Campaign Scenario: The Escapees

rust

Mongoose
And another one - I wonder when Mongoose will ask me to pay a rent
for the forum space I use for these Pandora posts ... :shock:

The civilian starship that arrives unexpectedly in the Cassandra-86 sys-
tem and moves towards its second planet Pandora is obviously armed
with a couple of railguns, which is both highly illegal and highly alarming.
According to the message it sends to the Pandora Colony, the ship carries
former political prisoners of the Solar Alliance who managed to escape
from a penal colony with the outside help of some friends. Pursued by the
ships of the Alliance Patrol, they have now reached the very edge of sett-
led space, Pandora, and since they cannot flee any further, they are as-
king for political asylum.

Although almost all of the colonists grew up in the Solar Alliance, none
of them has ever heard of any political prisoners or penal colonies there.
And the situation gets even more confusing. While the first starship en-
ters the orbit of Pandora, two more starships leave hyperspace and ap-
proach the planet. They are warships of the Alliance Patrol, too far be-
yond the Alliance Space to have any legal authority. They also contact
the colony, and according to their story the passengers of the first ship
are leading members of a criminal organization who escaped from an
Alliance Patrol raid on their headquarters in Aldebaran Sector.

While the first ship asks for permission to land at the Pandora Downport
and for political asylum for crew and passengers, the Alliance Patrol ships
demand that the criminals are arrested and handed over to them. Both
sides are obviously unaware that the Pandora Colony has neither the
means to prevent any landing (turning off the runway lights will hardly
be efficient ...) or to arrest anyone who has a ship's weapons at his dis-
posal (a few spearguns and sonic stunners against railguns ...).

The colony's elected governor will of course attempt a bluff and pretend
that Pandora has some kind of planetary defense and a well armed mili-
tia, but he will not be able to keep this up for more than a few hours -
any closer sensor scan will show that those submarines with anti-ship
missiles he keeps talking about just cannot exist here.

So the characters will have a few hours at best to gather informations
for a decision, to negotiate some arrangement that keeps the colony out
of danger, or to develop some kind of Plan B to otherwise deal with this
bizarre situation ... :twisted:
 
Plan B: Take a ship up to discuss the granting of asylum in person while up there plant explosives and solve the problem that way.

Plan C: Allow th escapees to land thinking they will get asylum, get them away from their ship and its weapons then arrest them.

Plan D: Give the alliance permission to deal with the problem in Pandora's territory but demand something in return.

Plan E: As Plan B but taking the escapees back onto their own ship and then blowing up the escapees ship to make the Alliance believe they are all dead.
 
I suspect that the players will go for something very much like your Plan
C, trying to separate the escapees from their weapons and then to inter-
rogate them in order to find out their true background, political refugee
or criminal on the run.

As far as I know my players, they will consider your Plan B as too dange-
rous, if they are caught the escapees will have the characters as hostages,
which would make it difficult to then ask the Alliance Patrol to take out the
escapees' ship.

Plan D would also be a likely option, although I think that the characters
will try to avoid a space combat in Pandora's orbit whenever possible -
they know that I would be tempted to do evil things with the colony's sa-
tellites or with a wreck crashing on Pandora.
 
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