written by John Snead
Artwork by John Herndon
The Rescue Word of the abduction spreads quickly. Within an hour, the kidnappers send ransom demands. The kidnappers want to be the only ones with access to the PCs' technology. They will give the PCs 6 hours to turn over the data to them. If the PCs do give them the data, they will not release the Kidnapped PC to ensure that the information is not shared with the other groups. The government wishes to rescue the kidnapped PC. It is assumed that the rest of the PCs want to help. The kidnappers have radio jammers and other equipment which will shield them from the government's TL 11 sensors. However, the PCs may well have access to significantly better sensors. Densiometers and neural activity sensors can greatly assist in finding the kidnappers. The kidnappers left the spaceport and travelled to an uninhabited location. They will hold the target there, until their demands are met. The government is quite willing to take the initiative in finding the kidnapped PC. However, if the PCs want to lead the investigation, the government will let them. Recovering a kidnapped comrade is seen as a matter of honor. If the PCs do not locate the kidnappers' hideout, the government will find them in 5 hours. The kidnappers are hidden in a cave around 100 km from the spaceport. There seem to be about seven individuals in the cave, with one of them presumably being the captured PC. Referee's note: Kidnapped! Splitting up the party is not every GMs easiest task. A kidnapping should happen, and if GMs find it difficult to juggle a single PC by themselves and a group of PCs itching to rescue her, perhaps an NPC is kidnapped or an important piece of equipment is stolen. There are many options here for GMs that are not keen on "splitting-up" the party, and GMs are encouraged to come up with ideas outside of this adventure rather than scrapping the episode or the entire adventure. Don't forget about the PC that doesn't make it to every session... There are actually seven kidnappers and one hostage. All the kidnappers will have the statistics listed above, except that at the base, four of them will be out of their armor. Many of the details of this scenario will depend on the actions of the captured PC. Once the kidnappers have the PC back at their base, they will conduct a strip search. The PC will then be given a loose robe to wear and locked in a barred cell. A clever PC might still be able to hide one or more small devices, such as a small radio or lock picks, from the kidnappers. Nothing larger than a golf ball can be hidden. To hide a single small object from the kidnappers:
This task must be rolled for each object the PC attempts to hide. The kidnappers Perception should be subtracted from the roll. Failure results in an object being found and the PC being thoroughly searched. Roll 4+ for the kidnappers to find each additional hidden object. The kidnappers will be firm but not cruel. They will avoid harming the PC unless the PC is about to escape; they will try to wound rather than kill. PCs searching for the kidnappers have many options. A raid or sneak attack seems best, since surrounding the kidnappers and calling for their surrender will cause them to threaten or kill their hostage. If the attack is fast and well thought-out - especially if diversions like gas and smoke grenades are used - the attack should be successful and the captured PC should emerge unharmed. If the PCs think of it, they may try to discover which of the gases available will be safe for the PCs metabolism. To test if a knock out gas is safe
Referee's Note: One of the three knock out gases the available will be harmless to the captured PC. Note: If the kidnapping takes place on Lith's moon, the kidnappers will be in a small seated base. Any attack on this base which involves depressurization risks killing the PC. Another RescueJacith Station, one of the stations orbiting Lith has experienced a fire. Their life support is damaged and the residents need immediate evacuation to survive. Regardless of where the PCs are, their ship will be the only one which can reach the damaged station rapidly enough. If the PCs do not offer to help, the government will request it. The rescue should be suspenseful. The station will be filled with smoke, and most of the lighting will be inoperative. All personnel will be together in one section of the station near the center. The station is one of the smallest and only holds around 3 dozen personnel. The PCs' ship will be just large enough to hold them all for the short journey down to the planet. If the PCs talk to the station personnel, they will find out that the people who run the network orbital stations are the ones who handle most of the trans-shipment of goods between the planet and the spacers. The inhabitants of the orbital stations are neutral to the current "Xatha" rivalry. The fire occurred because the station lacked money to make needed repairs. If none of the PCs talk to any of the station personnel, have Cith, their leader, address the PCs. Cith will mention to the PCs that any data given to any factions may lead to war. Run this conversation as a discussion with a thoughtful, worried, and somewhat objective third party. This individual should reveal some information about the true nature and origin of the conflict, which representatives of the two rival factions have been too biased to reveal (or see). The SolutionIn the face of all this conflict, the PCs will need to decide how they are going to handle the situation. Their drop tanks are being constructed, and they have a long journey home in front of them. However, they also have both the possibility for very lucrative trade with the Xathas, and (hopefully) the desire to avoid having their visit become the trigger for a massive war. possible solutions The PCs can give their technical data to only one side and then help that side conquer its rival. The PCs can give their technical data to both sides and hope that the two sides will work things out. The PCs negotiate a treaty as part of their negotiations for the data. The PCs ask for help from the leaders of the orbital stations. The PCs might even arrange to give the bulk of the data to the leaders of the orbital stations, which would, in effect, place the orbital stations in a position of power over the two rival factions. Regardless of the arrangements made, the PCs have the option of enforcing any arrangement by agreeing to trade further with the Xathas only if the provisions of the treaty are kept. If the PCs involve the leaders of the orbital stations in the negotiations, these leaders will suggest the option of making trade contingent upon maintaining the treaty. Give the PCs every chance to work out a reasonable solution. However, if the PCs either don't care or make a foolish choice, make sure to include indications that the situation is worsening by the time the PCs leave. If the PCs return, make sure to work out the repercussions of any agreement the PCs have made with the Xathas. DepartureWhen the drop tanks are finished, and the negotiations are finished, the PCs will leave for their long journey home. The reaction to their departure will largely be determined by the actions they have taken. They might be hailed as saviors who helped avert a war, respected as representatives of a vast interstellar empire, or decried by one side or the other as agents of evil and destruction. Far From Home Sci-Fi Traveller Adventure Back to Shadis #51 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |