Showing posts with label Story. Show all posts
Showing posts with label Story. Show all posts

Thursday, July 17, 2025

Operation Grievance: Where Do We Go From Here

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: Where Do We Go From Here 


Resources from DriveThruRPG

Cepheus Light [7th Edition]; SOLO 2E; One Page Solo Engine; SciFi Solo RPG Game Master Emulator


345-1122


System: Abin

Setting: Veiled Vices

The Mission: Chance Debriefing


Story Narrative:

Chance is brought back to Veiled Vices unharmed with only a few bruises to his ego. He enters the tavern and spots his compatriots at the back of the establishment. He also notices a group of Throttle Kings watching his every move. As he sits down, Chance goes into character and tells the group he wasn't able to cut a deal due to not being able to confirm if the medallion is a genuine artifact or a fake. The Icond Squad members detect Chance is acting in character as an antiquities buyer. The group also recognizes they are being carefully monitored by the TKs. Chance orders a drink from a waiter and the group makes unrelated small talk with the hopes that the TKs will lose interest in their conversations. After about fifteen minutes, a large and older TK member gets up and approaches the group. "Hey, tough luck on your failed deal. That Sarosh is a piece of work, isn't he?" The TK member's tone and question takes the Icond Squad members a little by surprise. The undercover cop taps Icond's leg under the table, and Icond understands the unspoken warning to be careful with this particular TK. "Yeah, he sure is" was Chance's reply, thick with a tone of disgust and disdain. The TK member continues, "I have a proposition if you are interested." The group is taken back by the statement with Chance nodding his acceptance. "If you're interested in some other valuable antiquities, I can hook you up." The TKs offer to deal with the Icond Squad confirms their real identities are intact for the moment. Icond takes over the conversation from Chance. "We might be interested. Who are you?" "Call me Tiny." The group members all chuckle, including Tiny. The TK member’s demeanor is friendly, and the group believes it to be genuine.

Tiny grabs an unoccupied chair sitting nearby, and pulls it up to the group's table and makes himself at home. He fills them in on the details of some ancient artifacts he is seeking to unload. These artifacts are local to the Abin system and were acquired illegally from an archaeologist dig in a remote part of the planet. Artifacts of this kind are usually found only in museums, but a few corrupt archaeologists have been selling off their finds on the black market to private collectors. As the conversation progresses, the group discovers that the medallion they are looking for was found in a nearby archaeological dig site. The medallion was actually discovered by an honest archaeologist and was in fact given to a museum located in Dakala. A few months back, an unaffiliated thief had broken into the museum and stole the medallion. The Throttle Kings heard about the theft, and subsequently located the thief who was operating in TK territory. After a very short "negotiation," the thief gave up the medallion and his life to the TKs. From everything Tiny has told them, the group understood clearly that Tiny was directly involved. The Icond Squad also surmises that Tiny likely has ties to the gentlemen collector who Chance negotiated with at the abandoned warehouse.

Icond expresses his interest in dealing with Tiny, and they all agree to meet in the near future. Tiny stands up and says, "When you're ready to deal, let the barkeep know you want to meet with me. He'll let you know where you can find me. DO NOT go to Sarosh. In fact, don't say anything to that loser wannabe." The contempt for Sarosh in Tiny's voice was unmistakable.


The group lingers at the tavern for a short time, and realizes they are still being monitored closely by one of the TKs. Icond decides to wait for a debrief with Chance, and the group members decide to call it a night a few hours later. The undercover cop leaves ahead of the Icond Squad and returns to his undercover residence. The Icond Squad waits for about 45 minutes before returning to their residence. The group is tailed by a vehicle which is making no attempt to disguise its purpose of surveillance. Is it the TKs or someone else? Fortunately the group has already established an undercover residence in a nearby neighborhood where Abin agents are monitoring the entire block.


Icond and the group are able to debrief Chance at the undercover residence. Chance believes he may be able to locate the abandoned warehouse which he is sure is located at the Dakala Starport. The gentleman antiquities collector more than likely has ties to the warehouse. Chance is sure he is connected to a local Megacorp. A real possibility due to the gentleman's appearance, mannerism, and Chance's eight years of experience working with Megacorp types as an Imperial Agent on Khartago [Verge]. Purchasing the medallion is no longer an option. Stealing or destroying it appears to be the only viable option. Making a deal with Tiny is secondary, but now necessary in order to maintain cover. The group decides to investigate the gentleman antiquities dealer first.


Make A Plan: Fool Proof 6+/Safe [apply DMs based on successful Investigate Skill checks]


GM Notes:

Chance, Ritch, and Icond are successful with their skill checks, so a DM +3 for plan resolution. I used the OPSE tool to find out how long it takes the group to research the gentleman selling the medallion.


346-1122


Story Narrative:

The group discusses their options over breakfast. Icond believes an investigation of the abandoned warehouse will probably not yield much, and it will take time to find out which building, and then time to conduct an investigation at the site. It could also draw unwanted attention if the warehouse is being watched and the group is spotted snooping around. Ritch suggests doing a little research on the computer to see what Megacorps are located on Abin, especially facilities located near the starport. Chance suspects the gentleman seller is a high-level official with a Megacorp. If not, then surely he's a wealthy local businessperson or nobility. Icond and the rest of the group think it shouldn't be too difficult to find out the identities of the wealthy citizens in Dakala, so the group opens up their computer devices and gets cracking.

After about two hours of extensive computer searches, Ritch spots a person of interest. He shows a screenshot of an individual to Chance, and Chance affirms the identity of the person pictured on the device screen. His name is Enki Zen, the CEO of Zollo Biotech-SLM (Subsector Level Megacorp). Zollo Biotech maintains a state of the art manufacturing and export facility which is located in the Dakala Starport complex. Zollo Biotech is a pharmaceutical company specializing in Anagathic and Medicinal Metabolic Accelerator drugs. Chance continued the research, and he was able to identify several residential properties of Enki Zen in various locations on Abin.

Icond makes contact with Abin officials and briefs them on what they have discovered. He asks if they have any additional information about Enki Zen that may be beneficial, including any known residential preferences. Abin officials send some additional information to Icond. It turns out that Abin officials have been watching Enki Zen closely over the last year. While there is no evidence of illegal activities, Abin officials suspect Enki may be involved in the rare antiquities black market. Enki's love for antiquities is well known, but unfortunately Abin officials never suspected that Enki Zen could be involved in the theft of the medallion. His wealth, power, and status on Abin gave officials the sense that Enki Zen was beyond reproach. The Icond Squad's report has them rethinking their original assessment of him. The powerful CEO's remote country estate is where his most prized pieces are located, and this estate is located on a remote continent on the other side of the planet. The group decides it's time to take a trip, but the first course of action is to gather intelligence and formulate a plan.


GM Notes:

I will utilize SOLO, OPSE, and the Solo RPG GME tools to flesh out the details surrounding Enki Zen's country estate.


Story Narrative:

The group conducts research and discovers several details. A small continent is located on the other side of the planet. Called Ecroya, this small continent is controlled by a collective of Megacorps under the name of Triad. The Triad government is an oligarchy ruled by a council made up of members of the three respective Megacorps that operate on Abin. Each Megacorp has one board member that makes up the ruling council. The Triad Leadership Trio manages Ecroya as a Megacorp entity. The actual effort required to govern is minimal since citizenship on the continent is reserved for only employees of each Megacorp. The estates located on the continent are populated by Megacorp elites like CEOs, CFOs, and major shareholders. A single small city (Antalas) is located on Ecroya where low-level Megacorp employees provide manpower and services that cater to the elites who live on the various estates scattered across Ecroya. Crime is almost non-existent on the continent, except within the city of Antalas. Even that is minimal when compared to the rest of Abin.

Information about Enki's estate is fairly easy to access. Defeating its security systems will not be easy. The residence on the small estate sits on a sizable piece of acreage with armed security as well as the latest in video, biotech, and robot security. There is a tree-lined main road that leads to the front of the residence, and two small service roads that exit out the back. All access roads are gated and monitored. A 5 meter high stone wall extends around the residence enclosing about 2 acres of the 50 acre estate. The remaining 48 acres is surrounded by an electronic fence with sensors that alerts central security when compromised. Frequent animal crossings have caused security to be a little lax with the numerous e-fence breach alerts. These false alarms have made security personnel a bit complacent lately.

The 5 meter high stone wall surrounding the residence has cameras and sensors interlaced along its entire length, so it is impossible to avoid detection without a way to defeat the sensors. Any loss of power or sensor failure triggers a silent alarm. These alerts will also trigger a security team (humanoid/robotoid) with swift response times. Emergency generators are designed to instantly switch on when power from the main supply source is down or cut. These emergency generators are equipped with high-tech passive power sensors that will detect any loss of emergency power generation capability. Any sabotage of the main power supply and/or emergency generators will trigger the activation of security robotoids programmed to seek and destroy any intruders who are not carrying e-Identification sensors on their persons.

Any entrance into the 2 acre compound will require programmed e-ID sensor devices specifically keyed for Enki's estate. These will be extremely difficult to acquire, but not impossible. The group will need to obtain at least low-level Megacorp employees credentials in order to even set foot on Ecroya. Access to the estates will require higher credential security passes to even leave the city of Antalas and get access to the roads that lead to the wealthy estates outside of the city.

The Icond Squad is qualified to act as an infiltration team that will penetrate Enki's estate and recover the medallion. Abin Security Services can get them all of the equipment and supplies needed to breach the estate's security and make entrance into the residence. The only thing working against them all is time. Does Enki Zen still possess the medallion?


GM Notes:

I decided to make some checks using my solo gaming tools to see if the medallion is in fact being kept at Enki Zen's country estate. It turns out that something unexpected has developed. More on that next time!


Up Next: An unexpected twist!


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




Saturday, July 24, 2021

SOLO Campaign - Operation Grievance Part 2



Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)

Character Reactions (SOLO p.18): Ignores Col. Janice Mehlberg.

Janice Mehlberg (Imperium Marine Colonel-Retired)

Character Reactions (SOLO p.18): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)

Character Reactions (SOLO p.18): Admires Dr. Slager.

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

Character Reactions (SOLO p.18): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)

Character Reactions (SOLO p.18): Inseparable buddy of Chance.

…..............

GM Note: I have decided to incorporate an alternate star drive from Cepheus Engine SRD to replace the jump drive rule in Cepheus Light. I will be using the warp drive option found on p.97 of the Cepheus Engine SRD from Moon Toad Publishing. Jump distances are the number of parsecs that can be crossed in a week's time at maximum warp. I like the warp drive concept better than the original jump drive system of Traveller.



Current Adventure: Operation Grievance

Date: 295 - 1122

Subsector/Sector Location: Sosie/Glimmerdrift Reaches



System: Firenzi

295 – 1122

Prepare to Leave Starport: Routine with no issues. The 100 ton Scout Ship, I-Con, is ready to go.

Starport Encounter: none

Board Starship/Departure/Ship Encounter: The Light Patrol Craft, Tentacle (200 ton) needs assistance and makes a request for civilian parts. A routine request that occurs from time to time. The I-Con has the parts and the two ships dock to make the transfer.

Jump: Firenzi to Vassal at Warp 2 with no issues

Onboard Events: Icond conducts a shipboard training seminar to familiarize the team with the ins and outs of operating a starship. Although the team will be leaving the scout ship at Vassal, the training will come in handy if the team finds itself needing to operate a starship in the near future.

Enter New System/Check for Encounter: The I-Con arrives at Vassal after a week of travel in warp. Radio chatter in-system indicates the 50 ton mining cutter, Diamond Star has a medical emergency. Their ship's doctor is severally ill. Dr. Merrick volunteers to assist. While onboard the mining cutter, Dr. Merrick discovers the vessel's crew belong to a faction that is loyal to the Republic of Krax (ROK). Although the faction is pro-3FT, they have begrudgingly accepted the situation with the systems that chose to leave the ROK. After all, business must go on. The doctor treats the Diamond Star's doctor, and she should make a full recovery.

Starport Encounter: Upon arrival at Basira Starport on Vassal, the team witnesses the crew of a free trader being arrested. They later learn the free trader was also seized as evidence. Looks like a smuggling operation was caught in the act.

On-Planet Activity: Vassal is an asteroid belt located at the endpoint of a major trade route that exists between several systems of the Sosie Subsector. Far traders, free traders, and frontier supply ships use the class A starport, Basira, as a jump off point for delivering goods to frontier and backwater systems. Merchant traffic is booming, so smuggling operations are exceptionally high in this region. Three large asteroids are home to three major cities located in the Vassal system. Basira is the largest, with Chibueze being second, and Venkat City being third. A mining consortium exists on Chibueze, operated by the Chibueze Mining Cooperative. Venkat City is the gambling center of the subsector, comparable to twenty-first century Las Vegas on Terra.

Resolve the Plan: The team is scheduled to meet Vassal officials during their week-long stay. While visiting the Basira Starport entertainment district, the group meets a fellow traveler. He initially seems very interested in the group, and even hints at needing to hire someone for an important delivery. Before the group can even respond, the patron suddenly loses interest in the team and quickly heads out the door of the restaurant bar. “I wonder what that was all about?,” quips Ritch. “Who cares?,” was Icond's reply. “We have more important business to attend.”

Later on, the group meets with their Vassal contacts and an INIS field agent. The I-Con Squad will be traveling aboard the supply ship, Igraine, as passengers. The Igraine is a Frontier Trader in the 300 ton class. Traveling only at Warp 1, it will take four weeks to reach Abin at maximum warp. The team will be contacted by Abin officials upon their arrival. On Abin, they will be updated about the current situation on Lindran. Current conditions will be a determining factor with regards to finalizing the mission plan. The INIS field agent encourages his comrades to enjoy the trip and get some rest. “You're all going to need it,” was his departing reply.  Chance smiles and says, “At least we get to travel first-class on the INIS's dime.” "Yeah, and it sure beats sleeping in the freezer,” was Ritch's glib reply to Chance's comment. The phrase, “sleeping in the freezer” is a slang term for traveling in a low berth compartment. Colonel Janice rolls her eyes with a slight sigh of disgust in response to both of the retired INIS agents' comments.

GM Notes: none



302-1122

Prepare to Leave Starport: Board the Igraine

Starport Encounter: As the I-Con Squad approaches the supply ship, they cannot help but overhear the irate Captain barking complaints at his cargo loading crew. Later on, the group discovers that 20% of the cargo has been damaged beyond salvage. Icond learns the damaged cargo was important ship replacement parts destined for Independent Navy starships making repairs after their recent battles with Republic of Krax warships. A rumor is going around the Igraine that the 3FT was involved and the accidental damage was actually sabotage. At this time it is just a rumor.

Board Starship/Departure/Ship Encounter: none

Jump: successfully achieves maximum warp with no issues

Onboard Events: Week 1: The group settles into their staterooms and take it easy for the first two days. During a gathering in the ship's recreation area, a fellow passenger tells Colonel Janice she noticed a weapon in the stateroom of another passenger. She was in his room for a nightcap last night, and spotted it in a partially open desk near the lavatory. She initially did not think anything about it, but after thinking about the incident with the damaged cargo before departure, she thought she needed to say something. “Why didn't you go straight to the Captain?,” the Colonel asked. “I was going to, but right before I reached the bridge, I spotted the passenger with the gun talking to a crewman near the bridge.” I did not want to go near him, so I headed to the recreation area.” Colonel Janice could tell she was terrified by the non-stop trembling of her hands. The young female passenger was obviously an ordinary citizen who has never had to deal with a situation like this in her past. The Colonel calmly reassures the female passenger that she will report the matter immediately to the Captain, and encourages her to stay with the large group gathered in the recreation area. The Colonel notifies her fellow team members of the situation, and the group makes its way to bridge. Colonel Janice informs the first officer of a potential threat onboard and he immediately takes the group to see the Captain.

The I-Con Squad volunteers to assist the Captain and crew of the Igraine to locate the now missing passenger. Captain Hargis agrees. The team member's weapons are released from the ship's locker and given to each of them.  Ship's security will search the inhabited portions of the ship, while the I-Cond Squad will search the forward cargo hold area. Upon the team's arrival to the forward cargo hold section, Icond hears the swoosh sound of a closing iris valve just down the cargo hold corridor. The group quietly approaches and listens at the door, but hears nothing. “Weapons ready,” Icond whispers to the team members. He activates the iris valve, and the group enters forward cargo hold A. As the valve closes behind them, there is no sound. Scanning the area, the team spots no movement either. The group moves forward cautiously down the narrow aisle between stacks of cargo reaching toward the top of the cargo hold. As Colonel Janice moves about 6 meters, a gun blast fires out from behind a stack of crates. The Colonel is hit, but somehow stays on her feet. She quickly snaps off a double tap in the direction of the muzzle flash. A loud groan is heard, and a body slumps to the floor. Dr. Merrick quickly advances to the slumped body and secures the individual's weapon. The rest of the team surrounds the unconscious man, with weapons trained upon him. The wounded passenger awakens to find five gun barrels pointed at him. The team takes him into custody and heads off to find the Captain.

The Captain, ship's security, and the I-Con Squad interrogate the passenger in the security section of the Igraine. The Captain and security officers get nothing out of him, so Icond and Ritch try their hand at questioning him. They also fail to get the passenger to say anything. The Captain pulls aside Icond and tells him to feel free to use ANY means necessary to get him to talk. Although Icond is tempted, he refuses to use extreme methods to get the passenger's mouth to open. The Captain is not happy, but doesn't press the issue. The passenger is thrown into the brig, or at least that is what the Captain has told the I-Con Squad. Icond wonders if that is really the case.

GM Note: The Captain has kept his word, and the prisoner is not harmed or interrogated any further. Captain Hargis will leave that matter to officials on Abin. If this passenger is a spy, he won't receive kind treatment at the hands of IM Security Services. “Oh, he'll talk,” the Captain quietly chuckles to himself. “Or die trying.”

Up Next: Onboard Events: Week 2

SOLO Campaign - Operation Grievance Introduction

 


3FT SOLO Campaign #2 – Mission Introduction

I'm using Stellagama's Cepheus Light, Zozer's SOLO, and the One Page Solo Engine by Inflatable Studios for this campaign. SOLO uses a scene resolution mechanic called "The Plan.” The One Page Solo Engine (OPSE) will be used in place of The Plan mechanic. I may still utilize The Plan from time to time in this campaign. The OPSE is not needed to play Zozer's SOLO, but I like to use it as a means of creating more details to go beyond The Plan mechanic. My last 3FT campaign, The Dean Team, worked great using just SOLO.

My campaign utilizes the Classic Traveller setting, occurring shortly after the start of the Fifth Frontier War in 1107. Beyond 1107, everything becomes non-canonical. I am also using Judges Guild's Glimmerdrift Reaches for this campaign, which is no longer part of the Traveller Canon.



Background Info:

The Imperium's Naval Intelligence Service (INIS) has activated its Special Branch Unit to be inserted into the Sosie Subsector. Recently, four systems within the Republic of Krax (ROK) have declared their independence from the ROK. These systems have formed an alliance with the independent systems of the Sosie Subsector. Various news agencies, including the Travellers' Aid Society have dubbed it the “Independence Movement” (IM).

The 3 Fists Triumvirate (3FT) has been slow to respond due to their consolidation of power at the center of the systems they control. An increase of 3FT agent activity has been recently detected by agents of the INIS. Numerous 3FT agents are being reported on Lindran. The citizenry of Lindran are getting restless again, and a political movement calling for Lindran's return to the ROK is growing. INIS officials believe the growing discontent means the 3FT has already established a fifth column within the IM on Lindran. A tactic they used with great success to gain control of the Krax Confederation.

I-Con Squad's mission is to counter the ROK's fifth column operation. Code-named, “Operation Grievance,” the I-Con Squad will be operating within the Independent Systems of the Sosie subsector to monitor 3FT activities. The squad is to destroy any cells and/or members they encounter. Officially, the Imperium will disavow the I-Con Squad if they are caught by the 3FT. Officials of the IM understand the covert nature of the mission , and seek to keep the Imperium's involvement a secret. They will also disavow the I-Con Squad if the team is caught by the 3FT.

Icond and his team recently arrived on Firenzi, a system located along a major trade route of the Independent Systems of the Sosie Subsector. Although surplus Imperium scout ships are common throughout the Glimmerdrift Reaches, the ISS I-Con is well known to the ruling members of the 3 Fists Triumvirate and their security services. The I-Con will take the squad as far as Vassal, then the team will board a supply ship bound for Abin to meet up with IM Defense Forces to make plans to address the situation on Lindran.



Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)

Character Reactions (SOLO p.18): Ignores Col. Janice Mehlberg.

Janice Mehlberg (Imperium Marine Colonel-Retired)

Character Reactions (SOLO p.18): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)

Character Reactions (SOLO p.18): Admires Dr. Slager.

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

Character Reactions (SOLO p.18): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)

Character Reactions (SOLO p.18): Inseparable buddy of Chance.


Up Next: Heading to Abin



Wednesday, July 14, 2021

Character Profile - Icond

 Legacy Character (Background and History - NPC)


(Cepheus Light Character Stats) 

Icond  A88885  Age 45 (16-1120) 

Homeworld: High-Tech World

Scout    3 Terms   Cr (classified) 

Rifle x1

Administration-1, Athletics-1, Grav Vehicle-1, Gunnery-1, Piloting-3, Recon-1, Investigation-2


Icond is a retired member of the Imperial Scouts Service (ISS). Born on Rhylanor, Icond served 3 terms in the ISS. He was awarded the Distinguished Service Medal for exposing a major Zhodani spy ring while working with the ISS.

Upon retirement, Icond was approached by the Imperial Naval Intelligence Services-Spinward Marches (INIS), and recruited for intelligence gathering within the Marches. 

Having received a Scout Ship upon mustering-out, along with his daring operation exposing a Zhodani spy ring led to his recruitment. Assigned along with a fellow retiree from the Imperial Navy, Titus Cromwell, the two were to go about their business plying the space lanes in search of revenue ventures, and gather intelligence from various locations throughout the Spinward Marches. While engaging in private business, the two were to recruit additional members to work along with them in an unofficial capacity.

A group was assembled with the following members: Icond, Titus, Sir James Filmore, and Sean Billman. Everything started out well, but eventually all hell would break loose. The group first assignment was to serve as couriers, transporting dispatches and payroll credit vouchers for a corporate interest on Regina.

After completing the assignment and receiving their pay, the group headed to a local drinking establishment on Alell (Regina - 0106). An insult by a local patron turned into a barroom brawl with Sean Billman killing the local patron. Icond had to utilize his INIS influence to convince local authorities to release Sean on his own recognizance. Charges were later dropped and the incident ruled as self-defense.

The next few ventures went off with no issues. An assignment in the Aramis subsector to monitor pirate activities almost killed the entire group. An engagement with a pirate corsair ship left Icond with severe injuries that required an entire year to fully recover. During Icond's convalescence, three new members were recruited to join the group. These members were Othi Mittal (Imperium Army) , Dallon Parga (Imperium Navy), and Vidar Nimanev (Imperium Scouts). Titus Cromwell would lead the group during Icond's absence. Titus led the group in several "shady" but lucrative ventures; however, the legality of these ventures was questionable at best, and the illegal activities had gained the attention of Imperium officials. An investigation by an agent of the INIS revealed Titus's involvement. A subsequent visit with Icond by the agent was for the purpose of informing him about the situation. He was able to convince the agent to give him a chance to speak with Titus and get to the bottom of the situation.

Upon Titus's return, Icond confronted him regarding the group's recent activities. Titus admitted to a couple of illegal smuggling operations, but presented Icond with several high-level contacts that could be targeted for arrest by the Imperium. Titus explained his participation as "an end that justified the means." Icond disagreed, but acknowledged the information obtained would put an end to several smuggling enterprises in the region. Icond passed this information to his INIS contact, and although the agency was grateful for the intelligence gathered, Titus received an official reprimand, a suspended sentence for smuggling, and a 25000 CR fine at a Regina court. 

Upon Icond's full recovery, the group was assigned to investigate sightings of an alien ship in the Regina subsector. The group made contact with a derelict craft in the vicinity of a small gas giant in the Keng system. The group decided to salvage the vessel, and after a few weeks they were able to figure out the computer and control systems. The decision was made to bring the ship to the nearest Imperium Naval base at Pixie. The group divided with Titus, Sir James, Sean, and Othi taking the Annic Nova. Icond, Dallon, and Vidar would take the scout ship. The Annic Nova's jump capability would allow it to reach Pixie in two weeks. The scout ship would take almost 4 weeks to reach the naval base.

Upon arrival at Pixie, Icond is informed that no ship matching the Annic Nova's appearance had arrived. Two weeks later, it was apparent to Icond that something had gone wrong. Was the Annic Nova destroyed, or was it something far more sinister? After a lengthy debriefing with INIS officials on Pixie, Icond and his team are given the assignment to find and detain Titus and the other members of the group as soon as possible. 

In time, Icond learns of the Annic Nova's presence in several systems in the Regina subsector. Two years pass, with Icond trailing the rogue group but never making contact. The outbreak of the Fifth Frontier War in 1107 hampers Icond's investigation further. The trail goes cold for several weeks, until a contact on Boughene overhears a conversation with someone matching Titus's description. Titus was overheard talking about investigating a relic in the Yorbund system that had the potential to enrich the group members beyond their wildest dreams. Icond's team hastily made their way to Yorbund, arriving at Beck's World on 310-1107. As Icond and his crew prepared to depart for Yorbund, they receive word of an injured member of the Annic Nova crew, Othi Mittal, at a hospital on Beck's World. Communicating with the injured Othi proved difficult due to the extent of his injuries. Icond continues to question him, but Othi slips in and out of consciousness. In the end, Othi expires, but Icond is able to piece together a strange, but terrifying bit of information: "artifact, missile, parsecs, great distances, and planet smashing." What exactly did it mean?

Icond and his crew arrive at Yorbund. Communications with Marion Starport confirms the past presence of the Annic Nova, but the ship had departed a couple of days before Icond's arrival. The crew of the Annic Nova never set foot in the starport, but remained in orbit for a couple days. The insidious and corrosive atmosphere of Yorbund prohibits the team from exploring the planet on the surface. A couple of sensor sweep orbits around Yorbund yields no further clues. Icond decides to make his way back to Pixie to inform Naval Intelligence of his findings. 

No new leads on the whereabouts of the Annic Nova were available until 360-1107. An INIS communique arrived at the Naval base on Pixie informing the Naval Intelligence staff of a threat to Regina itself if a ransom of Bcr3.0 was not paid. Regina officials and top brass dismissed the threat, but Icond did not. Pleading with his superiors on Pixie, Icond urged them to get word ASAP to Regina to evacuate Duke Norris and as many people as possible before it was too late. Icond's pleas were ignored. 

On 23-1108, a small craft arrived out of jump in the Regina system. Obtaining acceleration speeds estimated at 12g, the craft hurtled toward Regina with no vessel capable of intercepting it. In a blinding flash, Regina, and everything within 20 world diameters were vaporized. 

When word reaches Pixie, everyone at Naval Base Headquarters is stunned. Shortly afterwards, the INIS sets in motion the apparatus to seek vengeance on the culprits. Icond will head up a new division now known as INIS-Special Branch. His mission is to take out the "Gang of Three" by any means necessary. 

The Gang of Three will eventually become known as "The Three Fists Triumvirate." Icond knows them as Titus, Sir James, and Sean. 



Friday, June 12, 2020

SOLO Campaign-Dean Team Part 6

SOLO Campaign-Dean Team Part 6

Current Adventure: Infiltrate

Date: 222 - 1120

Subsector/Sector Location: Williamsburg/Glimmerdrift Reaches



Cast of Characters (Dean Team):

Dean Halvaard (Force Commander)

Character Reactions (SOLO p.18): Considers Keter an enemy.

Striker Anderson (Major)

Character Reactions (SOLO p.18): Considers Dean a rival.

Jansen Trueblood (First Lieutenant)

Character Reactions (SOLO p.18): Admires Kilgar.

Keter Lancel (Lance Sergeant)

Character Reactions (SOLO p.18): Friendship with Dean through guilt.

Kilgar Plenson (Lance Sergeant)

Character Reactions (SOLO p.18): Knows about Striker's gambling problem.

Kyle Rheimer (Lance Sergeant)

Character Reactions (SOLO p.18): Likes to ridicule Jansen.



222-1120 Jeffer-Scott System

World Encounter: Local peasant uprisings in the area of the starport has placed restrictions on movement. The Dean Team remains at the starport.

GM Note: The tedium and boredom of the travel restrictions have caused a breakdown in discipline within the Dean Team. Kyle's carelessness using a computer at the starport public terminal has resulted in data not being deleted from the computer. This data gives evidence of the group's presence on Jeffer-Scott.



229 - 1120

Prepare for Depature: The Free Enterprise prepares for its departure from Jeffer-Scott. The far trader's itinerary has the crew traveling to Spalding to deliver machinery parts.

System Travel to Jump Point: no events/encounters

Jump: uneventful

System Arrival: uneventful

236 - 1120

Arrival: Spalding System

Starport Encounter: The Dean Team is introduced to Ilar Xenith by a crew member of the Free Enterprise. A fellow ally against the 3FT who is recruited by the Dean Team.

World Encounter: Dust storms on Spalding.

In-game Reaction: Kyle loses his temper with the group in front of a large crowd at the starport. Several citizens recorded the event on their comm devices.

GM Note: The groups is doing a poor job of traveling incognito. The 3FT spy who is tailing the group is falling behind. His attempt to board a starship traveling to Spalding has failed. He eventually finds a private yacht and secures passage. He is still a week's travel behind the Dean Team; however, it will not be difficult to pick up the trail due to the group's horrible attempts to cover their trail.



243 - 1120

Dean Halvaard realizes the team has done an exceptionally poor job of traveling incognito. He calls a group meeting and attempts to rally the troops. The team members agree with Dean, and recommit to behave accordingly.

The crew of the Free Enterprise prepares for its journey to Rinma. The ship's cargo has been loaded and the flight plan logged with starport officials.

System Travel to Jump Point: The far trader is hailed by the mercenary cruiser, Claymore. The merc cruiser has been hired to monitor ships in the Spalding system. Sensor log information is exchanged and the Free Enterprise is cleared to proceed.

Jump: A ship malfunction occurs during jump travel. A gas build up in the ship's power plant poses a danger to the crew. Kyle is able to fix a glitch in the ship's venting program that was causing the venting system to act erratically. The gas build up is easing.



Arrival: The far trader arrives at Rinma.

The Dean Team has now entered enemy territory, the Republic of Krax.

Starport Encounter: The captain of the Free Enterprise is approached by a potential client. The merchant has several vacc suits she would like to sell. After a bit of negotiating, the captain and merchant cannot agree to a price. A deal cannot be reached.

World Encounter: Striker is approached by a person wanting him to transport a special item to a location on Rinma. The package is NOT legal, but Striker cannot resist the opportunity to make a quick CR1000. Striker's attempt to deliver is met with resistance. A short brawl ensues, with Striker receiving a minor injury. His opponent lies unconscious on the ground. Why did this person not want the package? No answer is forthcoming from the sender after Striker returns the undelivered item to him. Striker walks away bruised, confused, and with no CR1000.

The Free Enterprise is without cargo to deliver to Linmar. The captain searches the starport for merchants seeking shipment of cargo. Success! The far trader has found goods to transport to Linmar.

Prepare for Departure: The Free Enterprise prepares for its departure to Linmar. The crew is approached by a woman seeking passage to Linmar. The far trader has a cabin available, and the woman offers to pay 10% more than normal passage price due to the short notice. The captain accepts her generous offer without hesitation.

GM Note: The Dean Team is caught off guard by the captain's acceptance of the last-minute passenger. Dean's talk with his team members has proven useful. The Dean Team is cautious with this unknown passenger, and that will be important since this passenger is actually a 3FT spy trailing the group. Dean meets with the captain and discusses the need to be on guard with this unknown passenger. The captian agrees and the crew is on its best behavior.

System Travel to Jump Point: no events/encounters

Jump: uneventful

System Arrival: The far trader encounters the Divine Delta, a 150 ton yacht. Communications involves general information about the previous system, Rinma. Nothing unusual.

Starport Encounters: none

World Encounters: none

GM Note: The far trader acquires cargo for its next destination. The crew spends the week on Linmar preparing for its next departure. The Dean Team goes about its duties while keeping an eye on their new passenger who has decided to continue her travels to the far trader's next destination, the Estin System. Is she a spy? The team is not sure, but since they are in enemy territory the chances are quite good.

Monday, June 24, 2019

SOLO Campaign-Dean Team Part 5

Current Adventure: Infiltrate
Date: 173 - 1120
Subsector/Sector Location: Tri-Empire/Glimmerdrift Reaches
Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
 Character Reactions (SOLO p.18): Considers Keter an enemy.
Striker Anderson (Major)
 Character Reactions (SOLO p.18): Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
 Character Reactions (SOLO p.18): Admires Kilgar.
Keter Lancel (Lance Sergeant)
 Character Reactions (SOLO p.18): Friendship with Dean through guilt.
Kilgar Plenson (Lance Sergeant)
 Character Reactions (SOLO p.18): Knows about Striker's gambling problem.
Kyle Rheimer (Lance Sergeant)
 Character Reactions (SOLO p.18): Likes to ridicule Jansen.


173-1120 Bakcyon to Macelight on board the CSS Hawk
Jump: Uneventful

180 - 1120
New System: Macelight (Tri-Empire/Glimmerdrift Reaches)

The team encounters starport security. The group is escorted to a separate room and their IDs are checked. The team members are released with no further issues.
The team notices an individual they had spotted at Bakcyon. He has followed them to Macelight. A coincidence? Not likely, since Striker noticed the agent has been tailing them since their arrival at the asteroid belt. That evening, the group meets in a hotel room at the starport to create a plan. The group decides to head out and tour the underground complex of Macelight. Macelight is home to a large mining operation, and the mining complex houses several shops, restaurants, and drinking establishments for the one million inhabitants of the asteroid belt. During the group's tour of the complex, they notice the same individual following them at a distance. Definitely an agent. Is it a 3FT agent? The group finds a section of back alleys located behind the entertainment district. These dimly lit alleyways are service corridors. As planned earlier, the group sets up an ambush for the tailing agent. After about an hour wait, the group does not encounter the agent. As the group heads back to the starport hotel, they notice a couple of security officers making their rounds through the service corridors. Dean smiles and waves to them, and the security officers return to the greeting. A brief discussion ensues, and the group convinces the security officers they had lost their way back to the starport hotel. The officers give them directions, and they return to the hotel complex without further incident. There is no sign of the individual who has been tailing them. Maybe he spotted the security officers and decided to break off the pursuit?

187 - 1120
The team is delayed one week due to technical issues at the starport. The week is uneventful and the agent tailing the group has not been spotted since the previous week.

194 - 1120
Security issues at Macelight starport
(security check: Law Level check [6]; 2d6=8; Dean Team passes security check)
Travel off-system is delayed 1 week.

201 - 1120
Macelight - Gaucho (Williamsburg/Glimmerdrift Reaches)
Jump prep: no events. The team is now able to proceed to its next destination
Jump: no events

208 - 1120
Arrive in the Gaucho system
Jansen is robbed of 800CR. The group does a little reconnaissance and discovers a band of thieves operating near the starport. The team spends a couple of days in surveillance, and locates an area frequented by the thieves. The group sets up an ambush. The ambush ends as quickly as it started. The thief escapes and injures Striker with a slash from a knife. Nothing serious, but first-aid is required.
A valuable piece of information is gathered during the week layover on Gaucho. The team spots the agent who has been tracking them since Bakcyon. They discover the agent will be traveling aboard the subsidized merchant, Tiger's Eye.

215 - 1120
Prejump: The group has created a fake itinerary for the Hawk, that states the scout ship is headed to the Sao system to deliver scout service dispatches. The group leaves them in a starport restaurant where they have spotted the agent sitting nearby. They try to make it look like the papers accidentally drop under the table as they are getting up to leave.
Jump: Gaucho to Jeffer-Scott
During the trip, the computer aboard the Hawk malfunctions. The jump drives and program routines for jump travel are unaffected, but several error codes are appearing in one subroutine of the navigation system. Kyle, the group's computer expert, discovers a virus in the navigation program. The jump coordinates are being logged in a tracking program that can be accessed from any starport terminal. A confirmation that the group is likely being followed by a 3FT agent. Kyle removes the virus, and hopefully the false travel itinerary and virus removal will end the tracking by the spy.

GM NOTE: As the Dean Team suspects, the group is being followed by a 3FT agent. The agent is not fooled by the fake itinerary and realizes he has been made. He knows the merchant ship he is traveling upon cannot keep up with the jump capability of the scout ship. After consulting a subsector map, he concludes the ship's likely destination is Jeffer-Scott. Upon arrival at Sao, the agent forwards a message to Jeffer-Scott via x-boat to a 3FT operative stationed at the starport in Jeffer-Scott. A new agent will have to pick up the trail on Jeffer-Scott.

Monday, March 25, 2019

SOLO Campaign- Dean Team 4

SOLO Campaign-Dean Team Part 4

Current Adventure: Infiltrate
Date: 110 - 1120
Subsector/Sector Location: Tri-Empire/Glimmerdrift Reaches

Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
Character Reactions (SOLO p.18): Considers Keter an enemy.
Striker Anderson (Major)
Character Reactions (SOLO p.18):  Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
Character Reactions (SOLO p.18):  Admires Kilgar.
Keter Lancel (Lance Sergeant)
Character Reactions (SOLO p.18):  Friendship with Dean through guilt.
Kilgar Plenson (Lance Sergeant)
Character Reactions (SOLO p.18):  Knows about Striker's gambling problem.
Kyle Rheimer (Lance Sergeant)
Character Reactions (SOLO p.18):  Likes to ridicule Jansen.


Free Use Pixabay/kalhh
110-1120  Negotiations with the Ginlenchy Concordance
Negotiations begin with the Ginlenchy Concordance (GinC) for contracted mercenary services provided by the Golden Company for any interested systems within the GinC.  The group meets with Verenson Kull, a diplomat for the GinC.
Verenson Kull is a staunch ally of the Imperium.  Most systems within the GinC are extremely nervous with the rise of the 3 Fists Triumvirate within the Republic of Krax.  Verenson believes the independence of the entire GinC is at risk.  He has known Dean Halvaard for many years and fully trusts him. Verenson assures the Golden Company representatives (Dean Team) this meeting is a mere formality.  The GinC is more than ready to sign the agreement with the Golden Company.
117-1120 The Deal is Done!
The contract is signed with great enthusiasm by all participants.  The official meeting ends on the first day, but the rest of the week was filled with relaxation and entertainment, courtesy of the Ginlenchy Concordance.  The team is refreshed, and ready to start its next mission.
Verenson Kull meets with the Dean Team in their private quarters at a villa near the Bakcyon startport.  He provides the group with documents for their new identities.  The first set of IDs has the Dean Team serving in the Ginlenchy Scout Service (GSS)  They will be serving as scouts aboard the GSS Hawk.  The second set of IDs has the Dean Team serving as crew members aboard a merchant ship.  The crew is scheduled to join the Far Trader, Free Enterprise, at Jeffer-Scott/Williamsburg/Glimmerdrift Reaches.  The Free Enterprise is scheduled to depart Jeffer-Scott on 229-1120, so the crew should have plenty of time to reach their destination.  Merchant ships often keep their regular schedules, but delays do occur.  The team will need to carefully monitor their progress to avoid any delays.  The Free Enterprise will not delay their departure for long, since free traders need to keep moving in order to make money.  Any extended delay by the Free Enterprise, apart from mechanical issues, will rouse suspicion.  Jeffer-Scott and Spadling are known to be infested with 3FT spies.
118-1120 The Mission Threatened
Dean decides to rid himself of an enemy by sending Keter Lancel back to Golden Company Headquarters with the newly-signed agreement.  The Dean Team meets to discuss the next phase of the mission, and Dean breaks the news to Keter.  Keter becomes  enraged and demands someone else should do it.  "You don't need me to be a delivery boy.  Send it the way documents like this are sent...THROUGH A COURIER!"  Keter began to visibly shake from his rage.  Dean quickly retorted, "You will do as you are ordered, Lance Sergeant!  I want this contract HAND DELIVERED, and it WILL NOT BE DELIVERED BY A COURIER! The information in this agreement will NOT fall into the hands of spies because of some errand boy's failure to properly guard its contents."  "Get someone else," Keter replied.  Dean's response was quick, "NO, I ORDER YOU TO DO IT AND THAT'S FINAL!" Keter stormed out of the room and headed back to his quarters.  Striker began to follow Keter, but Jansen replied, "Let him cool off for awhile." Striker agreed.  The rest of the team members concured, and began discussing their plans for infiltrating the Krax Republic.
After about twenty minutes, Keter returned to the meeting room holding a metal trash receptacle which contained the dying embers of a small fire.  Keter sat the receptacle down before the rest of the team and with an evil grin replied, "I just torched all of my original identity papers.  I'm not going anywhere!"  The entire team was speechless for a moment, then Striker responded, "What have you done?!"  At this point, the room erupted into a shouting match of curses, accusations, and insults.  After several minutes, the team members began to compose themselves.  "If you don't like it, too bad.  Maybe I'll report this whole mission to the media.  I am going back to my villa.  Later, losers" was Keter's response to the rest of the team members. The team stood there dumbfounded, as they silently contemplated the ramifications of Keter's threat.
The heat of the moment soon passed, and cooler heads prevailed. Dean contacted Verenson Kull to see if it was possible to have Keter arrested and secure him until Golden Company forces arrived and placed him into custody. Verenson's secretary informed Dean that he had just departed Bakcyon for a long-planned vacation to Aldrus (Tri-Empire/Glimmerdrift Reaches).  The team resumed its discussion on what to do.  Jansen and Kyle insisted Keter cannot remain a part of the team.  Striker and Kilgar were not as resistant to Keter remaining as Jansen and Kyle were, but both Striker and Kilgar believed something must be done.  After about an hour of discussion, the team reached a solution.  Dean will have to fire Keter.  Kilgar volunteered to return to Imperium space and deliver the contract to Golden Company Headquarters.  He would return to Bakcyon with the first contingent of mercenaries as soon as possible.
The group sent for Keter, and informed him of their decision.  Surprisingly, Keter had already resigned himself to this outcome and agreed to abide by their decision.  He turned to Dean and replied, "I agree with the team's decision, Commander.  I will honor it as well as my oath to the 4518th. I will remain on Bakcyon for the foreseeable future and contemplate my future."  Keter saluted Dean, turned, and left the room.  The entire Dean Team believed Keter would not betray them as he had threatened to do earlier.
119-1120 to 173-1120  Preparations for Next Mission
The Dean Team rests for a few more days, then begins training for the next leg of their journey.  The preparation is intense and requires training in scout ship duties as well as merchant duties.  The team feels confident their training will help them to pass as scout/merchant ship crew members.  The team hears and sees nothing of Keter.  Kilgar salutes his team members as he boards a transfer ship. This starship will take him back to Simulacrim where he will wait to board the Illustrious Star as it makes its way to Simulacrim , following its regular travel route.  It may be a long time before the team sees Kilgar again. It is  also possible they may never meet with him again.  Only time and good fortune will tell.

Sunday, January 20, 2019

SOLO Campaign-Dean Team 3

SOLO Campaign - Dean Team Part 3

Current Adventure: Infiltrate
Date: 82 - 1120
Subsector/Sector Location: Tri-Empire/Glimmerdrift Reaches

Cast of Characters (Dean Team):
Dean Halvaard (Force Commander)
Character Reactions (SOLO p.18): Considers Keter an enemy.
Striker Anderson (Major)
Character Reactions (SOLO p.18):  Considers Dean a rival.
Jansen Trueblood (First Lieutenant)
Character Reactions (SOLO p.18):  Admires Kilgar.
Keter Lancel (Lance Sergeant)
Character Reactions (SOLO p.18):  Friendship with Dean through guilt.
Kilgar Plenson (Lance Sergeant)
Character Reactions (SOLO p.18):  Knows about Striker's gambling problem.
Kyle Rheimer (Lance Sergeant)
Character Reactions (SOLO p.18):  Likes to ridicule Jansen.

*

82-1120  Simulacrim to Quabinisar
Departure:  
The Dean Team is posing as part of the crew of the Raconteur, so training is in order.  The team members acclimate themselves with the crew of the far trader and the procedures they follow. While the team's individual identifications are not changed, each member of the Dean Team receives crew identification cards that are issued to employees of the ship.  
As the far trader departs, the Raconteur encounters a safari ship that has recently entered the system. The Huntress is having an issue with its M-drive. The crew of the Raconteur attempts to assist, but the repairs needed will require repair equipment that is not available on board either vessel.  The Captain has agreed to remain with the safari ship until a repair crew arrives to assist them.  This will delay the Raconteur's departure by one week.
89-1120
Transit:
The Raconteur makes its jump without any issues.  
Arrival:
No encounters or issues upon arrival at Quabinisar (no starport)
System Layover:
The Dean Team skims a nearby gas giant in order to refuel.  Unrefined fuel can lead to a misjump, but the crew of the Raconteur is used to this type of operation. The captain  takes every available step to insure safe jumps with frequent maintenance and fuel system cleanings whenever possible.
Quabinisar has no starport, so supplies for the planet are shuttled to the surface.  A private firm on the planet is licensed by the planetary government to conduct these operations.  A planet-based cargo craft will launch from the firm's facility and meet the Raconteur in orbit in order to transfer the cargo to their ship.  After the cargo craft reaches orbit, the cargo craft's pilot radios the captain of the Raconteur to inform him that a planetary official will be boarding the ship.  This official checks the entire crew's identifications and inspects the Raconteur for contraband.  The Dean Team is not aware this planetary official is a spy for the 3FT.  The spy records the crew list information and stores it for future reference.  
The transfer of cargo is allowed to continue since the Raconteur's "paperwork" is in order and no contraband was present.  The captain and crew receive their credits for the shipped goods, and they prepare to depart this system.

103-1120   Quabinisar to Bakcyon
Departure:
[Check for Misjump: 12+ (DM +3) for misjump.  2d6=7 (+3)=10  no issues]
As the Raconteur approaches its jump coordinates, a ship arriving in the Quabinisar system radios for help.  The 300 ton merchant ship Dark Star is having mechanical/computer issues.  The crew of the Raconteur lends a hand and quickly fixes a computer glitch.  The Dark Star thanks the captain and crew of the far trader for their assistance.
Transit:
While in transit, a review of sensor logs indicates another ship jumped around the same time as the Raconteur and appears to be on the same course as they are.  Could it be a false reading or is someone following them?  What about that official on Quabinisar?
Arrival:
Upon arrival at the Bakcyon system, the far trader radios an outbound ship.  The large cargo carrier does not respond.  Is their comm system out?  Are they operating under radio silence?  The captain says it's unusual for a transport ship of this size not to respond to a standard hail of passing starships.  He believes the cargo carrier's comm system is out.
System Layover:
The far trader lands at Bakcyon's starport.  The captain and crew will begin the search for shipping customers who are looking to ship goods to a nearby system.  

The Dean Team prepares to meet their contact for the next phase of their mission.  As the team members prepare to leave the starport, they encounter a desperate individual who is seeking to leave the planet quickly. Dean begins to answer the man, when suddenly several local police officers shout at the man to stop. He immediately bolts away and the chase is on!  The Dean Team members raise their hands to signify they have no clue what is going on and are not offering any resistance.  The local police flash by them without even a glance in their direction.  "Man, he's toast," chuckles Keter as the team members collect their luggage and head out of the starport. 

*Free use of this public domain image courtesy of Pixabay.