AMBER ZONE: Wardn Gambits

Date: 073-1104
Location: Wardn/Lunion (SM1727) B756486-B Ni, Pre-Ag S
Population: 76,000 Sophonts

Wardn-j3Formerly known as Silver and previously identified as part of the Metal Worlds it was settled originally by a small group colonists from the Sword Worlds. After the Third Frontier War the system was fully absorbed into the Imperium. Only twenty percent of the population can claim in some part to be descendant from the original colonists. The rest are for the most part members of the scout service who have retired and taken up residence. The economy of the System has yet to develop due to  a lack of industry and labor. Subsistence farming, the provision of foodstuffs or services, as well as contract technical labor to the scout base with the income it brings forms the base of the local economy. The Planet is governed by an appointed Governor-General  who also holds a position with a knighthood in the sector peerage. The Starport/Scout Base is garrisoned by a permanent duty Colonial Lift Infantry Battalion from Lunion equipped to tech level 12. Personnel rotate through on 2 year duty assignments.

Wardn_isodecahedron2Wardn is a warm moist planet worth a thin atmosphere and 64% Hydrographics. It largest continent hosts large rolling planes and low mountains. Transplanted and modified flora and fauna are being studied for long-term impact and suitability for future seeding and development into an agricultural world. The downport/scout base  lies adjacent to the startown of Argent with small outlying farms that are currently successful in the growing of Terran modified cereals and citrus foodstuffs, some small successful ranching of protein sources have made headway. 80% of the Systems population is located within the startown and surrounding farmsteads.

Players’ Information:

Coming out of jumpspace in the Wardn system the Suliman Scout’s systems begin to register electromechanical issues requiring maintenance and minor repairs with the Jump Drive. However the group is in luck, Wardn has a IISS Scout base on the surface. The group reasons that repairs and maintenance should be easily accomplished there. As they land on scout base landing pad 10 they are met by a the Scout base ground crew and a representative of the Base Commander asking that the players accompany him to the base administrative headquarters. Within minutes the group is flown in air/rafts to the Administrative complex built into a small hill. The group notices a large number of Imperial Colonial Army Personnel and vehicles guarding the perimeter of the base.

Located inside the Base Commander’s office is waiting an Imperial Navy Lt. Commander and IISS Commander, who has the overall Command of the base. After pleasant introductions, refreshments are offered and the base commander inquires what needs the group may have with regards to stores and maintenance facilities for the repairs of the ship. The Base Commander has deduced the party is low on funds and proposes a barter of services for parts and the base ground crew to perform the required repairs free of charge in exchange for services and cash payment. If the group agrees. He turns and introduces the Lt. Commander Gihelegashi who appears disheveled and distraught, but quickly masters himself to brief the group on the services he needs.

The Lieutenant Commander begins with appealing to the patriotism of the group and the absolute need for confidentiality. He has a big problem. There is a recent report by the 43rd Fleet Counter Intelligence indicating  that Sword Worlds Directorate of Military Intelligence has a deep cover sleeper agent on the planet. The report also indicates that there is a leak at the classified Joint Navy/Scout Special Task Force located within the scout base. Without tipping off the a possible agent or compromised personnel by bringing in a Counter Intelligence field unit, the Lt. Commander is appealing to the group to act under his authority to investigate the primary suspect, and maintain surveillance until enough evidence can be gathered to arrest the suspect and accomplices. He is willing to remunerate all expenses in carrying out the operation for equipment needs, bribes etc…  He further offers as an incentive for each member of the group. A Cr. 20,000 payment with a letter of commendation and appreciation signed by the 43rd Imperial Fleet Commander Vice Admiral Lord Danezi Vasilevye.

If the group accepts the offer they will be briefed about the primary suspect is William Decher, a local 15 year resident who is married to a Scout Base Communications Branch Officer. William Decher works as an outback safari guide and conservationist. His background is hazy with a dubious record of a discharge from the Colonial Forces Imperial Army with the rank of Staff Sergeant in the infantry with assignments to Commando School as a student and later as an instructor. The brief record also notes the Awards of three combat service ribbons a MCUF and Purple Heart. The Colonial Army is having a hard time finding a more complete service record and is cooperating by trying to track down other members of his unit without luck. His wife is a Sarl Najal Guishivallii-Decher is a Scout Communication Group Administrator in charge of the Communication Section for the base. The sensitive nature of her position with encrypted codes and access to all incoming an outgoing classified information is a real concern to both the Base Commander and Lt. Commander Gihelegashi.

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AMBER ZONE: Aid and Comfort

Location: Ralhe (SM/Five Sisters 0731) E-424574-8 Ni

Players’ Information:

Ralhe is a small world with little to recommend it except some surface mineral deposits. The very thin, tainted atmosphere requires respirator/filter masks, and most of the ground is covered in permafrost. It is not on a trade route or X-boat route, but it gets enough visitors to maintain the economy of its three competing states: Rahlhiem, Torrijo, and Klinghoff. Within the last year the three states have conducted a slow-burning brush war consisting of raids and incursions with few pitched battles.

The patrons are the head men of the town of Chatham, in a backwater region of the nation of Klinghoff. For the last two years, Dr. Amanda Stonehouse has been working in Chatham, a town in the hilly backwoods of Klinghoff, as an unmercenary physician. She does not charge anything for her medical expertise – she sees it as her religious duty to give aid and comfort to the poor. With the war going on in the main part of the country, the town of Chatham has been neglected by the national government, and left mostly to its own resources, so Dr. Stonehouse’s work is deeply felt and greatly appreciated. The locals all speak well of her.

Ten days ago, Dr. Stonehouse was kidnapped by an unknown group. The region has its share of bandits, but the locals can’t say for certain who has her or where she is. Local law enforcement has few resources to spare to search for her. The townsfolk who have gone into the hills to look for her have returned empty-handed, wounded or not returned at all. Anyone in Chatham can tell the PCs about the abduction: a truck roared into town, men ran into the clinic, grabbed the doctor, hustled her into the truck and drove off. A few people tried to pursue, but were dissuaded with gunfire.

Three days ago a ransom demand was delivered to the town leaders, with ‘proof of life’ of the good doctor; and a threat of her execution in just a few days if the ransom is not delivered. Unfortunately, the Klinghoff government is too busy with the war to offer any assistance. The parish priest, through his bishop in the capital, has reached out to the interstellar community for help.

Wilderness

Chatham Hills – Image from Pixabay – Public Domain

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AMBER ZONE: Prisoner Exchange

Recommended Skills: Security skills, martial skills

Required Equipment: A starship, 2 tons of cargo and enough room for two passengers.

Players’ Information:

A much publicized trial has just concluded. Annika Greer, a popular figure who was a champion of the local populace, has been convicted of murder, sedition and grand theft. She is to be transported to a penal colony several jumps away. The locals are not happy with this verdict and they are protesting in front of the jail complex where she is being held.

The local police are anxious to get her off planet as quickly as possible. They are hiring scout ships, freighters and any civilian craft from off world who is willing to pick her up and transport her to her new home. They will pay double rates for this job as long as they move her within 24 hours. Each ship will also be provided a fuel chit that will cover their fuel needs throughout the voyage.

The police are taking absolutely no chances. They are hiring six ships and are placing six of their prisoners in cold sleep in portable cryo-beds. These ships will land at the private landing-pad at the secure facility at ten minute intervals. All ships will be greeted by a dozen guards keeping watch over six cryo-beds. When one of these cryo-beds is loaded aboard, two of these officers will accompany their prisoner to their ultimate destination. While this is taking place security will be tight in the air space surrounding the prison and in the guard towers at the complex.

On The Move

Image from Wikimedia – Public Domain

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AMBER ZONE: Judge Me Worthy

Players’ Information:

An agent of the ruling noble of the subsector, Her Grace Duchess Estelle du Mere, contacts the characters. Sir Nolan Stannar is a member of the nobility who is well into middle age, recently retired from the Imperial Marines. He engages in small talk for a while, providing a round of refreshments while comparing military service histories, but soon comes to the point.

“Her Grace,” he says with a more formal tone, “is well into her second century of life and is preparing to retire from the Moot. In light of her exemplary service to the Imperium, the Duke of this sector has allowed her to select her replacement from among the nobility of the subsector. Her Grace has no relatives remaining to allow for a more… normal means of succession; so she has a short list of candidates.”

“The problem to Her Grace’s mind is that none of the most acceptable candidates has ever truly been tested by dire circumstances. Therefore, she has decided to stage such an event aboard her yacht – which has been specially fitted with extensive surveillance gear so Her Grace may make a full assessment of the candidates under such conditions.”

“Countess Yvette du Marisone, Marquis Kei Chang and Baron Lars von Helgard are currently bound for this world aboard Her Grace’s yacht. Her Grace intends for you to pose as members of a local group of pirates and stage an attack and boarding of the vessel. She will provide you a spacecraft and weapons loaded with non-lethal ammunition for this task.”

“The crew of the yacht is aware of this ploy, staging a slight delay on their last port of call to send word ahead. Their weapons will also be loaded with non-lethal ammunition, though they will endeavor to miss you so as to keep the façade going as long as possible. You will raid the ship, disarm the nobles without giving yourselves away, take valuables and pretend to kill the crew toward the end.”

“Before you can pretend to kill the nobles, you will depart indicating that the authorities are on their way. Once you are clear of the yacht, the crew will inform the nobles of the deception and upon your return to this world, you will each be paid Cr 50,000 and be provided a high passage for your trouble.”

He pauses to crack his knuckles before continuing. “Let me be clear: none of the nobility aboard the yacht is to be harmed beyond a bruise, abrasion or minor cut. The crew is only to be attacked with the non-lethal weaponry provided to you and nothing else. Any permanent injury to anyone aboard the yacht will void the agreement and possibly result in legal action against the lot of you.”

If the characters agree to this unusual arrangement, Sir Nolan will escort them to the starport to a fast pinnace armed with a laser that has been purposefully set to be ineffective. The livery of the local pirate group is boldly emblazoned on its flanks and the characters are fitted with vacc-suits and the non-lethal weaponry – snub pistols loaded with tranq rounds and a spare magazine loaded with marking paint rounds colored the hue of fresh blood (to “finish off” the crew of the yacht).

Sir Nolan provides emergence coordinates for the yacht as the characters prepare to depart. “The yacht should emerge from hyperspace about twenty hours from now – plenty of time to get ready.” He smiles and winks. “Give them a good show,” he says as the spacecraft’s hatch closes.

Officer

Image from Pixabay – Public Domain

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AMBER ZONE: Rogue Planet

Players’ Information:

The PCs are in hyperspace on a routine voyage when suddenly and violently, they exit hyperspace. This exit should be violent enough to cause moderate damage to their ship due to the unexpected drop from FTL travel. The cause of this jump failure is an unexpected gravity source that is intersecting their jump vector.

This gravity source is nothing more than a large rogue gas giant. Cast away from its originating solar system, this planet still spins quickly around its axis and has also managed to carry along some of its satellites. There are also three medium-sized moons (size 3-5) tidally locked in an elliptical orbit around this gas giant as well. Each possesses an exotic atmosphere, but they all still generate heat due to strong forces of gravity pulling on them creating geothermal energy and heat. This strong gravitic force makes sensor readings difficult, but not impossible.

As the players recover from their ordeal, a faint distress call is overheard coming from one of the moons. Upon close inspection, a starship is found crashed on the planet’s surface. It is hard to tell unless someone goes down on the moon’s surface, but the ship is still fairly intact. It is half-buried under a rocky mound of sand and gravel. There is a hazard to travelling on the surface of this moon, however. The geothermal activity causes frequent seismic tremors and quakes, making the sand and rocks treacherous. Also, radiation from the gas giant limits the amount of time on the surface, as the moon is tidally locked there is no relief from this exposure. No unprotected person should be allowed more than six hours of exposure before radiation damage occurs. Thirty-two hours of overall exposure without medical treatment could be fatal.

If the players decide to investigate further, they will find a 2,000 ton cryo-ship still operating on minimal power. This ship was going to be used to start a colony, but somehow it ended up here. The gravel and the ship’s hull protect these colonists from radiation exposure, but whoever survived the crash rigged up an ingenious way to harness the geothermal energy of the planet to the ship’s power plant. Many of the cryo-beds are damaged and the occupant has long since died, but thirty beds are still operational.

Rogue Planet

Rogue Planet – Image from Wikimedia – CC BY-SA 3.0 license

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