
The ambassadorial spacecraft has landed approximately half a
mile north of a small town. The town itself consists primarily of rows
of dwellings built into the many banks and small hillsides in the area
- a method of construction which leaves half of the habitation effectively
underground, and half sticking out from the line of the slope with something
that looks vaguely like a thatched roof. If the landing party set down
close to the town, they will immediately be surrounded by the local population,
who will try to drag them off to the regional governor - who lives 5-6
miles away in the opposite direction from the downed ship.
Close observation of the Urthyknoi, and a bit of logical thought,
will enable any of the players to spot that all the creatures have thin,
almost hairless arms are 'waist' level, which almost certainly means that
they must be supporters of the 'four only' school. This in turn, should
suggest that there is a fair chance that they a) don't like outsiders,
and b) are probably very superstitious. On either, or both counts, they
obviously need to be handled with great tact in order to avoid what could
blow up into a major incident.
In this situation, the players' best move is to accompany the
Urthyknoi voluntarily to the regional governor's home where they will be
dealt with more sympathetically. If, on the other hand, the players try
to resist - and especially if they try to use weapons of any sort - the
Urthyknoi will swiftly disable them with implements not totally unlike
electrical cattle prods. The effect of these implements is to temporarily
scramble the central nervous system, thus causing the victim to collapse
in a helpless heap. These effects are short-lived (10-15 minutes depending
on size, weight, constitution, etc.) and, though unpleasant, have no serious
side-effects for a normally healthy person.
Either way then, if the players enter the Urthyknoi town, they
will end up visiting the regional governor. The big difference is that,
if the players resist the invitation to visit the governor, then they will
be taken to him in chains, and he will be far less helpful than if they
go there voluntarily.
If on the other hand, the landing party sets down close to the
ambassadorial craft, they will find that the ship is totally undamaged
- it has made a near-perfect landing on the reasonably smooth, though unprepared
landing site. Unfortunately, there is no sign of the ambassador, his staff,
or the crew, and no clue as to where they have gone. (A diagram of the
ship and a map of the landing area and village are given in module
5.) The landing party can either return to their ship, or move to the
nearby town - with the results described above.
MODULE 5
Ambassador's Space Schooner and Forced Landing Area
The Space Liner

The four illustrations show; an
aerial view, with detail of one wing-mounted drive (a); the storage deck
(b); the main passenger deck (c); and the upper deck navigation area (d).
The numbered areas are as follows:
A1). Two wing-mounted star
drives.
B2). Fuel holders (Approx.
half empty).
B3). General storage area.
Note the two spiral staircases leading to the main deck. Entrance to this
area is made through the hinged nose section.
C4). Ambassador's Quarters.
C5). Captain's Quarters.
C6). Crew's recreation area.
C7 & C8). Crew's quarters.
C9 & C10). Ambassador's
staff quarters.
C11). Ambassador's work /
leisure area.
D12). Navigation Deck - room
for Captain or first officer and three crew members at any one time.
MODULE 6
The 'Wind from Beyond' Temple

When the players are eventually brought before the Regional Governor,
and assuming that they haven't antagonized everyone in sight, they will
learn that the ambassador's staff and crew have already arrived in the
regional capital - but not the Ambassador. It seems that the local headman,
who is also a priest of the 'Wind from Beyond' cult, has decided that the
ambassador is, in fact, 'He who was sent', and has had him taken off to
the nearby 'wind from beyond' temple to await the arrival of the High Priest
from the cult's main temple.
The inner section of the temple is regarded as absolutely sacrosanct,
and whilst strangers might be permitted in the outer court, any attempt
by the players to go further will meet the total resistance by the Urthyknoi
(who would rather die than see their temple desecrated). The ambassador
is actually suffering from severe shock and is very unlikely to try to
escape from the alcove on the left of the high later, where he has been
made to sit in the ritual 'throne', a standard feature of all 'wind from
beyond' temples (reserved, of course, for 'He who was sent'.)
By the way, in case someone gets the idea of making a back 'door'
assault on the temple to catch the Urthyknoi off guard - there is no back
door, and no back windows either. The temple is - as befits such a rural
area - comparatively spartan. It is built of something that resembles 'wattle
and daub' or dwellings. It follows the traditional pattern, but no with
the exactness seen in the stone temples in the cities, and some larger
towns. The sections of the temple are as follows:
(1) The Main Gate - about eight feet high and six feet
across the face of each gate. The gates are kept closed at all times (except
on the three special days celebrated by the cult members each year), but
they are only locked at night, and only then if no-one is on duty.
(2) The Outer Court - a grassed-over area with stone-flagged
paths leading to the inner temple, the public rooms and the two 'offices'.
(3) Public Rooms - it is impossible to explain the exact
purpose of these rooms without entering into a full blown description of
the rituals of the 'wind from beyond' cult. Suffice it to say that quite
a number of the townspeople will be moving in and out of these rooms as
long as, and whenever, the temple is open.
(4) Priest's Room - for all practical purposes,
this room can be seen as the equivalent of the vestry in an English church.
(5) Guard Room - this room is used by all of the officials
of the temple, in fact, including half a dozen guards. Only two guards
will be present at any given time as they work a shift system.
(6) The Inner Temple
(7) The High Alter - is a plain stone block above which
hovers a small cloud-like object which signifies the unknown 'Beyond' from
which 'He who was sent' will come.
The temple is always in semi-darkness. There are four small
windows, high up on the wall behind the altar, and the only other light
comes from the lamp - the 'Eternal Lamp' in the alcove marked (8).
The second alcove in the Inner Temple is occupied by the Throne
of 'He who was sent'. This 'throne' (9) - little more than a straight-backed
chair made of iron-wood and Beethp-skin -
is presently occupied by the kidnapped Ambassador.