• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

3FT SOLO Campaign 2

Operation Grievance

3FT SOLO Campaign #2 – Mission Introduction

I'm using Stellagama's Cepheus Light, Zozer's SOLO, and the One Page Solo Engine by Inflatable Studios for this campaign. SOLO uses a scene resolution mechanic called "The Plan.” The One Page Solo Engine (OPSE) will be used in place of The Plan mechanic. I may still utilize The Plan from time to time in this campaign. The OPSE is not needed to play Zozer's SOLO, but I like to use it as a means of creating more details to go beyond The Plan mechanic. My last 3FT campaign, The Dean Team, worked great using just SOLO.

My campaign utilizes the Classic Traveller setting, occurring shortly after the start of the Fifth Frontier War in 1107. Beyond 1107, everything becomes non-canonical. I am also using Judges Guild's Glimmerdrift Reaches for this campaign, which is no longer part of the Traveller Canon.




Background Info:

The Imperium's Naval Intelligence Service (INIS) has activated its Special Branch Unit to be inserted into the Sosie Subsector. Recently, four systems within the Republic of Krax (ROK) have declared their independence from the ROK. These systems have formed an alliance with the independent systems of the Sosie Subsector. Various news agencies, including the Travellers' Aid Society have dubbed it the “Independence Movement” (IM).

The 3 Fists Triumvirate (3FT) has been slow to respond due to their consolidation of power at the center of the systems they control. An increase of 3FT agent activity has been recently detected by agents of the INIS. Numerous 3FT agents are being reported on Lindran. The citizenry of Lindran are getting restless again, and a political movement calling for Lindran's return to the ROK is growing. INIS officials believe the growing discontent means the 3FT has already established a fifth column within the IM on Lindran. A tactic they used with great success to gain control of the Krax Confederation.

I-Con Squad's mission is to counter the ROK's fifth column operation. Code-named, “Operation Grievance,” the I-Con Squad will be operating within the Independent Systems of the Sosie subsector to monitor 3FT activities. The squad is to destroy any cells and/or members they encounter. Officially, the Imperium will disavow the I-Con Squad if they are caught by the 3FT. Officials of the IM understand the covert nature of the mission , and seek to keep the Imperium's involvement a secret. They will also disavow the I-Con Squad if the team is caught by the 3FT.

250-1122

Icond and his team recently arrived on Firenzi, a system located along a major trade route of the Independent Systems of the Sosie Subsector. Although surplus Imperium scout ships are common throughout the Glimmerdrift Reaches, the ISS I-Con is well known to the ruling members of the 3 Fists Triumvirate and their security services. The I-Con will take the squad as far as Vassal, then the team will board a supply ship bound for Abin to meet up with IM Defense Forces to make plans to address the situation on Lindran.



Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)

-Character Reactions (SOLO p.18): Ignores Col. Janice Mehlberg.

Janice Mehlberg (Imperium Marine Colonel-Retired)

-Character Reactions (SOLO p.18): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)

-Character Reactions (SOLO p.18): Admires Dr. Slager.

Dr. Merrick Slager (Scholar/Team Doctor-Retired)

-Character Reactions (SOLO p.18): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)

-Character Reactions (SOLO p.18): Inseparable buddy of Chance.




Up Next: Heading to Abin
 
Last edited:
3FT SOLO Campaign 2 - The Journey Begins

Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)

Character Reactions (SOLO p.18): Ignores Col. Janice Mehlberg.

Janice Mehlberg (Imperium Marine Colonel-Retired)

Character Reactions (SOLO p.18): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)

Character Reactions (SOLO p.18): Admires Dr. Slager.

Dr. Merrick Slager (Scholar/Team Doctor-Retired)

Character Reactions (SOLO p.18): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)

Character Reactions (SOLO p.18): Inseparable buddy of Chance.

…..............

GM Note: I have decided to incorporate an alternate star drive from Cepheus Engine SRD to replace the jump drive rule in Cepheus Light. I will be using the warp drive option found on p.97 of the Cepheus Engine SRD from Moon Toad Publishing. Jump distances are the number of parsecs that can be crossed in a week's time at maximum warp. I like the warp drive concept better than the original jump drive system of Traveller.




Current Adventure: Operation Grievance

Date: 295 - 1122

Subsector/Sector Location: Sosie/Glimmerdrift Reaches



System: Firenzi

295 – 1122

Prepare to Leave Starport: Routine with no issues. The 100 ton Scout Ship, I-Con, is ready to go.

Starport Encounter: none

Board Starship/Departure/Ship Encounter: The Light Patrol Craft, Tentacle (200 ton) needs assistance and makes a request for civilian parts. A routine request that occurs from time to time. The I-Con has the parts and the two ships dock to make the transfer.

Jump: Firenzi to Vassal at Warp 2 with no issues

Onboard Events: Icond conducts a shipboard training seminar to familiarize the team with the ins and outs of operating a starship. Although the team will be leaving the scout ship at Vassal, the training will come in handy if the team finds itself needing to operate a starship in the near future.

Enter New System/Check for Encounter: The I-Con arrives at Vassal after a week of travel in warp. Radio chatter in-system indicates the 50 ton mining cutter, Diamond Star has a medical emergency. Their ship's doctor is severally ill. Dr. Merrick volunteers to assist. While onboard the mining cutter, Dr. Merrick discovers the vessel's crew belong to a faction that is loyal to the Republic of Krax (ROK). Although the faction is pro-3FT, they have begrudgingly accepted the situation with the systems that chose to leave the ROK. After all, business must go on. The doctor treats the Diamond Star's doctor, and she should make a full recovery.

Starport Encounter: Upon arrival at Basira Starport on Vassal, the team witnesses the crew of a free trader being arrested. They later learn the free trader was also seized as evidence. Looks like a smuggling operation was caught in the act.

On-Planet Activity: Vassal is an asteroid belt located at the endpoint of a major trade route that exists between several systems of the Sosie Subsector. Far traders, free traders, and frontier supply ships use the class A starport, Basira, as a jump off point for delivering goods to frontier and backwater systems. Merchant traffic is booming, so smuggling operations are exceptionally high in this region. Three large asteroids are home to three major cities located in the Vassal system. Basira is the largest, with Chibueze being second, and Venkat City being third. A mining consortium exists on Chibueze, operated by the Chibueze Mining Cooperative. Venkat City is the gambling center of the subsector, comparable to twenty-first century Las Vegas on Terra.

Resolve the Plan: The team is scheduled to meet Vassal officials during their week-long stay. While visiting the Basira Starport entertainment district, the group meets a fellow traveler. He initially seems very interested in the group, and even hints at needing to hire someone for an important delivery. Before the group can even respond, the patron suddenly loses interest in the team and quickly heads out the door of the restaurant bar. “I wonder what that was all about?,” quips Ritch. “Who cares?,” was Icond's reply. “We have more important business to attend.”

Later on, the group meets with their Vassal contacts and an INIS field agent. The I-Con Squad will be traveling aboard the supply ship, Igraine, as passengers. The Igraine is a Frontier Trader in the 300 ton class. Traveling only at Warp 1, it will take four weeks to reach Abin at maximum warp. The team will be contacted by Abin officials upon their arrival. On Abin, they will be updated about the current situation on Lindran. Current conditions will be a determining factor with regards to finalizing the mission plan. The INIS field agent encourages his comrades to enjoy the trip and get some rest. “You're all going to need it,” was his departing reply. Chance smiles and says, “At least we get to travel first-class on the INIS's dime.” "Yeah, and it sure beats sleeping in the freezer,” was Ritch's glib reply to Chance's comment. The phrase, “sleeping in the freezer” is a slang term for traveling in a low berth compartment. Colonel Janice rolls her eyes with a slight sigh of disgust in response to both of the retired INIS agents' comments.

GM Notes: none


Up Next: Onward to Abin
 
3FT SOLO Campaign 2 - Onward to Abin

Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)

-Character Reactions (SOLO p.18): Ignores Col. Janice Mehlberg.

Janice Mehlberg (Imperium Marine Colonel-Retired)

-Character Reactions (SOLO p.18): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)

-Character Reactions (SOLO p.18): Admires Dr. Slager.

Dr. Merrick Slager (Scholar/Team Doctor-Retired)

-Character Reactions (SOLO p.18): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)

-Character Reactions (SOLO p.18): Inseparable buddy of Chance.


302-1122

Prepare to Leave Starport: Board the Igraine

Starport Encounter: As the I-Con Squad approaches the supply ship, they cannot help but overhear the irate Captain barking complaints at his cargo loading crew. Later on, the group discovers that 20% of the cargo has been damaged beyond salvage. Icond learns the damaged cargo was important ship replacement parts destined for Independent Navy starships making repairs after their recent battles with Republic of Krax warships. A rumor is going around the Igraine that the 3FT was involved and the accidental damage was actually sabotage. At this time it is just a rumor.

Board Starship/Departure/Ship Encounter: none

Jump: successfully achieves maximum warp with no issues

Onboard Events: Week 1: The group settles into their staterooms and take it easy for the first two days. During a gathering in the ship's recreation area, a fellow passenger tells Colonel Janice she noticed a weapon in the stateroom of another passenger. She was in his room for a nightcap last night, and spotted it in a partially open desk near the lavatory. She initially did not think anything about it, but after thinking about the incident with the damaged cargo before departure, she thought she needed to say something. “Why didn't you go straight to the Captain?,” the Colonel asked. “I was going to, but right before I reached the bridge, I spotted the passenger with the gun talking to a crewman near the bridge. I did not want to go near him, so I headed to the recreation area.” Colonel Janice could tell she was terrified by the non-stop trembling of her hands. The young female passenger was obviously an ordinary citizen who has never had to deal with a situation like this in her past. The Colonel calmly reassures the female passenger that she will report the matter immediately to the Captain, and encourages her to stay with the large group gathered in the recreation area. The Colonel notifies her fellow team members of the situation, and the group makes its way to bridge. Colonel Janice informs the first officer of a potential threat onboard and he immediately takes the group to see the Captain.

The I-Con Squad volunteers to assist the Captain and crew of the Igraine to locate the now missing passenger. Captain Hargis agrees. The team member's weapons are released from the ship's locker and given to each of them. Ship's security will search the inhabited portions of the ship, while the I-Cond Squad will search the forward cargo hold area. Upon the team's arrival to the forward cargo hold section, Icond hears the swoosh sound of a closing iris valve just down the cargo hold corridor. The group quietly approaches and listens at the door, but hears nothing. “Weapons ready,” Icond whispers to the team members. He activates the iris valve, and the group enters forward cargo hold A. As the valve closes behind them, there is no sound. Scanning the area, the team spots no movement either. The group moves forward cautiously down the narrow aisle between stacks of cargo reaching toward the top of the cargo hold. As Colonel Janice moves about 6 meters, a gun blast fires out from behind a stack of crates. The Colonel is hit, but somehow stays on her feet. She quickly snaps off a double tap in the direction of the muzzle flash. A loud groan is heard, and a body slumps to the floor. Dr. Merrick quickly advances to the slumped body and secures the individual's weapon. The rest of the team surrounds the unconscious man, with weapons trained upon him. The wounded passenger awakens to find five gun barrels pointed at him. The team takes him into custody and heads off to find the Captain.

The Captain, ship's security, and the I-Con Squad interrogate the passenger in the security section of the Igraine. The Captain and security officers get nothing out of him, so Icond and Ritch try their hand at questioning him. They also fail to get the passenger to say anything. The Captain pulls aside Icond and tells him to feel free to use ANY means necessary to get him to talk. Although Icond is tempted, he refuses to use extreme methods to get the passenger's mouth to open. The Captain is not happy, but doesn't press the issue. The passenger is thrown into the brig, or at least that is what the Captain has told the I-Con Squad. Icond wonders if that is really the case.

GM Note: The Captain has kept his word, and the prisoner is not harmed or interrogated any further. Captain Hargis will leave that matter to officials on Abin. If this passenger is a spy, he won't receive kind treatment at the hands of IM Security Services. “Oh, he'll talk,” the Captain quietly chuckles to himself. “Or die trying.”

Up next: Onboard Events - Week 2
 
Onward to Abin Part 2

Cast of Characters (I-Con Squad):
Icond (INIS Squad Leader)
-Character Reactions (SOLO p.18): Ignores Col. Janice Middleton.
Janice Mehlberg (Imperium Marine Colonel-Retired)
-Character Reactions (SOLO p.18): Rival of Icond.
Chance Morgenstern (INIS Agent-Retired)
-Character Reactions (SOLO p.18): Admires Dr. Slager.
Dr. Merrick Slager (Scholar/Team Doctor-Retired)
-Character Reactions (SOLO p.18): Secretly hates Col. Janice.
Ritch Duhart (INIS Agent-Retired)
-Character Reactions (SOLO p.18): Inseparable buddy of Chance.


…..............

Current Adventure: Operation Grievance
Dates: 309-1122 to 340-1122
Subsector/Sector Location: Sosie/Glimmerdrift Reaches

309-1122

Onboard Events: Week 2

In-Game Reaction Roll (SOLO p. 19): Col. Janice [2d6=10] – none

GM Note: I like to use the In-Game Reaction Roll for lulls in action, especially during jump week. The Colonel is not a fan of Icond and really despises his condescending attitude toward her. Dr. Slager also secretly hates her, so these character reactions can build some group conflict. Col. Janice makes her roll, so no event.

Onboard Event Check: none

316-1122

Onboard Events: Week 3

Onboard Event Check: none

In-Game Reaction Roll (SOLO p. 19): none made for this week


323-1122

Onboard Events: Week 4

Onboard Event Check: Engineering issue

A component failure on the ship's maneuver drive will require repairs. Captain Hargis orders the crew to make the repairs in deep space since the component is available, and he has complete confidence in his Engineer. The Igraine drops out of warp, and the crew begins repairing the maneuver drive. This will cause a one week delay in the trip to Abin in order to complete the repairs.

In-Game Reaction Roll (SOLO p. 19): Dr. Merrick Slager [2d6=6] – fail

Dr. Slager is dealing with a high level of stress due to personal reasons as well as the long confinement associated with interstellar space travel. He has been taking tranquilizers to deal with his anxiety, but recently has started taking far more than he should. His addiction is getting worse.

330-1122

Repairs are completed, and the Igraine gets underway for the last week at warp to the Abin System.
Onboard Events: [d66=32] – typical trip/no issues

337-1122

System Arrival: Abin

Ship Encounter: none

Starport Encounter: The I-Con Squad disembarks from the Igraine, and takes a shuttle to the planet's surface. The team is met by their Imperium Naval Intelligence Service (INIS) contact, Parth Faizel. Parth serves as the official INIS Liaison officer to the government of Abin. Parth informs the I-Con Squad that they will be meeting with Independence Movement (IM) Allied Forces Leaders and staff in three days, including General Zaq Ronan, the Abin Armed Forces Supreme Commander.

World Encounters: Phase 1

The team decides to take in a little R&R before their meeting. The team makes its way to Chef Kyofunoko's Famous Flaming Pit, a culinary legend in the Sosie Subsector. After dining, the team makes its way to a nightclub located next to Chef Kyofunoko's.

World Encounter Check: [d66=66] – offworlder in a spot of trouble

The team is approached by a well-dressed man of noble character. He introduces himself as Lord Riku Wafiya of Taglia. Icond is a little familiar with the history of Taglia, which is also located in the Sosie Subsector. He has heard of the Wafiya Royal Family, but is unfamiliar with Lord Riku. Lord Riku is friendly, but unfortunately suffers with a nervous tic that makes him look like he is constantly looking over his shoulder. Ritch leans over to Chance and whispers, “Looks like someone thinks he's being followed. Keep your eyes open.” Chance nods his head in agreement. Lord Riku pulls up a chair and joins the group at their table, as if he has known them all his life. Dr. Slager gives Icond an uneasy look, and Icond returns a reply with a conciliatory nod. All of the sudden, Lord Riku stops talking, and fixes his gaze on Dr. Slager. In a monotone, but eerily calm voice he says, “If you are approached by someone who makes you an offer to refresh your purity, I suggest you take it, Merrick.” Dr. Slager stares in stunned silence thinking, “how does he know my name?” Suddenly, Lord Riku dismisses himself, and turns to leave. All of the I-Con Squad members stare at one another in disbelieve. After a moment, the shock wears off and the team decides to call it an evening. Dr. Slager returns to his room, and reaches for his bottle of tranquilizers. He hesitates, then slowly places the cap back on the bottle. As he lays his head on his pillow, he mutters softly, “I am going to do it.”

340-1122

World Encounter: Phase 2

The team meets with Abin officials at a military complex located near the starport. Thinking the team would be making its way to Lindran, Icond is surprised to hear their next mission involves searching for an artifact within the city of Dakala, the capital of Abin. It turns out the artifact isn't just an ancient relic, but an ancient artifact fitted with a decoding chip used to decipher intelligence messages of the 3 Fists Triumvirate (3FT).
The I-Con Squad learns that 3FT operatives are still quite active on Abin. Intelligence services on Abin have been monitoring recent chatter between 3FT operatives that indicate something has gone wrong within their network. A recently captured and interrogated 3FT operative has revealed the 3FT's network uses a deciphering device that is embedded within an ancient medallion. The medallion was recently stolen by a local criminal network that operates within Dakala. The operative does not believe the criminal network is aware of the hidden deciphering chip. She knows they deal in stolen artifacts which are sold to private collectors on Abin and elsewhere in the Sosie Subsector. Her mission was to kill the 3FT agent that lost the medallion, then seek out those who stole it and deal with them accordingly. Her capture by Abin Intelligence Services (AIS) means she will be marked for death by the 3FT, so she is seeking asylum and a reduced sentence by cooperating with AIS. The AIS desperately wants to get its hand on the deciphering device. This would greatly assist them in their effort to remain free from 3FT tyranny.
The I-Con Squad's mission is to recover the medallion before it gets into the hands of a private collector or goes off-world.

GM Note: I decided to break the World Encounters Check (SOLO p. 58) into phases. The group will be killing time until there meeting with the military commanders of the Independence Movement, so I conducted an encounter check before the meeting. The meeting with IM commanders will take the place of an encounter check dice roll in phase 2. I used the One Page Solo Engine's (OPSE) Plot Hook Generator to create the mission. I find the combination of the OPSE with SOLO makes it easier for me to create a more detailed narrative. I jot down the roll results in a notebook, then type up the narrative later. Not exactly the same as playing with a GM, but still a satisfying experience that is quite fun.
In the next update, I will be using SOLO's Resolving The Plan system located on p.23 to see if the team can locate the whereabouts of the medallion through underground channels.
 
I have taken a long break from this campaign (too long) to play some other RPGs, but with the release of Paul Elliott's SOLO Second Edition (SOLO 2E) I am stoked to get started playing again. I am picking up the story from where I left off last time back in 2021.

341-1122

System: Abin
Setting: City streets of Dakala

The Mission:
Make contact with an informant who has information on the location of the criminal organization who possesses the medallion and locate it.

Story Narrative:
The group makes its way into a seedy area of the city and heads into a local tavern known to be a hangout for members of the criminal organization responsible for the medallion theft. The local undercover cop who is escorting the party has infiltrated the gang, and will introduce them to his confidential informant (CI).

Tavern patrons enthusiastically greet the undercover cop, so it appears his cover is good. A rather burly and surly individual approaches and asks, "who the hell is this?" The undercover cop vouches for the I-Con Squad, and although the street tough gives a skeptical grimace, he nods to the undercover cop and walks to the back where a private group is gathered at the back of the tavern. The undercover cop smiles and says," a round for the house!" While the patrons hoot and holler, the cop whispers to Icond that the street tough is actually a high-level enforcer for the criminal organization. Everything is cool for the moment, but be careful.

After about 30 minutes, a rather wormy looking figure enters and heads to the table where the party is sitting. The undercover cop introduces the party to Turl Herdisen, his CI. Turl's high-pitched and squeaky voice fits his image, as he proceeds to tell the undercover cop the news that the medallion has already been sold, or at least that's what he has heard.

As far as the undercover cop is concerned, he believes the CI is telling the truth. Colonel Janice waits for the CI to move on before voicing her opinion. "Despite his claims, I think it would be foolhardy to believe it before checking it out. I think we need to investigate further." The rest of the team along with the undercover cop agree. After all, the CI is low-level and may be misinformed.

Create a Plan:
Make appropriate Skill checks, then apply DMs to The Plan roll.

Solid 8+ Danger Level: Dangerous

GM Notes:
I will make appropriate skill level checks (Cepheus Light Rules) for the I-Con Squad members and use these as positive and/or negative DMs for the plan resolution roll. The fact that the I-Con Squad is unknown on Dakala means their inquiries will be viewed as highly suspicious, even with the undercover cop's presence. The squad members nonetheless are skilled at this kind of work, especially Icond, Chance, and Ritch. I consider this type of activity to be quite dangerous and it could lead to the death of a member or members of the team.


Plan Resolution:
Skill DMs: Successful checks: Icond, Chance, and Ritch (no automatic success rolls made) / Failed: Col. Janice (no critical failures) = DM +3
Plan Roll: 2d6 +3 = 12 Success!! [I decided not to roll for a consequence due to the level of success]

Story Narrative:
The I-Con Squad along with the undercover cop hit the streets over the next few days to further investigate news about the medallion theft. Ritch befriends a local jewel thief who is quite knowledgeable about the theft. She has reliable information about the party responsible. It has not yet found a buyer who will pay their asking price. She tells Ritch they are exceptionally greedy, and will hold out for top money. Although she doesn't know who is holding the medallion, she does know a crew member of the responsible organization. His name is Sarosh Nakajima, a member of the Throttle Kings. The Throttle Kings have ties to organized crime in Dakala, but are one of many such gangs. The Throttle Kings or 'TKs' are mainly involved with the illicit drug trade, but have a few members who specialize in theft and fencing of high-value items such as jewelry and weaponry. Sarosh is part of the theft/fencing operation. The jewel thief gives Ritch his address and tells him, "You didn't get this from me."
The party locates Sarosh's residence, an apartment in a better section of this rough neighborhood of Dakala. A sign that he is not simply a low-level street thug. A quick survey of the apartment location indicates security systems are present. A straight approach will not work, but the I-Con Squad has a few options at their disposal. One difficulty will be the bio-identity access passes at the apartment entry point. The team will need to decide whether to defeat the security system and make entry, or conduct a stake-out and track Sarosh's movement. Time is of the essence, so long-term surveillance is not possible.

GM Notes:
At this point, the options for the team are limited with the time factor situation. Nabbing him and conducting an interrogation probably won't yield much. Approaching him as potential customers is an option, but someone approaching out of the blue without a known connection would be highly suspicious and would probably fail. Time to break out the One Page Solo Engine Generator (OPSE)!!


OPSE Results:
Advance A Threat=An agent of the 3FT is also looking for Sarosh. Does the 3FT agent spot the party casing Sarosh's place? Find out by making an Ask The D6 check for the situation. Result=Bad stuff happens, but it's not yet catastrophic.

GM Notes:
With this development, I think it would be great to actually play this out using my game's combat system.
 
Cast of Characters (I-Con Squad):
Icond (INIS Squad Leader)
-Character Reactions (SOLO p.18): Ignores Col. Janice Middleton.
Janice Mehlberg (Imperium Marine Colonel-Retired)
-Character Reactions (SOLO p.18): Rival of Icond.
Chance Morgenstern (INIS Agent-Retired)
-Character Reactions (SOLO p.18): Admires Dr. Slager.
Dr. Merrick Slager (Scholar/Team Doctor-Retired)
-Character Reactions (SOLO p.18): Secretly hates Col. Janice.
Ritch Duhart (INIS Agent-Retired)
-Character Reactions (SOLO p.18): Inseparable buddy of Chance.

…..............

Operation Grievance: Going for the Gold

344-1122

System: Abin
Setting: Apartment of Sarosh Nakajima in Dakala

The Mission:
Probe Sarosh about the medallion by posing as potential buyers

GM Notes:
The potential for combat at this point is quite high, but a few more details are needed. I used the One Page Solo Engine (OPSE) to flesh out the details before resolving combat using my copy of Cepheus Light by Stellagama Publishing.


Story Narrative:
The 3FT agent decides to interrogate the Icond Squad members by posing as an undercover cop, wanting to know who they are and why they are hanging around this area. The Icond Squad notices the 3FT agent approaching their position. As the agent approaches, the undercover cop tells Icond he has no clue who this is. Ritch says he doesn't match the description of Sarosh that was described to him by his jewel thief informant.

The 3FT agent recognizes the undercover cop as he gets closer to the group, so his original plan won't work. Time to improvise an alternate story. The agent decides to change his identity from local cop to government official. Unfortunately for the agent, he has no idea that the Icond Squad is aware of the medallion's true purpose and that the group is working for the Abin government. The 3FT agent identifies himself as a government agent investigating the theft of the medallion. He wants the group to identify themselves and to tell him why they are obviously staking out Sarosh Nakajima's apartment. The Icond Squad and the undercover cop know this person isn't who he says he is.

Combat Resolution:
Since the PCs have an advantage of knowing the 3FT agent is lying, they received a DM of +1 to their surprise roll.

GM Notes: I resolved combat using Cepheus Light rules for combat. The Icond Squad failed to achieve surprise. Chance attempts to grapple the agent and fails. Merrick follows suit and fails his grapple attempt. The 3FT agent is next in initiative order and he fires his drawn pistol hitting Ritch. Body armor absorbs the bulk of the damage. The rest of the party draws their weapons and a firefight ensues. Several misses occur, but eventually the 3FT agent lies unconscious from several serious gunshot wounds. No one else is injured.

Create a Plan:
The undercover cop has no choice but to report the shooting; however, he wishes to maintain cover. He'll leave the task of questioning the perp to his law enforcement colleagues. The undercover cop and Icond Squad members will split up and rendezvous at a local watering hole a few blocks away from the scene.

Solid 8+/Dangerous

Resolve Plan:
The plan roll fails but the subsequent consequence avoidance roll is successful, so the party successfully escapes the scene without injury.

Story Narrative:
The Icond Squad and undercover cop quickly leave the area in separate directions. The undercover cop reports the shooting and gives his superiors a quick briefing. The 3FT agent's identity is unknown to the group at this time, but something may be revealed if he survives. The group meets up a few hours later at an all-night diner to discuss their next step.
Word about the shooting is spreading fast in the neighborhood. The arrival of the police and ambulance only helps to get the word out. Will this help or hurt the Icond Squad?

GM Notes:
I used the OPSE tool to answer any questions about any fallout from the shooting. I also did a check to see if the group wanted to continue the operation or wait until tomorrow. SOLO 2E provides excellent tools for generating answers to questions and consequence results. I use these from time to time, but I tend to lean toward the OPSE tool due to having access to the OPSE Android app. This convenient digital tool saves time and allows me to cut and paste text when I need to write up my story narratives.



Story Narrative:
The group heads back to Sarosh's neighborhood after a few hours and sets up for surveillance. This time Icond, Chance, and Ritch will be on the ground while Colonel Janice, Dr. Merrick, and the undercover cop sit in a vehicle within eyeshot of the scene. As dawn approaches, there is no sign of Sarosh. The party decides to call it a night and try again in the evening. The group heads back to their base to get some sleep.

345-1122

It's early afternoon before they're back at it. The Icond Squad receives fresh news about Sarosh. He's been spotted, but not at his apartment. He has been seen on a nearby street at a known Throttle Kings' (TK) hangout. The group feels time is against them, so contact must be made. The undercover cop has sufficient street cred to maybe have a chance to gain entrance, but the rest of the group is a different story, except for maybe Ritch. Since Ritch got Sarosh's name from the jewel thief, maybe that will buy him entrance? Ritch is not confident that simply dropping the jewel thief's name will get him anywhere, and the undercover cop agrees. The group decides to break into teams of two and stake out the social club.

The group makes its way to the Quantum Lounge Social Club. The stake out teams keep their eyes on the club for several hours. The long and boring task eventually pays off when the group spots Sarosh as he leaves the social club. Sarosh exits the club with a couple of people, but they all go their separate ways, including Sarosh. The three teams follow Sarosh as he makes his way to a vehicle. Icond signals Colonel Janice, Chance, and Ritch to make contact with Sarosh.

Make a NPC Reaction check:

2d6 roll with DM +1 = 10
Result = Friendly reaction with interest.

Cepheus Light Game Mechanic Check
Can the group get Sarosh to listen?
Difficult 8+
Roll with DM +3 for streetwise/carousing skills: 9 = success

Story Narrative:
The Colonel, Chance, and Ritch approach Sarosh as he's getting ready to enter his vehicle. Chance does most of the talking, and using his Carouse skill he gets to the subject about buying the medallion by flashing a wad of Credit bills. Sarosh looks around to see who's watching and grabs the wad of credits and slips it in his pocket. Sarosh whispers to the three, "I don't have the medallion, but I can put you in touch with someone who will listen to your offer. Only one of you can come, and you'll have to go with me right now." The three Icond Squad members quickly discuss the offer, with Sarosh being able to hear their conversation. Colonel Janice suggests that Chance should go. Ritch concurs. Chance agrees and gets into the passenger side of the vehicle. It's a risky and dangerous move, but Chance believes it's worth the risk. Sarosh and chance drive off with Colonel Janice and Ritch surveying their surroundings to see if anyone is watching or following Sarosh's vehicle.

Icond and the undercover cop shadow the Colonel and Ritch and notice the two TKs following them. Colonel Janice and Ritch hail a taxi, and head to the original tavern where the mission began. Icond and the undercover cop know that there are only two places the Colonel and Ritch would go. Either the rendezvous location or the local tavern. If the two are aware they're being followed, they will head to the tavern instead of the diner. Icond and the undercover cop both agree the tavern is the best choice, so they'll head there as well.


GM Notes:
I conduct a few more question and answer checks using the SOLO 2E and OPSE tools to see what is happening with everyone except Chance. I'll resolve his meeting afterwards.


Story Narrative:
The Colonel and Ritch arrive at Veiled Vices, the little tavern they visited at the start of this mission. As they enter the tavern, Ritch spots two individuals inside the vehicle closely watching him as they drive by.

Ritch glances at the Colonel, and she also notices the two passing by. She whispers “TKs” and Ritch nods in agreement. The two enter the tavern. It's not very crowded this early in the evening, but the bartender is the same one as last time. He recognizes the two as they approach the bar. The Colonel and Ritch order drinks then head to a table with a view of the door. Icond and the undercover cop enter the tavern about twenty minutes later. They both grab a couple of brews and head for the table. After about five minutes, the two individuals following the Colonel and Ritch enter the tavern. The two give a quick glance and notice the undercover cop. Their suspicious faces ease a bit at the site of the undercover cop. They then proceed to walk over to the corner table where the party is sitting. The two street thugs inform the group not to leave until their "friend" returns. Their threatening tone is undeniably sinister. The group is on high alert. Fortunately the tavern is almost empty.

The two TK toughs sit at a nearby table, each with a hand under the table within easy reach of a concealed weapon. Ritch decides to lighten the mood by calling out for the bartender to bring a couple of drinks to the two TKs. "Drinks on me," as he nods to the two thugs. The TKs nod to Ritch, but their sinister expressions do not ease. The party is careful with their conversation since the tavern is fairly quiet at the moment. Icond quips, "It's all in Chances's hands. Let's hope he can make the deal!" The party clinks their glasses in a hopeful toast.

Up Next: The Negotiation of Chance
 
Last edited:
Cast of Characters (I-Con Squad):

Icond (INIS Squad Leader)
-Character Reactions (SOLO 2E p.36): Ignores Col. Janice Middleton.

Janice Mehlberg (Imperium Marine Colonel-Retired)
-Character Reactions (SOLO 2E p.36): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)
-Character Reactions (SOLO 2E p.36): Admires Dr. Slager.

Dr. Merrick Slager (Scholar/Team Doctor-Retired)
-Character Reactions (SOLO 2E p.36): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)
-Character Reactions (SOLO 2E p.36): Inseparable buddy of Chance.


…..............

Operation Grievance: The Negotiation of Chance

345-1122

System: Abin

Setting: A vehicle on the streets of Dakala

The Mission: Chance attempts to acquire the medallion

Story Narrative:
Chance is told to put on a hooded blindfold before Serosh takes him to the seller. Chance complies. The conversation between the two is just smalltalk, but this eventually stops after about five minutes. Chance listens carefully for any background sounds that might help him to get his bearings on his possible location.

As the vehicle slows and comes to a stop, Chance hears a familiar sound that is made by a particular machine used in the manufacturing process of starship hulls. A sound he has heard often near the starport located on his home world. Sorash leads the blindfolded Chance inside a building where he is told to sit in the chair behind him. He complies and the blindfold is removed.

Chance finds himself in a large and abandoned warehouse. The familiar sound of the machine drones on in the distance, while he observes a group of armed individuals standing around a couple of luxury vehicles parked within the empty warehouse. There is just enough light to see faces, but the fading dusky sunlight limits his ability to see much else within the warehouse. A rather large and muscular man opens the vehicle door and out steps a tall and slender man dressed in a designer suit. His appearance and swagger as he approaches the seated Chance indicates his confidence and elite status.

GM Notes:
Boss Character Introduction: Enki Zen (aka Seral Olmhelnan)
Title: CEO - Zollo Biotech (Subsector Level Megacorp)
Hobby: Collector and seller of rare Antiquities

The Megacorp CEO exiting the vehicle is in fact, Seral Olmhelnan, a former Krax Confederation diplomat and fanatic supporter of the 3FT. He now works as the head of the 3FT Secret Service and is currently working undercover in the Sosie Subsector. His mission is to bring Abin back into 3FT control by undermining the current independent government through subversion. This Megacorp CEO role is one he wields with deadly efficiency. He was able to locate and recover the medallion shortly before the spy was caught by Abin authorities. The captured 3FT agent eagerly volunteered for this assignment in order to plant false intelligence with Abin security. She has given some accurate information to string Abin officials along, but this is only to give them a false sense of security. She is willing to suicide herself when her usefulness expires. A true fanatic, just like Seral. Seral is aware that someone is approaching to make a deal for the medallion; however, he is not aware of the Icond Squad yet. The medallion is a genuine ancient artifact, but an added feature has seriously diminished its value. There is a hidden compartment carved into the medallion. It's damaged ever so slightly. A real antiquities expert would spot the defect while assessing the medallion's authenticity. Seral has altered it in order to see if the approaching customer spots the defect. A genuine buyer would walk away, but someone looking for the medallion, like an Abin agent, will offer top dollar. If the latter happens, then the following nefarious plans of Seral will be implemented. The real encryption/decoder chip has been removed and replaced with a replica device. This device will encrypt/decode 3FT code, but the coded information will be fake intelligence designed to mislead the Abin Intelligence Service. This disinformation, if believed, will more than likely destabilize the current government, and compromise the military with potential catastrophic consequences.

Chance has absolutely no idea who this distinguished gentleman is in this current situation. He has been briefed about Seral Olmhelnan, but does not recognize Seral due to his current appearance looking nothing like Seral’s dossier image. Chance does recognize a female bodyguard standing nearby. She was present at the local tavern where the Icond Squad started their investigation with the undercover cop. Chance controls his reaction as to not betray his recognition of the bodyguard.


Story Narrative:
Following the aristocratic fellow is a much shorter and portly individual in a cheap business suit. The suit appears to be a couple of sizes too small for the rotund man's frame. In his hand is a metal case which he sets down on the ground and opens it. He lifts out an object that immediately sparkles as the limited light glints off its surface. The medallion! The round and now sweaty little man proceeds to bring the medallion to Chance, but before allowing him to touch it, the fat man says, "What's your offer?" Chance speaks up, "Whose asking?" The fat man's face betrays his concern about the question, but as turns toward his boss, the stately gentleman responds, "That's the least of your concerns. I suggest you make your offer before one of my associates loses his patience and control of his trigger finger." The muscular and beautiful female that Chance recognized moments ago steps forward with her weapon drawn. The distinguished gentleman replies with a sinister smile, "or HER patience!"
"Let me examine it FIRST!" Chance's defiant reply has visibly upset the bodyguards, and the portly associate’s facial expression betrays his fear. The little fat man turns toward his boss, and the gentleman nods his approval. Instant relief is visible on the fat associate’s face, and Chance is relieved as well although his demeanor does not betray his hidden fear with his bold and reckless response.

Chance examines the medallion. He is confident the medallion is the one the group is looking for, but he cannot find the hidden compartment. He decides to improvise to buy a little time. While continuing to examine the medallion, Chance reaches within his pocket. The gentleman seller's bodyguards instantly cock their weapons. Chance quickly replies, "Relax, I need my loupe to take a closer look.” Chance grimaces and exclaims, "Damn, not on me. Does anyone have a jeweler's loupe handy?" "You're trying my patience," was the gentleman dealer’s acidic response to Chance’s demand. "Hey, I want to make a sound decision, which means top money for YOU, so I think it is a reasonable request." Chance takes a bold step with the tone of his response.

"You have 5 seconds to make an offer, 5...4...3." Chance interrupts the Gentleman Antiquities Dealer, "Fine, fifty thousand credits is my best offer. Take it or leave it." Chance's reply is extremely dangerous, but he feels he’s out of options. The gentleman dealer’s patience is exhausted, and offering top dollar without being 100% sure is too risky. Chance hopes for the best, but is ready for what awaits, including death.

The gentleman dealer declines Chance's offer. "Well, if that's your final offer, then we have nothing further to discuss. Take him back to where you found him." The gentleman turns and enters his vehicle. The bodyguards holster their weapons and enter the remaining vehicles. Sarosh places the hooded blindfold over Chance's head and leads him back to his vehicle for the return trip back to the social club. Chance is thankful for the hooded blindfold that now hides the visible sign of relief on his face.

GM Notes:
I utilized the SOLO 2E and OPSE tools along with Cepheus Light Skill checks to resolve the negotiation process. Chance was not able to make his skill checks with locating the hidden compartment, but did manage to make critical skill checks to survive the failed negotiation. Chance deciding to make a low-ball offer actually prevented this situation from going from bad to worse. Seral was not able to make his skill checks and therefore believes Chance is just a buyer and not an Abin spy. Chance’s brash and bold courage was respected by Seral, but Chance’s limited negotiation abilities were not. Seral agrees it was wise to make a low-ball offer, but thinks Chance is absolutely terrible as an appraiser.


Up Next: The Ride Back
 
Cast of Characters (I-Con Squad):
Icond (INIS Squad Leader)
-Character Reactions (SOLO 2E p.36): Ignores Col. Janice Middleton.

Janice Mehlberg (Imperium Marine Colonel-Retired)
-Character Reactions (SOLO 2E p.36): Rival of Icond.

Chance Morgenstern (INIS Agent-Retired)
-Character Reactions (SOLO 2E p.36): Admires Dr. Slager.

Dr. Merrick Slager (Scholar/Team Doctor-Retired)
-Character Reactions (SOLO 2E p.36): Secretly hates Col. Janice.

Ritch Duhart (INIS Agent-Retired)
-Character Reactions (SOLO 2E p.36): Inseparable buddy of Chance.

…..............

Operation Grievance: The Ride Back

345-1122

System: Abin
Setting: A vehicle on the streets of Dakala
The Mission: Chance returns after failing to secure the medallion

Story Narrative:
The ride back to the social club is quiet. Serosh is fuming about the failed negotiation and the evaporation of an opportunity to turn a profit from a successful deal. The hood is yanked off of Chance as the vehicle pulls up to the social club. Sarosh’s tone is deadly serious as he informs Chance about his finder's fee. “You owe me ten percent of your 50kCR offer. That comes out to a Finder’s Fee of 5kCR payable whether a deal is made or not.” Four huge dudes approach the parked vehicle. Chance knows these guys are TKs and his failure to pay is going to hurt. Sarosh instructs Chance to stay in the vehicle and think about his options. Sarosh and the TKs have a quick conversation, and Sarosh returns to the vehicle. Sarosh explains, “Here’s your options. You pay me my fee, and I will drive you back to Veiled Vices where your friends are waiting. Don’t pay, and learn how to walk again after your broken legs have fully healed. Your choice!” Chance fully understands the nature of the threat, and does not doubt that Sarosh and his four friends will make good on that threat. With a sarcastic tone, Chance replies “Oh, my ABSOLUTE pleasure” as he hands over 5k credit bills to Sarosh. Sarosh gives him a big grin and says, “a pleasure doing business with you. Sit back and enjoy the ride!” Needless to say, the ride back was more pleasurable for Sarosh than it was for Chance.

Up Next: Where Do We Go From Here?
 
Back
Top