Friday, June 20, 2025

Operation Grievance - Going For the Gold

Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)

-Character Reactions (SOLO 2E p.36): Ignores Col. Janice Middleton.

Janice Mehlberg (Imperium Marine Colonel-Retired)

-Character Reactions (SOLO 2E p.36): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)

-Character Reactions (SOLO 2E p.36): Admires Dr. Slager.

Dr. Merrick Slager (Scholar/Team Doctor-Retired)

-Character Reactions (SOLO 2E p.36): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)

-Character Reactions (SOLO 2E p.36): Inseparable buddy of Chance.

…..............

Operation Grievance: Going for the Gold


344-1122

System: Abin

Setting: Apartment of Sarosh Nakajima in Dakala 

The Mission: 

Probe Sarosh about the medallion by posing as potential buyers

GM Notes:

The potential for combat at this point is quite high, but a few more details are needed. I used the One Page Solo Engine (OPSE) to flesh out the details before resolving combat using my copy of Cepheus Light by Stellagama Publishing.


Story Narrative

The 3FT agent decides to interrogate the Icond Squad members by posing as an undercover cop, wanting to know who they are and why they are hanging around this area. The Icond Squad notices the 3FT agent approaching their position. As the agent approaches, the undercover cop tells Icond he has no clue who this is. Ritch says he doesn't match the description of Sarosh that was described to him by his jewel thief informant. 

The 3FT agent recognizes the undercover cop as he gets closer to the group, so his original plan won't work. Time to improvise an alternate story. The agent decides to change his identity from local cop to government official. Unfortunately for the agent, he has no idea that the Icond Squad is aware of the medallion's true purpose and that the group is working for the Abin government. The 3FT agent identifies himself as a government agent investigating the theft of the medallion. He wants the group to identify themselves and to tell him why they are obviously staking out Sarosh Nakajima's apartment. The Icond Squad and the undercover cop know this person isn't who he says he is. 

Combat Resolution:

Since the PCs have an advantage of knowing the 3FT agent is lying, they received a DM of +1 to their surprise roll. 

GM Notes: I resolved combat using Cepheus Light rules for combat. The Icond Squad failed to achieve surprise. Chance attempts to grapple the agent and fails. Merrick follows suit and fails his grapple attempt. The 3FT agent is next in initiative order and he fires his drawn pistol hitting Ritch. Body armor absorbs the bulk of the damage. The rest of the party draws their weapons and a firefight ensues. Several misses occur, but eventually the 3FT agent lies unconscious from several serious gunshot wounds. No one else is injured.

Create a Plan

The undercover cop has no choice but to report the shooting; however, he wishes to maintain cover. He'll leave the task of questioning the perp to his law enforcement colleagues. The undercover cop and Icond Squad members will split up and rendezvous at a local watering hole a few blocks away from the scene.

Solid 8+/Dangerous 

Resolve Plan:

The plan roll fails but the subsequent consequence avoidance roll is successful, so the party successfully escapes the scene without injury. 

Story Narrative:

The Icond Squad and undercover cop quickly leave the area in separate directions. The undercover cop reports the shooting and gives his superiors a quick briefing. The 3FT agent's identity is unknown to the group at this time, but something may be revealed if he survives. The group meets up a few hours later at an all-night diner to discuss their next step. 

Word about the shooting is spreading fast in the neighborhood. The arrival of the police and ambulance only helps to get the word out. Will this help or hurt the Icond Squad? 

GM Notes:

I used the OPSE tool to answer any questions about any fallout from the shooting. I also did a check to see if the group wanted to continue the operation or wait until tomorrow. SOLO 2E provides excellent tools for generating answers to questions and consequence results. I use these from time to time, but I tend to lean toward the OPSE tool due to having access to the OPSE Android app. This convenient digital tool saves time and allows me to cut and paste text when I need to write up my story narratives.


Story Narrative:

The group heads back to Sarosh's neighborhood after a few hours and sets up for surveillance. This time Icond, Chance, and Ritch will be on the ground while Colonel Janice, Dr. Merrick, and the undercover cop sit in a vehicle within eyeshot of the scene. As dawn approaches, there is no sign of Sarosh. The party decides to call it a night and try again in the evening. The group heads back to their base to get some sleep. 

345-1122

It's early afternoon before they're back at it. The Icond Squad receives fresh news about Sarosh. He's been spotted, but not at his apartment. He has been seen on a nearby street at a known Throttle Kings' (TK) hangout. The group feels time is against them, so contact must be made. The undercover cop has sufficient street cred to maybe have a chance to gain entrance, but the rest of the group is a different story, except for maybe Ritch. Since Ritch got Sarosh's name from the jewel thief, maybe that will buy him entrance? Ritch is not confident that simply dropping the jewel thief's name will get him anywhere, and the undercover cop agrees. The group decides to break into teams of two and stake out the social club. 

The group makes its way to the Quantum Lounge Social Club. The stake out teams keep their eyes on the club for several hours. The long and boring task eventually pays off when the group spots Sarosh as he leaves the social club. Sarosh exits the club with a couple of people, but they all go their separate ways, including Sarosh. The three teams follow Sarosh as he makes his way to a vehicle. Icond signals Colonel Janice, Chance, and Ritch to make contact with Sarosh. 

Make a NPC Reaction check:

2d6 roll with DM +1 = 10

Result = Friendly reaction with interest. 

Cepheus Light Game Mechanic Check 

Can the group get Sarosh to listen? 

Difficult 8+

Roll with DM +3 for streetwise/carousing skills: 9 = success 


Story Narrative:

The Colonel, Chance, and Ritch approach Sarosh as he's getting ready to enter his vehicle. Chance does most of the talking, and using his Carouse skill he gets to the subject about buying the medallion by flashing a wad of Credit bills. Sarosh looks around to see who's watching and grabs the wad of credits and slips it in his pocket. Sarosh whispers to the three, "I don't have the medallion, but I can put you in touch with someone who will listen to your offer. Only one of you can come, and you'll have to go with me right now." The three Icond Squad members quickly discuss the offer, with Sarosh being able to hear their conversation. Colonel Janice suggests that Chance should go. Ritch concurs. Chance agrees and gets into the passenger side of the vehicle. It's a risky and dangerous move, but Chance believes it's worth the risk. Sarosh and Chance drive off with Colonel Janice and Ritch surveying their surroundings to see if anyone is watching or following Sarosh's vehicle. 

Icond and the undercover cop shadow the Colonel and Ritch and notice the two TKs following them. Colonel Janice and Ritch hail a taxi, and head to the original tavern where the mission began. Icond and the undercover cop know that there are only two places the Colonel and Ritch would go. Either the rendezvous location or the local tavern. If the two are aware they're being followed, they will head to the tavern instead of the diner. Icond and the undercover cop both agree the tavern is the best choice, so they'll head there as well. 

GM Notes:

I conduct a few more question and answer checks using the SOLO 2E and OPSE tools to see what is happening with everyone except Chance. I'll resolve his meeting afterwards.


Story Narrative:

The Colonel and Ritch arrive at Veiled Vices, the little tavern they visited at the start of this mission. As they enter the tavern, Ritch spots two individuals inside the vehicle closely watching him as they drive by. 

Ritch glances at the Colonel, and she also notices the two passing by. She whispers “TKs” and Ritch nods in agreement. The two enter the tavern. It's not very crowded this early in the evening, but the bartender is the same one as last time. He recognizes the two as they approach the bar. The Colonel and Ritch order drinks then head to a table with a view of the door. Icond and the undercover cop enter the tavern about twenty minutes later. They both grab a couple of brews and head for the table. After about five minutes, the two individuals following the Colonel and Ritch enter the tavern. The two give a quick glance and notice the undercover cop. Their suspicious faces ease a bit at the site of the undercover cop. They then proceed to walk over to the corner table where the party is sitting. The two street thugs inform the group not to leave until their "friend" returns. Their threatening tone is undeniably sinister. The group is on high alert. Fortunately the tavern is almost empty. 

The two TK toughs sit at a nearby table, each with a hand under the table within easy reach of a concealed weapon. Ritch decides to lighten the mood by calling out for the bartender to bring a couple of drinks to the two TKs. "Drinks on me," as he nods to the two thugs. The TKs nod to Ritch, but their sinister expressions do not ease. The party is careful with their conversation since the tavern is fairly quiet at the moment. Icond quips, "It's all in Chances's hands. Let's hope he can make the deal!" The party clinks their glasses in a hopeful toast. 


Up Next: The Negotiation of Chance


***AI images generated through https://perchance.org/generators




No comments:

Post a Comment