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Adventure Plotted! Help Requested!

Hmm... The wife is the only one who knows the password to the files (the spy's contact, who is long gone, told her), though she doesn't know she knows it (he hypnotized her and told her, then had her forget). Plus, the tunnels which lead to the starport are only connected to those which lead to the hospital...
And keeping the PCs off balance is what I intend (once the Planetary Guard find out where they are, they bring in tanks and all the troops they can muster).
Your help is greatly appreciated. I didn't think of that first possibility!
 
One more thing, however. How exactly do I write up the adventure to take it with me, and how do I write the random encounters in an easy-access manner (how do I keep it small but nearby?)?
 
I usually break the adventure down into outline form, listing all of the major "scenes" in the adventure. Each scene would list the location, what action is supposed to take place there, who's involved, ect,ect,ect. Basically any information that you think is pertanent. this may work for you it may not.

As to how to write up the random encounters, Well an 8x11 sheet of paper usually does the trick. ;) Seriously if you're using a pregenerated "random" encounter write a short description of what's supposed to happen who's involved etc, etc, etc. If you expect this to be a combat encounter have stats printed on the sheet so you don't have to go looking for the and have a section set aside for the stamina/life blood/Hitpoints ect, of all the NPC's and maybe pc's as well for quick reference.

I usually carry everything on a clip board which is probably why I try to limit evrything to 8x11 sheets. Maps included. Anyway just my .02cr, Later.
 
Everything seems ok to me, but I would add a couple of exta bells and whistles to "tech" it up. The informant them meet on the ship should give them a data chip that only activates when it "sniffs" the air of their target world. So the "real" parameters of the mission are given to them after it's too late to turn back! >:)
You can always throw in a "plan B" escape. The spy has a small ship in hiding somewhere on the planet as a last ditch escape plan, assuming that the space port will be guarded heavily, or even parts shut down. Throw curve balls at them and keep them on their toes. Good players will ALWAYS do the same to you! :)
Have fun.
 
Those are a couple of wrinkle I didn't think of... But since I've already played it, I'll have to remember it for next time!
 
I think it went well, for a first time refereeing. One of my players thought it "was pretty good." He's a Citizen otI, so he could tell you about it from a player's perspective.
 
Originally posted by Jak Nazrith:
The informant they meet on the ship should give them a data chip that only activates when it "sniffs" the air of their target world. So the "real" parameters of the mission are given to them after it's too late to turn back!
That's a very cool idea! (Idea filed away under "must use").
 
Two things.

1. Here's a wrinkle: the needed information is in a head computer, the owner doesn't know the codes, his/her spouse does, and the owner must be _alive_ to hear the codes...

2. I've got the basics of my next adventure done, but I need to (1.) organize and (2.) type it up. I'll do so when I get in tomorrow.
 
Now, I've got to get this from paper to 'puter, but I just can't seem to get to it. (Uncounted minutes later, it seems I did, partially...)

Again, I must ask Soloprobe and Tewhill (and our third member, should he ever wander by; he knows who he is) to stay out, at least until afterwards.

Basically, the PCs have just returned to their base on Brindisi from their mission on Kastrinas. They're bringing back a spy and his family so the information in his head computer can be extracted. Meanwhile, there is an upstart Satrap in the nearby Trehan Confederation (overall tl11, 650 systems, closest ~15 parsecs away, quite a few humans for now-lost reasons), who is hiring a lot of mercenaries and spouting a return to the "Old Glory of the Trehan Confederation" - at a violent price to the nearby states. The PCs are told to take a couple days off while their ship is prepared, and told that when they return they will be given a strike team to transport to Khelsay. This team will investigate the Satrap, Isfihir Molks (a human), to discover his finances and resources. From there the PCs are to go to Zhiniseir, 3 pc. away, to pick up an archeaological team. They are also given Cr 4000 (which is a monthly salary) each to buy some supplies.
Once they return to duty, they are taken to their ship, the S.S. Filthy Lucre (which is also known as the S.S. First Name Basis as an alternate identity), which is a 200 ton transport under the control of the semi-legitimate Masonry Corporation (which I named on the fly, and since humans aren't the majority IMU it may mean something else; it is used as a cover for the Intelligence Service). The PCs will find that the ship is fully stocked, with 16 missiles in the dual missile rack (this is my version of tl15, and missiles get more compact and no cheaper).
So they should duly take off to go to Khelsay. Since this planet is 20 parsecs away, and their ship can only do Jump 6 (keep in mind that the max IMU is 12 at tl15), so I need 3 or 4 stops along the way. At these they can take on cargo that's moving in their direction, and only for a couple of stops (no passengers allowed).

I just ran out of energy to put this up. More on it later, but I would highly value your input!
 
Here's more of the adventure, from where I left off. It's from the end of 1/3rd done to the end of 2/3rds done.

The first stop is in a non-capital of a client state, named Weirbarrine. It has a class C port, 90 million people, tl12 and lots of desert. The main highport is the primary stopover port, and has refined fuel, though it is otherwise class C—there are two 3-star hotels to choose from and five different-class restaurants, and a shopping district with primarily novelty shops. Being a “member” of Masonry Corp. gets one quarter off fuel and restocking fees, but port fees are unaffected. There are about three stops to choose from after Weirbarrine—Rhemmonay (tl9, 320,000 pop, true class D), Lastochan (as in “Jackie-Chan,” tl9, 5 million pop, class B) or Fueregue (tl8, 70,000 pop, class C, no refined fuel, small world like Israeli climate). All of them are independent, and being a member of Masonry Corp does nothing. Lastochan will add one more jump-3 to the route.
Once the PCs have reached Khelsay, the strike team departs and activates a credit line of 15,000 credits for the PCs. If they look, they will find several cargoes headed towards Zhiniseir, and several passengers, including a 3 dton passengers and cargo charter headed for Umwevlir, a jump-6 past Zhiniseir (pays 5,000 per parsec for cargo and two high passages). The strike team will have recommended that 5 dtons be kept free for the archaeology team’s equipment (which is only 2 dtons total).
When the PCs arrive at Zhiniseir (tl11/3, 700 million pop. with most in feudal serfdom and most of the rest supporting the nobility, terrain like northern Europe, with B-class port on Aricnasi (western) continent) which takes about five days, they will need to land and pick up the researchers. There are ten of them, and they will need about a local week (ten days of 26 hours, by Consortium Standard Time). Andoru Javenel, a Kalina (think a slightly taller, dry Bwap), is the leader. Somehow, they have a new addition to the team, a young human woman (who is really a plant by the commander of the Depot) named Vanessa G. Snow. Once the group leaves, they will receive a hyper-message from the strike team about a research station near the Belle Ilse Depot. This station is owned by Isfihir Molks, and he’s conducting some odd experiments here—and the PCs are being ordered to investigate, because of a suspected connection between the station and the Depot. The research station is eight parsecs away from Zhiniseir.
 
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