Mystery on Xagyg X1-2 by Clark G. Valentine (cgv@flash.net)
Module Table of Contents
Introduction
Mystery on Xagyg X1-2 is a module for Star Frontiers Zebulon's Guide rules, with a bit of Knight Hawks thrown in (it can be played without any Knight Hawks skills). The module was designed with flexibility in mind. Use of individual referees' house rules is encouraged. It is intended for 3-4 experienced PC's, but the referee can tailor it for more or fewer. Use the NPC G Frabok only if there are fewer than 4 PC's or if no PC's have piloting/astrogation skills. If you have more than 4 PC's, eliminate Streedef or Braeme, depending on the party's skill mix. Use your best judgement. Always leave Wilson, Tredd, and one other NPC. For the sake of this module, it is assumed that at least Wilson, Tredd, and Streedef are in use.
It is assumed that the PC's have a diverse mix of skills. Combat will occur, but will not be the focal point of the adventure. If your group is not into "hack-n-zap" then feel free to rework the three or four combat encounters. Computer, environmental, and combat skills are all important. They will be hired by Cassidine Development Corporation as explorers, so they should have a few relevant skills, like stealth, analyze ecosystems, find directions, survival, and the like. If this doesn't fit your campaign, you'll have to alter this module a bit.
Mystery on Xagyg X1-2 assumes the time line in Zebulon's guide is canon (almost - more on this later), and takes place in FY 111. Again, if this doesn't fit your campaign, make appropriate changes.
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