Chimpers’ Domain
Introduction and Overall Synopsis:
This Adventure, Chimpers’ Domain, is about a
group of adventurers being hired by an entrepreneur to investigate mysterious
attacks while on a series of hunting expeditions as well as mysterious injuries
and deaths among the expedition parties.
Standards and Assumptions:
Location: This takes place anywhere on the Rim or Border planets that
has a Starport that is a good quality installation
with refined fuel facilities, available annual maintenance overall and starship
and spacecraft construction facilities.
Character Types: This adventure is intended for a band of adventurers
with a minimum of four and no more than eight with an assortment of character
types.
Starship Type: A mid-bulk transport large enough to hold an ATV
(Wheeled, Tracked or Gravitic) in its Cargo Hold.
Adventure Information and Background:
The
One such entrepreneur purchased the little primate and then sold it to
a rich landowner, who made it a pet. This entrepreneur, named Tarrin Coorvish, would go on such
hunting expeditions to capture more of these little primates, or Chimpers, for pets. These expeditions have been conducted
for years and these Chimpers would be used as pets on
this world as well as being exported to other worlds as products in the pet
trade. Since any protected animal trading is prohibited within the
Recent events began to occur, and Coorvishs’
business began to have fallout. Every expedition that has been conducted
resulted in disastrous endings, such as client and employee injuries and in a
few cases, death. Whenever expeditions were to go out to capture any Chimpers, they were attacked and their supplies were taken
and their equipment damaged beyond repair. Coorvish
needed to find out what has been happening without attracting too much
attention, so he placed an ad in the local news service to “Wanted: independent
investigators to uncover mysterious occurrences during the course of business.”
This shall hopefully find any traveler from off-world who needs a job.
Players’ Information:
While on a layover on [fill in blank] System for maintenance and
resupply, the group is unable to locate a legitimate cargo. Thanks to a friend
on Whitefall they know why. An Average INT +
Streetwise roll results in the group hearing of a hunting party who goes out on
expeditions and safari on the frontiers of [planet] to find and capture a
little known animal called the Chimper. Lately, these
expeditions have become more difficult, for each expedition have been under
attack and have been causing injuries and some deaths to the expedition
individuals. The last expedition resulted in two deaths and four severely
injured by the latest attack from an unknown enemy. The attack was several
hundred kilometers outside of the main city/starport.
An entrepreneur approaches the group to hire them to help quell these
attacks on the expeditions and to find out why they are attacking. This
entrepreneur is Tarrin Coorvish
and he is prepared to offer them an incentive for helping him resolve this
problem, including compensation for their needs at the Starport. The upcoming
journey is armed and is traveling by tracked ATV with a gun mount on the dorsal
hull. The trip would be about seven days to try to quell these attacks on their
expeditions, and being able to cope with wilderness survival is a must. The
group should also bring their own personal weapons and essential survival gear
as well as rations for the expedition.
Coorvish will, however, bring his own mercenary hiring’s to
act as his own personal bodyguards during this expedition. They will have their
own vehicle on this caravan and their true intent is possibly hostile as well
as having a close niche with Coorvish. These hirelings
look suspicious and assume not trustworthy. The group should keep an eye on
them for their own safety.
Referees’ Information:
The trip begins at dawn as a small caravan of Tracked All-Terrain
Vehicles that left the outskirts of the main city. They spent the first day
trekking through the forest terrain to make camp at dusk. The first camp seemed
peaceful as two of the mercenaries went out to find and hunt for fresh meat. An
hour later, one of them returns with scratches all over his body and tells the
rest of the group that an unknown attacker had killed his partner. Most of the
group went out to find the body of the mercenary, but had found only tracks and
signs of a struggle. Being on alert, the expedition had a guard while the rest
bed down for the night.
The next morning, they set out to the forest and found a disserted camp
that had been savagely attacked by animals or savages. The camp was torn to
pieces and there is blood everywhere. A unique feature about this camp is that
there were no bodies. The shelters have been shredded, the equipment trashed
and there are signs of an attack and a struggle, but there are no bodies of the
campers. Upon further and in-depth investigation, there are a multitude of
bird-like tracks heading into one direction. As they began to follow these
tracks, they are attacked by a small number (1D) of Chimpers
from above. The groups’ first objective is to drive off their Chimper attackers, in order to find their camp. The
mercenaries and Coorvish have other ideas, such as
killing or capturing the attacking Chimpers.
After the skirmish, the surviving Chimpers
are tracked to their lair. It has been rumored that Coorvish
is currently involved with the black market and Chirper pets are the main
product to the Market. When a member of the group confronts Coorvish,
weapons are drawn on the group. The mercenaries have assault rifles while Coorvish himself has a pistol, and they are all aimed at
the group on the intent on taking the Chimpers with
them.
Other members of the group enter the scene, causing a distraction and a
firefight begins. The skirmish would be long, but Coorvish
and his mercenaries would be defeated, some of them would be killed, but others
would escape the skirmish. Coorvish would be nowhere
insight, as well as one of the vehicles.
There are two options for the group:
Option One: Free the Chimpers. The group can
mount their ATV with all their gear and trek for several kilometers in the
forest to find a large clearing with numerous nests, and a thriving colony of Chimpers. The colony is one of many colonies that had been
threatened by independent merchants and trappers. The captured chirper is set
free to rejoin the colony.
Option Two: Pursue and capture Coorvish. One
of the PC’s notices a dust trail in the distance. Upon observation, it is Coorvish making a run for it to hide within the city and
wait for the situation calms down. The group can pack up their gear on the ATV
with the intent on tracking down and catching Coovish.
Grav Vehicles are hard to track and find, especially
with the speed of the ATV. It will take a Formidable Perception test to give
the group an advantage in getting Coorvish. One hour
later, the group finds Coorvish’s speeder-bike, but
it is a wreck and there is blood everywhere. It is believed that Coorvish is missing and presumed dead, but the group makes
an immediate search of the immediate vicinity and finds a trail of blood into
the forest and Chimper footprints everywhere. Further search would
not be necessary as they realize the fate of Coorvish.
They then can turn around and head for the Chirper colony to set their Chimper friend free. The colony is one of many thriving
colonies of Chimpers that is threatened by Trappers.
Epilogue:
At the Starport, the PC’s reported their findings to Alliance
Authorities and an investigation has started on Coorvish
and his organization. Upon return to their ship, they find a transmittal slip
of a landing lock release in the common area that and a note from Coovish saying “For your troubles”. Astonished and
perplexed, they have to settle for being free to go and depart with Alliance
Officials clearing them for take off.
Referees’ Resources and Materials:
There are a few important resources that are needed to conduct this
adventure.
1. Chimpers: Descended from
omnivore/gatherers. Chimpers stand about 1 meter high
and weighs about 25 kgs. They are intelligent up to a
point, and have been known to operate in packs. Their intelligence is more rudimentary
cunning, devoted to steal shiny objects or intriguing gadgets. Since these are
usually keys, shiny coins, or other small valuable items, the humans on this
and other worlds have never reacted well to the Chimpers.
They are however, highly prized as pets. Chimpers
live in small groups and follow age-old patterns of gathering fruits and
berries in the wild. Previously wide-ranging, they have been systematically
reduced to a few scattered groups in marginal territories. Finally, Chimpers are swift, much more so than their size or build
would indicate. They can dash and dart about virtually unseen, if they care to;
if someone tries to catch one, it usually can get away. It is nearly impossible
to catch a Chimper. Characteristics: AGL: D10, STR: D4, VIT: D10,
ALE: D8, INT: D2, WIL: D6, INIT: D10+D8 Life Points: 16, Weight: 25 kgs, Armor: none, Weapons: Claws/Teeth: D4 W
2. Tarrin Coorvish:
This gentleman was part of a small and unknown merchant company that was renown
throughout the Core Worlds until it went out of business. Coovish
served in its merchant fleet for a few years when it went bankrupt after the
owner was sought for embezzlement of its invested funds, and its fleet was sold
to pay for its debts. Coorvish became an entrepreneur
and created an import/export business on the planet, where he found a colony of
Chimpers that lived in small and secluded villages in
the forests. He then found smugglers in their tramp freighters that could and
would work to his advantage. His family members are either involved with
numerous shady characters on Persephone or other border worlds, or have other
means of employment throughout the
4. Coorvish’s Thugs: they are the mercenaries
that Coovish hired to accompany him on the expedition
along with the PC’s. They are usually ex-troopers that are equipped with SMGs, Rifles, Shotguns, or Pistols and they all have the
same stats: AGL:
D6, STR: D8, VIT: D6, ALE: D6, INT: D6, WIL: D6, INIT: D6+D6 Life Points: 12
a. Trooper 1: SMG
b. Trooper 2: SMG
c. Trooper 3: Rifle
d. Trooper 4: Pistol
e. Trooper 5: Pistol
f. Trooper 6: Shotgun
g. Trooper 7: Rifle
h. Trooper 8: Rifle
i. Trooper 9: Shotgun
Lattimer’s Ghost tie in, after learning that Blue
Sun is responsible for them being blackballed the crew again tried to find a
legitimate cargo and failed. When Coorvish approached
them, they were more than ready to ready to take the job offered regardless of
its legality.