Sharing of game ideas.
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- #6445 Re: TML nightly: Msgs 6435-6441 V65#9 by The Flynnman
I'd be interested in sharing campaign idease. To get the ball rolling, here is a sketch for a group that will be starting this Sunday. If you are one of the lurkers in my group, don't read the rest of my message. Please excuse my spelling and grammer errors. Operation: Imperium Time: Early in 1105, Imperial calander. Section 1: Insertion The main goal of this section of the adventure is to get the players familiar with the mechanics of getting from place to place. By the end of this series of adventures, the players will be in Imperial space with Imperial identity papers. Start by giving players a new set of identity papers and travel instructions. Nationality: Zhodani Occupation: Zhodani Navy Officers Travel reason: Assignment shift. Travel orders: Take naval transportation from Chronor (0303 Spinward Marches) to Querion (0614 Spinward Marches). Check into Radison South Vladivostok and await contact. The first part of their journey will be rather easy. They will manage to get transport from the Naval vessel "Long Star". The planets they will stop in will be the following: Jump 1: Chronor to Atsa B4337CA-A Zhodani Military Base, Poor, Non-Ag Domed cities, happy very well controled masses. Very strict laws. Jump 2: Atsa to Ninjar A211666-C Zhodani Military Base, Non-Ag, Non-In Most of the people here are connected to the military base. Jump 3: Ninjar to Sheyou B756779-A Zhodani Military Base, Agricultural Balkanized government. A number of farming collectives and a large transportation food storage co-op. The co-op controls the area of the starport. Jump 4: Sheyou to Rapp's World C592320-8 Zhodani Military Base, Non-In LA smog like world. Recovering from a nuclear war. Jump 5: Rapp's World to Querion B254788-9 Zhodani Military Base, Agricultural Vastly overcrouded. Civil Service bureaucracy. Great place to get lost and/or change identities. The "Long Star" needs to have at least jump-3, preferable jump-4. This ship and crew should be reusable at a later time period. Build it at tech 13 or tech 14. This is a ordinary vessel, not a special souped up spy ship. (Detailed elsewhere, with deck plans.) At the Radison South Vladivostok the players will be met by agents of SORAG. The players will be given new identity papers and travel instructions. They will also be given a sealed box. If asked the contact will tell them that the box contains a holy relic of Pavabid. Up to 30,000 CR will be made available to them _if_they_ask_ for additional funds. Nationality: Pavabid (independant 1238 Spinward Marches) Occupation: Pavabid religious cult members. Travel reason: Returning holy relic to Pavabid. Travel orders: Proceed to Hrunting (0921 Spinward Marches) by available transportation. Check into the Radison New Berlin within 2 months and await contact. Background: Pavabid is an amberzone strictly controled by a fanatic religious cult. Sort of Ninja-Amish. This next part of the journey will be more difficult. The players will need to maintain the illusion of being from Pavabid. More than likely they will have to make a number of jumps to get there. Hurunting: B463747-9 Imperial Scout base Swords world naval base Rich world At the Radison New Berlin the players will be met by SORAG agents after a few days. The players will be given new identity papers and travel instructions. Just some other notes: I run the Zhodani as sort of a cross between the Soviets and the Japanese. The slant is that the Imperium *tries* to pass itself off as a bunch of nice guys; however, see Adventure 1: Kuniur (sp?). Comments? Matt - -- Matthew Goldman E-mail: [email removed] Work: [phone removed] My day today? Nothing major, just Xenon base gone, Scorpio gone, Tarrant dead, Tarrant alive and then I found out Blake sold us out.