______________________________________________________________ 

                                             Arriving at Dead Man's Wharf

_______________________________________________________________

After a voyage of seven days, the players ship decelerates into the Shepherd's Star system in the vicinity of Dead Man's Wharf space station. Several visiting ships are  floating near the station, and it isn't long before the Starfox is contacted a radio transmission from station control.

 "Approaching scout ship...please identify yourself and your intentions."

If the players reply with the name of the ship and that they wish to dock with the space station to find a buyer for their cargo, they will be allowed acess to the station through one of the small airlocks long the central axis. Permission for the character's ship to dock directly with the space station is denied at this time. The players will need to suit up and use rocket packs to move through space to one of the station's airlocks in order to enter. If the players respond to the radio message from station control in a rude or otherwise unexpected way, they may be denied permission to approach, possibly fired upon by the station's laser batteries, or driven off by the station's defense fighters.

The space walk with rocket pack takes only about 15 minutes to complete unless there is some mishap along the way. Against the dark background of endless space, the PCs can see Dead Man's Wharf turning at a steady 5 revolutions per minute. Visiting ship launches come and go, and two shuttles are already maneuvering to dock with the station. Dead Man's Wharf looks like four rows of octagonal cans nailed to a long central tube. The central tube has numerous airlock hatches along its length, and there are two ship docking ports at either end. Although several ships are near the station, none of them are hard docked at the moment. The player characters eventually make it to one of the airlocks along the central axis. As each airlock can only hold two characters comfortably, additional  characters will have to wait for the first two to complete their entry cycle before entering themselves.

As each player exits the airlock into the station, they will be met by a station security team consisting of 2 enforcers and 4 security robots. Each player character will be thoroughly scanned for ranged weapons. If any are found, the weapons will be confiscated and held temporarily until the player characters are ready to leave the station. Melee weapons are permitted to be carried by visitors however. Also, there are spacesuit lockers available for visitors along the inner walls of the central axis walkway which can be individually secured by character's personal ID Cards (level 1 lock).

The central walkway is 164 meters long by 10 meters wide with pressurized hatches on the ceiling, walls and floor that lead to individual habitat modules or airlocks along its length. As there is no gravity in this area, characters must use magnetized boots to make their way along the axis, or pull themselves along using handholds in the walls. They can also push off some stationary object and float along until someone or something stops their motion. The central axis walkway is populated with spacers arriving or departing the station, or visiting characters moving between the individual habitat modules.  

      *Guards and Robots have Albedo Screens, SEU backpacks, and for needler pistols, 6 ammo clips each.

 CHARACTER  RACE  STR/STA  DEX/RS  INT/LOG  PER/LDR  PS  RW  IM  M  WEAPONS
 Enforcer #1  Y  50/50  55/58  50/50  40/40  3  50  6  50  Electrostunner/Tangler Grenades (2)
 Enforcer #2  H  50/50  55/45  20/20  30/30  3  50  5  50  Needler Pistol/Tangler Grenades (2)
 Security Robot #1    100/100          50  5  50  Electrostunner/Tangler Grenades (2)
 Security Robot #2    100/100          50  5  50  Needler Pistol/Tangler Grenades (2)
 Security Robot #3    100/100          50  5  50  Two Handed Axe, Electrostunner
 Security Robot #4    100/100          50  5  50  Two Handed Axe, Needler Pistol

____________________________________________________________________________________________

                                                           Dead Man's Wharf Overview

___________________________________________________________________

The station is made up of 32 living habitats called modules arranged in four rows of 8 modules each.

Every module is attached to the main Central Access Tube (CAT) by a Secondary Access Tube (SAT). The 20 meter long SAT has a pressurized hatch at either end with a ladder running its entire length. A character climbs 'down' the ladder to the module he or she intends to enter. Being that the space station rotates to provide centrifugal gravity, as a character descends the SAT ladder, gravity will increase. All ladders are of a double-sided design so that any two characters traveling in opposite directions on the same ladder can easily pass by each other. 

There is a pressurized hatch between each level of a module operated by a control switch on either side of the hatch. It takes one game turn (six seconds) for a character to open a hatch before moving through it. The hatch will close automatically if nothing triggers its motion detectors for 1 turn. Hatches to the Residential Decks and the Lifeboats are protected by security locks and/or alarms, as are the hatches leading to most of the station's Business Decks after business hours.

The first level of each module is the Machinery Deck which contains its life support and power systems. The machinery in this noisy area is protected by steel fencing to prevent tampering and is continuously monitored by security cameras. A security team will arrive in 2d10 turns if anyone is detected tampering with the equipment.

The second level of each module is the Storage Deck which contains several cargo units of items stored there by the residents and businesses below. These are also protected from tampering by steel fencing and security monitors. If someone is acting suspiciously in this area, a security team will arrive in 3d10 turns. Each Storage Deck has a large cargo door in one wall of the module hull for the transfer of supplies too large to be moved through the module's SAT tube. See the 'Cargo Transfer' section for more information. 

The third level of each module is the Business Deck. Most of the commerce and entertainment on the wharf will occur on these decks. A large business may use the entire deck of a single module, while smaller shops will share a single business deck. For a complete list of businesses on Dead Man's Wharf, see the Station Directory section below.

The last level is the Residential Deck which provides living space for the occupants of a module. These will consist of 1 to 4 residences each with a lavatory, food prep area, and sleeping accommodations. The hatch in the center of the deck leads to an emergency lifeboat in all but two of the modules, which instead use the area as rocket battery gunner positions.

The lifeboat is designed to carry up to 6 passengers and has enough life support (oxygen, food, & water) to sustain them for 10 days GST. They are designed to be manually controlled as there are no destinations within range warranting automatic course programing. Refer to the Star Frontiers Knight Hawks campaign rules for more information regarding lifeboats.

 

 __________________________________________________________________________________________

                                                    Sample Station Module

__________________________________________________________________

 

         

                              Station Directory  

     

 ENTERTAINMENT   -   FOOD VENDOR   -   OFFICIAL   -   SERVICE   -   SUPPLIER

Note:  The symbol ® next to a module number indicates that there may be a private room available for rent on the Residential Deck below. Prices will vary, but the rooms are generally better than those at Fleeger's Flophouse.

MODULE 1

Free Floater Cantina: owned by a human male named 'Dex Malstar'; drinks cost 6 cr., food costs 10 cr., most frequented by spacer captains and the well to do.

 

 --------->  --------->  --------->

MODULE 2 

 Boy'Yo's Boots: owned by a Dralasite named Boy'Yo; sells custom boots for 50 cr., boots with secret compartments for smuggling, 100 cr.

 

SEU Heaven: owned by a human female named Matty McGee; sells or recharges any SEU power source at rulebook prices.

 

Chronocoms 'R' Us: owned by a human male named Nedo Plexor; buys/sells chronocoms as described in rulebook.

 

Gyrojet Jimmy: an elderly Yazirian male named 'Jimmy' sells customized rocket ammo.

MODULE 3 

 Flynn's Fighting Zone: owned by a Vrusk male named Flynn; showcases live hand-to-hand fights. Ticket cost ranges between 50 to 100 cr. per seat.

 --------->  --------->  --------->

MODULE 4 

Yum's Space Burgers: owned by a Dralasite named Yum; sells burgers for 2 cr.; the 'meat' in his burgers is unidentifiable and unknown, but they taste better with ketchup.

 

Spacer Beer Good: owned by a very large Yazirian named 'Garoosh'; beer costs 3 cr. per mug.

 

Izzi Ice Cream: owned by a Vrusk male 'Izzi'; ice cream 3 cr.; also sells illegal narcotics for 50 cr. 

Pete's Pizza Palace: owned by a human male 'Pete'; slice of pizza costs 2 cr.

MODULE 5 

 Station Security Alpha: contains quarters for security personnel, storage for security robots, supply storage, and weapons locker.

 --------->  --------->  --------->

MODULE 6 ®

Spak's Spacer Equipment: owned by an eye-patch wearing Dralasite named 'Spak Glumianno'. Sells various stolen equipment.

 

--------->

 Rob's Robotics: owned by a Human male 'Rob (rocket rob') Zemak'. Buys/sells robots & parts at double cost.

 --------->

MODULE 7 

Fleeger's Flophouse: owned by an old Human male 'Fleeger Flanderhaus'; a room costs 10 cr. per night. The rental rooms are on both the commercial and residential decks of this module.

 

--------->   --------->  --------->

MODULE 8 ® 

Aunt Maggie's Cafe: owned by an elderly Human female 'Margret (aunt maggie) Cooper'; meals 5 to 10 cr.

Gatter's Pawn Shop: owned by a Human male 'Gatter'; buys/sells any item of any value.

 

Thriller Music: A Yazirian male named 'Michael Yazzkin' buys/sells musical instruments of all types.

 

 --------->

MODULE 9 

Blek Blorb's  Famous Steam Emporium: owned by the Dralasite 'Blek Blorb'; steam baths for 25 cr./hour; a photo with the "famous" Blek Blorb 50 cr.

--------->
 --------->  --------->

MODULE 10 ® 

Krogor Dingle's Salvage: owned by a male Ifschnit; buys or sells stolen parts, robots, virtually anything.

 

--------->

Mad Marc's Juice Bar: owned by Marcus (mad marc) Matherion; fruit juice for 3 cr. per glass

 

 Where Ya Are Chart Shop: owned by an older Vrusk named Zixxel; buys & sells jump routes and star charts.

MODULE 11  

Brog Brothers Bar: owned by 3 Dralasites 'Branee, Broh, & Brak'; most frequented by stone shepherds; drinks cost 4 cr.

 

 --------->  --------->  --------->

MODULE 12 

Station Maintenance: contains work pods, machine shop, tool lockers, quarters for station technicians, main power generator, backup power generator, and robotic repair & storage. One of the station's two rocket batteries is located here.

 --------->  ---------> ---------> 

MODULE 13 ® 

Zoot's Soots: owned by a Vrusk male 'Zoot'; sells defensive suits at twice the rulebook listed cost.

Mining Supply: owned by the Ifschnit male 'Bliff Rex'; sells stolen mining equipment.

Honest Abe's Guns: owned by a human male 'Abraham Zygum'; sells stolen pistols at double rulebook prices. Weapons delivered at airlock when buyer is leaving the station.

 

 

 --------->

MODULE 14 ®  

Bestrox Veerlor's War Gifts: owned by an old Humma; sells various melee weapons at rulebook prices.

 

Glib Glob's Glue: owned by a Dralasite named 'Glib Glob'; sells incredibly strong glue for only 20 cr. per jar

 Haggan's Helms: a male human named 'Henry Haggan' sells any rulebook listed helmet.

 --------->

MODULE 15 ® 

Big Jim's Sausages: a human male named James (big jim) Sackson sells sausage sandwiches for 3 cr.

Niffex' Ploom Toob: an Osakar sells 'ploom toob', an unidentifiable multicolored food on a stick, 5 cr.

Fwee Tee's Hats: an Osakar sells stylish hats from 10 to 50 cr.

      FOR RENT

MODULE 16  

Hospital: a male Ifschnit doctor named 'Geefax Umbrenum' and his huge human nurse 'Inga Svensdottir' serve the medical needs of those on Dead Man's Wharf.

 

 --------->  --------->  --------->

MODULE 17  

Kitty Kathuga's Dance Hall: a human female named Katherine (kitty) Kathuga runs this brothel.

 --------->  --------->  --------->

MODULE 18 ®

No'go No'go Billiards: a shady cigar smoking Yazirian male named 'No'go No'go' runs this billiards hall. Gambling.

 --------->  --------->  --------->

MODULE 19

Naklak's Space Mush: a Vrusk male runs this low end eatery. Not bad, 2 cr. 

Frozen Snoo Kooz: a human male 'Harold J. Pitheringtonton' sells this cold flavored snack for 3 cr.

Barber Shop: an Osakar 'Tralasbar Fleep' will give customers a fantastic hair style for 10 to 100 cr.

Bawb's Tobacco: a husky human male 'Bawb Galaxar' sells smoking products.

 

MODULE 20  

Station Security Beta: contains quarters for security personel, the station's holding cells, offices, weapons locker, storage for security robots, and supply storage.

 --------->  --------->  --------->

MODULE 21 ® 

Joshua's Fruit & Vegetable: a thin human male named 'Joshua' sells various fruits & vegetables for 5 cr.

 

Dopfard's Clothes: a Dralasite named 'Dopfard' sells quality clothes at rulebook prices.

 

Pibble Yort's Gerfels: an Ifschnit male 'Pibble Yort' sells Gerfels, although nobody knows exactly what they are.

       FOR RENT

MODULE 22 ®

Miss Daisy's Cafe: a human female named 'Miss Daisy' sells breakfast & lunch; Mighty fine meal for 10 cr.

Best Statues & Gifts: a Vrusk male named 'NixKix' sells rare gifts & statues.

 

 Zubspace Vid-Bookz: 

An Ifschnit 'Habby Hooali' sells vid-novels (books with moving pictures) 20 to 40 cr. each. 

 --------->

MODULE 23 ® 

Moheemal's Carpets: an Ifschnit male 'Moheemal (Moe) Falafel' sells decorative carpets from 100 to 1000 cr.

Everything Paper: a Dralasite 'Blabus Blooberg' sells writing and printer paper.

 

Zim's Furnishings: a human male 'Zim' sells various stolen furniture items for 100 to 500 cr.

 

 --------->

MODULE 24 

Weegee's Bar & Grill: a large human male 'Weegee' runs this greasy beer & food bar most frequented by merchants; drinks 4 cr., food 5 cr.

 

 --------->  --------->  --------->

MODULE 25 ® 

Hidi Hoe's Footwear: a human female 'Hidi Hoe'' sells footwear. She is in a price war with Boy'Yo Boots.

 

Great Crates: a married Yazirian couple 'Gath & Meeza' sell quality storage crates; 50 cr.

 

Jona's Party Shop: a human male 'Jona Veelex' sells gag gifts.

 

 --------->

MODULE 26 ® 

Glim's Spacer Shop: 'Glim the Dralasite' sells stolen spacer equipment supplied by pirates at double rulebook prices.

 

Naga's Pawn Shop: a Yazirian male 'Naga the Disfigured' buys & sells various items of interest.

Kucko's Mining Supply: 'Kucko the Osakar' sells cheap mining equipment.

 

 --------->

MODULE 27 ® 

Hot Pie the Sailor Man: Ben (pappy) Drixidar sells the best fruit pies and meat pies to be found anywhere; 8 cr.

 

Coool Beverages: a Yazirian male 'Hyka Blasterox' sells flavored frozen drinks; 2 cr.

Stewart's Stew: a human male 'Stewart' sells cheap stew; 2 cr. per plop full.

 

 --------->

MODULE 28 ® 

Computer Parts & Supply: 'Arty Kriznick', a human male, runs this very cluttered electronics shop; Arty can fix almost anything electronic (80% chance).

  

Bots 'n' Stuff: 'Bibble Grenwald' the Dralasite runs this low end robotics shop; extremely used parts & robots.

 

Albee Pharmacy: 'Dr. Francois Albee', a human male, will sell pharmaceuticals to anyone who asks.

 

 --------->

MODULE 29 

Station Control: contains station control room, main computer, quarters for station command & fighter pilots, main station office, conference room, and storage lockers. One of the station's two rocket batteries is located here.

 --------->  --------->  --------->

MODULE 30 ®  

Martar's Salvage & Supply: Martar Zezzak, a male Ifschnit, sells stolen parts & equipment; specializes in parts for ground vehicles.

 

 --------->

Happy Sam's Cutlery: Samuel (Sam) Staboski, a human male, sells all types of knives.

 

 Fantastic Plastic: S'sessu "Fleetmoot Zanzanbar buys & sells anything plastic or plastiglass.

MODULE 31  

FOR RENT: used currently as free sleep space by beggars, drifters, thieves, and drunkards.

          

               FOR RENT             FOR RENT        FOR RENT

MODULE 32 ® 

Hoo Too's Bar & Grill: a Vrusk male 'Hoo Too' runs this low end bar & grill frequented by freighter pilots. drinks cost 2 cr., food costs 3 cr.

--------->
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