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ROLGAMES ., llEl® Scenario The Korellian Caper by Patrick Larkin Treen in Trouble While on routine patrol near th e edge of the Organ ian Treaty Zone, the us.s. Be- resford receives an urgent signal from the Federation ambassador on Kore llios VI- a neutral world within the Un ited Federation of Plan ets C UFP). The ambassador, the Hon- orable Willard Treen, is requ estin g imme- diate assistance from any Star Fleet vessel in the vicin i ty Na turall y, the Beresford is the only ship that fit s the bill. Treens sig nal does 1'l01 contain any information about the nature of the emergency When the characters arrive in orbit around cloud- covered Korelli os, a sensor scan will show only one Other sta rship in the area, grounded at a landing field out- side lhe planets capital city Treen, a ga unt, gray-faced man with a perpetual tWitch, will beg dle Ca ptain and his senior o ffi ce rs to beam down to rh e Em bassy as fast as they ca n. If pressed, he will admit over the communicator Olat both his R es idence and a Terran merchant ship are under S iege by th e nat ives. Th e cha racters will beam directly intO the ambassadors l arge, plu shl y furnished offi ce. The sullen, gray light of the Korellian day filte rs in through a pair of windows, and Star Fl eets o ffi cers ca n ca tch glimpses of a vast crowd standing Si- lentl y-many carry ing green banners. As far as the eye can see, dle ci t)'s squat build- ings are decked with green streamers. Along the horizon, four ac ti ve \'olcanoes lazily spew mo lten rock into th e air. Grand Larceny Treen will introduce the characters to Sonclar; a short, stocky Kore Wan wearing a clark green sash. Sondar is the Ch ief of the Kadar-the local government. When Treen tries (0 bri ef th e characters on the situa- tion, Sonclar will interrupt: " Th e sssituation is sss impl e. Those who ssstole th e Twelve mu st be handed over and the Twelve r e- 8 Game N ews turned to usss. Not hing lesss will prevent the ss.shedding of human fluid s." When ques ti Oned further, Sondar will explain . TIle Tweh·e Crys tals have been the treas ures of Kore lli os for several millennia. Alth ough kept in the Va ult of the Kadar, they have been occasionally removed and studied by sc ienti sts and art l ove rs from all over kno\vn space. Now, these priceless natural treasures have been stOlen-by the crew of Trelaine's Luck, a Federation mer- chant ship. Th e guards at the Vau lt were stunned by phaser fire, and the small cases comaining th e T welve were melted open. One of th e guards recovered conscious- ness long enough to see four humans run- ning Out of the V ault. He alerted th e plane- tary defense command in rime to stop the shi p from flee i ng Korelli os. Treen explains th at, although Captain Falconer of the 7irJl aines Luck i nsists that he and his men are innoce nt , he has sealed hi s ship and refused to allow th e Kore llian authorities onboard. Th e ambassador wants the characters to discover the truth, recover the Twelve Crystals, an d take Falconer and his erew into cuswdy if necessary The Trelalne's Luck To get to the ship safel); the chameters will have to persuade Sondar to pro,·ide them with a safe-condun and an armed es- COrt . He will be hesitant. fearing ne"· Federation and o ne of the char- acre rs will h'!I·e to use his diplomatic skills: Average dle characters Skill Rming in Ne- goriarioni Diplomac .... 'i, .. ith his Cha ri sma (CHA) and subtract 10. Ifhe makes the roll , Sondar will agree to their requests. Al so subtract 10 from the die roll if dle players role-play ing is especiall v good. The landing field is a ten-minute ride outside the cit )( The harsh, acr id ai r and the men;lCing, armed mobs shou ld make the trip seem a lot longer. Th e 7i-elaines Luck, a battered, old AlRon-ci ass med ium commercial tranSpOrt, sits in th e center of the vas t, concrete field. Missile batteries and other weapons surround the ship, and its airlock is sealed ti ght. Wh en the chamcters arrive, the airl ock will cycle open- revealing five phaser- armed crewmen. They won't allow Sondar or any other Korellian onboard, but th ey' ll be gl ad to see Sta r Fleet uniforms. Max Falconer, rhe ships captain , is on th e bridge. "Ne' ·er thought I'd be glad to see yo u boys from Sta r Fleet, but I sure am now! These lousy xenos have us pinned down on this dirtball and they won't let us go. I figure a felY phas er blasts from your ship will help 'em see reason! " Falconer, a tall, lean , rugged-looking m,Ul, will indignantl)' deny any pan in Ihe theft of the Twelve Crl'stais. In stead, he'll blame it on "l ocal xeno politi CS,'· and demand protecti on as a Federation ci ti zen. If they' re arrested, he and his Illen won't r esist unl ess it s clear that they're going to be handed over to the natives. (Th e characters sho uld be awa re t hat Sta r Fl eet and the Federation won't r e- gard aaion of that kind ve ry favorably) Here a Cryslal, There a Crystal A thorough seor ch of the shi ps crew quarters and engineering spaces won't turn up the miss ing crystals. Eventuall y, the characters should find their way to the cargo ba)( The Trela;"es Luck carries the following cargo: 1. 12 unsea led bins containing thoustmds of crystals. All the cr ystals in each bin are e\ucl rep li cas of one of the Twelve Crystals of Ko tellios. They're listed as ··trade goods for Korelli os" on the ships cargo manifest. 2. A number of crates containing wines purchased on Daras lY. 3. Approximately 100 SCU of electroni cs spare pans and computer equi pment 4. A high-temperature ore smelter tagged for trans-s hipment to Bor eas II. The characters shou ld note that on Iv a fracti on of the ships available cargo space is filled. Solving the Mystery Although it should be obv ious that the Twel ve Cr ystals are concealed in the ships cargo bins, find ing them won·t be easy. The cha racters C'an't hand Ove r the bins to dle Korelli ans without violating the Fetlera- April 1 985

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ROLE · GAMES

., llEl® Scenario The Korellian Caper by Patrick Larkin

Treen in Trouble While on routine patrol near the edge of

the Organ ian Treaty Zone, the us.s. Be­resford receives an urgent signal from the Federation ambassador on Korellios VI- a neutral world within the United Federation of Planets CUFP). The ambassador, the Hon­orable Willard Treen, is requesting imme­diate assistance from any Star Fleet vessel in the vicin ity Naturally, the Beresford is the only ship that fits the bill. Treens signal does 1'l01 contain any informa tion about the nature of the emergency

When the characters arrive in orbit around cloud-covered Korellios, a sensor scan will show only one Other starship in the area, grounded at a landing field out­side lhe planets capital city Treen, a gaunt, gray-faced man with a perpetual tWitch, will beg dle Captain and his senior officers to beam down to rhe Embassy as fast as they can. If pressed, he will admit over the communicator Olat both his Residence and a Terran merchant ship are under Siege by the natives.

The characters will beam directly intO the ambassadors large, plushly furnished office. The sullen, gray light of the

Korellian day filters in through a pair of windows, and Star Fleets officers can catch glimpses of a vast crowd standing Si­lently-many carrying green banners. As far as the eye can see, dle cit)'s squat build­ings are decked with green streamers. Along the horizon, four active \'olcanoes lazily spew molten rock into the air.

Grand Larceny Treen will introduce the characters to

Sonclar; a short, stocky KoreWan wearing a clark green sash. Sondar is the Chief of the Kadar-the local government. When Treen tries (0 brief the characters on the situa­tion, Sonclar will interrupt: "The sssituation is sssimple. Those who ssstole the Twelve must be handed over and the Twelve re-

8 Game News

turned to usss. Nothing lesss will prevent the ss.shedding of human fluids."

When questiOned further, Sondar will explain. TIle Tweh·e Crystals have been the treasures of Korellios for several millennia. Although kept in the Vault of the Kadar, they have been occasionally removed and studied by scientists and art lovers from all over kno\vn space. Now, these priceless natural treasures have been stOlen-by the crew of Trelaine's Luck, a Federation mer­chant ship. The guards at the Vault were stunned by phaser fire, and the small cases comaining the Twelve were melted open. One of the guards recovered conscious­ness long enough to see four humans run­ning Out of the Vault. He alerted the plane­tary defense command in rime to stop the ship from fleeing Korellios.

Treen explains that, although Captain Falconer of the 7irJlaines Luck insists that he and his men are innocent, he has sealed his ship and refused to allow the Korellian authorities on board. The ambassador wants the characters to discover the truth, recover the Twelve Crystals, and take Falconer and his erew into cuswdy if necessary

The Trelalne's Luck To get to the ship safel); the chameters

will have to persuade Sondar to pro,·ide them with a safe-condun and an armed es­COrt. He will be hesitant. fearing ne"· Federation [reache~; and one of the char­acrers will h'!I·e to use his diplomatic skills: Average dle characters Skill Rming in Ne­goriarioni Diplomac .... 'i, .. ith his Charisma (CHA) and subtract 10. Ifhe makes the roll , Sondar will agree to their requests. Also subtract 10 from the die roll if dle players role-playing is especiallv good.

The landing field is a ten-minute ride outside the cit)( The harsh, acrid ai r and the men;lCing, armed mobs should make the trip seem a lot longer. The 7i-elaines Luck, a battered, old AlRon-ciass medium

commercial tranSpOrt, sits in the center of the vast, concrete field. Missile batteries and other weapons surround the ship, and its airlock is sealed tight.

When the chamcters arrive, the airlock will cycle open-revealing five phaser­armed crewmen. They won't allow Sondar or any other Korellian onboard, but they' ll be glad to see Star Fleet uniforms. Max Falconer, rhe ships captain , is on the bridge.

"Ne'·er thought I'd be glad to see you boys from Star Fleet, but I sure am now! These lousy xenos have us pinned down on this dirtball and they won't let us go. I figure a felY phaser blasts from your ship will help 'em see reason!" Falconer, a tall, lean, rugged-looking m,Ul, will indignantl)' deny any pan in Ihe theft of the Twelve Crl'stais. Instead, he'll blame it on "local xeno politiCS,'· and demand protection as a Federation ci tizen. If they're arrested, he and his Illen won't resist unless it s clear that they're going to be handed over to the natives. (The characters should be aware that Star Fleet and the Federation won't re­gard aaion of that kind very favorably)

Here a Cryslal, There a Crystal A thorough seorch of the ships crew

quarters and engineering spaces won't turn up the missing crystals. Eventually, the characters should find their way to the cargo ba)( The Trela;"es Luck carries the following cargo:

1. 12 unsealed bins containing thoustmds of crystals. All the crystals in each bin are e\ucl rep licas of one of the Twelve Crystals of Kotellios. They're listed as ··trade goods for Korellios" on the ships cargo manifest.

2. A number of crates containing wines purchased on Daras lY.

3. Approximately 100 SCU of electronics spare pans and computer equ ipment

4. A high-temperature ore smelter tagged for trans-shipment to Boreas II. The characters shou ld note that on Iv a

fraction of the ships available cargo space is filled.

Solving the Mystery Although it should be obvious that the

Twelve Crystals are concealed in the ships cargo bins, finding them won·t be easy. The characters C'an't hand Over the bins to dle Korellians without violating the Fetlera-

April 1985

tions search and seizure laws in the pro­cess, and letting the natives on board to look for themselves might le<'Ki to a mas­sacre. However, if they've paid careful at­tention and used their library computer weil , the characters should have enough clues 10 solve the mystery and find the Twelve Crystals.

Don'l allow the characters to sit inside the 11-elaine~'l '-uck indefinitely The Korellians will star! getting impatient after waiting for J few hours, and Sondar will periodically come to the airlock cloor to warn them [har their lime is almost up. If they haven't returned the Twelve within one, 33-hOllr long Korellian da~~ the natives ~vi!l storm the ship, seize its cargo and any survivors, and brC'Jk off diplomatic relations wi th the UFP This is what is known in official Star Fleet tcrminolo,b)Y a':) a "non-viable outcome, career-\vise."

The Solution The ore smelter is the key to finding the

Tweil'e Crystals. If the characters dump all the crystals into the smelter and set it for the highest possible temperature, the for­geries will boil aW'ay-leaving the real treasures of Korellios behind. This process will take 9 hours; giving the characters less than 24 hours to COme up with the answer.

Library Computer Data Do not tell the players anything con­

tained in the following listings IInless they ask the Beresford's library computer for in­formation on that particular topic.

Karel/ias Vi.- Diameter-14,300 km; Plane­tary GraYity-l.l; Lancl Area-381 ,480,000 square kilometers (68%); Length of Day-33 hours;· Atmospheric Densitv-Ter­restrial; General Climate~Warm Tem­perature; Mjneral Content: Normal Met­als-89%, Radioactives-65%, Gemstones -11 %, Industrial Crystals-32% , Special Minerals-18%; 'lechnological Index-368863; Socia-Political Index-47.

April 1985

Korellios VI, Polilical NOles .. The Korellians are governed by an elected council, rhe Ka­dar (l iterall\: "the Geologists''). With their early astronomical experiments frustrated by the planet :':) near-constant cloud-cover, the Korellians opted to refine and pursue the eanh-sciences instead. Ai;, a result, thev have a high level of technology, but nO il;­tcrest in space travel. Consequently, they have refused to join the Federation, prefer­ring to retain complete sovereignty on their single world.

The Korel/ians .. The Korellians are a short, heavily-built race descended from reptiles. Their thick, gray skins are covered by scales in early childhood and shedding scales are a sign of maturity. Most Korellians are blunt in speech and single­minded in thought. (Cultural Note .. Korellians regard the color green as a sym­bol of hostility and imminent confliCt. Federation cit izens visiting Korellios are cautioned to avoid wearing this color. ) 'l1Je Twelve Cr)'sials oj Korellios.. The Twelve are among the mOSt prized trea­sureS of the Korellian people. According to legencl, the first Kadarin ("Geologist") found them floating in a pool of molten lava near the site of an active volcano. SUp-

posedly, their discovery and curious nature prompted [he first interest in science among the then-primitive Korellians. Their beamy and unique phySical nature have fascinated scicntiSL'l and art lovers through­out the UFP for decades. Several prom i­nent collectors are known to have offered to pay fant~Lstic Slims for the Twelve.

Boreas II .. 13orC'dS II is located outside tl1e UFP The entire human population lives on a small island just above the planets equa­tor. This island is the only land mass on Boreas It The planet has no mining indus­try or manufacturing facil ities.

Gamemaster fn!onnatiol1: If the players need a hint, remind them

where the Twelve Crystals were found. Amhassador Ii-een .. STR 43, END 58, DEX

46, CHA 66, [NT 69, LUC 68, PSI 0, Admin­istration 62, Negotiation/DiplomalY 69.

Caplain Falconer .. STR 62 , END 59, DEX 49, INT 62, CHA 51, LUC 53, PSI 30, Ne­gotiation/Diplomacy 47, Unarmed Per­sonal Combat 47, Starship Combat Strat/Tactics 48, Leadership 59, Street­wise 65, Marksmanship/Modern Weap­Ons 43.

Sondar. STR 57, END 46, DEX 45, CHA 31 , INT 58, LUC 22, PSI 18, Armor-4, Damage 8, Leadership 55, Administra­tion 53, Negotiation/Diplomacy 72.

Ii-elaine>- Luck Crewman.. STR 70, END 71, DEX 68, CHA 46, INT 48, LUC 49, PSI 18, Unarmed Personal Combat 54, Marks­manship/Modern Weapons 55. :'-?

Palrick Larkin has aU/bored several Slar Trek pieces Jor f),SA Corp., as well as olber FASA Corp. products, including Battledroids.

Game News 9