All of the referee’s notes from Part 1 [1] still apply.
The bulk of the action is this portion of the adventure takes place on the planet Laco. In this issue of the Frontier Explorer is a comprehensive planetary brief on Laco [2], a referee should be familiar with the details of the planet’s environment and dangers: flora, fauna and weather.
As per Captain Kleevor’s habit of having a meal with the crew, use the open snack time at the beginning of the RPG session to role play this. It’s a perfect time to review important details on the planet Laco and its general hazards. It’s also a perfect time for Kleevor to assign responsibilities to the crew. Laco’s day is 60 hours long but the PCs will operate on the standard GST day of 20 hours. They will be responsible to overhaul the ship’s engines which have now made three jumps since the last overhaul (see KHs for rules concerning overhaul times). If the ship saw combat in the Timeon system, then Kleevor will order a careful inspection of the hull, full repair of any battle damage, and a repaint of the reflective hull coating which will take 40 work hours total. Any PC can work on the hull regardless of whether they have technician or star ship engineering skill.
The adventure is for the PCs, thus Captain Kleevor will leave the PCs to their responsibilities while he’s arranging the sale of the ship’s cargo and procuring the next load. The crew will work hard for 4 GST days to off load the ship’s agricultural cargo and stow a new cargo of refinery parts destined for Clarion. Kleevor will be in orbit while the PCs are on their last cargo run. He will indicate that on this final run they will have time to try a little side trading (if they obtained some luxury items on Lossend) or they may indulge themselves in some R&R for three days as the ship’s next delivery allows them some time off dirt side. Kleevor will tell them they’ve done well, pay them their wages since they signed on, and will begin the jump calculations himself.
The article on Laco has a number of layover adventure seeds and any of them can be used as side adventures as well. The PCs are responsible for the shuttle and all have baton keys to lock the shuttle and access it afterward. They have just received 24-25 days’ worth of pay and have their trade goods, the next few days would be an excellent opportunity to shop or trade and have a little fun, perhaps even rent an air car to go see the Tetrarch ruins.
Links
[1] http://www.frontierexplorer.org/book/alpha-section-running-adventure
[2] http://www.frontierexplorer.org/book/digging-dust-laco