

The PCs will need to generate clues on the pirate’s base of operations. It’s hard to predict what every player will decide to do to investigate and a referee may need to improvise for this part. This section is about role play and skill use to generate clues and the following are some ideas that could be pursued.
Mo’s Easy is a notorious collection of saloons and habitat modules half way between Point Glass and the Tetrarch Pyramids (a day’s travel). The location is plagued with sand storms and dust devils. If it’s necessary to have encounters here, a referee can abstract the location without a map as most people go from their vehicle directly into a building. The location is optional and not completely necessary for the adventure.
The center of interest here is the bar known as Mo’s Easy. Some people are involved in illegal activities and thus not very likely to talk to the PCs and others are just worried about personal safety and are afraid to talk to the PCs. The best way for the PCs to turn up solid information will be for a handful of Lucky Devil pirates to show up to blow off steam and party.
Devil’s Caldron was a mercenary base during Laco’s war. Built by Streel and MerCo, the floor of the volcanic caldera was leveled and a ceramacrete landing pad put in. It fell into disuse and was re-occupied by the Lucky Devil pirates. The rim of the caldera provides camouflage for grounded ships and is a relatively secure landing site.
(scale: 1 square = 5 meters)
Players have variety of ways the can approach the caldera. The pirates all have chronocoms and will be able to raise pirates at the hide out .75 km away once they realize the PCs are here. Two are in their “lounge” (area #4) playing cards and two are doing engine maintenance on the jetcopter, they will be focused on their activities and may not notice the PCs unless the players do something rash or foolish. If the pirates at the hide out are summoned they will arrive in 2d10 combat rounds. If the other pirates are summoned have 10+1d10 pirates arrive in a hover car and a hover transport. Average mooks have a skein suit and a rifle with 2-3 ammo clips and possibly a melee weapon. Officers (2-3) will have a skein suit, a defense screen, power belt, pistol or rifle with 3-4 ammo clips, and a melee weapon. If the pirates from the hide out respond to the caldera, the hide out will only have two pirates left if the PCs investigate it afterwards.
One asset the players have is that Kleevor will have moved the Venture directly over this site and can shoot a large target in the caldera with the ship’s lasers. Possible targets would be a grounded ship, the crane, the jetcopter or the weapon’s platforms. Kleevor must be mindful of UPF laws concerning orbital bombardment and the above list represents legal targets for him under the law. He might also shoot to destroy the entrance to the caldera to prevent pirates from the outpost from using it, however, he will not target the outpost lest there be kidnapped civilians there. For that reason the players will just not be able to use him as “deus ex machina” laying done the “god smack” from orbit.
The players can employ the laser battery on the Venture once every 50 turns. It will effectively destroy the jetcopter, a hover vehicle or a weapon’s platforms for a 60% skill roll or do maximum damage to the privateer vessel for 50% skill roll (by Kleevor but rolled by the players). The players must request the orbital “god smack” and direct which target they want hit. Note if the Venture’s laser battery is used to destroy a hover vehicle while pirates are riding in it Scarlet will automatically have been in the other vehicle and thus survive to face the PCs.
(scale: 1 square = 2 meters)
The canyon hide out is built into the side of a canyon wall. It would be very difficult to find if a hover car and hover transport were not parked at the entrance.
(Canyon Hideout area 10)
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Roll 2d10 |
Cargo search results |
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2 |
Pheromone perfume for human males +10 (10 bottles) * |
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3 |
Locked brief case level 3 mechanical lock: 5000cr in credit drafts and a curious gold coin. The value of the gold in the coin is 25cr but the true value of the coin is a mystery to be determined by the referee. * |
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4 |
Wood presentation case and two antique mussel loading gyrojet pistols of yazirian manufacture. * |
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5 |
Stolen artwork 1250-1500cr |
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6 |
Display case of war medals and UPF flag* |
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7 |
110 year old computer, seemingly inoperable* |
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8 |
Five boxes of Nagana cigars 5cr each or 100cr /box |
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9 |
Case of hypo sprays (20) |
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10 |
1d10 Yazirian musical instruments |
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11 |
2d10 Pelts from an endangered species typically valued at 10,000cr each, hard to sell due to legal issues, if caught a character could face 1 month jail time plus 1d10 X 10,000cr / pelt |
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12 |
25 used up skein suits (useless and no value) |
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13 |
A type 1 parabattery |
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14 |
1d100 clothing outfits that appear to be two decades old, 40% they are back in style and worth something, 5cr/ outfit after being cleaned for musty smell |
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15 |
2 cases of freeze dried space rations, low on taste and value, each case holds 10 boxes of half priced survival rations from the AD equipment list |
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16 |
1 case (6) of 0 g Vrusk Checkers 35cr each. They are inexpensive, mass produced and beneath the dignity of any vrusk who view them as cheap and chintzy. |
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17 |
15 identical Tetrarch Artifacts (fake) 5cr each |
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18 |
A robot's head, scorched and roughly hacked off |
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19 |
Data cube with a star chart (map- Now why would pirates need a map?)* |
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20 |
1 Tetrarch Artifact (real) Roll on artifact table in Laco brief* |
Note any item marked with * can only be discovered once. A second roll with the same result is an empty container.
Note: Scarlet is not keyed to a particular location. Each referee has the option to place her when they wish as a boss encounter and she will have 1d5 pirates with her. If the PCs look like they plan on settling for just taking out the vehicles at the hanger she can turn up in a hover car. The goal is to hold her in reserve as a boss encounter and/or prevent the PCs from having too easy of a time with this section of the adventure.
Scarlet Terror aka Scarlet Rose: (RW 60, M 40, PS 3, IM 5, RS 50, STA 45) skein suit, laser pistol, albedo screen, 3 power clips , belt pack 50 SEU, baton keys to the pirate vessel and the stolen shuttle.
1d5 pirates: (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skein suit, random pistols (Laser 1-20%, auto pistol 21-40%, gyrojet 41-60%, Needler 61-80%, Electro stunner 81-100%), 3 power or ammo clips, random small melee weapon and power clip if required (knife 1-20%, sonic knife 21-40%, vibroknife 41-60%, brass knuckles 61-80%, shock gloves 81-100%)
A large group of pirates will converge on the hanger if the pirates at the outpost are alerted to the PC’s presence. The number of pirates listed as showing up and the number of pirates keyed to particular rooms at the outpost do not match. This is somewhat intentional as the name of the adventure is “Mooks Without Number”; so there is no hard and fast number of pirates. A referee can increase or decrease the numbers of pirates at any point in the adventure to match the challenge to the size and health of the party.
If the pirates from the outpost have responded to the PCs presence at the hanger then the PCs will find 4 pirates guarding the front door to the outpost if they make their way there. There will be one pirate skulking through the dorms stealing from his fellows. He’ll have 1d5+5 trinkets of silver, gold, and costume jewelry valued at 3d10cr each.
The players could also stumble across the hide out as they make their way to the caldera. If they attempt to clear the hide out first it is not likely that the pirates at the caldera will be called for support. If there is a general hue and cry among the pirates over the presence of the PCs, then the pirates at the caldera will be on alert, watching and trying to raise their fellow pirates by chronocom. The two doing maintenance will be watching from the rim of the caldera and the others will be set to defend the entrance.
If the players should use the Venture’s laser battery to destroy the entrance to the caldera the pirates coming from the hideout will dismount their vehicles and climb over the rim of the caldera. The driver of the hover car will retreat for two turns and come racing back on the third turn at top speed and crash the hover car into the caldera wrecking it and stunning himself for 1d5+3 turns. Referee chooses a suitable location for the hover car to come to rest in the caldera.
Some, but not all, of the pirates have identity cards and if these are captured and turned in to Star Law it will fill in some information in the Star Law files on this pirate band and may eventually lead to arrests. If the computer at the hide out is hacked and key financial, personnel, and ship registry files are turned over to Star Law, it will eventually lead to most of the band being rounded up and their fence being arrested. If the players simply obtain computer files and scans from the pirate’s ship, it will allow Space Fleet, Star Law, and militia forces to cripple the pirates capturing most of their ships. In 1d5+5 months rewards can come in for the information (1d5 x10,000cr).
The pirate’s ship at the caldera is stolen and the players will not be able to keep it if they capture it but a reward could be paid to lessen the sting of not getting the ship. Typically, such rewards are 1-3% of the value of the ship concerned. In this case a Thruster class privateer costs close to 1 million credits so the PCs will split 1% of that and Captain Kleevor will collect 3%. The portable items of value at the caldera are the two pallets of two assault rockets each, the jetcopter, the wheeled load lifter, and the captured heavy weapons. Anything that is shot with Venture’s laser from orbit is scrap. Note: it might seem that Kleevor makes out while the PCs do all the work but this is just how prize money is divided for capturing pirate and enemy vessels.
The players should, at the very least, be able to recover their shuttle and destroy the pirate shuttle. On a very successful run of this adventure they could capture some information of value to Star Law which will give the Lucky Devil Pirates someone other than the Venture and her crew to worry about.
Many of the items from the cargo search results table under room #10 could become hooks for further adventure. For example, the data cube with a star chart is essentially a modern pirate map or it could be nothing at all. As referee you have the option to fudge a table result if you want a particular item to use as a hook for continuing adventure. Some items on the chart could be problematic for the Venture’s crew to sell due to legal issues. After this encounter with the Lucky Devil pirates, the Venture’s crew will have several months of boring shipping duty before they ever deal with these pirates again. It would be good for their reward from Star Law to catch up with them during that time and let the players think that the Lucky Devil pirates are crippled or destroyed.
It’s up to the referee to decide if Scarlet should live to bother the PCs another day. If she is reduced to 0 STA she may still survive as per the rules on death and dying. Other officers may survive being reduced to 0 STA as well but unnamed “mooks” reduced to 0 STA can be treated as dead. A Scarlet that escapes or survived only to be turned over to Star Law can return at another time in the player’s adventures to be a thorn in their side.
Award 1 EXP for taking the hanger and a bonus point for recovering navigation data from the pirate’s starship. Award 1 EXP for taking the outpost and a bonus point for recovering computer records on the pirate band. The bonuses apply only if they data are turned over to the appropriate authorities; namely Star Law and Space Fleet.
Links
[1] http://www.frontierexplorer.org/content/devils-basin-map
[2] http://www.frontierexplorer.org/content/devils-cauldron
[3] https://archive.frontierexplorer.org/file/349
[4] https://archive.frontierexplorer.org/file/350