Rethinking Mercy Mission to Madderly's Star

jedion357's picture
October 16, 2011 - 3:26am
been mulling this over

1. any expedition will want to open lines of communication with the rebells as soon as possible.
So it may not make sense to have the openning be a KHs encounter in system. or to open with a commando style insertion. But straight chit chat to negotiate by high level NPCs is not very exciting for the Players.

2. If the Naar Conglomerate only built one star port then any vrusk trying to escape the planet would logically converge on that location. So it seems to me the opening of the adventure should see refugee vrusk gathered at the star port- possibly taking shelter in a vrusk ship that cannot lift off because its been damaged and the situation has turned into a sort of Alamo for the vrusk on planet.

3. So The civilian in charge negotiates to land and meet with the leaders of the rebellion. He'll land in one RM shuttle with another (carrying the PCs flying escort). on approach the shuttles are lit up by targetting radar. and the one carrying the civilian in charge is shot. The PCs get some abstract KHs action against the air defense site. The result of this is that the "traitor" is now in charge as he was the assistent- attached to the staff of the guy who just died as a sop to the opposition but it was never expected that he would be in charge.

4. The supposed leadership of the rebellion claims it was the vrusk that shot down the shuttle and can produce bodies to prove it. This sounds hinky so no one is buying it. The military commander wants the star port secured and the PCs will be part of that. Not only is the star port to be secured, the vrusk refugees to be secured but there's to be an investigation into the death of this civilian leader. clues will be there to be found by the PCs

5. The traitor has ties to one of the rebel commitees and plans to use the RM & RG to eliminate rival commitees.

6. This is the headquarters of Merco in the future and I've invested some thought into working in the origin of that mega corp but dont see a logical way to work in a mercenary company this early in the timeline. What would be very reasonable is that the founder of Merco is a cell leader from the rebellion but again this will happen after the RM have left Madderly's Star. However, a certain, young, dralasite ship's captain from Dramune could be Running weapons in to the rebels, what was his name? Maltharius or something like that. (that brings another historic link)
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Putraack's picture
October 18, 2011 - 2:32pm
I like it all.

jedion357's picture
April 19, 2012 - 10:56am
Was just in a used book bookstore and picked up a new copy of GURPS spec ops. It got me thinking that an appropriate response for the Crown of Clarion, early on in the crisis would be some recon. This is ideal for a small team in loose contact with higher command ie a typical RPG party. Adventure is to insert covertly, gather Intel, report back, and hit special targets in preparation for a landing. Eliminates the need for mass battle rules. For the first module though you'd want them for a follow up module.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
August 22, 2012 - 9:20pm
Alright, I'll preface this with admitting that I just checked out Battle LA from the library.

I don't think that irregular rebels on Kdikit would really give the Royal Guard or the Royal Marines all that much trouble. So I think a third "wild card" should be in play. The Naar Conglomerate was setting up automated factories and whats say that something has gone wrong, a contingency security protocol is triggered or even a vrusk or human activates something and damage jinxes what got activated and the factories are churning out combat robots till their supply of raw materials runs out.

Even have a vrusk refugee who was an engineer who can number crunch the number of combat robots the factories will churn out before resources turn out and its a bad number.

foot soldiers, artillery- heavy duty body with heavy weapons including grenade launchers, and a flying drone. Just enough of the flying drones to play hell with the air assets of the Royal Guard/Marines

So that by the end its the rebel humans and the police action humans fighting a mechanical enemy together- I think that sets up a situation for the vrusk to be totally displaced from Kdikit as refugees. Even aids in explaining the bitter feelings of Hatzk Naar.

Incidently When Hatzk Naar goes on his great raid and the first common muster is organized I think its only realistic from a logistics and time to muster perspective that the Muster was being organized and Hatzk Naar gets word and then goes on his great raid that leads to this death. its assumed that he is looking for some pay back for events at Madderly's star and at Clarion so the initial moves of the Muster are to guard against an advance on Madderly's Star via Cassidine which would  be logical. Zebs says that Hatzk Naar slips past Admiral Morgaine and is only caught in Timeon meaning that we was going through Prengular to get to Clarion then Madderly's Star.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!