Tag Archives: Foreven

Hunting Party

Patron: Lord Ruustvalt of Sagamore
Skills required: Hunting, Recon, Survival
Equipment required: hunting arms
Location: Gwydion (Foreven 3020) C-442535-9 Ni Po

Mission:
Lord Ruustvalt is hiring experienced hunters for a party to bring down a neosphinx, a very large aggressive carnivore. The hunt will be outside the normal boundaries of commsat coverage. Radio contact will be possible, but unreliable. Terrain is badlands – lots of ridges, crags, valleys, box canyons and very little vegetation.

Ruustvalt
Ruustvalt – image from wikimedia
Copyright Expired – Public Domain

Referee’s information:
The referee must set up an animal encounter table for the hunt. The table should include at least three kinds of herbivores of various sizes, and three carnivores. The largest of the three will be the hunt’s object, the neosphinx. See below. Payment: Cr 5000 each, bonus of Cr 2000 if they take a neosphinx.

The PCs will be limited in what sort of weaponry and equipment they can bring along – no heavy military gear will be permitted, nor armor heavier than Mesh. In all cases, accidents will happen during the trip. Minor to major injuries will occur especially if there is someone with medical skill among the PCs.

P.S. Ruustvalt is modeled on Theodore Roosevelt. During the hunt, a carnivore will be brought to bay by the hunters. Ruustvalt will insist on finishing it off personally, without assistance, with only a knife. He will win. Roosevelt did this on a hunt once, to a cougar.

Options:
1. After the proposed hunting party time has passed, without finding a neosphinx or much of anything, Ruustvalt insists that they stay longer. Food and other gear begins to run out. Hunting something becomes very important, as does management of resources.

2. During the hunt, they come upon signs of a neo’s territory. As they get closer, it may (hunting skill checks) become apparent that there are two of them; a mating pair, which is defending its brood and den. They will go on the attack against the party. The Neo’s are smart hunters, and can terrorize the party with attacks at night, by springing in and out of the camp.

3. The land upon which they are hunting is owned by someone of Ruustvalt’s acquaintance. But there are other hunters in the badlands who do not have permission. They will try to avoid Ruustvalt’s party as much as possible, but PCs with Hunting or Recon skill may come upon signs of their presence and if they report it, Ruustvalt will want them to take action. The poaching party will be equal in size to the PC’s party and similarly armed. The poachers will try to escape rather than stand and fight, but will fight hard if cornered. Penalties for poaching are severe, and Ruustvalt is known to have little tolerance for poachers.

4. Bad Storm. The hunt is going along well, but the weather begins to close in. In no case will the PCs convince Ruustvalt to abandon the hunt due to weather. Clouds make it darker and harder to see, wind blows up dust which obscures tracks and gets into everything that isn’t sealed up. Rain will start off light, just enough to be annoying but at some point during the trip the skies will without warning open up into a torrential downpour which will set off flash floods and landslides as well as soaking everyone and everything. Lightning may strike in an otherwise dry patch of scrub and start a fire. High winds make contragrav flight harder, and may knock vehicles down. Camp items that are not secured could be blown away or knocked down and damaged. At the height of the downpour (which could last for hours) visibility will be reduced to Medium or even Short range. Rain or thunder could provoke a stampede of grazers in the PC’s direction.

5. Vehicle Crash. One of the vehicles will suffer a disabling accident during the trip, with the PCs aboard. This should happen at a time and place where the PCs will have to improvise solutions, relying on their wits, skills and physical abilities instead of their tech to make it back to the base camp. NPC party members may be injured or killed in the accident, but Ruustvalt should not be killed. While moving overland, have several animal encounters occur. The vehicle may or may not be repairable, but even if repaired it should remain unreliable. Repair rolls will face negative DMs for lack of tools.

6. Assassins. Some member(s) of the hunting party, possibly including one of the PCs, are intending to kill Ruustvalt; having been suborned by one of his political or social enemies. If the killers are NPCs the PCs should be given some hints along the way that something is afoot. The killers will prefer to let one of the animals on the hunt kill Ruustvalt, so that it appears to be an accident. Only if they are in danger of exposure and capture, or almost at the end of the hunt will they try to directly attack Ruustvalt. Whether they succeed or fail, the killers will then try to escape in one of the vehicles, disabling the others (and the radio) if they have time to evade pursuit.

Mass     Hits/Wounds    Weapons     Armor        A F S
1600 kg 45-48/15-18 +4D teeth/claws as cloth +2  * # 2+ leap
* If Surprise
# If Surprised

The neosphinx is a quadruped of large size (from 3.5 m to nearly 5 m in length) and enormous strength. Even their tails, nearly a meter long, are muscled. Neosphinx coats are made of short, stiff fur in shades of slate and charcoal gray. Their paws can be up to 30 cm in diameter with 4-6 cm claws. Neosphinxes are territorial, aggressive carnivore pouncers, feeding on local herbivorous grazers. Their running speed is actually slower than the grazers they prey upon; the neosphinx attacks by leaping extraordinary distances. From a standing start, they can cover up to twelve meters, while a running neosphinx can launch itself over twenty-two meters.

Chapel Bells Chime

Patron: the Betrothed
Skills required: Carousing, Liaison, Streetwise
Equipment required: none

Location: Titan, (Foreven 1429) A-642ABA-D J Hi In Po Capital

A friend or relation of one of the PCs is getting married, and the PC and his/her associates have been invited to the big event, which promises to be a major event on the social calendar of Titan’s capital city. The PC with the connection may, at the referee’s discretion, be asked to take part in the planning of the reception, which will be a very large affair, with many hundreds of guests as well as media coverage. A week prior to the wedding, the bride-to-be comes running to the PCs for assistance. The wedding might not happen, because her betrothed has disappeared! The patron is in a state of panic, and turned to the PCs because they “have experience with this kind of thing”. Local custom on weddings is very specific, owing to property transfer laws on Titan; a wedding is also a real estate contract. Therefore, it is imperative that the wedding happen on the scheduled date; rescheduling a wedding is a contract violation, which requires someone way, way up in the government or religious hierarchy to approve in order to avoid messy litigation. The PCs must work quickly to get the happy couple reunited in time for the big day.

The Bride
The Bride – Image from wikimedia
Creative Commons Attribution 2.5 Generic license

Referee’s Information:
This scenario will work just as well with either the intended husband or the wife doing the disappearing. The referee can impose tasks on the PC group to help with wedding preparations before the main event occurs – setting up security at the reception would be good camouflage for the actual mission. The PCs may be motivated by affection for the patron & intended, but reluctant PCs will be encouraged by members of either family offering cash incentives to find the missing person. However, if the PCs ask for cash payment, this should have social consequences for them once the word gets out. In any event, part of the PCs assignment will be to keep a lid on the fact of the disappearance while they investigate. The referee will determine what impact there will be on the six variables below if the news of the disappearance gets out.

Reasons for the disappearance:
1. The intended spouse has had a change of heart, or wimped out, and is now in hiding, waiting for the date to expire in order to get out of the marriage. The PCs can attempt to reason with the intended, but the intended will try to convince the PCs to not expose him/her, including offering bribes.

2. The intended has been in an accident (vehicular or recreational) and suffered a loss of memory or is in a comatose condition. Persons at the scene of the accident got the intended to hospital, but other than a routine police report, the accident did not make the news. The intended did not have his/her identification on hand at the time of the accident, so the hospital does not know who the person is. There are several hospitals in the capital city.

3. As in number two, but the intended died in the accident. The referee will determine whether the intended’s remains have been located, and whether the accident was a natural disaster or a man-made accident. If the accident was caused by another person, that person may try to hide the body and disguise the accident scene to throw off suspicion of fault.

4. The intended has been kidnapped by a jealous rival who wants a shot at the patron him/herself. The intended is unharmed for the time being, and is held in a location far from the capital. Once the intended is found, getting him/her back to the city in time for the wedding will be difficult. The referee is encouraged to engineer the trip as a race against the clock on the day of the wedding.

5. The intended has a nasty secret (financial trouble, previous marriage never ended, he/she is actually a spy) that suddenly is in danger of being exposed, and the intended is trying at the last-minute to handle it. Once found the intended will ask the PC’s help in clearing up the matter before the wedding date.

6. The intended has been kidnapped by a jealous rival of the patron, who wants the intended for him/herself. The intended may be brainwashed by the rival. The rival may threaten violence against the intended or as leverage if confronted by the PCs. If the intended is rescued the kidnapper may attempt to break up the wedding.

In all cases, the referee must determine the flow of subsequent events.

Prison Broken

Patron: Government of Nebet
Skills required: combat skills, Administration, Legal
Equipment required: having a ship is helpful but not required
Location: Orval (Fessor 0203) E765674-5 Ag, Ni, Ri

The PCs respond to a public announcement that the government of Nebet, on the planet Orval, is looking to contract a number of bounty hunters. In the interview, the hiring agent explains that several weeks ago, a Nebetan prison facility was attacked by a group of mercenaries to engineer the escape of a particular prisoner, Cormac Harroway. During the attack, many of the prison staff & security personnel were injured or killed. The disorder allowed a number of other prisoners to escape, at least temporarily. The government knows the identity of the primary target of the raid; he is the son of an official in an Imperial corporation based on Fessor. The hiring agent provides the PCs with a complete dossier on Harroway, sufficient to recognize him on sight, and giving what data is available on his whereabouts. The dossier includes legal documents that should be sufficient to convince authorities on other planets of the legitimacy of the PC’s mission. The mercenary team of six men fled the planet in a used type-A trader, which has been identified by the Imperial consul on Orval. Little is known for certain about them, not even names. The dossier contains mostly photo prints of images taken during the prison break. The consul is unwilling to become too involved in the Nebetan plan except to confirm that Harroway was tried and convicted fairly under Nebetan law. Mister Harroway senior is influential enough that going after him directly is considered too politically dangerous, (likely to trigger a major diplomatic incident) but the son is a convicted felon with time left on his sentence, and Nebet wants him back.

As part of the contract for the bounty, the PC’s will be licensed & bonded as non-citizen agents of the Nebetan government, which grants them limited law enforcement powers and some political cover while operating in Imperial-controlled space. They will be backed up while pursuing their legitimate target; any side trips or harassment of third parties will not be protected. But in any event, the amount of political clout Nebet can exert off-planet is very limited. The PCs should endeavor to stay within the local laws wherever possible. Their mission is to return the fugitive, and if possible, bring in the mercenaries to face trial for murder and other charges. The government is offering MCr 5 for Harroway, and MCr 1 for the mercenaries as a group. All should be delivered alive. PCs who ask may get some amount of cash advance on very positive reactions from the hiring agent.

The Prison
The Prison – Image from wikimedia – public domain

Referee’s Information:
The referee should look up JTAS #1, Amber Zone “Rescue on Ruie” for the background of this adventure. At least one of the following six complications should be employed by the referee to challenge the players. The mercenary team is equipped to TL B, and is active in the subsector. They are aware that Nebet may come looking for them, but have not had any communication with Harroway or his father since making their escape from Orval. They will neither know nor care where Harroway is, and will not hesitate to say so.

1. Harroway is on an extended subsector tour, protected by a bodyguard, equipped to TL D, equal in number to the PC’s. He is traveling aboard ships of his father’s company.

2. The mercenaries have ditched or sold the type-A ship and ‘gone to ground’.

3. The mercenaries’ ship has been ‘upgraded’ to serve as a troop carrier. The original team has expanded so now there are 30 troops aboard.

4. Harroway senior has been alerted to the fact that bounty hunters are after his son, and is mobilizing the corporation’s internal security against them.

5. Another hunter team is either one step behind or one step ahead of the PCs, and is willing to do anything to overtake/stay ahead of them.

6. Another hunter team offers to coordinate with the PCs for a 60-40 split of the bounty, but plans to double-cross them.

Diplomatic Service

Patron: Ambassador
Location: Highbury, (Foreven 0926) B-566879-9
Skills required: weapon skills, reconnaissance skill, intrusion skills

The PC’s are hired by the ambassador of the Avalar Consulate to Highbury. The political climate is getting hotter, the local public opinion has turned against Avalar for some reason of interstellar importance. The Ambassador, concerned for his staff’s safety, wants the embassy’s security measures tested. The PCs should be Avalar citizens so the testing can be done quietly, without further stoking local opposition. The PCs are promised cash and official thanks or recognition for their work. The Chief of Diplomatic Security is not happy about this, but agrees to comply. The PC’s are given 72 hours to conduct surveillance, then they must attempt to breach the embassy’s security ‘far enough to cause damage’, then show the white flag and end the exercise. The CDS supplies them with low-power laser weapons (power cell operated) to use; these can be concealed or disguised. The PCs and all embassy personnel will wear laser sensors at all times, so that the intruding team can simulate a shooting attack, and security staff can counter. Whether or not the attack succeeds, the PC’s will have accomplished their task by confirming the extant security measures or revealing weaknesses that can be corrected.

Embassy
The Avalar Embassy – image from wikimedia
Creative Commons Attribution 3.0 Unported license

The referee should provide the players with maps and plans that display most but not all anti-intrusion measures, and strongly encourage the players to take the time to conduct pre-operational surveillance. Teams that charge right in, frontal assault-style should be easy for embassy security to neutralize. The success or failure of the staged attack should depend on the PC’s extent of planning. The referee must give the players a fair chance to breach the security – remember the embassy is on a budget, and a fortified bunker is not a positive diplomatic image to convey to the host nation.

Optional Events:
1. Nothing unusual happens during the staged attack. The PC’s plan stands or falls on its merits.

2. While conducting pre-op surveillance, the PCs detect another group also performing surveillance on the embassy. The referee must determine the size and intent of this group.

3. As with number two, but the other group approaches the PC group and offers significant financial incentives for the PCs to join in on an actual attack. Careless PC’s may find one of their members kidnapped by the rival group to persuade them to comply.

4. While conducting the staged attack, it appears that embassy security is one step ahead of them at every turn. The CDS has somehow bugged the PC’s gear or persons, and knows everything that they are planning. It is up to the PCs to discover this fact and prove it to clear themselves of looking incompetent. The Ambassador will not be pleased to learn his CDS cheated.

5. While conducting the staged attack, one or more of the PC’s lasers will switch to full power without warning. If any embassy staff are killed or wounded, the security team will change-up to real weaponry and attempt to apprehend or kill the PCs. The PC’s must determine what caused the power-up and prove their innocence.

6. During the staged attack, another group uses the distraction to launch a real attack. The attacking group will be of the same number as the PCs and will have standard weaponry, as well as explosive charges. The PC’s may hide, flee or fight. The referee must decide if the attacking group is defeated if the PCs refuse to help. In this case, the Ambassador, if he lives, will not be pleased and accuse the PCs of conspiring with the other group.

Future diplomatic relations between Highbury and Avalar must be determined by the referee based upon the public outcome of this exercise.

This Old Drone

Patron: Noble, Agent
Required Equipment: Grav Vehicle or Small Craft
Location: (Foreven 1416) Ile Danse A56A756-B Ri Wa 404 Na

Players’ Information:
“It’s the mother of all heists,” Marco smiles, looking at the PCs with a mischievous grin. “Thirteen-and-a-half million and the thanks of the Countess of Jewell; don’t tell me you’re not interested.”

Back during the 5th Frontier War, Marco explains, Zhodani marines occupied Jewell and stole what is famously known as the Joconde artifact (named after the starship that found her). It is no less than the actual body of what some scholars believe was once a member of the race of beings known as the Ancients. The body itself appears to be a normal Droyne female, a member of the drone caste, who it is believed died during the “final war” after her ship was destroyed. Being hundreds of thousands of years old, she has been perfectly preserved by the vacuum of space and was maintained in a vacuum chamber prior to her unlawful appropriation from the Museum of Fine Arts and Antiquities at Jewell.

The Joconde artifact was on loan from the estate of Helena Stavelot, the Countess of Jewell, and as such was insured by Lloyds of Lunion. However, Lloyds refused to honor the insurance policy (worth MCr 13.5!), claiming that the theft was an act of war. In order to retain the museum’s business, Lloyds made a good faith effort to buy back the artifact from the Zhodani Consulate, but the Consulate refused to sell, explaining that such artifacts “belong to the ages” and thus cannot be possessed by any individual but rather must be held in trust by a collective body, such as the Zhodani Consulate, which represents the interests of civilization itself. Thus, not only did the Zhodani steal the artifact, but they, after the fact, stated that the Imperial system of government is illegitimate and fit only for barbarians. Needless to say, the Imperium was displeased.

Now the Joconde artifact is going on tour outside of Zhodani space for the first time. Among its first stops will be the Floating Gardens of Ile Danse (Foreven 1416). Somehow, Marco got word of where the artifact will be, when it will be there, and he even has a good idea of what the security arrangements will be thanks to the help of some clairvoyants who are in his employee. What he doesn’t have is a team of thugs who can (a) get in, (b) get out, and most importantly, get the Joconde artifact somewhere in between the aforementioned (a) and (b). That, of course, is where the PCs come in, if they choose to take on what may well be the most dangerous if patriotic job of their criminal careers.

Floating Gardens
Floating Gardens – Image from wikimedia
Creative Commons Attribution 2.0 Generic license

The Floating Gardens are a series of artificial islands that are made to look real, but which are outfitted with grav-modules so that they can literally rise out of the water and thus get out-of-the-way of tropical storms. Marco’s idea is that the PCs should book a room during a time when a hurricane is predicted, then destroy the grav-module during the hurricane, so while the island is descending into the storm, they can take advantage of the confusion and panic to re-appropriate the Joconde artifact and thus make their escape.

Referee’s Information:
1. Unless the PCs are wearing psi-shields, a Zhodani security agent catches a whiff of “something’s not right” as they’re doing their reconnaissance of the showroom and decides to put them under surveillance. After this, the PCs will notice that they’re being constantly shadowed by an assortment of swarthy-looking weirdos.

2. There’s another group that wants to get the artifact, and both they and the PCs sort of “bump into each other” during their initial reconnaissance. Neither one will initially know what to make of the other, until one of the PCs recognizes a member of the other group from a prison stint he or she did at point in the past.

3. Everything is going great until a wing of Zhodani fighters show up to blast the PCs’ getaway craft out of the sky.

4. All is as it seems, except for one minor detail: the artifact’s a fake. As for where the real Joconde artifact is, God only knows, but when Lloyds examines it, they will determine that it’s a clever imitation and will refuse payment. The museum will reluctantly concur.

5. All is as it seems, except that Marco is working with the Imperial Secret Service, and they don’t want any loose ends (it would be an embarrassment for them to be discovered contracting out jobs to lowly criminal types like the PCs). Hence, the PCs have to be flushed, but that’s a whole other adventure.

6. All of the above (and have a nice day).

The Executor

Patron: Lawyer
Required Skills: None
Required Equipment: Starship capable of Jump-2
Locations: Fessor Subsector, Gwydion (0610) & Wadanga (0709)

Players’ Information:
While the characters are on Gwydion (C442535-9), they are contacted by Symon & Associates, a legal firm noted for its expertise in handling tort law cases. Tylon Symon is a tall, thin man (as are most of the natives on Gwydion due its low gravity) well into his middle age. He greets the characters in his office, offering refreshments before settling down to business. He wears fine, though painfully conservative business attire.

Tylon’s firm is managing the estate of Achilon Zeres, who passed away earlier in the year and left the entirety of his considerable personal wealth to his favorite niece, Selfina Lysaie. “Aside from being a client,” says Tylon, “Achilon was a close personal friend. He named me as the executor of his will, and I fully intend to see it carried out in the manner he intended.”

The complication in the matter of the will is that Selfina is not currently on Gwydion. In the year prior to Achilon’s death, Selfina became a member of a religious cult headed by a leader known only as The Hierophant. The cult requires its members to sell off all of their material possessions, with the money going to cult’s coffers. “The Hierophant lives an extravagant life of luxury in his compound on Wadanga,” says Tylon, “while his followers are virtual slaves, laboring for his benefit alone.”

“I will not allow Achilon’s riches to benefit the cult,” he says. “That money is meant to provide for Selfina for the rest of her life. That is why I wish to hire you to bring her back to Gwydion. You will have to find a way to infiltrate The Hierophant’s compound, find Selina and get her off-world before the cult’s enforcers can stop you. I realize this is a high-risk venture, so I am prepared to offer you a total of one-hundred thousand credits plus your expenses to do the job. I will also represent you in any legal proceedings that may come from your actions, pro bono.”

Lawyer
The Executor – Image from wikimedia
Copyright expired – Public Domain

Referee’s Information:
Achilon Zeres made his money by expertly managing water and mineral rights of lands he bought in his youth. He also owned or had a share in many of the companies exploiting those rights. If the characters need cargo as a cover story for their trip to Wadanga (C438131-8), Tylon can arrange legitimate cargo contracts and goods from these outfits.

Tylon will provide a detailed file on Selfina, giving the characters many means of identifying her. Tylon also provides a file on The Hierophant and his cult, along with orbital photos of his compound on Wadanga. The compound houses nearly a thousand people, creating the potential for massive collateral damage should the characters try a direct approach. Tylon will stress the need to limit liabilities to both themselves and his legal firm in the operation, favoring any plan that emphasizes stealth over strength.

Outcomes:
1. Selfina is a prisoner. Selfina was specifically recruited by The Hierophant so he could loot her legacy. Selfina has since found out the religious leader orchestrated her uncle’s death, but was caught when she attempted to escape. She is being held prisoner in the compound and must be rescued by means of force. The referee will need to create maps and determine the level of opposition — off-world mercenaries — The Hierophant has hired.

2. Selfina is a true believer. Selfina truly believes in The Hierophant and his teachings and has found peace and purpose in his “care.” She is not only unwilling to leave, she will actively fight against any attempt to “liberate” her. In essence, the characters will have to kidnap her to get her off-world.

3. The Hierophant is a Zhodani agent. The Hierophant is actually an agent of the Zhodani government testing the effectiveness of a new psionic amplifier that is supposed to permanently affect the minds of its victims. The characters will discover this as they infiltrate the compound and attempt to rescue Selfina, risking falling under the influence of the “religious leader” themselves.

4. The Hierophant’s cult is under the influence of an alien artifact. The Hierophant discovered the artifact while he was on Wadanga a few years ago – a psionic information device containing the history of a now-extinct agrarian society that lived on Wadanga in the distant past. The Hierophant saw this as a religious vision and blueprint for the perfect society. The cult members exposed to this device are similarly affected. Only the device’s destruction will free the cult members from their visions.

5. Tylon is working an angle. Tylon wants to inherit the Zeres legacy for himself, which will happen if Selfina dies. The information about the cult in his files will leave out key elements of the cult’s defenses and disposition, plus fail to mention that the security forces are ordered to kill anyone attempting to escape the compound. Tylon would inherit the Zeres legacy upon Selfina’s death, of course.

6. Cloak & Dagger. The whole story is a lie. Selfina is an Imperial agent and Tylon is her handler. Selfina’s mission was to find and dispatch the Zhodani agent posing as The Hierophant. The cult compound is actually a base to train Imperial infiltrators in the arts of sabotage and misinformation. Selfina was captured and is being interrogated by the Zhodani operatives at the base. The characters are distraction for the primary extraction team, and aren’t expected to get out of this one alive…