Campaign Arc for the Malthar

jedion357's picture
jedion357
July 23, 2018 - 8:22am
Adventure 1
Working title: Dramune Dawn
He is the best "bush" pilot from Outer Reach and an ambitious smuggler
The PCs will need his services to complete the first adventure as they wont have a ship nor the skill to operart it at start.

A Sythn Corp exec (local director of Synth Corp operation) has a problem and needs some mercenary-ish types/ trouble shooters to solve it.

Recover X from downed ship on Outer Reach and deliver it to Synth Corp headquarters on Inner Reach.

Alpha Section: locate down ships on the Frozen wastes of Outer Reach. Deal with party from a crime lord trying to secure crash site as well. [Encounter type: search and small combat]
EDIT: ship is reported down but a hyper ignite was faked and one crewman murdered the rest and landed the ship at an obscure landing field to deliver item X to crime lord for reward (becuase I'm using the Hepplewhite crash in adventure 2 I dont want to have two crashed ships).

Beta Section: discover that some crew survived and left crash site with X, pursuit of them and discovery of their capture- some wilderness encounters and cold complications. [Encouter type: wilderness travel and hazards]
EDIT: so PCs must deal with light guards and investigate ship and figure out what to do next- pursue to Crime Lord's hold.

Gamma Section: Infiltrate and crime lord's outpost to find the crew survivors and X but discover one of the crew was a spy/double agent trying to deliver X to said crime lord. [Encounter type: clear the hex, combat heavy]

Delta Section: The chase is on, PCs gain a conveyance and are trying to get to a star port with bad guys on their tale. Vehicle combat encounter/ chase. [Encounter type: vehicle pursuit and combat]

Epsilon Section: Hive of scum and villiany. Negotiate the perils of Mog's Landing and secure transport to Inner Reach. [Encountet type: role play and skill checks]

Zeta Section: KHs action- Crime lord's fighter craft pursue- KHs action. [Encounter type: Knight Hawks combat]

Epilogue 1 is Inner Reach militia stop the ship and inspect it. PCs meet the Militia reaccuring chracter.

Epilogue 2. this crime lord has suffered a serious set back and other crime lords on Outer Reach smell blood in the water and pounce like ice sharks. Marlborrow smells an opportunity and takes over said crime lord's operations on Dark World setting himself up as a hot new player in the interstellar smuggling er I mean shipping business.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
July 23, 2018 - 9:11am
Adventure 2
Working Title: Reaching Beyond

Sythn Corp Exec has another mission: a smash and grab
Streel Corp just performed a hostile take over of Hepple labs on New Pale a company technician has ended up in Dramune and offered certain company secrets to Synth Corp. PCs must secure a ship and travel to New Pale and recover a suspected sathar creature for study by Sythncorp. Because trading in sathar tech or creatures is illegal the PCs will be dark on this one and Synth corp will disavow. Its not gurarrenteed that this creature is sathar in origin just suspected.

Alpha Section: Thus the PCs must secure non company transport and figue Marlborrow will be good for it. but his situation has changed as per epilogue 2 of adventure 1. they must negotiate with him for the ship and he will lets them know they owe him a favor. this is a role play encounter but their could be random violence on Dark World. Perhaps the Crime Lord that has been under fire since adventure one isn't completely down yet.  and Marlborrow needs the PCs to do a little job on Dark World then he'll let them take the ship with Dabeleck in command. some PCs must battle Crime Lord's goons and release the docking clamps. or some such then they blast off for Truane's star. [encounter type: role play, combat and technical skill check]

Beta Section: landing at Laco: Dabalect engages in some tetrarch artifact smuggling while the engines are being overhauled and imperils the mission. PGC authorities must be dealt with. [encounter type: role play, possible skill or ability checks, possible light combat]

Gamma Section: Truane's Star
Dabalect will want to offload his goods if still on board to his buyer
PCs know from the technician that sold info to Sythn Corp that the slime bug was stasis/cryogenicly forzen and hidden as random cargo container at Hepplewhite Interplanetary Inc
HII was a business related to Hepple labs owned by the nephew or the owner of Hepple labs. PCs discover that HII is closing down their operation on New Pale and moving it to Zebulon after the hostile take over of Hepple Labs by Streel. The cargo module they want is literally loaded and the ship is prepping for take off.

they cant be sure if the cargo module is on this ship or already sent to Zebulon. - computer hack time? Dabeleck suggests attaching a bomb to the outside of the Hepplewhite ship and disabling it when it reaches Zebulon and is away from the prying eyes of the Pale Militia where they "can board the ship, kill the crew and take what they want" -Dabelects idea. or they simply follow the ship thinking to just steall the container on Volturnus.

Strangely the ship they transhipped the smuggled artifacts too also seems to be heading to Zebulon as well as them.
[Encounter type: not much of one]

Delta Section: Hepplewhite Crash (from the AD rule book) team of STreel trouble shooters placed bomb on outside of Hepplewhite ship and want the cargo container with the slime bug. as well.

Note its entirely possible that the escaped slime bug forces the PCs to kill it and or it dies in the fires aboard the crash ship. this leaves the PCs a problem cant get paid. and they owe the Malthar a favor and cant pay for the return trip.[encounter type: combat and skill checks]

Epsilon Section:
But they learn from Streel enforcer that this slime bug was specimen #6 and that the rest have been secured at a secret streel lab here on Volturnus Use the pirate outpost 1. from Crash on volturnus (not the pirate city).
[Encounter type: search and seizure combat]

Zeta Section: Return to Dramune
Streel flagged ships may try to intercept
At Dixon's Star PGC flagged ships may be interested in intercepting depending on details of how Beta Section went. [Encounter type: 2 potential KHs actions]

Eta Section:
PCs are trying to smuggle a dangerous creature onto Inner Reach past the militia.
Dabelect may try to hold slime bug specimens hostage and renogtiate the deal when at Dramune.
Dabelect may insist that original deal was to return to Dark World station if this happens, Marlborrow will try to horn in on the deal.
PCs may have to forfiet their bonus to complete the mission.
[Encounter type: role play but lots of possibilities and PC actions can have serious consequences]

Epilogue: Marlborrow is consolidating power on Dark World.




I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
July 23, 2018 - 9:17am
Bugs In the System tie in- PCs fleeing Volturnus dont want to run the Streel gauntlet in Truane's star

Dabelect as it turns out has a nefarious past and knows a secret jump route that pirates use leaving Zebulon and will avoid Truane's Star.

This route leads through Bugs in the System module before PCs can return to Dramune. While the engine over haul is going on the PCs do the side adventure and the station admin will also turn over the fuel they need.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
July 23, 2018 - 4:30pm
so far adventures 1 &2 have a mix of role play, skill challe . ges combat.

Adventure one has a road chas3 combat and khs action. 
Adventure has 2 potential Khs encounters unless they opt for Bugs in the system side trek. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
July 23, 2018 - 5:05pm
Adventure 3 needs a plot and a name and maybe change up the types of action. 

Adventure 4: Rise of the Malthar. 
Assassinations going down in setting, Marlborrow gathers solidifies his influence over the piraye bands, legitimizing them as militia, proclaims himself "The Malthar" an old fralasite title loosely translates as leader or boss. I want the PCs present on dark world when Marlborrow proclaims himself the Malthar on a huge DS9 style promenade surrounded by pirates and other scum cheering him. He will even proclaim future control of Outer Reach's seat on the Council of Worlds and a new era of prosperity for pirates and criminals to rob unhindered by Star Law and Space Fleet.

Political machinations, assassinations, arms deliveries etc. Combat somewhere. In there. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
July 23, 2018 - 8:25pm
I think adventure 3 should involve pirates/ Outer reach militia, drug ingredient smuggling (Synth corp exec supplying Malthar with ingredients requried for a drug but not ixiolo of Dramune Run and its not as strong as that drug. Customs inspections by inner reach militia. Dark World locations again maybe.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!