
by Tom Verreault
The Albatross encounter is a solo mini adventure. You, the player character, are an undercover Star Law Deputy. Your assignment was to infiltrate the pirate crew of the Albatross, recover stolen vault schematics on hundreds of Dralasite Savings and Loan vaults and apprehend the Albatross’s captain. You were successful in infiltrating the crew but your cover was blown and you were shot with a stunner from behind. You woke up stripped to your skein suit and locked in a cargo container just big enough to hold your body.
It was impossible to tell the passage of time while in the cargo container and the only events to relieve the monotony of imprisonment and the isolation of sensory deprivation were the periodic banging on the side of the container with a tool by the ship’s engineer to taunt you. One such taunting incident was interrupted with an alarm klaxon and then followed with several shudders that rocked the ship. Shortly after that the ship was buffeted from a rough descent through an atmosphere which ended with a hard impact that threw the cargo container across the compartment and cracked its casing. The violence of this was enough to cause a black out for a few seconds.
You hear water entering the compartment but you are not free from the cargo container. The crack in the container is substantial. Perhaps you can break it open or fatigue the material enough to squeeze out.
To play this encounter you will need access to the Alpha Dawn rule book, possibly the Knight Hawks rule book for equipment descriptions, an Alpha Dawn character sheet, and the assault scout deck plans [1] from the Knight Hawks box set or this issue of the Frontier Explorer.
The sections below describe the various parts of the adventure.
Character creation follows guideline from the “Careers in Star Law” by Alex Curylo from Dragon Magazine #91. You may wish to review that article and print an Alpha Dawn character sheet prior to doing this adventure. The following is the character creation check list.
Species |
STR/STA |
DEX/RS |
INT/LOG |
PER/LDR |
Human |
45/45 |
45/45 |
45/45 |
45/45 |
Dralasite |
50/50 |
40/40 |
45/45 |
45/45 |
Vrusk |
40/40 |
50/50 |
45/45 |
45/45 |
Yazirian |
35/35 |
50/50 |
50/50 |
45/45 |
If your ability scores do not meet this requirement then redo the process or simply use the racial average and add 5 points to five individual scores of which INT & LOG must be part of the five.
After all that add 5 points to one ability score in the STR/STA pair and 5 points to one ability score in the DEX/RS pair as per the rigorous academy training you have received.
Add a skein suite to the character sheet as your only item of equipment
A security breach at the Dralasite Savings & Loan corporate office was tracked to the crew of the pirate ship Albatross. The stolen data is the vault security schematics to hundreds of bank vaults across the Frontier. Your primary mission is to recover the data and apprehend the thief, Lady Cassen Mcgee. She is also the ship’s captain and Star Law wants her alive, but the other members of the crew can be brought in dead or alive as the situation warrants.
Captain of the Albatross & pilot
Human female
RS 45, STA 45
RW 53, M43, PS 3, IM 5
Beam 3, Tech 6, Comp 3, Starship Piloting 2, Martial arts 2
Skein suit, laser pistol, 4 SEU clips, power belt, albedo screen, Robcom tool kit, chronocom
Notes: Lady Cassen is an independent pirate not affiliated with any pirate band which makes it a mystery as to how she came into possession of an assault scout. She maintains good relations with the powers that be on Outer Reach but the reality is that she is more of a thief and a smuggler than a pirate.
Ship’s engineer
Yazirian male (Gliding, Battle Rage 20%)
RS 50, STA 35
RW 45, M38, PS 2, IM 5
Technician 6, Robotics 2, Melee 2, Thrown Weapons 2
Skein suit, Kah’dan honor sword (treat as sword), Zamra throwing blade, Technician’s tool kit, chronocom
Notes: Savage Monkey is a sociopath and sadist. He enjoys torturing people that cannot fight back. He’s competent as an engineer but he is considered crazy.
Ship’s astrogator
Vrusk male (ambidextrous, comprehension 15%)
RS 45, STA 45
RW 53, M43, PS 3, IM 5
Beam 1, Comp 6, Astrogation 2, Melee 1
Skein suit, sonic stunner, power belt, inertia screen, vibro knife 1 SEU clip, Robcom tool kit, polyvox, chronocom
Notes: XXX is inscrutable and not very talkative. He’s hiding from his past and his secret could be anything as he’s not talking about it.
Ship’s energy weapon gunner
Human male
RS 45, STA 45
RW 83, M33, PS 3, IM 5
Beam 6, Energy Weapons 2, Melee 1
Skein suit, sonic stunner, power belt, inertia screen, vibro knife 1 SEU clip, chronocom
Notes: Bill’s been with the Albatross a long time. He is a petty thief and Lady Cassen has been forced to replace dead crew that objected to his stealing from them.
Ship’s rocket gunner
Dralasite male (4 limbs total, lie detection 5%)
RS 40, STA 50
RW 40, M35, PS 3, IM 4
Gyro Weapons 2, Projectile 4, Starship Rocket Weapons 1, Melee 1
Skein suit, Needler pistol, 2 clips, cutlass (sword), flint lock pistol, 20 shot and powder., chronocom
Notes: Marlo plays the part of pirate to the hilt. He wears an eye patch, says, “Arrhh” every other sentence, and carries a flint lock pistol with shot and powder. He always shoots first with the flint lock before switching to more modern weaponry. His flint lock pistol has shorter range then a musket but the other stats are the same and in the close quarters of the ship the range is immaterial.
Standard room doors may be opened and moved through at half movement. Elevator doors are unpowered and act as a pressure door. To open an elevator door a character must stop in front of one, spend one turn opening it, and then can move through at half movement. All doors that are opened will remain open unless closed.
Space suits are fitted to the owner and normally take about 40 minutes to don. The player character will not be able to don his suit (if found) in time nor the suit of one of the NPCs. Even if he was able to do so he would have to be weighed down with at least 35 kg of equipment to have neutral buoyancy otherwise he would float on top of the water and become trapped against the ceiling in a flooded deck.
The elevators are unpowered and at the bottom of their shafts. If the player character enters an elevator he must come to a stop and spend one complete turn opening the roof hatch before moving through at half speed. The elevator shaft has a recessed ladder that allows for climbing the shaft and the rate of climb for all characters is one deck per turn. If a character is in a shaft when the next deck begins flooding he simply floats to the elevator door for that deck and may spend the next turn opening it or may climb to the next deck up.
The ship is canted over at a 45 degree in the water. This affects all characters by halving movement and reducing IM by -1. The halving of movement compounds with the half movement for passing through doors. Once deck 3 begins to flood the ship will have enough of a vertical orientation that these effects are nullified.
The ship’s engines are off line and the ship is on emergency back-up power. Each deck has a parabattery hidden behind a bulkhead wall that powers the lights and equipment on that deck. This power source will short out 8 turns after the deck begins flooding. If this happens and the player character is still on the deck, he will be plunged into darkness. If a character is forced to move in darkness he must make a INT check to move or the darkness confuses him and he does not reach the point he was making for and will have to make a INT check next turn to move.
The ship sustained damage in space and upon crash landing in the water. It is flooding at a rate of 1 deck per minute starting with deck 6. If certain doors and hatches are closed as the player character moves up the ship, bonus time can be gained. This is covered in the deck description. If the player character is on a deck after the 10 turns of flooding for that deck he must begin to hold his breath. When the player character reaches his breath limit he begins to take damage (2d10 per turn). If the player character reaches 0 STA he drowns and the encounter is over. This STA loss is temporary and will be recovered at the rate of 1 STA per 10 minutes of rest once out of the water
The encounter is played in Alpha Dawn game turns of (6 seconds per turn) and 10 turns to the minute. An extra sheet of paper will be required to track turns. Label six decks and mark hash marks for each turn of flooding for a deck until 10 then begin marking hash marks for the next deck unless bonus time is awarded by the deck descriptions.
Looting a pirate takes one turn and means the player character has collected all of the gear listed in their stat block except their defensive suit. A pirate may be searched once and it takes one turn. A search will turn up a random item plus their ID card; consult the “Search a Pirate Table”. It takes 3 turns to strip a pirate of a defensive suit and 1 turn each for the PC to undress or dress himself. In other words it’s possible to use the defensive suits from the pirates but they must be the same species as the player character and it takes time to undress and dress.
Read each deck description and resolve any combat as it occurs. There are specific actions that may be taken on each deck. These actions have a cost in time and they are keyed to an Action Result Index below. Consult the number listed to find out what happens when your character takes that action. You must escape the ship and accomplish your mission before it fully floods. The Decks are keyed to the deck plans from the Assault Scout article on page 20.
The player character begins play locked in a damaged cargo container. He may either make a STR check to break the container open in one turn or may attempt to fatigue the material of the container over a few turns to break it in time. The fatigue method simply records the PC’s STR score each turn till he reaches a total of 150 and may stand up on that turn. This is an either or choice break the container open in 1 turn or work to fatigue it. Failure to break it open does not apply the STR score to the fatigue method.
Savage Monkey is on this deck and he was stunned by the crash. The stun wears off in the first turn but he does nothing that turn. Baring the appearance of the Star Law deputy he will move to the elevator and begin opening it to climb up ship. If the cargo container is opened in the first turn combat will commence on the second turn. If he has moved to the elevator and has his back to the cargo container then the PC gets a turn of surprise to attack from behind. Unless stopped Savage Monkey will be in the elevator on turn 4, opening the roof hatch on turn 5, on the roof of the elevator on turn 6, climbing to deck 5 on turn 7, opening the door to deck 5 on turn 8 and entering deck 5 on turn 9.
On this deck the player character may:
Note: If the elevator door is closed and the roof hatch is closed then there is a 3 turn bonus before deck 5 begins flooding.
The vrusk astrogator, Trip, is sitting at the right hand control station arguing with the captain by intercom about whether they should send a mayday. The Captain simply orders Trip to get to the sky bridge and help her cut a hole in the hull and cuts the connection on the turn that the PC enters the deck. Trip will turn and engage the PC when he enters the deck.
Savage Monkey may be encountered here if he escaped deck 6. Place him at the left hand control station. Note it may be a very close combat for both Trip and Savage Monkey to fight the player character but this is the consequence of allowing Savage Monkey to escape deck 6.
On this deck the player character may:
This deck appears deserted but then the player character will notice that the lock to the captain’s cabin has been smashed and kicked in and the door is slightly ajar. See #21 immediately.
On this deck the player character may:
This deck appears deserted.
On this deck the player character may:
Note: if the elevator door is closed here there is a 3 turn bonus before deck 3 begins to flood.
Marlo Musket Mouth, the ship’s rocket gunner, is here and he’s just begun calling the other crew members down ship via chronocom. He will engage the player character with his flintlock pistol then switch to his modern weapon.
On this Deck the player character may:
Lady Cassen is here. She will fight but not to the death. Once she is wounded below half she will offer 100,000 Cr for her freedom. If the player character accepts this offer (see #15). If he does not accept that offer but negotiates for the vault schematics (see #20).
Once Lady Cassen is subdued, captured or killed the player character may:
Cutting a hole in the ship’s hull causes it to sink twice as fast. This is the reason that the captain didn’t cut a hole in the hull herself as she was waiting for crew members to come forward. When deck 1 fills completely with water the ship will sink beneath the surface.
If the player character makes it out of the ship before it sinks and swims away from it for two turns he will not be affected by the under tow of the sinking ship. If he is on the ship’s hull or has not swum away from it they he must make a STR check to resist being sucked under.
Unbeknownst to the player character, he is on Lossend, a light population world. The Lossend Rangers noted the crash of the ship in a remote area of the planet and dispatched search teams. Unfortunately, it will take time for them to reach the vicinity of the crash and to locate any survivors. This impacts the player character if he is not a dralasite that can inflate his body with air and float almost indefinitely. A character can swim for 1 hour but then loses 5 STA per 30 minutes of swimming past that.
The time till the arrival of the search teams is 1d10 hours. If the player character has issued maydays this will help the Lossend Rangers locate him. Multiply the number of turns the player character spent issuing maydays over the radio by 1 hour and subtract this from the total time till the Rangers arrive.
If he manages to recover the stolen data and survive he will receive a commendation. There many other clues that will lead to the leak that got him shot and stuffed into a cargo container as well as the buyer on Minotaur. Discovering this data is bonus to completing the mission.
Die Roll |
Result |
1 |
Compass |
2 |
Survival Rations |
3 |
Flashlight |
4 |
Everflame |
5 |
100 Cr voucher chit |
6 |
Nothing |
7 |
Flashlight |
8 |
a SEU clip |
9 |
Sungoggles |
10 |
Computer Storage disk (blank) |
Weapon |
Structural Damage |
Rifle or Pistol shot |
5 points per shot |
Gyrojet ammo |
10 points per shot |
Laser |
5 points per shot (SEU) |
Needler ammo |
No damage |
Roll 2d10 |
Data File Discovered |
2 |
Engineering schematic for a secret compartment on Deck 1 (see #22) |
3 |
Bank records showing transfer of 250,000 Cr to Lady Cassen |
4 |
Security plans for Dralasite S&L's corporate headquarters |
5 |
Bank records of a transfer of 25,000 Cr to a Star Law secretary |
6 |
Evidence that the stolen data was transferred to a disk and deleted from the ships computer |
7-15 |
Nothing of interest found |
16 |
Name of contact on Minotaur: "Fresno" |
17 |
Passwords for Dralasite S&L computers |
18 |
Log of Lady Cassen talking about a 500,000 Cr job |
19 |
Coded map of Minotaur’s capitol |
20 |
Star Law Personnel file on the player character |
Links
[1] http://www.frontierexplorer.org/book/assault-scout
[2] https://frontierexplorer.org/file/833
[3] https://frontierexplorer.org/file/834
[4] https://frontierexplorer.org/file/835
[5] https://frontierexplorer.org/file/836
[6] https://frontierexplorer.org/file/837
[7] https://frontierexplorer.org/file/812
[8] http://jewishworldnews.org/payday-loans-online-ga