Mooks without Number

Location: Port Loren, Gran Quivera, Prengular

Net Relay Notice #9947-43219
Hiring: Skilled Spacers and Cargo Handlers
Enquire at Dinza's Antiques.

The adventure begins: Shipmaster Kleevor Gin is using the front business of another Capellan Free Merchant to interview prospective crew. His former crew, two humma and a human were involved in a bar fight where weapons were drawn. They were arrested then charged with a variety of crimes including attempted murder. Kleevor paid for a lawyer and has done his best to support them but the legal proceedings will drag out for months. His discretionary cash is running short and he is forced to take a job now. While interviewing prospective crew one question he will ask is if they are prone to getting into fights in bars among the usual that you'd expect in an interview for these sorts of positions.

The new crew and Shipmaster Kleevor will load several crates (player characters with Military PSA will suspect they look like weapons crates just by size and shape though there is no outward sign) aboard Kleevor's shuttle. If asked, Kleevor will simply say its supplies for farmers on Lossend. Once aboard the freighter in orbit, Kleevor will detail the PCs to take care of some routine maitenance that has been left undone. They'll have to stow the freight, complete maintenance, and orient themselves to the ship even as the ship accelerates toward jump speed.

The crew will be kept busy with work and cleaning while the ship makes the trip to Timeon. However once a 20 hour day Kleevor will have a dinner for the whole crew to sit down together. It's and opportunity to talk and socialize. Once the ship is underway He will reveal that their job is to deliver some weapons to a farming settlement in exchange for twice the value in ag goods as well as the promise to purchase more at cost. He's not sure why the settlement needs the weapons but his contacts on Gran Quivera suggested that reports of pirates extorting from small outposts may be behind it. Therefore the crew will take the shuttle down, rent a cargo copter and deliver the weapons. They will have a credit draft to purchase enough ag goods to fill the ship's hold. Kleevor will watch the shuttle. Everyone is to be armed with at least a side arm; rifles or heavier weapons should be ready to hand.

Arrival at Lossend's star port: Dawn's Landing

The Delivery
The star port is not quite what you would call "dirt strip" quality but it's not as cosmopolitan as star ports like Port Loren or Port Royal. It has a relaxed almost sleep quality. There is a terminal building, an administration building, fuel depot, a vehicle rental office, and a major freight handling facility for Tachton Instruments. As the player characters debark their shuttle they note about a half dozen other shuttles as well as Thruster Class privateer with Tachton company markings across the ceramacrete landing area. There is easily room for many more ships. About a half km away a large boisterous group is loading their shuttle with farming equipment and crates.

Kleevor provides the player characters with a credit draft to cover the rental on a heavy lift cargo copter and the ag goods over an above the cost of the weapons. He also gives them the map coordinates for the farming outposts and sends them off while he goes to file paper work at the administration building and purchase a refuel for the shuttle. He'll be on his viso-com if they have any trouble.

The trip to the farming outpost takes 4 hours. On approach they notice some thin wisps of smoke stretching up into the sky. Over flying the location reveals smoldering ruins of buildings and about a dozen bodies laid in a row next to a line of graves. Nearby is a drainage culvert passing under the road leading to the fields is where all the women and children of the community are hiding. If the PCs are using IR goggles they will spot someone looking out of the culvert and ducking back. If they opt to not even land and investigate roll a INS check each PC to spot someone ducking back inside the culvert.

If the PCs contact the women and children they will find out that the pirates came and killed all the men despite being paid the extortion and then took everything. The women came out of hiding after the pirates left and began to bury the husbands and sons. They will beg help from the PCs desiring a lift to another farming community two hours away by air where they have family and friends. It's obvious the PCs won't get paid here so perhaps the other village might desire the guns since the pirates seem to be particularly vicious.

Kleevor will feel some guilt over what happened to the farmers as he did delay for a few days with this delivery hoping to get the charges dropped against his jailed crew and then had to hire the new crew when that didn't succeed. If the PCs don't suggest it then he will instruct them to see if they can unload the weapons with the other farmers and obtain enough food goods to fill up the ship's hold.

The head man at the other farming outpost is Markum Manns. He won't negotiate with the PCs right away insisting that the women and children be seen to first, though he will suggest that they'll talk after supper tonight. To a certain extant he will blame the PCs for not getting here sooner so that these deaths could have been prevented and he'll look to see if that accusation puts the PCs on the defensive. He's looking to get the original deal that the other village got but also to commit the PCs to train and aid them against the pirates. He'll settle for just training knowing that the pirates are due back this week and one week of training should ensure that the PCs are here when the pirates show up.

During the week that the PCs train the farmers 90% of the food stuffs can be transferred to the star port and Kleevor then transport it to the ship and come back with some heavier weapons that he's throwing in to assuage his guilt over what happened. If the PCs have not agreed to fight the pirates the farmers will ask them for all sort of advice about how to defend the village if they were the ones to do it. What ever defensive measures they suggest the farmers will impliment. They will be fed and housed at the village all week.

Before the week is up and with very little notice one of the PCs will discover that the pirates are actually due and that the farmers didn't tell them that when negotiating for training. The PCs will not have time to leave as the sound of approaching copters will be heard or if they are gung ho to help then they should have some time (30 minutes to one hour) to prepare.

Defending the Village

The Manns Settlement began life as a temporary base of operation during the brief attempt by Pan Galactic Corporation to bully Tachton out of competition with it. Not long after PGC abandoned the base, Markum Manns lead a group of settlers to take it over and start a farming commune. If they can turn a profit the community will eventually build individual houses for each family and expand operation further but this will not happen if the pirates burn them out.

Map
: The Manns Settlement
For this encounter use the town map on the back of the Port Loren Map.
Refer to: Town map for Mooks without Number
 
Legend
1 Main gate & fence (electrified at night)
2 Lookout towers (leftover from corporate conflict)
3 Barn & Stables
4 Dining Hall
5 Bachelors Dorm
6 Coral
7 Married Dorm
8 Leader's Quarters
9 Tool & Feed Sheds
10 Landing Platform
11 Food Store
12 Married Dorm
13 Admin Building
14 Garage

The Weapons Shipment
  • 10 semi-automatic pistols
  • 30 clips of pistol ammo
  • 20 semi-automatic rifles
  • 40 clips of rifle ammo
  • 30 smoke grenades 
  • 30 tangler grenades 
  • 10 dose of solvaway 
  • 10 needler rifles  
  • 40 clips of needler ammo 
Kleevor's Gift
  • 1 heavy machine
  • 10 ammo belts
  • two rocket launchers
Village Defenders
There are 20 adult male defenders who can be broken up into squads by the PCs.

The Pirates

Name NPC #1 Commanding Air Lorry #1 (see Air Transport Zebs Guide)

Name NPC #2 Commanding Air Lorry #2 (see Air Transport Zebs Guide)

Name NPC #3 Commanding Air Lorry #3 (see Air Transport Zebs Guide)

30 Mooks (stats)

The Pirates Arrive
Air Lorry number 1 will land on the landing pad. Air lorry #2 will land in the coral. Air lorry #3 will land just outside the main gate. In the past on one air lorry came and landed on the landing pad the farmers anticipate that this will be be repeated.

Aftermath & EXP Points
A Star Law marshal will show up in the aftermath and attempt to identify the pirates. He tells the PCs that shortly after their battle a ship with a faked registry pulled out of orbit and left the system. He's put an alert out for Space Fleet to be on the look out for a ship matching its profile.

The air lorrys' were rented and their owner reclaims them within 20 hours. The PC's get to strip the pirate bodies but must share with the farmers who dont have much anyway.

The farmers will throw a big celebratory party for the player characters if they have performed admirably. The PCs will have the Manns settlement as a contact and can always pick up agricultural cargo with a 10% savings on price. The settlement will also be looking for replacement ammo for the machine gun and rocket launchers as well as a radiocom to put it in communicaiton with Dawn's Landing so these might be items the PCs could pick up to trade with them.

Award 3-5 EXP for this section.