| Display a Printer Friendly Version Goin Hunting [comments:(5),
views:(6531), rating:(2.8)] Author: Mark T. Geiger Homepage: http:// System: Traveller RPG Type: Scenario Category: Science Fiction Requirements: Adventureres have been hired to find and apprehend a known Terrorist of the Imperium
Introduction:
This is a complete, ready to run adventure for a party of 5 to 10 characters in which they have been hired by the Imperial Ministry of Justice as Bounty Hunters to go into the Remnants of the Interstellar Confederacy to search and retrieve a known criminal and brigand that terrorized the political and civil operations of the Sylean Federation and the 3rd Imperium. Any number of NPCs the characters would and should interact throughout this adventure. The majority of NPCs are civilians’ on all the worlds they visit, but they will encounter rogue Confederate Government Officials and Local Enforcers as well as Miscreants in which they have to contend with. The character types are Scouts, Marines, Navy, Rogues and Merchants with skills of Pilot, ATV, Grav Vehicles, Gun Combat, and Investigative abilities.
Standards and Assumptions:
This adventure primarily takes place in and about four worlds of the Interstellar Confederacy in the Bunkeria and Cemplas subsectors of the Core Sector of space in 187 day of the year 001. The Interstellar Confederacy may have been diminished, but there are its remnants that resist the influences of the 3rd Imperium. The required materials are the basic rulebooks of Marc Miller’s T4 Traveller, T4: Milieu 0, and the usual materials of dice, paper, pencils, pens, and forms to aid the players and referees in this adventure.
Adventure Background:
Gaius Baltar (974955) grew up on an advanced world within the territories of the 3rd Imperium at the time of its birth. Fearful of the influence and indoctrination of this new empire, he sought to resist them through activism and rebellious actions by speaking out against them through social and political means. Doomed for it to fail as well as being shunned by his peers, Baltar resorted to terrorism and brigandage, and started a small but effective terrorist group. For a few years, this terrorist group attacked and terrorized the citizens and political offices within the Imperium on advanced worlds at the outskirts of the 3rd Imperium. Many Imperial Offices were attacked and destroyed as well as many Imperial citizens within the Apge Subsector of Core Sector of Space.
The Bureau of Interstellar Affairs realized that this terrorist group is a threat to the safety and security of the 3rd Imperium and advised the Emperor of using military action against them. Within seven days, a small-specialized military task force was able to track down the terrorist group and able to either capture the survivors after a long and furious ground and space battle over the planet Azimuth. Unfortunately, Gaius Baltar managed to escape the battle and had been on the run ever since. With a price on his head, Baltar was able to link with pirates in the region and they plundered corporate and public shipping lines for the cargo and associated with the dwindling Interstellar Confederacy, which has granted him and his pirates’ safe haven from the 3rd Imperium. One day, he and his pirates’ attacked a space luxury liner and within hours, killed the entire complement and plundered it dry. When they left, the liner was nothing more than a lifeless derelict that entombed a shipload of corpses.
The Imperial Task Force was able to track down the pirate group and easily captured the ship and crew, but Baltar escaped just days before. Upon interrogation, the prisoners confessed that Baltar in hiding in the remnants of the Interstellar Confederacy with a band of Brigands and Miscreants who are loyal to him and to the Confederacy. With a need to extradite Baltar to Sylea, the representatives of the Bureau of Interstellar Affairs needed to hire the PCs’ to enter the Interstellar Confederacy to track down and capture Gaius Baltar and to bring him to justice by any and all means necessary, includes eliminating his Brigand Band that’s with him.
Player’s Information:
A mercenary team has been hired to find and apprehend a criminal who is wanted for murder, brigandage, and others of the Third Imperium. The team has been provided a 200-ton Far Trader to search and retrieve the criminal and to return to the Sylean Federation space. The reward is substantially high upon return.
Imperial Intelligence indicates that the criminal is hiding in the remnants of the Interstellar Confederacy. The criminals name is Gaius Baltar, and is believed to have friends inside the Confederacy. This government is volatile but diminishing, and it is a perfect place to hide from the Imperial Authorities. Once Baltar has been in custody, he is to be escorted back to Sylean alive and intact. Be aware of any Confederate Governmental Officials and Agents, they are known to be corrupted and on the payroll of the pirates and gangsters.
Referees’ Information:
The PC’s begin on one of the satellite worlds of the original Sylean Federation, Irurk (1916). The team should have a pilot as well as a few military personal to act as Bounty Hunters and there are four worlds to search: Imkhasham (1124), Kaplir (1022), Umda (0921), and Stetola (0622). The PCs should be able to hide their true intensions and pose as independent scouts on a survey mission. Confederate Officials would be suspicious with them and would believe they are Imperial spies. It will take them several weeks to travel to the borders of the Interstellar Confederacy, which will give them time to prepare and communicate with the Imperial Authorities while inside the Far Trader that the Imperium has provided them. The markings and transponder of the ship has identified it as an independent survey ship for planetary studies and research. Although the ship has been equipped with science and survey equipment, there is, in fact, a hidden cache of weapons and military scouting equipment and survival gear.
Exploring and Investigating the Planets
On Imkhasham (1124 – A8AA677-C), this water world and the starport and settlements are on protected pylons cities, which the world has local governments competing for worldwide control. The city the PCs are on is vast and is incased in a globular protective casing of transparent aluminum to protect the inhabitants. The main pylon city has numerous offices, corporate enterprises, countless shops and alleyways, and living spaces as well as atmospheric converters and life support. They enter the governmental district to talk with the officials there. The buildings were large and spacious but more or less professional. Upon investigating and searches, Baltar is not here.
On Kaplir (1022 – E473544-4), this world is united and has a frontier government and starport, which is a perfect place for any criminal to hide. This world appears to be much like the old west of the United States, with towns, cities, and farmland as well as having gunfighters, lawmen, ranchers, and railroad and robber barons for this unique western frontier. With dirt roads and covered wagons and horses for transportation, that gives the old-west activity for its genre. The PCs search the towns adjacent to the frontier starport and found that Baltar is not here.
On Umda (0921 – E6A7422-4), this world is another frontier starport and villages much like the French Republic of Napoleon Bonaparte. Many of the cities of this world are in disarray as well as dirty due to the slow economic and social recovery after its citizens overthrew the aristocratic government. This is another perfect place for a criminal and his henchmen to hide from any Imperial Authorities inside the Interstellar Confederacy. The roads are cobblestone; the buildings are wood and masonry, and its citizens are fearful and violent. Many of its inhabitants of this planet have adapted to the exotic atmosphere so that a breathing mask would not be needed. Only outworlders are required to wear these masks to survive on this planet. Upon further search and within the numerous towns and villages, Baltar is not here.
On Stetola (0622 B758766-B), the capital of the Diminished Interstellar Confederacy is an advanced world with an underworld society within its shadows. The starport is in the center of the main city with other Travellers within its midst’s, including pirates, brigands, and other criminals that are on the run from the Imperium and the Sylean Federation. The local law enforcement tends to be corrupted through bribery and on the payroll of interstellar criminals and gangsters. There government offices were essentially no help because of the disinformation about the environment and society of the planet. Their best bet is through informants and snitches in order to find the criminal. Through inquires and investigations, Baltar is here and in a nearby safe house within the lower levels of the city, accompanied by a gang (1D6+2) of his brigand friends with him and are armed with SMGs. A firefight will incur within the building and Baltar would try to escape because their associates in the Confederate Governmental Offices tipped them off. The battle will take several minutes.
The Escape from Sketola
After the battle, all of the brigands should be killed and Baltar has been captured, the PCs’ they carefully work their way to the starport hanger bay where their ship lies and to be as inconspicuous as possible. As they approach their ship, they encounter a group (1D6+6) of Confederate Enforcers armed with SMGs, Advanced Combat Rifles and Lasers Weapons who are standing about in the landing bay and not noticing the PCs and their prisoner. The PCs have to find their way to the ship without being noticed or a firefight will incur within the general area. If they are spotted, the enforcers will attack and fire upon the group. Once they get to their Far Trader, they make an unscheduled lift off and into orbit of Stetola, until two Confederate Cruisers chase them on an attack vector until the PCs make the jump into Imperial Space. Upon return to Sylea, the PCs are rewarded MCr 2.5 and as an added they get to keep the Far Trader bonus, as Baltar is taken into custody by Imperial Authorities and is to await for trial.
Referee Resources:
The Referee should be able to produce the following:
- Maps of the four worlds including their data;
- The deck plans of the converted Far Trader (specifications provided below),
- Quick NPC statistics of Gaius Baltar and his Brigand Guards, and
- Confederate Governmental Officials and Enforcers,
The PCs Far Trader is converted and customized with holding cells to hold criminals and miscreants as well as having a Wheeled All-Terrain Vehicle and an Air/Raft in their holding bays. The party size should be between six to eight individuals and their professions would be Scouts, Marines, Rogues, Naval Personal, and Merchants, as well as their required skills are Pilot, Ground Vehicles, Grav Vehicles, Gun Combat and Investigation.
The Converted TL 12 Far Trader: This Far Trader has been converted to hold prisoners and criminals of the 3rd Imperium. Though based on the original design of a standard Far Trader, this version is armed with a civilian laser battery for defense and it has two vehicles for the PCs to be mobile on any world they land on.
Tons: 200-ton Streamlined Box configuration
Volume: 2800
Cost: MCr 31.397
Crew: 6 (Pilot, Navigator, Engineer, Medic, two Troopers)
Passengers: 6 Medium, 10 Low Berths
Cargo: 64.9 with 10-ton Wheeled ATV and a 4-ton Air/Raft
Controls: Civilian Improved
Size Rating: 8
Fire Control Rating: 0
Weapons:
1 Laser Battery 2-0-0-0
Jump Rating: 2
G-Rating/Thruster: 1
Power Plant Rating: 1
Fuel Rating: 40.7
Sensor Rating: A1-P3-J0
Armor Rating: 0
Structure Rating: 6
Required Resources: Marc Millers’ T4 Traveller Rulebook, T4: Milieu 0 Sourcebook, Assorted Forms from all Traveller material.
Gaius Baltar: This individual is a criminal and a terrorist as well as a rebel of the 3rd Imperium. He has viciously attacked and killed Imperial citizens and officials in the Spinward section of the Core Sector. He and his terrorist band caused pain and suffering within the Apge Subsector and when an Imperial Task Force attacked his band, he managed to escape and linked with a pirate group to plunder local shipping lanes. When the pirate band attacked and viciously slaughtered the entire complement if an innocent liner, Baltar fled to the safe havens of the Remnants of the Interstellar Confederacy. He has been hiding there ever since.
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