Beginning the Search
The player characters may choose to go where they wish while on Dead Man's Wharf except for Station Security modules 5 and 20, the Station Control module (29), or the Station Maintenance module (12). These modules will have enforcers and security robots guarding their hatches around the clock, and the PCs will need permission to enter. If the PCs decide at anytime that they wish to speak with the station's officials, the referee should read the Station Control module 29 section below.
As the PCs move from module to module, refer to the Station Directory section in Part 2 of this adventure as to the business type and merchant information. None of the wharfers that the PCs speak to will have any helpful information regarding Hakfoost except for Matty McGee in module 2, Dex Malstar in module 1, or Commander Savage and his executive officer Glendarfur Maddus in module 29. The game referee should feel free to mislead the PCs with false information obtained from shifty merchants looking to earn a quick buck from the PCs. Most merchants will honestly tell the PCs that they do not know the missing executive Hakfoost.
Random Encounters
As the PCs move about Dead Man's Wharf, there is a 20% chance per turn of them having a random encounter with one or more NPCs. NPC characters will fall into one of three statistical types:
Lesser NPC: STR30, STA30, DEX30, RS30, INT30, LOG30, PER30, LDR30, RW-, M30, PS 2
Average NPC: STR45, STA45, DEX45, RS45, INT45, LOG45, PER45, LDR45, RW-, M45, PS3, Club, Skeinsuit
Greater NPC: STR60, STA60, DEX60, RS60, INT60, LOG60, PER60, LDR60, RW60, M60, PS3, Melee Weapon, Skeinsuit & Albedo Screen or Albedo Suit & Inertia SCreen, Ranged Weapon
If an encounter is indicated, roll 1d10 to determine the NPC's profession.
| 01: Beggar (lesser NPC) | 06: Robot (level 1) |
| 02: Prostitute (lesser NPC) | 07: Security Patrol (greater NPC) |
| 03: Spacer (average NPC) | 08: Merchant (average NPC) |
| 04: Miners (average NPC) | 09: Musician (lesser NPC) |
| 05: Pick Pocket (average NPC) | 10: Spy (average NPC) |
Beggars will involve 1 to 5 characters of varied race asking the PCs for food or money. If the PCs comply, there is a 50% chance that 1 to 5 additional beggars will arrive asking for food or money.
Prostitutes will involve 1 or 2 ladies of the evening attempting to lure the player characters to follow them to Kitty Kathuga's Dance Hall for a good time.
Spacers will involve 1 or 2 individuals with spaceship skills either looking for work, or asking the PCs for some other information. They will likely be from one of the other visiting ships.
Miners will involve 1 to 5 characters of varied race who verbally abuse the PCs for some reason. They are miners from Shepherd's Belt who are on leave, so they are likely to be loud, rude, and intoxicated.
Pick Pocket is a lone character using his DEX score to steal a random minor item from one of the PCs. If the PC passes a secret INT check, he notices the attempt and the pick pocket will flee. The NPC will only fight in order to escape.
Robot encounters indicate a single service robot who by accident bumps into the PCs, apologizes, then continues its mission for its owner.
Security Patrol will consist of two enforcers and four security robots. They will ask the PCs questions such as where they are going, or where they just were. If the PCs are respectful, the enforcers will continue their patrol.
Merchant encounters are with one or two characters attempting to sell something to the PCs, or invite them to visit their shop in one of the modules.
Musician encounters are with one or two characters who sing and/or play instruments and attempt to earn some credits from the PCs for their fine performance.
Spy encounters indicate that someone aboard the space station has taken interest in the player characters, and has assigned someone to follow them at a distance. If a player character passes a secret INT check, he or she notices that this individual is following them. The spy will flee if he suspects that the PCs are aware of him.
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Sample Machinery and Storage Decks:
Cargo Transfer
The cargo door on each Storage Deck is for the transfer of goods either onto or off the station. First, the station's rotation must be halted by firing its rotation thrusters in reverse for 5 minutes. As this is happening, the modules that intend to transfer cargo depressurize their storage decks prior to opening their cargo doors. When the rotation stops, the entire station will be at 0 gravity. The cargo is then transferred, the doors close and the storage decks pressurize. The station's thrusters are engaged for five minutes until it is once again rotating at 5 revolutions per minute. The entire process normally takes anywhere from 30 minutes to 1 hour to complete depending on how quickly (or slowly) the actual cargo transfer phase takes.
Station Defense
Besides armaments that include laser and rocket batteries, Dead Man's Wharf maintains a fighter squadron known as the Warlocks for added protection. Consisting of six Shawshank class fighters, the pilots of this squadron are well paid by the station's owners.
Dead Man's Wharf: ADF 0, MR 0, DCR 60, HP 60, RH, MSx2, ICMx4, LBx4, RBx2
Shawshank Fighter: ADF 5, MR 5, DCR 26, HP 9, FF Laser (1d10 dmg), ARx2, RH
Station Control (module 29)
The space station is under the command of a middle aged human named Wendon Savage. He is a decorated veteran of the first Sathar War, gaining renown as captain of the frigate UPFS Relentless. Commander Savage is assisted by his Yazirian executive officer Glendarfur Maddus. Together they oversee a staff of 10 technical personnel, 6 fighter pilots, 10 security enforcers, and over 60 security robots. Commander Savage's only concern is to keep the space station operational and profitable for the owners.
If the PCs wish to contact station administration for information about Hakfoost, they will be directed to Station Control in module 29. When they get to the module's SAT hatch, security guards there will radio for either Commander Savage or his Executive officer Glendarfur Maddus (50% chance of either NPC being on duty). The PCs will be scanned thoroughly for any weapons and disarmed before being escorted to meet with Savage or Maddus, and there will be a minimum of one security guard in the room for each PC present.
If the player characters ask Commander Savage or Glendarfur Maddus for information regarding Hakfoost the One-Eyed, the NPCs will want to first know why the PCs are looking for the executive, who they are working for, etc. If the PC speaking with them successfully rolls his or her PER check, Savage and/or Maddus will decide to help the player characters by providing the information below. If the PC speaking fails his or her PER check, the NPCs will respond that they cannot help the player characters at this time. They will suggest that if the PCs return tomorrow, they may have some information for them (requiring another PER check to get the information below).
- Hakfoost came aboard the station 35 days before the player characters arrived
- He arrived as a first class passenger aboard a freighter called the 'Space Ox'
- He stayed onboard the station for 3 days, then departed on Hepplewhite Industries shuttle 773
- The destination of shuttle 773 was not known
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Cmdr. Wendon Savage (Human Male) Greater NPC Stats, Laser Pistol, Vibro Sword
Exo. Glendarfur Maddus (Yazirian Male) Greater NPC Stats, Sonic Stunner, Vibro Sword
The Free Floater Cantina
Eventually, the player characters will make it to module 1 and climb down the ladder to the Free Floater Cantina.
"The place is moderately crowded with spacers of various races. A middle aged Human male is working behind the bar aided by a service robot. Sitting at the bar are a large Dralasite, an old Vrusk male, and a thin Human male. An Ifschnit sits on the bar near the Dralasite, and an Osakar is dancing clumsily near the Muzak Box. Two Yazirians, apparently bouncers, sit at a table near the bar. There are a few tables that are empty, and several bar stools that are available. Large vidscreens on the walls display various visual entertainment."
The Human bartender is Dex Malstar, owner of the Cantina. Those sitting at the bar and the dancing Osakar are regulars who are friends of Dex. The two Yazirians sitting at the table are indeed bouncers working for Dex. Four asteroid miners known as "stone shepherds" sit at one of the tables apparently drunk and quite loud. Various others, mostly spacers, sit at tables here and there being attended to by a another service robot.
If the player characters ask anyone other than Dex about the missing executive Hakfoost, they will respond in the negative. If the player characters attempt to speak to the miners, they will be rude and refer to the PCs as "thirty firsters" (a wharfer slur referring to the drifters and beggars of module 31). The miners will be 80% likely to attack the player characters with fists, beer mugs, or bottles. After three turns of combat, the Yazirian bouncers will step in to end the conflict using their electrostunner and needler pistol if necessary. Dex Malstar will draw his electrostunner while calling for station security if the bouncers cannot restore order. A security team consisting of two enforcers and four security robots will arrive in 2d10 turns to end the brawl.
The only person in the room that can provide information to the player characters is Dex, and he will only help if he is paid at least 100 credits in cash. He'll first want to know who the player characters are, and why they are looking for Hakfoost. The PCs can either maintain their cover story that they're looking to sell their cargo, or choose to reveal that they were hired to locate Hakfoost. Either way, Dex will tell the PCs the following information after being paid:
"Yeah, I've seen him before. Well dressed Yaz. He came in here a couple of times about a month ago for a few drinks and to talk to some stone shepherds. I think he also tried to pick up Matty McGee one time. She's the owner of SEU Heaven in module 2. Don't think Matty likes her men that hairy though. She didn't leave with him."
NAME RACE STR/STA DEX/RS INT/LOG PER/LDR PS RW M IM WEAPONS
Dex* H 45/55 50/40 55/55 60/60 3 50 45 4 E-Stunner
Bouncer* Y 50/60 50/50 40/40 45/40 3 60 60 5 Needler
Bouncer* Y 50/60 50/50 40/40 45/40 3 60 60 5 E-Stunner
Miner 1 H 60/60 45/45 40/40 30/30 4 - 50 5 Fist
Miner 2 D 60/60 45/45 40/40 30/25 4 - 50 5 Mug
Miner 3 V 55/55 50/50 40/40 30/25 4 - 50 5 Bottle
Miner 4 Y 50/50 50/50 40/40 25/25 4 - 50 5 Chair
Enforcer** H 60/60 50/50 40/40 45/40 4 60 60 5 E-Stunner
Enforcer** D 60/60 50/50 40/40 45/40 4 60 60 5 E-Stunner
Robot-1 Level 2 STA 100 - - - - 50 50 5 Laser P.
Robot-2 Level 2 STA 100 - - - - 50 50 5 Laser P.
Robot-3 Level 2 STA 100 - - - - 50 50 5 Laser P.
Robot-4 Level 2 STA 100 - - - - 50 50 5 Laser P.
Dex' Friends: 'Average NPC' STATS
*Dex and the two bouncers wear civilian Skeinsuits. Dex also has an Albedo screen w/beltpack.
**Enforcers use Stunsticks as melee weapons, Albedo Suits, Inertia Screens, and 2 Tangler Grenades each.