospheric Entry
MODULES: Accelerator canon, Cabins, Cargo hold,
Docking station, Escape pods, 2 Hangars, Medlab,
Salvage station, Service station, Stasis hold, Work-
e EVA RAMP
shop This ramp is usually used to enter and leave the ship
FEATURES: External cargo, Robust hull, Ship system when it has landed in a hangar.
EXTRA GEAR: Shuttle
e MAIN CONNECTION BETWEEN THE LEVELS
PROBLEM: Worn-out ship computer
The elevator and steps lead from here through all levels
up to the bridge. This is the main connection of the ship
– and the ideal place for an ambush.
DEVIATIONS FROM THE SALVAGE SHIP KAMRUK
The basis of the description is the deck plan of
the salvage ship Kamruk from the Core Rule- LEVEL 2
book. However, there are some differences. The
Hyaena carries no other ships than the shuttle The second and largest level is dominated by the sal-
– the hangar on level 3 is empty. Furthermore, vage compartment and the cargo platform. The space is
the accelerator cannon is the only weapon. The large enough to hold small ships (up to class II).
torpedo tube and the loading mechanism can
be ignored. e SALVAGE COMPARTMENT
The roof can be opened like the mouth of a starving
giant fish, which is fed by the claws and cranes of the
LEVEL 1 higher levels. There is also a hatch to the shuttle.
Without salvaged material, it is mainly a large, empty
The lowest level includes the landing gear and the hold- hall.
ing for the shuttle.
e CARGO PLATFORM
e SINISTER SIGNS
A statement that also applies to the neighbouring
The shuttle is just as much worn-out as the salvage ship freight platform. Freight boxes can be reliably secured
itself. It can easily be mistaken for a piece of scrap met- with floor holders and magnetic contactors, even if grav-
al hanging under the Hyaena. It carries up to five people ity fails.

18
HYAENAS OF ODACON

AIRLOCKS
e
LEVEL 4
Two airlocks depart from the cargo platform. The star-
It is at this level that most of the crew’s everyday life
board airlock is big enough to hold cargo containers.
takes place.
The port lock, on the other hand, is designed for persons
and smaller goods.. E SLEEPING AREA
e REACTOR The sleeping area has five coffins that share a common
hygiene unit. The adjoining captain’s cabin is a little
The reactor stretches over two levels. It cannot be en-
more comfortable with its own hygiene unit and a small
tered directly. The control panel is on the second level.
working area – but only concerning privacy.
It is used to check the reactor’s performance, to switch
it off in case of an emergency, and to start it up after a e GALLEY
breakdown or repair.
Here food can be prepared (or warmed up) and the crew
e ESCAPE PODS meets here for meals or meetings.

The elongated chamber harbours the four spherical res- e TEMPLE


cue pods of the Hyaena. The pods contain oxygen and
supplies for a week and are equipped with exo shells, An area reserved for the worship of icons, with eight vis-
medicine, and other useful items. An emergency trans- ible icons and asymmetry in their arrangement for the
mitter is installed in each capsule, but it is not powered. Faceless One. Grants +1 on prayers to the Icons.
Each pod is large enough to hold four people.
e MEDPOD

LEVEL 3 The medpod is used in serious emergencies or cases of


prolonged injury. It puts the occupant into stasis sleep,
This Level looks mostly like a big scrapyard. Old freight while at the same time supporting recovery.
boxes, burnt out modules, and all kinds of items that
“might be useful at times” turn the main area into a dark e LOWER HANGAR & HOLD
labyrinth.
This additional cargo area is usually used for more val-
e CARGO ELEVATOR uable cargo that is not collected or salvaged in space.
It has two airtight doors to the second level cargo plat-
Cargo can be moved with this very slowly and screech- form and another loading ramp.
ing moving platform between the two levels. This room must be crossed to get from the communal
area to the other rooms.
e STASIS BEDS
Ten stasis pods put living beings into cryogenic sleep LEVEL 5
during portal jumps. Two pods are so seriously dam-
aged that they can’t be used anymore. They are a memo- This plain is dominated by the ship’s workshop, Dalal’s
rial to the two former crew members who died in them. territory. A cargo elevator connects the level with the
cargo space below. There is also a port to the outer hull,
e HANGAR through which you can leave the ship for repairs.
A separate workshop storage is mainly used for spare
A dark corridor leads to the unused hangar, which can
parts. It often serves Dalal as a cabin when he wants
hold up to two class I ships. The corridor and hangar are
to avoid other crew members. Since it can be locked, it
dark. Only a low emergency light gives orientation.
could theoretically be used as a prison cell.
e MEDLAB
The medlab is somewhat difficult to reach and only
LEVEL 6
equipped with the most necessities to treat wounds. The ship’s bridge. Five operator stations are controlled
Nevertheless, it is enough to give a bonus of +1 on MED- by the crew positions. There is only one entrance to the
ICURGY. room, which makes it easy to defend – if it weren’t for
the many corners.

19
HYAENAS OF ODACON
HANDOUTS

The Glistering One is extinguished, like the sun that has shone on the tundra of Sethlen
will fade. The darkness envelops Odacon like a cocoon. Our home was a sated caterpillar,
but when the cocoon bursts open, it will be the moth of all nights, of deadly beauty that
leaves the viewer in despair.
You have followed my signal, wanderer, but I do not call for help. I cry out my warning
to you. Turn around and leave everything you found behind. It is a false image and it will
only bring you death. As it happened to us.
When it‘s too late, learn from me. I am weak and will die soon - starved or suffocated if
I do not put an end to myself. But this pod is not my crypt. It is not my prison. It is my
sanctuary. And it has kept me safe long enough to give you this warning, stranger.
Death lurks in the corner. That‘s why they can‘t reach me here.

COMPLETE VERSION

The wind comes out without sunlight and Tundra Sethlanim is illuminated. Dark Odacon
is like a nut. [ERROR] was our home, but when [ERROR] was broken, the whole night be-
came moths, and [ERROR] deserved to deserve it.
I followed my wanderer, but I don‘t want to help. I warn you. Go [ERROR] save everything I
find. This is a misleading phenomenon that only [ERROR] death [ERROR]
If it is [ERROR], learn from me. I‘m sick and about to die – [ERROR] run away or drown in
hunger. But this pod is not my cellar. Not prison. He saved me. And they hid [ERROR] to
show a strange warning.
Death in the corner. So she can‘t contact me here.

INCOMPLETE VERSION

20
HYAENAS OF ODACON

21
HYAENAS OF ODACON

The adventure has been written to be played with the following pre-generated characters.
Of course, you can also choose your own characters. If you want to use the pre-generated
PCs, you can find additional information here.
PRE-GENERATED CHARACTERS

THE PRE-GENERATED PCS are a crew of five with their The Hyaena,

own spaceship, the old salvage cruiser Hyaena. Some GROUP CONCEPT page 18

of the crew have known each other since their time to- The PCs are FREE TRADERS. Their PATRON is the antique e
gether on the planet Algol. They fought together against dealer Lea Marhoun from the Monolith on Kua. The na- Core Rulebook:
Free traders,
the Consortiums and hoped for a better life as freelance ture of the relationship with their patron is up to you and page 16
traders. Just recently, they experienced heavy losses your group. Most likely it won’t matter for an one-shot, Lea Marhoun,
when part of the crew lost their lives. Two new people but only if you want to continue playing with the (surviv- page 20

are trying to fill the gaps. It remains to be seen whether ing) PCs. Patron and
this community can come together or break up for good For the same reason, you won’t find anything about the
Nemesis,
page 20
eventually. crew’s NEMESIS here. They simple don’t matter. But feel
It is up to the players to work out the details of the rela- free to change this, if it matters for your game.
tionships. What did Aqilah on Algol to earn Zabah’ stal-
wart trust? What was the biggest conflict between the
sisters (so far) and how did they solve it? Which syndi-
cate group is hot on Dalal’s heels? At what moment did
Jibril’s powers show themselves for the first time
And who were the dead crew members? Were they
friends and allies of Algol? Or did they hire on just like
Dalal and Jibril?
Such questions can help your players to immerse them-
selves more deeply in the plot and to identify better with
the characters. You can ask them before the session or
at appropriate moments in the game.
If you play HYAENAS OF ODACON as a one-shot, you don’t
have to worry too much about the details, even if it helps
the players to care for their characters.

22
HYAENAS OF ODACON

ZABAH
THE DRIVEN CAPTAIN

All you wanted to have was a fresh start. To escape the


hell of an endless war that was no longer yours. But now
you’ve led your family and friends to another hell. But the
Laughing Hyaena – the incarnation of the Gambler on
your home planet Algol – hasn’t left you yet! You will find
a way to a better future. And this time no one will pay for
it with their life.

d CONCEPT: Trailblazer (Scout)


d POSITION: Captain
d ICON: The Gambler
d PROBLEM: Paralysing guilt

ATTRIBUTES:
STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 4

HIT POINTS: 6
e RELATIONSHIPS TO OTHER PCS
MIND POINTS: 9
d GHALIA: My younger sister, a constant source of
REPUTATION: 2 worry and joy. I will always look after her.
SKILLS: Command 1, Culture 1, Infiltration 2, Manipula- d AQILAH: I can always rely on him.
tion 1, Ranged Combat 2, Survival 1 d DALAL: He doesn’t like people. I don’t like machines.
TALENTS: Quickest Route (Group talent), Nine Lives,
d JIBRIL: He’s afraid. I pity him.
The Gambler’s Talent
e BACKGROUND
ARMOR: 3 (Protective clothing)
You and your sister Ghalia grew up in the slums of the
WEAPONS: Accelerator carbine (+1, damage 3, CRIT 1),
Vulcan carbine (+1, damage 3, CRIT 2), Dura knife (INIT ancient city of Akhandar-O-Sharif under the twin sun of
+1, damage 2, CRIT 1) Algol. You joined the rebellion against the Consortium
early on. Your talents allowed you to find new paths
GEAR: Exo shell (–2, Armor 2), Long range communi-
cator, Hyper rope (+1), Survival Mask, Night sights, En- through the crater fields that the Year of Flaming Tears
vironment scanner (+2), Tag, Transactor, 2 Reloads has left on the planet’s surface. But you knew that this
was not your life. The cargo ship Hyaena and a mad mis-
sion in the Odacon system should have been the path
to a new life. But a miscalculation during the jump cost
half your crew their lives. Now you’re stranded in the
hostile system and have to take every mission until you
have the necessary Birr to get away from here.

23
HYAENAS OF ODACON

GHALIA
THE FEARLESS PILOT

No one’s gonna mess with your skills. When it flies, you


can control it - and everyone else is left behind! The mes-
senger is with you, and under his blessing, you will glide
along like a leaf in the wind. You know that the day is
coming when he will lead you into the afterlife like many
of your friends. But you do not fear it. You live like you fly,
without compromise!

d CONCEPT: Pilot (Freighter pilot)


d POSITION: Pilot
d ICON: The Messenger
d PROBLEM: Dangerous risk-taking

ATTRIBUTES:
STRENGTH 4, AGILITY 5, WITS 4, EMPATHY 2

HIT POINTS: 9
e RELATIONSHIPS TO OTHER PCS
MIND POINTS: 6
d ZABAH: My big sister needs to learn to relax!
REPUTATION: 2 d AQILAH: My best friend. I trust him completely.
SKILLS: Data Djinn 1, Command 1, Observation 1, Pilot 3, d DALAL: His patronising manner annoys me.
Technology 2 d JIBRIL: We used to fight the rich, not take care of
TALENTS: Quickest Route (Group talent), Zero-G Train-
them.
ing, The Messenger’s Talent
e BACKGROUND
ARMOR: 1 (Flightsuit)
Your sister Zabah and you joined the rebels on the de-
WEAPONS: Accelerator pistol (+1, damage 2, CRIT 1)
mon star Algol early on and fought under its relentlessly
GEAR: Exo shell (–2, Armor 2), Orbital communicator, burning twin sun against the exploitative consortium.
Talisman of the Gambler (OBSERVATION or PILOT +1),
You have seen so many people die – but you were al-
Kambra (+1), Mind-enhancing narcotics (AGILITY +1/-
1), Tag, Transactor, 2 Reloads ways faster than death! Now you have followed Zabah
to the edge of the horizon. Whatever awaits you here,
you will laugh in the face of danger once again.

24
HYAENAS OF ODACON

AQILAH
THE GENTLE GIANT

You are the good soul of the crew. Your heart is as big
as your appearance is imposing. You have learned that
you do not have to use your strength to solve conflicts –
the mere threat is usually enough. But when you strike,
you send a dwarf elephant into the realm of the dreaming
Icons.

d CONCEPT: Soldier (Mercenary)


d POSITION: Gunner
d ICON: The Faceless One
d PROBLEM: Self-doubt

ATTRIBUTES:
STRENGTH 4, AGILITY 5, WITS 2, EMPATHY 4

HIT POINTS: 11

MIND POINTS: 6 e RELATIONSHIPS TO OTHER PCS


REPUTATION: 1 d ZABAH: The word of the akbar is law.
SKILLS: Dexterity 1, Force 1, Medicurgy 1, Melee Combat d GHALIA: I love her, but I’m not good enough for her.
2, Ranged Combat 3 d DALAL: He’s a better man than he gives himself cred-
TALENTS: Quickest Route (Group talent), Cybernetc
it for.
Muscles, Tough, The Faceless One’s Talent d JIBRIL: Somebody’s gotta look out for that boy, and
that’s me!
ARMOR: 6 (Heavy armor with hydrostatic gel: +3 ar-
mor against explosions or falling)
e BACKGROUND
WEAPONS: Twin carbine (+1, damage 4, CRIT 2), Axe
(damage 3, CRIT 2) Your life began in the Souk of the Lost Souls on Algol,
and you would have remained a slave all your life if Ak-
GEAR: Advanced scope (+1), Personal communica-
tor, Medkit with 13 m-doses (+2), Tag, Transactor, 4 bar Zabah and her rebel friends had not freed you. From
Reloads a working slave with cybernetic muscles, you became
a freedom fighter. All you want is peace. So you glad-
ly followed Zabah aboard the Hyaena into the Odacon
system to leave the war behind you. It is an inhospitable
system, but here, in the light of the red star, you may
finally find peace.

25
HYAENAS OF ODACON

DALAL
A TINKERER WITH SECRETS

How you hate this system! But you had no choice: when
the Syndicate job went wrong, you had to flee, and the
Khôban portal station seemed just far enough away. And
this piece of junk is an insult to a man of your talents.
Although, of course, they are just in need of a brilliant
tinkerer like you on this rusting soul-catcher! You stand
well with them, for they are your best hope of leaving the
system.

d CONCEPT: Scientist (Technician)


d POSITION: Engineer
d ICON: The Merchant
d PROBLEM: Wanted by the Syndicate

ATTRIBUTES:
STRENGTH 2, AGILITY 4, WITS 5, EMPATHY 3
e RELATIONSHIPS TO OTHER PCS
HIT POINTS: 6
d ZABAH: She’s depending on me, and I will take ad-
MIND POINTS: 8
vantage of that.
REPUTATION: 5 d GHALIA: Her attitude makes me insecure.
SKILLS: Culture 1, Force 1, Medicurgy 1, Observation 2, d AQILAH: How can one person be so stupid?
Science 3, Technology 3 d JIBRIL: He has fascinating powers that might be
TALENTS: Quickest Route (Group talent), Gearhead,
useful.
The Merchant’s Talent
e BACKGROUND
ARMOR: 0
You’ve always been a loner, better with machines than
WEAPONS: Shock stick (+2, damage 1, CRIT stun)
with people. On Coriolis, your modifications were asked
GEAR: Exo shell (–2, Armor 2), Computer (–1 under by all factions. Only you shouldn’t have tried to betray
stress), Advanced tools (+1), Long range communi- the Syndicate. So you left the Coriolis and fled to the
cator, Medkit with 10 m-doses (+2), Tag, Transactor, 2
ordinary spare parts Odacon system. You’re probably not safe here either.
You’ve been stuck at the Khôban portal station for the
last triad. It was the will of the Icons that the Hyaena lost
half its crew when it jumped into the system. They need
you, and you’re making them feel that.

26
HYAENAS OF ODACON

JIBRIL
THE PARANOID DATA VIRTUOSO

You have been one of the privileged of the Horizon from


birth. You have enjoyed life and your status, unaware that
your happiness would one day turn into a curse. Mysteri-
ous powers have awakened within you. Your friends have
abandoned you, your family sees you as a tool at best.
You are still privileged, but just as cursed and haunted,
lonely in the darkness between the stars.

d CONCEPT: Data Spider (Analyst)


d POSITION: Sensor Operator
d ICON: The Judge
d PROBLEM: Paranoid

ATTRIBUTES:
STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4

HIT POINTS: 5
e RELATIONSHIPS TO OTHER PCS
MIND POINTS: 8
d ZABAH: I respect her and do not want to bring bad
REPUTATION: 6 luck on her.
SKILLS: Culture 2, Data Djinn 3, Manipulation 2, Mystic d GHALIA: I feel her mistrust. I better keep my distance!
Powers 1, Observation 1, Science 3 d AQILAH: He’s a good man. I can learn from him.
TALENTS: Quickest Route (Group talent), Artificier
d DALAL: He knows my secret. Can he understand me?
(Mystical power), The Judge’s Talent
e BACKGROUND
ARMOR: 3 (Protective clothing)
You have enjoyed a fast-paced life in the Cloud City on
WEAPONS: Stun gun (+1, init +1, damage 2, CRIT stun),
Expandable staff (+1, init +2, damage 1, CRIT 3) Dabaran, with grav race, shah tournaments, and other
pleasures open to the son of an Emir. But then forces
GEAR: Recon probe (+3), Proximity sensor, Tabula,
awakened within you that sprang from the darkness.
Security tablet, Short range communicator, Proxy
helmet, Proxy trip (–2), Water purifier, Tag, Transac- They brought misfortune upon you. Finally, you could no
tor, 1 ordinary spare part longer hide the fact that you were different. Your father
was tempted to use your curse against his enemies. So
you fled, further and further towards the darkness from
which your doom originated.

27
CONTINUE YOUR JOURNEY!
Pig of Spades offers more material for CORIOLIS – THE THIRD HORIZON on DriveThruRPG!
Check it out now and deepen your game experience!

THE PROPHETESS OF MARAKANDA


AN INVESTIGATIVE ADVENTURE ON CORIOLIS STATION

THE PROPHETESS OF MARAKANDA is a legendary artefact that has


been lost for centuries. It is said that whoever sleeps near her dreams
of the future. Now the prophetess has appeared on the Coriolis space
station - only to disappear again immediately. On behalf of a Zenithian
art collector, the player characters set out to find the relic. Soon they
find themselves caught up in a murderous intrigue between some of
the station’s most powerful factions.

The PDF comes with five brand new pre-generated characters!

ETERNAL LURKS THE DARKNESS


UNDERSTANDING DARKNESS POINTS

Written with years of experience in GMing CORIOLIS – THE THIRD HO-


RIZON, this supplement will help you get more out of Darkness Points.
It deepens your understanding of this unique Year Zero meachnic and
shows you how to use them without it being arbitrary.
You will also find over 70 new possible uses for Darkness Point, clearly
sorted according to different situations. Also, there are more general
tips and tricks, a new talent as well as three brand new creatures of the
Darkness just waiting to haunt your crew.

The Revised Electrum Edition improved and extended the content of


this highly recommend supplement for CORIOLIS – THE THIRD HORI-
ZON.

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