• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Adventure Plotted! Help Requested!

Jame

SOC-14 5K
I have this adventure plotted for my next rp meeting. I'd like some help with it, but I must tell Tewhill and Soloprobe to keep out (since they're my players and all).

The characters are a sort of motely group (one's definitely a scout, one may be an merchant-other and the last should be military [a Navy-cross trained Marine or Army]) who have been assigned to the scout intelligence service. They are initially treated as go-fers while the service tests them out. This is set in my homegrown campaign, and the stats are a bit more advanced for tl15 than the OTU is.

First they are brought to the division headquarters, where they meet with their supervisor. She hands them a data clip with their assignment on it, given a cover story (a trio of tourists on extended vacation) and told to go to the starport, where they'll board a subsidized liner (600 dtons, 50 g accell and jump 6). They have to go to an over-border independent world to rescue a spy. The known catch is that this world is rather touchy about other governments interfering with internal politics, and about most else as well (law level _at least_ six, more when I finish designing it; save that it's five parsecs beyond the borders of another government which it has even worse relations with). After two jumps (ten parsecs), the PCs arrive and disembark from the liner and have to contact this spy, as well as their transport off-planet.

The spy tells them to meet him at a library, but once they get there they find a local Army platoon inside searching for the spy. Eventually I want them to find the spy in a former crypt in a nearby park, and then get off planet, but I want it to be more complicated; does anyone have any suggestions? Thanks!
 
omega.gif
 
Some Broad Strokes, Milord...

1. The Spy has "Gone Native" (has a wife on the enemy planet?) or is a Double Agent (steering the PCs into a trap)?

2. The Spy has a Disease or chemical in his system that is slowly killing him. the only source of antidote is the enemy military, making it necessary for the PCs to cook up a quick theft mission?

3. The Spy has been long comprimised, and now serves inadvertently his enemy?

4. The spy is a Drug Addict/Total Screw Up. The enemy Planet is glad to be rid of him, and he is the players problem now.?
 
Originally posted by Baron Saarthuran:
Some Broad Strokes, Milord...

1. The Spy has "Gone Native" (has a wife on the enemy planet?) or is a Double Agent (steering the PCs into a trap)?

2. The Spy has a Disease or chemical in his system that is slowly killing him. the only source of antidote is the enemy military, making it necessary for the PCs to cook up a quick theft mission?

3. The Spy has been long comprimised, and now serves inadvertently his enemy?

4. The spy is a Drug Addict/Total Screw Up. The enemy Planet is glad to be rid of him, and he is the players problem now.?
++++++++++++++++++++++++++++++++++++++++++++++++++
Good ideas baron S..
IIRC (from my Gencon plunder/swag)-MT/Flaming eye Module (DGP) that goes with Vilani & Vargr, # 1 & #3 were combined in the first adventure of two: The agent for Lucan's Imperium was a double- Vilani Intelligence having caught her; and her family was held prisoner for her "cooperation/good behavior and wouldn't leave till they were freed.
<Awfully Solomani thinking of those Vilani fellers were, eh what?>

#5. Agent has taken refuge/sanctuary in a church, and the local police cannot get him/her out without major loss of face. Complication, he/she has hidden whatever data he/she has withing the church itself!

#6. As in #2, but agent dies shortly after PC's contact him/her. The secret he/she had was the poison within his/her body. Getting the dead agent off world is now part of the problem--the other is what was the secret he/she knew? being dead, he/she cannot tell the players!
 
The spy actually died some time ago. The enemy government has put someone in his place and performed cosmetic surgery and the like to get him to look like the person the players are after. Once he is in he will try and sabotage any plans and turn the players in, all the while trying to convince the players he is who he says he is.
 
And nice strokes they are, Baron, Liam, Ben. Thanks! BUT, one item - the PCs are from one interstellar government, the spy is from another government, and they have to meet upon an independent world which is all but hostile to the empire which the spy is from.

Wait, I can use those ideas, self. 'Cause they're good. Maybe he's gone native, in having a native spouse (he'd have to be the same species in order to fit in), except his spouse doesn't know he's a spy, but is still being held by the planetary government - and she's late into a pregnancy...

This is the first time I've ever refereed, so I'm sort of looking for some advice on that. Plus I'd like some help on random encounters.
 
Advice on first time refereeing:
1 Keep it simple for the first adventure so that you get used to the chaos of actually trying to RUN a gaming session.
2 Simplicity means combat. Barfight, whatever. Have a combat ready to toss in if you start getting flustered.
3 Don't write as if for publication. Example: don't use random encounters. Roll dice then use the one "random" encounter you have prepared.
4 Be ready to make stuff up as you go along. The players will get off track somewhere.
5 Remember (and you may not know this if you have been a player) players DO NOT EVER pick up subtle clues. What appears obvious to the referee may be utterly impossible to figure out on the other side of the table. A series of very easy VERY EASY clues will make the game work better than one or two insidiously complicated clues, or even moderately tough ones. After the series of clues you think a chimp could negotiate, the players will be very proud of themselves, and rightly so. It is harder on the other side of the table.
6 I have started enforcing "in character" speech unless the player states otherwise. Depends on your players.
7 The major flaw with first time refs is that they appear to lead the players by the nose into the prepared areas. You will be tempted to do this. To avoid it, you have to be willing to ad lib and bide your time until you can get back to the main adventure. Use combat to give yourself time to think.
 
About your plot - I would focus on preparing the following stuff:

1 - the starport at the first jump. They will want to explore if there is a wait. If you don't want them nosing around, build urgency: captain says we've go to keep going - news coming the other way says there's a mole in operations, so news of our secret identities may be travelling only a couple of days behind us - get back to 100 diameters and jump, stat! Or some such.

2 - The first place they may get information about the spy (phone, data terminal, etc). If they don't think of this information source, give them a "scenic" description of the starport with "there are lots of people lined up to use the phones - for some reason a lot of them are out of order." Players respond about half the time with: hey, we could call the guy! Then you can read the phone answering machine message you prepared. If they don't think to call even after a subtle reminder, that's their problem.

3 How do they find out about the crypt? Search an apartment and find a note? Steal a security cam from the library and see if the guy came in? You will need to hand them this clue on a plate, or they'll get both creative and very frustrated. Then build the obstacles between them and the crypt. Maybe there's a note left for the players in the library with a nice little puzzle on which book (CD) to open for the location. Make the FIRST part of the clue really obvious, like an open yearbook lying on a table, or a closed yearbook with a bookmark on which the secret symbol of some spy thing is hastily drawn. The yearbook will have some letters circled - the name of another book, and in the library's copy of that other book are the more difficult clues that lead to the crypt. But the players MUST know that they are working on the right puzzle or they'll get frustrated.
 
Okies..

Hmm, some more advice:
-Be prepared to wing it-as Myth said, the PC's will diverge when least expected, SO...have stuff ready <scenic fluff/ random encounters/ thumbnail NPC's/ red herrings>

This is a non aligned world between two empires/states, right? Okies, then you can make some thinngs here native and *not* Imperial/ or the Opposition state. Feel free to make things usually thought status quo, a wee different.
Okies-the govt on this Na (politically) world *doesn't like outside interference-but does allow interstellar trade/ commerce tourism...

ideas for random encounters-
alpha.gif
Kids/folks at Starport hawking maps and brochures to various site-seeing excursions. besides-they're *tourists* right?<evil laugh>
Have souvenir sellers hawk and chase em..thru the starport concourse!
Sidiki sez-" sahib, special price for you tosday, just for you my offworld friend!"
alpha.gif
Depending on law level*- uniformed SPA, Military, and Security Police (secret police)-make them all stand out/ differing uniforms, etc-a tweak detail, but one to make the PC's pay attention Who is checking them out/ in the area, etc.
 
Thanks for the advice! Let me just mull, and write, and detail. When I've rewritten I'll post the basics here.

I can see such a vendor now - Hey! You! Consortiumer! Take this fine rug back to comfort you when you fight those Imperial pigs! (the PCs are from the Consortium, and the nearby Empire is non-war hostile with this world (provisionally named Hesapir, thinking of it now). The only reason the Hesapirian government (one system and tl of A) won't go to war is because the Empire has about 2,500 systems and a tl of D
 
Originally posted by Jame:

... She hands them a data clip with their assignment on it, given a cover story (a trio of tourists on extended vacation) and told to go ...
This is one of the most effective refereeing devices for my gaming group. To help them have sense of continuity, and to give the referee an official channel to direct their steps, and to keep them guessing, it's very nice to have them perform a task for an organization, and then rendezvous with an agent somewhere to receive their next orders. A TL15 version of "orders" might be a holocrystal containing a holoprojection of their patron, who not only tells them their next set of objectives, but also has a simple expert system built-in that allows them to ask it simple questions related to their mission. If it's not programmed to answer certain questions, it will simply say so. A nice way to limit information to the players.

If you want to keep them aware of a mission continuum, consider setting a rendezvous point for receiving "further instructions" for several steps along the way, but don't give them a time limitation if you can help it. This lets them roam a bit if they want to, and then return to the mission if they feel like it. Basically, they get paid when they complete a job, which the organization verifies independently. (There may be some time lag between the players reporting in and job payment...)

Building on this, you could employ another small team of NPCs whose job is to verify the completion of a job by the PCs. They could regularly turn up at the same places the PCs do... there could even be a group of NPCs competing for the same job...


Adaamu: Eneri is checking us in at the TAS hostel while I talk with the Company about payment.

Ref: While you are waiting in the Company lobby, Eneri calls you on the commo. (Referee hands Eneri a note scrawled on a scrap of paper)

Eneri: Hey, remember those guys who were poking around downport on Knorbes? Well, they just checked in at the hostel...

Adaamu: Rats!

(Referee smiles)
 
By now I have the adventure done, except for "filler" encounters. I'd like some advice, but let me actually type the adventure up and post it here first.
 
Remember, you asked for it!

The PCs begin in the reception hall for their new supervisor’s office. They have an appointment in twenty minutes, and have been instructed to introduce themselves to each other. If they get done early, the supervisor is ready a bit earlier than expected. The supervisor is a Kalina woman, sort of a dryer Bwap, named Terin (“call me Terin. That’s the best you’ll pronounce it.). She tells them why they’re here, which is (generally) to act as “troubleshooters” for Intelligence. Their first mission is to find and retrieve a spy on Kasrinat. She says that he has discovered some valuable information that the Oshani Empire wishes to share with the Manische Consortium. Naturally, the two states are sharing information in order to bring about the political unity necessary to found a true successor to the fallen Republic. The information is concerns the location of a Regional Depot from late in the last ages of the Republic, and although the knowledge and equipment from this area is from a lower tech level (18) than that from the Apogee, it is still a major leap forward. Further information is about the spy, who is a Mirulu (a large avian). His name is uMali Setut, and he has been on the independent planet Gibraltar for the past six years, spying on the local government. Other than that, the information discusses the PCs’ mission, which is to meet him on-planet and extract him as quickly and quietly as possible. They are given their cover identities as businesspeople that are on vacation, as well as several other identities. Among the information is the location of a stored starship they can use (if absolutely necessary) to get off planet. Then they are sent to the supply depot, where they pick up weapons (pistols, blades and nothing heavier than a Gauss carbine), armor (concealable cloth) and equipment (medpacks, a medkit, hand computers, comms and possibly a portable computer [e.g. a laptop]) and then to a hotel at the starport. The subsidized liner, which is to pick them up, is several days late, and they can wander the starport to their hearts’ contents (though they can’t bring anything heavier than a pistol, and must have comms with them at all times). There are quite a few shops nearby, in two malls; there are three bookstores, other stores such as Filenes’, equipment stores and several restaurants, bars and dives as well. Two of the equipment stores sell civilian ammunition, and one sells military ammo to licensed government operatives. If they go to one of the seedier bars, they are accosted by a large, filthy brute who thinks that they are spying on him. It won’t give up until either knocked out or hauled off by the Patrol.
After two days, the liner shows up (early in the morning), sends its ship’s boat down and begins collecting passengers. The ship is being chartered by a group of middle managers, and their families (20 in total), who are going one stop further along the line. Also, there are seven other passengers, all of whom are embarking here at Dingir. When the liner, the Motile Eight, disembarks the charter at Tunmar (client state capital), it takes on fifteen more passengers. During the second jump, one of the “miscellaneous” passengers comes to the group. He is an Imperial Agent, and he gives the PCs the contact information for the spy. However, he warns, the spy may have been compromised – he has been on the same assignment for longer than the normal time and the local government has become openly hostile to the Oshani Empire. The rest of the jump goes normally, except for one of the passengers getting space-sick halfway through jump.
When the PCs arrive, they go to a small hotel just on the other side of a river from the starport. The info packet suggests that they wait at least a day before trying to contact the spy, to see the sights and try to get the feel of the place. There are small stores, hole-in-the-wall restaurants and a shopping district nearby, as well as several museums and a library. When the PCs return to the hotel, the desk staff will give them a message with a comm number and a message “1830 – 2200 local time” on it. This is Setut’s number, and when contacted, he will tell them to meet him at the library the next day at 1430, and to get lunch first. Also, he recommends that they be cautious since the local law is fired up, ostensibly due to “rebels” in the desert of the Southern Continent. Nothing else really happens that night, but on the holovision and radio there are patriotic shows about how the Kastrinat Civil Service is supreme on its own planet, which it will hold against all opponents.
The next day, the PCs should prepare to meet Setut, getting their gear together and such. When they go to lunch, a section of APCs will rumble past in the direction of the library. If there’s an inquiry, a police officer will explain that the military has uncovered “dissidents” in that direction. However, security prevents telling more.
A platoon of local Army personnel (equipped at tl10) will be at the library when the PCs arrive. Apparently the spy has just been uncovered, and just managed to escape as the Army got there. A librarian will approach the PCs after ten minutes, or as they’re about to leave, with an electronic book about the city. A section about an ancient crypt will be on the screen as the volume is started. This crypt is in the public commons, and is where the spy is hiding (he discovered it about a year ago and found tunnels from Republican times underneath). When the PCs arrive, they will discover him waiting there, very distraught. Someone should notice that the floor is rather unstable. The first thing he says is that the information the PCs need is in his head, in a sealed computer. He is to be taken to their supervisors so they can remove the information and deal with it. However, the local military is on to him, and may be closing in on him – and has captured his very-late-pregnant wife. She is in a hospital under guard. At this point, a section of the local military arrives and surrounds the crypt. They try to break in, which causes the floor to collapse. The tunnels lead just about everywhere in the city, including the starport, but nobody here seems to know about them (except possibly some local gangs, who wouldn’t tell). The spy insists that the group hurry to a safe place, which he will lead them to. Unknown to the party, the spy was tagged with a homing beacon. The party has to figure out about the homing device, and then take the tunnels to a small armory which was hidden here by the spy. From there they must go the hospital, where they will rescue the wife. From there, they must go back through the tunnels and avoid Army patrols while going to the starport. However, the wife, Shirnu, goes into labor by the time they reach the starport – necessitating that they reach the starship as soon as possible.
 
On two conditions:

1. Modify it, change names and tech assumptions, and if anyone asks where you got it, tell them where - Give Due Credit.

And

2. If you have any suggestions for my first refereeing try, I'd like to hear them!
 
Well, looking at what's been said previously in this post I don't think that there's much that I can add.

Once you get them into the sewers you're definately going to want to keep the pace up. give your PC's limited real time to make decisions have the local forces show up every time they try to leave the sewers or try to take a pause. At least until they figure out about the homing device. Maybe then give them a chance to breathe. If things are going too well you might want to throw in an encounter with some local gang members which may or may not end up in violence.

Also you might want to come up with a reason with why your group should try to rescue the spy's pregnant wife. So that your group isn't tempted to just knock the guy out and take him to the starport, bypassing that part of the adventure.

Other than that I can't think of much more to add. Hope these .02Cr worth of thoughts help you out.
 
Back
Top