MODULE 1
Introduction

  This scenario is designed for use with any of the leading SFRPG's - Traveller, Star Trek, Space Opera, Star Frontiers, etc., though this isn't the only reason why no player stats are included. To judge by some of the letters appearing in the leading RPG magazines, many Referees and GMs are still locked into a mental straight jacket which makes them try to run any printed game straight off the page - which is a big mistake - or to reject such scenarios because they don't fit into the current game (which is just a draft).
   Although the scenario produced here is complete within itself, it is designed to be a source of ideas rather than a finished unit, and is particularly unsuitable for 'unedited use', so to speak. On the contrary, anyone wishing to use this material is strongly advised to read through the entire text before (a) making any and all additions/deletions he/she thinks necessary, and (b) rolling up character points which will tailor the scenario to the preferred game and style of play, and the experience of his/her players. This scenario should ONLY be read by referees - NOT by players.
   And now, having got those few thoughts off my chest, let the action commence.
   It is assumed that the PCs will start the adventure either on a rest  planet or on a relatively unimportant interstellar flight. They will be contacted by 'Headquarters' (which will vary from game to game. of course) and ordered to report as quickly as possible for an urgent briefing.

MODULE 2
The Briefing (1)

  Once the players have been gathered together, they will be asked to take a single spacecraft out in order to act as a guard of honour for an interstellar 'schooner' which is bringing in an ambassador from an important outer planet. They will be warned of only two possible sources of trouble attached to this mission:
 (1) The ambassador, from one of the outer worlds, is known to be an inveterate tourist. That is to say, there is nothing he likes less than simply  traveling directly from point A to point B without making at least half a dozen stops along the way. The players are warned that they must not allow this at any cost, as the ambassador is due to address a crucially important meeting on a fixed date. This meeting cannot be postponed - except under very exceptional circumstances - without causing serious political upheavals.
  Note: The need to deliver the ambassador to his destination on time is actually only one small part of the mission - as we will soon see. Still, the importance of carrying out this small task successfully (and without offending the ambassador, of course) is all that should be impressed upon the players for the moment - so as to catch them off guard when the real action starts.
 (2) A second reason for keeping the ambassador on course is concerned with a newly discovered planet which lies not far off his flight path. The Federation / Imperium / or whoever are currently negotiating with some of the more enlightened leaders on the planet in order to be allowed to mine a portion of its rich mineral deposits. These negotiations are very close to completion, but full consideration has to be given to the people of this new world - a strange and superstitious race who call themselves the URTHYKNOI. Sudden visits - by anyone - could set the whole process back for years.

The Briefing (2)
  A complete rundown on the URTHYKNOI (pronounced ER - THICK - Noy) is still not available. Existing list of facts is as follows:
 (1) The URTHYKNOI people are on the small side compared with human beings - the average height is just under five feet, when they stand on their hind legs, or about three feet from ears to the ground when they're 'on all six'.
 (2) As the last note suggests, the URTHYKNOI have six legs positioned at the shoulder, waist and hip. The front legs double as arms, thought they show a fair amount of dexterity in their feet as well. The middle pair of legs seem originally to have served the sole purpose of supporting immature youngsters during travel. As they have progressed, technically, a split has appeared between  those who regard these arms as obsolete (and refuse to use them for anything except their original purpose - or not at all), and those who see them as an adaptive bonus and who have learned to use them as a second pair of arms.
 (3) The seemingly trivial question of what to do with their central pair of arms is actually a central feature of URTHYKNOI life - not least because the main political parties are identified by their attitude towards this question. The more progressive faction (the people who are willing to negotiate for the mineral rights) support the use of all six limbs and are therefore known as the 'sixers'. Their opponents, not surprisingly, are known as the 'four only' party (both names are only rough translations from the original 'high Urthyknoi` language, of course).
 (4) Those members of the four only who are known to be aware of the negotiations haven't shown much enthusiasm for the project - but neither have they openly opposed it. It is essential that any dealings with the Urthyknoi take this situation into account and that everything (within reason) is done to avoid antagonizing the members of the 'four only'.
 (5) Whilst there is no single religion shared by all of the Urthyknoi, it is known that many 'four only' supporters also belong to the 'wind from beyond' cult (again this is only a rough translation of the original title).
  Followers of 'wind from beyond' share certain ideas found in the Polynesian 'cargo cults' here on earth. For example, whilst no visitor has been openly attacked, Urthyknoi cult members have made clear their contempt for the visitors from the federation / imperium / etc. by refusing to meet with them or accept any tokens of goodwill (ie. diplomatic bribes).
  The attitude of the cultists has intrigued the two or three anthropologists who have been allowed to make brief visits to the planet because it seems to be completely at odds with one of their central  beliefs: That 'He who was sent' will come on the 'Winds from beyond' with many men and with many gifts for the Urthyknoi who have faithfully worshipped him. The only member of the Urthyknoi who ever openly commented on this point simply insisted that: "The true 'He who was sent' will make himself known beyond doubt when he comes".
 (6) The Urthyknoi are known to have certain, limited, telepathic powers, though their exact nature isn't known.

MODULE 3
The Mission - Part 1

  The players should be expecting to meet up with the ambassador's space schooner shortly after it passes Greyp (pronounced Gree-Ip) the home planet of the Urthyknoi. In fact they will intercept a mayday call from the Ambassadorial craft several hours before they reach the rendezvous.
  The call will make it clear that the ship is about to make a landing on Greyp, but everything else is hopelessly garbled. Even if a recording of the message is re-run with computer enhancement, etc., it will not be possible to tell why the ship is being forced to land or whether the Captain is expecting to make a regular landing or a crash landing. Fortunately, the downed ship is carrying a rescue beacon, operated on one of the regular emergency channels.
  Locating the ship, once they reach Greyp, shouldn't present any difficulties for the players. The big question, of course, is: having found the ship, how should they go about rescuing the ambassador and his crew? If the players don't see this much of a problem, the referee should emphasize the delicate nature of the investigations, and the fact that the appearance of two alien spacecraft in quick succession, might well be interpreted by the xenophobic members of the population as something closely resembling an invasion. At this point, the players might feel that their best bet is to contact HQ for instructions as to how they should proceed. This action will turn out to be an extremely bad idea, as it will hasten the onset of the events described in Module 7.
  If on the other hand, the players decide to save time by sending down a search party immediately, they will walk straight into the situation described in Module 4.

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