Dimmul/Foreven (2936 C587A7A-C) / Date: 235-1106
Q4. How can the fight be brought to the enemy, gaining ground for the heroic motivation?
[Be the PCs first:
• Roll a d4 twice to declare an act of: (1) defiance, (2) infiltration
• Choose or use the random idea generator to inspire the place where and when the
encounter will occur: Battle-scarred metropolis.]
The trip to Dimmul aboard the Dikiishgammurga passes without incident. Eshtam spent most of her time studying the library data on the world and its history, and prepping for the mission with Sergeant Gytovo.
Dimmul's spaceport is located in Vunsetgie, a minor city-state on the planet's equator. Embassies of many governments, from both on- and offworld, surround the port in a semi-circle. The most prestigious governments (which naturally includes the Imperium) have their compounds near the end points of the semi-circle, close to the beach.
The city-state is much like other crowded TL12 cities, though large portions of the suburbs and industrial districts still bear the scars of the last invasion in the war of 1095 – 1102. The days are long and hot, the nights temperate. Many consider Vunsetgie a desirable posting.
Unlike Imperial spaceports, there is no extrality zone. Vunsetgian police patrol the streets and the port alike. The law level is high, but minor fractions are usually met with only a warning.
Eshtam and Sergeant Gytovo arrive at the Imperial embassy in one of the Dikiishgammurga's pinnaces. They march from the landing pad across the compound with the unit of marines sent here to bolster the garrison, and wearing their unit's insignia and combat armour; as much as Eshtam hates to play soldier, Sergeant Gytovo is even more uncomfortable, having to pretend he's a member of an inferior unit. Still, the chance of enemy agents observing the goings-on in the embassy is too high to risk them being seen.
Once inside the main embassy building, they are separated from the troops and shown to their temporary quarters. They spend the next few days getting acclimated to the planet (Eshtam is unused to planets with breathable atmosphere) and meeting with the Controller, an Imperial Vargr. She seldom leaves the embassy compound, as she attracts too much attention.
They are also introduced to "Khivar Trele", the agent with whom they will be working. Khivar is 42, craggy-faced, and has thinning, sandy blond hair. His flashy clothes and strong accent mark him immediately as an offworlder. He wears a press badge at all times; he introduces himself as a war correspondent for the Foreven Subsector P Quarterly Review a news magazine (well-respected, despite its Imperial bias) based out of Mingiz. [Khivar Trele is the cover identity of the new agent PC I rolled up; working for a news organisation with known Imperial leanings excuses his frequent trips to the embassy.]
Like much of the press corps (foreign and otherwise), Khivar spends the bulk of his time at the Port Taanaga Resort Hotel mingling with other journalists, visiting diplomats, spies, mercenaries, and travellers. The Port Taanaga (pronounced PORtanaga by locals and anyone in the know) is a 120-storey beachfront resort. Within are spas, boutiques, cinemas, a theatre, nightclubs: the works. The main courtyard is completely enclosed in a glass cone that reaches the very top level of the tower. The ground floor is completely given over to the Poolside, a restaurant whose 300+ tables are arrayed around the many swimming pools and ornamental fountains in the courtyard. Everyone who's anyone goes there to make their deals and hammer out diplomacy away from the figureheads to whom they must report. The constant noise of the fountains and generally poor acoustics are more than adequate screens for conversation.
Khivar already has an established cover, and a good reason to be hanging around the Port Taanaga. Sergeant Gytovo is given the cover story of being employed as Khivar's bodyguard. His credentials identify him as Limo Sturnn, a mercenary from Imllgh (his actual homeworld, to make the cover more believable; the sergeant isn't used to all this cloak-and-dagger business).
Eshtam assumes the identity of Gahani Basrra, a cousin of one of the embassy staff who is trying to put her life back together after a nasty divorce. Late one night she is smuggled out of the embassy. She checks into a cheap residence motel in another part of town, pays cash, and tearfully calls her cousin at the embassy from the lobby paycomm begging for help getting a job so she can get her life back together. The cousin, a junior ambassador, calls in a favour owed by a shift manager at the Port Taanaga to get Gahani a waitressing job at the Poolside. Eshtam actually used to wait tables in college, so she knows the routine. It also obviates the need for her to interact with any enemy agents; as a waitress she's effectively invisible.
Khivar pumps his contacts for information, as 'the Citizens of the Imperium have a right to know'. He and Sgt. Gytovo stay in a suite in the hotel. The sergeant and Eshtam pretend to meet and fall madly in lust. Their 'assignations' are used to pass information and items between Eshtam and Khivar, who have no other contact. Sergeant Gytovo is uncomfortable with this part of the mission, but does his best to maintain the façade. Eshtam takes a perverse delight in his discomfort, going out of her way to make sure he is covered in the scent of her perfume, lipstick smudges, even the occasional stray hair. When Khivar identifies potential targets, Eshtam sets about observing them clandestinely, and following their movements. The initial list of suspects is soon narrowed to three, and surveillance efforts become more concentrated. Eshtam convinces one of the cleaning staff to loan her a passkey so she and her boyfriend can have a tryst in one of the nicer suites; she uses it instead to rifle through the suspects' rooms, steal data from their private computers (using some electronic intrusion devices provided by the Controller; she's no expert), and pass the it back to Sgt. Gytovo. Khivar brings it to the embassy for decryption and analysis.
[That was rather a lot of narrative. Now, let's roll some dice.
Q: Does pretending to have a torrid affair cause Sgt. Gytovo to actually develop feelings for Eshtam? (Unlikely | 3[d10]) No. (phew! he's so not her type.)
Q: Does Eshtam's work uniform require a skirt that's too short to conceal a weapon underneath? (Somewhat Likely | 2[d10]) No. (such luck on this mission so far!)
Q: Can the sergeant smuggle in some body pistols for himself and Eshtam? (Somewhat Likely | 9[d10]) Yes. (She'll wear hers in a holster around her thigh, not just tucked into a garter. It will stay hidden in a makeup bag in her employee locker when she's not at work. He'll keep his in the suite when it's not in his pocket, and an auto pistol outside in Khivar's air/raft.)
Now to the mission itself. MGT's Agent sourcebook has a useful system for espionage mission resolution which seems ideal for this setup. I think the lack of variability in skills used for each mission type would need to be addressed in a campaign that focussed on spies and spying, but for now it's perfectly fine as written.
Since they're both doing very different things, Eshtam and Khivar will each get their own mission and skill checks. Sgt. Gytovo is just a go-between, so doesn't need one of his own. I'll use all the tables, including Payout, though that one doesn't apply just yet. Eshtam will (probably) be rewarded once the adventure is over, but Khivar is still working for the Ministry and should just be drawing a salary. Increases in Trust can potentially be applied, though.
Eshtam:
Mission Type: Covert Action
Mission Target: Private Data
Mission Length: 3 weeks
Mission Difficulty: Challenging (need a total Effect of 11)
Payout: 2d6x1,000 Credits; +1 Trust
Skills used: Deception, Investigate, Recon, Stealth
Each skill roll needs 8+ for each; any attribute can be used as long as it can be justified.
Eshtam's skill checks-
Deception (Int) 9+3, Investigate (Int) 3+2, Recon (Int) 9+4, Stealth (Dex) 11+2
Total effect = 11; success!
Khivar:
Espionage Mission Type: Political Action
Espionage Mission Target: Public Data
Determine Length of Mission: 3 weeks
Espionage Mission Difficulty: Medium (needs 9 Effect)
Espionage Mission Payout: 2d6x300 Credits
Skills used: Admin, Carouse, Investigate, Persuade.
Khivar's skill checks-
Admin (Int) 11+2, Carouse (Soc) 8+2, Investigate (Int) 4+4, Persuade (Edu) 7+2
Total effect = 8; failure!
The mission failure table result is [6-1] 5: One of Khivar's friends is murdered by an enemy trying to get to him. His Network (Political) is reduced by 1.
Be the GM next: Use the random idea generator to inspire an encounter that reacts with appropriate resistance to the heroes' declared act.
Q: What will the enemy try to do (Mythic)? Overthrow / Failure. - try to assassinate Khivar
Q: Where? Galactic posh resort. - well then, that's pretty obvious
Q: Is there a double-agent inside the Imperial Embassy? (Somewhat Unlikely | 7[d10]) Yes, but... not activated against the PCs at this time.
Q: Who is the attacker? Relentless trooper.
Q: Working alone? (50/50 | 6[d10]) Yes, but... has backup in the hotel
Q: Have Eshtam or Sgt. Gytovo been compromised by Khivar's failure? (Somewhat Unlikely | 4[d10]) No.
At the start of the encounter...
Q: Is Gytovo nearby? (Unlikely | 6[d10]) Yes, but... not visible
Q: Is Eshtam nearby? (Unlikely | 2[d10]) No.
Q: Is she working? (50/50 | 10[d10]) Yes, and... she's 6 hours into her shift and due for a break.
The assassin is a human male, stats are #139 from Veterans. He's wearing casual clothing, and has a concealed dagger under his coat.
He attempts to sneak up behind Khivar in the corridor near his suite. [Opposed skill rolls: Stealth 12+1 vs. Recon 12+1.] Khivar hears someone behind him just as the assassin is about to strike.
The assassin wins the initiative. His attack roll is 7+2, a hit. He does 6 damage to Khivar's DEX, leaving him with a physical UPP of 819. Khivar is unarmed, so attempts to flee. Opposed DEX checks: 11-2 vs. 7+0. Despite his injury, or perhaps spurred on by pain and fear, Khivar manages to outdistance the assassin as he runs for his life.
Q: is there a nearby lift? (50/50 | 10[d10]) Yes, and...
Khivar slips inside the lift just as the doors close. He stabs the button for a random floor as he fumbles for his communicator. He tells Sgt. Gytovo to find him on the 34th floor.
Be the PCs once more: Use the heroes' abilities to respond to the threats as per their heroic motivation and the RPG's rules.
Q: Does Gytovo reach him before the assassin catches up? (50/50 | 6[d10]) Yes, but...
Almost as soon as the sergeant finds Khivan in the 34th floor corridor, the assassin emerges from a nearby lift. Sgt. Gytovo wins the initiative, and fires his body pistol at the assassin [range ~6m, roll 7+1 -1dodge], but misses. The assassin closes in on Khivar, slashing with his dagger [11+2 -1dodge, hits for 10 damage: 9 END, 1 STR]. Khivan falls to the floor, seriously wounded [phys. UPP 710].
The sergeant fires again, but the shot goes wide. The assassin runs away down the corridor.
Q: Does Gytovo give chase? (50/50 | 4[d10]) No.
Sgt. Gytovo stays with Khivar, trying to stop the bleeding. He calls Eshtam to tell her what happened, and to see if she can spot the assassin leaving. Then he calls the emergency number for medical assistance.
Eshtam slips toward the front exit.
Q: Does she see the merc attempting to leave? (Unlikely | 7[d10]) Yes.
Q: Does he talk to anyone on the way out? (50/50 | 5[d10]) No, but...
[Difficult Recon check to notice his [1d3+1] two compatriots -- Veterans #140 (male human) & #141 (female human) -- react as he goes past: 10+4, success.
Deception check to slip away on the pretext of meeting her beau: 8+3 success
Eshtam tails them: her Stealth 7+2 vs. #141's Recon 6+1; They do not notice her following them.
Q: Can they get to Khivar before the medics arrive? (Somewhat Unlikely | 3[d10]) No.
Q: Can they get there before hotel security? (Very Unlikely | 10[d10]) Yes, and... hotel security has been bribed to stay away.
Q: How do they react? Intolerance / Enemies. - Positively / Abnormal.]
The pair of mercenaries pull guns on the [1d3 medics, skill 1d3] staff medic and Gytovo, attempting to frighten them off. The medic's reaction roll is 6, Unreceptive. He tells them there's a life at stake, and he can't turn his back on that.
Eshtam draws her own gun and sneaks up behind the mercenaries [stealth vs. recon to get right behind them: 11+2 vs. 11+1, success]. Sgt. Gytovo pulls his gun on the mercenaries as well, hoping for a standoff. He shouts at the mercenaries to back off. The medic shouts at everyone to go away and let him tend to a dying man. The mercenaries are defiant.
Q: Do the mercs do something crazy? (Somewhat Unlikely | 10[d10]) Yes, and...
The woman looks Sergeant Gytovo straight in the eye for a moment, smiles, then shoots Khivar [hits for 9 damage] in the head, killing him outright (my lovely new character! c'est la guerre...).
[Now it goes into a combat round. The medic wins initiative, but fails a morale check.] The medic scrambles to his feet and rushes past Sgt. Gytovo in a panic, leaving his medkit behind. Eshtam raises her gun to Khivar's killer and fires point blank between her shoulders [7+2 +2 for ambush, hits for 11 damage: 6 STR 5 END, reducing her phys. UPP to 080]. The woman crumples to the ground. Sgt. Gytovo, still kneeling beside his fallen comrade, fires his body pistol at the remaining mercenary [11+1, hits for 12 damage, reducing his phys. UPP to 002]. His shot drops the second mercenary.
Eshtam and Sgt. Gytovo quickly confer. She decides to keep playing her part, so goes to hide in a supply cupboard. The sergeant calls the embassy to report in.
[Q: Do they tell him to wait for the police? (50/50 | 4[d10]) No.]
The sergeant runs down a few flights of stairs, then composes himself, goes out into the corridor and waits for the lift. He gets in amongst the other passengers, takes it down to the lobby, and attempts to just walk out in the most blasé way possible.
[Q: Can he sneak out without incident? (Unlikely | 8[d10]) Yes.]
He crosses the lobby and goes straight for the door. He overhears the concierge talking to one of the doormen, telling him the police will be arriving at any minute, and could he get them in as quietly as possible without alarming the guests?
[Q: Does he make it back to the embassy? (50/50 | 7[d10]) Yes.]
The sergeant reaches Khivar's air/raft. He is just turning on the engine when the police arrive in a pair of grav cruisers. They pay him no mind as he slowly pulls away and drives back to the safety of the Imperial embassy.
Eshtam is discovered by the cleaners [1d6] 4 hours later, still in tears. She babbles incoherently at them about having seen blood and bodies everywhere, and there was shooting, and her boyfriend with a gun, and to tell the boss she quits and has enough saved up for a low passage offworld and she's just going home to mother and the hell with this place!!!
[Deception roll to get away with it 11+2; success.
Q: Will there be any fallout from the mission? (Likely | 1[d10]) No, and... ]
The Controller is pleased with the mission outcome, despite losing an agent.
"In fact," she confides at their next briefing, "Khivar was playing it a little too dangerous and may soon have become a liability. I do hope this will be a lesson for you. Fortunately, you are in the clear for now. the local police are treading softly since an Imperial citizen was murdered on their turf. There don't seem to be any witnesses coming forth, and no one has suggested that the missing waitress was anything other than an innocent bystander to the whole mess.
"Analysis of the data obtained by Ms. Dreejeh has confirmed my worst suspicions. This conspiracy is the work of one man, Antery Ladver: a notorious gangster, arms dealer, political agitator, and all-round nasty piece of work. He lives extravagantly, considers himself a smooth, charming playboy, but beneath the veneer he's a sadistic, amoral thug. A damned clever one, though. And arrogant; he calls himself 'King' Ladver.
"He ran the biggest criminal syndicate on Pa'trix for years before their Internal Security Bureau caught on to him; an impressive feat by any means, but even more so since he was an offworlder. This is who we're up against. I don't have time to go through his entire CV for you. We've been watching him for a long time. I've had a thorough dossier prepared; I suggest you both study it carefully.
"We aren't sure why he's going to such extraordinary lengths to destabilise this world, or who's paying him to do it. We have allowed him too much freedom in the past, with the proviso that he stay out of the Imperial sphere of influence. We can no longer allow him to move about unchecked."
"Wait," interrupts Sgt. Gytovo, "he's a notorious criminal whose been allowed to go planet hopping through the sector stirring up trouble?"
"He has had his uses," states the Controller bluntly, "especially when we could throw him against the Zhodani. His usefulness is at an end. I'm sorry if this offends your idealism, sergeant. There's more to protecting the Imperium than chasing down pirates."
"Yes, ma'am. I understand, ma'am."
"I doubt that you do, sergeant. But that is of no consequence at this time. Your loyalty and dedication are irreproachable, and that is all your mission requires. We've had reports that Ladver is currently operating in the region around the Teblosk lowlands, a disputed region between three mutually-hostile minor nations: The Republic of Erhai, the Erhai Tetrarchy, and Ilpara. Aside from a few oases, the lowlands are largely uninhabitable desert. There are great quantities of natural gas and some uranium deposits as well, so the area would be a prize for any of the three. Recently there's been a lot of fighting going on between all three sides, native troops and a good number of foreign and offworld mercenaries. The Republic of Erhai was also recently the scene of a failed coup d'état, which had almost certainly been backed by one of the other two or their allies.
"The Ilparans have petitioned the Imperium for military aid; they're a mostly neutral and, for Dimmul, not very belligerent nation, primarily concerned with internal politics and external trade. Despite my reservations, our esteemed Imperial council on Mingiz have decided to grant the petition. We've sent in some strategic advisers already. The next phase is to send in some field advisers on the ground, a platoon of the 329th Engineering Corps from 'Dmeel. You'll be seconded to them for the next phase of your mission. Don't roll your eyes at the thought of being put into a support unit, marine. These guys have access to some of the best hardware in the sector.
"The secondment of a sergeant to an advisory unit would look more than a little suspicious. Forgive the lack of ceremony, but you are hereby receiving your commission, Lieutenant Gytovo. Commander Darus had the foresight to leave orders to this affect with us at the embassy, and our naval envoy is handling the paperwork. Corporal Dreejeh will be assigned to you as an aide-de-camp. Naturally, this cover identity will be dissolved at the end of your assignment.
"Your CO will be Force Commander Adine Hinniter. She has not been briefed on the specifics of your mission, only that it may override hers and she is to provide all reasonable assistance.
"You are to track down Ladver, and determine the scope of his involvement and his aims, with a view to neutralising the threat he poses. You may kill or capture him as you see fit, but bear in mind that simply removing him may not necessarily stop the wheels he has set in motion.
"You leave in three days."
(adventure continues here)
Saturday, 25 January 2014
Thursday, 23 January 2014
LotFP solo - Part the Second: "Some have accused me of a strange design / Against the creed and morals of this land"
"My Noble Lady," drones the vampire's thrall, "seeks to acquire the Holy Crown of St. Aerdwine. It is a relic being brought on a tour of holy sites by monks from the Monastery of the Blue Stones. For the space of two moons it is being kept at the the Church of St. Gelevaard, that the pilgrims may see its bejewelled splendours, and bathe their souls in the holy light of its presence. My Lady cannot enter the Church to steal it; you elves, immortal yet living, are under no such constraints. But do not think this a wicked deed. By this seeming crime you avert a greater Evil."
Scene: 2
Chaos: 4
Setup: unmodified - travel to the church to get the item for the Vampire
Rolling a random treasure results in a Gold Tiara set with Garnets (3500sp).
Fleshing out the Vampire's mission with the d30 Companion produces the following:
Obstacle: race against antagonist(s)
Feature: sanctuary
Phenomenon: charm
Vampire's goal/reason: noble goal, extreme measures
Antagonists' goal/reason: debt owed
Theme: judgement
Key NPC: scribe
Characters: Neldir, the Elders of the Elven Forest, Eril the Vampire
Threads: find Neldir & the book
get item for Vampire
day 3.
Unsure of whether or not to trust the vampire and her minion, the elves also are in agreement that they haven't any other leads. And so they decide to pursue this course of action, at least for now. The PCs buy 2 days worth of iron rations each before setting out on the road. They arrive at Castle Tarm without incident, but the soldiers on patrol outside are decidedly unfriendly and refuse them entry in to the castle. Undaunted, they pitch their camp a short distance away. The soldiers can plainly see their campfire from the battlements, but fortunately make no move against them.
day 4.
Travelling on the road towards the Church, they encounter 8 heavy horsemen (Ftr0, chainmail, lance, sword, heavy crossbow). Their leader rides her warhorse right up into the midst of the party, and glowers down at them. "Strayed a bit far from yer forest, have ye? Ye've no business here; go back home, little elfies. There's none as want ye here!"
"Please, good knight," responds Oighonlaer earnestly, "we are sent into the world to learn of your kind, not to trouble them. Please let us pass, and we shall tell all we meet of the might of the great knights protecting Castle Tarm!"
[The d30 Companion's road encounter indicated bully/threaten, and I rolled up Arrogant for the captain's personality.
Oighonlaer has the highest Charisma, making him the de facto spokesperson for the party. To flatter his way past the soldiers he'll need to roll over their Morale (of 9) on 2d6. His roll is 10+1(CHA mod.), success: Oighlaer earns 1/2 XP for this encounter (40XP).]
"Great knights, my saddle-sore arse," laughs the soldier, but even so she motions to her troops to follow, rides off, and leaves the elves to their journey.
When the elves finally arrive at the church, they are greeted at the gate by an acolyte, Sister Hertsild, who is scarcely friendlier than the soldiers have been.
[She's a first level cleric. Her reaction roll is 5, Unfriendly
Q: what happened recently? Ambush/Plans - a group of thieves broke into the church overnight, ambushed and killed the guards and stole the Holy Crown of St. Aerdwine.
Q: Is there anyone willing to talk? 50/50: 42 Yes. a Pious Merchant
Q: Did clerics use divination to determine the movements of the thieves? Very Likely: 26 Yes. The destination of thieves is (randomly determined) Castle Vyljusz
Q: Will the merchant offer any aid? Unlikely: 05 Yes, Food]
Sister Hertsild is very brusque and unforthcoming. She ushers the elves into the courtyard, half-heartedly points out the usual points of interest of the Church, and flatly says that there will be no viewing of the Relic this week. She then abruptly takes her leave. None of the clerics, nor the laypeople, nor the pilgrims have anything to say to this group of strange, non-human wanderers. All save one, a woman named Ranwitha, a merchant making a pilgrimage.
"Just this morning," she confides, "the priests said that they will not be displaying the Relic. They tried to placate the crowd with a flimsy theological excuse and a bold sermon. Lies from the pulpit. Such blasphemy! I have overheard some of the younger clergy talking, and they said many disturbing things. A group of thieves is supposed to have broken into the sanctuary and absconded with the relic. And killed all the guards! Thieves and murderers!"
"Pray tell, gentle Radwitha," replied Oighonlaer, "does anyone know where these blackguards are headed?"
"Oh, yes! The high priest prayed to St. Gelevaard, and he received a sign: the thieves made straight for Castle Vyljusz. I don't know why no one has yet gone after them. Though they may fear the witch of Castle Vyljusz, I can't believe they would allow her to just take the Crown!"
"Perhaps we," said Oighonlaer, "could be the heroes needed in this most desperate hour..."
(adventure continues here)
Scene: 2
Chaos: 4
Setup: unmodified - travel to the church to get the item for the Vampire
Rolling a random treasure results in a Gold Tiara set with Garnets (3500sp).
Fleshing out the Vampire's mission with the d30 Companion produces the following:
Obstacle: race against antagonist(s)
Feature: sanctuary
Phenomenon: charm
Vampire's goal/reason: noble goal, extreme measures
Antagonists' goal/reason: debt owed
Theme: judgement
Key NPC: scribe
Characters: Neldir, the Elders of the Elven Forest, Eril the Vampire
Threads: find Neldir & the book
get item for Vampire
day 3.
Unsure of whether or not to trust the vampire and her minion, the elves also are in agreement that they haven't any other leads. And so they decide to pursue this course of action, at least for now. The PCs buy 2 days worth of iron rations each before setting out on the road. They arrive at Castle Tarm without incident, but the soldiers on patrol outside are decidedly unfriendly and refuse them entry in to the castle. Undaunted, they pitch their camp a short distance away. The soldiers can plainly see their campfire from the battlements, but fortunately make no move against them.
day 4.
Travelling on the road towards the Church, they encounter 8 heavy horsemen (Ftr0, chainmail, lance, sword, heavy crossbow). Their leader rides her warhorse right up into the midst of the party, and glowers down at them. "Strayed a bit far from yer forest, have ye? Ye've no business here; go back home, little elfies. There's none as want ye here!"
"Please, good knight," responds Oighonlaer earnestly, "we are sent into the world to learn of your kind, not to trouble them. Please let us pass, and we shall tell all we meet of the might of the great knights protecting Castle Tarm!"
[The d30 Companion's road encounter indicated bully/threaten, and I rolled up Arrogant for the captain's personality.
Oighonlaer has the highest Charisma, making him the de facto spokesperson for the party. To flatter his way past the soldiers he'll need to roll over their Morale (of 9) on 2d6. His roll is 10+1(CHA mod.), success: Oighlaer earns 1/2 XP for this encounter (40XP).]
"Great knights, my saddle-sore arse," laughs the soldier, but even so she motions to her troops to follow, rides off, and leaves the elves to their journey.
When the elves finally arrive at the church, they are greeted at the gate by an acolyte, Sister Hertsild, who is scarcely friendlier than the soldiers have been.
[She's a first level cleric. Her reaction roll is 5, Unfriendly
Q: what happened recently? Ambush/Plans - a group of thieves broke into the church overnight, ambushed and killed the guards and stole the Holy Crown of St. Aerdwine.
Q: Is there anyone willing to talk? 50/50: 42 Yes. a Pious Merchant
Q: Did clerics use divination to determine the movements of the thieves? Very Likely: 26 Yes. The destination of thieves is (randomly determined) Castle Vyljusz
Q: Will the merchant offer any aid? Unlikely: 05 Yes, Food]
Sister Hertsild is very brusque and unforthcoming. She ushers the elves into the courtyard, half-heartedly points out the usual points of interest of the Church, and flatly says that there will be no viewing of the Relic this week. She then abruptly takes her leave. None of the clerics, nor the laypeople, nor the pilgrims have anything to say to this group of strange, non-human wanderers. All save one, a woman named Ranwitha, a merchant making a pilgrimage.
"Just this morning," she confides, "the priests said that they will not be displaying the Relic. They tried to placate the crowd with a flimsy theological excuse and a bold sermon. Lies from the pulpit. Such blasphemy! I have overheard some of the younger clergy talking, and they said many disturbing things. A group of thieves is supposed to have broken into the sanctuary and absconded with the relic. And killed all the guards! Thieves and murderers!"
"Pray tell, gentle Radwitha," replied Oighonlaer, "does anyone know where these blackguards are headed?"
"Oh, yes! The high priest prayed to St. Gelevaard, and he received a sign: the thieves made straight for Castle Vyljusz. I don't know why no one has yet gone after them. Though they may fear the witch of Castle Vyljusz, I can't believe they would allow her to just take the Crown!"
"Perhaps we," said Oighonlaer, "could be the heroes needed in this most desperate hour..."
(adventure continues here)
Wednesday, 22 January 2014
LotFP solo - Part the First: „Fernab liegt die Welt / Wie versenkt in eine tiefe Gruft“
"Gather round, O children," spake the elven sage, his voice resounding throughout the Shimmering Hall. Eight young elves silently moved to sit at his feet. Behind the sage, the council of elders stood impassively. "Bow not your heads," the sage continued, "look to me, for you will be children no more. An hundred years and a year have you lived; time it is to put aside childish things and find your way in the world. We are a dying race, yet proud, and ever-observant of the old customs. You are the best of your generation, the fruit of the noblest and most worthy houses. Before you can truly take your place amongst us as equals, you must be proved worthy. Venture forth from our forest, from great and wondrous Feyalldra, into the human lands, there to fulfil this noble Quest, which I now lay upon you...."
I've had elves on the brain for some reason, and that combined with reading about other people's dungeon crawls has inspired me to try something similar. So I rolled up a party of 8 elves to send forth intocertain death adventure and glory.
My toolbox for the adventure (campaign?) is:
Feyalldra is the great elven city in the Elven Forest (all the heavy forest west of the river/lake - Elves move through their forest as if it were clear terrain, and automatically find enough food and water). The stone circle is a meeting place for the humans and elves to conduct trade. Cheapington is (as its name suggests) a mercantile town that grew up because of the human-elf trade. The Church of St. Gelevaard is a church of the Light God, built on the very site where St. Gelevaard was martyred 1000 years ago. The climate and and pseudo-medievality is that of southern England circa 1550AD. There is a large bay 20 miles south of Cheapington, the ocean proper is 20 miles further south. This area is on the border of civilisation, so firearms are a bit rarer than in other parts (to the East). I'll make up / randomly determine the rest as I go.
Let's meet the party.
Caerindíl
Elf, Level 1, male
Cha 7 Con 17 Dex 9 Int 11 Str 10 Wis 10
Hit Points: 7
Social Standing: 8 (knight)
Personality: defensive, sensitive
Armour: leather & shield
Weapons: spear
Equipment: 50' rope, grappling hook, pouch, backpack, bedroll, 25SP
Miolla
Elf, Level 1, female
Cha 14 Con 12 Dex 18 Int 6 Str 16 Wis 7
Hit Points: 4
Social Standing: 14 (viscountess)
Personality: ignorant, honest
Armour: leather
Weapons: longbow, heavy mace, dagger
Equipment: quiver & 20 arrows, bedroll, cooking pots, tinderbox, torch, backpack, 2 sacks, 16SP
Debinvarr
Elf, Level 1, male
Cha 13 Con 13 Dex 16 Int 11 Str 8 Wis 14
Hit Points: 5
Social Standing: 12 (knight commander)
Personality: humourous, eager
Armour: leather
Weapons: longbow, rapier
Equipment: quiver & 20 arrows, bedroll, waterskin, 2 torches, 50' rope, shovel, sack, 9SP, 3CP
Lycinia
Elf, Level 1, female
Cha 11 Con 14 Dex 16 Int 16 Str 15 Wis 9
Hit Points: 6
Social Standing: 17 (princess)
Personality: taciturn, curious
Armour: chainmail
Weapons: longsword, dagger
Equipment: tinderbox, 3 torches, bedroll, scroll case, backpack, ink, 10 candles, silver mirror, 2SP, 1CP
Théscine
Elf, Level 1, female
Cha 9 Con 9 Dex 13 Int 10 Str 10 Wis 10
Hit Points: 4
Social Standing: 11 (knight banneret)
Personality: obsessive, independent
Armour: leather & shield
Weapons: shortsword, short bow
Equipment: quiver & 20 arrows, bedroll, waterskin, backpack, steel mirror, 20SP
Firdeth
Elf, Level 1, female
Cha 11 Con 15 Dex 11 Int 12 Str 12 Wis 6
Hit Points: 7
Social Standing: 8 (knight)
Personality: distracted, evasive
Armour: leather
Weapons: rapier, sling
Equipment: lantern, 4 flasks of oil, pouch, 20 sling stones, tinderbox, bedroll, sack, 18SP
Benyithelnol
Elf, Level 1, male
Cha 8 Con 11 Dex 15 Int 9 Str 14 Wis 14
Hit Points: 4
Social Standing: 11 (knight banneret)
Personality: xenophobic, boastful
Armour: leather
Weapons: longbow, light mace
Equipment: quiver & 20 arrows, bedroll, 2 torches, backpack, 8SP, 8CP
Oighonlaer
Elf, Level 1, male
Cha 15 Con 13 Dex 13 Int 10 Str 6 Wis 10
Hit Points: 5
Social Standing: 13 (baron)
Personality: spiritual, popular
Armour: chainmail
Weapons: spear
Equipment: map of the kingdom, bedroll, wooden holy symbol, waterskin, backpack, 5SP
Notes: I was lazy and didn't type these up until I'd been playing a while, so their leftover money is slightly lower than when they were first equipped, and all their rations have been eaten. If you ever need a party of elves to throw at your players, have at.
Social Standing is just the roll for starting money. Since these are all noble elves, I wanted to have some idea of their relative hierarchy. Equivalent human titles are thus (mostly following the list in World of Greyhawk):
18 Duke/Duchess
17 Prince/princess
16 Marquis/Marquise
15 Count/Countess
14 Viscount/Viscountess
13 Baron/Baroness
12 Knight commander
11 knight banneret
10 Knight companion
9 knight bachelor
8 knight
7 elder
6 yeoman
5- untitled
Labyrinth Lord conversion: LotFP elves are all Chaotic in alignment and start only knowing 1 spell, Read Magic. For LL, make them all Neutral and give them each 2 first level spells in their spellbooks. Also, convert SP to GP, and CP to SP.
Enough with the set-up; onwards to adventure!
Scene 1
Chaos: 5
Setup: Neldir the elf has stolen a forbidden tome of ancient lore from the library in the ancient elven city of Feyalldra. He was last seen fleeing south, several days ago. The PC's quest is to track him down, recover the book, and bring him back if possible. The characters collect their equipment and spend a night's sacred vigil in the Shimmering Hall. The Elders give them each 2 applications of a healing salve (cures 1d4 damage - I'd like to keep them alive at least a little while). In the morning, the PCs set out towards human village to the south.
Modified Scene? roll of 2 = Interrupt (under chaos to modify, even is interrupt, odd is altered)
Interrupt: Remote Event - Oppose victory (there will be a problem in the human town, making it hard to get any information there.)
Characters: Neldir, the Elders of the Elven Forest
Threads: find Neldir & the book
day 1. The characters travel to Stone Circle without incident (i.e. no random encounters). It's easy travelling through the forest in which they grew up.
day 2. Travelling along the road to Cheapington won't take the whole day, but the PCs intend to stop over there and see if any of the humans have news of Neldir. The rolls for encounter are 6,1,6. One forest encounter in the morning, a second encounter when they hit town.
Forest encounter: (2d8=)11 brigands (5 on horses, 6 on foot)
Neither party is surprised, The brigand's initial reaction is Indifferent. The elves decide these humans look a bit unsavoury, and so casually attempt to evade them.
Q: Do brigands pursue? Yes.
The elves attempt to lose their pursuers in the forest. Chance of evasion, using Expert set evasion rules is: 70% +25%(forest) -25% (brigands faster). A roll of 31 is a success. The elves slip into the trees and disappear, leaving the frustrated brigands to stake out the road again.
The elves arrive at Cheapington in the early evening. They find lodging at an inn (the Lamb and Trefoil) and sit down to a simple meal. They had been told that elves were welcome in the town, but everyone seems strange and distant. Something is amiss.
After dinner, they are sipping wine in the inn's common room when someone does finally approach them.
Rolling on the encounter table results in a Vampire!
Reaction roll is fortunately 9, Talkative.
Q: Is the encounter related to the problem in the village? 50/50 - 78, No.
Q: what's up in the village? Desert / Prison. Prisoner(s) broke out of local gaol and killed the head of the watch in the process.
Q: What does the vampire want, then? Release / Riches
Six places in the vicinity (mostly off the above map) could hold riches. Rolling 1d6 and counting counterclockwise =5, the Church of St. Gelevaard.
"Don't worry, my friends," says the vampire, "I do not feast upon your kind. I do have information on the one whom you seek, but I require a service of you in return. There is a certain... treasure... at the the Church of St. Gelevaard. If you acquire it for me, I will tell you everything I know."
Eril
Vampire, Fighter, Level ?, Female, apparent age ~45
large frame, has thick grey hair and soft brown eyes.
str 17 chr14
The elves decide to vote on whether or not to accept Eril's offer. Caerindíl, Debinvarr, Lycinia, and Oighonlaer vote Yea; Miolla, Théscine, Firdeth, Benyithelnol, and Oighonlaer vote Nay.
Q: Does Eril accept they need to think about it overnight? Unlikely. 20, Yes.
Q: Can party find anyone else with information about Neldir? 50/50, 67, No.
Q: Can Lycinia convince Miolla to change vote? Somewhat likely. 57, Yes.
Q: Do the characters pick up any other rumour in town? 50/50. 46, Yes.
Rumour type: Fact (table 1) about Environment (table 3)
Magnitude (table 7): roll of 11, +/-4 (so, pretty bad)
What's the rumour about: "...matri multis balatibus agnum / Martius a stabulis rapuit lupus. Undique clamor / tollitur..."(Aeneid IX, 565-7)
(with much bleating the lamb is snatched from the enclosure by the wolf of Mars. Thence arises a clamour)
Interpretation: Barbarian raiders (beserkers) from the hills have been plaguing the village of Ullgrim. Ullgrim (pop. ~50) is a farming village about 50 miles SW of Cheapington.
The next morning there is a strange man waiting for the elves in the common room as they come down to breakfast. He wears a tunic embroidered with the the same device found on Eril's signet ring. "My Lady wishes to know if you have reconsidered her offer?" intones the man in a far-off voice.
"We have," replies Oighonlaer. "Pray tell what it is your noble Lady seeks?"
I've had elves on the brain for some reason, and that combined with reading about other people's dungeon crawls has inspired me to try something similar. So I rolled up a party of 8 elves to send forth into
My toolbox for the adventure (campaign?) is:
- Ruleset: Lamentations of the Flame Princess
- GM: Mythic (chaos factor & events & all)
- Random encounters & other misc. rules: B/X (Moldvay/Cook), Labyrinth Lord if needed
- d30 Sandbox Companion for fleshing out the world
- Rumours: my Rumours system
- Random idea generator: I made a joke about using bibliomancy as a random idea generator, but it may actually be a good idea so I will try it. Since LotFP has an early modern flavour, I'm going to do this old skool: whenever the rumours (or whatever Mythic doesn't cover) needs a random idea, I shall randomly point at a passage in my complete works of that famous ancient wizard, Vergil.
Feyalldra is the great elven city in the Elven Forest (all the heavy forest west of the river/lake - Elves move through their forest as if it were clear terrain, and automatically find enough food and water). The stone circle is a meeting place for the humans and elves to conduct trade. Cheapington is (as its name suggests) a mercantile town that grew up because of the human-elf trade. The Church of St. Gelevaard is a church of the Light God, built on the very site where St. Gelevaard was martyred 1000 years ago. The climate and and pseudo-medievality is that of southern England circa 1550AD. There is a large bay 20 miles south of Cheapington, the ocean proper is 20 miles further south. This area is on the border of civilisation, so firearms are a bit rarer than in other parts (to the East). I'll make up / randomly determine the rest as I go.
Let's meet the party.
Caerindíl
Elf, Level 1, male
Cha 7 Con 17 Dex 9 Int 11 Str 10 Wis 10
Hit Points: 7
Social Standing: 8 (knight)
Personality: defensive, sensitive
Armour: leather & shield
Weapons: spear
Equipment: 50' rope, grappling hook, pouch, backpack, bedroll, 25SP
Miolla
Elf, Level 1, female
Cha 14 Con 12 Dex 18 Int 6 Str 16 Wis 7
Hit Points: 4
Social Standing: 14 (viscountess)
Personality: ignorant, honest
Armour: leather
Weapons: longbow, heavy mace, dagger
Equipment: quiver & 20 arrows, bedroll, cooking pots, tinderbox, torch, backpack, 2 sacks, 16SP
Debinvarr
Elf, Level 1, male
Cha 13 Con 13 Dex 16 Int 11 Str 8 Wis 14
Hit Points: 5
Social Standing: 12 (knight commander)
Personality: humourous, eager
Armour: leather
Weapons: longbow, rapier
Equipment: quiver & 20 arrows, bedroll, waterskin, 2 torches, 50' rope, shovel, sack, 9SP, 3CP
Lycinia
Elf, Level 1, female
Cha 11 Con 14 Dex 16 Int 16 Str 15 Wis 9
Hit Points: 6
Social Standing: 17 (princess)
Personality: taciturn, curious
Armour: chainmail
Weapons: longsword, dagger
Equipment: tinderbox, 3 torches, bedroll, scroll case, backpack, ink, 10 candles, silver mirror, 2SP, 1CP
Théscine
Elf, Level 1, female
Cha 9 Con 9 Dex 13 Int 10 Str 10 Wis 10
Hit Points: 4
Social Standing: 11 (knight banneret)
Personality: obsessive, independent
Armour: leather & shield
Weapons: shortsword, short bow
Equipment: quiver & 20 arrows, bedroll, waterskin, backpack, steel mirror, 20SP
Firdeth
Elf, Level 1, female
Cha 11 Con 15 Dex 11 Int 12 Str 12 Wis 6
Hit Points: 7
Social Standing: 8 (knight)
Personality: distracted, evasive
Armour: leather
Weapons: rapier, sling
Equipment: lantern, 4 flasks of oil, pouch, 20 sling stones, tinderbox, bedroll, sack, 18SP
Benyithelnol
Elf, Level 1, male
Cha 8 Con 11 Dex 15 Int 9 Str 14 Wis 14
Hit Points: 4
Social Standing: 11 (knight banneret)
Personality: xenophobic, boastful
Armour: leather
Weapons: longbow, light mace
Equipment: quiver & 20 arrows, bedroll, 2 torches, backpack, 8SP, 8CP
Oighonlaer
Elf, Level 1, male
Cha 15 Con 13 Dex 13 Int 10 Str 6 Wis 10
Hit Points: 5
Social Standing: 13 (baron)
Personality: spiritual, popular
Armour: chainmail
Weapons: spear
Equipment: map of the kingdom, bedroll, wooden holy symbol, waterskin, backpack, 5SP
Notes: I was lazy and didn't type these up until I'd been playing a while, so their leftover money is slightly lower than when they were first equipped, and all their rations have been eaten. If you ever need a party of elves to throw at your players, have at.
Social Standing is just the roll for starting money. Since these are all noble elves, I wanted to have some idea of their relative hierarchy. Equivalent human titles are thus (mostly following the list in World of Greyhawk):
18 Duke/Duchess
17 Prince/princess
16 Marquis/Marquise
15 Count/Countess
14 Viscount/Viscountess
13 Baron/Baroness
12 Knight commander
11 knight banneret
10 Knight companion
9 knight bachelor
8 knight
7 elder
6 yeoman
5- untitled
Labyrinth Lord conversion: LotFP elves are all Chaotic in alignment and start only knowing 1 spell, Read Magic. For LL, make them all Neutral and give them each 2 first level spells in their spellbooks. Also, convert SP to GP, and CP to SP.
Enough with the set-up; onwards to adventure!
Scene 1
Chaos: 5
Setup: Neldir the elf has stolen a forbidden tome of ancient lore from the library in the ancient elven city of Feyalldra. He was last seen fleeing south, several days ago. The PC's quest is to track him down, recover the book, and bring him back if possible. The characters collect their equipment and spend a night's sacred vigil in the Shimmering Hall. The Elders give them each 2 applications of a healing salve (cures 1d4 damage - I'd like to keep them alive at least a little while). In the morning, the PCs set out towards human village to the south.
Modified Scene? roll of 2 = Interrupt (under chaos to modify, even is interrupt, odd is altered)
Interrupt: Remote Event - Oppose victory (there will be a problem in the human town, making it hard to get any information there.)
Characters: Neldir, the Elders of the Elven Forest
Threads: find Neldir & the book
day 1. The characters travel to Stone Circle without incident (i.e. no random encounters). It's easy travelling through the forest in which they grew up.
day 2. Travelling along the road to Cheapington won't take the whole day, but the PCs intend to stop over there and see if any of the humans have news of Neldir. The rolls for encounter are 6,1,6. One forest encounter in the morning, a second encounter when they hit town.
Forest encounter: (2d8=)11 brigands (5 on horses, 6 on foot)
Neither party is surprised, The brigand's initial reaction is Indifferent. The elves decide these humans look a bit unsavoury, and so casually attempt to evade them.
Q: Do brigands pursue? Yes.
The elves attempt to lose their pursuers in the forest. Chance of evasion, using Expert set evasion rules is: 70% +25%(forest) -25% (brigands faster). A roll of 31 is a success. The elves slip into the trees and disappear, leaving the frustrated brigands to stake out the road again.
The elves arrive at Cheapington in the early evening. They find lodging at an inn (the Lamb and Trefoil) and sit down to a simple meal. They had been told that elves were welcome in the town, but everyone seems strange and distant. Something is amiss.
After dinner, they are sipping wine in the inn's common room when someone does finally approach them.
Rolling on the encounter table results in a Vampire!
Reaction roll is fortunately 9, Talkative.
Q: Is the encounter related to the problem in the village? 50/50 - 78, No.
Q: what's up in the village? Desert / Prison. Prisoner(s) broke out of local gaol and killed the head of the watch in the process.
Q: What does the vampire want, then? Release / Riches
Six places in the vicinity (mostly off the above map) could hold riches. Rolling 1d6 and counting counterclockwise =5, the Church of St. Gelevaard.
"Don't worry, my friends," says the vampire, "I do not feast upon your kind. I do have information on the one whom you seek, but I require a service of you in return. There is a certain... treasure... at the the Church of St. Gelevaard. If you acquire it for me, I will tell you everything I know."
Eril
Vampire, Fighter, Level ?, Female, apparent age ~45
large frame, has thick grey hair and soft brown eyes.
str 17 chr14
The elves decide to vote on whether or not to accept Eril's offer. Caerindíl, Debinvarr, Lycinia, and Oighonlaer vote Yea; Miolla, Théscine, Firdeth, Benyithelnol, and Oighonlaer vote Nay.
Q: Does Eril accept they need to think about it overnight? Unlikely. 20, Yes.
Q: Can party find anyone else with information about Neldir? 50/50, 67, No.
Q: Can Lycinia convince Miolla to change vote? Somewhat likely. 57, Yes.
Q: Do the characters pick up any other rumour in town? 50/50. 46, Yes.
Rumour type: Fact (table 1) about Environment (table 3)
Magnitude (table 7): roll of 11, +/-4 (so, pretty bad)
What's the rumour about: "...matri multis balatibus agnum / Martius a stabulis rapuit lupus. Undique clamor / tollitur..."(Aeneid IX, 565-7)
(with much bleating the lamb is snatched from the enclosure by the wolf of Mars. Thence arises a clamour)
Interpretation: Barbarian raiders (beserkers) from the hills have been plaguing the village of Ullgrim. Ullgrim (pop. ~50) is a farming village about 50 miles SW of Cheapington.
The next morning there is a strange man waiting for the elves in the common room as they come down to breakfast. He wears a tunic embroidered with the the same device found on Eril's signet ring. "My Lady wishes to know if you have reconsidered her offer?" intones the man in a far-off voice.
"We have," replies Oighonlaer. "Pray tell what it is your noble Lady seeks?"
Saturday, 18 January 2014
Solo Traveller - Episode 12: Friends & Enemies (9Qs #3)
Uloryy/Foreven (3033 A877758-7) / Date: 210-1106Q3. What elements of the results of Q1a or b and Q2 suddenly get twisted together in
a surprising manner, increasing the danger to the heroic motivation?
[Be the GM first:
• Use the random idea generator to inspire a shocking plot twist that wholly or partially expresses a relationship between the threat encountered in Q1a or b and the unusual event experienced in Q2, alluding to greater dangers ahead.
Delay / Peace.
• Roll a d6 twice to express that twist in an encounter of: (3) revelation, (2) betrayal
• Choose or use the random idea generator to inspire the place where and when the encounter will occur: Syndicate pod.
Be the PCs next:
Use the heroes' abilities to respond to the twist as per their heroic motivation and the RPG's rules.
Be the GM once more:
Close the encounter by resolving NPC reactions to the heroes.]
The aftermath of the battle: All the soldiers have been incapacitated or killed. Starman Unamshiiguu is seriously wounded. Slinx is injured but mobile. The criminal's leader, Heni, is incapacitated, as is Palina, one of the thugs.
"So who set us up?" asks Sgt. Gytovo as he reloads his weapon. "I know it can't have been any of my guys, so it looks like you guys have a traitor in your midst."
"What do we do now?" says Sir Fenzies.
"We need to get out of here. Fast. You three," says the sergeant, pointing to Eshtam, Slinx and Bov, "sort the bodies and figure out who's going to make it. Me and his highness are going to have a little conference and find somewhere to hide out and stash the weapons."
"I've got a sort of artist's loft in a converted startown warehouse." says Sir Fenzies, "We could hide there."
"Is that where you were supposed to take the consignment?"
"No."
"It'll do, then."
Sir Fenzies has an expensive air/raft he imported from Mingiz. Slinx rides with him, with their injured compatriots (Heni, Palina and Unamshiiguu) in the back seat. Bov drives the weapon truck. Sgt. Gytovo rides shotgun, Eshtam crams into the middle of the front seat. Three prisoners (V, W, and Z) are put in the back seat of the cab and covered with a tarp. The air/raft leads; Bov has been given the address in case they get separated (he's never been there before).
[Q: Are there any problems on the way to the hideout? (Somewhat Likely | 2[d10]) No.
Q: Can Sir Fenzies call in a mob doctor to care for the wounded? (Very Likely | 9[d10]) Yes.
Q: Does (d6,2 =male) he agree that Eshtam and Bov can pick him up in order to not give away their location? (50/50 | 8[d10]) Yes.
Q: Is anyone looking for the party in startown? (Very Likely | 4[d10]) No.]
It is soon apparent that Sir Fenzies' 'hideout' is more of a secret love-nest than anything else. Still, at least it seems to be a well-kept secret. The injured are unloaded and arranged on the plush sofas in the entertainment suite. The sergeant keeps a watch over them with Heni's silenced pistol, just in case. Sir Fenzies calls a doctor he knows to patch everyone up. The doctor agrees to be picked up from a restaurant ("you know," says Sir Fenzies," the one with the awful higlaten sauce") in another neighbourhood, so they don't have to give away the hideout location in case the comm is being tapped.
Eshtam and Bov go out to fetch the doctor, returning within the hour and without incident. They come back to the smell of Sir Fenzies and Slinx cooking up something in the kitchen, and sergeant Gytovo scowling as he listens to their prattle.
The doctor stabilises the wounded whilst everyone else eats. Sgt. Gytovo organises the watch schedule. In the morning of the next day he convinces the doctor to bring the prisoners round so he can question them.
Q: Does Sgt. Gytovo have Interrogation skill? (50/50 | 8[d10]) Yes. Interrogation/Doubletalk-1
Badgering ~(diff) 1d6 hours roll10+2
(Using the charts in Mercenary, I roll up: Medium Cadre mission Training (compensation B) 9 weeks
Merc unit: large(60 members), trait-bigotry, fame bonus +1soc, avg skill=marginal)
Q: How much does the merc know? (2d6=8, basic details)
Q: Why are the recruits fighting? Trust / A plan. They believe in their cause, and accept the designs of their leaders.
random roll of 6 nearest likely systems to find out destination of conspiracy: Dimmul (!)
Q: Are recruits from Dimmul? (Very Likely | 7[d10]) Yes.
Q: Are they part of a major conflict? (50/50 | 9[d10]) Yes.
Q: Is there any outside involvement? (Somewhat Unlikely | 6[d10]) No, but... proxy war between 2 of Dimmul's major players.
Q: How far into the training are they? 2 weeks
Q: Are more shipments due in? (Somewhat Likely | 9[d10]) Yes.
Q: Small arms? (Likely | 8[d10]) Yes.
Q: Who set up the criminals? Organized Shadow lawyer.
Q: Does Sir Fenzies begin to suspect he isn't dealing with the crew of a free trader? (Likely | 8[d10]) Yes.
Q: What does he intend to do about this information? Block / Weather. Keep this from becoming a shitstorm.]
After many hours of interrogations, Sgt. Gytovo has gotten the broad details of the conspiracy out of the prisoners. Eshtam is a bit relieved to see that he did it through psychological interrogation techniques rather than just beating it out of them. Eshtam mostly listens in, but is more concerned with keeping an eye on the criminals. Bov is a reluctant nurse, but he thinks someone should to attend to Palina and Heni, who are doped up on medical slow drug. Slinx keeps watch over Starman Unamshiiguu, who is similarly medicated. Sir Fenzies has medicated himself recreationally, and is left to his drowsy euphoria. The doctor has been doing his best to keep the prisoners conscious for their grilling.
Sgt. Gytovo is conferring with Eshtam about their next move when Bov interrupts. "They don't pay me to figure stuff out," he says, "but it don't take no genius to see that you guys aren't just some bunch of merchants what got in over their heads."
"Where's this going?" asks Eshtam
"Look, I just wanna walk out of this without ending up in a jail or a coffin."
"The way I see it," says Sgt. Gytovo, "you guys have a traitor in your organisation, who's managed to use your smuggling contacts to bring in a load of weapons and wasn't too concerned about blowing you away in order to pick them up."
"This guy won't know anything," Eshtam interrupts, "I say we trade his cooperation now for letting him go when we make our move."
"This is on you if it backfires."
"We have bigger problems. I'm not here to play cops and robbers."
"Fine."
"Alright, Bov, you and your crew go free when we clear out. But I'm going to need your gun until then to prove your bona fides. And let me see Sir Fenzies' comm."
[Q: Is Sir Fenzies' personal comm way of a much higher TL and way better than it needs to be? (Likely | 7[d10]) Yes. TL(9+1d6)=13 - it can call the highport.]
Eshtam puts a call through to the Imperial Navy facilities located on Uloryy highport. Within four hours they have managed to contact the Dikiishgammurga, and set up a secure channel. She makes a full report.
[Q: What are the commander's orders? Abandon / A burden.]
Commander Darus decides that the mission, whilst somewhat successful, has also been compromised, and arranges for evac the following morning. Sgt. Gytovo grudgingly keeps his word, and allows Bov to drive off in the air/raft with his injured compatriots and the doctor just before dawn. An hour later, a pair of g-carriers arrive at the warehouse, full of marines in battle dress. The party and their prisoners are transported back to the starport in one of the carriers, whose troops stay behind to guard the weapons shipment until it can be collected. The sergeant seems more taciturn than usual during the trip; Slinx quietly informs Eshtam that their escort aren't from the Dikiishgammurga; they're from the Bettina von Arnim, a 30000-ton battle rider, flagship of the Imperial defence fleet stationed at Uloryy.
"Ever been on a ship this big before?" asks Slinx as their pinnace approaches the enormous, weapon-laden cruiser.
"Just once," says Eshtam, "when I was a schoolgirl. Back when the Imperium was sending round an old Azhanti High Lightning class cruiser on a goodwill tour of Foreven and Seven Sisters before it was decommissioned. My class won a tour in some essay contest or something. First time I was ever in space, too."
Sergeant Gytovo speaks, almost for the first time since they were collected by the marines. "Somehow I can't picture you as ever having been a schoolgirl."
The following three days aboard the Bettina are filled with questions, briefings, debriefings, and interviews, both singularly and as a group, conducted by a variety of high-ranking naval officers. The prisoners are doubtlessly subjected to a similar, if slightly more pointed, programme.
On the morning of the fifth day aboard, a pair of Ensigns collect the party from their breakfast, and march them into the Bettina's command centre. A large number of high-ranking officers are present, including the Commander Darus of the Dikiishgammurga and the Bettina's own Fleet Admiral Vemantir. Sergeant Gytovo and Slinx snap to attention immediately upon seeing her, and Unamshiiguu follows suit, as well as he is able.
"At ease, soldiers," says the Admiral. "I've sent for you all as I thought you might like to see the fruits of your labours. Please, have a seat."
Commander Darus explains, "It seems that certain elements have contracted a mercenary company to perform a 9-week cadre mission on Uloryy, right under everyone's noses. There's a lot of countryside and empty farmland to hide in here, and a sizable group of offworlders brought as seasonal labourers in via low passage hardly raised an eyebrow. The mercenaries were to shape them into a mechanised infantry battalion, then move the lot of them offworld in a bulk freighter to the theatre of operations on Dimmul. Once on Dimmul, the mercs were to have a second ticket waiting for them to assist the battalion in active duty.
"I won't bore you with a summation of the political situation on Dimmul nor the Imperium's official stance on it -- not yet anyway -- but suffice it to say that there is no side in any current conflict in the Dimmul system which has Imperial backing, nor can we allow inaction in this matter to appear to sanction it.
"We are therefore launching a full-scale ground action with fighter and ortillery support in order to neutralise the training camp. I see you bristling, Sergeant. Don't worry, you're not missing anything; the Dikiishgammurga is not one of the ships taking a direct part in this operation. She's still looking for our unidentified visitor, who may very well be wrapped up in this whole affair.
"Besides, you've already captured all their heavy weapons. We're sending such an overwhelming force against them that we don't expect there will be much action at all, just a quick surrender. Then our troops on the ground will stay to convert their camp into a POW compound and guard it whilst we await further orders from High Command. We've already dispatched fast couriers to inform them of the situation at the close of your mission, and sent word to... other interested parties. I'm afraid the four of you will need to remain on the Bettina until we have word from above."
The operation goes much as Commander Darus had hoped; the mercenaries and their charges are far too poorly equipped to think about taking on Imperial marines. Within four hours comes unconditional surrender, and within 72 hours the important prisoners have been identified and ferried up to the Bettina for questioning.
The party are given full use of the officers' club and recreational facilities, though the ship's crew are stand-offish and regard them with more than a little suspicion. Some of the senior officers smart at the idea of having to share their space with enlisted men and a civilian. Eshtam and Gytovo spend most of their free time alone in their respective quarters, Slinx and Unamshiiguu play a lot of cards. Some personal items and clean uniforms are brought over to them from their ship, and Eshtam's duffle bag is retrieved for her from the Galatea, though without her weapons. The Commander checks in on everyone from time to time, and quietly slips Eshtam some of the dossiers from interrogation sessions with the mercenary officers.
A week and a half plods slowly by. Finally there is buzz around the ship that some VIPs have come aboard. But the waiting continues. Finally, orders come through; there will be a briefing the next day at 1100 (ship time).
Two ensigns arrive at Eshtam's quarters at 1045 precisely. They salute in greeting, and one tersely explains they are to escort her to the war room. The journey is passed in silence.
Inside the war room, fourteen seats have been arranged around the table/holo-projector. Eshtam is ushered into the only empty seat, right next to Sgt. Gytovo wearing his full dress uniform.
There are six navy representatives, three of which are flag officers. Eshtam recognises Commander Darus and Fleet Admiral Vemantir; the rest are unknown to her. Three representatives of the IISS are present. Eshtam is almost surprised to see Special Executive Thurmond, her former SpecOps handler. She recognises the other two as members of his staff. Rounding out the group are a Imperial nobleman in ceremonial dress and two smartly-dressed assistants. Slinx and Unamshiiguu are nowhere to be seen. Amongst all the pressed uniforms and finery, Eshtam feels positively underdressed.
Commander Darus addresses the room. "Ladies, gentlemen, my lord, you've all been briefed on the situation here on Uloryy, and read the dossiers detailing the mission undertaken by Sergeant Gytovo and Ms. Dreejeh, and the intelligence gleaned therefrom. You are all, I believe, in agreement as to the next phase, so let me sum up the salient points for the benefit of our two operatives.
"There is an unknown agency at work within Imperial space, attempting to start another war on Dimmul. They have been moving soldiers and equipment within Imperial borders for some time, probably to keep off the radar of Dimmul's various factions. They can't intend to do this indefinitely, as their willingness to burn their bridges demonstrates.
"There are currently six hot wars -- five on the ground and one in space -- involving the mainworld, but these have been dragging on for some time now, and are mostly stalemates. The beginning of a new war, one with potentially massive outside involvement, will further destabilise the system and may start to spill over into neighbouring systems. The Imperium would prefer not to have an interstellar war right outside its borders, so it is imperative we trace this back to its source and eliminate the threat.
"You two have been chosen to continue on with this mission, in light of your recent exemplary success, and with your individual skills and service records in mind."
"If I may interrupt," says the Baron, "I would like to point out that there are certain... holes in Ms. Dreejeh's service record, especially at the tail end of it before her dismissal. Might I ask, just what is it in her service record that makes her so suitable for this assignment?"
Thurmond smiles across the table at the Baron. "Sorry, Trev, 'need to know' and all that."
"All indications," continues Commander Darus, "point to Dimmul itself, so that's where you'll be headed. The Dikiishgammurga will deliver you in-system. You'll be taken to the Imperial Embassy, disguised as relief troops for the security detail. I'll be disembarking with you, to stay at the embassy for the duration as the representative of Naval Intelligence. We'll be running this mission in tandem with the Ministry of Justice. The Baron's already got a controller in place on Dimmul. You'll be working with some of her agents on the ground. The IISS will be taking a somewhat less direct role, but Special Executive Thurmond assures me that he has couriers on standby in case normal diplomatic channels become compromised. Now, I believe it's time to turn this briefing over to the Ministry. Dr. Uikstra, you have the floor."
One of the baron's aides, a strangely ageless woman with hair pulled severely back into a bun, stands and activates the holo display. A globe representing Dimmul appears, hovering above the centre of the table. "Thanks, Mike," she begins, "Right, if everyone will please page down to section 1.2.15 of the dossier..."
* * *
After the briefing, Thurmond visits Eshtam in her quarters.
"So I guess this means I'm back in the IISS?" she asks.
"It's not that simple, Esh. You were one of my best operatives, but after that last mission you were giving off just a little too much heat. The mission was buried, but you still had to go. I never intended it to be for long, just enough so that things could die down a little. The detached duty office would have kept tabs on you, so I could call you back in when the time was right."
"Seems right to me."
"It isn't. Not... not really. Look, when Mike -- Commander Darus -- recognised your name, he knew you were one of mine. That's why he sent you in, in the first place. He knows better than to ask me questions I can't answer, and for old friendship's sake he probably won't go digging. But this is his show, make no mistake. Never you mind the Ministry of Justice posturing. This is strictly a military operation. He pulled me in as a courtesy.
"Fine. But what about the baron? He seems pretty keen to know my record. He's MoJ, and has got an Imperial Warrant... is he just being thorough, or is this about T'nan?"
"T'nan never happened. Get that through your head. And don't worry about any Imperial Warrants; the order to bury the mission came from pretty high up."
(adventure continues here)
a surprising manner, increasing the danger to the heroic motivation?
[Be the GM first:
• Use the random idea generator to inspire a shocking plot twist that wholly or partially expresses a relationship between the threat encountered in Q1a or b and the unusual event experienced in Q2, alluding to greater dangers ahead.
Delay / Peace.
• Roll a d6 twice to express that twist in an encounter of: (3) revelation, (2) betrayal
• Choose or use the random idea generator to inspire the place where and when the encounter will occur: Syndicate pod.
Be the PCs next:
Use the heroes' abilities to respond to the twist as per their heroic motivation and the RPG's rules.
Be the GM once more:
Close the encounter by resolving NPC reactions to the heroes.]
The aftermath of the battle: All the soldiers have been incapacitated or killed. Starman Unamshiiguu is seriously wounded. Slinx is injured but mobile. The criminal's leader, Heni, is incapacitated, as is Palina, one of the thugs.
"So who set us up?" asks Sgt. Gytovo as he reloads his weapon. "I know it can't have been any of my guys, so it looks like you guys have a traitor in your midst."
"What do we do now?" says Sir Fenzies.
"We need to get out of here. Fast. You three," says the sergeant, pointing to Eshtam, Slinx and Bov, "sort the bodies and figure out who's going to make it. Me and his highness are going to have a little conference and find somewhere to hide out and stash the weapons."
"I've got a sort of artist's loft in a converted startown warehouse." says Sir Fenzies, "We could hide there."
"Is that where you were supposed to take the consignment?"
"No."
"It'll do, then."
Sir Fenzies has an expensive air/raft he imported from Mingiz. Slinx rides with him, with their injured compatriots (Heni, Palina and Unamshiiguu) in the back seat. Bov drives the weapon truck. Sgt. Gytovo rides shotgun, Eshtam crams into the middle of the front seat. Three prisoners (V, W, and Z) are put in the back seat of the cab and covered with a tarp. The air/raft leads; Bov has been given the address in case they get separated (he's never been there before).
[Q: Are there any problems on the way to the hideout? (Somewhat Likely | 2[d10]) No.
Q: Can Sir Fenzies call in a mob doctor to care for the wounded? (Very Likely | 9[d10]) Yes.
Q: Does (d6,2 =male) he agree that Eshtam and Bov can pick him up in order to not give away their location? (50/50 | 8[d10]) Yes.
Q: Is anyone looking for the party in startown? (Very Likely | 4[d10]) No.]
It is soon apparent that Sir Fenzies' 'hideout' is more of a secret love-nest than anything else. Still, at least it seems to be a well-kept secret. The injured are unloaded and arranged on the plush sofas in the entertainment suite. The sergeant keeps a watch over them with Heni's silenced pistol, just in case. Sir Fenzies calls a doctor he knows to patch everyone up. The doctor agrees to be picked up from a restaurant ("you know," says Sir Fenzies," the one with the awful higlaten sauce") in another neighbourhood, so they don't have to give away the hideout location in case the comm is being tapped.
Eshtam and Bov go out to fetch the doctor, returning within the hour and without incident. They come back to the smell of Sir Fenzies and Slinx cooking up something in the kitchen, and sergeant Gytovo scowling as he listens to their prattle.
The doctor stabilises the wounded whilst everyone else eats. Sgt. Gytovo organises the watch schedule. In the morning of the next day he convinces the doctor to bring the prisoners round so he can question them.
Q: Does Sgt. Gytovo have Interrogation skill? (50/50 | 8[d10]) Yes. Interrogation/Doubletalk-1
Badgering ~(diff) 1d6 hours roll10+2
(Using the charts in Mercenary, I roll up: Medium Cadre mission Training (compensation B) 9 weeks
Merc unit: large(60 members), trait-bigotry, fame bonus +1soc, avg skill=marginal)
Q: How much does the merc know? (2d6=8, basic details)
Q: Why are the recruits fighting? Trust / A plan. They believe in their cause, and accept the designs of their leaders.
random roll of 6 nearest likely systems to find out destination of conspiracy: Dimmul (!)
Q: Are recruits from Dimmul? (Very Likely | 7[d10]) Yes.
Q: Are they part of a major conflict? (50/50 | 9[d10]) Yes.
Q: Is there any outside involvement? (Somewhat Unlikely | 6[d10]) No, but... proxy war between 2 of Dimmul's major players.
Q: How far into the training are they? 2 weeks
Q: Are more shipments due in? (Somewhat Likely | 9[d10]) Yes.
Q: Small arms? (Likely | 8[d10]) Yes.
Q: Who set up the criminals? Organized Shadow lawyer.
Q: Does Sir Fenzies begin to suspect he isn't dealing with the crew of a free trader? (Likely | 8[d10]) Yes.
Q: What does he intend to do about this information? Block / Weather. Keep this from becoming a shitstorm.]
After many hours of interrogations, Sgt. Gytovo has gotten the broad details of the conspiracy out of the prisoners. Eshtam is a bit relieved to see that he did it through psychological interrogation techniques rather than just beating it out of them. Eshtam mostly listens in, but is more concerned with keeping an eye on the criminals. Bov is a reluctant nurse, but he thinks someone should to attend to Palina and Heni, who are doped up on medical slow drug. Slinx keeps watch over Starman Unamshiiguu, who is similarly medicated. Sir Fenzies has medicated himself recreationally, and is left to his drowsy euphoria. The doctor has been doing his best to keep the prisoners conscious for their grilling.
Sgt. Gytovo is conferring with Eshtam about their next move when Bov interrupts. "They don't pay me to figure stuff out," he says, "but it don't take no genius to see that you guys aren't just some bunch of merchants what got in over their heads."
"Where's this going?" asks Eshtam
"Look, I just wanna walk out of this without ending up in a jail or a coffin."
"The way I see it," says Sgt. Gytovo, "you guys have a traitor in your organisation, who's managed to use your smuggling contacts to bring in a load of weapons and wasn't too concerned about blowing you away in order to pick them up."
"This guy won't know anything," Eshtam interrupts, "I say we trade his cooperation now for letting him go when we make our move."
"This is on you if it backfires."
"We have bigger problems. I'm not here to play cops and robbers."
"Fine."
"Alright, Bov, you and your crew go free when we clear out. But I'm going to need your gun until then to prove your bona fides. And let me see Sir Fenzies' comm."
[Q: Is Sir Fenzies' personal comm way of a much higher TL and way better than it needs to be? (Likely | 7[d10]) Yes. TL(9+1d6)=13 - it can call the highport.]
Eshtam puts a call through to the Imperial Navy facilities located on Uloryy highport. Within four hours they have managed to contact the Dikiishgammurga, and set up a secure channel. She makes a full report.
[Q: What are the commander's orders? Abandon / A burden.]
Commander Darus decides that the mission, whilst somewhat successful, has also been compromised, and arranges for evac the following morning. Sgt. Gytovo grudgingly keeps his word, and allows Bov to drive off in the air/raft with his injured compatriots and the doctor just before dawn. An hour later, a pair of g-carriers arrive at the warehouse, full of marines in battle dress. The party and their prisoners are transported back to the starport in one of the carriers, whose troops stay behind to guard the weapons shipment until it can be collected. The sergeant seems more taciturn than usual during the trip; Slinx quietly informs Eshtam that their escort aren't from the Dikiishgammurga; they're from the Bettina von Arnim, a 30000-ton battle rider, flagship of the Imperial defence fleet stationed at Uloryy.
"Ever been on a ship this big before?" asks Slinx as their pinnace approaches the enormous, weapon-laden cruiser.
"Just once," says Eshtam, "when I was a schoolgirl. Back when the Imperium was sending round an old Azhanti High Lightning class cruiser on a goodwill tour of Foreven and Seven Sisters before it was decommissioned. My class won a tour in some essay contest or something. First time I was ever in space, too."
Sergeant Gytovo speaks, almost for the first time since they were collected by the marines. "Somehow I can't picture you as ever having been a schoolgirl."
The following three days aboard the Bettina are filled with questions, briefings, debriefings, and interviews, both singularly and as a group, conducted by a variety of high-ranking naval officers. The prisoners are doubtlessly subjected to a similar, if slightly more pointed, programme.
On the morning of the fifth day aboard, a pair of Ensigns collect the party from their breakfast, and march them into the Bettina's command centre. A large number of high-ranking officers are present, including the Commander Darus of the Dikiishgammurga and the Bettina's own Fleet Admiral Vemantir. Sergeant Gytovo and Slinx snap to attention immediately upon seeing her, and Unamshiiguu follows suit, as well as he is able.
"At ease, soldiers," says the Admiral. "I've sent for you all as I thought you might like to see the fruits of your labours. Please, have a seat."
Commander Darus explains, "It seems that certain elements have contracted a mercenary company to perform a 9-week cadre mission on Uloryy, right under everyone's noses. There's a lot of countryside and empty farmland to hide in here, and a sizable group of offworlders brought as seasonal labourers in via low passage hardly raised an eyebrow. The mercenaries were to shape them into a mechanised infantry battalion, then move the lot of them offworld in a bulk freighter to the theatre of operations on Dimmul. Once on Dimmul, the mercs were to have a second ticket waiting for them to assist the battalion in active duty.
"I won't bore you with a summation of the political situation on Dimmul nor the Imperium's official stance on it -- not yet anyway -- but suffice it to say that there is no side in any current conflict in the Dimmul system which has Imperial backing, nor can we allow inaction in this matter to appear to sanction it.
"We are therefore launching a full-scale ground action with fighter and ortillery support in order to neutralise the training camp. I see you bristling, Sergeant. Don't worry, you're not missing anything; the Dikiishgammurga is not one of the ships taking a direct part in this operation. She's still looking for our unidentified visitor, who may very well be wrapped up in this whole affair.
"Besides, you've already captured all their heavy weapons. We're sending such an overwhelming force against them that we don't expect there will be much action at all, just a quick surrender. Then our troops on the ground will stay to convert their camp into a POW compound and guard it whilst we await further orders from High Command. We've already dispatched fast couriers to inform them of the situation at the close of your mission, and sent word to... other interested parties. I'm afraid the four of you will need to remain on the Bettina until we have word from above."
The operation goes much as Commander Darus had hoped; the mercenaries and their charges are far too poorly equipped to think about taking on Imperial marines. Within four hours comes unconditional surrender, and within 72 hours the important prisoners have been identified and ferried up to the Bettina for questioning.
The party are given full use of the officers' club and recreational facilities, though the ship's crew are stand-offish and regard them with more than a little suspicion. Some of the senior officers smart at the idea of having to share their space with enlisted men and a civilian. Eshtam and Gytovo spend most of their free time alone in their respective quarters, Slinx and Unamshiiguu play a lot of cards. Some personal items and clean uniforms are brought over to them from their ship, and Eshtam's duffle bag is retrieved for her from the Galatea, though without her weapons. The Commander checks in on everyone from time to time, and quietly slips Eshtam some of the dossiers from interrogation sessions with the mercenary officers.
A week and a half plods slowly by. Finally there is buzz around the ship that some VIPs have come aboard. But the waiting continues. Finally, orders come through; there will be a briefing the next day at 1100 (ship time).
Two ensigns arrive at Eshtam's quarters at 1045 precisely. They salute in greeting, and one tersely explains they are to escort her to the war room. The journey is passed in silence.
Inside the war room, fourteen seats have been arranged around the table/holo-projector. Eshtam is ushered into the only empty seat, right next to Sgt. Gytovo wearing his full dress uniform.
There are six navy representatives, three of which are flag officers. Eshtam recognises Commander Darus and Fleet Admiral Vemantir; the rest are unknown to her. Three representatives of the IISS are present. Eshtam is almost surprised to see Special Executive Thurmond, her former SpecOps handler. She recognises the other two as members of his staff. Rounding out the group are a Imperial nobleman in ceremonial dress and two smartly-dressed assistants. Slinx and Unamshiiguu are nowhere to be seen. Amongst all the pressed uniforms and finery, Eshtam feels positively underdressed.
Commander Darus addresses the room. "Ladies, gentlemen, my lord, you've all been briefed on the situation here on Uloryy, and read the dossiers detailing the mission undertaken by Sergeant Gytovo and Ms. Dreejeh, and the intelligence gleaned therefrom. You are all, I believe, in agreement as to the next phase, so let me sum up the salient points for the benefit of our two operatives.
"There is an unknown agency at work within Imperial space, attempting to start another war on Dimmul. They have been moving soldiers and equipment within Imperial borders for some time, probably to keep off the radar of Dimmul's various factions. They can't intend to do this indefinitely, as their willingness to burn their bridges demonstrates.
"There are currently six hot wars -- five on the ground and one in space -- involving the mainworld, but these have been dragging on for some time now, and are mostly stalemates. The beginning of a new war, one with potentially massive outside involvement, will further destabilise the system and may start to spill over into neighbouring systems. The Imperium would prefer not to have an interstellar war right outside its borders, so it is imperative we trace this back to its source and eliminate the threat.
"You two have been chosen to continue on with this mission, in light of your recent exemplary success, and with your individual skills and service records in mind."
"If I may interrupt," says the Baron, "I would like to point out that there are certain... holes in Ms. Dreejeh's service record, especially at the tail end of it before her dismissal. Might I ask, just what is it in her service record that makes her so suitable for this assignment?"
Thurmond smiles across the table at the Baron. "Sorry, Trev, 'need to know' and all that."
"All indications," continues Commander Darus, "point to Dimmul itself, so that's where you'll be headed. The Dikiishgammurga will deliver you in-system. You'll be taken to the Imperial Embassy, disguised as relief troops for the security detail. I'll be disembarking with you, to stay at the embassy for the duration as the representative of Naval Intelligence. We'll be running this mission in tandem with the Ministry of Justice. The Baron's already got a controller in place on Dimmul. You'll be working with some of her agents on the ground. The IISS will be taking a somewhat less direct role, but Special Executive Thurmond assures me that he has couriers on standby in case normal diplomatic channels become compromised. Now, I believe it's time to turn this briefing over to the Ministry. Dr. Uikstra, you have the floor."
One of the baron's aides, a strangely ageless woman with hair pulled severely back into a bun, stands and activates the holo display. A globe representing Dimmul appears, hovering above the centre of the table. "Thanks, Mike," she begins, "Right, if everyone will please page down to section 1.2.15 of the dossier..."
* * *
After the briefing, Thurmond visits Eshtam in her quarters.
"So I guess this means I'm back in the IISS?" she asks.
"It's not that simple, Esh. You were one of my best operatives, but after that last mission you were giving off just a little too much heat. The mission was buried, but you still had to go. I never intended it to be for long, just enough so that things could die down a little. The detached duty office would have kept tabs on you, so I could call you back in when the time was right."
"Seems right to me."
"It isn't. Not... not really. Look, when Mike -- Commander Darus -- recognised your name, he knew you were one of mine. That's why he sent you in, in the first place. He knows better than to ask me questions I can't answer, and for old friendship's sake he probably won't go digging. But this is his show, make no mistake. Never you mind the Ministry of Justice posturing. This is strictly a military operation. He pulled me in as a courtesy.
"Fine. But what about the baron? He seems pretty keen to know my record. He's MoJ, and has got an Imperial Warrant... is he just being thorough, or is this about T'nan?"
"T'nan never happened. Get that through your head. And don't worry about any Imperial Warrants; the order to bury the mission came from pretty high up."
(adventure continues here)
Sunday, 12 January 2014
Solo Traveller - Episode 11: Blind-sided (9Qs #2 part 2)
Uloryy/Foreven (3033 A877758-7)
/ Date: 210-1106
[The GM phase of 9Qs #2 resulted in an encounter featuring (roll d6
twice): (2) intrigue & (5) combat. The intrigue played out very quickly,
but was a bit long when written up, so the combat will get a post of its own as
well.
Between game sessions I scratched some notes down on a piece of scratch
paper as to some possible directions the conspiracy could be taking. I will use
this for a baseline, but if the Qs or Mythic pull it in some other direction,
so much the better.
Be the PCs next: Use the heroes'
abilities to respond to the strange event as per their heroic motivation and
the RPG's rules.
Be the GM once more: Close the
encounter by resolving NPC reactions to the heroes.
According to the Mythic randomiser, this scene's strange event is Ambush Enemies, in a Violently Poor fashion. Right, then: a
poorly-planned ambush.
Reading detailed combat examples isn't everyone's cup of tea, so I'm
putting the narrative first.]
There is a creak as the doors are opened just enough to admit a person,
followed by soft footsteps coming from behind the truck. Eshtam looks to see
two men and a woman in military fatigues coming towards them with weapons at
the ready. The leader starts to take aim at Slinx with his submachinegun.
Eshtam's pistol is already in her hand. She raises it and fires as she moves to
take cover. The bullet penetrates the man's armour, and he falls to the ground.
Everyone scatters, diving for cover behind the truck, crates, and
machinery. Eshtam sees Sgt. Gytovo fire a long burst from his ACR at the two
remaining soldiers killing the man outright. The woman moves to take cover
behind the back of the truck, and fires her rifle at Slinx. Eshtam hears him
cry out as her shot finds its mark. Starman Unamshiiguu joins her crouching
behind the front of the truck. She hears shots ring out on all sides of the
battlefield and scurrying feet on the dirt floor.
Sgt. Gytovo advances ahead of her cautiously along the side of the
truck. A shot comes from behind her. She turns to see Slinx crouching behind a
crate, and is relieved to know he's still alive. Unamshiiguu fires bursts from
his SMG, ducking for cover as bullets ricochet of the truck's wheel well.
Eshtam starts to creep along the side of the truck after Sgt. Gytovo,
who is suddenly running towards the doors. There are more gunshots, more cries.
Sgt. Gytovo runs outside. There are bullets flying everywhere, but
Eshtam can't see anyone. Slinx jogs up behind her. The sound of a vehicle
starting outside is answered by a burst from the sergeant's ACR. Eshtam sneaks
around the back of the truck.
Sgt. Gytovo is silhouetted in the doorway, firing away. On the other
side of the truck Eshtam sees a trio of soldiers, embroiled in a firefight with
the criminals. Their backs are to her; Eshtam aims at the nearest of the three
and lets a shot off. The man falls. His two compatriots wheel about and return
fire, but she is already back behind the truck. Their shots whiz past.
She's afraid to peer around the truck again, afraid to move. She watches
the Sergeant duck back into the building, fire a quick burst at her assailants.
She hears the thud of a body hitting the ground.
The sergeant is yelling, "he's escaping out the back!" He
runs past her at full speed. She runs after him.
It's dark in the back of the building, but Eshtam just makes out the
shape of the soldier running. One of the criminals is shooting at him. The
sergeant is still running. Eshtam has a clear shot; she pauses to fire, but
hits a broken piece of machinery instead.
There's another shot near the back of the building. The sounds of
running cease.
[Right, so that's how Eshtam personally experienced the fight. The
whole thing, with all 14 combatants, played out like so--
Sunday, 5 January 2014
Solo Traveller - Episode 10: Double-blind (9Qs #2 part 1)
Uloryy/Foreven (3033 A877758-7) / Date: 210-1106
Q2. What unusual event occurs soon afterwards?
[Be the GM first:
• Use the random idea generator to inspire a strange or troubling event that seems unrelated to Q1: Ambush / Enemies
Q: Are we being double-crossed? Somewhat Unlikely | 6[d10]) No, but... our contacts are.
Q: How are they being double-crossed? Violently / Poor.
• Roll a d6 twice to express the unusual event in an encounter featuring: (2) intrigue & (5) combat.
• Place will be the already determined (in Q1) agriculturalordnance depot.
Intrigue first:]
The party drives their rented ground truck (a 9m flatbed, laden with the 5t cargo container) into the countryside, heading towards the rendez-vous point on the map they were given. Starman Unamshiiguu is in the driver's seat, and Sgt. Gytovo is riding shotgun (riding ACR?). Starman Slinx and Eshtam are in the cramped back seats. Once out of the city surrounding the starport, the landscape changes to a monotonous sea of purple chulnin-reed, the ubiquitous food crop on this part of Uloryy. The day is clear and bright; not a single cloud hangs in the orange sky.
After a half hour's drive, the truck reaches the service road off the main highway which was indicated on their map. The service road is a dusty, unpaved track, over which the truck bounces and shudders for a few kilometres before arriving at a cluster of disused and dilapidated farm outbuildings, their destination.
A man in an expensive suit wearing a breath-mask of obvious (by its TL) offworld manufacture emerges from the largest, most intact structure, swings open the doors, and motions for the truck to drive inside. Dim glowlights illuminate the interior. Broken heavy agricultural machinery and abandoned storage containers litter the inside of the structure, though enough space has been cleared to pull the truck in.
The elegant man joins a group of three disreputable-looking types: an athletic woman and a scruffy man -- obviously heavies -- and their boss, a small, nervous-seeming guy. Their faces are all obscured by the old and worn breath masks they're wearing, but their stance betrays a hint of criminal bravado.
"Not exactly the revolutionaries I was expecting," says Starman Slinx. Starman Unamshiiguu cuts the engine, and everyone piles out of the cab. Unamshiiguu has an auto-carbine on a sling, Sgt. Gytovo has his ACR casually on his shoulder. Slinx and Eshtam have automatic pistols holstered under their jackets.
"Peace of Marnach!" exclaims the nervous man. "What's with all the hardware?"
"Just a precaution," says Eshtam. "We weren't sure who we'd be meeting -- weren't even given a name."
[The criminals reaction roll is 11, Enthusiastic.]
"We gave your captain a name... shame about what happened to him. Saw it on the news. Real damn shame... I'm Heni, this here's Bov and Palina, and the fellow in the nice suit you can call Sir Fenzies." Sir Fenzies makes an exaggerated bow, the others stare silently.
"I'm Eshtam, this is Daffid, and the boys with the scary guns are Gelray and Zet."
"Scary guns! By the Gods of Sea and Sky, you said it! I don't know how you kids are used to doing business, but this is just a friendly trade, here."
"If you think these are scary, you'll love what we have in the back of the truck."
"I don't follow."
"Your shipment of, uh... decorative hardwood panelling?"
"Is that what it said on the manifest? Marnach's Milk! That's a good one! Y'know, Sir Fenzies did just get a shipment of that in not too long ago to redecorate the ol' Q-hut!"
"Do you wish to inspect the merchandise?"
"Nah, we operate on trust here. 'Sides, it'd spoil in the atmosphere. Too many contaminants."
"Wait... now I don't follow. What d'you think we're delivering?"
"Dream powder. Snooz bombs. Aunt Morfella. Or, if you want to be boring and clinical, syndalizine methobromide."
"Wow, that's so not what we've brought you..."
Just then, Eshtam hears the sound of a vehicle pulling up outside the building. [Recon roll 10+4] "Listen!" she says, "You're not expecting a weapons shipment, I'm guessing you're not expecting any friends to show up either."
"No," says Heni as he produces a silenced pistol from under his coat, "definitely not. What do say we form ourselves a nice little alliance for now, and sort the rest of this out if we live to see the tawny eventide?"
Eshtam draws her own pistol. "I'd say it's a pleasure doing business with you."
"Quiet, everyone," hisses Sgt. Gytovo. "You two, spread out; I'll try and keep them from coming in too fast. You, scout girl, try not to get shot."
There is a creak as the doors are opened just enough to admit a person, followed by soft footsteps coming from behind the truck...
Q2. What unusual event occurs soon afterwards?
[Be the GM first:
• Use the random idea generator to inspire a strange or troubling event that seems unrelated to Q1: Ambush / Enemies
Q: Are we being double-crossed? Somewhat Unlikely | 6[d10]) No, but... our contacts are.
Q: How are they being double-crossed? Violently / Poor.
• Roll a d6 twice to express the unusual event in an encounter featuring: (2) intrigue & (5) combat.
• Place will be the already determined (in Q1) agricultural
Intrigue first:]
The party drives their rented ground truck (a 9m flatbed, laden with the 5t cargo container) into the countryside, heading towards the rendez-vous point on the map they were given. Starman Unamshiiguu is in the driver's seat, and Sgt. Gytovo is riding shotgun (riding ACR?). Starman Slinx and Eshtam are in the cramped back seats. Once out of the city surrounding the starport, the landscape changes to a monotonous sea of purple chulnin-reed, the ubiquitous food crop on this part of Uloryy. The day is clear and bright; not a single cloud hangs in the orange sky.
After a half hour's drive, the truck reaches the service road off the main highway which was indicated on their map. The service road is a dusty, unpaved track, over which the truck bounces and shudders for a few kilometres before arriving at a cluster of disused and dilapidated farm outbuildings, their destination.
A man in an expensive suit wearing a breath-mask of obvious (by its TL) offworld manufacture emerges from the largest, most intact structure, swings open the doors, and motions for the truck to drive inside. Dim glowlights illuminate the interior. Broken heavy agricultural machinery and abandoned storage containers litter the inside of the structure, though enough space has been cleared to pull the truck in.
The elegant man joins a group of three disreputable-looking types: an athletic woman and a scruffy man -- obviously heavies -- and their boss, a small, nervous-seeming guy. Their faces are all obscured by the old and worn breath masks they're wearing, but their stance betrays a hint of criminal bravado.
"Not exactly the revolutionaries I was expecting," says Starman Slinx. Starman Unamshiiguu cuts the engine, and everyone piles out of the cab. Unamshiiguu has an auto-carbine on a sling, Sgt. Gytovo has his ACR casually on his shoulder. Slinx and Eshtam have automatic pistols holstered under their jackets.
"Peace of Marnach!" exclaims the nervous man. "What's with all the hardware?"
"Just a precaution," says Eshtam. "We weren't sure who we'd be meeting -- weren't even given a name."
[The criminals reaction roll is 11, Enthusiastic.]
"We gave your captain a name... shame about what happened to him. Saw it on the news. Real damn shame... I'm Heni, this here's Bov and Palina, and the fellow in the nice suit you can call Sir Fenzies." Sir Fenzies makes an exaggerated bow, the others stare silently.
"I'm Eshtam, this is Daffid, and the boys with the scary guns are Gelray and Zet."
"Scary guns! By the Gods of Sea and Sky, you said it! I don't know how you kids are used to doing business, but this is just a friendly trade, here."
"If you think these are scary, you'll love what we have in the back of the truck."
"I don't follow."
"Your shipment of, uh... decorative hardwood panelling?"
"Is that what it said on the manifest? Marnach's Milk! That's a good one! Y'know, Sir Fenzies did just get a shipment of that in not too long ago to redecorate the ol' Q-hut!"
"Do you wish to inspect the merchandise?"
"Nah, we operate on trust here. 'Sides, it'd spoil in the atmosphere. Too many contaminants."
"Wait... now I don't follow. What d'you think we're delivering?"
"Dream powder. Snooz bombs. Aunt Morfella. Or, if you want to be boring and clinical, syndalizine methobromide."
"Wow, that's so not what we've brought you..."
Just then, Eshtam hears the sound of a vehicle pulling up outside the building. [Recon roll 10+4] "Listen!" she says, "You're not expecting a weapons shipment, I'm guessing you're not expecting any friends to show up either."
"No," says Heni as he produces a silenced pistol from under his coat, "definitely not. What do say we form ourselves a nice little alliance for now, and sort the rest of this out if we live to see the tawny eventide?"
Eshtam draws her own pistol. "I'd say it's a pleasure doing business with you."
"Quiet, everyone," hisses Sgt. Gytovo. "You two, spread out; I'll try and keep them from coming in too fast. You, scout girl, try not to get shot."
There is a creak as the doors are opened just enough to admit a person, followed by soft footsteps coming from behind the truck...
Saturday, 4 January 2014
Solo Traveller - Episode 9: Playing at Merchants (9Qs #1)
Uloryy/Foreven (3033 A877758-7) / Date: 209-1106
Q1b. What actions consistent with the heroic motivation do the heroes take that bring them into conflict with a looming hostility inherent within the setting?
[Be the PCs: declare an act of... (2) infiltration
Use the random idea generator to inspire the place where and when the encounter will occur: Agricultural ordnance depot. This actually makes no sense, but it did make me think of big storage buildings full of farm machinery. The first scene necessarily takes place in and around the starport, but a large farm outbuilding makes a fitting destination for the arranged drop, so I'll save it for the next scene.]
The Galatea and her "crew" sail towards Uloryy downport. After reporting the "highjacking incident" to the Port Authority (which has already been corroborated by a report filed by the Navy), the Galatea is given a landing pad and clearance to unload cargo. The "passengers" disembark, and after a few hours stevedores arrive to assist in the unloading of the 20t consignment.
"Look, guys, I'm beat," says Eshtam, "I'm going to get some rest. I suggest you do the same, and try to get used to local time. We can take shifts sitting up in the bridge by the comm in case anyone makes contact. If not, tomorrow morning we're going to have to go into the port and try to drum up some trade. I don't exactly relish the possibility -- believe me, this is the reason I'm not a trader. It'll look suspicious if we don't, though. Pray we hear from our mysterious friends tonight, or in the morning we draw lots to decide who has to go."
Eshtam is awakened in the morning by Starman Slinx. "Rise and shine! I made you a cup of coffee to get you moving. At least I think it's coffee -- I don't read Vilani."
Eshtam sits up on the edge of the bed, wincing from the pain shooting up her left side. "Think you can get your medic to give me some analgesics for a chaser? That crazy woman managed to shoot me yesterday. My armour jacket took the worst of it, but still...ouch."
"I'll see what I can do. but come on, now. Sergeant Gytovo -- I mean, Zet -- wants everyone on the bridge for a briefing on the double."
On the bridge, Sergeant Gytovo seats everyone at a terminal for his briefing. He touches a key, and a map image comes up on all their screens.
"Last night at 27:32 local time, on my shift, as luck would have it, our targets made contact. They did not identify themselves, but issued instructions for us to deliver the arms to a specific location in the countryside, about 40 klicks outside the starport extrality zone, as indicated on the map they transmitted. We are to procure a rental ground vehicle from the required provider to transport the arms. We have been issued instructions to depart the starport tomorrow at 15:00 local time, through gate 26-F. They assure me the customs inspectors will have been bribed to let us through."
"You didn't talk to them like this over the comm did you?" asks Eshtam, exasperated. "You're supposed to be some little merchant wanker. Cut the career military routine or this whole thing's going to fall apart before we leave the port."
"I ain't talking to them now, though, get me?"
"This just might work."
The rest of the day is divided between the required preparations and pretending to look for cargo.
[Be the GM next:
Use the random idea generator to inspire an encounter that reacts with appropriate resistance to the heroes' declared act: Starting / Victory.
Q: Is the party being watched? Somewhat Likely | 5[d10]) Yes, but... they aren't professionals.
Be the PCs once more:
Use the heroes' abilities to respond to the threat as per their heroic motivation and the RPG's rules.
Easy Recon - Eshtam rolls 3+4, success. It's obvious they're being followed.
Playing merchant, average Deception - Eshtam rolls 7+3, success.
The Starting Victory goes to the party. They are believed to be who and what they say they are.]
The next day, they set out from the starport in a large ground truck. Since customs have already been bribed, they're bringing weapons well in excess of the planetary law level.
Q1b. What actions consistent with the heroic motivation do the heroes take that bring them into conflict with a looming hostility inherent within the setting?
[Be the PCs: declare an act of... (2) infiltration
Use the random idea generator to inspire the place where and when the encounter will occur: Agricultural ordnance depot. This actually makes no sense, but it did make me think of big storage buildings full of farm machinery. The first scene necessarily takes place in and around the starport, but a large farm outbuilding makes a fitting destination for the arranged drop, so I'll save it for the next scene.]
The Galatea and her "crew" sail towards Uloryy downport. After reporting the "highjacking incident" to the Port Authority (which has already been corroborated by a report filed by the Navy), the Galatea is given a landing pad and clearance to unload cargo. The "passengers" disembark, and after a few hours stevedores arrive to assist in the unloading of the 20t consignment.
"Look, guys, I'm beat," says Eshtam, "I'm going to get some rest. I suggest you do the same, and try to get used to local time. We can take shifts sitting up in the bridge by the comm in case anyone makes contact. If not, tomorrow morning we're going to have to go into the port and try to drum up some trade. I don't exactly relish the possibility -- believe me, this is the reason I'm not a trader. It'll look suspicious if we don't, though. Pray we hear from our mysterious friends tonight, or in the morning we draw lots to decide who has to go."
Eshtam is awakened in the morning by Starman Slinx. "Rise and shine! I made you a cup of coffee to get you moving. At least I think it's coffee -- I don't read Vilani."
Eshtam sits up on the edge of the bed, wincing from the pain shooting up her left side. "Think you can get your medic to give me some analgesics for a chaser? That crazy woman managed to shoot me yesterday. My armour jacket took the worst of it, but still...ouch."
"I'll see what I can do. but come on, now. Sergeant Gytovo -- I mean, Zet -- wants everyone on the bridge for a briefing on the double."
On the bridge, Sergeant Gytovo seats everyone at a terminal for his briefing. He touches a key, and a map image comes up on all their screens.
"Last night at 27:32 local time, on my shift, as luck would have it, our targets made contact. They did not identify themselves, but issued instructions for us to deliver the arms to a specific location in the countryside, about 40 klicks outside the starport extrality zone, as indicated on the map they transmitted. We are to procure a rental ground vehicle from the required provider to transport the arms. We have been issued instructions to depart the starport tomorrow at 15:00 local time, through gate 26-F. They assure me the customs inspectors will have been bribed to let us through."
"You didn't talk to them like this over the comm did you?" asks Eshtam, exasperated. "You're supposed to be some little merchant wanker. Cut the career military routine or this whole thing's going to fall apart before we leave the port."
"I ain't talking to them now, though, get me?"
"This just might work."
The rest of the day is divided between the required preparations and pretending to look for cargo.
[Be the GM next:
Use the random idea generator to inspire an encounter that reacts with appropriate resistance to the heroes' declared act: Starting / Victory.
Q: Is the party being watched? Somewhat Likely | 5[d10]) Yes, but... they aren't professionals.
Be the PCs once more:
Use the heroes' abilities to respond to the threat as per their heroic motivation and the RPG's rules.
Easy Recon - Eshtam rolls 3+4, success. It's obvious they're being followed.
Playing merchant, average Deception - Eshtam rolls 7+3, success.
The Starting Victory goes to the party. They are believed to be who and what they say they are.]
The next day, they set out from the starport in a large ground truck. Since customs have already been bribed, they're bringing weapons well in excess of the planetary law level.
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