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[Traveller] Odd Jobs

Started by jeff37923, August 14, 2008, 05:33:31 PM

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jeff37923

OK, each person who posts to this thread must create a Patron Encounter for Traveller that everyone can share.

Why? Because I'm bored and slightly drunk.
"Meh."

jeff37923

#1
ODD JOBS: A Rose is a Rose

Required Skills: None  
Required Equipment: None    


Players  Information


     Baroness Mei Lei Natalia Mgumbe is a fixture on the world the players find themselves. She is known for both her prize roses and her growing number of eccentricities as she has grown older. The players are approached by a Page in her employ.

     The Page informs the players that the most valuable natural fertilizer for roses comes from Terran equines and that horse manure is the only kind used by Baroness Mgumbe. Some other rose experts have speculated that the main reason why horse manure is so effective is because horses are considered quite intelligent for grazing herbivores. Well, the Baroness has taken this concept to its illogical extreme.

     A K'Kree diplomatic and mercantile expedition has landed and will be in port for the next week. Baroness Mgumbe is willing to pay Cr500 per kilogram for fresh K'Kree manure so that she may experiment with her roses. Upon accepting the mission, the Page is authorized to give the players a signing bonus of Cr5000 to help with expenses. The Page, who is brokering the deal in order to minimize any potential embarrassment to House Mgumbe, is also willing to include a bonus of Cr25,000 if this task is done without an interstellar incident being caused. At least a hundred kilograms of K'Kree manure are being asked for by the Baroness.


Referee's Information


     This one should be played for laughs, one for a night of not-so serious gaming. The Baroness is old, does not take anagathics, and is off her nut with senile dementia. The Page is extremely stressed and is constantly put-upon to accomplish these odd "requests" that are made by the Baroness without humiliating House Mgumbe. The K'Kree diplomatic / mercantile mission is composed of four heavily armed merchant cruisers of 6000 tons displacement each. The K'Kree themselves are feeling very cranky at this point in dealing with the g'naak at the midpoint of a multi-year long mission. Imperial Officials working with the K'Kree are also very touchy after spending such a long time with militant vegetarians and their alien whims.

     K'Kree starships are designed to have the entire usable area by the crew to be a grass-covered toilet where a K'Kree may defecate and know that the fecal matter will be moved through the soil by osmotic pressure to a recycling section of the K'Kree life support system, so no "steaming divots" remain for long. The K'Kree diplomats and merchants who are part of the mission are accustomed enough to human g'naak to realize that their normal means of going to the bathroom is not considered socially acceptable when among humans. For events of state, a special restroom-park is built for the use of the alien guests.


Complications: 1d6 (1D)

1-2. As above, no changes.
3. Unbeknownst to the Page, the Baroness has hired a rival group of manure collectors who will be clumsily competitive in trying to gather more manure then the players.
4. As 1 above, but a terrorist threat against the K'Kree has happened which has caused security to be heightened by the K'Kree.
5. As 1 above, but a tabloid journalist has gotten wind of the manure quest and is busily becoming a nuisance to the players and threatens to expose the situation to the embarrassment of House Mgumbe.
6. Combine the results of 3, 4, and 5 to create a nightmarish situation.
"Meh."

StormBringer

#2
ODD JOBS: Black Box

Required Skills: None  
Required Equipment: A ship or ship's passage    
Reward: 75,000Cr (will negotiate up to 125,000Cr if pressed)

Player  Information

 Answering an advertisement for a courier job, the party meets a nondescript middle-aged business man named Tillen, who directs them to meet his partner, Sandeston, in a remote section of the crew quarters, room 14-C, in three hours.  He instructs them to leave any weapons behind, and hands them an unadorned swipe card for verification when they get there.  The door to 14-C opens with the card, and when the party is in the room, the door slides shut behind them.  They see scanning sensors in each corner of the room activate and scan them.  If they have left their weapons behind, a voice on the intercom offers the characters a seat and some refreshments, and the door swooshes open and Sandeston steps in and informs the characters they are to meet the patron in one of the cargo bays.  He provides them with instructions on getting to the cargo bay, a security card for the door, and an encrypted ID stick.  They are to leave immediately, as the patron must leave after the deal is struck.

The party meets Ambassador Williard T'Kran in an unused cargo bay.  After passing a security check by the bodyguards, the Ambassador requests the delivery of an apparently solid block made of a dark glassy substance (3" to a side) to Jurran vRsshae, an Aslan Pride Chieftan on Geyst, a largely desert world 8 parsecs away. The block is a cube with rounded corners and edges, no seams, and no external markings.  Willard insists you keep the mission completely secret, for your safety.  He makes note of the character's bank account information in his personal dataterm, and tells them he will transfer the money when he hears word from Jurran that the package was recieved.  He will cover reasonable expenses for supplies and ammunition, and provide middle passage on a cramped frieghter if necessary, which he also notes in his dataterm.

He hands them a case with the object cradled in its padded interior, tells them to wait fifteen minutes, and then they are to leave as soon as they are ready. While the characters prepare to leave the station, reports of the Ambassador's brutal murder come over the newsfeed.  Two bodyguards were also found shot numerous times, and some of his personal belongings had been stolen.  The items stolen include ambassadorial papers and effects, some communication gear, and his personal dataterm.  Station security has no leads and no witnesses.


Referee Information

This encounter is designed for tension and paranoia; the players should feel somewhat railroaded.

The cube is an artefact of unknown origin, but the Aslan suspect it can be used to navigate or possibly open wormholes.  It may simply contain the information necessary, rather than directly activating them.  The cube can have dim lights moving around the interior, is warm or cold to the touch, reflects no light, or whatever is preferred to give it a truly alien feel.  It has a curious side effect of drawing the attention of any Hivers within about 3m, no matter how well hidden the case.  The Hiver will stop what it is doing, and stare at the character carrying the case as they walk by, or if the party is stationary, they will stare at them for about five minutes, then react as though waking form a stupor, and go back to what they were doing.  The characters will notice this on a successful Int check, with a cumulative +1 DM for every Hiver or group of Hivers encountered.  PC Hivers will react in much the same way, although they can make an Int check to end the effects early, and can act normally regardless.  They hear a long forgotten tune or lullaby for the duration, but once the effect ends, they are unable to recall what the tune was.  

The newsfeed shows the slain bodyguards, which the characters instantly recognize as Tillen and Sandeston. Play up the stolen dataterm, and odd coincidences with random station personnel.  The characters should see a specific individual several times during the remainder of their stay to enhance the atmosphere of being followed around the station.  Once the characters are on board and the ship is leaving dock, they hear rumours or a news report about some quarters on the station that were broken into.  Further investigation reveals it was the characters' rooms, and the damage to them was extensive.  Similar encounters aboard ship keep the level of tension high, as a crew member is routinely noticed outside the party's rooms but quickly walks around a corner and disappears.  

Preparation for the second jump is delayed as the characters hear an announcement over the ship's comm that the hyperdrive is being repaired, and the ship will be on her way to Geyst in a few hours.  Almost simultaneously with the comm announcement, the characters hear some crew members whispering about sabotage to the engines.  They get underway in 2d6 hours.  During that time, Ship Security will investigate the passengers and their cargo, interrogating the characters and demanding to inspect everything they brought onboard.  There are six other passengers besides the characters, and most of the time getting back underway is the investigation, as the engines only take an hour or two to repair.  After they get underway, if the characters talk with the crew and make a Soc check at +2 DM, they will hear rumours that the Sensor Technician picked up readings of five or six ships just inside sensor range, and were vectoring directly for the ship just as she jumped.

Various encounters around the station and aboard ship are possible, all of them should play into the sense of tension and paranoia.  None of them should lead to armed combat, and should culminate with a showdown and pursuit on Geyst, as the characters race to get the package into the hands of Jurran.  The tension with being followed to the planet should have the players in a heightened state of desperation, as the pursuers are clearly better equipped and have contacts ready to sabotage the character's plans at every turn.  Upon touchdown on the planet, it is quarrantined due to a border dispute between the local Aslan pride and a joint K'Kree/Droyne collective, preventing the characters from leaving for the duration. By now, the character's should have realized the Ambassador will not be paying them, but holding on to the cube is extremely bad for their health.
 

Complications: 1d6 (1D)

1-2. As above, no changes.
3. The ship the characters have booked passage on needs additional refit, so departures will be delayed for another 24 hours.
4. The characters get various alerts from their bank in regards to unusual charges on their accounts, which are variously overdrawn, or fluctuating amounts.  Shortly after each notice is a message to disregard.
5. The navigation computer throws the ship far off course, requiring 3d6 hours of re-calibration before resuming.
6. Computers on the ship have numerous glitches and difficulty connecting to terminals consistently.  Sometimes strange selections of music from the ship's library plays across comm stations, other times, archive news and entertainment plays on the vidterms.
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Kellri

REDZONE REPORTER or Muckraking Monkeyshines

Required Skills: ATV Driver, Small Arms
Required Equipment: Body Armor, Small Arms, ATV, Starship

Players Information

The players are approached by Meshell Milliken, reporter for an independent news agency in the Spinward Marches. She wants to purchase round trip Middle Passages for herself and her crew of two to 0308 Garda-Vilis in Vilis Subsector. The world is currently involved in a growing terrorist insurrection (see CT Adventure 7: Broadsword) and possibly very dangerous. Milliken also requires a team of 4 armed bodyguards to escort her and her crew on a 3-day tour of the villages surrounding the starport. She is particularly interested in visiting the sites of several suicide bombings linked to the TFL (the local guerrilla rebels). Hoping to get a scoop on the competition, she requests that they leave as soon as possible and maintain as much secrecy as possible. Milliken's news agency is willing to pay 10,000 credits up front and an additional 25,000cr upon their return.

Referee's Information

Escorting Ms. Milliken and crew will prove to be one headache after another. They will complain about everything - security measures, accommodations, food, the toilets, the ignorant locals, and especially the PCs. Arguing with her will do no good and only inflame her already peckish personality. Once planetside, she will insist on making several spur-of-the-moment stops and detours and will wander off if not watched very carefully.

Complications: 1d6 (1D)
1-2, As above. No changes.
3, As above. The ATV will be hit with a roadside bomb while travelling between villages once during the tour. Determine the exact day randomly. Repairs or medical assistance will only be possible at the starport.
4, As 3 above,but check for a roadside bomb each day the party is travelling outside the starport. (50%chance/day)
5, A squad of TFL guerrillas will attempt an ambush in one village. They will attempt to kidnap as many people as possible and force Milliken to stage a recorded plea for a ransom of 1Mcr.
6, Milliken is transporting a cannister (hidden in the crew's equipment) of a deadly chemical toxin to the TFL rebels. The cannister is to be used in a large-scale terrorist attack on the capital. If she delivers the cannister and the terrorist attack takes place, the PCs will become suspects in a sector wide investigation.

Don't have my books at hand right now...so excuse my muddled mechanics
Kellri\'s Joint
Old School netbooks + more

You can also come up with something that is not only original and creative and artistic, but also maybe even decent, or moral if I can use words like that, or something that\'s like basically good -Lester Bangs

jeff37923

ODD JOBS: I Love A Parade

Required Skills: None
Required Equipment: None


Players  Information


     A tall, thin young man wearing a turtleneck sweater and having a van dyke beard is walking into bars along the street and offering Cr10 per person if they spend an hour walking with a group in a protest march. The young man appears sincere and the group is demanding equal wages for workers (or something equally innocuous).


Referee s Information


     This is a legitimate group staging a protest march. They do not have enough marchers, so have offered money for anyone who wants to march along, making the protest look more supported than it actually is. The police have been informed and the protestors have a permit to march. The marchers are well behaved and not antagonistic, although are firm in their beliefs.


Resolution: 1d6 (1D)

1-3. As above, no change and no problems.

4. Protestors are confrontational to local police. Check against law level for each player to see if that player is arrested on a misdemeanor charge (Cr5x1d6 fine or 1 day in jail).

5. Protestors have been infiltrated by an anarchist group that is very confrontational with police and turns the march into a minor riot. Player characters will be arrested on misdemeanor charges (Cr10x1d6 fine or 2 days in jail) if they do not engage in melee with the police. If they have engaged in melee with the police, then they will be arrested on minor felony charges (Cr100x1d6 fine and 1d6 days in jail). If the player characters engage
in melee with the anarchists, then they gain the good will of the local police and the protestors.

6. As 5 above, but the anarchists have improvised weapons, which they use against the police while turning the march into a major riot. Player characters will be arrested on misdemeanor charges (Cr10x1d6 fine or 2 days in jail) if they do not engage in melee with the police. If they have engaged in melee with the police, they will be arrested on felony charges (Cr250x1d6 fine and 2d6+law level days in jail). If the player characters engage in melee with the anarchists, then they gain the good will of the local police, the protestors, and become minor local celebrities.
"Meh."

RockViper

ODD JOBS: Dark Run

Required Skills: Standard Skills + Persuade, deception, streetwise  or Diplomat recommended

Required Equipment: Starship


Player Information:

While in port waiting for the next job to show up the party is approached by a  very nervous, but well dressed man who offers them an in system transportation job. Transport 20tons of essential supplies out to the asteroid belt, the man offers 20KCr* with half up front and half on delivery.




Referee's Information

Unknown to the PCs the cargo is actually a 20ton shipping container full of illegally distilled moonshine. The local authorities are aware of the moonshiners and have shut down almost all of their operations and imprisoned most of the cargo haulers involved. The alcohol is very high quality and its consumption has led to several riots and strikes on the refining bases in the belt.


Complications: 1d6 (1D)

1. No problems: smooth sailing all the way.
2. Mob Shakedown: Local mob thugs noticed the transaction and want a cut
3. Local Interdiction: Planetary authorities  notice the transaction and attempt to apprehend the PCs(Heavy fines and potential loss of vehicle)
4. Cargo container malfunction
5. Pirates
6. Complications at delivery

*Adjust this amount to suit the wealth level of your campaign, it should be slightly higher than normal delivery of in system goods.
"Sometimes it's better to light a flamethrower than curse the darkness."

Terry Pratchett (Men at Arms)

jeff37923

ODD JOBS: Breaking and Entering

Required Skills: None
Required Equipment: None


Players  Information


     An unsavory looking individual approaches the players
who offers Cr1000 to each character if they break into an office
of a cargo brokerage office building and vandalize it. The patron
informs  the players that the office has an alarm and lock on
the door and the files are locked up in a filing cabinet while
their computer security is minimal. The patron offers Cr250
up front for the vandalism and then Cr750 the morning after
the deed is done. Maximum mess is encouraged without any real
damage to the brokerage operation, definitely no arson is
desired.


Referee s Information


     This entire situation is a set-up. The players are being
used as a diversion to distract authorities from another crime
being committed by the patron. The brokerage office has twice
the amount of security as has been told to the players, including
a system of security cameras. The patron is an expert thief
who will be breaking in to another office within the same
building. The patron has no intention of paying the second half
of the money to the players.

     Once the players enter the office to vandalize, roll 2d6
each round, adding the rounds to each roll. Once the total
reaches 12, then the police will have arrived.

Resolution: 1d6 (1D)

1-3. Everything is as stated above.

4. The patron, not being confident in the players, has hired
another group to vandalize the same office. Create an NPC party
to match the PCs.

5. As 1-3 above, but the police have been tipped off that the
players are going to vandalize the office and are waiting for
the players in the building to catch them in the act.

6. As 1-3 above, but the patron has set a bomb in the office
to be vandalized. The patron will shoot at arriving police and
then wait for the police to bring in reinforcements with the
patron's goal to be to detonate the bomb and destroy the
building, taking as many police with it as possible. The remains
of the characters will be framed as the bombers while the patron
escapes.
"Meh."

StormBringer

Does anyone have any objections to me posting these in the files section of the Citadel?
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need