Adventure PO1 "Trading on PYLKAH"
Adventure PO1 "Trading on PYLKAH"This adventure lets the players take the role as detectives trying to both clear their names and to get a large reward. This adventure take place in Urnian Subsector, just outside the Imperium, in the year 1099. It can easily be transformed and played in another time and space.
Part 3 "The Mercenaries"In the third part of this adventure, the PCs raid the SuSAG lab. To get there they have to make a journey through the desert.
The PCs are now quite sure that Carl Kruppenheimer at SuSAG is responsible of the bombing. But they don't know his motives. (But they might suspect it has something to do with selling Psi-Drug to the Zhodani.) The PCs doesn't have any evidence, just clues. To get some evidence so that the PCs can clear their names, get the reward, and leave Pylkah, they have to get it from the SuSAG lab in Amarutios. If the PCs can't figure this out for themselves, Niels Anzio , their lawyer can tell them. Niels can also tell the PCs their options. That is to secretly leave Pylkah, This will be both difficult and expensive, and they have to leave their ship behind. (Remind the PCs, what the ship is worth...)
Since the SuSAG lab is in Amarutios, and the PCs are in Pyllos, and the international tension is very high, there is a problem getting there. The SuSAG lab will also be well guarded, so the PCs will need some help. Inform the PCs that due to the international tension, many mercenary groups have arrived on the planet. The PCs can hire a mercenary group on sucsess only basis if the group is promised half of the reward. The PCs and the mercenary leader, colonel Jonson, can plan the assault on the SuSAG lab together. Colonel Jonson is the owner of the Mercenary Cruiser "Mars and Goil" (type C, book 2). He is also the leader of the mercenary band "Olympic Wars Inc.".
(colonel Jonson)
There are a few approches that doesn't work. First, they cannot be flown in because
they will be spotted by radar and shot down. If they try to fly under radar they will
be spotted anyway, both because they will stir up large dustcluods that can be seen
for miles, and also becuse the tension between the nations Pyllos and Amarutios now is very high the border guards will be extra alert. They will also rise suspicion if
crossinig the border by foot, ATV or air-raft.
Niels Anzio just happened to have gone to lawschool together with "Wang The Nomad" who have given up the Nomad lifestyle, but still have lots of contact among the nomads, and often work as their lawyer in conflicts with landowners. Wang will help the PCs and the mercenaries with their disquise and will also act as their guide. (For a small fee...)
An abstract map will now be used to show the progress as the PCs and the mercs move towards the SuSAG Lab. Each day they will move one square. Throw for animal encounter each day. Use the table for that terrain, and throw the number required on 2D. (ex. in the Desert Throw 10+ for animal encounter. Then decide what encounter has occured.) Before the PCs starts their journey, tell the players about the Urgytas and the SilverBugs and that there are some poisonous animals, so that the PCs gets a chance to buy som serum. (And to spend some more money...) If they wants to know about other animals, tell them about all the animals named at the bottom of the tables. The total water load is enough for 6 days. Then a refill at an oasis is necessary. Each Hofta can carry two persons. The PCs, Wang and two other nomads and the mercenaries toghether should be 38 persons, They use 21 hoftas. 19 to ride and two as reserve.
(The abstract map.)
When the group have reach the SuSAG Lab the assault begins. Right before the assault the Mercenary Cruiser should be radioed so that they can send the cutters to pick the group up. The first target will be the guardposts the radar and the SAM-missile batteries. There are a total of 20 guards, (TL-12, gauss-rifle, Combat Armor). But most will be off duty. At night only 6 guards work, but the can wake up the rest an call them into action. The guards are not stupid, and will give up a losing battle. Other workers will not fight. The group should then try to find evidence that connects Carl Kruppenheimer with the bombing. That is not well hidden in his computer. (8+ each 10 mins. DM computer skill.) In the lab they can also find that SuSAG is making psi-drugs. If the PCs look for this information they will find (6+ each 10 mins.) that 23 grams is of waste products from the manufacturing process is missing, and that the person that checked out this poison was Carl Kruppenheimer. This is enough evidence to connect Carl Kruppenheimer with the crime. If the PCs are lucky, Mr. Kruppenheimer is at the lab (10+). Then the can capture him. Otherwise they have enough evidence anyway.
(The SuSAG guards)
What made Mr. Kruppenheimer perfor this crimes? First, he didn't wanted the Imperium to interfere with his profitable business. Second, he had mad friends with Amarutian Nationalists. Third, he liked the Zhodani better than the empire. Forth, he had the resourses. All this combined with no conscience and some meglomania, made hime one of the worst criminals ever on Pylkah.
Finally the PCs have cleared their names and got their ship back. They also gets their reward, (in an official ceremony with the President of Pyllos.) which they have to share with a lot of people, and pay of their debts. Blackmailing SuSAG will not work, since there were too many people involved, and the mercenaries want to get payed now. After paying for repairing their ship they shouldn't have a lot left, but they will always be heroes on Pylkah. The Imperium will close down the SuSAG lab, and if the PCs didn't caught Mr. Kruppenheimer, he will be caught by the Amarutian police (at a local casino) and extradicted to Pyllos. (For appearing in a talk show, they will get Cr. 1000.) THE END |
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