Friday, July 9, 2021

SOLO Campaign-Dean Team Part 7

 SOLO Campaign-Dean Team Part 7

Current Adventure: Infiltrate

Date: 257 - 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.

…..............

257 - 1120


System: Linmar


Preparing for Departure: A fist fight breaks out in a lounge while the Dean Team is having a drink. Dean and Striker get involved and break up the fight. A few scrapes and bruises, but no serious injuries. Starport security responds in a ruthless manner, hauling off the instigators of the fight with extreme violence. Kyle notices one of the brawlers is unresponsive and looks dead.

The starport goes on lockdown, and curfews have been issued for all occupants of the starport and surrounding settlements. Dean is later informed by a local at the starport that the 3FT are involved and spy activity is suspected by the government. This local also tells Dean he had heard a rumor that all of the brawlers at the lounge have been eliminated. Is this a rumor? It seems like Kyle's observation lends credence to it. The crew and team members are never questioned by security or any other government agents.

The lockdown on Linmar lasts a total of 24 days.


281-1120


Prepare for Departure: With the ending of the lockdown, the crew of the Free Enterprise are preparing for their trip to Estin. The passenger from Rinma, Urella Ginsan, still wishes to travel to Estin. She spends her time in her stateroom cabin while the crew preps for departure. The Dean Team and crew never spotted her while the starport was on lockdown. They are also maintaining their vigilance with keeping an eye on Urella and watching their own behavior. Nothing indicates to Dean that she is a spy, but better to play it on the safe side.


System Travel to Jump Point: An Emergency Response Boat believes the far trader is a pirate ship. Extended communication with the ERB and Linmar starport officials allays the ERB's fear.


Jump: Sensors during jump travel are giving false readings of system failures. A thorough check of operating systems indicate a false-positive. Everything appears to be working order.


Arrival: Arrive in the Estin System. No encounters.


Starport Encounters: With the successful delivery of the cargo completed, the crew seeks out a little R&R. The extra credits from the cargo and additional passenger means a nice dinner at the starport's finest restaurant! The group also decides to spend an extra week on Estin.


World Encounters: During the meal, the captain spots a local celebrity whom he admires. William Carreiro is a famous actor on Estin. The captain catches him in a good mood and secures an autograph from the actor. The captain is now in an even greater mood and buys drinks for the house! Whatever happened to traveling incognito???


GM Note: The brawl at the starport lounge was started when a member of a local dissident cell on Estin was exposed as a 3FT operative. The man Kyle had witnessed was actually the 3FT operative who was indeed dead. One of the dissidents in the fist fight successful stabbed the operative in the heart with a concealed blade. Urella was temporarily recalled to interrogate the prisoners arrested at the starport lounge. She was also interested in finding out whether or not Dean and Striker were part of the dissident group operating on Estin. The dissident prisoners denied knowing anything about Dean and Striker. Urella believed them, since Dean and Striker's actions prevented the dissidents from making their escape. Needless to say, the rumors regarding the fate of the brawlers are true. Both prisoners were summarily executed after Urella's interrogation.


302-1120


Preparing for Departure: The captain and crew were able to secure cargo for transport to Abin. The extra week of rest has done wonders for the Dean Team's morale. No sign of Urella, so it looks like her travel onboard the far trader is completed. While completing his duties onboard the far trader, Jansen Trueblood finds a listening device in the crew lounge. Jansen alerts the captain and Dean of his discovery. No crew member would have need of this, since all of them are part of the operation. There is only one person who could have placed the listening device...Urella Ginsan!


There is still no sign of Urella, but the captain fears she might return with the destruction of the listening device. A plan is hatched! The crew will search for a passenger to fill the empty passenger cabin. A quick search of the starport yields a willing person seeking passage. The captain offers an incredible deal with a dramatically reduced price on the fare. He also forges the ship's files to show this passage was booked in advance. Everything is in place, but still no sign of Urella.


Within 45 minutes of the Free Enterprise's planned departure, here comes Urella seeking a last-minute passage. The captain, putting on an act that would make William Carreiro proud, humbly apologies to Urella and explains to her the passenger cabin is already booked for the trip to Abin. Visibly angry, Urella walks off in a huff.


GM Note: Sure enough, Urella had detected the listening device was no longer functioning. She originally had no plans to travel onboard the far trader anymore, relying upon agents at Abin to pick up the listening device signal when the Free Enterprise entered the Abin system. The 3FT, along with agents of the Shattered Planet Security (SPS) Service, regularly monitor listening device signals throughout the Republic of Krax. Her inability to secure passage leads her to investigate the ship's flight plan and manifest logs at the starport. Everything appears to be in order. Urella takes solace in the fact that the Free Enterprise and its crew have done nothing to create suspicion in her mind. She believes she has done her job, and now the far trader is the responsibility of officials at Abin. An x-boat message will be forwarded to Abin as soon as possible in accordance with 3FT protocol.

The captain's plan and the Dean Team's discipline have paid dividends. The 3FT tail has been broken!


System Travel to Jump Point: A distress call is received from the Large Transport Ship, Titan. The Titan's medic has become violently ill. The Free Enterprise continues to monitor radio transmissions between the Titan and Estin as the far trader approaches its jump point.


Jump: As the Free Enterprise is traveling through jump space, the passenger recruited by the captain attempts to hijack the far trader. The hijacker successfully gains control of the bridge. The Dean Team springs into action and a battle commences. The hijacker is quickly subdued and successfully detained. Kyle and the hijacker both receive minor injuries.


309-1120


Arrival: The Free Enterprise enters the Abin system. The Free Enterprise passes the outbound far trader, Nero. No issues or problems.


Starport Encounter: The ship arrives and unloads its cargo. The hijacker is escorted to the starport security office and turned over to them. As the Dean Team members head back to the docked far trader, Kyle notices a very frustrated port official. Kyle offers assistance, and the frustrated official gladly accepts his offer. Within a few entries, Kyle is able to get the official's computer working again. The port official is grateful and even offers CR100 for Kyle's help. He politely declines the official's offer.


GM Note: While the team is escorting the hijacker to starport security, a 3FT operative begins to follow the group. As the team heads back to the far trader, the 3FT operative is called away by his superiors. The tail ends as quickly as it started.


The Dean Team says goodbye to the captain and crew of the Free Enterprise. The far trader will continue its undercover work and proceed to their next destination without the Dean Team. The team makes contact with an operative of the insurgents on Abin. New identification papers are secured and the team will attempt to leave the starport with new identities. The secret insurgent base is located in a rural area of Abin. The name of contacts and addresses must be memorized. The team cannot risk anything printed or written that could fall into the hands of the 3FT if the group is stopped along their journey.

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

Referee Notes 8

Secret Service Banner (3FTSS/SPS)

3FT Secret Service

The 3 Fists Triumvirate Secret Service is the interstellar intelligence agency of the Republic of Krax.  Members of this elite force serve as the personal body guards to the three members of the triumvirate.  Like the Shattered Planet Security [SPS] service, the 3FT Secret Service [3FT] operates as a security unit throughout the Republic of Krax.  Unlike the SPS, the 3FT also operates beyond the borders of the Republic of Krax.  Rumor has it that an operative sits on the Moot of the Imperium.

The 3FT also conducts intelligence gathering, espionage, and assassinations.  Several planetary officials of the Republic of Krax have died mysteriously since the 3FT has come to power.  Many of these deaths have been attributed to the 3FT.

The use of the 3FT abbreviation can apply to the three ruling members of the triumvirate or it can also apply to 3FT operatives.  Basically, any activity of 3FT agents is fully sanctioned by the three triumvirate members. The term is therefore interchangeable between the rulers and the agency.  The mere mention of "3FT" strikes fear into the hearts of many throughout the Republic of Krax.

No planetary system within the Republic can contract with a mercenary company without the approval of the 3FT. Any mercenary units hired to operate within the Republic must include a 3FT agent.  This agent must hold the rank of Colonel at the minimum. There are also plans to assemble 3FT mercenary services for other interstellar governments.  These elite mercenaries, made up of only 3FT operatives, will hire out to those interstellar governments friendly to the 3FT.  The Mandanin Co-Dominion is a major supporter of the 3FT and are extremely interested in the implementation of these 3FT mercenary units. 3FT Agents reside within the ranks of all branches of the military.  Several elite ground units are solely made up of members of the 3FT.  These units operate attached to regular Republic of Krax ground forces. 3FT controlled naval fleets are also in the works. 

In the year 1119, the 3FT's reach is limited but growing with each passing year.  Operatives are concentrated along the borders with the Imperium and in those systems of the Republic who are showing resistance to 3FT rule.  Many subsectors have minimal 3FT presence, and several systems within these subsectors have no 3FT presence at all.  By the year 1133, 3FT operatives are present throughout the entire Republic of Krax.

Referee Notes 7

SPS Insignia

Shattered Planet Security [The SPS] 

The Shattered Planet Security force [SPS] was formed on the same day as the Shattered Planet Party [SPP] (250-1114).  This security force serves as as the official police force of the Republic of Krax.  The SPS coordinates with local system governments to monitor political dissident activities as well as maintaining security for all SPP officials.  It is also known as "the police of the police."  The SPS maintains overt agents (police) and covert operatives (agents).  Many of its officers have an excellent working relationship with planetary police force members.  SPS Leadership on the other hand does not.  Most planetary police members view the SPS Leadership with disdain.  This relationship is much like 21st century earth's rank and file police officers with their bureaucratic bosses. The SPS can be mobilized into a paramilitary authority if SPS Leadership deems it necessary.  This authority can also override  planetary military force leadership.  The military is not fond of this, but it also knows that resistance can lead to summary execution.  The 3 Fists Triumvirate Leadership (3FT) tolerates NO insubordination of planatery forces, police or military.  Mobilization events are occurring less and less with the 3FT's consolidation of power.  More and more systems of the Republic of Krax are becoming fervant supporters of the 3FT.  Things are beginning to return to normal and that includes working relationships with the SPS and local governing bodies. Most spying activities are the responsibility of the 3FT Secret Service.  The SPS maintains spies, but these operatives are usually restricted to their home systems.  If travellers are suspected of espionage, many SPS agents will transfer survellience to 3FT operatives.  Once a suspect makes a move to leave the SPS agent's system, the agent is required to transfer survellience to a 3FT operative. He or she will not follow the suspect off-world.

The SPS is also responsible for security detail when interstellar/planetary government members hold official functions within their respective systems.  Planetary security is never entrusted to local police.  Only SPS members serve in this capacity.  Minor governmental and local officials may use regular police for security details, but an SPS agent must be present to coordinate security.


Referee Notes 6

The History of the Shattered Planet Party's [SPP] Formation

1-1110

The smuggled group of terrorists known by Imperium officials as the "Gang of 3" finds their way across the core of the Imperium with the help of the Ine Givar Organization.  The Glimmerdrift Reaches resides on the trailing edge of the Imperium. The Krax Confederation exists within this sector of space.

Sir James Filmore, Sean Billman, and Titus Cromwell find their way to the Farwall system in the Even Subsector of the Glimmerdrift Reaches.  Slndn Hktar, the son of the Baron of Farwall, has brought the bedragled men to his family's estate.  A rumor has taken hold within the Imperium that these men are dead.  One problem with rumors is they are usually false. Such is the case with the "Gang of 3."  It is here on Farwall where the seeds of The 3 Fists Triumvirate are planted, watered, and cared for until they sprout into a powerful political apparatus.

1-1111

Discontent is growing on Farwall, as well as many other systems within the Krax Confederation.  Many believe officials of the confederacy are betraying their very own citizens.  Several contracts have been granted to Imperium Mega Corporations over those corporations that reside within the borders of the Krax Confederation.  Some powerful people within the Krax Confederation fear the Confederation will one day be absorbed into the Imperium.  This fear and concern came to a head when Baron Klyndn Hktar was arrested by the governing body of Farwell.  Evidence presented at his trial showed his involvement with a plot to secede governing authority of the Krax Confederation to that of the Imperium Government.  Baron Klyndn vehemently denied the accusations and claimed he was being framed.  He was found guilty and sentenced to death on 147-1111.  He was summarily executed the very same day.  The Baron's son, Slndn Hktar, pledged his undying loyalty to the people of Farwall and committed himself to defend the Krax Confederation's independence from the Imperium.  The uproar caused by the trial of Baron Klyndn and his involvement with the Imperium, forced the hands of government officials on Krax.  The ruling council on Krax voted unanimously with the ascension of Sldn Hktar to the position of Baron of Farwall.  Baron Sldn Hktar's first order of business was to establish a new political party on Farwall whose main purpose is to promote and defend the interests of the People of Krax.  That party was the Farwall Freedom Party.

1- 1113

The Farwall Freedom Party's first members were Sir James Fillmore, Sean Billman, Titus Cromwell, and Baron Sldn Hktar.  The party's message spread quickly and soon membership was growing at a rapid pace.  Confederacy officials on Farwall, as well as those on Krax, became concerned.  A growing hostility among the citizenry of the Krax Confederation with the Imperium government was becoming a real concern for these officials of the confederacy.  On 113 -1113, the Confederacy Ruling Council passed a resolution barring all members of the nobility throughout the Krax Confederation from membership to political parties on their respective systems.  This resolution became known as the "Imperium Dagger" to those citizens of the Krax Confederacy who despised the Imperium.  With the passing of this resolution, the "seed of civil war" had germinated.

1- 1114

Riots broke out on Farwall when news of the "Imperium Dagger" reached their ears.  Baron Slndn Hktar knew he was not in a position to oppose the hated resolution.  He resigned from the Farwall Freedom Party and made this now famous speech:

"It is now fully apparant where the hearts of our governing officials lie.  It is squarely in the camp of the Imperium.  I will honor this resolution as I officially withdraw my membership from the Farwall Freedom Party.  I do so not out of respect for the governing council on Krax, but out of my undying loyalty to the citizens of Farwall and to all freedom-loving citizens of the Krax Confederation.  I pledge my undying love for them and to them alone.  The traitors have made their bed with the Imperium.  They will have to lie upon it as well.  Loyal citizens will see this resolution for what it truly is.  A sellout to Imperium interests and a deep betrayal of the great people of the Krax Confederation.
My deepest desire is to see the rise of true leaders who will free us from the chains and shackles of Imperium oppression.  I believe those leaders are with us today.  My hope is they will take the initiative and lead us in the way of true freedom from Imperium slavery.  I believe they will."


249-1114
The Farwall Freedom Party officially disbands.


250 to 275 - 1114

The Shattered Planet Party (SPP) is formed and Sir James Fillmore, Sean Billman, and Titus Cromwell are elected "Leaders for life."


SPP Battle Flag




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.